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Roy02

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Everything posted by Roy02

  1. So is there a list of authors that want these restrictive terms in the cp tos which we can just remove from infinity, from what I am reading the list of authors wishing to be restrictive is smaller than the number of non restrictive authors. So could someone post a list or could the authors own up to what they want envision for their poi's. Additionally I understand this has prompted several overhaul mod authors to rework updates instead of working on something they (and we) love. If you make a labor of love become a labor only, people will not continue their efforts. That would be sad. Perhaps discussion and communications before stating TOS EULA etc with folks that may be affected.
  2. TOS for CP is messed up, apparently undergoing revision. very frustrating and confusing.
  3. Hi I like building strange, fancy and large bases, but I wanted to put in skylights and some of my roofs are not flat or ramp shape, is there any chance of adding more shapes to the glass blocks both bulletproof and regular plate glass?
  4. Does anyone know if Fun Pimps are looking at a solution to this , perhaps %appdata%/overhaul1, . . . I play 3 to 4 overhauls on different servers with a group of friends, would like to get a handle on how this will work.
  5. Is the DL site overloaded, or has 3.6 been pulled? The server cannot connect, I seem to manually get to the alternate just fine.
  6. So most maps I make with Talmans helpfull video turn out like this since 11.11 version, Oh bring back road to isolated POI's would be nice(just a hope)
  7. any idea why the cities are all raised or lowered creating those odd earth walls? I even tried a flat map and the cities are raised or lowered no matter what I try. I tried removing the city height info but it still janky. Is there any way to just force the cities to follow the earth contour?
  8. ok so far only 2 tests this morning will continue but I generated the POI list from the freshly downloaded DF installation. Created a new height map using gimp, used the Kinggen tool to make 2 maps. First map using custom height map and the POI generated list from fresh install (from the darkness falls 2nd map i generated with no custom height map and the POI generated list from fresh install (from the darkness falls all other settings remain the same. Results: Both maps had floating POI's the Custom height map's variation was more pronounced almost every POI was off the Y? axis, the default map generation most of the POI's seemed good but still an abundance of floating POI's Every test has been using the current loaded POI's and the tools poi list generation or the default vanilla POI setting on the tool, I try to only change one variable only each test. Fresh downloads so far include Darkness fall mods(erased and manually installed, King gen fresh download couple of times. So far I have not changed any of the prefab folders these are where I generate the lists from(in the case of Dfalls I grab the prefabs from the mod directory version 0darknessfallscore/prefabs) Originally my tests were from downloaded lists from good sources, same results.
  9. I did that, I tested only DF prefabs(generated from the mod POI's), only CP prefabs, Vanilla Prefabs, Tested all 3 of those with Vanilla game and DF mod game. I totally wiped DF mod install and reinstalled that and tested again. All those test were bad using a custom height map. Last night I tried no custom height map using CP with vanilla game and first thing I found was the Spiral library 3 blocks higher than normal, the majority of the rest of the POI's were good but it was late so did not do a good check. plan for todays test; download all new CP POI's, download a different (working height map. Question, is there a link to current POI lists and current POI's so I do not mix them up or should I keep using the tool to generate the lists?
  10. With no selected heightmap the effect was much less prevalent but the spiral library was 3 blocks higher than ground level, most were normal. I took some screenshots if you wanted me to send those. I will try to figure out more tests in the morning
  11. ok just tested this using just cp poi list( cp47, tested with vanilla and DF builds same result. I used a custom height map could that be a factor. Not sure what to test to narrow this down. I also tested it with just using vanilla poi setting not generated pois list. I will try without a heightmap next
  12. ok just tested this using just cp poi list( cp47, tested with vanilla and DF builds same result. I used a custom height map could that be a factor. Not sure what to test to narrow this down.
  13. Further on floating POI's. So I wiped Darkness falls and reinstalled from a fresh download. I used Kinggen poi-list creator to generate a brand new list of POI's. Created the map, and everything is raised 1 block. so ground level POI's are floating, when someone enters or zombies are spawned they instantly collapse. So far I have changed the height map to 3 different background levels, I have used several generated POI lists, completely wiped the Dfalls directory and redownloaded Dfalls, and did manual installation. I re-downloaded the latest Kinggen also(was same on I had though) Every building is still 1 block raised, this only seems to happen on the latest version of king gen, I wiped the old copy I'll try and see if I can find an old backup and test that again. If anyone has any trouble shooting ideas let me know what to try next.(my next test will be just the cp files not Dfalls)
  14. Hi, I noticed since the latest version of kinggen, that the heights of the POI's seem to be varied. IE some are 1 block out of the ground with a small lip, others are floating entirely off the ground(this is the bad part) when a player activates the poi and zombies spawn the entire POI often collapses. We tried an experiment on a quest and regenerated the POI and the same result the POI collapsed again. The maps were all created with a custom heightmap, citymap, and biome image. I played with city height to see if that made a difference(nope). I used Darkness falls POI list Kaine provided for Kingen generator. Any idea how to fix this? settings _ ___ _____ | |/ (_) / ____| | ' / _ _ __ __ _| | __ ___ _ __ | < | | '_ \ / _` | | |_ |/ _ \ '_ \ | . \| | | | | (_| | |__| | __/ | | | |_|\_\_|_| |_|\__, |\_____|\___|_| |_| __/ | |___/ v0.11.1 - A19.5 7 Days to Die Random World Generator Find out more at https://community.7daystodie.com/topic/23988-kinggen-a-random-world-generator-for-7-days-to-die/ SETTINGS: biomes_map=C:/Users/Hallr/Desktop/Kinggen/yorCbiome8192.png border_size=medium border_type=water burnt_size=medium cities_grid_size=medium cities_level=60 cities_map=C:/Users/Hallr/Desktop/Kinggen/yorCcity8192.png cities_number=medium cities_size=medium default_biome=pine forest default_biome_tools=pine forest desert_size=medium heightmap=C:/Users/Hallr/Desktop/Kinggen/yorCheight8192.png heightmap_smoothing=large mountains_size=medium multiple_generations=1 name=KingGenWorld pois_list=C:/Users/Hallr/Desktop/Kinggen/PreFDFYor pois_number=medium size=8 skip_preview=false snow_level= snow_size=medium spacing=medium spawn_points=medium terrain_roughness=medium towns_grid_size=medium towns_number=medium towns_size=medium traders_location=cities traders_number=increased villages_grid_size=medium villages_number=medium villages_size=medium waste_size=medium water_level=43 water_size=medium
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