Magoli Posted August 15, 2017 Author Share Posted August 15, 2017 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) Link to comment Share on other sites More sharing options...
SARTAN Posted August 15, 2017 Share Posted August 15, 2017 Do any of you happen to have the Castle Bodiam? The website that had it doesn't exist anymore. Link to comment Share on other sites More sharing options...
Tin Posted August 15, 2017 Share Posted August 15, 2017 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 Link to comment Share on other sites More sharing options...
Razor_ Posted August 15, 2017 Share Posted August 15, 2017 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. Link to comment Share on other sites More sharing options...
Tin Posted August 15, 2017 Share Posted August 15, 2017 [ATTACH=CONFIG]22268[/ATTACH] The walk way blocks are rotated wrong. Link to comment Share on other sites More sharing options...
SylenThunder Posted August 15, 2017 Share Posted August 15, 2017 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. Link to comment Share on other sites More sharing options...
owl79 Posted August 16, 2017 Share Posted August 16, 2017 Magoli, I noticed that you included some xvanilla...fields in the prefab folder (and also tweaked them according to your changelog), but they're not included in the rwgmixer. Oversight? Also, this small rotation issue: Link to comment Share on other sites More sharing options...
Magoli Posted August 16, 2017 Author Share Posted August 16, 2017 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 Link to comment Share on other sites More sharing options...
owl79 Posted August 17, 2017 Share Posted August 17, 2017 At this mall POI, a part of the ground/pavement is missing (where the trashbags/grass are floating): Link to comment Share on other sites More sharing options...
Magoli Posted August 17, 2017 Author Share Posted August 17, 2017 At this mall POI, a part of the ground/pavement is missing (where the trashbags/grass are floating): [ATTACH=CONFIG]22305[/ATTACH] thanks for the info - will fix that Link to comment Share on other sites More sharing options...
Tin Posted August 17, 2017 Share Posted August 17, 2017 thanks for the info - will fix that The nuke plant: all the doors are unlocked. Link to comment Share on other sites More sharing options...
Slaan Posted August 17, 2017 Share Posted August 17, 2017 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). Link to comment Share on other sites More sharing options...
Tin Posted August 17, 2017 Share Posted August 17, 2017 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! Link to comment Share on other sites More sharing options...
Magoli Posted August 17, 2017 Author Share Posted August 17, 2017 The nuke plant: all the doors are unlocked. yo - thx will check out the doors there Link to comment Share on other sites More sharing options...
owl79 Posted August 21, 2017 Share Posted August 21, 2017 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. Link to comment Share on other sites More sharing options...
Magoli Posted August 22, 2017 Author Share Posted August 22, 2017 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) Link to comment Share on other sites More sharing options...
Gobarg Posted August 22, 2017 Share Posted August 22, 2017 are we there yet? Link to comment Share on other sites More sharing options...
Magoli Posted August 23, 2017 Author Share Posted August 23, 2017 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 Link to comment Share on other sites More sharing options...
Gobarg Posted August 23, 2017 Share Posted August 23, 2017 Thanks Magoli, we are loading this up on the server now. Looking forward to seeing all the work you have done Link to comment Share on other sites More sharing options...
lug Posted August 23, 2017 Share Posted August 23, 2017 Magoli, Thank you so much for your years of hard work and community support Link to comment Share on other sites More sharing options...
war4head Posted August 23, 2017 Share Posted August 23, 2017 Thanks for your great work Link to comment Share on other sites More sharing options...
Spider Posted August 23, 2017 Share Posted August 23, 2017 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? Link to comment Share on other sites More sharing options...
LHammonds Posted August 23, 2017 Share Posted August 23, 2017 UPDATE-TIME Thanks for the update. FYI - If you use 7-zip format, the 16.4 MB .zip archive can be reduced to a 5.4 MB .7z archive. Thanks, LHammonds Link to comment Share on other sites More sharing options...
Guppycur Posted August 23, 2017 Share Posted August 23, 2017 @spider The prefabs xml has the spawn volume data, and pilles editor has a graphical representation of those volumes. Slaan has a video demo. Link to comment Share on other sites More sharing options...
wolverine576 Posted August 23, 2017 Share Posted August 23, 2017 All the old pre-a16 crates with the lil picture of the guy telling you to break it open, after u break it open, its always a shammy crate Link to comment Share on other sites More sharing options...
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