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Compo-Pack for Random Gen


Magoli

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I agree with you Mag 17.2 is the worst release yet. We are not upgrading Ravenhearst to .2

 

Is there any chance we can get what you have finished and updated so far for 17.1? I know a lot of us are staying on 17.1 and Im including your pois in Ravenhearst and I know it would be amazing if we could get to see the hard work you put into the mixer for 17.1. Just a thought, maybe a final release for us that are using .1 and dont intend to move to .2

 

Ummm it's on the first page lol mate

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No, this is pre Alpha 17.2... I generated this map maybe a couple of days before 17.2 came. And yup, there's virtually no way to get back to 17.1.

 

Cant you just lock your version to 17.1? I was afraid they would have to continue to messing with the map generation, so I loaded in some filter mods and generated maps for about a week and just zipped them up with the naming convention. Im not updating to 17.2 as Im far along in my custom server build and within a week of starting and im not trying to give myself any more headaches.

 

That all said, I really do like the idea of islands, as an *option*. What do you guys think about being able to jump from map to map within the same game if map sizes were reduced to 4k and below?

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No he was working on an update to that remember? He said he had more pois painted and fixed up and more quests added. But he said he was holding off on it.

 

This one AFTER 37

 

https://7daystodie.com/forums/showthread.php?28057-Compo-Pack-for-Random-Gen&p=943016&viewfull=1#post943016

 

Oh yeh I remember now lol.. carry on nothing to see here haha

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after a few sleepless nights I got a plan now:

 

I will Release what I got for A17.1exp (in 2 or 3 days)

 

@Thief_of_Always:

Overall I dont like the idea of having a 10 times smaller world than A16 - and since A17.2 it shrinked again dramaticly.

The idea of an Island is kinda strange for me anyway. I could life with it when there would be enough space for all the towns and wildernessPOIs.

There are some seeds that maybe look ok from above - but overall nothing is working well in RWG atm.

 

switching between maps ??? do u mean like dlc's ??? Or a big world containing all the 4k maps ??

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after a few sleepless nights I got a plan now:

 

I will Release what I got for A17.1exp (in 2 or 3 days)

 

@Thief_of_Always:

Overall I dont like the idea of having a 10 times smaller world than A16 - and since A17.2 it shrinked again dramaticly.

The idea of an Island is kinda strange for me anyway. I could life with it when there would be enough space for all the towns and wildernessPOIs.

There are some seeds that maybe look ok from above - but overall nothing is working well in RWG atm.

 

switching between maps ??? do u mean like dlc's ??? Or a big world containing all the 4k maps ??

 

Magoli,

 

I have been messing with this for about 12 hours now in 17.2. I have made some great progress. Prefabs file over 100K, lots of prefabs. :D Had to flatten out the world a bunch and make it 8K. They said on the forums that 16K isn't currently working, but it will be fixed. They didn't lie. You try a 16K world, you get nothing.. lol I have got it working well in 17.2 though. Only issue I am having is that a good amount of the prefabs won't load and I get NRE's.

 

PM me if you want to join my test server and check it out.

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Hi,

 

I have been using this compo pack. I made it into a modlet and generated world on 17.2. The land mass is an island. The map generated was working as intended and actually looks good layout wise. And I don't mind the water on the edge. It seems they replaced the radiated zones with an ocean which is a cool change. The prefabs are all spawning and generating as intended. My 2 cents. :)

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Hi,

 

I have been using this compo pack. I made it into a modlet and generated world on 17.2. The land mass is an island. The map generated was working as intended and actually looks good layout wise. And I don't mind the water on the edge. It seems they replaced the radiated zones with an ocean which is a cool change. The prefabs are all spawning and generating as intended. My 2 cents. :)

 

how can I get that Kronons?

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Thank you for all the gigantic work you've done so far, it's a real pleasure to play in these new prefabs,

I just added your prefabs to my rwgmixer (a bit custom) and that's really nice with great seeds

(except the wilderness missing but that's 17.2 bug).

 

Thank you and keep up the good work

 

example of 17.2 maps with good seeds for CP

 

purtiythrough.thumb.jpg.a030abf2904e7fc34390850dcde37086.jpg

emptinessnight.thumb.jpg.740b9ed13177f0a49ad3c3c0a5baf4c1.jpg

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Magoli -- Thank you so much for your hard work on this! I really appreciate it. I'm looking to utilize your collection in a Dockerfile to quickly and easily build a 7DTD server that contains your COMPO PACK.

 

I noticed that it seems that your download link changes as you publish new releases of your collection. This makes it very difficult to write a script to automatically download and install your collection, as the download link within the script would have to be updated each time you release a new version.

 

This problem would be resolved for me if you released your collection via github. You could still provide a static URL link via your first post here, but everyone could download it from github instead of Dropbox. From the perspective of anyone downloading your collection via browser, it would actually be more streamlined than Dropbox as Github allows direct link & download of a file without a popup link like Dropbox's. Github is totally free and there is even free GitHub Desktop software that can be run from Windows to make it easy to upload new versions of your collection, if that is your OS. You could publish different releases of your collection through github, which is how you could differentiate different branches of your collection for the different game server versions.

 

Github was designed for the managing software releases, which when you think about it, is more or less what your collection is (a collection of software 'code').

 

I know I may be in the far minority here using Docker to create a 7DTD server. But my goal is to make it easier for people to create 7DTD modded servers, and try to take some of the technical complexity out of the process. Even if you don't switch to Github, I implore you to please consider at least changing to a service that would allow you to create a file something like "latest.zip" where the download URL would not change with each release but would always refer to the latest version. Github would do this for you automatically via its master branch raw URL to your download .zip file. As time moves on, I am confident more people will be using Docker and others will encounter the same challenge I have.

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...

I know I may be in the far minority here using Docker to create a 7DTD server. But my goal is to make it easier for people to create 7DTD modded servers, and try to take some of the technical complexity out of the process. Even if you don't switch to Github, I implore you to please consider at least changing to a service that would allow you to create a file something like "latest.zip" where the download URL would not change with each release but would always refer to the latest version. Github would do this for you automatically via its master branch raw URL to your download .zip file. As time moves on, I am confident more people will be using Docker and others will encounter the same challenge I have.

 

As long the game is alpha and RWG is in such a bad condition iam not aiming on new systems

mods,modlets,xpath,github,docker,modfolder,...all that I dont care aslong the basics arent set and everything changes from alpha to alpha!

First I wanna reach at Least status Quo what belongs working with rwg - what means fixing of most of the major RWG-bugs

 

however

 

I will do a alternative dl-link-file called "LatestCP" in addition to the common One in further Releases.

But not in the next One. The next Release (this weekend) just belongs to A17.1stable (NOT FOR USE IN A17.2exp !!!)

I just deliver what I got so far.

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No, this is pre Alpha 17.2... I generated this map maybe a couple of days before 17.2 came. And yup, there's virtually no way to get back to 17.1.

 

ah - ok - misunderstood

I thought ur talking about a potential cool A17.2-seed

 

actual in the next CP-Release for A17.1exp most of the seeds will give lovely maps ;)

 

cheers mate

 

- - - Updated - - -

 

Thank you for all the gigantic work you've done so far, it's a real pleasure to play in these new prefabs,

I just added your prefabs to my rwgmixer (a bit custom) and that's really nice with great seeds

(except the wilderness missing but that's 17.2 bug).

 

Thank you and keep up the good work

 

example of 17.2 maps with good seeds for CP

 

[ATTACH=CONFIG]27631[/ATTACH][ATTACH=CONFIG]27632[/ATTACH]

 

thx for trying to help me

but this is not exactly what iam aiming for

U will see and understand what i mean in a few days ;)

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Thank you for all the gigantic work you've done so far, it's a real pleasure to play in these new prefabs,

I just added your prefabs to my rwgmixer (a bit custom) and that's really nice with great seeds

(except the wilderness missing but that's 17.2 bug).

 

Thank you and keep up the good work

 

example of 17.2 maps with good seeds for CP

 

[ATTACH=CONFIG]27631[/ATTACH][ATTACH=CONFIG]27632[/ATTACH]

 

Refuses to play on such crap maps. To small boring

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thx for trying to help me

but this is not exactly what iam aiming for

U will see and understand what i mean in a few days ;)

I'm especially trying to help me support those intolerable islands xD

nice to hear you're working on the matter (especially if you had wilderness back into the mix) :)

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As long the game is alpha and RWG is in such a bad condition iam not aiming on new systems

mods,modlets,xpath,github,docker,modfolder,...all that I dont care aslong the basics arent set and everything changes from alpha to alpha!

First I wanna reach at Least status Quo what belongs working with rwg - what means fixing of most of the major RWG-bugs

 

however

 

I will do a alternative dl-link-file called "LatestCP" in addition to the common One in further Releases.

But not in the next One. The next Release (this weekend) just belongs to A17.1stable (NOT FOR USE IN A17.2exp !!!)

I just deliver what I got so far.

 

I'm kinda already looking forward to RWG 17.3 or, if 17.2 drags out long enough, 17.2. if they've finally dedicated a resource to nothing but RWG, that's almost a full alpha version itself. As far as how much impact it can have to the game. So if RWG becomes something stable, and functional, I'm really looking forward to it.

 

Along with the dedicated resource, I've seen some of yours and Royal Delux's bug reports. Some clear things happening that are purely broken features of RWG.

 

Just nice to feel the hope for RWG goodness again.

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UPDATE-TIME !

 

COMPOPACK_38(for Alpha17.1_stable_b9) is out now!

 

This version is for use in A17.1 ONLY !!! (no support on A17.2 !!!)

 

to get it go to the OP

 

here are the changes in detail:

ChangeLog CP38 :

 

- worked on:

xcostum_Asylum(by_Wsiegel) (added more Sleepers - finetuned SleeperVolumes - added some new blocks)

xcostum_house_modern_03(by_Kam) (Repaired some textures)

xcostum_house_modern_01(by_Kam) (Repaired some waterblocks)

xcostum_LittleLeagueBaseball(by_Curmudgeon) (its now a complete new prefab: a temporary-Military-epidemic-base! / EPA is also in charge!!!)

xcostum_icestadium(by_magoli) (added some textsigns)

exchanged xcostum_Multi_Storey(by_War3zuk) (reduced Loot / Repaired textures) (thx to Tom)

exchanged xcostum_PetStore(by_Jackelmyer) (added AnimalSleepers / Repaired textures) (thx to Tom)

xcostum_circus(by_magoli) (added Sleepers - added quests - set tier=5)

xcostum_simpsonshouse(by_magoli) (added xcostum_Treehouse_sm(by_magoli) - Repaired some blocks inside - added Sleepers - added quests - set tier=3)

xcostum_cityhouse3(by_Kam) (Repaired some textures - Rotated some medCabinets)

xcostum_TheMill(by_MoNKeYest1) (decreased size of prefab)

xcostum_Cabin(by_Sudo) (added xcostum_Bunker_Top(by_Fr0gb0mber) )

xcostum_ZHigh(by_Volar) (added xcostum_Bunker_Top(by_Fr0gb0mber) )

xcostum_DriveIn(by_Wsiegel) (added xcostum_Bunker_deep(by_Devilhunter) )

xcostum_Tavern(by_Limodor) (added xcostum_Bunker3(by_LazMan) )

xcostum_TheSect_Followers-of-M(by_magoli) (added xcostum_Bunker2(by_LazMan) - added dogbox2(by_TopMinder) )

xcostum_FuneralParlor(by_Zombieman) (added xcostum_Bunker1(by_LazMan) )

xcostum_Apartment(by_Spider) (added Sleepers - finetuned SleeperVolumes - removed UndergroundLayer)

xcostum_storeset1(by_Guppycur) (added more Sleepers - finetuned SleeperVolumes - added some new blocks - enabled quests)

xcostum_ArtGallery(by_Wsiegel) (added Sleepers - added SleeperVolumes - enabled quests)

xcostum_Bavarian_Bowse_Shop(by_magoli) (added Sleepers - added SleeperVolumes - enabled quests)

xcostum_bowlingcenter(by_magoli) (added a few Sleepers - added SleeperVolumes)

xvanilla_skyscraper_01 (xml-changes)

xvanilla_skyscraper_02 (xml-changes)

xvanilla_skyscraper_03 (xml-changes)

xvanilla_skyscraper_04 (xml-changes)

xcostum_TV_Tower_Restaurant(by_magoli) (made it 19 blocks higher - increased sleepers)

xcostum_ThemePark(by_stallionsden) (changed all the RandomHelpLooter-cars(1907) to damaged cars (1922)

 

-added:

xcostum_Asia_Apartments(by_magoli)

xcostum_Asia_ChineseGate(by_XXX)

xcostum_Asia_ChineseMarket(by_magoli)

xcostum_Asia_Dojo(by_RedLotus)

xcostum_Asia_KhooKongsi(by_StompyNZ)

xcostum_Asia_KungFuSchool(by_magoli)

xcostum_Asia_Livinghouse_sm_01(by_magoli)

xcostum_Asia_ModernCottage_01(by_StompyNZ)

xcostum_Asia_Pagoda(by_RedLotus)

xcostum_Asia_Pagoda_sm_01(by_magoli)

xcostum_Asia_Restaurant(by_Redlotus)

xcostum_Asia_Swordmaster(by_magoli)

xcostum_Asia_Temple9Powermonks(by_magoli)

xcostum_Asia_TempleMiddleVillage(by_SylenThunder)

xcostum_storeset1(by_Guppycur)

xvanilla_skyscraper_01 (I took the vanilla POI to the CP because I had to do some Changes to make it spawnable in rwg, and dont wanna have conflicts with EAC)

xvanilla_skyscraper_02 (I took the vanilla POI to the CP because I had to do some Changes to make it spawnable in rwg, and dont wanna have conflicts with EAC)

xvanilla_skyscraper_03 (I took the vanilla POI to the CP because I had to do some Changes to make it spawnable in rwg, and dont wanna have conflicts with EAC)

xvanilla_skyscraper_04 (I took the vanilla POI to the CP because I had to do some Changes to make it spawnable in rwg, and dont wanna have conflicts with EAC)

xcostum_hideout(by_TopMinder_and_Pille)

xcostum_deaddog_saloon(by_Libby)

xcostum_Blue_House(by_TopMinder_and_Pille)

 

-Prefabs changed with a better version:

xcostum_Gallery(by_TopMinder_and_Pille)

xcostum_LakesideLodge(by_Kam)

xcostum_Paintballarena(by_Jackelmyer)

 

-removed:

xcostum_Treehouse_sm(by_magoli)

xcostum_Bunker_deep(by_Devilhunter)

xcostum_Bunker_Top(by_Fr0gb0mber)

xcostum_Bunker1(by_LazMan)

xcostum_Bunker2(by_LazMan)

xcostum_Bunker3(by_LazMan)

xcostum_StallsCasino(by_Stallionsden)

xcostum_TheVillage(by_Stallionsden)

xcostum_ThePyramid_1(by_Andyjoki)

 

-changed block260 : water to 256 : terrWaterPOI (in all prefabs)

-reset attributes (Meta and Rotation) on block256 : terrWaterPOI (in all prefabs)

-changed block1551 : cntFridgeStainlessSteel to block1552 : cntFridgeStainlessSteelRandomLootHelper (in all prefabs)

-tweaked all prefabs own xml's for the new towntype-based spawning system

 

rwgmixer-changes:

 

-fixed vanilla-typo prop/prob in detailFillerGroup

 

-changed back to the vanilla-BiomeGenerator (voronoi-style) (now snow is beneath desert again, but most likely every seed will be OK)

 

-removed vanilla-groups-system to enable the new multitownHub-system

 

-added 9 new Towntypes:

<hub_rule name="asiatown" prob="0.2" />

<hub_rule name="oldwesttown" prob="0.15" />

<hub_rule name="newtown" prob="0.3" />

<hub_rule name="bigcitytown" prob="0.3" />

<hub_rule name="rustyruraltown" prob="0.3" />

<hub_rule name="destroyedtown" prob="0.2" />

<hub_rule name="commontown1" prob="0.3"/>

<hub_rule name="commontown2" prob="0.3"/>

<hub_rule name="commontown3" prob="0.3"/>

 

 

Magoli

2019-02-16

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Hi,

 

I have been using this compo pack. I made it into a modlet and generated world on 17.2.

 

How did you convert this to Modlet? Is this available somewhere as a Modlet? I'm not a big fan of being forced to overwrite the default game files (specifically the rwgmixer.xml) in order to install this. But I do love the collection.

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How did you convert this to Modlet? Is this available somewhere as a Modlet? I'm not a big fan of being forced to overwrite the default game files (specifically the rwgmixer.xml) in order to install this. But I do love the collection.

 

If you search thru the previous pages you will find a post I think from quasimiyao I think has done it to modlet form

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I already took a stab at creating one based on the current Vanilla rwgmixer.xml file. I literally just finished it and was about to test it when I noticed your reply. I'll have to compare to what was posted earlier in the thread to see how close it is to what I came up with.

 

I did notice that the COMPOPACK version of the rwgmixer.xml seems to get rid of hub_rule=default and prefab_rule=default. Instead, I decided it would be better to leave this default in the configuration as an additional cell_rule entry with low probability. This way, if any other modlet attempts to modify these defaults, they won't throw an Xpath warning due to these default configuration items being missing.

 

Silly question.. if members of the community already took the effort to convert this to a Modlet.. why is the COMPOPACK still being released NOT in Modlet/XPATH format requiring everyone to overwrite default game files? Magoli, it seems that the hard work was already done on this to convert it. Are you willing to provide this collection as an Xpath Modlet in future releases?

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Hmm I took a look at the Modlet posted earlier but it doesn't seem to apply the Prefabs in the same manner. In the COMPOPACK version of the rwgmixer.xml there are multiple hubs defined and through each of these a specific collection of Prefabs are added, for example:

"asiatown" hub applies the "asiantownPOIS" prefab_rule, which contains a couple dozen or so Prefabs within it. Instead, the Modlet takes a more Vanilla approach and uses only a single hub definition but instead applies the Prefabs via the already existing groups.

 

The COMPOPACK has 10 hubs: asiatown,oldwesttown,newtown,bigcitytown,rustyruraltown,destroyedtown,commontown1,commontown2,commontown3,wilderness

 

The Modlet would result in 8 Prefab groupings all under a single hub type of "default":

residentialOldGroup,residentialNewGroup,commercialGroup,downtownGroup,skyscrapers,industrialGroup,ruralGroup,wilderness

 

It seems like either approach would result in the Prefabs being placed into the world. But I believe the former provides more variety and also has the side-effect of creating hubs with a common-theme (like asian town or old west town).

 

I followed the same approach as how the COMPOPACK rwgmixer.xml when I attempted to create rwgmixer.xml Xpath/Modlet method and found my file is roughly double the number of lines as the rwgmixer.xml provided by the Modlet posted earlier in this thread. Once I test my version of the Modlet, I'll be happy to share it here.

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