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Magoli

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Everything posted by Magoli

  1. Is this already working in A19 I really would like to add it now (tbh since a couple of years ) just wanted to mention: U are One of the finest POI-creators in this universe (If not the very finest (counted on what u did constantly since Alpha9) ) rock on mate
  2. just destroy them in ingame-editor (I always use the devhammer) - then click on "SAVE"
  3. thats not quite right Sir COMPOPACK43_(for Alpha18.3_built3) was Released when the game was 18.3 (b3) - thats right but in the 3rd line in the COMPOPACK openingpost it says: (also compatible with all previous Alpha18-versions) because there was NO block-changes since Alpha18.0 at all (also no prefabchanges, no texturechanges, no rotation or angle-changes, no changes on the vanilla rwgmixer.xml and as far as I know also no changes on RWG or the rwg-generation-engine or anything else that could belong to the CP) So none of the gamechanges from A18.0 to A18.3(b4) had any impact to the CP !!! but u are right in this point: Alpha18.3 is more bugged than Alpha18.2(5) I encountered a few new gfx-glitches and mesh-texture-failures since A18.3, but again: this has nothing to do with the COMPOPACK What belongs to Nitrogen v0.474 I cant say much, because Iam still using v0.473 and have no problems or Issues (as u can see on the COMPOPACK43-Examplemap - because this was made with v0.473)
  4. He works on other (none-7d) projects atm - thats what he told me a while ago I think he is fine, because I see him often online on steam I dont know what he is working on, but Iam sure it will be great !!!
  5. As far as I know there is no Supercorn-field (or POI) in the vanilla-prefabs ! In the CP-prefabs there are at Least 3 POI's that have Supercorn to Harvest - they are all fields and farm-POI's and they are assigned to the farmzone in Nitrogen's prefablist for COMPOPACK42.
  6. like gpstargate said - u have to remove the savegamefolder too its there: C:\Users\Username\AppData\Roaming\7DaysToDie to get the Roaming-folder displayed you have to allow windows to display HIDDEN files and folders (windows-properties)
  7. CP40 doesn't have a prefablist for Nitrogen next COMPOPACK-version (41) will have an official Nitrogen prefablist for CP (Release is not long away)
  8. hi Damo I have tested now the new 0.450 I have set FORCE_POI_FACE_SOUTH = 0 in the config.txt But I still see some POI's misrotated - I dont know if the error is on my side, because IMO the setting is alright: Lets take xcostum_bowlingcenter(by_magoli) as example: This prefab is build with the face pointing up in Pilles editor --> this means the "RotationToFaceNorth"-Command in the prefabs xml is 0 (=North) I have also set 0 for Rotation in the Nitrogen-prefabslist, but see what happens: Its difficult to tell, because there is another street on the side, but IMO this POI points away 180degrees from the street. This happens to a bunch of POI's Another example: This prefab is build with the face pointing to the left in Pilles editor --> this means the "RotationToFaceNorth"-Command in the prefabs xml is 3(=west) - I have also set 3 for Rotation in the Nitrogen-prefabslist, but this POI also seems to spawn 180degrees to the street just to verify we are talking about the same values: 0 = POI-face pointing to NORTH 1 = POI-face pointing to EAST 2 = POI-face pointing to SOUTH 3 = POI-face pointing to WEST right now iam pretty buffled - did i something wrong ???
  9. I also focus from now on Nitrogenmaps - Its a very cool tool - With Nitrogen we have alot control over the mapgeneration When Damocles fixes the POI Rotations and adds a ability to setup bigger custom townships, then the tool is 100% perfect for me to do everything I ever wished - very exciting Iam sure Nitrogen will spawn ur TWD-Prison - I already had Stallies Themepark and also Pilles Vessel spawning without Issues
  10. Iam sure they will I myself cant wait to have the WalkyDad (LOL) Prison back in the COMPOPACK (I wait until u added sleepers and quest but than its back in Pack) I love your Prefabs
  11. confirmed and I have reported this waterbug already in A17 - Its still consistent in A18 fact is that all POI's that are saved with the ingame-editor will get corrupted waterblocks with irregular attributes on Rotation and Meta value ! These corrupted waterblocks causes some nasty Impacts on performance and missing waterblocks in POI's For POI's I can say this for sure and also know where it comes from But for waters in the landscape (like Seas or Rivers) I have no chance to check that. But IMO it could belong to the same Issue in the hardcoded TFP script that is assigned to this topic and the waterblocks just wanted to mention dudeldu oh btw: this is the mainreason why I have taken over all vanillaprefabs to the COMPOPACK
  12. LOL - to late I already got everything implemented into the prefabslist - just a few finetunings here and there. OK - good to know I dont have to redo the Rotations (facings). btw: It would be great to make bigger custom-towns As far as I noticed the limit for different POI's in a custom-town is 15 IMO there is no need to add more custom-zones, but maybe change the values from 8,10,12,15 to 10,20,30,40 !? this is just an idea, because maybe I could add some more custom-towns (like the destroyed town I have in actual CP40) And I could also add some gasstations and other POI's that fit into Asia-Custom-Town (because I already reached the limit )
  13. ignore this - sorry for doublepost!
  14. Hi Damocles I have a Question belonging to the POI-Rotations when generating maps how does Nitrogen handles that ? I see some of the prefabs not pointing with the face to the street (in towns and cities) (mabye also in settlements, but hard to tell, because there is street all around on every prefabs in settlements) But the Rotation-Value is set correctly IMO (e.g. Bowlingcenter, Circus, UnionStation , ...) It seems this just happens to the Custom-POI's And there is another strange thing: The Misrotation is not just N/S- or E/W Issue, but also sometimes 90degrees misrotated !? I know TFP changed the rotation-order in A17 from clockwise to counterclockwise So all "RotaionToFaceNorth"-values has changed in the past (1 was now 3 - and 3 was now 1) (east/west-values) (North (0) and South (2) was still the same !!!) But here now in Nitrogen I also have prefabs with "RotaionToFaceNorth"-value=0 that are misrotated now. I know u already answered parts of this Question somewhere, but I couldn't find the post.
  15. Hi Damocles Iam about to write a prefablist for CP40 right now and have a few simple questions to understand the tool better: 1. do I need these lines in the prefabslist? Does Nitrogen needs them to generate the playerstarts ? player_start1,NAVONLY,0,0,6,2,6,alone;smalltown;downtown;hillbillyjunk player_start2,NAVONLY,0,0,4,2,8,alone;smalltown;downtown;hillbillyjunk player_start3,NAVONLY,0,0,5,2,6,alone;smalltown;downtown;hillbillyjunk player_start4,NAVONLY,0,0,5,2,6,alone;smalltown;downtown;hillbillyjunk player_start5,NAVONLY,0,0,6,2,8,alone;smalltown;downtown;hillbillyjunk player_start6,NAVONLY,0,0,6,2,9,alone;smalltown;downtown;hillbillyjunk 2. Just to verify i have understood the use of the custom-zones: when I have 15 Asia-Prefabs and want them to spawn in a town, then I should use custom_town_size_15 - right? and then the 15 Asia-lines should look like this: xcostum_Asia_Apartments(by_magoli),blablazone,1,-1,24,17,44,custom_town_size_15 3. do oldwest-POI's also appears in common towns or do they just spawn in their own oldwest-towns ? 4. can I change the order of the lines dramaticly ? I want to sort them and kinda visual categorize the lines by zones. (put the Asia-POIs together / put the traders together / put all oldwest-Pois together / and so on) Would that be a problem (or handycap) for the generation-engine of NITROGEN ?
  16. thx Damocles for adding the new zone-features I will check it out and play around with it this weekend. Iam pretty sure the next CP will be a Nitrogen-world.
  17. Hi Damocles I finally found the time to read completly through this thread. It was nice to see the tool growing up and getting better and better. Learned some new stuff too. so now I have a few questions: 1. Is it possible to generate a map with just a few of these Cityblock-cities(Manhattan-style) mixed in inbetween those other style towns (european style) ?? 2. Have you already found the time to throw an eye on that extra generic-zones we talked about ??? Would be cool if you could implement not just 3 but 5 freely setable zones - thx ahead 3. does Nitrogen considers the "RotationToFaceNorth"-command from the prefabs xml files ? Does Nitrogen reads the xmls at all ? bth I haven't played around very much with Nitrogen yet - sry - just generated 6 or 7 maps yet. But iam impressed more and more about what u did with Nitrogen so far. Iam looking forward to more further upcoming features that gives the users more and detailed control over the mapgeneration cheers
  18. very nice u work on this I know this prefab will be superfantastic again when finished - I love ur works I cross all my 11 fingers we get this baby spawned on RWG in A18
  19. nice fixes mate - will def check it out later rockon cya
  20. thx Pille this function is very much appreciated will play around with it very soon i guess
  21. thx for the update very much appreciated will test it out right now
  22. LOL - real blood moon nightmare very cool - thx for the info
  23. thx very much global Replacer works well now - good job again
  24. thx for the update - that makes things much much easier for me - really appreciated
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