xxx73 Posted August 23, 2017 Share Posted August 23, 2017 Nice, great work:) Link to comment Share on other sites More sharing options...
dwallorde Posted August 24, 2017 Share Posted August 24, 2017 Ahoi hoi Survivalists Here is COMPOPACK_27 for ALPHA16.2 !!! (also for 16.0 and 16.1) oops, you forgot to update this part to COMPOPACK_28 Link to comment Share on other sites More sharing options...
Magoli Posted August 25, 2017 Author Share Posted August 25, 2017 oops, you forgot to update this part to COMPOPACK_28 oops - thx - fixed Link to comment Share on other sites More sharing options...
analog Posted August 25, 2017 Share Posted August 25, 2017 I see that 16.3 just hit and it updated the rwgmixer - does that mean compopack probably needs a update? Just curious if I should hold off on compopack for the moment TIA Link to comment Share on other sites More sharing options...
dwallorde Posted August 27, 2017 Share Posted August 27, 2017 I see that 16.3 just hit and it updated the rwgmixer - does that mean compopack probably needs a update? Just curious if I should hold off on compopack for the moment TIA A16.3 is in experimental branch and not on the live branch yet. Were still at A16.2 Link to comment Share on other sites More sharing options...
stallionsden Posted August 27, 2017 Share Posted August 27, 2017 Really dont understand why you want to update mods to an experimental which is purely for testing purposes only and then expect the mod maker to redo it all in a few days and again until it goes stable lol. Its asking alot and some people dont have alot of time etc either. Either test the experimental in vanilla or stay in previous build lol and play with mods. This is where ppl complain bout bugs in the experimental and they are using mods lol. But silly. Link to comment Share on other sites More sharing options...
analog Posted August 27, 2017 Share Posted August 27, 2017 I was just asking and not expecting anything, I was just curious if it would work under .3 or if because the rwgmixer changed it wouldn't - that's all Link to comment Share on other sites More sharing options...
Magoli Posted August 27, 2017 Author Share Posted August 27, 2017 I was just asking and not expecting anything, I was just curious if it would work under .3 or if because the rwgmixer changed it wouldn't - that's all tbh i dont know what the changes in 16.3 - i cant find any changelog of this So i dont know if the CP is working there When its stable the current CP will automaticly fit or i will Release an update also But first i have to know what the changes,adds,fixes Link to comment Share on other sites More sharing options...
Tin Posted August 27, 2017 Share Posted August 27, 2017 I was just asking and not expecting anything, I was just curious if it would work under .3 or if because the rwgmixer changed it wouldn't - that's all tbh i dont know what the changes in 16.3 - i cant find any changelog of this So i dont know if the CP is working there When its stable the current CP will automaticly fit or i will Release an update also But first i have to know what the changes,adds,fixes If they're playing experimental and want the compo pack while they play. They just need to do a file integrity check so they get all the new code stuff in all the files. Then they need to re copy/past the rwgmixer and prefab pack in place and start a new world. There was some code work done for certain parts pertaining to the rwgmixer so its just a "start from scratch and reapply the mod" deal. It's all I needed to do to get my stuff updated to a16.3(b7). Link to comment Share on other sites More sharing options...
Blurt Posted August 28, 2017 Share Posted August 28, 2017 Pretty much what Tin said. Between 16.2 and the 16.3B7 experimental, the only things changed in the mixer are the <hub_rules> and a small typo with the one of the water towers. If you have a text compare tool you can see whats changed (I use Total Commander inbuilt file comparison). If you want to you can pretty much copy and paste all of Mag's prefab rules into the 16.3B7 rwgmixer.xml. Everything between the tags <prefab_rules> </prefab_rules> and you should be good to go with Mag's prefabs in experimental 16.3B7 (Ive tested it on my pc and it seems to work with out a problem) I use Tin's mixer on our server with Mag's prefabs so the changes TFP made were nothing compared to what Tin has done. I must say, thanks for your hardwork Mag's and others for their work on the Prefabs. Were having a blast! Oh and thanks Tin for putting helpful tags in the mixer for where the combo pack prefabs are. Makes it easy to edit things! Link to comment Share on other sites More sharing options...
Jackelmyer Posted August 28, 2017 Share Posted August 28, 2017 out of curiosity, if I wanted to included a prefab in with this for RWG, I just need to add the prefab to the various prefab rules it applies to right? Link to comment Share on other sites More sharing options...
Blurt Posted August 28, 2017 Share Posted August 28, 2017 out of curiosity, if I wanted to included a prefab in with this for RWG, I just need to add the prefab to the various prefab rules it applies to right? Correct. I just added stallionsden's TheVillage into the downtownGroup in the mixer like this: <prefab_rule name="downtownGroup"> <prefab name="business_red_brick_01" max_count="1"/> <prefab name="business_red_brick_02" max_count="1"/> <prefab name="business_red_brick_03" max_count="1"/> <prefab name="business_red_brick_04" max_count="1"/> <prefab name="business_red_brick_05" max_count="1"/> <prefab name="business_red_brick_06" max_count="1"/> <prefab name="business_red_brick_07" max_count="1"/> <prefab name="business_tan_brick_01" max_count="1"/> <prefab name="business_tan_brick_02" max_count="1"/> <prefab name="business_tan_brick_03" max_count="1"/> <prefab name="business_tan_brick_04" max_count="1"/> <prefab name="business_tan_brick_05" max_count="1"/> <prefab name="business_strip_old_01" max_count="1"/> <prefab name="business_strip_old_02" max_count="1"/> <prefab name="courthouse_med_01" max_count="1" /> <prefab name="courthouse_med_02" max_count="1" /> <prefab name="post_office_sm_01" max_count="1" /> <prefab name="post_office_med_01" max_count="1" /> <prefab name="mp_waste_bldg_governer_08" max_count="1"/> <prefab name="police_station1" max_count="1"/> <prefab name="hotel_roadside_01" max_count="1"/> <prefab name="hotel_roadside_02" max_count="1"/> <prefab name="hotel_ostrich" max_count="1"/> <prefab name="hotel_new_01" max_count="1"/> <prefab name="prison_01" max_count="1"/> <prefab name="parking_lot_01" max_count="1"/> <prefab name="parking_lot_02" max_count="1"/> <prefab name="parking_lot_03" max_count="1"/> <prefab name="parking_garage_01" max_count="1"/> <prefab name="theater_01" max_count="1"/> <prefab name="bar_theater_01" max_count="1"/> <prefab name="bar_stripclub_01" max_count="1" /> <prefab name="bar_sm_01" max_count="1" /> <prefab name="fire_station_01" max_count="1"/> <prefab name="fire_station_02" max_count="1"/> <prefab rule="skyscrapers" min_count="2" max_count="3"/> <prefab name="store_pawn_01" max_count="1" /> <prefab name="xcostum_bowlingcenter(by_magoli)" max_count="1" /> <prefab name="xcostum_circus(by_magoli)" max_count="1" /> <prefab name="xcostum_stripclub(by_magoli)" max_count="1" /> <prefab name="xcostum_StripClub(by_Wsiegel)" max_count="1" /> <prefab name="xcostum_ArtGallery(by_Wsiegel)" max_count="1"/> <prefab name="xcostum_Firedepartment(by_Guppycur)" max_count="1" /> <prefab name="xcostum_Firehouse(by_Warsaken)" max_count="1" /> <prefab name="xcostum_Firestation(by_Slick50)" max_count="1" /> <prefab name="xcostum_Alms_house(ex_vanilla_ornate03)" max_count="1" /> <prefab name="xcostum_rollerskatedisco(by_magoli)" max_count="1" /> <prefab name="xcostum_TV_Tower_Restaurant(by_magoli)" max_count="1" /> <prefab name="xcostum_CasinoANKH(by_magoli)" max_count="1" /> <prefab name="xcostum_Brownstones_House(by_Laz_Man)" max_count="1" /> <prefab name="xcostum_Apartments_Curtilage_Playground(by_magoli)" max_count="1" /> <prefab name="xcostum_CityPark(by_Spider)" max_count="1" /> <prefab name="xcostum_MiniMall(by_Spider)" max_count="1" /> <prefab name="xcostum_3BlockStores(by_Leo_Liuos)" max_count="1" /> <prefab name="xcostum_Apartment_Stores(by_Laz_Man)" max_count="1" /> <prefab name="xcostum_Asia_Restaurant_city(by_Redlotus)" max_count="1" /> <prefab name="xcostum_Courthouse(by_stallionsden)" max_count="1" /> <prefab name="xcostum_CurlingCenter(by_magoli)" max_count="1" /> <prefab name="xcostum_TheSect_Followers-of-M(by_magoli)" max_count="1" /> <prefab name="xcostum_Hightop(by_Curbolt)" max_count="1" /> <prefab name="xcostum_UnionStation(by_BuLLeTZ)" max_count="1" /> <prefab name="TheVillage" max_count="1" /> </prefab_rule> It spawned in one of the bigger cities I found Link to comment Share on other sites More sharing options...
Jackelmyer Posted August 28, 2017 Share Posted August 28, 2017 I ended up testing it and yeah. Got the same result. Just wish I knew how to build a mesh now to get some of these other prefabs loaded to work with the LOD system. Would be freaking sweet. Thanks for looking Blurt! Link to comment Share on other sites More sharing options...
Laz Man Posted August 28, 2017 Share Posted August 28, 2017 I ended up testing it and yeah. Got the same result. Just wish I knew how to build a mesh now to get some of these other prefabs loaded to work with the LOD system. Would be freaking sweet. Thanks for looking Blurt! You can with Hal's tools. See video below. Link to comment Share on other sites More sharing options...
Jackelmyer Posted August 28, 2017 Share Posted August 28, 2017 You can with Hal's tools. See video below. And now I start the process of getting Hal's editor lol. I think i have the whole BBB tool loaded so hmm... hmmmm lol Link to comment Share on other sites More sharing options...
Jackelmyer Posted August 28, 2017 Share Posted August 28, 2017 Thanks again Laz! Hal's approach seems to be working just fine! Having guppy update the paintball park with the mesh shortly Link to comment Share on other sites More sharing options...
stallionsden Posted August 28, 2017 Share Posted August 28, 2017 To do the mesh takes mere moments to do lol like literally 2 min Link to comment Share on other sites More sharing options...
Guppycur Posted August 28, 2017 Share Posted August 28, 2017 Thanks again Laz! Hal's approach seems to be working just fine! Having guppy update the paintball park with the mesh shortly Just post the link here; it's your thread, I,just started it. ...I'll Update the op when I'm able. Been a little weird around here (Houston). Link to comment Share on other sites More sharing options...
Tregal Posted August 29, 2017 Share Posted August 29, 2017 Just post the link here; it's your thread, I,just started it. ...I'll Update the op when I'm able. Been a little weird around here (Houston). Be safe and take care of your life and family first.. this can wait. Link to comment Share on other sites More sharing options...
Kittamaru Posted August 30, 2017 Share Posted August 30, 2017 Quick question on this - if I have the CompoPack installed client side (for my single player worlds), but NOT on the dedicated server I'm running, will that cause issues? I'd presume the server dictates what generates, not the client, so it shouldn't be an issue...? Link to comment Share on other sites More sharing options...
Magoli Posted August 30, 2017 Author Share Posted August 30, 2017 Quick question on this - if I have the CompoPack installed client side (for my single player worlds), but NOT on the dedicated server I'm running, will that cause issues? I'd presume the server dictates what generates, not the client, so it shouldn't be an issue...? thats right. The COMPOPACK-files just have to be on serversite. The clients will download all the files they need automaticly when joining the world. btw @all: Soon i begin with works on the next CP. the works consisting of: - repair the reported Prefab- and blockIssues (again I found about 30 new misrotaions) - take care of the shamway-chests that are in almost all shippingcrates (the ones u have to destroy to see whats inside) - take care of the cabinets in the corners and also decrease the amount of cabinets (change a few ones to tables,cabfiller,...) - add all the new posted prefabs Link to comment Share on other sites More sharing options...
Kittamaru Posted August 31, 2017 Share Posted August 31, 2017 thats right. The COMPOPACK-files just have to be on serversite. The clients will download all the files they need automaticly when joining the world. btw @all: Soon i begin with works on the next CP. the works consisting of: - repair the reported Prefab- and blockIssues (again I found about 30 new misrotaions) - take care of the shamway-chests that are in almost all shippingcrates (the ones u have to destroy to see whats inside) - take care of the cabinets in the corners and also decrease the amount of cabinets (change a few ones to tables,cabfiller,...) - add all the new posted prefabs Oh... OH? Clients don't need to have CompoPack installed? I was under the impression that they did, else they'd have graphic issues? Link to comment Share on other sites More sharing options...
Kaiser502 Posted August 31, 2017 Share Posted August 31, 2017 out of curiosity do you still have a combo pack for 12.5, messing around with the older ver. Thanks for the packs, I use this with Vals Mod. Link to comment Share on other sites More sharing options...
Jackelmyer Posted August 31, 2017 Share Posted August 31, 2017 I noticed something odd when adding prefabs to rwgmixer.xml and the result. Seemed the prefabs I added we're more commonly spawned than others. It there some counter or something that needs to be done when setting up prefabs to spawn in RWG? Besides adding the prefab to the various groups like Commercial or Industrial? Link to comment Share on other sites More sharing options...
stallionsden Posted August 31, 2017 Share Posted August 31, 2017 I noticed something odd when adding prefabs to rwgmixer.xml and the result. Seemed the prefabs I added we're more commonly spawned than others. It there some counter or something that needs to be done when setting up prefabs to spawn in RWG? Besides adding the prefab to the various groups like Commercial or Industrial? As much as i hate using max_count="1" lol it will only spawn once. So min_count="1" max_count = "2" will spawn a min of 1 max of 2 Link to comment Share on other sites More sharing options...
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