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Compo-Pack for Random Gen


Magoli

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The format for the sleeper volumes in the prefab xmls has changed a bit, hasn't it?

 

No - it doesn't seem so

The SleeperVolumes are displayed correctly in the ingame-POI-editor

(tickon 'show SleeperVolumes)

 

i also tried to save the custom-prefab in ingame-POI-editor - but no Sleepers will appear during a gametest!

Iam buffled right now

 

maybe it has something to do with the Sleeper-blocks - but i also checked the sleeper-properties-entries in the custom-prefabs Sleeperblocks -

they have the same entries as the vanilla-Sleepers (=default)

 

why they dont appear ingame - hm ???

 

 

edit:

some Sleepers (also vanilla Ones!) seems to dont have a properties-menu, because when i try to activate nothing happens (no menu pops up)

also its hard to find the sleeper-blocks with the mouse IMO (to small hitbox!?)

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kMtZahz.jpg

 

You have to enter the Sleepergroup and the Count of Sleepers waking up. As you can see in the picture in this converted Prefab they are wrong.

The old Group lootroom doesn´t exist in the A17 anymore.

 

ahh - thx - i also figured out meanwhile it has something to do with the Sleeper-group-names

(because i saw new names i never saw before as i checked through the A17-vanilla xml's right now

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hi folks

 

I make it short (because i finally wanna play it now !!!)

 

its done - i have brought the COMPOPACK to A17 !!!

it was not easy - but everything went well and now we can enjoy the custom-POI's also in A17-RWG

 

I wont say much right now, all I can say: It was the biggest change I ever saw

it took me alot of workingsteps to prepare the prefabs for Conversion - and then backchange a lot of placeholder-blocks in A17

many many things are new or have changed:

blocks,textures,Sleepersystem,RandomHelpersystem,(POI-questsystem),...

 

 

here is the experimental Version of the first Alpha17 - COMPOPACK:

 

COMPOPACK_32(for Alpha17exp_b208)

 

thx to Pille for the editor, TopMinder who helped me with fixing the prefabs (we are still on it!) and Slaan who gave me advice on the ingame-POI-editor

 

this is the amazing big CHANGELOG:

https://www.dropbox.com/s/rkvzn0uzyl2vuyq/1_CHANGELOG_CP32.txt?dl=0

(sry for the link - but text is limited to 10000 characters - changelog has 23000 XD )

 

IMPORTANT INFO:

IF U PLAY MP THE PREFAB-FILES HAS TO BE ON SERVERSITE AND CLIENTSITE

(thx TopMinder for the info)

 

please tell me if it works errorfree and without Issues for u guys !!!

 

have fun

Mag

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Wow, loaded it up and looks gorgeous. Even with all the new prefabs this is a must have!

Thanks again magoli.

 

Agreed, incredible work!

 

Is there anyway to prevent 2 Notre Dame cathedrels from spawing across the street from each other...I can make the necessary edit on my side if i knew how.

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Maybe "+1" is added to "max count", whatever the number is.

 

Or it's simply broken and the prefab(s) will spawn without taking "max count" into account.

 

Maybe they are set to be able to spawn in multiple zones (commercial,industrial,etc,.) in the prefabs .xml?

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I cant find a screenshots of all prefabs in compo pack for A17..Can you post it? I need to know how some prefabs look like, bunkers and few houses..

Thank You

 

Screenshots are not implemented yet (also POI-groups-entries)

here are the A16-screenshot-versions - Kam made a collection of all CP-prefabs not long ago (thx again Kam)

https://www.dropbox.com/sh/ax634cufxeqqp1n/AAAHO8b2s0oYz0nQ0XRY1K-Ka?dl=0

 

MagTen-Gunshop is called xcostum_pistol_gunshop(by_magoli)

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duplicate POI's in towns:

 

This is an Issue through all alphas since RWG was implemented to the game

 

Idk exactly why this is so (even in Vanilla)

 

maybe Tin is right and multiple zone-values causes multiple spawning

but IMO sometimes the world-gen-engine simply ignores the "max count"-settings and does what it wants.

 

We could work with prob-values - but this is difficult to balance

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Did installing the pack kill the ingame prefab editor for anyone else? Mine suddenly stopped loading up. Game runs fine, just the editor is toast. I wanted to browse through the new pack in the editor.

 

can't confirm that here - I didn't had this experience

Everything works well for me here

 

recommendation:

restart the game before loading the ingame-POI-editor

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thx for the credits and Reputations guys - i really appreciate that

 

First of all iam just glad the CP finally has arrived A17

and yes - its also my opinion:

the COMPOPACK-RWG-WORLD looks indeed very nice - i love the map iam currently playing on

 

I also know there is still much works to do - but atm i just wanna play and enjoy RWG for a few days

 

 

OP will be updated soon (in 2or3 days i guess)

 

 

currently known Issues:

- a bunch of prefabs have lost parts of their A16-paintings during conversion

- screenshots not added to the list in the prefabsfolder (POI-editor)

- xml's are not clean up yet

- spawning is not balanced yet

- quest-options are not balanced yet

- light-options are not implemented yet

- Sleeper-options are not finetuned yet

 

all these points are no gamebreakers - the pack already plays fine - I will implement all these things in further Releases

 

and now folks have fun !

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can't confirm that here - I didn't had this experience

Everything works well for me here

 

recommendation:

restart the game before loading the ingame-POI-editor

 

Thanks for the confirmation... I had to reinstall the game and pack to get it working. I never saw the drive in before... its cool but it needs a few cars :)

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