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Posts posted by Cpt Krunch
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On 1/26/2022 at 5:41 AM, Jugom said:
Magnificent news! I can't wait.
I assume it will include the new tiling system?
the new RWG is awesome but it can't beat a tailored map.
Yes, it includes new tile system, as well as custom height map support. It really looks pretty amazing.
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Well done, caught 99% of the blocks that vanilla did not. Saved me a lot of work. Thank You!
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On 1/8/2022 at 2:44 PM, pahbi said:
With this list we can use king Gen for A20?
Correct
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2 hours ago, DrunkMunki said:
Just loaded up the game;
used the settings within the game to generate the map, nothing customand uploaded to dedicated server
I also hit a dead spot, where if i TP here i get 'frozen' and the map doesnt update, even the FoW doesnt go away..
not sure if it was just that generation that had the issue.
There is a problem with the prefabs list you are using to generate the map. It does not match the list you have installed on the client side.
If you dont catch the 'prefabs not found' errors in the console the first time you run the map, you wont see those errors again. It just removes those missing prefab entries from the prefabs.xml and you never seem them again. Verify your map generation list matches the prefabs you have installed on client side.3 -
Ive been talking with a few other modders/coders about that, and thats what we were hoping for, the problem is the rwg map process doesnt exactly line up with that. We wanted to import the height map at a certain step in the process, but its seems like a difficult task, though im hopeful that something is going to work before too long.
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38 minutes ago, Taisaku101 said:
Would there be an easy way to get the new roads in A20 into KingGen? I know the whole tile set and sewer system are an ordeal but I wasn’t sure if the roads were separate or intertwined with that.
No easy way, its gonna require a complete overhaul.
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Fun Pimps temporarily removed the ability to run prefabs from the Mods folder and Ive just sorta been waiting for them to put that back in before digging in on converting all my a19 prefabs over. The new vanilla prefabs also look so good, Im gonna have to seriously step up my prefab game or my stuff is going to look silly in comparison lol. I do not envy the amount of work the CP team has to update a set that size.
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P
On 12/19/2021 at 9:36 AM, zztong said:Trailers are fun to make and I like to use them as bases. I'm curious how large of a trailer park you're after?
Pretty large, Ive got 3 single trailers and a park about the size of the vanilla park, plus the vanilla set which is 4 singles and a park, plus your existing trailer park, so ive currently got 10 i can use. I normally have made the park around the equivalent of 3 or 4 if the new tiles, so whatever you have time for, I will definitely use.
I normally pair those up with a pawn shop or two, then strip club and bars, laundromat, dumpy gas stations etc, i generally try and keep it low rent. I will probably try and get it to spawn with some custom tiles at some point in A20, its one i generally set up by hand, as its not overly difficult.
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Best of luck to you.
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@zztong If you are feeling inclined, I would love to see some more trailers or trailer parks. I tend to make at least one giant trailer park on most of my custom maps. Ive used yours in the past, along with the vanilla ones and a few from EvilRaccoon, but theres always room for more as long as Maury Povich stays on TV... Thanks Man
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1 hour ago, Cpt Krunch said:
Create a png the size of the map you want, and color the entire png in rgb like 43 43 43, save and use as a custom heightmap
The only way you are going to get a perfectly flat map in KG is to import one, its very very easy to do.
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Create a png the size of the map you want, and color the entire png in rgb like 43 43 43, save and use as a custom heightmap
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5 hours ago, Zagan said:
Still use it today actually in A19. It does work in A20 but like someone else said all the POIs have sharp jagged borders. Horrible maps in A20.
Interesting, this is the first Ive heard of this complaint, but it makes sense. The bases for many prefabs are only 1 block deep, which I think describes what you mean by jagged borders. Easy but a little time consuming to fix. Prefab border are what you are referring to?
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Ive got Nitro working in a20 with improved terrain and water stamps, Ive considered offering it as a download once 20 goes stable, but not really sure the demand is there with King Gen already filling that role and a bit more user friendly. I personally still love Nitro, but I also use King Gen for better prefab options. Really hoping we can find a new coder with the time to spare to keep it going.
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45 minutes ago, mrgreaper said:
So kinggen is now dead?
Myself and another modder named Tallman Brad have been talking with King about what's next. King is pretty busy in real life, but may still be releasing an open source generator for a20 which Tallman and I will at least try to carry at least for the near future.
Ive released an updated prefab list for KG in A20. Problem is that KG in 19 did not use tiles and parts prefabs. The hope here is we can get a working version of KG that utilizes the tiles and parts, and then find a coder to help Tallman and me, with the two of us working as testers and doing the admin stuff like the community maps etc.1 -
No, you just will not get the buildings in the map that you get errors for, wont affect your game otherwise.
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Ah, I see. Looks like they made some name changes. Vacant lot 03 is now 'lot_vacant_03'.
A20 is still in EXP, so its not a big surprise. I will try to update these over the weekend.0 -
Make sure you loaded the new list and not the old vanilla list
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Well done Sir! These will be going into my custom map releases in A20!
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Have never seen or heard of problems with corruption from King Gen maps.
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Greetings Gang,
Just a simple list I put together to run with with KingGen 13.1 for A20Exp. Went through an did an OCD test on this and the list should be solid. Ive omitted incomplete prefabs and made one height correction.This list does not include tiles or 'parts' prefabs, just the standard prefabs.
Please let me know if there are any issues with the list. Happy Hunting!
https://www.nexusmods.com/7daystodie/mods/1753
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Hi guys, not so much a bug as just something I found. I noticed a few unfinished buildings in the prefab set, and those all seemed to be sitting one higher than they should be, maybe to signify they were being worked on, but in the case of 'countrytown_business_10' it looks completed, but is sitting at -1 and sits correctly at -2.
Not sure if its still be worked on or not, but it looks complete with textures and zed, and just wanted to point it out if it was completed.
Set looks absolutely incredible. Great job with A20.
Cheers,
Krunch
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Update: Seems they reverted the water from 'needing' to be in splat4, this is great news! So the waterinfo will again write to the splat4 processed file, this is great news for the time being.
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For the time being, those are pretty much the 2 choices we have at this point. 1 is to make maps with King Gen or Nitro without the tile system, or 2, to rework vanilla rwg maps with the help of Nitrogen. Im using option 2 at the moment. Both options will require knowing how to remake the waterinfo.xml into a splat4 file using the Nitro preview feature and Gimp. I will be releasing a video on that at some point this week.
Regardless, we will keep the work going to release really killer maps, and either Nitro or KingGen will eventually update, or possibly a new map making tool from another community member who shall rename nameless Stay tuned!0
KingGen - A Random World Generator for 7 Days to Die
in Tools
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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.