Jump to content

Guppycur

Members
  • Posts

    9,480
  • Joined

  • Last visited

  • Days Won

    72

Posts posted by Guppycur

  1. Checking the poi, it has both the badass group AND has a +150 modifier to your gamestage, so the chances are pretty decent.

     

    value="S_LootRoom_XL,S_GhostTown_S,S_Badass_XS,SleeperSmall"

     

    - - - Updated - - -

     

    Huh, wonder why there's a space in SleeperSmall, it's not there in edit mode. Stupid forum :)

  2. The only vanilla groups that spawns radiated is SleeperTestChamberGSList and ZombieBadassHorde, which spawns some tough cookies, but shouldn't spawn one until your GS is level 400, when it calls "ZombieBadassGroup", which has

    <entitygroup name="ZombieBadassGroup">
    	<entity name="zombieArleneFeral" />
    	<entity name="zombieBoeFeral" />
    	<entity name="zombieBusinessManFeral" />
    	<entity name="zombieCheerleaderFeral" />
    	<entity name="zombieDarleneFeral" />
    	<entity name="zombieFarmerFeral" />
    	<entity name="zombieFatCopFeral" />
    	<entity name="zombieFatHawaiianFeral" />
    	<entity name="zombieFemaleFatFeral" />
    	<entity name="zombieJoeFeral" />
    	<entity name="zombieMarleneFeral" />
    	<entity name="zombieMoeFeral" />
    	<entity name="zombieNurseFeral" />
    	<entity name="zombieOldTimerFeral" />
    	<entity name="zombieSkateboarderFeral" />
    	<entity name="zombieSnowFeral" />
    	<entity name="zombieSoldierFeral" />
    	<entity name="zombieSpiderFeral" />
    	<entity name="zombieSteveCrawler" />
    	<entity name="zombieSteveCrawlerFeral" />
    	<entity name="zombieSteveFeral" />
    	<entity name="zombieUtilityWorkerFeral" />
    	<entity name="zombieWightFeral" />
    	<entity name="zombieYoFeral" />
    	<entity name="zombieSpiderFeralRadiated" />
    	<entity name="zombieWightFeralRadiated" />
    	<entity name="zombieFatCopFeralRadiated" />
    </entitygroup>
    

     

    At gs 585 is when you start seeing radiated zombies through other means (hordes, sleepers and whatnot).

  3. [quote=Pille;685993@all

    I hope someone can assist me with the prefab XMLs. I am trying to find all valid property names and corresponding values.

     

    Example:

    <property name="AllowedBiomes" value="wasteland, pine_forest, plains, forest, snow, desert" />
    

     

    There are values (and perhaps properties) which aren't used in the current prefab xml files, e.g. "burn_forest" is not used but should be a valid entry in AllowedBiomes. I tried to read the Assembly-CSharp.dll and found an incomplete list of properties but no value lists.

     

    Where can I find these things (do I really have to go through the other xml files (e.g. biomes.xml))?

     

    Your xml making gui should basically have checkboxes that include the biome names in biomes.xml, which would then add to the prefab's xml. The biomes are in biomes.xml and there aren't a lot.

     

    <biomemap id="01" name="snow"/>

    <biomemap id="02" name="forest"/>

    <biomemap id="03" name="pine_forest"/>

    <biomemap id="04" name="plains"/>

    <biomemap id="05" name="desert"/>

    <biomemap id="06" name="water"/>

    <biomemap id="07" name="radiated"/>

    <biomemap id="08" name="wasteland"/>

    <biomemap id="09" name="burnt_forest"/>

    <biomemap id="10" name="city"/>

    <biomemap id="11" name="city_wasteland"/>

    <biomemap id="12" name="wasteland_hub"/>

    <biomemap id="13" name="caveFloor"/>

    <biomemap id="14" name="caveCeiling"/>

     

    ...and I'm fairly certain the cave ones don't work. :)

     

    deletegui.png

     

    etc...

  4. Thanks, i forgot about that post. What is interesting is even with a somewhat lower game stage there is a chance to spawn irradiated zeds. I remember seeing my first irradiated zed in the new pawn shop POI.

     

    I opened up the pawn shop POI in pilles editor and didnt see any special sleeper blocks in it so not sure how one spawned for me.

     

    I have to go through the gamestage xml and see if any of the early gamestages has a small chance to spawm irradiated zombies.

     

    Some poi's have modifiers to increase the gamestage within the prefab. Nice stuff with decent potential. Also, since you can create custom prefab spawn groups, you could say, fill a police station with swat team zombies, if the UMA zombies still worked...

  5. No, that's right. I suspect ultimately, it would be best if each prefab has its own sleeper volume group; well, at least for the ones where it would make sense. Lumberyard, sewer, etc.

     

    I always find it odd that there can be dogs on the upper levels of Joe Bros and usually a stripper in the trailer.

     

    The latter is funny, the former is retarded.

     

    My point? My prefabs will likely have their own groups.

  6. Makes sense. Also makes sense the prefab editor shouldn't have to worry about out of bound trigger areas, but SHOULD do in bound trigger areas, so I'm all for that quick and dirty "dark way" approach. :)

     

    Because slaan is right. We can do this better. Lol.

  7. Unfortunately, making a proper visual representation of sleeper volumes is harder than I've expected since you can use negative numbers for the SleeperVolumeStart variable. So your Volume is not limited to the volume of your prefab.

     

    Well in those instances, have it do something else to let us know it can't be visualized. :)

  8. @Slaan: Wow, I'm not quite that far into fixing Guppyville, but you've given me some good ideas. :)

     

    @Pille: We could use a "Save Prefab", "Save XML", and "Save Both" option Pille.

     

    ...also a history of recently opened files. :)

     

    @All: I'm uploading the first of my "Tutorial" videos with this editor. I'll be adding more as I review my teamviewer session with Pille and remember more stuff. I got uh, distracted this weekend. Project Coaster is amazing. :)

     

    Anyway, whe it's finished uploading and processing, the video is here:

     

    [video=youtube;DU0-yK6yc8Q]

  9. Pille. So I was thinking. When viewing the blocks in the editor, it would be cool if the sleeper blocks would include that little icon you use for your editor. Yes, sure, you would need to tag those blocks with "isZombie" or something every time they added one, but it would sure help "see" where the blocks are with a quick glance.

     

    Also, once you get a handle on volumes, clicking on one and seeing a visual representation of the volume space would also be cool.

  10. Windows was being an ass. I've got the editor installed in two places now, each with identical files, but only one starts. I entirely blame Windows 10, ever since the "creator" update or whatever, it's been a total d1ckwad.

     

    ...he is likely referring to this:

     

    https://7daystodie.com/forums/showthread.php?47459-Unlocking-In-Game-Prefab-Editor-(Terrain-Tools)-dll-mod&highlight=unlocked

     

    Or by changing the mixer setting to make a flat world:

     

    <property name="scale" value="255"/> //changing 255 to 1 makes it flat if I recall

  11. So... where are they now? The entire selling point of the streamers getting earlier-than-us access was supposed to be to combine the communities, and to show off the game to new markets.

     

    ...but I'm more than a little disappointed that ever since 16x was released to the rest of us, I'm not seeing any tangible success. Am I wrong? I'm open to being wrong...

     

    - - - Updated - - -

     

    @jimbo: Two, for sure; one for non experimental, one for experimental.

  12. As far as removing layers, I think you're taking a gui approach to what would be easier (for the end user) as a command approach. "Remove Layers", then choose what range of layers to remove.

     

    With columns and rows, Hals' function key method was pretty damn good as well.

     

    (for some reason the editor no longer starts, although it did yesterday... I think windows is jacking with me)

  13. So I finally got around to installing and taking a look at this; I managed to get it to do some basic functions, and took a video of my journey trying to figure things out. This is a raw video of my very first impressions and experiences, and maybe by you seeing what I went through, it may help your design out a bit, or it may just lower your opinion of me. ;-)

     

    Once I get the hang of it a bit more, I'm happy to do the tutorial video. This thing is way different than Hal's, so I need to master this. :)

     

    Video is probably still processing, but:

     

  14. The second this thing is viable (can do the basics) I'll be doing videos. Unless I'm working. ;)

     

    Any eta guess? We talking days, weeks? Also, if you could be logged in with me and us on Discord while I'm discovering your editor, I think it would help the video If you were to show off some features.

     

    Just thinking out loud.

  15. The editor is updated and "partially" ready for A16^^. The paint system is not fully supported yet (You have to paint the blocks ingame. I am going to improve the support in the next weeks). Hint: Resizing the prefab may cause problems.

     

    Okay, so painting inside the editor isn't working, but does that mean if I bring a pre-painted prefab in, that it will strip it of the painted features?

     

    ...honestly been playing the actual game (go figure), but was going to start giving this a whirl tomorrow, but not sure if I can actually do anything yet. If I'm reading both threads right, there's no current way to export and if I import I can't yet paint?

     

    Pille, you're new to the guppycur kissass experience, but I will be singing your glory across the lands very shortly, I think. :)

×
×
  • Create New...