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Compo-Pack for Random Gen


Magoli

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I'm have some players that is very impatient to start a new server and I have not have enough time to research all I wanted. So I take the liberty to ask some more questions and repeat some earlier questions that is still unclear, I hope that's ok :)

 

 

Is it possible to give the central city hub more random spawn location?

I hate that it is in the center of the map each time.

 

 

What can I do to avoid cities/towns to "spawn on a line"?

What happened if I remove the hub coordinates, or how can I change them to make them more random?

 

 

How can I increase/reduce size of different hubs/cities/towns?

Is it just to edit this settings?

		<width value="412, 412" />
		<height value="618, 618" />

 

If so, can I choose any number or do I need to follow a certain pattern? In this case like 103, 206?

And what about those that dont have width and height, can I add height/width?

 

 

How can increase/reduce the chance of different hubs/cities/towns to spawn?

is it just to change prob=?

What does the prob numbers mean? is "1" always spawn, and "0.1" is a 10% chance to spawn?

 

<hub_rule name="cityCommon" prob="0.6" />     <!-- normalCity  -->
<hub_rule name="wastycity" prob="0.4" />      <!-- wastyCity  -->
<hub_rule name="CoronadoCity" prob="0.3" />   <!-- CoronadoCity  -->


<hub_rule name="ruralSmall" prob="0.9"/>			

<hub_rule name="ruralHub01" prob="0.7"/>
<hub_rule name="WastyTown" prob="0.3" />			
<hub_rule name="cityCommon" prob="0.2" />
<hub_rule name="wastycity" prob="0.3" />
<hub_rule name="CoronadoCity" prob="0.4" />
<hub_rule name="townSmall" prob="0.2" />

 

 

Is it possible to change if a hub is built on cityblock or walkingground?

 

Thanks for all help :)

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so my new server ruleset makes forges VERY hard to make. Difficulty is very important here. Anyone have a list of prefabs that have forges in them so i can remove them? or even better a copy of the mixer with out them already? I know this is probably a lot to ask. So i can try to do it myself but i would need a list. Thank you in advance.

 

cabin_05_lg (count 1)

cabin_06_lg (count 1)

cabin_snow_hidden_01 (count 1)

xcostum_Asia_KungFuSchool (by_magoli) (count 1)

xcostum_Asia_TempleMiddleVillage (by_SylenThunder) (count 2)

xcostum_bowlingcenter (by_magoli) (count 1)

xcostum_bowlingcenter_city (by_magoli) (count 1)

xcostum_Cabin (by_Sudo) (count 6)

xcostum_Citymix_08 (myh-crema-gupchurch-farmsh1) (count 1)

xcostum_Citymix_10 (scilab-firewatcht-stayouth) (count 1)

xcostum_Coronado_bowlingcenter (by_magoli) (count 1)

xcostum_Coronado_shamway_plant (by_Slaan) (count 4)

xcostum_crematory (by_magoli) (count 1)

xcostum_Glass_factory_big (by_Khyber) (count 2)

xcostum_H0bbit (by_Limodor) (count 1)

xcostum_Hospital (by_Wsiegel) (count 2)

xcostum_House_AF02P (17x16) (by_Nodabba) (count 1)

xcostum_House_AF02R (19x35) (by_Nodabba) (count 1)

xcostum_Hydro_Plant (by_LuckyStar) (count 1)

xcostum_kwikemart (by_magoli) (ctownhub) (count 1)

xcostum_kwikemart (by_magoli) (count 1)

xcostum_kwikemartcity (by_magoli) (count 1)

xcostum_MultiStore (by_ANT) (count 1)

xcostum_Prison (by_Limodur) (count 2)

xcostum_Safehouse (by_Limodor) (count 1)

xcostum_stayouthouse (by_magoli) (count 1)

xcostum_strandresort (by_magoli) (count 1)

xcostum_Utility_Combo (by_LuckyStar) (count 1)

xcostum_Villa (by_Limodor) (count 2)

xcostum_Wooden_Palisade (by_LuckyStar) (count 1)

xcostum_WulftownA (by_WereWulfen) (count 8)

xcostum_WulftownCD (by_WereWulfen) (count 5)

xrm_Hospital (by_Wsiegel) (count 2)

xvanilla_cabin_05_lg (count 1)

xvanilla_cabin_06_lg (count 1)

xvanilla_cabin_snow_hidden_01 (count 1)

 

 

 

To do this yourself run hals editor with the game folder you want to search on set in the settings, then run the command 'Generate info XML' under the 'Global Prefab Functions' tab

 

Then in notepad do a search with Find in Files for 'forge' (or any other block) on the infoXML folder it creates in the Prefabs folder.

 

If you wanted to keep the prefabs you could also modify them quickly by doing a block replace in hals on all prefabs and change forge to air, or whatever you prefer (maybe burningBarrel). Just use the 'ReplaceBlockID' function and tick the 'Replace in ALL prefabs' option

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cabin_05_lg (count 1)

cabin_06_lg (count 1)

cabin_snow_hidden_01 (count 1)

xcostum_Asia_KungFuSchool (by_magoli) (count 1)

xcostum_Asia_TempleMiddleVillage (by_SylenThunder) (count 2)

xcostum_bowlingcenter (by_magoli) (count 1)

xcostum_bowlingcenter_city (by_magoli) (count 1)

xcostum_Cabin (by_Sudo) (count 6)

xcostum_Citymix_08 (myh-crema-gupchurch-farmsh1) (count 1)

xcostum_Citymix_10 (scilab-firewatcht-stayouth) (count 1)

xcostum_Coronado_bowlingcenter (by_magoli) (count 1)

xcostum_Coronado_shamway_plant (by_Slaan) (count 4)

xcostum_crematory (by_magoli) (count 1)

xcostum_Glass_factory_big (by_Khyber) (count 2)

xcostum_H0bbit (by_Limodor) (count 1)

xcostum_Hospital (by_Wsiegel) (count 2)

xcostum_House_AF02P (17x16) (by_Nodabba) (count 1)

xcostum_House_AF02R (19x35) (by_Nodabba) (count 1)

xcostum_Hydro_Plant (by_LuckyStar) (count 1)

xcostum_kwikemart (by_magoli) (ctownhub) (count 1)

xcostum_kwikemart (by_magoli) (count 1)

xcostum_kwikemartcity (by_magoli) (count 1)

xcostum_MultiStore (by_ANT) (count 1)

xcostum_Prison (by_Limodur) (count 2)

xcostum_Safehouse (by_Limodor) (count 1)

xcostum_stayouthouse (by_magoli) (count 1)

xcostum_strandresort (by_magoli) (count 1)

xcostum_Utility_Combo (by_LuckyStar) (count 1)

xcostum_Villa (by_Limodor) (count 2)

xcostum_Wooden_Palisade (by_LuckyStar) (count 1)

xcostum_WulftownA (by_WereWulfen) (count 8)

xcostum_WulftownCD (by_WereWulfen) (count 5)

xrm_Hospital (by_Wsiegel) (count 2)

xvanilla_cabin_05_lg (count 1)

xvanilla_cabin_06_lg (count 1)

xvanilla_cabin_snow_hidden_01 (count 1)

 

 

 

To do this yourself run hals editor with the game folder you want to search on set in the settings, then run the command 'Generate info XML' under the 'Global Prefab Functions' tab

 

Then in notepad do a search with Find in Files for 'forge' (or any other block) on the infoXML folder it creates in the Prefabs folder.

 

If you wanted to keep the prefabs you could also modify them quickly by doing a block replace in hals on all prefabs and change forge to air, or whatever you prefer (maybe burningBarrel). Just use the 'ReplaceBlockID' function and tick the 'Replace in ALL prefabs' option

 

absolutely awesome and very helpful. Thank you and thanks Magoli for all of your help. You guys rock!

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Will this settings work ok?

 

cell_offset, generation_distance, normalDensity" prob=, and prob for most Hubs tweaked.

 

	<ruleset name="vanilla" cell_cache_size="16" cell_size="1600" cell_offset="0.7" generation_distance="30000">
		<cell_rule name="CenterCell" position="0,0" prob="0"/>
		<cell_rule name="normalDensity" prob="0.2"/>

		<cell_rule name="ColtTown" 					position="0,2" prob="0.2"/>			<!-- NEW -->
		<cell_rule name="AsiaHub" 					position="2,2" prob="0.2"/>
		<cell_rule name="SlumsHub" 					position="-2,-2" prob="0.2"/>
		<cell_rule name="ThemeParkHub" 				position="-4,-4" prob="0"/>			
		<cell_rule name="TWD_PrisonHub" 			position="2,-1" prob="0.2"/>
<!--			<cell_rule name="Area51Hub" 				position="4,-4" prob="0"/>  -->
		<cell_rule name="NFLstadiumHub" 			position="-1,3" prob="0.2"/>
		<cell_rule name="RaceTrackStadiumHub" 		position="2,-2" prob="0.2"/>
		<cell_rule name="Lim_PrisonHub" 			position="3,-1" prob="0.2"/>
		<cell_rule name="IndustrialHub" 			position="-1,2" prob="0.2"/>
		<cell_rule name="BBallStadiumHub" 			position="1,1" prob="0.2"/>
		<cell_rule name="medic_Hub" 			    position="3,1" prob="0.2"/>
		<cell_rule name="CustomTownHub" 	        position="0,3" prob="1"/>
	</ruleset>
</rulesets>

 

 

 

reduced prob for some, increased for others.

	<cell_rule name="normalDensity">
		<cave_count value="1,3" />
		<path_material value="asphalt" /> 
		<path_radius value="7" />

		<hub_rule name="ruralSmall" prob="0.9"/>			

		<hub_rule name="ruralHub01" prob="0.7"/>
		<hub_rule name="WastyTown" prob="0.3" />			
		<hub_rule name="cityCommon" prob="0.2" />
		<hub_rule name="wastycity" prob="0.2" />
		<hub_rule name="CoronadoCity" prob="0.3" />			
		<hub_rule name="townSmall" prob="0.5" />
		<!--  <hub_rule name="townLarge" prob="0.8" />  -->
		<!--  <hub_rule name="oldWestTown" prob="0.2" />  -->			

		<wilderness_rule name="wildernessDefault" prob="1"/>
	</cell_rule>

 

 

Reduced width/height of some hubs

	<hub_rule name="cityCommon">
		<hub_type value="city"/>
[b]			<width value="206, 206" />
		<height value="306, 306" />[/b]
		<path_material value="asphalt" /> 
		<path_radius value="7" />
		<prefab_rule name="CommonCityPOIs" prob="1"/>
	</hub_rule>

	<hub_rule name="wastycity">
		<hub_type value="city"/>
		<width value="206, 206" />
[b]			<height value="306, 306" />[/b]
		<path_material value="asphalt" /> 
		<path_radius value="7" />
		<prefab_rule name="wastycityPOIs" prob="1"/>
	</hub_rule>

	<hub_rule name="townSmall">
		<hub_type value="town"/>
[b]			<width value="100, 200" /> 
		<height value="100, 200" />[/b]
		<path_material value="asphalt" /> 
		<path_radius value="7" />
		<prefab_rule name="townSmallPOIs" prob="1" />
	</hub_rule>

 

I appreciate feedback.

Have a nice day.

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Will this settings work ok?

 

	<ruleset name="vanilla" cell_cache_size="16" cell_size="1600" cell_offset="0.7" generation_distance="30000">
		<cell_rule name="CenterCell" position="0,0" prob="0"/>
		<cell_rule name="normalDensity" prob="0.2"/>

		<cell_rule name="ColtTown" 					position="0,2" prob="0.2"/>			<!-- NEW -->
		<cell_rule name="AsiaHub" 					position="2,2" prob="0.2"/>
		<cell_rule name="SlumsHub" 					position="-2,-2" prob="0.2"/>
		<cell_rule name="ThemeParkHub" 				position="-4,-4" prob="0"/>			
		<cell_rule name="TWD_PrisonHub" 			position="2,-1" prob="0.2"/>
<!--			<cell_rule name="Area51Hub" 				position="4,-4" prob="0"/>  -->
		<cell_rule name="NFLstadiumHub" 			position="-1,3" prob="0.2"/>
		<cell_rule name="RaceTrackStadiumHub" 		position="2,-2" prob="0.2"/>
		<cell_rule name="Lim_PrisonHub" 			position="3,-1" prob="0.2"/>
		<cell_rule name="IndustrialHub" 			position="-1,2" prob="0.2"/>
		<cell_rule name="BBallStadiumHub" 			position="1,1" prob="0.2"/>
		<cell_rule name="medic_Hub" 			    position="3,1" prob="0.2"/>
		<cell_rule name="CustomTownHub" 	        position="0,3" prob="1"/>
	</ruleset>
</rulesets>

 

I appreciate feedback.

Have a nice day.

 

Depends what you are trying to do, but having probs on all of the custom hubs will mean they can spawn anywhere in addition to the set position.

 

Also mixing prob > 0 with a prob=0 in the middle wont actually give that line a zero prob of spawning. Read This Post to understand why. This issue is also present in the default compo 22 mixer, since the custom hubs come between normalDensity and the CustomTownHub, but might be avoided as I think prob=1 bugs out and acts like prob=0 for that purpose.

 

All prob=0 lines should be at the top or bottom only if you dont want them to show up more than once.

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I'm have some players that is very impatient to start a new server and I have not have enough time to research all I wanted. So I take the liberty to ask some more questions and repeat some earlier questions that is still unclear, I hope that's ok :)

 

I missed this post before. Here's some feedback to your questions:

 

Is it possible to give the central city hub more random spawn location?

The cell_offset is what controls how randomly they are placed within the cell. a value between 0 an 1. 0 means that all cells will spawn in a perfect grid, and a higher value will give them a chance to be off center. Keep in mind if a hub hits the cell edge it will be clipped off, and you will probably end up with large cliffs. The bigger your largest city is and the higher your cell offset is the more space you need to give in the cell_size to avoid this problem.

 

 

What can I do to avoid cities/towns to "spawn on a line"?

I assume you mean the crossroad towns with max 4 buildings? If so they are the township type rural. Just remove the rural townships and you wont see any more of those.

 

 

How can I increase/reduce size of different hubs/cities/towns?

Is it just to edit this settings?

		<width value="412, 412" />
		<height value="618, 618" />

Yes. The numbers are min and max values for width and height.

It can be any number but some might be a bit buggy. In general for the township type = city you want to use multiples of 117 (a full city block). For township type = town it can be any number

 

How can increase/reduce the chance of different hubs/cities/towns to spawn?

Just change the probs in the hub rules. They are not 0% - 100%, they are relative weighting based on the other lines. Have a read of the post I linked in the above post about the prob system. For the ruleset it follows the Ordered Multi Roll system, for the rest I think they are the Flat Table system, but its hard to test that part to be sure.

 

Is it possible to change if a hub is built on cityblock or walkingground?

 

The ones on city blocks are township type = city, the flat ones are township type = town, the crossroads are township type = rural

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Thanks alot StompyNZ for clearing up many things related to the rwgmixer.xml.

 

I have changed this settings in rwgmixer

 

cell_offset="0.5" generation_distance="25000">

 

And im getting some really strange results. Also got something similar when I tested with original file from pack.

 

[ATTACH=CONFIG]16185[/ATTACH]

 

 

20160906160232_1.thumb.jpg.c6d17abec3b42baba3afa0d2db8db61b.jpg

 

Asian hub underwater

 

20160906232317_1.thumb.jpg.9139f1484c5513fe6fa6080cee117909.jpg

 

Terrain elevated around farm area

 

20160907022706_1.jpg.e273fe0571a543d8d0ccfd8c443457f2.jpg

 

a crossing underwater

 

20160907040158_1.thumb.jpg.570e92e729e5c680ba23d7d09e7bc388.jpg

 

I did not have this issues with version 21.

 

Anyone else experienced similar things or is something completely wrong?

Something I can do to fix this? Any other files that can do this?

 

 

Edit: I was wrong about settings in file.

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In the folder Not use in compopak, can we add some of them to the other folder building?

 

theoretically yes

 

but u need the .tts (and .xml) files to add these to the rwgmixer

 

However they are out for good reasons (to big , to much Loot , to boring , doubled , etc.)

 

 

I hope A15 comes soon - then the RWG Cards are shuffled again ;)

 

Mag

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Thanks alot StompyNZ for clearing up many things related to the rwgmixer.xml.

 

I have changed this settings in rwgmixer

 

cell_offset="0.5" generation_distance="25000">

 

And im getting some really strange results. Also got something similar when I tested with original file from pack.

 

[ATTACH=CONFIG]16185[/ATTACH]

 

 

[ATTACH=CONFIG]16186[/ATTACH]

 

Asian hub underwater

 

[ATTACH=CONFIG]16191[/ATTACH]

 

Terrain elevated around farm area

 

[ATTACH=CONFIG]16192[/ATTACH]

 

a crossing underwater

 

[ATTACH=CONFIG]16193[/ATTACH]

 

I did not have this issues with version 21.

 

Anyone else experienced similar things or is something completely wrong?

Something I can do to fix this? Any other files that can do this?

 

 

Edit: I was wrong about settings in file.

 

 

Thats what we got atm !!!

 

The RWG-world is a site atm.

 

Here are some nasty RWG-bugs of A14:

 

- uncontrolled water-biome destroyes landscape - and set paths and prefabs under water

- cutoff landscape (cliffs , humps)

- Townships not working 100% fine (rural, CustumHub , town , RuralHub)

- roads can interrupt suddenly

 

We have to deal with that and make the best from it.

 

Mag

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Thats what we got atm !!!

 

The RWG-world is a site atm.

 

Here are some nasty RWG-bugs of A14:

 

- uncontrolled water-biome destroyes landscape - and set paths and prefabs under water

- cutoff landscape (cliffs , humps)

- Townships not working 100% fine (rural, CustumHub , town , RuralHub)

- roads can interrupt suddenly

 

We have to deal with that and make the best from it.

 

Mag

 

Thanks for your reply Magoli

 

ok so it is then. I just thinking, from my experience in vanilla game and pack 21 I did not see such things, or maybe I was only lucky to not see it there.

 

So I wonder does such things only happen in pack 22, or can it also can happen in vanilla game and pack 21?

 

A few other things:

1. What is the difference between ruralSmall and ruralHub01?

 

2. What is the difference between prob here?

<cell_rule name="normalDensity" prob="0.4"/>

<cell_rule name="CenterCell" position="0,0" prob="0"/>

I know that for prob after position means chance to spawn other places on the map, but when there is no position only prob, what does prob mean then?

 

3. Do anyone knows what controls the size of the biomes?

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Thanks for your reply Magoli

 

ok so it is then. I just thinking, from my experience in vanilla game and pack 21 I did not see such things, or maybe I was only lucky to not see it there.

 

So I wonder does such things only happen in pack 22, or can it also can happen in vanilla game and pack 21?

 

A few other things:

1. What is the difference between ruralSmall and ruralHub01?

 

2. What is the difference between prob here?

<cell_rule name="normalDensity" prob="0.4"/>

<cell_rule name="CenterCell" position="0,0" prob="0"/>

I know that for prob after position means chance to spawn other places on the map, but when there is no position only prob, what does prob mean then?

 

3. Do anyone knows what controls the size of the biomes?

 

 

hi

 

to1:

rurals (called "RuralSmall" in the mixer) are random-areas directly on the street.

Its a straight even road with 3 or 4 prefabs connected directly to the street.

 

ruralHubs are these roadcrossings with mostly 4 Prefabs in the 4 corners.

(this algorhytm has a bug. It belongs to position and Rotation of the NW-Prefab !!!)

 

 

to3:

We can't change the size of the different Biomes. But we can change the Size of the CELL's

(2nd line in rwgmixer - Cellsize)

 

 

to2:

Its dedicated to the Cell's.

Every Cell has a tendency to get an "Event". The Value dedicates the prob which Event it will be (Event=Hub!).

 

 

Since a few days I play on a Vanilla-Server.

And Yes - the waterbiome-Issue is there too. Also roads that ends suddenly.

Same bugs in Vanilla as in CP - So dont worry ;)

But what I saw: The same POI's over and over again :(

But I really love the apocalyptic flair of the Vanilla-Prefabs-Set !!!

 

 

Mag

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theoretically yes

 

but u need the .tts (and .xml) files to add these to the rwgmixer

 

However they are out for good reasons (to big , to much Loot , to boring , doubled , etc.)

 

 

I hope A15 comes soon - then the RWG Cards are shuffled again ;)

 

Mag

 

Ok thanks

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I gave this pack a try but sadly won't use it. My fps goes from 60 to like 20 in towns, and while so many of the buildings are awesome and add to the game, others are just to bizarre-cartoony, or unrefined.

 

With lots of work and refinement this could be an amazing pack someday.

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I gave this pack a try but sadly won't use it. My fps goes from 60 to like 20 in towns, and while so many of the buildings are awesome and add to the game, others are just to bizarre-cartoony, or unrefined.

 

With lots of work and refinement this could be an amazing pack someday.

 

The trick is to remove the offending (based on your preferences or fps needs) prefabs... because you're right, a giant pyramid and hobbit house doesn't fit my server, and as cool as the prefabs are, they're out; but, where else can you find this many prefabs in one place?

 

Highly recommend giving it another try, while going through the screenshots he has available and noting which ones you don't want.

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Maybe you guys are right !

 

The CP is kinda cartoony because I have added every Prefab unbiased. Even the funny Ones.

 

Perhaps I will Release 2 rwgmixer.xml-versions next time.

One with all Prefabs. And One with serious apocalyptic flair.

 

But first let`s see what A15 brings (and what is possible then)

 

 

 

btw:

Since 6 days I play on a Vanilla-server (just to see whats the differences between Vanilla and CP)

 

Loot: The Vanilla-Prefab-Set has also muniboxes,gunSafes and Safes in almost every Prefab. Almost as much as in CP

World: boring - because always the same Prefabs over and over again (And a littlebit to much Prefabs at all in world)

Prefabs: The Vanilla-Prefabs have a very nice apocalyptic flair - no funny stuff - I like that --- !

 

Mag

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Hi again

 

In my current server I changed this settings:

cell_offset="0.3" to cell_offset="0.5"

generation_distance="10000" to generation_distance="25000"

 

 

Im afraid that especially cell_offset set to 0.5 can increase the chance of "buggy" terrain elements to happen.

 

So I wonder if changing any of these settings have increased the chance of getting strange terrain elements like those I posted higher up on this page?

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Maybe you guys are right !

 

The CP is kinda cartoony because I have added every Prefab unbiased. Even the funny Ones.

 

Perhaps I will Release 2 rwgmixer.xml-versions next time.

One with all Prefabs. And One with serious apocalyptic flair.

 

But first let`s see what A15 brings (and what is possible then)

 

 

 

btw:

Since 6 days I play on a Vanilla-server (just to see whats the differences between Vanilla and CP)

 

Loot: The Vanilla-Prefab-Set has also muniboxes,gunSafes and Safes in almost every Prefab. Almost as much as in CP

World: boring - because always the same Prefabs over and over again (And a littlebit to much Prefabs at all in world)

Prefabs: The Vanilla-Prefabs have a very nice apocalyptic flair - no funny stuff - I like that --- !

 

Mag

 

Mag,

Thank you for all your hard work on this.

I would agree and prefer to have one that is more apocalyptic themed.

 

It is fun to see the funny odd stuff, but it does somewhat break the immersion.

 

thanks for all that you do.

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Hey Guys

 

Which Prefabs u want me to take out from the serious rwgmixer version ?

 

PLS tell me ur top 5 of the Prefabs u dont like to see anymore !!!

 

U can use the Screenshots to find the names.

 

 

Iam working on the CP for A15 - It seems its still rwgmixer V3.0 !!!

 

Not much has changed. Just a few blockChanges, a dozen of new blocks, and a dozen of new Vanilla-Prefabs.

The rwgmixer-structure is the same like before. But terrain- and biome-generation is now bound to rwgmixer.xml. Could be funny - hehe !!!

 

The greatest gamestopper for me atm is the "Key-binding-BUG !!!". I can't keybind Rshift and Rctrl :(

Other ppl have reported same Issues with keyboard-settings. I hope TFP will fix that soonest.

 

Mag

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