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Magoli

Compo-Pack for Random Gen

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If you read the most recent posts, you'd see the answer is basically "maybe, but the 17.1 RWG mixer is better".

 

Unfortunately, I'm unable to get a clean download of the file for testing. It doesn't matter what computer I use, when I download the entire pack, the mixer file is instructions, and not xml. Had to hack dropbox to get the file data and paste it in manually, but now I get nothing but errors.

 

Update: After some tinkering, a download worked with valid xml files. Really not sure what was going on there. Now will spend a day making maps and tweaking the mixer.

 

 

thanks for the info

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Ok, loaded this up on 17.1 and made a 10k map.

 

I'm noticing that a lot of the cities are a bit sparse for POI's.

 

ddf7478a01baa11724872e34450ee04f.png

 

This one has some big clumps, but still a LOT of vacant lots.

9c66ee7ca1afacd017f4d465a1d1904c.png

 

Cities at 0,0

3573686cde4ae40acbd8fd48a3c2d3db.png

 

The only change I've made to the mixer is adjusting the biome sizes.

 

Any ideas?

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u are right: These pics looks aweful - absolut horrible

(maybe u had very bad luck with the seedname, but I dont think so)

 

must have something to do with the map-size and also the change u made on biomesize !

CP38 works best with 8k-maps (16k-maps are also good)

 

overall:

As u know a17.1 RWG is pretty bugged anyway

But (almost) all maps I have tested before Release CP38 was pretty succesful.

 

Maybe there was some empty areas in the towns, but overall the world looked always playable

I have generated about 5 8k-maps and I was very happy with the results.

 

In CP38 I wanted the towns to be smaller than vanilla - and also kinda far away from each other

 

for example - This is how the towns looked like:

[ATTACH=CONFIG]28101[/ATTACH] [ATTACH=CONFIG]28104[/ATTACH]

20190216234339_1.thumb.jpg.f1fdc1f29eb4a31f92dc7132dcb44d99.jpg

20190226214735_1.thumb.jpg.50328290ebefcdf578545aa2a2e9218e.jpg

20190216234459_1.thumb.jpg.97aa6e00e33379222d6550a06b6464cd.jpg

20190216234252_1.thumb.jpg.cf805ad082e74c757db35189c43cb669.jpg

Edited by Magoli (see edit history)

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I would like to contribute a POI built by me for your Compo Pack

 

It is a coliseum / arena where we often had run PVP events on a PVE server. The arena can even be used to have player vs zed(s). There is an easy way to open a door while standing above it. It has the feel of a roman coliseum.

 

I have placed it for download here. Please feel free to add this if you like.

 

https://www.dropbox.com/s/5l7sk4i3fe30gtj/AfternightArena.zip?dl=0

 

-Dino

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I would like to contribute a POI built by me for your Compo Pack

 

It is a coliseum / arena where we often had run PVP events on a PVE server. The arena can even be used to have player vs zed(s). There is an easy way to open a door while standing above it. It has the feel of a roman coliseum.

 

I have placed it for download here. Please feel free to add this if you like.

 

https://www.dropbox.com/s/5l7sk4i3fe30gtj/AfternightArena.zip?dl=0

 

-Dino

 

thx

 

I will throw an eye on it when I continue with the CP maybe in A17.3 (or A18?)

 

Right now I took a break from prefabbing and just enjoy playing other games ;)

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Hey Magoli, I see the following were removed for this version. Was this for technical reasons like bugs or non technical reason? I ask because I have used a few of these in previous builds, specially the bunkers and occasionally the pyramid if i do a casino city.

 

-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)

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Hey Magoli, I see the following were removed for this version. Was this for technical reasons like bugs or non technical reason? I ask because I have used a few of these in previous builds, specially the bunkers and occasionally the pyramid if i do a casino city.

 

-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)

 

they are not totally gone! they are now included to other prefabs´(pls read the complete changelog):

 

worked on:

...

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_ThePyramid_1(by_Andyjoki)

was removed because it has to be repaired first before 100% functionable (SleeperVolumes)
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I'm curious if you could update it to 17.2

Or would it work with 17.2 currently?

 

Far as I know, the buildings are fine, its just the RWG file thats problematic. Grab the previous versions rwg file and experiment.

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Hey Magoli, I see the following were removed for this version. Was this for technical reasons like bugs or non technical reason? I ask because I have used a few of these in previous builds, specially the bunkers and occasionally the pyramid if i do a casino city.

 

-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)

 

The Pyramid will get an Overhaul in the Future but there is no ETA. Probably might be in a18 since its a big prefab and i want to adapt the style i built the sphinx with.

the Pyramid is not forgetten :)

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they are not totally gone! they are now included to other prefabs´(pls read the complete changelog):

 

worked on:

...

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_ThePyramid_1(by_Andyjoki)

was removed because it has to be repaired first before 100% functionable (SleeperVolumes)

 

Thanks Magoli! If I get my server back up before i leave for work in fall, I will send you server info and passwd. Thanks for all the great work!

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The Pyramid will get an Overhaul in the Future but there is no ETA. Probably might be in a18 since its a big prefab and i want to adapt the style i built the sphinx with.

the Pyramid is not forgetten :)

 

Glad to hear! Hope A18 doesnt make everything from 17 incompatible.

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Hello Magoli, and thanks again. I've been wondering if you've seen Damocles' mod? Of particular interest might be this post.

 

Yes it uses java... yes there can be issues... Roads need work...

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Hello Magoli, and thanks again. I've been wondering if you've seen Damocles' mod? Of particular interest might be this post.

 

Yes it uses java... yes there can be issues... Roads need work...

 

Seeing these 2 mods combined would make my day!

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Does it still work for 17.3?

 

any chance that we might get an update for 17.3?

 

Any update for 17.3? :strawberry:

 

(someone had to ask)

 

 

I am attempting to use it with 17.3 today, i will update when i have it working. ive patched it in the past to work with a new version before an update was released. so i should be able to, i will let you know how it goes

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Unofficial Combo-Pack 39 for 17.3s

 

Unofficial Combo-Pack 39 17.3s

i have patched version 38 to work with 17.3stable

 

there are two files, only use one, rename to rwgmixer.xml of course, and overwrite your current one in Data\Config\

 

rwgmixer-uCP39reg.xml is true to regular combo-pack rules

 

rwgmixer-uCP39mctaco.xml is custom McTaco EPIC CITIES rules. maximum roads, and prefab limits removed, also custom/rarer prefabs preferred. (you DONT need epic cities to use this file)

 

INSTALLATION:

install version 38 of this mod

then overwrite the rwgmixer.xml with ONE of mine.

 

EPIC CITIES RULES (recommended)

https://drive.google.com/open?id=1G-3V8UVljzXt2fWBGgtjU-TEBSYVjC1U

 

REGULAR COMBO-PACK RULES

https://drive.google.com/open?id=140BYzjxP5TzFU4qKuCnDIKVMmjvW3H2a

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Ok where am I messing up?

 

Hey everyone, I would greatly appreciate it if someone could help me find out what dumb mistake(s) I'm making here before I {unnecessarily] break a poor innocent nearby object or two.

 

I'm trying to setup a dedi server for the wife and kids using D2D HD mod(2k 17.3 Stable) + Epic City 17.3 (4k) but whenever I start the server I keep getting a bunch of these errors:

 

ERR Loading prefab "xcostum_TheSphinx3(by_Andyjoki)" failed: Block name to ID mapping file missing.
2019-06-05T19:33:21 122.859 WRN Could not load prefab 'xcostum_TheSphinx3(by_Andyjoki)'. Skipping it

 

What I have done up to this point:

--Started from a clean install (I had 17.4, uninstalled it, disabled "experimental" in Steam, reinstalled Stable 17.3)

--Placed EC folder in /Data/Worlds

--Downloaded Unofficial CP 39 xml for EC from here

--Replaced the rwgmixer.xml.

 

Here are server settings for "worlds" - which I think is probably the issue here?

GameWorld value="EpicCities4k"/>

WorldGen value="EpicCities4k"/>

WorldGenSize value="4096"/>

 

Not sure if this is relevant but here is a list of mods I have also installed.

 

 

AnimationSDX

aXUi_Dialog

Brass Mining

CCTV

Donovan_BigStacks

Donovan_CraftJail

Donovan_LevelFaster

Donovan_LootCleanup

Firearms2

Guppycur's BloodMoonTickle

Guppycur's Rage Zombies

Guppycur's Vehicle Madness

Hal's DLL Fixes

HDHQBiomeAlpineRedux

HDHQBiomeBurntRedux

HDHQBiomeDesertRedux

HDHQBiomePineRedux

HDHQBiomeWasteRedux

HDHQGuns

HDHQItems

HDHQParticles

HDHQPlants

HDHQPlants-Wind

HDHQVehicles

JaxTeller718_60MinuteDeathPenalty

JaxTeller718_BiggerWanderingHordes

JaxTeller718_CarLootFix

JaxTeller718_CookingPotBalance

JaxTeller718_Lockpicks

JaxTeller718_PotAndGrillRecipeRemoval

JaxTeller718_ToolsAndWeaponsBreak

JaxTeller718_TraderBalances

JaxTeller718_WorkingMicrowaves

JunkItems

Khelldon - Awww Nuts

Khelldon - Bad Company UMA Zombies

Large Storage Containers

modlist.txt

NailgunSpeedMod

Patch_Entity

Radios

Ragsy_Brighter_Vehicle_Headlights_V2

RussianDood Makes Solar Panels

S420_SimpleUI-BiggerBackpack120

SDX - Elevator A17

SDX_Buffs

SDX_Dialog

SDX_EAITasks

SDX_EntityAliveSDX

SDX_ItemActions

SDX_Quests

SphereII Wandering Traders

Stallionsdens Supply Crates Mod

SteelGarageDoorMod

Wolfgang_A16Nailgun

Xyth Bandits

Xyth NPCs

Xyth Wandering Traders"

 

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