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stallionsden

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Posts posted by stallionsden

  1. I'd say keep your SDX stuff in there if that was your original plan, I can always remove the non vanilla stuff if needed. When pacco first showed me the video featuring his gambling tables/machines I straight away started thinkin on how to introduce a vegas style strip somewhere. After I drop 0.4.2 it's back to the northern half of the hub to address the verticle drop on the west side of the 'uptown' area so maybe this is somewhere that I can start with a gambling strip theme as it's designed to be more built up with tall buildings/highrises etc.

     

    Oh nice las vegas in the zombie apocalypse ha gamble get drunk and kill zs :-D.

  2. Working on saving the British steel industry then will tidy up the river roads and push out 0.4.2

     

    Here's a sample of the hub map so far.

     

    Soon...

     

    awesome man looking really great. I am currently working on a casino with hotel up above when i finish and if you want to add it to slaan your welcome to :-D. I am doing it for sdx but can also do a non sdx version as well.

  3. Cheers dude, like I said in the vid, after using the hub for a multiplayer survival game I really started to realise how 'little' there actually is so while things like the sewer will see some more work very soon I'm switching the focus to fleshing out the hub for this next version to try and keep it a bit more playable.

     

    On a side note entity spawners are still not on the menu at this stage but I am thinking on good ways to get them in there and also open to suggestions/ideas people may have.

     

    Yeh i have it in in the mega city. And always love going thru it. The school and chernobyl would be great additions to it. And i would think a prison to would go well.

     

    I have the city hall to from periston in navez to if you wanted it. Its quite a nice building actually. I can send to you or your welcome to grab from the mega city.

     

    Also thinking maybe under the highways some parks and maybe a market sort of thing would go great there to. But cant wait for next release for sure. Keep up the great work

  4. I'll defo look into some of those prefabs, I had intended at some point to dive into navezgane and see what could be ripped. Things like shanty towns etc will be added at some point, on particular idea I'm toying with atm is to leave that stuff until the foundation of the hub is set then dedicate a full release, apocolypse now edition or something like that where I focus on nothing but wear and tear/damage/blockades/car crashes etc.

     

    I'm trying not to go too mental with traffic atm, I have my fingers crossed we'll see some other form of lootable vehicles, but even if we don't get them I think that is something I might like to mod into the game myself to learn some new stuff.

     

    The possibilities are endless as long as tfp stop changing things ya'all figure out lolz

  5. Thanks for the kind words!

     

    For those who are interested, a

    is up showcasing whats been going on in the project since alpha 14!

     

    absolutely great stuff Slaan.

     

    Feel free to use anything i have added to the mega city to if you like. For example I have cut up Periston and Dieresville and added them in as rural/wilderness mini hub precincts/ Like dieresville is cut up into 2 rows of houses and then i cut them in half again as seperate pois.

     

    https://7daystodie.com/forums/showthread.php?40106-Precincts

     

    maybe could throw in a shanty town here and there as well. look like some survivors set up a base that got over run in there type thing. But looks like it is coming along nicely and cant wait for the next installment :-)

  6. Lowfdog showed me something interesting regarding the SI, steel I believe should support around 16 blocks but the 10th will always collapse when walked on, I'm sure the 11th block will collapse the whole lot when placed too. Im not sure if this was true for all blocks that extend their support past 10 blocks, I seem to remember him say there was some kind of bug involved.

     

    I'd never even thought of checking things like how many blocks the different things will support before I start building until I started talking to lowfdog, which is quite funny when u consider how far I've come with building stuff lol

     

    I might actually fully understand it all by the time the gold release comes along >.<

     

    lol well at least when game is gold things wont change haha so when we all work out how to have work arounds etc it will stay lol.

     

    Yes it is quite interesting the whole si and strength. When building I also use a minimum of 2 levels for floors. if a big prefab as in the distance the floor is from wall to centre of prefab I will use metalbridgerivet as the centre with what ever flooring on top and th roofing under it.

     

    IE:

    m - metalbridgerivet

    f - flooring

    r - roofing

    a - air

     

    fffffffffffffffffffffff

    mmmmmmmmm

    rrrrrrrrrrrrrrrrrrrr

    a

    a

    a

    a

    a

    fffffffffffffffffffffff

     

    This adds to the si and strength and what would normally collapse with just using 1 level wont.

     

    Ha Lowfdog his BB stadium is a work of art lol I have tried to dissect how he did such a great big prefab and it stays standing lol.. I think black magic is involved here hahaha :-P.

     

    Here is my concrete as you see it is different to the vanilla as I have upped the si and the mass (strength) which theoretically is how many blocks can one block hold.

     

    <material id="concrete">

    <property name="damage_category" value="stone" />

    <property name="surface_category" value="stone" />

    <property name="explosionresistance" value=".25" />

    <property name="MaxDamage" value="2000" />

    <property name="Hardness" type="float" value="1" />

    <property name="stepsound" value="metal" />

    <property name="stability_glue" value="400" />

    <property name="Mass" type="int" value="12" />

    </material>

     

    as you see the stability of 400 and the mass of 12 meaning 12 blocks sideways from the edge of the block another is attached.

    Also other factors do come into this ie how heavy the next block is etc. more heavier the less you can attach. The less heavy the more one can attach.

     

    The only thing I am looking at atm is this line which is in most the materials -

    <property name="Hardness" type="float" value="1" />

     

    The float part there i am unsure its part in this whole thing. If we change it or remove this line would a prefab not float or am i thinking wrongly. But I have noticed this line prominently in alot of the materials if not all. and wonder if changing the float part or simply removing it would it mean prefabs wont float or would it mean the block will not be allowed to attach to the side of another block in which it wont "float" or by changing the value from 1 to say 12 would it have more of a resistance to falling.

     

    - - - Updated - - -

     

    yours and lowfdogs prefabs are amazing.

  7. There's quite a few areas that will collapse, the bridge struts are among a 'few' unstable parts of the hub... try climbing across the toppled skyscraper... that can be fun ;) I shrug this stuff off as wear and tear, there's been an apocalypse after all.

     

    If there's any serious collapsing, enable DM and check beneath the surface, some seeds will generate gaps beneath the hub since i removed some of the stone base layers and they will most certainly interfere with structural integrity.

     

    Exactly. When i build a prefab i use bridgemetalrivet and bridge concrete this i find helps the si and strength issues. But yes the air pockets under the ground can be annoying. Easy to pick you attach a block on something that even has a really high si and strength and yet it still falls.

     

    This can also be a sign the prefab has low si under that block for example if you build a 10 story building and on the 9th floor it does this it can be 1 of 3 reasons 1 - air pocket under the ground 2. si and strength issue of the prefab and 3. the si and strength of the block you have attempted to attach the block to has reached the maximum strength and si.

  8. At this point in the game, as in ive been playing for awhile lol. I am starting to like the low spawning of POIs. Especially since slaanhattan is so big, and growing!!! I did notice when i climbed up on the highway, so of the metal blocks, that were on top for like support collapsed...if i find the spot, ill screenshot it

     

    Possible work around would be to work out what the bridge is made of and change the si and strength to that of bridgemetal i think. Si is 400. I change all the si and strength of blocks to the strongest.

  9. Actually the RWG has always been a problem with Mag's Compo work, Im not so sure you can decide how many spawn in each biome. I've literally spawned 20 seeds and NONE have been the way I want them. But with the most recent changes and the lack of Min max settings I don't feel comfortable enough to make changes to it myself so I've settled for a much more barren world also. On the 13.0 release I had found a PERFECT seed and my biomes were covered in POI's it was awesome. I was very sorry to change it.

    Please don't take this as an insult on Mags, he's amazing and works incredibly hard for this community but the RWG is a huge problem that the Devs should really help us with, I truly believe they don't want us Modding.

     

    Not sure what your looking for in the rwgmixer. I agree the rwgmixer has issues. Max_count when placed on a handful of prefabs you really only want 1 of works great. Probs are completely ruined and cause lots of flow on bugs.

  10. Im flying around my map, in a 1500-2000m circle, not finding much for POI's, is this normal? Is the map setup to make slaanhatten a major focus point and not have much for small houses? Im used to finding small random houses in the middle of forests, or deserts.

     

    What region/hub do you have the slaanhatten set at. But you will notice it when you see it. Stompynz taught me this. Get your cell size ie: 3000 and x it by each region so of slaanhatten is set at 2,1 then 2 x 3000 = 6000 & 1x 3000 = 3000 so you put in the dm esc menu on the right 6000,3000 & yoi should re spawn on top of it

  11. I did look at some of the re-skinned skyscrapers, I used a similar technique to put together the toppled skyscraper that's already in there. The interior of peppinos' skyscraper is easily recyclable as it is, however I'm not a massive fan of simply replacing the concrete, I think with a little more effort some quite unique patterns could be created over one or two that would make them look like a totally new building. Checkout some of lowfdogs video's, he inspired the 'pattern' i skinned over the crappy vanilla brick buildings to make the toppled skyscraper and imho a single unique looking building (even with a repeated interior) far surpasses a huge amount of similar looking stuff.

     

    I have a little something planned as a thankyou for the subscribes on the youtube channel which should be out *soon* then I'm gonna start work on the school area in downtown and hopefully shoot some vids that cover all the stages I use in adding a 'new' area to the hub itself, however feel free to bombard me with questions, If you have the building itch I most certainly will help you scratch it if I can ;)

     

    I an understand that. Argh yes I saw the toppled sky rise looks bloody awesome. I atm tho have lost the prefab building itch.

     

    I didnt play a11 (i think) cause it was an optimisation and bug fix release. A11 prolly be the same for me. But who knows might get it back.

     

    Def tho keep up the awesome work.

  12. @Slaan,

    Pardon the ignorance.

    Watching your videos, you pull up a tool on the right hand side that looks to let you teleport around etc.

    What is that? Is that a mod, or just something I am unaware of in the creative tools?

     

    Thanks.

     

    Open console using tilde key type dm and enter. Then press esc it will appear

  13. Ok new version is available along with a new, short video tour.

     

    There are now two mixers available within the project folder itself, vanilla and a modified CP 17 mixer.

     

    As usual, any feedback/questions/suggestions are appriciated.

     

    Awesome work Slaan. Downloaded and will check out a bit later.

     

    I am thinking the sky Rise series would look great in your project lol :-D. Just finishing off my city hospital and will give it a try. Adding to the hub I will have to learn lol :-D.

     

    Great work again Slaan and co. Look forward to the finished product especially if what you have now is so great :-)

  14. I have not replaced any part of the server fixes. I simply updated the game to 13.7 and re-installed the fixes. And I get the error. To fix the error I have to re-install the update to overwrite any of the files changed by the server fixes and no longer get the error. Reinstalling the fixes and I get the error again. Running this on a windows server but ist worked well without this issue uptil this update

     

    Did you create a mod folder in the main directory and then place allocs fixes in the newly created folder

  15. Are you running hals editor with his dll installed. As when your game states ot is a version prior to the current. It means the dll has been changed.

     

    If it is Hals editor installed it isnt yet ipdated to 13.7 and your game with show 13.6 and have errors.

  16. i am currently building some skyskrapers. Also going to be a part of my hospital. But if all works out ot should be able to be swapped and changed into different buildings (using the editor ofc). However wont be able to export til hals is updated. But still got lots to do before this is finished

  17. Btw, some of loot containers you've used in the prefabs are "player-made" and they have lootlist value of 10 - which means they neither contain nor spawn anything (i.e. "storageHealth", "storageAmmo"). A warehouse full of those storage boxes looks promising but it quickly turns out to be just disappointing...

     

    the storagehealth containers etc are spose to spawn empty as thy are just for deco/storage purposes. not a error or bug

  18. hey laz,

     

    looks awesome, installed the prefab files into the prefab folder and the rwgmixer into data/config on a remote server. Deleted the save and then set it to random gen.

     

    Upon loading in it hangs on "waiting for server" and after signing in the ftp I see that it has not generated a world. Any advice on what I'm doing incorrectly? I've tried writing in xml lines manually on the backup and using that but it does not appear to fix the problem. Only upon re-inserting a vanilla rwgmixer does the server successfully generate the world.

     

    Please upload your output.log. and rwgmixer

     

    - - - Updated - - -

     

    Also did you place prefabs in the prefab folder

  19. Ok I commented out the above.

     

    But man this hub is amazingly detailed and really awesome to stroll thru. Very recommended and even tho it not 100% complete one can one can only imagine when it is fully complete. And at this early stage is damn awesome well done to all involved in making this.

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