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Magolis Compo Pack by The Compopack


stallionsden

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On 4/4/2022 at 6:24 AM, Rukminesh said:

The waiting was killing me also, and recently I converted all the A19 CP47 prefabs to A20. I'm still using the good old Nitrogen world generator. Some of the prefabs are skipped on start of the game, and not spawning because the converter I used not convert 100% of the blocks. But the majority does spawn. In rare occasion the game give a null reference for certain blocks, still not a game breaking issue in multi or single player.

 

 

EDIT:  Just going to wait on release from stallion. It sounds like he's really close to having it all together and ready anyway. Thanks everyone.

Edited by ScubaSteve3465 (see edit history)
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  • 2 weeks later...
33 minutes ago, Rukminesh said:

We looking forward to the release. Do you have any news about the upcoming new map generator?

 

I could be happy with a Nitrogen support if you ewer plan to do that. That map generator still usefull for A20, I can confirm.

I def won't support Nitrogen or kinggen. Kinggen if it gets updated to a20 I will look at then.

 

But tbh I think teragon is going to be the best outside of the game map generator we have seen and with it using tiles and parts and everything a20.

 

The vanilla map generator does a great job also doing vanilla and some tweaking can make some great maps to. 

 

I haven't heard any new news about teragon for a while now. 

Teragon and vanilla is what the cp support in a20 as they work in a20. a19 maps isnt a20. 

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I am happy with the vanilla generation as long as there is a way to get more T5 POI´s. It´s annoying that there is so few of them. Especially with CP there needs to be way more T5´s.

 

Also really hope the DF maps with compopack will have enough of them. I could just play any map with DF as long as i have all the DF specific POI´s, but it would be way more convenient to have the pregenerated maps.

Edited by pApA^LeGBa (see edit history)
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10 minutes ago, pApA^LeGBa said:

I am happy with the vanilla generation as long as there is a way to get more T5 POI´s. It´s annoying that there is so few of them. Especially with CP there needs to be way more T5´s.

 

Also really hope the DF maps with compopack will have enough of them. I could just play any map with DF as long as i have all the DF specific POI´s, but it would be way more convenient to have the pregenerated maps.

pregen maps you cant gen with cp poi just what is on the pregenerated maps. 

I can gaurantee there are a tonne of t5s and extra tiles inc to allow this as well as you have the poi tile sets all t5s 

 

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On 2/20/2022 at 8:19 AM, stallionsden said:

Lol we are getting closer.  As mentioned there was a wilderness bug found since a20.1.

 

It def is a vanilla bug tho. So only tfp can fix. 

 

It is in testing at the moment but no date as yet. 

 

Don't think tfp will do that to us prefabbers 2 alphas in a row lol... 

 

Edging closer tho. 

 

Any idea if this bug was fixed yet? Didn't see anything in update. Just tried to create a random map and got a divide by zero error dealing with an oldwest POI.

 

Thanks:)

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2 hours ago, Astralweaver said:

 

Any idea if this bug was fixed yet? Didn't see anything in update. Just tried to create a random map and got a divide by zero error dealing with an oldwest POI.

 

Thanks:)

hi ya Astralweaver,

It is still there unfortunately.  But won't hold up release.

 

Looking at around 20.4 stable.

Edited by stallionsden (see edit history)
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34 minutes ago, tortrader said:

Is there a good way to search for multiplayer servers which host the compo pack, other than if the creator puts it it in the server name itself?

The compopack once cp48 is released will have a server set up running the compopack.  

(Still got tonset that up tho)

 

Most servers will state it is running the cp also.  On the cp discord we also have a server advertisement channel where servers will post there as well

Edited by stallionsden (see edit history)
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On 4/20/2022 at 1:02 AM, stallionsden said:

The compopack once cp48 is released will have a server set up running the compopack.  

(Still got tonset that up tho)

 

Most servers will state it is running the cp also.  On the cp discord we also have a server advertisement channel where servers will post there as well


Hey Stalion.  With A20 — If I start a peer to peer multiplayer game as the host, do the peers need to install the compopack, either to get prefabs or the low poly dIstant versions?  

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56 minutes ago, SnowDog1942 said:


Hey Stalion.  With A20 — If I start a peer to peer multiplayer game as the host, do the peers need to install the compopack, either to get prefabs or the low poly dIstant versions?  

Hey hey snow

 

Yes prefabs have always needed to be in the client side prefab folder.

 

In a20 if you don't have the  prefabs in client side and on server side the keyracks won't work as well as all the other issues that were present prior. 

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1 hour ago, v1712 said:

Do i get it right: 1. cp47 does not support A20. 2. cp48 is planned to support A20 and it's expected realise date is after 20.4?

I just want to check if i missed something. Tnx for updating me in advance.

 

That's the facts as I understand them.

 

CP47 was released for A19. If you try to use CP47 with A20 you will find it is not playable. POIs often need conversion to go between major game versions because blocks come and go. A20 included a massive number of block changes. If you open an A19 POI in the A20 Prefab editor you'll see a wall of blue "Unknown Block" squares. If you make an A20 map with A19 POIs, you'll get a giant pile of "no-good." Thus, if you make an A20 make with CP47, you get a giant pile of "no-good."

Edited by zztong (see edit history)
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Unfortunately the prefab converter tool doesn't fix every block (unless there's something I don't know), there are certain blocks/props that were entirely changed and still show up as the super fun mystery blocks which show through all other blocks. Very helpful for editing, but very distracting in game. These then need to be corrected manually in each POI. Just a few examples, when I updated my A19 POIs I recall microwaves, stoves, and fence parts needing to be manually replaced.

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10 hours ago, v1712 said:

Do i get it right: 1. cp47 does not support A20. 2. cp48 is planned to support A20 and it's expected realise date is after 20.4?

I just want to check if i missed something. Tnx for updating me in advance.

Hi v1712

 

Yes as zztong mentioned cp47 causes errors and lots a blue boxes and alot of work.

 

I am actively working on the cp and cp48 is pencilled for around a20.4 stable. 20.1, 20.2 and 20.3 had some vanilla bugs.  A couple quick tests in 20.4 stable then fix any issue found (hopefully none) then I package it up and release.

 

So just a lil longer. 

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Thanks for updating.

 

May i suggest dividing pack into 3 or 5 parts? I huge pack will take a lot of effort (and time) to refactor. While smaller packs are suitable for separate realises each taking less effort.

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1 hour ago, v1712 said:

Thanks for updating.

 

May i suggest dividing pack into 3 or 5 parts? I huge pack will take a lot of effort (and time) to refactor. While smaller packs are suitable for separate realises each taking less effort.

Thank you for the suggestion. 

 

Apart from the massive work done on the pack and  vanilla bugs and the block change and tile system etc. Testing is the main hold up. Before I release testing is done on the pack for nres, issues etc. 

 

Updating to a20 had to go thru and fix many issues the converter did not do as well as go thru and refill every sign in every poi because the converter removed all the writing for every single 1. Custom parts and adding the parts and driveways etc to. All of this had to still be done.

 

Rushing the pack because a few are wanting it yesterday lol causes more issues and a bad name for the cp. I have said from the start when it is ready. 

 

Thank you tho all whom have been patient the end product be a playable game without any issues nor constant map wipes cause of issues.  

Edited by stallionsden (see edit history)
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6 hours ago, stallionsden said:

Thank you for the suggestion. 

 

Apart from the massive work done on the pack and  vanilla bugs and the block change and tile system etc. Testing is the main hold up. Before I release testing is done on the pack for nres, issues etc. 

 

Updating to a20 had to go thru and fix many issues the converter did not do as well as go thru and refill every sign in every poi because the converter removed all the writing for every single 1. Custom parts and adding the parts and driveways etc to. All of this had to still be done.

 

Rushing the pack because a few are wanting it yesterday lol causes more issues and a bad name for the cp. I have said from the start when it is ready. 

 

Thank you tho all whom have been patient the end product be a playable game without any issues nor constant map wipes cause of issues.  

Release it before tomorrow or i will show up naked on your porch.

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22 hours ago, ScubaSteve3465 said:

Couldnt you just use the prefab converter tool to convert the a19 POIs to a20, someone posted it not too long ago but you would have to go through EVERY poi in the pack. Would that still cause a bunch of issues? Sorry if this was asked already. 

 

It's a good question. As Stallion said, the converter tools are a starting point for bringing an A19 POI to A20, not a complete solution.

 

If you had CP47 and ran the conversion tool, you'd have a bunch of POIs with a bunch of quirks like missing microwave ovens, mailboxes facing the wrong way, holes in buildings where blocks changed sizes, you won't have some of the new final loot boxes, etc.  But technically, you could still play them... if you can get them placed.

 

The trouble is they won't be rigged to be included in the new RWG. They won't have the appropriate tags. RWG will ignore them. You could edit each XML file and add tags and get them to place in the Wilderness, and sometimes placed on the outer edge of a settlement along rural tiles.

 

The big problem you'll face is the CP47 POIs aren't the standard RWG sizes for A20. They won't fit into the Tiles. To make them fit into the Tiles, you have to change the POI's size. This often comes with hard decisions, akin to "do I remove rooms or add rooms?" Suddenly, you're looking at hundreds of hours of work.

Edited by zztong (see edit history)
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