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Cpt Krunch

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Everything posted by Cpt Krunch

  1. I like the idea behind this mod. You could use Romero style zombies and also do 'Omegaman' or 'The Last Man on Earth' versions of I Am Legend without changing any mechanics, just skins, POIs vehicles etc to match the romero stuff, all 3 of those movies look and feel the same, and your mechanics would make it scary as hell for players. Also you are not using traders, and while some may groan, it makes challenge style maps a lot more brutal and IMO a lot more worthwhile. Ive got 2 exisiting 'All City' maps, i can update for play with this mod. I will look for you in Discord. Nice work!
  2. This is a great place to start. I have no idea how to do this in Tergaon, but Im going to dig back in, ive tested a few other feature and had no issues, i will have look closer tonight. If i can place say 10 tiles, even if i have to populate each one at a time, unless they are completely clones, its easy enough to swap what i need out, i have tables from a python script for all the sizes and tier quests, so i can balance using that.
  3. Now that you mention it, I remember that, and I think at some point, it just switched to immovable highlight boxes for each POI slot and that gave me the auto populate. Even just to start out with the same one set of POIs would be a step closer, as the swap feature is enabled now, its not ideal, but it would at least populate the parts for each tile.
  4. Hello all, I havent made any requests or suggestions before now, because most of the mods Ive made maps for in the past have their own dream lists of things they would like to see. Ive been making and releasing customized vanilla and entirely custom hand made type maps since around A17 (17 is still my favorite version for making nice looking maps!). In that time, obviously things have evolved considerably. For a time I used Nitrogen to make maps, it introduced me to the concept of masking (ie place a pixel in a file where you want a town or city and presto). This was great because I could add a png file height map, then tell Nitro where to place the big things like towns and cities. The major downside to this was having to update the POI tables whenever a Vanilla update made changes, which usually led to either missing or duplicate POIs and a ton of xml work. The other big downside was that while it created Wilderness roadways, they were faaar from perfect and needed manual editing. Still I always felt like it was a step in the right direction vs the various early iterations of the Vanilla preview gen style of making maps. When Nitro stopped getting updates, I ended up meeting up and more or less working for KingSlayer as a tester for his newer map gen tool, KingGen. A lot different than Nitro and with a ton more features added, King's focus IMO was on making better quality terrain while also using his own POI tag system in conjunction with the pre tile Vanilla tagging for biome and multi layered zoning. My focus as before was the ability to place everything where i wanted, as well as build out custom POI sets i could drop anywhere and include or exclude POIs from. By the end of A19, we really achieved all of the initial things that we set out to accomplish, but it was very short lived, as we didnt finish until 19.3. When A20 dropped with tiles that was that for the main generator pieces for KG. King got busy and I still update just for few ppl who still make stuff with it. Its still useful for the tools we built in and for terrain previews, but no bueno for using tiles. While Pille was working on the early versions of Teragon generator, I spent a good deal of time getting better at using Vanilla made prefabs.xmls and then creating height maps around those, and then eventually planning out and hand placing tiles for cities tailored to the terrain i created. Between 19 and 21, the World Editor got a lot faster and cleaner to use. I found myself able to lay down tile areas very quickly and really get exactly what i was going for. (Hats off to TFP for both the tiles and the new POIs, these are extremely well made). The only real obstacle left I feel at this point is having to manually place POIs into tiles once the tiles are down. The World Editor is really much improved from previous versions, though that might not be immediately apparent to someone not familiar with how it works. The facing arrows are a great addition, but placing everything into multiple tiles, plus losing out on the random parts for the tiles, the end results are still pretty great, but not complete, and still very time consuming. My Pimp Dream feature here would be for the addition of a UI button/command to populate a selected tile in the same manner the tile would be generated using Vanilla placement rules. Its really the last piece for players to be able to build out really nice towns and cites without hours of hand placing and re rotating backwards pieces etc. I thought this might also be useful for custom POIs for custom tiles, but normal Vanilla RWG tiles will use custom POIs already, so it might be redundant. Anyway, would love something like this as the game move towards Gold. I think players would use this feature a lot as well. Thanks for everything you guys have done and are still working on, the last 2 versions really look incredible. Cheers, Krunch
  5. https://www.nexusmods.com/7daystodie/mods/3479 Dont know how many times I will say to how many people. You cannot kill King Gen. I will never understand the hardon people get over trying to close down threads on old tools. The tool does what it does, and the odds that this game is going to change enough before Gold is close to 0.
  6. Ive just finished an A21 Vanilla list for this, and Im putting the finishing touches for the POI Expension Pack which we are releasing today. These will be available on my Nexus account for download, and *somewhat* supported on Discord, but its really just for people who still want it. We very rarely use KG for an end-to-end map creation, nowadays its more for modifying/editing maps and some of the other tools for custom stuff. People who know what it does/doesnt do that find it useful are welcome to use it. Pound for pound, Teragon makes much better maps, and is still evolving. I will note though for KG fans, the results you get now from KG on any of the maps we included for generation with it are very good for an interesting reason. As POIs have moved to work better with tiles, sizes for everything have become more uniform, resulting in much better towns and cities, though road width and grid density need to be modified. I will be posting PEP and these KG lists this week on Nexus. If people are using them, I might do lists for a few overhauls like Sorcery and Ravenhearst if the interest is there.
  7. Changed my mind @Zagan I think this is roughly what you wanted. Happy Holidays https://drive.google.com/file/d/1vDH6kSADFfytJ-jtJ2UhlCRo3p_gRQhk/view?usp=share_link
  8. This is 100% doable in King Gen still, given they will be tile free A19 city style, and more importantly, someone will need to build out King Gen lists for the A20 POI set or sets. It usually takes me about 2 weeks to make lists that will produce good cities. While I dont really have time for this at the moment, I can point you in the right direction if you have the time and patience to build the list files. Once those lists work, I can make you literally anything you want map wise, what you described above could be done well in 2-3 days if i had those KG prefab lists. If you want to try and give it a shot, come by my discord and i can give you the first steps you need to get it going. Cheers https://discord.gg/tsmneMRk53
  9. This looks great. Ive done a few water maps in the past for @Ragsy 2145 boats. I started using 5 block deep water probably as far back as A18 in my maps. I couldnt prove the performance improvement, but i always felt like larger deep water areas probably hurt. The improvement to water in 21 plus the ability to use splat4 without the info.xml will be killer.
  10. Nitrogen had a very basic masking system, which King and I expanded on with additional layers of extended masking options. In the nitrogen mask, opaque blue is used to block anything at all from spawning, good for maintaining natural water and coasts, so that nitro wouldn't make a giant mess with roads and circle stamps for buildings. Yellow is neutral (invisible to editor), then, a single green pixel would give you a town, red a city, you set the sizes in editor and generate. No real control, but way better than ad-hoc, and it allowed you to plan areas. With King Gen, there are 2 masking layers and also a custom water map layer (though this is not as important now that maps will run natively with splat4) In KG, we used color red to block all spawning. One mask lets you place town/villages/cities, then the 2nd mask allows you chose the zones within those towns and cities, so like downtown/commercial/old or new houses etc. For your average player, yeah no parts or tiles is not going to be something you want in a generator. But if you know how to use the mask and make the entries for a20, its definitely still a viable way to make custom maps, specially with Compo type sets. Teragon will likely be the ring to rule them all, though and maps like these are still fun but they come and go unless you spend a lot of time regardless. Im also not sure how much performance is being killed by tiles, this will answer the question for me I hope.
  11. You trade parts for masking ability. I will take masking over parts. Also some parts can be genned in a few different ways, biome or as prefabs. I still use other pieces of King Gen for things like biome and terrain previews and the tools, also good for ocd checks on full sets of prefabs. It will do till Pille is done, I will have a list for people to play around with in a few days.
  12. Anyone still using this tool or looking to in A20? Im considering doing one more set of lists just for old times sake!
  13. This pack is not owned. Its entirely too large in and of itself to be used make maps in any real ordered or organized way at this point. Its a collection to select and build from, not a single offering for any one person or group. I thought that was the point of overhauls, right? A community compilation to extend play and world building beyond Vanilla is what the Compilation Pack is. This collection needs curation, not ownership. When the game does go Gold, and they do enable Workshop, everyone involved over the years will be grateful its all intact and available. Everything that has occurred since roughly A19 has been entirely counter to that philosophy, with the final result being someone who owns a handful of game models trying to slap TOS on an entire community worth of work. Thats no bueno.
  14. Might be interesting to see how this will handle the game in A20. What do you guys think? I probably wont be able to do post release support, but maybe some lists so that you can use custom height maps again with A20 prefabs till teragon drops.
  15. Its an 19 map, not compatible for a20 and probably will never be. Try the current 8 and 12k maps we have included with Darkness Falls. A 6 and 10k are also in the works, as well as CP updated versions of the 8 and 12k already released.
  16. Wow you guys test quickly. I wonder what all these buildings would look like painted to match the biomes they were in. Be interesting to see.
  17. Hi Rukminesh, I wish I had the time it would take to really tweak these prefabs to work right with Nitro, but Im just too busy with a new map generator plus Darkness Falls at the moment to take the time to do this in a way that the results will work right. Its definitely possible, but it wont be automatic anymore, as the prefabs themselves have changed. You already know you will be losing tiles and parts, but more than that, the buildings themselves are fairly different, and i do think you can get good results, but it will take a lot of trial and error with the tag system till you get the right mix. Let me know if you want me to make the rough lists for you, youll need to add the tags and do some testing though. Youll need both the a20 vanilla and cp48 lists, i will make the roughs, and separate vanilla from cp with comments, all you have to do is add the tags and run some test maps. I have a short read me on the tags, and you can look at the old lists in Nitro to check the format.
  18. I think the big thing most players need in the short term is a way to edit zombie volumes in a20, even if the other things waited. A friend of mine has what he thinks might be a short term fix, but the point Pille just brought up about the xml changes might actually affect what we were planning. I will keep you all posted if we get it working to any useful degree.
  19. ZZ, is your stuff staying separate or going into release with CP? Im really trying to hold off on using my own 19 to 20 conversions, but Stallion is still building i think. If you are going to carry your stuff, i will just use your version next map cycle. I think Im going to stop on maps after the DF official set is complete for V1. After that Im going to start work on custom tiles and prefabs to match the new vanilla scales for buildings. There are also a few nice AAA pieces I might finish just for the fun of it.
  20. Well done, this will be going into my future adventure pack map sets. Loved this original set, but it definitely needed the cleanup, so thank you!
  21. Thats really more of a hand made map feature you are describing. Its an interesting thought though. Most generators would not take the distance from height into consideration in regards to water.
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