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Compo-Pack for Random Gen


Magoli

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These may be already on your "to do" list.

 

The hostel is using snow pine trees so either needs to be restricted to snow biome only or trees need to be replaced/removed.

 

The baseball field grass should probably be replaced with terrain filler so it matches with the biome its in.

 

Would really love too see you redo the tower restaurant you made with the new Block and Paint.. one of my favorites to visit.

 

TY for your work :)

 

thx for ur feedback

 

yeah - the big snowky trees can't be missed when walking through a town - lol

 

good tip on the baseballfield also

 

I will take a look on the TowerRestaurant. But what i can see so far: Its looking ok. What do u want to be painted ?

(IMO there are other prefabs that could need some refresh more importantly than this one)

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thx for ur feedback

 

yeah - the big snowky trees can't be missed when walking through a town - lol

 

good tip on the baseballfield also

 

I will take a look on the TowerRestaurant. But what i can see so far: Its looking ok. What do u want to be painted ?

(IMO there are other prefabs that could need some refresh more importantly than this one)

 

Heh I would just be interested in how it would be different if you built another with everything the game has to offer now. The rounded blocks/electricity/lighting/maybe a different paint scheme. :) nothing really major, just curious On how you would do it again if you wanted to.

 

Edit: here are some prefabs I have done feel free to use or not :) Oh the water source poi's TinsLake1 and TinDock need mesh files.

Accent Pois

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A quick question: if I were to host a dedicated server which has this mod installed, would every people have to install this for it to work? If I'm not wrong, xml files inside Config folder do not need to be installed for clients but this mod also has tts and other files inside Prefabs folder.

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A quick question: if I were to host a dedicated server which has this mod installed, would every people have to install this for it to work? If I'm not wrong, xml files inside Config folder do not need to be installed for clients but this mod also has tts and other files inside Prefabs folder.

No. Please read the thread. I have answered this question twice recently.

 

The data will get pushed to the clients as the world is loaded for them.

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A quick question: if I were to host a dedicated server which has this mod installed, would every people have to install this for it to work? If I'm not wrong, xml files inside Config folder do not need to be installed for clients but this mod also has tts and other files inside Prefabs folder.

 

No - like SylenThunder already said: The clients dont have to have the CP installed on theit machines.

It has to be just on the dedi-server and everything is alright.

 

@SARTAN: sry - i dont have the castle.

 

@owl + Tin: thx for the informations guys - i have noticed the Issues and will fix them.

 

@Tin: thx for the prefabs - havent checked them yet - but i will soon.

I give u feedback when i have watched them.

 

 

edit:

oh - i found a dl of Castle_ofBogiam here:

https://nuk3town.enjin.com/download

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The nuke plant: all the doors are unlocked.

 

I've found saving prefabs via the empty world does not save the meta data for doors being locked, anything I've loaded up locked is fine, but placing a fresh door down and locking it does not work.

 

Used to be the meta data was saved on extraction, maybe that method still works ok but I was not so worried about it as the sleepers are breaking the doors open anyway these days and they do a better job of protecting the juicy loots (that they dont trash trying to get out).

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I've found saving prefabs via the empty world does not save the meta data for doors being locked, anything I've loaded up locked is fine, but placing a fresh door down and locking it does not work.

 

Used to be the meta data was saved on extraction, maybe that method still works ok but I was not so worried about it as the sleepers are breaking the doors open anyway these days and they do a better job of protecting the juicy loots (that they dont trash trying to get out).

 

heh. It's not really a big deal, just with all the loot that it offers was just a tad too easy to clean house, so to speak. Exploring it was fun non the less. Nice work!

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I found a few more POIs in your CP27 prefab folder (with recent edit dates) that were left out of the rwgmixer, not sure if it's on purpose cause they weren't quite ready? Are they "safe" to add?

 

xcostum_collapsed_bldg_01(by_BuLLeTZ)

xcostum_stayouthouse(by_magoli)

xcostum_Wooden_Palisade(by_LuckyStar)

xcostum_DriveIn(by_Wsiegel)

xcostum_Storage(by_ShoNuff)

xcostum_RestArea_Desert(by_Guppycur)

 

ETA: also, the NEPA base spawns in too high, needs to be adjusted down 2 blocks.

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I found a few more POIs in your CP27 prefab folder (with recent edit dates) that were left out of the rwgmixer, not sure if it's on purpose cause they weren't quite ready? Are they "safe" to add?

 

xcostum_collapsed_bldg_01(by_BuLLeTZ)

xcostum_stayouthouse(by_magoli)

xcostum_Wooden_Palisade(by_LuckyStar)

xcostum_DriveIn(by_Wsiegel)

xcostum_Storage(by_ShoNuff)

xcostum_RestArea_Desert(by_Guppycur)

 

ETA: also, the NEPA base spawns in too high, needs to be adjusted down 2 blocks.

 

Yeah all that is true - It seems i forgot to add these Prefabs to the rwgmixer

 

Thanks for the nice headsup owl

 

It will be fixed in the upcoming update (which comes out pretty pretty soon)

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UPDATE-TIME

 

COMPOPACK_28(for_alpha16.2) is out now

 

I did a bunch of changes,adds and bugfixes so its time to deliver :)

 

to get it go to the OPENING-POST

 

here is the detailed Changelog:

 

Changelog CP28:

 

PREFABS:

repaired xcostum_Polarstation(by_magoli) shelves,sofa,added some trashpiles - added Sleepers

repaired xcostum_stripclub(by_magoli) shelves

repaired xcostum_Restaurant(by_Gertle) shelves/sofa

repaired xcostum_Trailer(by_Sorrowthief) changed gravestones to gravel

repaired xvanilla_army_camp(universal) campfire - added more sleepers

repaired xcostum_Windowfactory(by_magoli) shelve,pipes,table,sheet,poles

repaired xcostum_CasinoANKH(by_magoli) shelves,desks,sofa,filecab,sheets

changed rotation on xcostum_Flagstonemansion_sm(by_elitelex) from 0to2

changed rotation on xcostum_WulftownA(by_WereWulfen) from 0to2

changed rotation on xcostum_myhouse(by_magoli) from 2to3

repaired xcostum_Twinhaus-Hostel(by__Tom_GERPVE) trees

repaired xcostum_rollerskatedisco(by_magoli) lockers,stairs

repaired xcostum_Rangercabin(by_Guppycur) terrainfiller

repaired xcostum_Apartment(by_Spider) bedrolls

repaired xcostum_House(by_ShoNuff) ceilinglights

repaired xcostum_WWHouse(by_IceJudge) nightstands

repaired xcostum_Hightop(by_Curbolt) sofas

repaired xcostum_Asia_Restaurant_city(by_Redlotus) - also changed rotation from 0to3

repaired xcostum_LittleLeagueBaseball(by_Curmudgeon) terrainfiller

repaired xcostum_PersianMansion(by_saeid)

repaired xcostum_Skycpraper(by_Peppino) tv's,cabinets,sofas,desks,shelves,lockers

repaired xcostum_Chernobyl(by Maz_Burt) locked some doors

changed yoffset on xcostum_nepa_base(by_Eihwaz) from 0 to -2

 

added NAME-signs to following prefabs:

xcostum_ArtGallery(by_Wsiegel)

xcostum_Alms_house(ex_vanilla_ornate03)

xcostum_Bank(by_Limodor)

xcostum_Bavarian_Bowse_Shop(by_magoli)

xcostum_bowlingcenter(by_magoli)

xcostum_Cantine(by_Limodor)

xcostum_circus(by_magoli)

xcostum_CurlingCenter(by_magoli)

xcostum_Haulier_lg(by_Limodor)

xcostum_moestaverne(by_magoli)

xcostum_Restaurant(by_Gertle)

xcostum_rollerskatedisco(by_magoli)

 

reset all textures on air-blocks to default (all prefabs)

 

turned around some prefab so the entrance is facing the street

 

 

RWGMIXER:

added following missing prefabs to rwgmixer.xml (rural-spawn):

xvanilla_cornfield_md

xvanilla_cornfield_sm

xvanilla_potatofield1

xvanilla_Trailerhousemix01

xvanilla_Trailerhousemix02

xvanilla_Trailerhousemix03

xvanilla_Trailerhousemix04

xcostum_collapsed_bldg_01(by_BuLLeTZ)

xcostum_stayouthouse(by_magoli)

xcostum_Wooden_Palisade(by_LuckyStar)

xcostum_DriveIn(by_Wsiegel)

xcostum_Storage(by_ShoNuff)

xcostum_RestArea_Desert(by_Guppycur)

 

decreased world-height from 255 to 188 - this causes the world to be more flat and not so cliffy and hilly as useual

(thx to Gobarg and Mana for the headsup on this)(also this goes down to Tin i guess)

 

increased chance of having the vanilla-stores (esp. gunstore and working stiffs) spawning in Commercial Zones

 

 

NEW PREFABS ADDED:

xcostum_storeset1(by_Guppycur)

xcostum_storeset2(by_Guppycur)

xcostum_Park(by_Guppycur)

xcostum_house01(byGuppycur)

xcostum_house02(byGuppycur)

xcostum_house03(byGuppycur)

xcostum_house04(byGuppycur)

xcostum_house05(byGuppycur)

readded xcostum_UnionStation(by_BuLLeTZ)

 

have fun

Magoli

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Great work as always Mag, the community thanks you.

 

Prefab question-

I have been trying to fix this abysmal sleeper system TFP added. The way I see it the main problem with them is when you kill one then another spawns in the same exact spot you just killed one. What I have figured out is they have way, way, way too many sleepers spawning in way too small poi's. Vanilla can have up to 85 zombies spawn in a POI but with the limited number of sleeper spawn points in a POI makes it slowly spawn them in the same spots as you kill them. This is bad game play! I have adjusted the number of sleeper spawns but the real bottle neck is the fact you have only a few sleeper spawn points in a POI. As far as good game play I would think a player should be able to look through a window or peak in a door and see how many zombies are in the room and know that's how many are there. My idea is to put way way more sleeper spawn points in every poi(maybe even fill every empty floor spot with one). This way if the sleeper spawner wants to spawn 10 zombies in a POI it has 10 spots to spawn them all at once and not like now where you have 3 sleeper spawn spots that that just continually spit out magically appearing zombies. So to get to my question. What program are you using to add sleeper spawns?

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