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arramus

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Posts posted by arramus

  1. Supermutants!! RoaR!

    Having  a lot of fun with all the vehicles and have been for a few months now. It would be hard to re-adapt without them.

     

    In fact, a gaming bud had been building a track in the background dedicated to the buggy but a few other vehicles also fare well. I'm asking him to Prefab it as it runs well and acts as a great template for customising although it is perfectly great as is.

     

    20200926191048_1.thumb.jpg.5919bcb5afe1456000c2913dd47f3d7c.jpg

     

    The buggies can really get some air but also come down just as quick when you ease off.

     

    20200926190359_1.thumb.jpg.cbbdfc0d9be771d153247db8849bd82d.jpg

     

    I mean! Flaming barrels jump.

     

    20200926190241_1.thumb.jpg.fb6ae59739c2273a16fbd8bd24c34a34.jpg

     

    We all really appreciate the vehicles and the care you give them.

  2. 9 hours ago, Kevin1000 said:

    great looking mod only prob is i have no idea how to download it from that github link    can someone help me 

    I got the whole lot by clicking on the green 'Code' tab, and then clicking on the 'Download zip' option. It takes a while as it downloads the whole repository. It meant I could get in some light sabre action though. If these aren't visible, as it does get a bit buggy at times, this is the direct download link. https://github.com/7D2D/A19Mods/archive/master.zip

  3. @xyth Would it be permissible to distribute the Behemoth into a standalone modlet? I read the introductory post on Terms of Use and as the requisite unity.3d file is tagged to you, I wanted to check on its term of use. My aim was simply to restrict the Behemoth to the Wastelands so it wouldn't impact on other biomes and would just add to the suspense and horror for that area.

  4. On 9/17/2020 at 5:47 PM, War3zuk said:

    19.0 stable I get around 20 fps walking around, B8 im getting around 80+ from Medium to Ultra & high.. so massive improvements in management of Textures & Meshes.

    Sounds very promising and I'll keep watching for the B8 build and the performance boost it gives.

  5. On 8/29/2020 at 10:50 PM, beason128 said:

    Question about this, why is it that I cannot not create any random worlds with Alpha 19? The area to create a world only has one area which is not compatibly with the Alpha 19 which has Alpha 18 listed?  I updated the program but can only play Alpha 19 on the 3 Pregen worlds and the Nazegame.  Any suggestions?  By the way this is no mods for the game just straight play.

    Can you confirm you are attempting this with the in game RWG and not through the dedicated server? The dedicated server RWG build has caused server hosts issues which has similarities to the issue you present.

  6. @hkintheukThe RWG sticks very closely to the 'random' in its name in that the only parameters we can select is the map size from the default 4k and 8k. It appears that a developer testing build offered some extra versatility with a slider to give weighting to a particular biome.

    Without a GUI to select more custom variables, things will remain randow.

     

    The Data/Config/rwgmixer.xml file tells us some of the things we can expect and there's always the chance you can perform some trial and error edits to see what kind of map it will create. Things it appears to tell us are:

     

    - <###_rules> This variable appears under many guises and looks like a generic rule set for each and every RWG build.

    - There will always be a maximum of 5 traders in 4k and 10 in 8k.

    - The same traders will always be a minimum of 800 apart in 4k and 1000 away in 8k.

    - The RWG will select from 346 unique prefab buildings, etc.

    - The RWG will not add a unique instance of each prefab. Some will be repeated multiple time and others will not appear at all.

    - Each biome has been added in a set pattern with extra weighting on the Pine placed in the middle. I believe this supports low level player spawns.

     

    There are a lot of other rules applied.

     

    In summary we have a limited Random World Generator with some fixed rules sets. The day we have an in game client 'Custom World Generator' will be a fine day and I hope it will be from the developers or modding community. For now, scanning the rwgmixer.xml may tell you a little more about what to expect.

  7. 1 hour ago, xVirus said:

    Seriously, it's strange, would I swear that it generates the same seed and has a different map, did I generate it through advanced generation or world generation seed?

    Did you generate it through the dedicated server or through the client game? If it's the dedicated server, some community members suggest it can be different or corrupt and it's best to do it through the game client.

  8. 13 hours ago, Jecks said:

    Any world seeds that have at least 1 of every building like the devs promised?  Sick of 9 shotgun messiahs and 9 shamway factories, but yet it can't find the space for a single skyscraper.

    I've tried quite a few seeds and was expecting 500 or so unique buildings (as was suggested in a recent preview announcement) to all appear in each single World. Each generated World seems to get from 1100-1400 prefabs at 8192 from what I've seen so far and I would naturally expect higher frequency for gas stations, cafes, small shops, etc with lower frequency for the larger landmarks. Unfortunately, the larger landmarks can be very restricted if they appear at all. An algorithm that allowed proportional offerings with at least one of each landmark structure would be a nice consideration for a future build. dcsobral in the earlier post made a spreadsheet that breaks down the structures in many of the World seeds tested. It suggests each build has about 300 unique prefabs and getting a skyscraper is not particularly the norm. I appreciate some of these structures may put strain on rendering in a full server but a little more customisation would be very welcome.

  9. 20 hours ago, Labrat309 said:

    edit: I finally got one to generate

     

    Can someone tell me how to find out what the maps have in them correctly...

     

    One way to look at the raw data is in the prefabs.xml file created inside the new generated World map folder. This will list all of the prefabricated structures along with their locations. On an 8192 size World, it seems to list between about 1100-1400 items. Some of the names are instantly recognizable but others can be a little cryptic. It's possible to open the World Editor to look at the prefabs first hand. I rarely use God mode to zoom around a map to check in that way.

  10. On 7/29/2020 at 5:38 AM, geckobean said:

    Hey guys! Looking for any recommendations on a heavy wasteland biome seed. Thanks for any help!

    Of all the seeds I’ve tried and seen for A19 so far, the World is pretty uniform with the center made up of forest and the other biomes surrounding it quite strictly to the compass points. SylenThunder showed a picture of a development build of the RWG where you can select to increase the surface area of particular biomes using a slider but it looks like we’re waiting on that. For the current build, forest is given a weighting of 2 and all other biomes have a 1. Wasteland will certainly go from one compass point to another in a long continuous piece of land mass which we can be sure of if this format is general throughout. 

  11. 19 B-173
    World Seed: ZombieSalami: "South Nefoju County" (1523374883) - 8192x8192

     

    A few of the highlights for 'ZombieSalami':

     

    10 Traders
    Trader Rekt (x 2)
    Trader Joel (x 2)
    Trader Jen (x 2)
    Trader Bob (x 2)
    Trader Hugh (x 2)

     

    Books
    Book Store Type 1 (x 2)
    Book Store Type 2 (x 2)
    (4 distinct book stores containing 20+ filled bookcases on a single level. There will also be the non specific book locations with their own reference libraries and the like.)

     

    Vehicles/Parts
    28 references to garage from Garage Type 1 - 7 and Parking Garage.
    13 references to gas station from Gas Station 1 - 9.
    8 references to parking lot with 2 additional combined with garage types.
    (Sufficient vehicles, gas, and associated loot without considering collection on the road)

     

    Potential Weapon Safes

    14 references to army, police, and fire station with the potential for 1 or more safes and reinforced boxes.

    (A lot of those new modern houses have some decent reinforced weapon boxes and large safes for the taking as well as the more well known traditional sources from previous builds. Won't be short of a blunderbuss or two from the two dedicated gun stores as well.)

     

    All in all, untold unique buildings built into numerous clumps that are close to biome borders and often spill over.

    1NE.jpg

    2SE.jpg

    3SW.jpg

    4NW.jpg

     

    output-onlinepngtools.thumb.png.76693d1ff56057a97feefbe290f50334.png

  12. 11 hours ago, [email protected] said:

    When I put in the seed SystematicArbutus, it will not let me generate the world. Is anyone else having this problem or is it something I am doing wrong. I am still new to the game on PC.

    I just ran the seed (World Seed: SystematicArbutus: "EAST SOASA COUNTY" (1782249964) - 8192x8192) and was able to reach completion. It suggests 1300+ prefabs which is superb and well worth trying again.

  13. World Seed: 'Giggling Goats': "WEST WEJUI TERRITORY" (600772532) - 8192x8192

     

    While the map biomes follow the format of previous posts in conformity, the prefabs list is quite something to behold with this A19 update. I watched The Fun Pimps video streams leading up to the release of A19 and a lot of updated material was presented and demonstrated in detail from newer members of the expanded team and I could see the focus was much more on diversity and detail. A few of the highlights for 'Giggling Goats':

     

    10 Traders
    Trader Rekt (x 2)
    Trader Joel (x 2)
    Trader Jen (x 2)
    Trader Bob (x 2)
    Trader Hugh (x 2)

     

    Books
    Book Store Type 1 (x 2)
    Book Store Type 2 (x 1)
    (Only 3 distinct book stores but both types contain 20+ filled bookcases on a single level. While the large 2 floor bookstore from previous builds is not in this world build, these two other types more than make up for it and bring good balance. As always, there will be plenty of bookcases in houses and other buildings for smaller but more regular collections.)

     

    Vehicles/Parts
    35 references to garage from Garage Type 1 - 7 and Parking Garage.
    16 references to gas station from Gas Station 1 - 9.
    9 references to parking lot with 3 additional combined with garage types.
    (Plenty of vehicles, gas, and associated loot without considering collection on the road)

     

    In total, 1104 references to prefabs of which untold are unique.

    I don't have the tools to show the detailed complete map with how well the prefabs have been populated into combined areas, and if anyone cares to share the procedure or wants a copy of the world to help out it would be appreciated.

     

    Looks like the RWG does have some right mouse button map checking function.

     

    NORTH EAST

    NE1.jpg.312202b9c695394b6986c9d380d7fc48.jpg

     

    SOUTH EAST

    SE1.jpg.61dea2bf72b33e99edd4589c58bb2c0c.jpg

     

    SOUTH WEST

    SW1.jpg.a9a2f53ed270f25b0493fa6124a3c8f6.jpg

     

    NORTH WEST

    NW1.jpg.8f2048649df64380e9b3bb4ffdaea6cc.jpg

     

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