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Compo-Pack for Random Gen


Magoli

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Do these prefabs blend into the world well? I like having to go through forest to see some buildings but it is kinda weird to go to a desert and see a giant tower with no roads connecting or a building with tons of loot and very little zombies.

 

No they don't !!!

 

Not in the V6-version !!!

 

The rwgmixer isn't balanced and the game's worldgenerator-engine is buggy !!!

 

Strange things can happen with the Landscape (and they do!!!)

 

 

Mag

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No they don't !!!

 

Not in the V6-version !!!

 

The rwgmixer isn't balanced and the game's worldgenerator-engine is buggy !!!

 

Strange things can happen with the Landscape (and they do!!!)

 

 

Mag

 

Does this mean that V7 will be more balanced? I truly love some of these prefabs but it would be great if things can be more frequent or not than others like they do with cities ext. Especially the places with better loot.

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Magoli I have been using you're prefab pack and I am loving it man I hope you continue to work on it and add new prefabs. :)

 

thx for this :)

 

The prefabs r super - but the spawning-variety is misserable in PackV6.

I have done a lot work on the Pack since last release.

 

Pack7 comes soon !!!

 

There will be about 30 new Prefabs !!!

And i will tweak the spawning this time till everything is how I(we) like it !!!

 

There will be also a new Citytyp:

Wastycity (it contains all the vanilla wasty,rubble and burnt Prefabs - + some intact prefabs too )

 

 

ups- I believe I told to much ;)

Mag

 

 

btw:

Do u guys like CASINO's ??? Curios mystical ones ??? How do u like this ???

 

[ATTACH=CONFIG]10311[/ATTACH] [ATTACH=CONFIG]10312[/ATTACH]

 

 

[ATTACH=CONFIG]10313[/ATTACH]

(the brail will be not in MY Pack - but perhaps the easterhase brings it to NAVA ;) - iam pretty sure he does !!! )

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thx for this :)

 

The prefabs r super - but the spawning-variety is misserable in PackV6.

I have done a lot work on the Pack since last release.

 

Pack7 comes soon !!!

 

There will be about 30 new Prefabs !!!

And i will tweak the spawning this time till everything is how I(we) like it !!!

 

There will be also a new Citytyp:

Wastycity (it contains all the vanilla wasty,rubble and burnt Prefabs - + some intact prefabs too )

 

 

ups- I believe I told to much ;)

Mag

 

 

btw:

Do u guys like CASINO's ??? Curios mystical ones ??? How do u like this ???

 

[ATTACH=CONFIG]10311[/ATTACH] [ATTACH=CONFIG]10312[/ATTACH]

 

 

[ATTACH=CONFIG]10313[/ATTACH]

(the brail will be not in MY Pack - but perhaps the easterhase brings it to NAVA ;) - iam pretty sure he does !!! )

 

That casino is really nice. Loving the barge thingy too.

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If you ever want to see the "new" falling blocks .... don't try it on the skyscrapper ... just don't :D

 

We tried to remove the ground floor so the whole building would collapse. Nope, it doesn't ... but the server does. And everytime now we come close to it, the RAM usage goes up to 6GB on the server (it has 12, so no problem) and trying to remove the rest of the half building that is floating in the air crashes the server every couple minutes :D

 

But it was fun :D

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One or more of the prefabs fills the console with red errors. It doesnt stop the game but can make a really messy output log when trying to debug other problems. Im guessing its one of the prefabs that has floating chairs and corpses in it...

 

Any plans to fix this or the issues I PM'd you about? If not I'll just write off your pack and go with one that doesn't break servers and have console spam.

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btw:

Do u guys like CASINO's ??? Curios mystical ones ??? How do u like this ???

 

[ATTACH=CONFIG]10311[/ATTACH] [ATTACH=CONFIG]10312[/ATTACH]

 

 

[ATTACH=CONFIG]10313[/ATTACH]

(the brail will be not in MY Pack - but perhaps the easterhase brings it to NAVA ;) - iam pretty sure he does !!! )

 

the casino looks a little Illuminati-ish ... like it :)

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@elitelex:

 

Thx dude;)

 

And NO - The Illuminaty has nothing to do with it. This goes further and deeper !!!

 

But YES - Its a very mystical place. This sign is the ANKH !!!

I made it float because thats part of its own nature - and symbolizes the power of it !!!

It is the most important sign in the egytpian history (and also human mankind !!!)

 

Mag out

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Mag please add The Walking Dead Prison to the next update too :p

That would me awesome

 

The big Prefabs (over 100X100) makes a littlebit landscape-trouble.

 

I try to keep them as spawner !! But if they make errors I remove them from The randomspawn and try to add them to the static-spawner.

 

If i do so - I deliver u a seed (=gamename) with the Pack - that will contain some prefabs on static positions.

OFC u can make a own seed and add them to ur map by ur owns too.

 

Today after work Iam gonna test this - if its work how I believe!!!

 

 

Iam almost finished to gather and check all new Prefabs (only 5 left) !!!

Then I add them to the mixer - And then I can start the first testings of PAck7 !!!

 

Mag

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The big Prefabs (over 100X100) makes a littlebit landscape-trouble.

 

I try to keep them as spawner !! But if they make errors I remove them from The randomspawn and try to add them to the static-spawner.

 

If i do so - I deliver u a seed (=gamename) with the Pack - that will contain some prefabs on static positions.

OFC u can make a own seed and add them to ur map by ur owns too.

 

Today after work Iam gonna test this - if its work how I believe!!!

 

 

Iam almost finished to gather and check all new Prefabs (only 5 left) !!!

Then I add them to the mixer - And then I can start the first testings of PAck7 !!!

 

Mag

 

If you need help testing let me know.

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Mag please add The Walking Dead Prison to the next update too :p

That would me awesome

 

Just FYI i have played with lazors TWD prison in Magoli's pack since Magoli's v5 and have had no issues. If you want to add it's super simple and hasn't caused any issues for me.

The big prefabs will drop your fps. Mine can hang on , but some of the guys i play with lag hardcore when in hub cities and near TWD prison.

I have taken to destroying every light in every prefab i loot. It takes a matter of seconds to look up and smash the light and after 2-3 trips into a town all my buddies hold FPS like a champ.

 

 

Edit- 10 man bluefang , RNG, 4-5 peeps usually.

Edited by thewalkingdeadguy (see edit history)
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Yeah - the Prison dont makes so much errors. Its true. It is perfectly designed on the boarders - so it fits in almost every landscape.

 

But look what happend to the Hospital(Lim) almost every spawn:

 

[ATTACH=CONFIG]10338[/ATTACH]

 

The Game decided to cut off 1/3 of the prefab like from an old tasty Ham ;)

 

Curious about this is that the hospital is way way smaller then the TWD !!!

(smaller in size m² , m³ and also filesize !!!)

 

To the "Lit-Light-fpsdrops-Issue":

 

I see no need to turnoff all lights because I see this as a bug. Same thingy with the Rotating-Bug !!

It is not my way and also not my work to adjust the Prefabs to temporary Game-Issues.

 

TFP always work on this game - put things in - put things out - and iam sure they will care about these performance-stuff too.

So what I do is try to hold the prefabs alive so long as I can - till final release :).

 

Think about it: there must something be wrong - if u can't even step in a Lit vanilla-house without nasty framedrops !?!??!?!

This must be bug !!! No question to me. And iam sure it will be fixed soon automaticly. And OFC in the final product.

If the framedrops are there after final gamerelease - I will do what ever it needs to let the prefabs work !!!

But surly not in the middle of the Alpha-codings !!!! And especially not if the game is already so dark the whole time (even without rain or snow !!!)

 

 

btw:

The casefile: "Lootamount_in_the_Prefabs" is still not closed guys !! But more to this later (after Pack7 release )

 

 

Mag

Edited by Magoli (see edit history)
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Hey Mag,

 

I think I have a good guess what is causing the stair rotation bug. It seems to only effect stair blocks that were exported from ingame via bbb command. Stair blocks that I placed via Hal's editor retained the correct rotations. Further testing needed to confirm, but just noticed that now while testing my new apartment prefab.

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Hey Mag,

 

I think I have a good guess what is causing the stair rotation bug. It seems to only effect stair blocks that were exported from ingame via bbb command. Stair blocks that I placed via Hal's editor retained the correct rotations. Further testing needed to confirm, but just noticed that now while testing my new apartment prefab.

 

 

No Laz - I said it before HERE

It belongs to the default vanilla-prefabs too - that has these blocks with wrong rotation-tables in them !!!

 

Hal`s editor and we all are victims of this bug !!!

 

Forget to fix it - rather report it to the devs !!!

 

Mag

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Yeah - the Prison dont makes so much errors. Its true. It is perfectly designed on the boarders - so it fits in almost every landscape.

 

But look what happend to the Hospital(Lim) almost every spawn:

 

[ATTACH=CONFIG]10338[/ATTACH]

 

The Game decided to cut off 1/3 of the prefab like from an old tasty Ham ;)

 

Curious about this is that the hospital is way way smaller then the TWD !!!

(smaller in size m² , m³ and also filesize !!!)

 

To the "Lit-Light-fpsdrops-Issue":

 

I see no need to turnoff all lights because I see this as a bug. Same thingy with the Rotating-Bug !!

It is not my way and also not my work to adjust the Prefabs to temporary Game-Issues.

 

TFP always work on this game - put things in - put things out - and iam sure they will care about these performance-stuff too.

So what I do is try to hold the prefabs alive so long as I can - till final release :).

 

Think about it: there must something be wrong - if u can't even step in a Lit vanilla-house without nasty framedrops !?!??!?!

This must be bug !!! No question to me. And iam sure it will be fixed soon automaticly. And OFC in the final product.

If the framedrops are there after final gamerelease - I will do what ever it needs to let the prefabs work !!!

But surly not in the middle of the Alpha-codings !!!! And especially not if the game is already so dark the whole time (even without rain or snow !!!)

 

 

btw:

The casefile: "Lootamount_in_the_Prefabs" is still not closed guys !! But more to this later (after Pack7 release )

 

 

Mag

 

Don't get me wrong. I am not blaming you for the fps issue with lights and such. I was only providing some insight as to how to help with it :-). It's definitely a TFP thing. Much like the citie's being cut off (empty) at certain points. But if you report these types of things people jump from the bushes and yell "Alpha" so i keep to myself.

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Don't get me wrong. I am not blaming you for the fps issue with lights and such. I was only providing some insight as to how to help with it :-). It's definitely a TFP thing. Much like the citie's being cut off (empty) at certain points. But if you report these types of things people jump from the bushes and yell "Alpha" so i keep to myself.

 

no no - everythingy is fine ;)

 

sorry that i wrote that in my answere to u !!!

 

It was not personal - more an common information for all

 

 

btw:

I finished right now the checks of the new prefabs for a12.4 in Nava.

Tommorow i first test them all alone in a RWG-map - and then add them their places in the V7-mixer.

 

Then i make some tweakes and testings on the mixer (there are some things i wanna figure out!)

And try to let prefabs spawn on static positions in RWG-maps.

Then comes the new citytyp. And then maintesting !!!

 

I hope to get all that done tommorow. I got the whole day freeeeeeeeee time for it (if i dont go swimming ;) )

 

stay tuned boyz

Mag

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