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Compo-Pack for Random Gen


Magoli

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O.k, just removed all mods and tested it. Worked fine. Saved again with no mods and reupload.

 

btw, my next revival project will be that big empty plain building with the underground carpark, security check, the court rooms, and rooftop military.

[ATTACH]26150[/ATTACH]

 

as for the questions:

 

1) only by mods and am not including any mod blocks on the build.

(btw, *.nim stands for Name In Mapping, and if you open with a hex editor is literally just the block's name, and a 5 byte designation. It doesn't care what the blocks can do.)

2) CP33

3) Nope

4) Ingame.

 

are you talking bout the court house lol

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Yup! It's the courthouse. Just redone the carpark entrance so that it comes from the side and is a gentle slope down. The original building layout is a mess! Exterior is ok but I am going to have to move some floors around.

 

Lol if it the one i did lol that is a old old prefab lol didnt have that many useful blocks lol. But haha will have to send some pics,

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hi - thx for response

 

Ur prefab seems to be OK because others can load it without no problems - but not on my PC here

It seems the error is on my side here but I don't know what it could be.

 

I can load all Vanilla-prefabs without problems

I can load all CP-prefabs without no problems

But I can't load other new Prefabs (except I reinstall the game it seems)

 

I have to make a few tests to figure out whats going on here.

 

I have the slight opinion it has something to do with the ingame-editor and the way the prefabs are loaded and saved !

Something is secretly modifying and changing prefabs (.nim-file ?? / .ins-file ?? / maybe even blocks.xml ??) during the loading (maybe saving to) of prefabs in the ingame-POI-editor !!

 

hi - i found the Issue - it was just my fault XD

 

I have to be more carefully when renaming prefabs :)

 

 

@all:

Now iam relaxed again and can take care of the fetch-Issue:

Every prefab needs at Least 1 QuestLootbag (ID1927) to enable a successful fetch-quest.

Further to that it has to have this line in the prefab's own xml:

<property name="QuestTags" value="fetch" />

 

next workingstep: I have to add the bags to the prefabs.

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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

 

Well done Mag - we appreciate all your hard work!

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I don´t think so, that every Poi needs this Line and a LootBag. See this Poi "oldwest_md_shop_01"

There and in a lot of others this line is not int the XML. Only if you want to make a Quest in it.

 

yes - ur right

I think I mentioned it in the post

"Every prefab needs at Least 1 QuestLootbag (ID1927) to enable a successful fetch-quest."

 

- - - Updated - - -

 

cntmedicinecabinet has been removed from the game and cntmedicinecabinetopen and cntmedicinecabinetclosed is required now

 

what ur talking about ??

Do u mean its already so since A17 ?

or did i missed some hot news or a new build ??

Iam on build208 right now - has this changed?

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yep

 

yes - ur right

I think I mentioned it in the post

"Every prefab needs at Least 1 QuestLootbag (ID1927) to enable a successful fetch-quest."

 

- - - Updated - - -

 

 

 

what ur talking about ??

Do u mean its already so since A17 ?

or did i missed some hot news or a new build ??

Iam on build208 right now - has this changed?

 

b221 is out

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b221 is out

 

ah - cool thx for the info

didn't noticed that yet

just came home from work a few minutes ago - haven't started game yet, because I have to do a Win-update right now

 

now it makes sense Stallionsden :)

thx for the heads up bro LOL

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ah - cool thx for the info

didn't noticed that yet

just came home from work a few minutes ago - haven't started game yet, because I have to do a Win-update right now

 

now it makes sense Stallionsden :)

thx for the heads up bro LOL

 

LMAO haha my bad for presuming lol. Yes sorry b221 is out and all/most prefab from pack has the removed block lol. Just need to change them to the open or closed version

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Sounds like it needs an update to change out the block that got removed in b221.

 

yes - indeed

iam about to prepare for the block-changing

 

btw i noticed another little block-Issue

It has something to do with the wierd handling of blocknames.

Its sometimes very confusing blocknames from the blocks.xml are not similar to the blocknames written in the Cheatchest

The Cheatchest has a kinda userfriendly blocknaming-system but the real blocknames from blocks.xml are totally different from them.

Also many blocknames was renamed in A17.

e.g.:

the Pillcase from A16 is now named medicineCabinet

and the medicineCabinet from A16 is now named cntPillCase

 

already confused ???

dont worry - it becomes harder now:

With the new b221 not only the medicine-Cabinet (which used to be the PillCase in A16) was removed, but also 8 new medicineCabinets and MedicalCabinets were put in.

In addition to that:

during the convertion i sadly changed the A16-medicine-Cabinet with the A17medicalCabinetRandomLootHelper-block which is a double-error

but the medicineCabinet-block is now found under Pillcase in the CheatChest - so I thought this block was removed in A17 - LOL

 

ok ok - i make it short:

 

this weekend I will Release a new CP-version which will fix these medical Issues ;)

maybe the Quest-Issue is also solved then (still working and testing on this)

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yes - indeed

iam about to prepare for the block-changing

 

btw i noticed another little block-Issue

It has something to do with the wierd handling of blocknames.

Its sometimes very confusing blocknames from the blocks.xml are not similar to the blocknames written in the Cheatchest

The Cheatchest has a kinda userfriendly blocknaming-system but the real blocknames from blocks.xml are totally different from them.

Also many blocknames was renamed in A17.

e.g.:

the Pillcase from A16 is now named medicineCabinet

and the medicineCabinet from A16 is now named cntPillCase

 

already confused ???

dont worry - it becomes harder now:

With the new b221 not only the medicine-Cabinet (which used to be the PillCase in A16) was removed, but also 8 new medicineCabinets and MedicalCabinets were put in.

In addition to that:

during the convertion i sadly changed the A16-medicine-Cabinet with the A17medicalCabinetRandomLootHelper-block which is a double-error

but the medicineCabinet-block is now found under Pillcase in the CheatChest - so I thought this block was removed in A17 - LOL

 

ok ok - i make it short:

 

this weekend I will Release a new CP-version which will fix these medical Issues ;)

maybe the Quest-Issue is also solved then (still working and testing on this)

 

First I want you know you‘re appreciated for the work you do.

My question are, do I need to make a new save when you release the new one for b221?

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Since you need to make a new save for 221, of course!

 

Has anyone tested compo on 221 yet? I'm seeing more floaty buildings this time on 221, but at least the traders aren't sunken down so far.

 

Cp33 doesn't work on b221 as the cntmedicinecabinet has been removed and replaced with cntmedicinecabinetopen and closed versions. In fort many of the prefab in cp33 have the removed block and mags will get to updating over the weekend

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Another one updated for 221. Can confirm quests work! Yay!

 

I am pretty proud of this one.

Also, a fix for floating prefabs that we can do is so simply expand the terrain blocks downward on our prefabs, and adding a slope to the sides (as long as copyairblocks is false)

 

Pretty proud of this one.

 

1) Former home of family doing the best they can for their little girl on one side, outpost of the Felon's Union on the other. The babies room took me ages to get how I wanted.

2) Branching minor dungeon path requires going through both houses.

3) Wide variety of enemies

4) Plenty of secrets

5) Feels alive. Each room has a story to it.

6) Difficult, but nice loots at the end.

7) End loots are exactly what it says on the tin, or in this case the Felon's Unions roof: "Drugs and Guns"

Have at it and I hope you enjoy!

 

Download->[ATTACH]26269[/ATTACH]

 

 

The courthouse was taking too long so I am doing smaller ones to not burn out.

xvanilla_Trailerhousemix04.zip

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Another one updated for 221. Can confirm quests work! Yay!

 

I am pretty proud of this one.

Also, a fix for floating prefabs that we can do is so simply expand the terrain blocks downward on our prefabs, and adding a slope to the sides (as long as copyairblocks is false)

 

Pretty proud of this one.

 

1) Former home of family doing the best they can for their little girl on one side, outpost of the Felon's Union on the other. The babies room took me ages to get how I wanted.

2) Branching minor dungeon path requires going through both houses.

3) Wide variety of enemies

4) Plenty of secrets

5) Feels alive. Each room has a story to it.

6) Difficult, but nice loots at the end.

7) End loots are exactly what it says on the tin, or in this case the Felon's Unions roof: "Drugs and Guns"

Have at it and I hope you enjoy!

 

Download->[ATTACH]26269[/ATTACH]

 

 

The courthouse was taking too long so I am doing smaller ones to not burn out.

 

how do u established the working quest-additions ??

 

fetch:

what I have to do to get fetch-quests working ????

Is it possible to test fetch-quests in the POI-EDITOR ??? (had no success so far)

Is 1927 the fetch-quest-block-satchel i have to place into the prefab ??? (or is there are another block also ??? )

Do i have to place more than 1 fetch-quest-block into the prefab ???

 

clear_all:

what I have to do to enable clear-all-quests in the POI's ????

Is it just placing the Rally-block into the prefab or is there more ???

Is it possible to testplay clear-all-quests in the POI-EDITOR ???? (had no success so far)

 

burried_chest:

I havent checked this at all

and I also dont know if I have to prepare the prefabs for that in any way

 

 

What I have found is there has to be a entry in the prefab's own xml's if u want the prefabs to be questprefabs

e.g.:

<property name="QuestTags" value="clear,fetch,hidden_cache" />

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a word to the floating prefabs:

 

We had this Issue already earlier in some previous alpha-versions (Can't remember which)

 

This is why most of the CP-prefabs have a stone basement of 5 Layers for the small prefabs and 10Layers for the big prefabs.

 

This means most of the CP_prefabs start 5(10) Layers below the real walking-surface to avoid any landscape-given airs beneath it.

 

I don't recommend to use TerrainFiller for this job !!!

TerrainFiller only has to be on the most top-Layer of the prefabs grounded surface !!!

below that u can use stone,dirt or whatever - but pls not TerrainFiller !!!

It made Issues in past - and I assume it will become Issues in the future too !!!

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208 was bugged so you couldn't test, but in 221 you can test in the editor.

 

All quests need the questmark to exist on the prefab.(preferably near the edge)

1) Fetch needs one or more questsachels to exist. Excess or if not a quest, they turn into random loot bags/suitcases.

2) Clear requires one or more sleeper volumes

3) Hidden requires?

4) Activate requires what used to be the junction box, now called a fuse box.

NOTE activate quests are not coded at the moment, but it is good to be prepared rather than have to redo all prefabs again.

 

Noted on terrain filler.

 

What do you think of the 2 prefabs so far?

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208 was bugged so you couldn't test, but in 221 you can test in the editor.

 

All quests need the questmark to exist on the prefab.(preferably near the edge)

1) Fetch needs one or more questsachels to exist. Excess or if not a quest, they turn into random loot bags/suitcases.

2) Clear requires one or more sleeper volumes

3) Hidden requires?

4) Activate requires what used to be the junction box, now called a fuse box.

NOTE activate quests are not coded at the moment, but it is good to be prepared rather than have to redo all prefabs again.

 

Noted on terrain filler.

 

What do you think of the 2 prefabs so far?

 

thx for the infos

I will continue testing tomorrow

 

the firestation looks now like a real A17-prefab - very good work SandyBeaches

the 2nd prefab i haven't checked yet - but i assume it will also look pretty good now - will check it tomorrow or weekend

Anyway thanks very much for ur work,interest and support

 

 

btw:

I already did the block-changing to all prefabs

this is how it looked before the change:

https://steamuserimages-a.akamaihd.net/ugc/933832491640638867/23E5EA98A8E3001B425883D0BE99F0851F0ECA1F/

 

and this after the blockchange:

https://steamuserimages-a.akamaihd.net/ugc/933832491640637960/2184A89A3AD15836CE92094A4D26247891543CB4/

 

 

maybe I release a b221-compatible COMPOPACK-version tomorrow

But to fix the quest-stuff i definetly need a few more days

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The images are not showing up..

 

On another note, another one done!

 

xvanilla_Trailerhousemix03 this time. I tried to go for just a simple approach... and failed.

1) Again, both houses have a story

2) One is a survivor home turned into a mini dungeon crawl with a boss room. I experimented with damaged blocks a lot on this one.

3) The other is an.... "amateur film studio". Not locked and not special in terms of loot but funny.

4) Prefab is fully questable and is rank 1.

Downoad ->[ATTACH]26293[/ATTACH]

xvanilla_Trailerhousemix03.zip

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hi folks

 

as u know there was a change with medicine-Cabinets and also Pillcases (aka MedicalCabinets)

this forced me to do another blockchanging-session

 

below u have a link to the updated prefabs - mixer is still the same like CP33

 

here are the changes (in all prefabs):

changed block XXXX : cntMedicineCabinet to 1604 : cntMedicineCabinetClosedRandomLootHelper

changed block 1607 : cntPillCaseRandomLootHelper to 1757 : cntPillCase

changed Rotation on block 1604 (8to0 , 13to3 , 16to2 , 23to1)

changed block 1237 : treeLargeRandomHelper to 1235 : treeSmallRandomHelper

changed block 1236 : treeMediumRandomHelper to 1235 : treeSmallRandomHelper

 

I decided to not Release a new CP-version yet, because

- I haven't implemented the quest-stuff yet.

- FunPimps still do Changes to the blocks and textures in the exp-phase

- I have not the time and muse atm (stressy pre-christmastime)

 

to get it working just replace the CP33-prefabs with the Ones in this file:

https://www.dropbox.com/s/nr9eu8ac6zj9h2l/Prefabs-medicupdate-2018-12-15.zip?dl=0

 

Important information: All new A17-prefabs are not implented to the RWG-spawn yet !!!

(they will be added to the next official CP-version)

 

 

@SandyBeaches:

the firestation has a Issue:

the most eastern row has missing material (stone) on the groundlevel and below

I saw this Issue also in some vanilla-Prefabs in the forums here

So I wonder if its a ingame-POI-editor-bug? , a RWG-bug , a prefabs loading/saving-bug? or simply just our (my) fault?

to many things confuses me these days - have to get them sorted

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