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AH64_Jimbo

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Posts posted by AH64_Jimbo

  1. On 11/17/2023 at 11:43 PM, Evil_Geoff said:

    This is AMAZING!  Love, love, LOVE it!

    Thank you very much! I am so glad to hear that you are enjoying it!

     

    On 11/17/2023 at 11:43 PM, Evil_Geoff said:

    Runways are numbered via their compass headings.

    This is very true! Runways are numbered based on compass or rather magnetic heading, rounded to the nearest 10 degrees. Since 7DTD is based in fictional Navezgane County, Arizona that would give a magnetic declination of about -11 degrees from true north (give or take a degree or so, based on several factors). So while you are technically correct and very astute at noticing that the runways are aligned perfectly with the true cardinal directions (North, South, East and West). However, the compass heading that a pilot would see when landing or taking off would be off by about 11 degrees.

    For example, a pilot landing to the north would see a compass heading of about 349 degrees, thus why the runway is numbered 35.

     

    I used to be a pilot, so I try to incorporate real-world aviation practices into my prefabs as much as possible! Again, though, good catch and I am glad that you are enjoying adventuring at the airport!

  2. I'm thrilled to announce a brand new Tier 5 POI added to the 7 Days to Die airport mod  , Jumbo Jet Emergency Landing

    Featuring a large, 4-engine double-decker airliner left on the runway where it apparently came to a halt during an emergency landing. Curious Survivors will have to fight their way past the doomed emergency workers still at their posts, before they can discover what is left inside the aircraft itself. Beware! The zombie hordes seem exceptionally riled up around this behemoth aircraft. What dangers reside inside and outside near this aircraft? What secrets does it hold, and what loot can be obtained for the Daring Adventurer? Download the mod and find out, Survivor!

     

    image.thumb.jpeg.9d5d0fa8c1872d24709d914710bbe0b3.jpegimage.thumb.jpeg.f4157fc843a49e4577d19a5c4417dffb.jpegimage.thumb.jpeg.c71fafa21862ca466866155fb1067d79.jpegimage.thumb.jpeg.46a16678250c74fddc3cabc76f77a64d.jpegimage.thumb.jpeg.daf08b4d0f5fb37c91c14b03e091dd74.jpeg

  3. 20 hours ago, Riamus said:

    Perhaps delete your drones.dat file (and the backup) to see if that fixes the problem.

    Yeah, that did the trick!

    The bad Junk Drone data is gone, it no longer appears in the list entity group, and the 'Origin ray fail' errors are gone.

    Thanks, Riamus!

     

    For anyone else who is still having trouble, and a jd clear command is not working, try to delete;

     

    drones.dat

    drones.dat.bak

     

    from your save file. i.e.

    C:\Users\<YOUR USER NAME>\AppData\Roaming\7DaysToDie\Saves\<MAP NAME>\<YOUR SAVED GAME NAME>

     

  4.  

    3 hours ago, Riamus said:

    This error continues even if you leave the area?

    Unfortunately, the error occurred near my base. If I do leave the area, yes, the error stops. I have to go a good distance away (~500 meters give or take), so I will usually teleport somewhere and then back. However, the error is persistent, and occurs when I return to the area around my base. Reloading the game had no effect. I've tried the jd clear command a few times, and that has had no effect; The bad Junk Drone data also persists for some reason, and the 'Origin ray fail' error continues.

  5. In one of my saves, I have been experiencing this 'Origin ray fail' error, too. In this case, I lost a drone to the dreaded NaN NaN NaN bug. However, I have also lost a bicycle to the void as well, during the worst of this unplayable error. Though I managed to replace my bicycle using the creative menu, I have been unable to effectively use other console commands since the 'Origin ray fail' errors bombard the logs. 

    At any rate, I was able to capture logs;
    https://justpaste.it/38xnq

  6. 29 minutes ago, Viper Seven said:

    In order for you to get your poi to work for random gen you need to do a whole lot of down sizing to 200 x200 prefabs,

    Thank you for the information, Viper Seven, but my individual prefabs are already smaller than that; My airport is comprised of over a dozen inter-connected prefabs, the largest of which are the special airport RWG tiles at 150x150 blocks. You could consider my airport as a small town, rather than one giant POI. I take it as a compliment that the illusion that it is one massive POI is working. 🙂

    Airport_Prefabs.thumb.png.ac32b92dba516caa3e2d145b6f5b8786.png

     

    My main issue with Random Gen at the moment is trying to get Random Gen to align RWG tiles and the airport prefabs in a certain, predictable way. Right now Random Gen is just that; Random. I require a certain degree of order to make it work.

  7. Hello All,

     

    Do Mods need to be handled differently in Alpha 21 vs. Alpha 20 and/or handled differently when placed on a Multi Player dedicated server vs. Single Player client? Some people that have downloaded my 7 Days to Die Airport Mod have complained about some various issues when trying to install my mod on their MP server. For the record, SP seems to work just fine with one caveat; I found that I need to pull the modded map that I made from my Mod's Generated World folder into the main user's Generated Worlds file in order to see the map. In Alpha 20, this step was not necessary. So in other words I had to move this ;

    C:\Users\Nexus\AppData\Roaming\7DaysToDie\Mods\7 Days to Die Airport\GeneratedWorlds\Circling Vulture Valley

    to this;

    C:\Users\Nexus\AppData\Roaming\7DaysToDie\GeneratedWorlds\Circling Vulture Valley

     

    Here is a list of some of the issues reported;

    1. Missing Zombies from Airport POIs
    2. Airport POIs disappearing when approaching them
    3. Joining a Game and then it gets hung up on the Loading Screen stating "Receiving and loading configs..."

     

    For the two former issues, I believe what is happening is that the game does not read, recognize or load the prefabs from the Airport Mod folder. 

    I'm at a loss about the last issue, though. The server owner was kind enough to provide logs, though.

     

    For troubleshooting Issues:

    • Did you start a new game and re-create the issue? Yes
    • Have you validated your files through Steam? Yes
    • After validation, did you re-try with a brand new game? Yes

     

    Mods Used: 

    • 7 Days to Die Airport
    • Teragon POIs

     

    LOGS

    Server owner's Client-side logs: https://pastebin.com/EiS1WdJ2

    Server-side Logs Part 1:  https://pastebin.com/bzSkzHDL

    Server-side logs Part 2: https://pastebin.com/y7ENZRH0

    My Client-side logs when trying to join the server: https://pastebin.com/XatQ9Ryv

  8. 18 hours ago, Arma Rex said:

    Have you thought about adding this to Navezgane?

    I have, actually. The biggest problem is where do I put it? There may be some places, especially along the map edges, but I'd likely end up having to erase some of TFP work in order to make it fit. If anyone wants to take my prefabs and tackle this, I'd be more than happy to support them.

     

    What I would rather do instead is create a custom-made 6K map from scratch, where all of the terrain is hand-crafted, all of the roads are purposefully painted and all of POIs (including TFP POIs) are carefully placed. This would, of course, be much more time-consuming than just modifying a Random Gen map.

     

    There are some other ideas that I would like to implement in the future like;

    • Adding additional and varied POIs
    • Create aviation-specific props to be used in the airport and aircraft, like actually airliner seats
    • Creating 'Tiered' Airports such as private airstrips, smaller local airports and Air Force bases.
    • Get my Airport prefabs to work with Random Gen

    That last one, adding my airport to Random Gen, has been a tough nut to crack. Currently it's not compatible with Random Gen and would take a bit of coding to get all of the tiles to line up correctly. I have some ideas, though, and have been making small incremental progress.

     

    In the meantime, I've got another POI in the works. It's still being developed, but here is a preview;
     

     

    image.thumb.jpeg.bf28f40ba28eb5ee78ec10a3372148cc.jpeg

  9. 17 hours ago, Riamus said:

    I love the idea but I don't really like POI that provide the player with a huge amount of resources.

     

    I like the idea of a zoo, too. If I were designing a zoo, I would make multiple POI's sitting atop an RWG tile or two making the whole zoo a mini-district itself. This is how I designed my Navezgane Regional Airport as a collection of inter-connecting POI's. Each POI could represent a specific habitat or exhibit with the RWG tile(s) as the platform for the zoo path.

     

    As far as too many animals and thus too many resources go, I would probably balance that with more gore piles and fewer live animals. Still, I think a zoo is a great idea. If The Fun Pimps don't do it, somebody should create a mod.

  10.  

    On 7/2/2023 at 11:33 PM, MiTHMoN said:

    I'd like to just get to it and start listing my suggested changes to the game. 

    I largely agree with your points here, though I am onboard with most people's concerns. 

     

    On 7/3/2023 at 3:17 AM, khzmusik said:

    I would rather have dyes be craftable so you can scrap them to paint then re-craft the dyes later, but that leads to balancing issues which are not trivial and therefore would be controversial.

     I agree! It'd make customization more accessible. 

  11. 5 hours ago, EpicSpire said:

    does Kinggen still do Raw to PNG? 

    image.png.abeb4023775b0ea4a2a168c302e4cfad.png

    I haven't used KingGen for over a year, ever since TFP switched over to using RWG tiles in Alpha 20. I totally forgot about the KingGen tools.

     

    It worked, though! Thanks! Just remember to use the 8-bit converter and not the 16-bit.

  12. On 6/26/2023 at 1:50 AM, Riamus said:

    There should never be a way to accidentally cause a quest to not be possible to complete and breaking a trigger point or bypassing a trigger point is extremely easy.  Players often will not follow the intended path and they should not have to in order to get the zombies to spawn.

    This is a good caution for POI designers. I have used triggers to spawn zombies, but nearly anytime I do, I mark the sleeper volume as "Quest Exclude". That way even if those zombies are never triggered, a quest can still be completed.

     

    As an aside I am nearly done updating my airport mod for Alpha 21; Prefabs are done, but I have to figure out how to put it on a map since some of my map editing tools are broken like MapToolz.

  13. I believe that in order to get your prefab to work on a dedicated server that you will need to treat it like a mod. There are tutorials here on the forums for that;

    It may seem daunting, but it's fairly simple. You just need to arrange the files properly and put them in the right place. If you need an example, you can check out how I arranged my files for my Navezgane Regional Airport found on Nexus Mods: https://www.nexusmods.com/7daystodie/mods/2786

     

  14. 15 hours ago, canadianbluebeer said:

    Cleared the place, and flew the working chopper out.  :)

    That's awesome. Now my question is, did you find all of the hidden loot?

     

    Just a hint:

    There are 5 Secret Stashes in the Terminal, 4 hidden throughout the concourse and another one hidden on one of the planes for 10 Secret Stashes in total. 

  15. On 6/7/2023 at 8:04 AM, Quagmire1428 said:

    well, using the F1 console commands, "prefabupdater loadtable" and "prefabupdater updateblocks" i was able to bring back a slightly older build of the POI but the most recent one is still just a no go, so at worst i guess i've got a lot of catching back up to do on it. lost about 25hrs worth of work at this rate. ho hum, it happens i guess.

    Are you still having trouble? I'm not sure if this will work, but you could try using the Replace Blocks tool within the Level/Prefab Editor. You can find it under the Level Tools 2 tab.

     

    image.thumb.png.86384410730c0efa52610b7d4588bce5.png

  16. Sorry for the late reply! I didn't get a notification for this for some reason.

     

    On 5/25/2023 at 10:45 AM, canadianbluebeer said:

    The 4 hangars, parts of the roof collapse upon entry.

    Yeeeaah . . . I had to work within the confines of the game. One of the concessions that I had to make was that in order to have a hangar large enough to fit the medium airliners, part of the roof would be unstable. Not a problem most of the time, unless the roof is disturbed (i.e. player or zombie walking across it, explosions, destroying support beams, etc.)

     

    The irony is that the remnant "destroyed" hangar actually has a much more stable roof in the game. lol

     

    On 5/25/2023 at 10:45 AM, canadianbluebeer said:

    The aircraft attached to the concourse via the causeway, haven't found a way to unlock it... yet.

    The intended way to get into the aircraft parked at the gates is from the outside using the various ramps, ladders and vehicles attached or near an entry point into each aircraft. That being said, 7 Days to Die being a voxel-based game, you can always brute force your way in the aircraft! However you want to play! 😁

     

    On 5/25/2023 at 10:45 AM, canadianbluebeer said:

    Almost done clearing the whole place on this playthrough.  Just have the aircraft left to clear, then I can get to da choppa!  :D

    Hopefully you won't be taking THIS choppa! lol

     

     20230608214100_1.thumb.jpg.62387f4821bd8974b0ecef2f3aea46b6.jpg

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