Tkullberg Posted December 23, 2018 Share Posted December 23, 2018 Merry Christmas, love from Sweden ♥ Link to comment Share on other sites More sharing options...
-Holo- Posted December 24, 2018 Share Posted December 24, 2018 Merry Christmas! I'm wondering about this pack, would it by anychance contain "de-dungeonstyled" POI's from A17? I had hoped they had two version of their POI's, one dungeonstyle and one normal styled with the dungeonstyle one being much rarer to encounter. Only played A17 for a day now, and already is fed up on the dungeonstyle crap xD Link to comment Share on other sites More sharing options...
Magoli Posted December 24, 2018 Author Share Posted December 24, 2018 Merry Christmas! I'm wondering about this pack, would it by anychance contain "de-dungeonstyled" POI's from A17? I had hoped they had two version of their POI's, one dungeonstyle and one normal styled with the dungeonstyle one being much rarer to encounter. Only played A17 for a day now, and already is fed up on the dungeonstyle crap xD there is a Chance - but a very small One It would be a Lot of work to make a copy of 200 vanilla-prefabs, rename them and make all the wished Changes. After that the rwgmixer have to be tweaked to always choose between the good and dangerous version. (every prefab have to have a rule than) I made that earlier in A12 I think - maybe I will do it again when I feel like forced to it (but atm I dont) Merry Christmas everybody Link to comment Share on other sites More sharing options...
[xTC]Moon Posted December 24, 2018 Share Posted December 24, 2018 Is this compatible with the stable A17 or everything is still broken after b233? Honestly i dont understand why TFP do those kind of changes without letting us know. Link to comment Share on other sites More sharing options...
backdownhipi Posted December 24, 2018 Share Posted December 24, 2018 everything works as of b240 Link to comment Share on other sites More sharing options...
xPropaganda Posted December 24, 2018 Share Posted December 24, 2018 Just a heads up, if you're running a 6144 size map (through Bluefang or some other host), you need to go into RWGmixer.xml and change one of the listed map sizes to 6144 to apply the Compopack rulset to it. Link to comment Share on other sites More sharing options...
SnowDog1942 Posted December 25, 2018 Share Posted December 25, 2018 Now if only Tin would come save us with a RWG mixer that is more like A16.4 terrain and included the pack You know.. terrain with mountains.. rivers... large cities with big buildings... Link to comment Share on other sites More sharing options...
Tkullberg Posted December 25, 2018 Share Posted December 25, 2018 Just a heads up, if you're running a 6144 size map (through Bluefang or some other host), you need to go into RWGmixer.xml and change one of the listed map sizes to 6144 to apply the Compopack rulset to it. No need for that. Link to comment Share on other sites More sharing options...
LewZephyr Posted December 27, 2018 Share Posted December 27, 2018 I would bet the issue is something I have done wrong, but I have no idea what. Looking at the console I saw some warning's pop up. Dedicated server. https://i.imgur.com/ew5g3j4.png Tried to open the output log file on the server but didn't see any of the warning in it. Hind site I am guessing the errors are client side. so far other than the warnings, it looks to work fine. Thanks. Link to comment Share on other sites More sharing options...
FastBurst Posted December 27, 2018 Share Posted December 27, 2018 I would bet the issue is something I have done wrong, but I have no idea what. Looking at the console I saw some warning's pop up. Dedicated server. https://i.imgur.com/ew5g3j4.png Tried to open the output log file on the server but didn't see any of the warning in it. Hind site I am guessing the errors are client side. so far other than the warnings, it looks to work fine. Thanks. Which version of the game are you running and also what version of the combopack are you using? Link to comment Share on other sites More sharing options...
LewZephyr Posted December 27, 2018 Share Posted December 27, 2018 Which version of the game are you running and also what version of the combopack are you using? stable A17 (b240?) and COMPOPACK 35 Link to comment Share on other sites More sharing options...
FastBurst Posted December 28, 2018 Share Posted December 28, 2018 stable A17 (b240?) and COMPOPACK 35 go into the rwgmizer.xml and verify that the names of the prefabs match the xcustom prefab names from the combo pack. it's best to make a copy of the prefabs folder, delete it, verify the files, and then re-add the combopack and then try again. It sounds like you have some left over prefabs somewhere. I had that issue awhile back. You may also have to delete your saves folder as the profile may be storing that as well. Link to comment Share on other sites More sharing options...
[xTC]Moon Posted December 28, 2018 Share Posted December 28, 2018 I would bet the issue is something I have done wrong, but I have no idea what. Looking at the console I saw some warning's pop up. Dedicated server. https://i.imgur.com/ew5g3j4.png Tried to open the output log file on the server but didn't see any of the warning in it. Hind site I am guessing the errors are client side. so far other than the warnings, it looks to work fine. Thanks. As FastBurst said, it's 99% likely you have old prefabs and (maybe) old rgwmixer on your game. My sugestion is to delete the entire pack, verifiy files and install all over again. Also start a entire new game with a new seed. Dont try to keep the same save/seed/file you used. Link to comment Share on other sites More sharing options...
stallionsden Posted December 28, 2018 Share Posted December 28, 2018 stable A17 (b240?) and COMPOPACK 35 Did you copy the prefabs inside compo pack folder Into the games prefab folder or did you replace the whole game prefab folder with the compo pack one. One is correct and the other will give you lots of errors Link to comment Share on other sites More sharing options...
Poutre Posted December 29, 2018 Share Posted December 29, 2018 I am building a few very big POIs to be part of a kind of expanded Navezgane. I will send you the prefabs for the compopack real soon. Link to comment Share on other sites More sharing options...
Magoli Posted December 29, 2018 Author Share Posted December 29, 2018 I am building a few very big POIs to be part of a kind of expanded Navezgane. I will send you the prefabs for the compopack real soon. nicenstein Link to comment Share on other sites More sharing options...
LewZephyr Posted December 30, 2018 Share Posted December 30, 2018 Did you copy the prefabs inside compo pack folder Into the games prefab folder or did you replace the whole game prefab folder with the compo pack one. One is correct and the other will give you lots of errors Yeah, pretty sure I did it right, but Ill do a re-run of the process on our next reset. It was a brand new save, and a brand new seed. I copied all the Prefab files in the Pak, directly into the prefab folder. And overwrote the old rwgmixer. This is a dedicated server that I used FTP to do the process on. Maybe something didnt jive right on the copy, but I didn't get any errors. Thanks everyone for the responses. Link to comment Share on other sites More sharing options...
los2tale Posted January 1, 2019 Share Posted January 1, 2019 some poi spawn in ground in my world A17 compo 35 Link to comment Share on other sites More sharing options...
Magoli Posted January 1, 2019 Author Share Posted January 1, 2019 some poi spawn in ground in my world A17 compo 35 Yes ur right - but IMO it has nothing to do with the COMPOPACK Also Cars spawning in a strange diametral position between surface and undergrounds - I saw this in vanilla and also CP- prefabs The spawning of Traders is broken - roads looking as wierd as ever - neverending town all over the whole map - strange landscapes and biome mixing- houses not correctly next to each other This and that and all the other stuff you can read about RWG since b240 is a unnice situation - i know I wish i could do something here - but the Issue is sitting deeply hardcoded in the code for the RWG-generation-engine In other words: Its on the Pimps site to fix that During their work on fixing the floating prefabs something very bad happend to the RWG-world In B208 - B231 the world looked very nice - but since b240 something wrong is going on in RWG-Town Link to comment Share on other sites More sharing options...
-Holo- Posted January 4, 2019 Share Posted January 4, 2019 Is there some easy way to stop certain POI's from generating? There is a couple of POI's from the pack that is just hilariously overstuffed with valuable loot. The recycling building (I think it was) comes to mind. Also noted that it seems like the Skyscrapes from vanilla seems to almost not generating, tried a few maps and only seen the Be...Bei, cant remember what it was called. B-something scaper, with a parabol dish on the roof, is this rwmixer issue or on their side of the generation? Link to comment Share on other sites More sharing options...
Magoli Posted January 5, 2019 Author Share Posted January 5, 2019 Is there some easy way to stop certain POI's from generating? There is a couple of POI's from the pack that is just hilariously overstuffed with valuable loot. The recycling building (I think it was) comes to mind. Also noted that it seems like the Skyscrapes from vanilla seems to almost not generating, tried a few maps and only seen the Be...Bei, cant remember what it was called. B-something scaper, with a parabol dish on the roof, is this rwmixer issue or on their side of the generation? to ur first question: just remove the non-wished prefabs from the rwgmixer (delete complete line) - save and u are good to ur 2nd question: I would say there is not only no easy way to accomplish that, but also no safe way !! (atm!!!) As everybody should have noticed the RWG-generation is in a bad condition since b240 This has nothing to do with the xml's , the rwgmixer.xml or the CP itself !!! Since TFP's halfbaked try to repair the floating prefabs in b240 the rwg-gen has a hickup IMO (yes, they fixed the floating POI-problem to 95% - but now the landscape-gen and POI-gen is broken BANG) In addition to that: To enable a perfect world-POI-Spawning is a symphony of several settings: - commands in the prefab's own xml's has to be set perfectly - rwgmixer-rules has to be set perfectly - rwgmixer commands (probs,mincount,maxcount,spawngroups) has to be set perfectly - amount of available prefabs has to be enough - the town's size have to be synchronized to the amount of available prefabs but in fact there are actual a few problems to that: - IMO some of the prefab's own xml-commands are not concidered anymore by the engine (have no info on that atm) - It seems the engine dont strictly follows the rules from the rwgmixer.xml and the randomness needs to be more random !!! - Its a hard work to get the perfect balancing of POI-variety esp. when we have no chance to see where are the zones (because that is now all about in A17-rwg-spawning - the zones: Commercial,Industrial,ResidentialOld,...) - For the actual vanilla townsizes and towns-amount we should need about 3 times more prefabs than we have now (vanilla+CP) sry for the details - but as i said: its a symphony of many factors and pieces oh btw happy new year everybody Link to comment Share on other sites More sharing options...
Ozzland Posted January 5, 2019 Share Posted January 5, 2019 Hey Magoli, is there a reference pack for compo 35 like there is for 31 or are they basically the same. Looking for a quick guide or reference of which houses to get rid of that have to much loot. Thanks for all your work btw is fantastic! Link to comment Share on other sites More sharing options...
Laz Man Posted January 5, 2019 Share Posted January 5, 2019 Hey mags, was curious. With the new level of detail and design of vanilla POIs, how much time has it taken to retrofit the old ones in the compo pack? Almost makes me think it's not worth the time and effort for the majority of them? Link to comment Share on other sites More sharing options...
Magoli Posted January 5, 2019 Author Share Posted January 5, 2019 Hey mags, was curious. With the new level of detail and design of vanilla POIs, how much time has it taken to retrofit the old ones in the compo pack? Almost makes me think it's not worth the time and effort for the majority of them? hi Laz - nice to hear from U tbh iam almost done with the most works I have repainted and repaired now most of the prefabs (urs included) I used a kinda automatic way to repaint the unpainted blocks - old survived paintings are untouched ! In some prefabs I went into detail some more - in others less. I will drop the next CP very soon - so U can choose by urself if u are ok with the convertion/repairs - - - Updated - - - Hey Magoli, is there a reference pack for compo 35 like there is for 31 or are they basically the same. Looking for a quick guide or reference of which houses to get rid of that have to much loot. Thanks for all your work btw is fantastic! no - sry - there is no better reference atm Link to comment Share on other sites More sharing options...
schneiderdoom Posted January 6, 2019 Share Posted January 6, 2019 Hey, Magoli! Can you give me some help? Is it possible for you to know if the CompoPack is compatible with this moddlet (https://7daystodie.com/forums/showthread.php?103061-The-Wild-Land-random-world-generation-mod-for-A17)? Thanks! Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.