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Compo-Pack for Random Gen


Magoli

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Well cant the powerful minds of you stampy and Val fix such a calculation error?

 

I personally find it hilarious ... I mean undertwater citys. Mounside half homes and if you build 50+ hight zombies don't like to spawn!

 

There is only so much we can do. Rwg needs some desperate love and attention by the pimps. Until then our hands are tied to what we are able to do. As great a minds are StompyNZ, mags and val it will need tfp to fix the issues

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Great mod you have here. If I want to add it to an existing game,without the new hub city, do I need to remove the prefab related to this city?

The hub city is uncovered in this world and I wasn't going to delete the region file..I should be fine right? That would allow all the other prefab to spawn in newly discovered areas? Thanks a lot!!

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You wouldn't even need to remove it from the XML; if the city is already spawned, it's already spawned. You may find some weird issues where spawned terrain meets unspawned terrain though, but considering how JACKED UP rwg is right now, no telling if it's because you've installed the pack mid-game.

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Thanks

 

Just started a new game with your mod. Too funny. I've got over a thousand hours in the game and have played since A7 I think... and your mod is cracking me up. Such great prefabs I've found, only through day 7 ingame... and I haven't made it to a town or city yet. Heh. Great job. many thanks for giving the game new legs.

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  • 2 weeks later...

Since it seems Guppycur attempted to summon Kinyajuu in proper Beetlejuice fashion I figured I might as well give it a shot.

 

Magoli! Magoli! Magoli!

 

This is the moment you have been waiting for. From the A15 thread:

 

If there are known mixer issues post a link and we'll see what we can do. I've suspected some as the buildings don't seem to spawn to the % I specified when I played with it. Its one of those things that takes too long to even figure out though because you have to fly around for hours looking for your POI you added, and random is random.
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hi Curmudgeon

 

No - sorry but no chance yet

 

TWDprison actually is a own Hub. Its to big to spawn as wilderness-POI (in older alphas it work - but not anymore)

In CP21 it should spawn about (W)3800 , (S)-2200

 

Laz created it for spawning in a forest-biome - I know - but I havent access to the biome-spawning.

I only have access to the coordinates it should spawn.

But which biome is on that coordinates we never know in advance - its random !!

 

Which biome is where is given by the gameseed - you could try seeds as it looks ok to u !

 

 

IMO I never saw a rwg-map without no errors - no matter which alpha !!! SOMe THingy IS ALwaYs ;) !!!

 

There was big and/or little Issues always (cliffs in roads, waterbiome-spawning-Issues, paths over cliffs or hills or through seas, desert next snowbiome, prefabs dont spawn or spawn wrong, etc. etc etc. )

 

 

Mag

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hi Curmudgeon

 

No - sorry but no chance yet

 

TWDprison actually is a own Hub. Its to big to spawn as wilderness-POI (in older alphas it work - but not anymore)

In CP21 it should spawn about (W)3800 , (S)-2200

 

Laz created it for spawning in a forest-biome - I know - but I havent access to the biome-spawning.

I only have access to the coordinates it should spawn.

But which biome is on that coordinates we never know in advance - its random !!

 

Which biome is where is given by the gameseed - you could try seeds as it looks ok to u !

 

 

IMO I never saw a rwg-map without no errors - no matter which alpha !!! SOMe THingy IS ALwaYs ;) !!!

 

There was big and/or little Issues always (cliffs in roads, waterbiome-spawning-Issues, paths over cliffs or hills or through seas, desert next snowbiome, prefabs dont spawn or spawn wrong, etc. etc etc. )

 

 

Mag

 

Yeah as you said before it's the RWG coding that's borked a bit, dev's really need to make a pass over the coding for random gen at some point to fix it.

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hi Curmudgeon

 

No - sorry but no chance yet

 

TWDprison actually is a own Hub. Its to big to spawn as wilderness-POI (in older alphas it work - but not anymore)

In CP21 it should spawn about (W)3800 , (S)-2200

 

Laz created it for spawning in a forest-biome - I know - but I havent access to the biome-spawning.

I only have access to the coordinates it should spawn.

But which biome is on that coordinates we never know in advance - its random !!

 

Which biome is where is given by the gameseed - you could try seeds as it looks ok to u !

 

 

IMO I never saw a rwg-map without no errors - no matter which alpha !!! SOMe THingy IS ALwaYs ;) !!!

 

There was big and/or little Issues always (cliffs in roads, waterbiome-spawning-Issues, paths over cliffs or hills or through seas, desert next snowbiome, prefabs dont spawn or spawn wrong, etc. etc etc. )

 

 

Mag

 

i went to the cords for the prison and did a wide sweep of the area but nothing was there also every city i have seen has destroyed stone for the terrain are is that how there suppose to be and if so is there anyway i can change it to grass or concrete

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Craftable Storage Containers Are Always Empty

 

Awesome mod Mag! Brings so much more life and interest to the map.

 

I've added Compo-Pack for Random Gen for A14.6 and all seems well. That is except for the storage containers (the ones that are player craftable) that many of the new prefabs, like Health, Food and Building Supplies are always empty. I've tried to add loot tables to them by editing the loot.xml for my dedi, but then I get NRE whenever I go to open any loot container (including dead zombies). Below are the changes I've made to my loot.xml (in blue text), if anyone can tell me what I've done wrong or missed, that would be awesome!

 

CAUTION! The changes below also seem to delete/bug any minibikes!

 

<!-- lootcontainer 26 Supply Crate Food -->
[color="#0000FF"]<lootcontainer id="26" count="1,5" size="4,4" sound_open="UseActions/open_cardboard" sound_close="UseActions/close_cardboard" loot_quality_template="baseTemplate">
<item group="coldfood">
<item group="airdropfood">
<item name="foodHoney" count="1" prob="0.12"/>
</lootcontainer>[/color]
<!-- lootcontainer 27 Supply Crate Building Supplies -->
[color="#0000FF"]<lootcontainer id="27" count="1,5" size="4,4" sound_open="SupplyDrops/open_supply_crate" sound_close="SupplyDrops/close_supply_crate" loot_quality_template="baseTemplate">
<item group="workingStiffs"/>
</lootcontainer>[/color]
<!-- lootcontainer 28 Supply Crate Ammo -->
<!-- lootcontainer 29 Supply Crate Ranged weapons Day 3 -->
<!-- lootcontainer 30 Supply Crate Health -->
[color="#0000FF"]<lootcontainer id="30" count="1,5" size="4,4" sound_open="SupplyDrops/open_supply_crate" sound_close="SupplyDrops/close_supply_crate" loot_quality_template="baseTemplate">
<item group="medicine"/>[/color]
</lootcontainer>

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@matthook808:

 

these are the 2 lines from the rwgmixer, which sets the place in cells for HUBs:

 

<ruleset name="vanilla" cell_cache_size="16" cell_size="1600" cell_offset="0.3" generation_distance="10000">

 

<cell_rule name="TWD_PrisonHub" position="2,-1" prob="0"/>

 

 

TWD spawns on 2*1600+800 (+-30% offset from middle) , -1*1600+800 (+-30% offset from middle)

 

this means: about 4000,-2400 (=4000N , 2400W) !!!

 

 

Sometimes Hubs or Cities simply not spawn because of some curious map-creating Issues.

Just restart game and try another seed - Prefab is OK and I saw it spawning myself in CP21

 

 

@Boa_2K7:

 

Thx - Iam happy when ppl are happy with my work :)

Some of the Lootcontainers don't have any contents - this is supossed to be so !!

These Crates are always empty (maybe its hardcoded) - The Creators and myself just used them for kinda decoration-purposes.

IMO the Loot is already to much. The Prefabs in CP has already many many Lootcontainers inside the POIs.

 

to the code: sry cant help - I havent made much with Loot.xml

 

 

Mag

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Quick bug report for the latest Compo Pack. When Slaan's city blocks are enabled, some citypois prefabs render as vacant tiles. Here's a comparison of the same location of the same world.

 

Slann Off

[ATTACH=CONFIG]15383[/ATTACH]

 

Slann On

[ATTACH=CONFIG]15384[/ATTACH]

 

You need to look at the prefab rules within the hub you've specified for the custom city blocks to spawn in. Certain prefabs (mostly with large bases/basements) clip horribly with the sewers but there's nothing there directly that should prevent prefabs spawning within the lots, that's all handled in the rwgmixer.

 

If you've adjusted hub sizes and not adjusted the prefab rules to allow for more spawns then you will see empty lots, making a hub size smaller *should* not matter.

 

I may be wrong but it looks like you may have adjusted more than just adding the cityblocks themselves.

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You need to look at the prefab rules within the hub you've specified for the custom city blocks to spawn in. Certain prefabs (mostly with large bases/basements) clip horribly with the sewers but there's nothing there directly that should prevent prefabs spawning within the lots, that's all handled in the rwgmixer.

 

If you've adjusted hub sizes and not adjusted the prefab rules to allow for more spawns then you will see empty lots, making a hub size smaller *should* not matter.

 

I may be wrong but it looks like you may have adjusted more than just adding the cityblocks themselves.

 

Hi Slaan, can you be more specific? Here's what I have in rwgmixer.

 

<hub_rule name="cityCommon">
<hub_type value="city"/>
<width value="824, 824" />
<height value="1236, 1236" />
<path_material value="asphalt" /> 
<path_radius value="7" />
<prefab_rule name="wastelandHub" prob="1"/>
</hub_rule>

<prefab_rule name="none"/>
<prefab_rule name="wastelandHub">
<prefab rule="cityBlocksSlaan" lot_type="CityBlock" />
<prefab rule="citypois" prob="1"/>
</prefab_rule> 

 

Also, I removed all probabilities and set min_count = 1 for all prefabs within <prefab_rule name="citypois"></prefab_rule>. Any ideas why some prefabs aren't spawning within the lots? BTW, I've observed this issue only since the current Compo Pack. For me, using the same rwgmixer settings, this is happening for the first time.

 

[EDIT] Here is my <prefab_rule name="citypois"> block.

<!-- Prefabs for CommonCity: -->
	<prefab_rule name="citypois">
		<prefab name="xvanilla_store_bank_lg_01" min_count="1" />
		<prefab name="xvanilla_settlement_01" min_count="1" />
		<prefab name="xvanilla_utility_electric_co_01" min_count="1" />
		<prefab name="xvanilla_diner_02" min_count="1" />
		<prefab name="xcostum_Skycpraper(by_Peppino)" min_count="1" />
		<prefab name="xcostum_Store_Automotive_sm(by_Laz_Man)" min_count="1" />			
		<prefab name="xvanilla_utility_celltower_02_city" min_count="1" />
		<prefab name="xcostum_CityCombo01(by_Stallionsden)" min_count="1" />
		<prefab name="xcostum_CityCombo02(by_Stallionsden)" min_count="1" />
		<prefab name="xcostum_CityCombo03(by_Stallionsden)" min_count="1" />
		<prefab name="xcostum_CityCombo04(by_Stallionsden)" min_count="1" />
		<prefab name="xcostum_CityCombo05(by_Stallionsden)" min_count="1" />
		<prefab name="xcostum_CityCombo06(by_Stallionsden)" min_count="1" />
		<prefab name="xcostum_CityCombo07(by_Stallionsden)" min_count="1" />
		<prefab name="xcostum_CityCombo08(by_Stallionsden)" min_count="1" />
		<prefab name="xcostum_CityCombo09(by_Stallionsden)" min_count="1" />
		<prefab name="xcostum_CityCombo10(by_Stallionsden)" min_count="1" />
		<prefab name="xcostum_CityCombo11(by_Stallionsden)" min_count="1" />
		<prefab name="xcostum_CityCombo12(by_Stallionsden)" min_count="1" />
		<prefab name="xcostum_CityCombo13(by_Stallionsden)" min_count="1" />
		<prefab name="xcostum_CityCombo14(by_Stallionsden)" min_count="1" />
		<prefab name="xcostum_CityCombo15(by_Stallionsden)" min_count="1" />		
		<prefab name="xcostum_CityCombo16(by_Stallionsden)" min_count="1" />
		<prefab name="xcostum_CityCombo17(by_Stallionsden)" min_count="1" />
		<prefab name="xcostum_CityCombo18(by_Stallionsden)" min_count="1" />
		<prefab name="xcostum_Utility_Combo(by_LuckyStar)" min_count="1" />
		<prefab name="xcostum_Dark_Mausoleum(by_LuckyStar)" min_count="1" />
		<prefab name="xcostum_GasnWash(by_LuckyStar)" min_count="1" />
		<prefab name="xcostum_Tank_Garage(by_LuckyStar)" min_count="1" />
		<prefab name="xcostum_Prison1(by_Curbolt)" min_count="1" />
		<!-- <prefab name="xcostum_Apartments_Curtilage_Playground(by_magoli)" min_count="1" /> -->
		<prefab name="xcostum_CityPark(by_Spider)" min_count="1" />
		<prefab name="xcostum_MiniMall(by_Spider)" min_count="1" />
		<prefab name="xvanilla_business_red_brick_06" min_count="1" />			
		<prefab name="xvanilla_parking_garage_01" min_count="1" />
		<prefab name="xvanilla_parking_lot_01_city" min_count="1" />
		<prefab name="xvanilla_parking_lot_02_city" min_count="1" />
		<prefab name="xvanilla_parking_lot_03_city" min_count="1" />
		<prefab name="xvanilla_utility_waterworks_01" min_count="1" />
		<prefab name="xcostum_3BlockStores(by_Leo_Liuos)" min_count="1" />
		<prefab name="xcostum_Alms_house(ex_vanilla_ornate03)" min_count="1" />
		<prefab name="xcostum_Apartment(by_Gertle)" min_count="1" />
		<prefab name="xcostum_Apartment_Stores(by_Laz_Man)" min_count="1" />			
		<prefab name="xcostum_Apartments(by_Batman)" min_count="1" />
		<prefab name="xcostum_Asia_Restaurant_city(by_Redlotus)" min_count="1" />	
		<prefab name="xcostum_AsylumCity(by_Wsiegel)" min_count="1" />
		<prefab name="xcostum_Bank(by_Guppycur)" min_count="1" />
		<prefab name="xcostum_Bank(by_Limodor)" min_count="1" />
		<prefab name="xcostum_bowlingcenter_city(by_magoli)" min_count="1" />
		<prefab name="xcostum_Brownstones_House(by_Laz_Man)" min_count="1" />
		<prefab name="xcostum_CasinoANKH(by_magoli)" min_count="1" />
		<prefab name="xcostum_Citymix_01(grtown-strclub-burnth-h-gar)" min_count="1" />
		<prefab name="xcostum_Citymix_02(gunst_sm-kuldlargeh-bunk)" min_count="1" />
		<prefab name="xcostum_Citymix_03(wareh-pistol-moes-bunker2)" min_count="1" />
		<prefab name="xcostum_Citymix_04(firedep-bookstore_sm_01)" min_count="1" />
		<prefab name="xcostum_Citymix_05(niceh-businesstanh-garage)" min_count="1" />
		<prefab name="xcostum_Citymix_06(simpsonh-gravey-brickh-camp-gar)" min_count="1" />
		<prefab name="xcostum_Citymix_07(guildh-restaurant-firest-xxxclub)" min_count="1" />
		<prefab name="xcostum_Citymix_08(myh-crema-gupchurch-farmsh1)" min_count="1" />
		<prefab name="xcostum_Citymix_09(grocery_sm-barn01-medclinic_sm)" min_count="1" />
		<prefab name="xcostum_Citymix_10(scilab-firewatcht-stayouth)" min_count="1" />		
		<prefab name="xcostum_Citymix_11(mpwaste08-mpwaste04grey)" min_count="1" />
		<prefab name="xcostum_Citymix_12(businessbrick_r7_t4_t2_r2_r4)" min_count="1" />
		<prefab name="xcostum_Citymix_13(CarDealer-Pawnshop-storagesm-gar)" min_count="1" />
		<prefab name="xcostum_Citymix_14(BowseShop-hse-gar-Cantine-Bunker)" min_count="1" />
		<prefab name="xcostum_Citymix_15(GasSt-buisnessHse-BunkerTop-Bench)" min_count="1" />
		<prefab name="xcostum_Courthouse(by_stallionsden)" min_count="1" />
		<prefab name="xcostum_CurlingCenter(by_magoli)" min_count="1" />
		<prefab name="xcostum_Firehouse(by_Warsaken)"  min_count="1" />
		<prefab name="xcostum_FuneralHome_city(by_Wsiegel)"  min_count="1" />
		<prefab name="xcostum_Haulier_lg(by_Limodor)" min_count="1" />
		<prefab name="xcostum_House(by_LastI)"  min_count="1" />
		<prefab name="xcostum_House(by_ShoNuff)"  min_count="1" />
		<prefab name="xcostum_kwikemartcity(by_magoli)" min_count="1" />
		<prefab name="xcostum_LittleLeagueBaseball(by_Curmudgeon)" min_count="1" />			
		<prefab name="xcostum_Manorhouse(by_WereWulfen)" min_count="1" />
		<prefab name="xcostum_McDonalds(by_BigC90210)" min_count="1" />
		<prefab name="xcostum_MultiStore(by_ANT)" min_count="1" />
		<prefab name="xcostum_Orphanage(ex_vanilla_ornate02)" min_count="1" />
		<prefab name="xcostum_PeerCafe(by_Stallionsden)" min_count="1" />
		<prefab name="xcostum_Plant(by_Wsiegel)" min_count="1" />
		<prefab name="xcostum_rollerskatedisco(by_magoli)" min_count="1" />
		<prefab name="xcostum_School_city(by_LazMan)" min_count="1" />
		<prefab name="xcostum_ShoppingCenter_Galleria(by_Laz_Man)" min_count="1" />
		<prefab name="xcostum_Shrub_Conservatory_city(by_Werewulfen)" min_count="1" />
		<prefab name="xcostum_townsquare(by_snake0567)" min_count="1" />
		<prefab name="xcostum_TruckStop(by_magoli)" min_count="1" />
		<prefab name="xcostum_TruckStop_Garage(by_stallionsden)" min_count="1" />
		<prefab name="xcostum_TruckStop_Roadhouse(by_stallionsden)" min_count="1" />
		<prefab name="xcostum_TV_Tower_Restaurant(by_magoli)" min_count="1" />
		<prefab name="xcostum_UnionStation(by_BuLLeTZ)" min_count="1" />
		<prefab name="xcostum_Windowfactory(by_magoli)" min_count="1" />
		<prefab name="xcostum_WulftownA(by_WereWulfen)" min_count="1" />
		<prefab name="xvanilla_apartment_adobe_red_5_flr(city)" min_count="1" />	
		<prefab name="xvanilla_apartment_brick_6_flr(city)" min_count="1" />
		<prefab name="xvanilla_house_new_mansion_02" min_count="1" />
		<prefab name="xvanilla_house_new_mansion_03" min_count="1" />
		<prefab name="xvanilla_police_station1_city" min_count="1" />			
		<prefab name="xvanilla_store_book_lg" min_count="1" />
		<prefab name="xvanilla_store_grocery_lg_city" min_count="1" />
		<prefab name="xvanilla_store_gun_lg" min_count="1" />			
		<prefab name="xvanilla_store_hardware_lg_01" min_count="1"/>
		<prefab name="xvanilla_store_pharmacy_sm" min_count="1" />
		<prefab name="xvanilla_theater_01(city)" min_count="1" />			
		<prefab rule="gasStations" min_count="1" />
		<prefab name="xcostum_Warehouse(by_Illidua)" min_count="1" />	         <!-- NEW -->			
	</prefab_rule>

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Hi Slaan, can you be more specific? Here's what I have in rwgmixer.

 

Ok I don't have time to test atm but at first glance the code does seem ok. The next thing I would double check is do you have any idea of what buildings are not spawning?, some of the taller prefabs will not spawn if they clip out of the height limit so if its just the apartments/skyscrapers etc that are missing then your seed may be the culprit.

 

I've always taken a slightly different approach to populating the city lot's as I had a lot of trouble getting a full city using probabilities. My method would be to decide on the size of the hub and work out how many cityblocks it will contain, then adjusting the min/max counts on the custom cityblocks to something that feels nice for you (eg. more/less stations or whatever you prefer). Then I would calculate how many prefab lot's there will be (cityblocks x 4) and setup my prefab rule with min/max counts on everything so I end up with an exact amount of city POI's. Lastly, as mentioned above their are still circumstances where prefabs will not spawn so just like what Magoli does in his mixer, I'd have a small selection of prefabs at the bottom to help fill out any gaps( mags uses ruins, I like to use brownstone houses for a more residential/city feel but as long as they are small enough to spawn every time, they should fill out any gaps nicely).

 

There's an older compo pack 18 mixer included in the custom cityblocks download with a good example of how I'd setup an 8 x 8 city (I think!), it's been a while since I looked at it but I'm sure I trimmed out a lot of prefabs that don't fit so nice with the newer sewer system.

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I also have done many tests in a14.5 to get the sewers in - but dont had good succes :(

 

And even if the City is spawning fine - it costs to much performance with the sewers atm IMO

(this is just my personal opinion - what i have felt when I tried to play it)

 

Dont get me wrong guys: I love the sewers - and I hope I can reactivate it as soon as possible.

(The files are still in the pack - and also the code in the mixer exists - its just deactivated atm)

I had to choose: performance/playflow vs. a very nice almost dlc-like subtility

 

I choosed performance because IMO I had no other choice.

 

Anyway - lets look forward:

 

On 28th this month 7days is out for consoles - i assume then we will get A15 !!!

 

In Order to this there are a bunch of questions to me:

 

- will we get a performance-boost ? (then I could reactivate the sewers and also big cities again)

- will we get improvements on the RWG-world ? (rwgmixer 4.0 +brandnew worldgeneratorengine ?)

- will there be new or changed blocks ? (that i have to check first !)

- will there be changes on the prefabs (or new Vanillas?)

- will the towns be filled with prefabs again ? (like we was used since a10 !)

- will Biomes-Values in the xmls considered by the engine again ? (event. a new function that let us set static biomes for areas :) ? )

 

The answere to these questions designs the quality of the next CP (and also its future)

 

still hoping and praying

Mag

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