stallionsden 468 Posted December 19, 2015 Share Posted December 19, 2015 13.4 made no changes to the rgw mixer, so there isn't any reason this wouldn't be compatible. The horrible terrain is the RGW mixer's procedures. It's been an issue since a12, and is amplified in a13. Hoping the pimps resolve that part soon. I get it on both Vanilla and with the pack just the same. Yeh I hope they get to work on it soon to :-). Vanilla issue unfortunately - - - Updated - - - "should" is not a secure/safe word lol as SylenThunder mentioned. I was 99% confident it was compatible at the time i made that statement. I am now beyond 100% lol :-D better haha :-P Link to post Share on other sites
DieTillDay7 5 Posted December 19, 2015 Share Posted December 19, 2015 even if they change the mixer - that doesnt mean it will not work - usual fails in the map come from biomes or things that cannot load because the block is not there! - - - Updated - - - if the mixer is changed it only effects things on your map that has yet to be viewed by a player - when that happends you will see like things of mountains cut in half and or high elevation instantly! Link to post Share on other sites
SylenThunder 540 Posted December 19, 2015 Share Posted December 19, 2015 if the mixer is changed it only effects things on your map that has yet to be viewed by a player - when that happends you will see like things of mountains cut in half and or high elevation instantly! LOL, you get that in Vanilla already without changes. Link to post Share on other sites
h0tr0d 38 Posted December 19, 2015 Share Posted December 19, 2015 even if they change the mixer - that doesnt mean it will not work - usual fails in the map come from biomes or things that cannot load because the block is not there! - - - Updated - - - if the mixer is changed it only effects things on your map that has yet to be viewed by a player - when that happends you will see like things of mountains cut in half and or high elevation instantly! If hub size is too large or too large for the position depending on the offset. Vote h0tr0d 2016 -- it all depends Link to post Share on other sites
Laz Man 1,345 Posted December 19, 2015 Share Posted December 19, 2015 [ATTACH=CONFIG]12226[/ATTACH][ATTACH=CONFIG]12227[/ATTACH] found some cool shots of the airplane wreckage. Awesome, glad to see my airplane prefab still alive. All credit goes to mag for any changes/updates for a13. Link to post Share on other sites
DieTillDay7 5 Posted December 19, 2015 Share Posted December 19, 2015 If hub size is too large or too large for the position depending on the offset. Vote h0tr0d 2016 -- it all depends what are you saying? that it doesnt work? dont take this the wrong way but i have yet to run into that issue... am i missing something ? Link to post Share on other sites
h0tr0d 38 Posted December 19, 2015 Share Posted December 19, 2015 (edited) what are you saying? that it doesnt work? dont take this the wrong way but i have yet to run into that issue... am i missing something ? I have found you find cliffs cut in half, or odd/abrupt/disjunctive transitions it is usually, if not always, one of three things: 1) the hub is too large for the cell. 2) the cell_offsets place the hub too close to another cell and causes the abrupt or cliffed transitions 3) the rwgmixer cell size was adjusted mid-seed. This usually manifests in roads not aligning, and the straight-line cliffs. You can still have cliffs without these, of course. even if they change the mixer - that doesnt mean it will not work - usual fails in the map come from biomes or things that cannot load because the block is not there! if the mixer is changed it only effects things on your map that has yet to be viewed by a player - when that happends you will see like things of mountains cut in half and or high elevation instantly! It seemed a rushed response which wasn't as coherent or clear as perhaps it could have been, and, since you were trying to help him understand, maybe should have been. I was merely clarifying, or expounding upon what you stated. And if a block does not exist you would get a Nullreference before you even got into the game. Vote h0tr0d 2016 -- always tasty, never hasty Edited December 19, 2015 by h0tr0d (see edit history) Link to post Share on other sites
DieTillDay7 5 Posted December 19, 2015 Share Posted December 19, 2015 I have found you find cliffs cut in half, or odd/abrupt/disjunctive transitions it is usually, if not always, one of three things: 1) the hub is too large for the cell. 2) the cell_offsets place the hub too close to another cell and causes the abrupt or cliffed transitions 3) the rwgmixer cell size was adjusted mid-seed. This usually manifests in roads not aligning, and the straight-line cliffs. You can still have cliffs without these, of course. It seemed a rushed response which wasn't as coherent or clear as perhaps it could have been, and, since you were trying to help him understand, maybe should have been. I was merely clarifying, or expounding upon what you stated. And if a block does not exist you would get a Nullreference before you even got into the game. Vote h0tr0d 2016 -- always tasty, never hasty that is incorrect - the null reference only will apear as soon as the prefab loads - so lets say for example v12.5 to v13 prefabs would give you errors if you add them all most likely at the start. however if you just add one, as long as the prefab doesnt load its self - you wont see the error till then! Link to post Share on other sites
h0tr0d 38 Posted December 19, 2015 Share Posted December 19, 2015 I guess this is a game of "who's right"? I'm not incorrect in my statements. I'll leave you with one final observation. blocks just aren't in prefabs. Vote h0tr0d 2016 -- you can be right Link to post Share on other sites
DieTillDay7 5 Posted December 19, 2015 Share Posted December 19, 2015 whats really sad hotrod is that YOU of all should own to being incorrect 2nd we are not talking about blocks any other place then prefabs , so you can add that in if you want, but im not talking about that. 3rd a block that is missing and not in any other place, will not cause a error when only in PREFABS, only when prefab is loaded does the error appear. You of such caliber should know these things.... or am i wrong about you ? Link to post Share on other sites
vaustein 0 Posted December 19, 2015 Share Posted December 19, 2015 @Magoli or h0tr0d (or anyone else who knows), is there a simple procedure for updating an existing prefab for A13 compatibility? Is there a 7D2D prefab editor that handles this relatively easily? Link to post Share on other sites
Magoli 110 Posted December 19, 2015 Author Share Posted December 19, 2015 @Magoli or h0tr0d (or anyone else who knows), is there a simple procedure for updating an existing prefab for A13 compatibility? Is there a 7D2D prefab editor that handles this relatively easily? OFC a editor exists !!! Its the most important tool for us prefabbers. Its Hal's prefab-editor here But a easy convertion from A12 to A13 !? forget it. It needs knowledge of about many things. But there will be a tool that converts old A12-prefabs - so they will work in A13 !! (also by Hal) (Just needs a few more days to code) the updated editor comes out soon - and after that perhaps soon the converter !! Mag Link to post Share on other sites
argeos 2 Posted December 19, 2015 Share Posted December 19, 2015 OFC a editor exists !!! Its the most important tool for us prefabbers. Its Hal's prefab-editor here But a easy convertion from A12 to A13 !? forget it. It needs knowledge of about many things. But there will be a tool that converts old A12-prefabs - so they will work in A13 !! (also by Hal) (Just needs a few more days to code) the updated editor comes out soon - and after that perhaps soon the converter !! Mag Is there going to be an official editor for prefabs? Something easy to use even for n00bies? Link to post Share on other sites
vaustein 0 Posted December 19, 2015 Share Posted December 19, 2015 (edited) OFC a editor exists !!! Its the most important tool for us prefabbers. Its Hal's prefab-editor here But a easy convertion from A12 to A13 !? forget it. It needs knowledge of about many things. But there will be a tool that converts old A12-prefabs - so they will work in A13 !! (also by Hal) (Just needs a few more days to code) the updated editor comes out soon - and after that perhaps soon the converter !! Mag Good to know. I wonder if TFP have considered working more directly with Hal, since his editor is essential to the modding community. I had expected TFP to be more proactive about preparing the community for broken prefabs in A13. Edited December 19, 2015 by vaustein (see edit history) Link to post Share on other sites
DieTillDay7 5 Posted December 19, 2015 Share Posted December 19, 2015 OFC a editor exists !!! Its the most important tool for us prefabbers. Its Hal's prefab-editor here But a easy convertion from A12 to A13 !? forget it. It needs knowledge of about many things. But there will be a tool that converts old A12-prefabs - so they will work in A13 !! (also by Hal) (Just needs a few more days to code) the updated editor comes out soon - and after that perhaps soon the converter !! Mag Magoli is right - the other way to do this - i have done but like he says , you need knowledge of alot of code to make this work and alot of time. Its probably best to just wait for the editor to be released! Link to post Share on other sites
Guppycur 1,015 Posted December 19, 2015 Share Posted December 19, 2015 Good to know. I wonder if TFP have considered working more directly with Hal, since his editor is essential to the modding community. I had expected TFP to be more proactive about preparing the community for broken prefabs in A13. He's in the game credits.... (Although alot of useless people are...) Link to post Share on other sites
MTCason 0 Posted December 19, 2015 Share Posted December 19, 2015 I wiped my server and installed the new version but for some reason, the old map I had on my server (random gen) still shows up. As I walk over the areas that were uncovered, the map updates chunk by chunk to reflect the new terrain and POI generation, but the old map is still displaying for some odd reason. Anyone know how to fix this? Link to post Share on other sites
DieTillDay7 5 Posted December 19, 2015 Share Posted December 19, 2015 thats because player map overview is saved to the player not the actual map save - so when you hit new area even thoe your map says you have been there it will update - lucky for you pimps coded that in or else you would see a overview of the old map! - - - Updated - - - now im not sure because i have never done this but you can go to the player data of the world you have saves under and in player folder you might get away with fixing it by deleting all *.map files. But iv never tried to be careful! Link to post Share on other sites
SylenThunder 540 Posted December 19, 2015 Share Posted December 19, 2015 now im not sure because i have never done this but you can go to the player data of the world you have saves under and in player folder you might get away with fixing it by deleting all *.map files. But iv never tried to be careful! Yes, that works just fine. It's what I do when I'm wiping a map, but don't want the characters to lose progress. Link to post Share on other sites
MTCason 0 Posted December 19, 2015 Share Posted December 19, 2015 thats because player map overview is saved to the player not the actual map save - so when you hit new area even thoe your map says you have been there it will update - lucky for you pimps coded that in or else you would see a overview of the old map! - - - Updated - - - now im not sure because i have never done this but you can go to the player data of the world you have saves under and in player folder you might get away with fixing it by deleting all *.map files. But iv never tried to be careful! Sorry for seeming dense, but what folder are these files in? I can't find them anywhere under my Steam folder for the game. Link to post Share on other sites
Magoli 110 Posted December 19, 2015 Author Share Posted December 19, 2015 the savegames are stored here: C:\Users\Magoli\AppData\Roaming\7DaysToDie\Saves maybe u have to enable showing secret/hidden windows-folders to visualize the location (if u havent it done before). Because AppData is a hidden windows folder !!! cheers mag Link to post Share on other sites
Guppycur 1,015 Posted December 20, 2015 Share Posted December 20, 2015 Can also put %appdata% in the run menu (window key-r). Link to post Share on other sites
InsKill 2 Posted December 23, 2015 Share Posted December 23, 2015 where are you, mag! Three days no any posts from you. Link to post Share on other sites
francogp 0 Posted December 23, 2015 Share Posted December 23, 2015 this kind of missing textures will be fixed for the next update? Link to post Share on other sites
Blurt 0 Posted December 23, 2015 Share Posted December 23, 2015 They arent missing textures. They are actual signs Link to post Share on other sites
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