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Compo-Pack for Random Gen


Magoli

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without going deeper into it i would say no

 

because this new biome has also be synchronized to the prefabs spawn (all prefab's own xml's)

without doing this I guess there will be no POI-spawn in this new biome

(if it works anyway i learned that allowedBiome/disallowedBiome-Command is obsolet atm)

 

however

I haven't tried all this new modlet-stuff at all

but when the rwgmixer.xml is not gonna be changed the CP should work

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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 - - -

 

 

 

no - sry - there is no better reference atm

 

You are amazing mags. Thank you. I will check it out. :)

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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 - - -

 

 

 

no - sry - there is no better reference atm

 

Sounds like 17.1 is almost ready, you may want to hold off on releasing till then?

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Sounds like 17.1 is almost ready, you may want to hold off on releasing till then?

 

yeah - sounds like a good idea - thx for the heads up

 

I will wait till 17.1 before I Release

 

But I don't think there will be any changes that belongs to the CP-prefabs or rwgmixer.xml at all

If so - i hope it will be good changes ( and hopefully not more bad rwg-news again pls !!! )

 

 

@Laz: catch me in steam or send a PM if u want me to send u a sneaky-preview of the prefabs

 

I also still have the TWD-prison here (its still broken in 2 parts A+B - but it should have no block- or texture-Issues - I took it throw all blockchangings and convertions i think ;) )

if u want it - i will send it

 

 

btw:

 

to all people who are working with the INGAME-POI-EDITOR

 

be careful - there is a NASTY BUG with WATERBLOCKS when SAVING THE PREFAB !!!

 

I have reported this already in detail HERE

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Is it possible for this to be converted to a modlet?

 

As an edit, I just tried this out locally before adding this to our dedicated server and got an error flying around:

ERR Exception in thread GenerateChunks

InvalidOperationException: out of sync

I had to quit, now every time I start that save it crashes.

Does anyone know what causes this?

 

Another edit with a different error spam:

ArgumentOutOfRangeException: Argument is out of range.

Parameter name: index

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Release the kraken bud. no real changes in rwg so your people await your arrival!

 

yes - soon - i guess Saturday - (maybe tomorrow?)

 

Iam almost done with the changes and also waiting for a prefab to be repaired from Andyjoki

 

btw:

upcoming CP36 will be awesome again !!! ;)

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Magoli and everyone who is waiting... Im sorry for the delay, thanks for waiting :)

 

My Prefab is repaired and you can start to make the last edits for CP.

I hope i´ve fixxed everything important! Sadly some water issues remain..

 

no problem

i had to do some little things anyway - It was not because I specially waited for U - so no worries Andyjoki

 

I will check the Prefab when Iam back home tonight

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I have finished this one. Pretty straightforward non dungeon, a very good place to find with a secret or 2. Not sure what i did wrong trying to insert it. Files here

https://steamuserimages-a.akamaihd.net/ugc/957479022036607046/E7474AA7FF082D690A9D25CE8E657964692E42AD/

 

nice One Mana - I will add it to the CP wilderness

 

thx @Tristam

 

@all:

today iam gonna Release CP36 (just a few hours to go)

 

stay tuned

cya

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UPDATETIME:

 

COMPOPACK_36(for Alpha17.1_exp_b8) is out now !!!

 

this time u have to be very lucky to find a seed that is fine for u guys !!!

Almost all seeds seems to have totally unbalanced biomes (to much snow or desert)

I just have found 1 seed that looks pretty balanced (seedname:reppo1) (look at OP!)

 

however to get the new COMPOPACK go to the OP

 

here are the Changes in detail:

 

Changelog CP 36:

 

- done a Lot of work to a Lot of prefabs:

(added new deco-blocks , painted walls , removed/rotated displaced blocks , added some namesigns)

(everything should look now as good as in A16 or even better - all paintings are back or changed with others now)

(repaired all ventductblocks on the roofs - now they are metal and ventducttexture again instead of simple woodblocks)

 

- repaired the strange air-trenches on the boarders of the prefabs

 

- checked all xml-files again (set all prefab-rotaionsTofaceNorth values)

 

- and new prefabs:

xcostum_Experimentalhouse(by_Tom) (brandnew)

xcostum_Gallery(by_TopMinder_and_Pille) (re)added

xcostum_Shoppingcenter(by_Tom) (re)added

xcostum_SkyDiner(by_Tom) (brandnew)

xcostum_homestead(by_Mana) (brandnew)

xcostum_PeerCafe(by_Stallionsden) (re)added

xcostum_ThemePark(by_stallionsden) (re)added

 

 

- exchanged these prefabs with better versions (thx to Tom, Stallionsden and Andyjoki)

xcostum_Hostel(by_Tom)

xcostum_Redhouse(by_Tom)

xcostum_Roundhouse(by_Tom)

xcostum_Spirallibrary(by_Tom)

xcostum_Stonehouse(by_Tom)

xcustom_Woodhouse(by_Tom)

xcustom_Villa(by_Tom)

xcostum_SuperStore(by_Volar) (Tom)

xcostum_TheVillage(by_Stallionsden)

xcostum_Sphinx_2(by_Andyjoki) to xcostum_Sphinx3(by_Andyjoki)

 

 

- removed prefabs:

xcostum_Stonehenge(by_magoli) (out for repair)

xcostum_Treehouse_sm(by_magoli) (out of spawn for bigger plans)

xcostum_Bunker1(by_LazMan) (out of spawn for bigger plans)

xcostum_Bunker2(by_LazMan) (out of spawn for bigger plans)

xcostum_Bunker3(by_LazMan) (out of spawn for bigger plans)

xcostum_Bunker_deep(by_Devilhunter) (out of spawn for bigger plans)

 

- added StompyNZ's code for BiomeGeneration to the rwgmixer.xml (thx StompyNZ)

(Now its big biomes slightly mix into each other - no snow beneath desert!)

Recommended generation-seed for 4k maps: reppo1

 

 

- tweaked the rwgmixer a littlebit (set waterlevel to 44 - streetmultiplier to 2)

(keep in mind that overall rwg is broken since b240 !!!)

 

- made Thumbnail-screenshots for all prefabs

 

- balanced difficultly-tier in all of the quest-prefabs:

tier1: 0-15 active Sleepers

tier2: 16-30 active Sleepers

tier3: 31-40 active Sleepers

tier4: 41-50 active Sleepers

tier5: 50+ active Sleepers

 

- repaired block 256 : terrWaterPOI in all prefabs (set Rotation and Meta to default-value)

 

--------------------------------------------------------------------------------------------------------

2019-01-12

Magoli

 

have fun

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Hey magoli, thanks for updating the combopack once again <3.

 

 

Here's a few issues i found on the 36 version :

 

The prefab name and the rgwmixer does not match for :

 

xcostum_Roundhouse(Tom)

xcostum_Roundhouse(by_Tom)

 

xcostum_Stonehouse01(by_Tom)

xcostum_Stonehouse(by_Tom)

 

I'll start generating a couple of seeds tonight and see if i get any good one for 17.1 for you.

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Moon;929968']Hey magoli, thanks for updating the combopack once again <3.

 

 

Here's a few issues i found on the 36 version :

 

The prefab name and the rgwmixer does not match for :

 

xcostum_Roundhouse(Tom)

xcostum_Roundhouse(by_Tom)

 

xcostum_Stonehouse01(by_Tom)

xcostum_Stonehouse(by_Tom)

 

I'll start generating a couple of seeds tonight and see if i get any good one for 17.1 for you.

 

yes - ur right - thx for the info

 

will change that soon

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Moon;929968']Hey magoli, thanks for updating the combopack once again <3.

 

 

Here's a few issues i found on the 36 version :

 

The prefab name and the rgwmixer does not match for :

 

xcostum_Roundhouse(Tom)

xcostum_Roundhouse(by_Tom)

 

xcostum_Stonehouse01(by_Tom)

xcostum_Stonehouse(by_Tom)

 

I'll start generating a couple of seeds tonight and see if i get any good one for 17.1 for you.

 

FIXED IT !!!

 

PLS DONT USE COMPOPACK36 ANYMORE GUYS !!!

 

COMPOPACK37 is now the current version

 

thx to [xTC]Moon

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Hey I'm running CP on my server called the Jolly Shamlet, 139.99.144.85:26910, which is hoted in Sydney. How is Area51 going ? Will we see an update for it ? I'll be updating to 17.1 today. New pack wil probably be on later in the week. Not much use to overseas players I guess. There are some mods needed client side to join the server as well.

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Hey I'm running CP on my server called the Jolly Shamlet, 139.99.144.85:26910, which is hoted in Sydney. How is Area51 going ? Will we see an update for it ? I'll be updating to 17.1 today. New pack wil probably be on later in the week. Not much use to overseas players I guess. There are some mods needed client side to join the server as well.

 

You like area 51 I was gonna cull it as its looking pretty dismal lol. But will update it if you want after I finish updating the courthouse lol.

 

Time on courthouse approx 2 to 3 days

 

Time set to update area 51 prolly be maybe 1 to 2 weeks after I give it a complete overhaul

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Hey guys, been running the Compo pack again and would like to give a shoutout to whomever created the Water Treatment plant and the new giant hotel. i have to say these two Prefabs really stand out amongst all of your excellent works. It's like entering a puzzle and maze to try and get to the loot. The traps and walking on ledges and the sheer volume of zombies is amazing. Not to mention the detail and beauty of the buildings WOW

REALLY great work.

 

Question for you guys. Is it possible for me to import a single Prefab into the game even though I have the pack loaded I'm missing a few I would like to have in my world. Is it possible?

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Hey guys, been running the Compo pack again and would like to give a shoutout to whomever created the Water Treatment plant and the new giant hotel. i have to say these two Prefabs really stand out amongst all of your excellent works. It's like entering a puzzle and maze to try and get to the loot. The traps and walking on ledges and the sheer volume of zombies is amazing. Not to mention the detail and beauty of the buildings WOW

REALLY great work.

 

Question for you guys. Is it possible for me to import a single Prefab into the game even though I have the pack loaded I'm missing a few I would like to have in my world. Is it possible?

 

Your best bet would be to use bad company server manager mod. There's a command bc-import where you can load prefabs to your server manually.

 

(NOT SURE IF ITS GONNA IMPORT THE SLEEPERS AS WELL OR ITS GONNA BE EMPTY)

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