Magoli Posted August 26, 2015 Author Share Posted August 26, 2015 Wow!!! OK I will check that, when iam back from work guys. Its a shame that there is no changelog of this. But this fits again perfectly to the way the devs follows. A bad information politic and blocks and prefabs and spawning r still not nessecary to them !! When the rotation of the poles is still DS or DE or DW or DN i do nothing on that before a13 !!! Mag Link to comment Share on other sites More sharing options...
Guppycur Posted August 26, 2015 Share Posted August 26, 2015 They're probably not aware... They work a few branches, so someone was probably working an older branch when their work got integrated with the release branch, which caused the undocumented error. Link to comment Share on other sites More sharing options...
stallionsden Posted August 26, 2015 Share Posted August 26, 2015 They're probably not aware... They work a few branches, so someone was probably working an older branch when their work got integrated with the release branch, which caused the undocumented error. They also did this with the new zombies lol that were added Link to comment Share on other sites More sharing options...
Magoli Posted August 26, 2015 Author Share Posted August 26, 2015 They're probably not aware... They work a few branches, so someone was probably working an older branch when their work got integrated with the release branch, which caused the undocumented error. seems u are right guppy. OK - i checked the Prefabs u guys are talking about. In the case of the misrotated halftubes i came to this result: Its a new GAMEBUG !!! YIPPIE The rotations of the blocks is still DownWest in A12.4 and also in A12.5 !!! The default direction of all Blocks is DW !!! This is the first shown direction when u choose a block in belt !!! It is also known that the default direction for setting a tube or halftube (piller,pole,chests,ramps,slopes,wedges,actuall almost all) has always a VERTICAL default-direction !!! Do u got what I wanted to say? In default-direction pole's are standing (=vertical) But what we have here is rotation: DW - but the block shows a HORIZONTAL direction on it !!! Cause of these indicies it must be a bug !!! And u guys know my way: I dont make changes - because of temporary bugs !!! (especially when its just a estetical Issue!) Has anyone reported this Bug to the PIMPS yet ??? Someone should do that. Or better everybody !!! (on less voices they dont care about - LOL - but true!!! ) Mag Link to comment Share on other sites More sharing options...
Guppycur Posted August 26, 2015 Share Posted August 26, 2015 I doubt that they care, this early on, that prefab blocks are affected. As long as their prefabs work, they won't support "mods" just yet. Just my opinion. Link to comment Share on other sites More sharing options...
Puschpa Posted August 26, 2015 Share Posted August 26, 2015 At least the flipped poles look somehow - creative. Magoli my dear, I'm sure we all can live with this Design-by-Bug, no need to change it back and forth now Link to comment Share on other sites More sharing options...
Guppycur Posted August 26, 2015 Share Posted August 26, 2015 I kinda agree... you'll be chasing prefab blocks for another 2 years at this rate. Maybe just email the author of the prefab about their issue, and if THEY don't fix it, remove it from the pack. That way, you'll not only have a good pack, but you'll have a good pack with author interaction. Of course, then they have to be on board with your balance criteria, so either way, you have a lot of work to do. Link to comment Share on other sites More sharing options...
Mskitten87 Posted September 2, 2015 Share Posted September 2, 2015 does this work with 12.5? Link to comment Share on other sites More sharing options...
Magoli Posted September 2, 2015 Author Share Posted September 2, 2015 does this work with 12.5? yes - it does !!! Link to comment Share on other sites More sharing options...
Magoli Posted September 3, 2015 Author Share Posted September 3, 2015 Hey friends of well looking Landscapes filled with hundrets of exciting POI's Iam back with news - some are good - some are really good Since the last 2 weeks I worked on the Prefabs. Fixed Issues. Added New Prefabs (fixed these). Tried to have a better spawning-experience. All works and repairings and addings are finished now !!! YIPPIE Except of 1 single part. Fixing the "Lit1"-Issue! (this is the next point I take care of!) Oh - and I added a new TownTyp: WASTY-TOWN Its a town filled with the vanilla rubble,wastland and burnt buildings. Plus a very few crappy common ones. This is how it looks like: [ATTACH=CONFIG]10701[/ATTACH] [ATTACH=CONFIG]10702[/ATTACH] [ATTACH=CONFIG]10703[/ATTACH] The max-size of CommonCities has increased too And this is how the Cities will look like: [ATTACH=CONFIG]10699[/ATTACH] [ATTACH=CONFIG]10700[/ATTACH] As u see - i did my homework - lol Next Pack will have more Prefabs. Bigger Cities and Towns. A new Towntyp. About 15% better spawning-experience and it looks great (except the known bugs OFC - but meanwhile it seems iam used to them lol ) If everything goes fine - i believe i release the next Pack on this weekend (or perhaps earlier? - hihihi) stay highly tuned Mag out Link to comment Share on other sites More sharing options...
stallionsden Posted September 3, 2015 Share Posted September 3, 2015 Hey friends of well looking Landscapes filled with hundrets of exciting POI's Iam back with news - some are good - some are really good Since the last 2 weeks I worked on the Prefabs. Fixed Issues. Added New Prefabs (fixed these). Tried to have a better spawning-experience. All works and repairings and addings are finished now !!! YIPPIE Except of 1 single part. Fixing the "Lit1"-Issue! (this is the next point I take care of!) Oh - and I added a new TownTyp: WASTY-TOWN Its a town filled with the vanilla rubble,wastland and burnt buildings. Plus a very few crappy common ones. This is how it looks like: [ATTACH=CONFIG]10701[/ATTACH] [ATTACH=CONFIG]10702[/ATTACH] [ATTACH=CONFIG]10703[/ATTACH] The max-size of CommonCities has increased too And this is how the Cities will look like: [ATTACH=CONFIG]10699[/ATTACH] [ATTACH=CONFIG]10700[/ATTACH] As u see - i did my homework - lol Next Pack will have more Prefabs. Bigger Cities and Towns. A new Towntyp. About 15% better spawning-experience and it looks great (except the known bugs OFC - but meanwhile it seems iam used to them lol ) If everything goes fine - i believe i release the next Pack on this weekend (or perhaps earlier? - hihihi) stay highly tuned Mag out Awesome work man :-) Link to comment Share on other sites More sharing options...
Dagzambie Posted September 4, 2015 Share Posted September 4, 2015 Hey friends of well looking Landscapes filled with hundrets of exciting POI's Iam back with news - some are good - some are really good Since the last 2 weeks I worked on the Prefabs. Fixed Issues. Added New Prefabs (fixed these). Tried to have a better spawning-experience. All works and repairings and addings are finished now !!! YIPPIE Except of 1 single part. Fixing the "Lit1"-Issue! (this is the next point I take care of!) Oh - and I added a new TownTyp: WASTY-TOWN Its a town filled with the vanilla rubble,wastland and burnt buildings. Plus a very few crappy common ones. This is how it looks like: [ATTACH=CONFIG]10701[/ATTACH] [ATTACH=CONFIG]10702[/ATTACH] [ATTACH=CONFIG]10703[/ATTACH] The max-size of CommonCities has increased too And this is how the Cities will look like: [ATTACH=CONFIG]10699[/ATTACH] [ATTACH=CONFIG]10700[/ATTACH] As u see - i did my homework - lol Next Pack will have more Prefabs. Bigger Cities and Towns. A new Towntyp. About 15% better spawning-experience and it looks great (except the known bugs OFC - but meanwhile it seems iam used to them lol ) If everything goes fine - i believe i release the next Pack on this weekend (or perhaps earlier? - hihihi) stay highly tuned Mag out I await with bated breath! Just found this thread/mod pack and was going to jump in, but I'll wait until the new release. Thanks for making this great game even greater! Link to comment Share on other sites More sharing options...
Redlotus Posted September 4, 2015 Share Posted September 4, 2015 About time you did some work! Just kidding....looks great Mag! Link to comment Share on other sites More sharing options...
bigc90210 Posted September 4, 2015 Share Posted September 4, 2015 this pack https://7daystodie.com/forums/showthread.php?32569-Coronado-Remix-for-random-gen REALLY needs to be added to the compo-pack - - - Updated - - - cant wait for version 8, bring it magoliiiiiiiiiiiiiiiiiii Link to comment Share on other sites More sharing options...
Magoli Posted September 4, 2015 Author Share Posted September 4, 2015 this pack https://7daystodie.com/forums/showthread.php?32569-Coronado-Remix-for-random-gen REALLY needs to be added to the compo-pack - - - Updated - - - cant wait for version 8, bring it magoliiiiiiiiiiiiiiiiiii I will take a look on that !!! But the works on Pack8 are almost finished yet. Iam in testing-phase right now. Perhaps in later version. Link to comment Share on other sites More sharing options...
Fren Posted September 6, 2015 Share Posted September 6, 2015 Will this work on multiplayer as well? Can u upload those in the server files and ppl who join the server see them too? Or does everyone needs those files on their own pc? what an amazing job ppl did here... wow Link to comment Share on other sites More sharing options...
Magoli Posted September 6, 2015 Author Share Posted September 6, 2015 Will this work on multiplayer as well? Can u upload those in the server files and ppl who join the server see them too? Or does everyone needs those files on their own pc? what an amazing job ppl did here... wow only on serverside is necessary. The ppl who joins that server dont have to install nothing. Mag Link to comment Share on other sites More sharing options...
jdragun Posted September 7, 2015 Share Posted September 7, 2015 Is it me or anyone else not getting any ore in any caves with this mod in? Link to comment Share on other sites More sharing options...
Magoli Posted September 7, 2015 Author Share Posted September 7, 2015 hmm - I heard about the Ore-Issue since A12.5 IMO it is not the Pack. I also dont know how the Prefabs or the modded mixer should have any Impact on the Ores in the Caves !?! Must be a new Gamebug! @all: Things are screwd up. I had problems with the last workingstep a had to do !!! That has cost me 2 days - and the work is still not done !!! Pack8 is almost finished and tested. Its only the fps-Issue belonging to the Lightning. I try to fix that soon (with Hal's help) !!! This will be the biggest Pack with the most changes, bugfixes and improvements ever !!! Perhaps I have to switch all Lights out - if the Issue is unfixable. But this is the last thing I wanted to do. But its also clear to me: Perforamnce is more important than the Look !!! Stay tuned Mag Link to comment Share on other sites More sharing options...
stallionsden Posted September 7, 2015 Share Posted September 7, 2015 Is it me or anyone else not getting any ore in any caves with this mod in? The ore is a biome.xml issue not a rwgmixer issue. Edit the biomes to increase ores. Link to comment Share on other sites More sharing options...
}-=Loki=-{ Posted September 8, 2015 Share Posted September 8, 2015 The ore is a biome.xml issue not a rwgmixer issue. Edit the biomes to increase ores. I tried changing the min-max to get more caves, but no luck. In the end, I decided to add iron and coal spawning (like in Navezgane - just dig) to snow biomes (since almost no one ever lives there) That worked out great for those interested, how I did that was edit biomes.xml search for <!-- Snow Biome Main --> go down about 30 lines til you find: layer depth="*" then change that section like this (adding "all" to what I wanted) <layer depth="*" blockname="stone" > <resource blockname="ironOre" cluster="1" prob="0.1" rwgGenerationType="all" /> <resource blockname="coalOre" cluster="1" prob="0.1" rwgGenerationType="all" /> <resource blockname="gravel" cluster="2" prob="0.1" rwgGenerationType="caves" /> </layer> Link to comment Share on other sites More sharing options...
stallionsden Posted September 8, 2015 Share Posted September 8, 2015 I tried changing the min-max to get more caves, but no luck. In the end, I decided to add iron and coal spawning (like in Navezgane - just dig) to snow biomes (since almost no one ever lives there) That worked out great for those interested, how I did that was edit biomes.xml search for <!-- Snow Biome Main --> go down about 30 lines til you find: layer depth="*" then change that section like this (adding "all" to what I wanted) <layer depth="*" blockname="stone" > <resource blockname="ironOre" cluster="1" prob="0.1" rwgGenerationType="all" /> <resource blockname="coalOre" cluster="1" prob="0.1" rwgGenerationType="all" /> <resource blockname="gravel" cluster="2" prob="0.1" rwgGenerationType="caves" /> </layer> Thats 1 way of doing it :-) Link to comment Share on other sites More sharing options...
Magoli Posted September 8, 2015 Author Share Posted September 8, 2015 Hey guys The Lightissue can not be fixed (by myself) !!! I have made some Testingseries. The Issue goes deeper then i thought. Its also the different Lights - that have different impacts to the fps. The badest Lamps are: ceilinglight4 ceilinglight4brass ceilinglight5 These drop the framerate up to 100 meters. This means: U have to walk 100 meters away from these Lights to get a fps of 60 again !!! But allthrought all Lit Lights have a Impact to the framerate !!! It also belongs to how many of them are in a area - and how many details are in this area. This bug is alive since "I dont know" !!! But IMO it has become bigger since A12 !!! I have stoppped working on that. Rather i decided to deliver 2 versions of the COMPOPACK8 !!! One version with all lights turned off !!! And one totally unchanged version !!! The guys with slow PC's or servers should choose the unlit version. Now i make the unlit Pack-version and test it Mag Link to comment Share on other sites More sharing options...
thewalkingdeadguy Posted September 8, 2015 Share Posted September 8, 2015 Hey Mag, Great work. Do you intend on the "lit" pack to be available soon and the "unlit" pack later or are you waiting to finish unlit before releaseing pack 8? Link to comment Share on other sites More sharing options...
Magoli Posted September 8, 2015 Author Share Posted September 8, 2015 Hey Mag, Great work. Do you intend on the "lit" pack to be available soon and the "unlit" pack later or are you waiting to finish unlit before releaseing pack 8? Turning off the Lights automaticly with the editors Convertion-function failed !!! (bug in editor) Could be that it takes a few days - until Hal has found the Issue and fixed that. Tommorow after work i will sadly release the lit-version of Pack8 !!! But in the normal City i had framerdrops down to 20fps !!! - And this on a singleplayer-game !!! I believe this version is not good to work on servers too This Pack could be so much better - but the many gamebugs really take my breath and fun !!! cya Mag Link to comment Share on other sites More sharing options...
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