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Compo-Pack for Random Gen


Magoli

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So, if we already have a generated world with the Compo-pack. Is there an easy way to swap out the glassCTRsheet that will affect already discovered / generated content?

 

Thanks for your time and insight.

 

You will have to wait for mags. Being i am sure people can and have done it mags will check it out and have a new release soon :-)

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Has anyone directly notified TFP? I am sure there is at least one person in this community that has more direct access to them. I think this is an awesome find for the community and should make it fairly easy to troubleshoot this and apply it if needed to the core code.

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I copied the parameters from glassBusinessBlock to the glassCTRsheet in blocks.xml.

 

Just to be clear with what you are saying.

You replaced:

<block id="667" name="glassCTRSheet">
<property name="Material" value="glass" />
<property name="Shape" value="ModelEntity" />
<property name="Texture" value="241" />
<property name="Place" value="TowardsPlacerInverted" />
<property name="ModelOffset" value="0,0.5,0" />
<property name="Model" value="Entities/Buildings/glass_industrialPrefab" />
<property name="ModelOffset" value="0,0.5,0" />
<property name="DescriptionKey" value="glassGroupDesc"/>
<property class="UpgradeBlock">
	<property name="ToBlock" value="plainWoodWindowPlug" />
	<property name="Item" value="wood" />
	<property name="ItemCount" value="10" />
	<property name="UpgradeHitCount" value="4" />
</property>
<drop event="Destroy" count="0" />
</block>

 

with

<block id="667" name="glassCTRSheet">
<property name="Material" value="glass" />
<property name="Shape" value="CubeCutout" />
<property name="Mesh" value="transparent" />
<property name="Texture" value="285" />
<property name="DescriptionKey" value="glassGroupDesc"/>
<drop event="Destroy" name="brokenGlass" count="1,4" />
</block>

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Has anyone directly notified TFP? I am sure there is at least one person in this community that has more direct access to them. I think this is an awesome find for the community and should make it fairly easy to troubleshoot this and apply it if needed to the core code.

 

I am in no way in direct contact with them, but I did message Roland about this and asked him to make sure TFP is aware. I linked him to the part of this thread where the discovery happened.

 

Yes LewZephyr, this is what I did as a temporary fix.

 

Thanks.

Edited by LewZephyr (see edit history)
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Step 3: Changed all glass blocks to wood frames.

Saw a quantum leap in performance.

 

Jumped on this morning to pinpoint which glass block it was causing the issue. You guys beat me to the punch and discovered it was the glassBusinessCTRSheet causing the issues. After a look at the blocks.xml I think I see where the issue lies. glassBusinessCTRSheet is the only block that uses the BillboardSingle shape and has been since at least A11.6, so maybe TFPs removed it and forgot they still had one block referencing it.

 

The shape could be switched to PlateCentered, but it won't have the proper rotations or look. I'm at work now, but if someone can test this change I think it should fix the lag entirely. We'll have to see if TFPs removed the BillboardSingle shape intentionally or on accident. I'm not sure how far back using this shape has been an issue.

 

 

 

BillboardSingle doesn't appear to be a valid shape anymore:

<block id="1159" name="glassBusinessCTRSheet">

<property name="Material" value="glass" />

<property name="Shape" value="BillboardSingle" />

<property name="Mesh" value="transparent" />

<property name="Texture" value="285" />

<property name="DescriptionKey" value="glassGroupDesc"/>

<property class="UpgradeBlock">

<property name="ToBlock" value="plainWoodWindowPlug" />

<property name="Item" value="wood" />

<property name="ItemCount" value="10" />

<property name="UpgradeHitCount" value="4" />

</property>

<drop event="Destroy" name="brokenGlass" count="1,4" />

</block>

 

 

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Hmm, it was the glassCTRsheet that raised the massive FPS drops. Not sure if the glassBusinessCTRSheet also makes trouble, but at least after changing the parameter content of the glassCTRsheet with the ones of the glassBusinessBlock the issues was gone.

 

Since the glassCTRSheet uses a model entity, maybe the model "Entities/Buildings/glass_industrialPrefab"" is no more existent? I have not yet looked on the resources or assets where this models now are located.

Edited by Puschpa (see edit history)
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Hmm, it was the glassCTRsheet that raised the massive FPS drops. Not sure if the glassBusinessCTRSheet also makes trouble, but at least after changing the parameter content of the glassCTRsheet with the ones of the glassBusinessBlock the issues was gone.

 

Since the glassCTRSheet uses a model entity, maybe the model "Entities/Buildings/glass_industrialPrefab"" is no more existent? I have not yet looked on the resources or assets where this models now are located.

 

Whoops, hard to keep track of what I was doing on my PC from mobile. You are correct, I meant to say glassCTRsheet is the issue. So instead of my gibberish about the shape issue it is what you said.

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Has anyone noticed some collapsing buildings in the city hubs? I wonder if there are some issues with a few prefabs and the yOffset? I am at work, but I may do some testing to see which prefabs are falling and why.

 

It be that there is terrain filler under the prefab. Change the terrain filler to destroyed rock or stone and no more collapses

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Ahoihoi Survivalists

 

I have changed the buggy block in all Prefabs

 

Newest COMPOPACK-version is now:

 

COMPOPACK_19(for_alpha14.2)

 

HERE u can directly download it.

 

ITS MOSTLY A HOTFIX OF THE FPS-ISSUE (hopefully)

 

CHANGELOG COMPOPACK_19(for_alpha_14.2):

 

- changed block667 (glassCTRSheet) to block1531 (rScrapIronWindowPlug06CTRPlate)

- changed spawner "SpawnCrawlerDogs" to "SpawnSmall" in all barns

- removed the skyscraper from cityspawning

 

 

IMO its a littlebit better now. I have got fps about 25 in the commoncity (when all near areas are loaded).

But had a few 1-6 sec-laggs !!!

 

 

Pls post here if u still have troubles.

Mag

Edited by Magoli (see edit history)
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By the way, the Unofficial XML Fixes 2.93 has a fix for the problem. It changes this:

 

<block id="667" name="glassCTRSheet">
   <property name="Material" value="glass" />
   <property name="Shape" value="ModelEntity" />
   <property name="Texture" value="241" />
   <property name="Place" value="TowardsPlacerInverted" />
   <property name="ModelOffset" value="0,0.5,0" />
   <property name="Model" value="Entities/Buildings/glass_industrialPrefab" />
   <property name="ModelOffset" value="0,0.5,0" />
   <property name="DescriptionKey" value="glassGroupDesc"/>
   <property class="UpgradeBlock">
       <property name="ToBlock" value="plainWoodWindowPlug" />
       <property name="Item" value="wood" />
       <property name="ItemCount" value="10" />
       <property name="UpgradeHitCount" value="4" />
   </property>

   <drop event="Destroy" count="0" />
</block>

 

to this:

 

<block id="667" name="glassCTRSheet">
   <property name="Material" value="glass" />
   <property name="Shape" value="CubeCutout" />
   <property name="Mesh" value="transparent" />
   <property name="Texture" value="285" />
   <property name="DescriptionKey" value="glassGroupDesc"/>
   <property class="UpgradeBlock">
       <property name="ToBlock" value="plainWoodWindowPlug" />
       <property name="Item" value="wood" />
       <property name="ItemCount" value="10" />
       <property name="UpgradeHitCount" value="4" />
   </property>
   <drop event="Destroy" name="brokenGlass" count="1,4" />
</block>

 

I haven't tested it yet (still in the process of updating my mod with the new code), but it looks like it should turn the trick.

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It has been fantastic to see the community response to this. I wish i was able to do more over the last couple days. Great Job to everyone, hoping to get final confirmation on an absolute fix so we can get back to enjoying this pack again.

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Ahoihoi Survivalists

 

I have changed the buggy block in all Prefabs

 

Newest COMPOPACK-version is now:

 

COMPOPACK_19(for_alpha14.2)

 

HERE u can directly download it.

 

ITS MOSTLY A HOTFIX OF THE FPS-ISSUE (hopefully)

 

CHANGELOG COMPOPACK_19(for_alpha_14.2):

 

- changed block667 (glassCTRSheet) to block1531 (rScrapIronWindowPlug06CTRPlate)

- changed spawner "SpawnCrawlerDogs" to "SpawnSmall" in all barns

- removed the skyscraper from cityspawning

 

 

IMO its a littlebit better now. I have got fps about 25 in the commoncity (when all near areas are loaded).

But had a few 1-6 sec-laggs !!!

 

 

Pls post here if u still have troubles.

Mag

 

Mags can you please go thru and change all terrain filler that is in prefabs. Still causing the same dang issues as a13 and your dang circus lol is a main culprit :-P lol. I change it to stone and wallah it wont collapse anymore.

 

As a13 a14 still spawns air when using terrain filler and causes prefabs to collapse which in turn also freezes and reduces fps

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Mags can you please go thru and change all terrain filler that is in prefabs. Still causing the same dang issues as a13 and your dang circus lol is a main culprit :-P lol. I change it to stone and wallah it wont collapse anymore.

 

As a13 a14 still spawns air when using terrain filler and causes prefabs to collapse which in turn also freezes and reduces fps

 

It can happen to every Prefab which contains TF and spawns in City

 

IMO this is the Gamebug we have all through the time.

Sometimes the CityBlocks for City dont appear in some Hubareas. Look:

 

 

[ATTACH=CONFIG]14079[/ATTACH]

 

 

The right one has got a "Mask" (=Sidewalkcurbs) - And sits where its supposed to be - One block above street !!!

One block above street ==> that is the official reference for the HIGHT IN CITY !!!

 

But the LEFT ONE hasnt this "Mask" !!!

Here the Sidewalkcurbs are missing, also the complete Layerfilling.

But the Prefabs still spawn at their reference-Height.

This causes the TF to use what he finds at this Layer. Air!

 

But as I mention I only use TF in free openair-areas. Not under Prefabs.

Prefabs should all have a solid ground (mostly stone) above.

I will verify all of the Prefabs for the next update to make sure they dont collapse under this longtimebug.

 

 

I also will add Slaan's new Sewers and subways to the next Version (will be this Sunday or so ;) )

 

 

Mag

 

btw:

 

Can someone Report this to the devs ???

Edited by Magoli (see edit history)
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