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Compo-Pack for Random Gen


Magoli

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...

 

(but 7 new special-repairs. For them i have to rollback to 11.4 to fix them :( )

(its about total scrambledup stairs - the game and even the editor shows nasty errors !!! And they wont let fix them with the a12-block-set)

 

Can you tell me what the special repairs are? If I understand you right it's only some stairs or stair-rotations. I find it hard to narrow down which ones are causing the chung generation error because when I look at what has been generated so far I think all, or most, of the stairs have been generated without causing an error.

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I'm waiting on this too so I can start adding new stuff to the rwgmixer. Also The way you add prefabs to the game is vastly different as far as I can tell. It's very dynamic now which is awesome. If anyone needs a hand or a tutorial I posted a thread about it in the modding section.

Now that I have it figured out and can envision how it works it's actually very easy.

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Can you tell me what the special repairs are? If I understand you right it's only some stairs or stair-rotations. I find it hard to narrow down which ones are causing the chung generation error because when I look at what has been generated so far I think all, or most, of the stairs have been generated without causing an error.

 

3 of the prefabs had concrete-stairs - that rotated in such a direction, that doesn't exists anymore.

The game crashed when loading these (= no manual repair possible)

And even the editor crashed when i touched that block.

So i had to go back in time - and removed the stairs that will cause the Issues in future (=now) !!!

 

Do u get that :) ???

 

and the other 3 had nasty block-missings - block-doubles and block-dispositions suddenly.

So a easy repair just with the editor alone wont work.

I had to rollback to build/repair it manual/visual to solve that !!!

 

Rollback - y:

The editor works only fine in 7dtd alpha 11.4 right now !!!

Only in this editorversion i be able to export a POI.

 

These are the 6 special-repairs.

 

And i also got to check the last 3 prefabs for Lightissues and Lootcontainer-amount!

 

 

 

I think i don't get it till Monday :( - because there r much work and testing to do on the rwgmixer !!!

 

 

The good news:

All prefabs are Errorfree and spawnable now !!! (I tested them all in Nava)

And the maincity looks almost like before. Good size and the old pois inside (about 70 filled houseblocks :) =space for 70 POI's )

Now iam about to do the wilderness-spawning. But this is a littlebit tricky and needs a lot of testings !!!

 

Then i have to take care about rurals and towns. And then TESTING !!!

This time I want to release a Issuefree PAck !!!

 

If anybody wants to be a TESTER for the new PACK - UR WELCOME !!!! PLS PM ME !!!!!

 

I work hard on this to deliver u the new pack as soon as possible.

 

 

Mag out

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3 of the prefabs had concrete-stairs - that rotated in such a direction, that doesn't exists anymore.

The game crashed when loading these (= no manual repair possible)

And even the editor crashed when i touched that block.

So i had to go back in time - and removed the stairs that will cause the Issues in future (=now) !!!

 

Do u get that :) ???

 

and the other 3 had nasty block-missings - block-doubles and block-dispositions suddenly.

So a easy repair just with the editor alone wont work.

I had to rollback to build/repair it manual/visual to solve that !!!

 

Thx a lot for your response!!! So concrete stairs i have to look out for! That's a great help allready!

 

The other 3 nasty bugs seem to be bugs that don't stop the chunk generation completly if I get it right? So I'll get to these (if my prefab will have them at all) when the prefab doesn't crash the whole game anymore^^

 

Maybe I can help you too with a little trick I use to get rid of blocks that you "can't touch" in the editor: I get rid of these with the copy function... copy 2 non-buggy blocks arranged like these dots : and move the cursor above the buggy block, paste the two non-buggy blocks and the buggy block below gets overwritten. After this you can place any block in that space again because no error message pops up anymore at that space.

 

Thank you for your help! Much appreciated!

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When you cry for help, but find the solution mere minutes after^^

 

It wasn't the stairs that were causing the error, but SOD blocks. Had to replace them in the editor that showed them as black unknown blocks (how did I not see that before????) and now my prefab loads without problems. Well, that were some frustrating hours I could have saved myself from by just taking a closer look before going into try and error mode^^

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I'll help test AND I figured out how the rwgmixer adds POIs, the system is extremely robust. you can set up cells and hubs that contain a mixed assortment of prefabs, I explain it in more detail in the thread I posted.. let me get the link.

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When you cry for help, but find the solution mere minutes after^^

 

It wasn't the stairs that were causing the error, but SOD blocks. Had to replace them in the editor that showed them as black unknown blocks (how did I not see that before????) and now my prefab loads without problems. Well, that were some frustrating hours I could have saved myself from by just taking a closer look before going into try and error mode^^

 

Yes - prefabs repairing is a tricky part.

 

U can make so much wrong - and just so less right - lol

 

And no - i don't cry for help. Almost all help i get in past ended with an afterwork of myself - so: No - i rather do things by myself from beginning and know they are done right and how i like it !!! (repairs - xmlmodifing)

 

I simply asked if somebody wants a preview-peek in the pack. And by this way just look around for strange spawners, etc...

 

@Chromethous:

 

It is true !!! We can make almost everythingy with the new rwgmixer. Its so cool. SPECIAL_MAG_THANKS FOR THAT TFP !!!

 

And thx for ur offer. But there is no new Information for me in it !!!

And most of the posts r just guesses (IMO wrong or senseless also - lol - sry for that)

 

But pls stay on the ball - and tell everything u find out about the mixing.

Perhaps u can provide a complete tut about the new rwgmixer for the ppl ?!?!

 

 

btw:

 

City is finished !!! Wilderness is finished !!!

(And i have to say: Such a wonderful map we have never saw before - for sure !!!)

I start now the rural-spawning-part !!!!

 

 

this is what the maincity looks like now:

[ATTACH=CONFIG]9371[/ATTACH]

 

 

I make good progress right now - got a good flow - lol

stay tuned

Mag out

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And no - i don't cry for help. Almost all help i get in past ended with an afterwork of myself - so: No - i rather do things by myself from beginning and know they are done right and how i like it !!! (repairs - xmlmodifing)

 

I simply asked if somebody wants a preview-peek in the pack. And by this way just look around for strange spawners, etc...

 

I think there is a misunderstanding^^ I meant myself with the "cry for help". when I asked what the bugs are you have to roll back to 11.4 for I myself was close to giving up on repairing my prefab... I posted in this thread and in Hals prefab editor thread asking what a11 blocks are causing errors in a12... so, it was me who was "crying for help" ;)

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I think there is a misunderstanding^^ I meant myself with the "cry for help". when I asked what the bugs are you have to roll back to 11.4 for I myself was close to giving up on repairing my prefab... I posted in this thread and in Hals prefab editor thread asking what a11 blocks are causing errors in a12... so, it was me who was "crying for help" ;)

 

oh - alright

 

then i missunderstood that -sry - I think i got a Computer-tantrum ore sunstroke ore somethingy

 

however - here are the detailed block-changes:

 

NEW BLOCK-ID: <block id="30" name="sod">

NEW BLOCK-ID: <block id="31" name="hardSod">

NEW BLOCK-ID: <block id="32" name="woodDebris">

NEW BLOCK-ID: <block id="33" name="crudeOil">

NEW BLOCK-ID: <block id="272" name="gore2">

REMOVED: <block id="281" name="wedgeSnowShingles">

REMOVED: <block id="282" name="iceSickle">

NEW BLOCK-ID: <block id="283" name="gore3">

NEW BLOCK-ID: <block id="403" name="tubeConcretePaintedBlue">

CHANGED: <block id="404" name="cutLog"> CHANGED TO <block id="404" name="tubeConcretePaintedOrange">

CHANGED: <block id="414" name="ironWall"> CHANGED TO <block id="414" name="steelWall">

NEW BLOCK: <block id="415" name="cornerFullWedgeCorregatedMetal">

NEW BLOCK: <block id="419" name="insideCornerWedgeCorregatedMetal">

REMOVED: <block id="539" name="duffle01MP">

REMOVED: <block id="540" name="sportsBag01MP">

REMOVED: <block id="541" name="sportsBag02MP">

REMOVED: <block id="649" name="window01Frame">

REMOVED: <block id="650" name="window01">

REMOVED: <block id="651" name="window01Boarded01">

REMOVED: <block id="652" name="window01Boarded02">

REMOVED: <block id="653" name="window01Boarded03">

REMOVED: <block id="654" name="window01Boarded04">

REMOVED: <block id="657" name="window02Boarded01">

REMOVED: <block id="658" name="window02Boarded02">

REMOVED: <block id="659" name="window02Boarded03">

REMOVED: <block id="660" name="window02Boarded04">

REMOVED: <block id="661" name="window01WhiteFrame">

REMOVED: <block id="662" name="window01White">

REMOVED: <block id="663" name="window01WhiteBoarded01">

REMOVED: <block id="664" name="window01WhiteBoarded02">

REMOVED: <block id="665" name="window01WhiteBoarded03">

REMOVED: <block id="666" name="window01WhiteBoarded04">

REMOVED: <block id="780" name="concreteDistorted">

REMOVED: <block id="909" name="cabinWoodSnow60">

REMOVED: <block id="987" name="cornerFullWedgeShinglesSnowy">

REMOVED: <block id="998" name="shinglesWoodSnowy">

REMOVED: <block id="1055" name="insideCornerWedgeShinglesSnowy">

REMOVED: <block id="1063" name="gableSnowShingle">

REMOVED: <block id="1337" name="sod"> (is now ID 30)

REMOVED: <block id="1338" name="hardSod"> (is now ID 31)

REMOVED: <block id="1355" name="snowRoad">

NEW BLOCK-ID: <block id="1373" name="mountainManStorageChest">

NEW BLOCK-ID: <block id="1408" name="pressurePlateMine">

NEW BLOCK-ID: <block id="1409" name="window03WoodBroke1">

NEW BLOCK-ID: <block id="1410" name="window03WoodBroke2">

NEW BLOCK-ID: <block id="1411" name="window03WoodBroke3">

NEW BLOCK-ID: <block id="1412" name="window03WoodBroke4">

NEW BLOCK-ID: <block id="1413" name="window03Wood">

NEW BLOCK-ID: <block id="1414" name="window03WoodFrame">

NEW BLOCK-ID: <block id="1416" name="tableWood">

NEW BLOCK-ID: <block id="1417" name="tableRedwood">

NEW BLOCK-ID: <block id="1418" name="tableScrapIron">

NEW BLOCK-ID: <block id="1419" name="tableWhitewood">

NEW BLOCK-ID: <block id="1420" name="tableIron">

NEW BLOCK-ID: <block id="1422" name="chainlink">

NEW BLOCK-ID: <block id="1424" name="stairsSteel">

NEW BLOCK-ID: <block id="1425" name="steelRamp">

NEW BLOCK-ID: <block id="1426" name="deskSafeInsecure">

NEW BLOCK-ID: <block id="1427" name="wallSafeInsecure">

NEW BLOCK-ID: <block id="1428" name="gunSafeInsecure">

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Then i have to take care about rurals and towns. And then TESTING !!!

This time I want to release a Issuefree PAck !!!

 

If anybody wants to be a TESTER for the new PACK - UR WELCOME !!!! PLS PM ME !!!!!

 

 

 

 

Mag out

 

Actually you did cry for help Mag. You've been a bit rude to some people here that are offering help to you. I understand there's a language barrier but maybe you should read what you write twice before posting.

 

Saying this, is NOT cool, "And thx for ur offer. But there is no new Information for me in it !!!

And most of the posts r just guesses (IMO wrong or senseless also - lol - sry for that)"

 

"Almost all help i get in past ended with an afterwork of myself - so: No - i rather do things by myself from beginning and know they are done right and how i like it !!! (repairs - xmlmodifing)

 

You know I enjoy the Prefab pack and have appreciated your work on it in the past, but you hardly did this yourself, and you are starting to sound like you did.

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Actually you did cry for help Mag. You've been a bit rude to some people here that are offering help to you. I understand there's a language barrier but maybe you should read what you write twice before posting.

 

Saying this, is NOT cool, "And thx for ur offer. But there is no new Information for me in it !!!

And most of the posts r just guesses (IMO wrong or senseless also - lol - sry for that)"

 

"Almost all help i get in past ended with an afterwork of myself - so: No - i rather do things by myself from beginning and know they are done right and how i like it !!! (repairs - xmlmodifing)

 

You know I enjoy the Prefab pack and have appreciated your work on it in the past, but you hardly did this yourself, and you are starting to sound like you did.

 

Your reading too much into his words.....lol

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here are the detailed block-changes:

 

NEW BLOCK-ID: <block id="30" name="sod">

NEW BLOCK-ID: <block id="31" name="hardSod">

NEW BLOCK-ID: <block id="32" name="woodDebris">

NEW BLOCK-ID: <block id="33" name="crudeOil">

NEW BLOCK-ID: <block id="272" name="gore2">

REMOVED: <block id="281" name="wedgeSnowShingles">

REMOVED: <block id="282" name="iceSickle">

NEW BLOCK-ID: <block id="283" name="gore3">

NEW BLOCK-ID: <block id="403" name="tubeConcretePaintedBlue">

CHANGED: <block id="404" name="cutLog"> CHANGED TO <block id="404" name="tubeConcretePaintedOrange">

CHANGED: <block id="414" name="ironWall"> CHANGED TO <block id="414" name="steelWall">

NEW BLOCK: <block id="415" name="cornerFullWedgeCorregatedMetal">

NEW BLOCK: <block id="419" name="insideCornerWedgeCorregatedMetal">

REMOVED: <block id="539" name="duffle01MP">

REMOVED: <block id="540" name="sportsBag01MP">

REMOVED: <block id="541" name="sportsBag02MP">

REMOVED: <block id="649" name="window01Frame">

REMOVED: <block id="650" name="window01">

REMOVED: <block id="651" name="window01Boarded01">

REMOVED: <block id="652" name="window01Boarded02">

REMOVED: <block id="653" name="window01Boarded03">

REMOVED: <block id="654" name="window01Boarded04">

REMOVED: <block id="657" name="window02Boarded01">

REMOVED: <block id="658" name="window02Boarded02">

REMOVED: <block id="659" name="window02Boarded03">

REMOVED: <block id="660" name="window02Boarded04">

REMOVED: <block id="661" name="window01WhiteFrame">

REMOVED: <block id="662" name="window01White">

REMOVED: <block id="663" name="window01WhiteBoarded01">

REMOVED: <block id="664" name="window01WhiteBoarded02">

REMOVED: <block id="665" name="window01WhiteBoarded03">

REMOVED: <block id="666" name="window01WhiteBoarded04">

REMOVED: <block id="780" name="concreteDistorted">

REMOVED: <block id="909" name="cabinWoodSnow60">

REMOVED: <block id="987" name="cornerFullWedgeShinglesSnowy">

REMOVED: <block id="998" name="shinglesWoodSnowy">

REMOVED: <block id="1055" name="insideCornerWedgeShinglesSnowy">

REMOVED: <block id="1063" name="gableSnowShingle">

REMOVED: <block id="1337" name="sod"> (is now ID 30)

REMOVED: <block id="1338" name="hardSod"> (is now ID 31)

REMOVED: <block id="1355" name="snowRoad">

NEW BLOCK-ID: <block id="1373" name="mountainManStorageChest">

NEW BLOCK-ID: <block id="1408" name="pressurePlateMine">

NEW BLOCK-ID: <block id="1409" name="window03WoodBroke1">

NEW BLOCK-ID: <block id="1410" name="window03WoodBroke2">

NEW BLOCK-ID: <block id="1411" name="window03WoodBroke3">

NEW BLOCK-ID: <block id="1412" name="window03WoodBroke4">

NEW BLOCK-ID: <block id="1413" name="window03Wood">

NEW BLOCK-ID: <block id="1414" name="window03WoodFrame">

NEW BLOCK-ID: <block id="1416" name="tableWood">

NEW BLOCK-ID: <block id="1417" name="tableRedwood">

NEW BLOCK-ID: <block id="1418" name="tableScrapIron">

NEW BLOCK-ID: <block id="1419" name="tableWhitewood">

NEW BLOCK-ID: <block id="1420" name="tableIron">

NEW BLOCK-ID: <block id="1422" name="chainlink">

NEW BLOCK-ID: <block id="1424" name="stairsSteel">

NEW BLOCK-ID: <block id="1425" name="steelRamp">

NEW BLOCK-ID: <block id="1426" name="deskSafeInsecure">

NEW BLOCK-ID: <block id="1427" name="wallSafeInsecure">

NEW BLOCK-ID: <block id="1428" name="gunSafeInsecure">

 

Thank you very much for the effort of sharing this information in such detail! Very much appreciated! Luckily I didn't use most of the blocks listed, just the SOD blocks and of course the iron wall (rest in peace you very handy texture for industrial or futuristic designs). Also none of my stairs cause any error ingame despite the fact that they cause errors in hals prefab editor.

 

I'll stop now with the thread hijacking :)

 

When My prefab is ready I'd like to contact you so that, if you like the prefab, you could maybe include it in your pack?!

 

Thanks for your help!

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Thank you very much for the effort of sharing this information in such detail! Very much appreciated! Luckily I didn't use most of the blocks listed, just the SOD blocks and of course the iron wall (rest in peace you very handy texture for industrial or futuristic designs). Also none of my stairs cause any error ingame despite the fact that they cause errors in hals prefab editor.

 

I'll stop now with the thread hijacking :)

 

When My prefab is ready I'd like to contact you so that, if you like the prefab, you could maybe include it in your pack?!

 

Thanks for your help!

 

Whoops, I didn't see the ironwall block in the list until you mentioned it. Have to double check my newly released brownstone prefab to make sure it hasn't errored out.

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@Tahoenvy:

Yes - ur right - sry for that again

Normaly i don't say something like this.

(Had stress yesterday, it was 34degrees here, pointingfinger and head hurted all the day - so prob my nerves went along from me.)

 

@Krash: np - i share what i can

 

@Laz: Ironwall easily changed to Steelwalls. This blockchange will cause no problems.

And steelwalls look more amazing, then the old ironwalls IMO.

So everything should be fine

 

 

@all TESTERS:

WOW - THX ahead for ur offers to help.

So i can use the time to make the few prefab-repairs that i still have on the to-do-list !!!

 

 

sry again when i was kinda rude to somebody (I really feel guilty about that).

Mag

 

 

btw:I start now the last part of the rwgmixer: townspawning!!

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hey guys

 

I figured out that in A12 there are more then one big "main"-city (wastelandtyp and big)

 

watch this:

 

[ATTACH=CONFIG]9446[/ATTACH]

this is the city on 0,0

 

 

 

[ATTACH=CONFIG]9448[/ATTACH]

SAME MAP - BUT ANOTHER BIG CITY !!!!!

 

 

 

It looks like in this actual version we have to make the wastelandcity smaller because there are more of them.

Else it becomes to POI-overloaded. The default-wilderness-spawn is also to much IMO.

Remember :

Every square will contain 4 big prefabs.

17 squares * 4 prefabs = 72 buildings !!!

And this every 2000-3000 blocks !?!?!?!?

 

 

However - Iam about to tweak the spawning a littlebit right now.

Testing begins tommorrow !!!

I have a bunch of testers - so i think 1-2 days is enough for testingphase !

 

 

And a very IMPORTANT TIP guys:

DONT MAKE ANY CHANGES ON THE VANILLA-PREFABS !!!

IMO they are protected by eac now too !!!

This is only a guess - but when i changed the size of one of them - the game wont start anymore (Teddy) !!!

I have to test this - if it is really true - but wanted to prevent you from this struggle.

 

 

 

@thayyed: thanks for this beautiful roses.

But the truth is - that i don't spoke just a single word with anybody of TFP yet !!!

If i asked questions - they never have been answered. And i dont just PM the devs !!!

IMO Prefabbing is not the hottest theme for the devs right now.

And i even don't know if they took notice of the Compo-PAck at all.

 

But no matter - I make this for the community ;)

 

 

Testers stay tuned - soon u will get a PM !!! :)

Mag

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@Tahoenvy:

Yes - ur right - sry for that again

Normaly i don't say something like this.

(Had stress yesterday, it was 34degrees here, pointingfinger and head hurted all the day - so prob my nerves went along from me.)

 

@Krash: np - i share what i can

 

@Laz: Ironwall easily changed to Steelwalls. This blockchange will cause no problems.

And steelwalls look more amazing, then the old ironwalls IMO.

So everything should be fine

 

 

@all TESTERS:

WOW - THX ahead for ur offers to help.

So i can use the time to make the few prefab-repairs that i still have on the to-do-list !!!

 

 

sry again when i was kinda rude to somebody (I really feel guilty about that).

Mag

 

 

btw:I start now the last part of the rwgmixer: townspawning!!

 

No problem thanks for not having a hissy fit about my post. I just enjoy that this forum is always so helpful and nice to each other. Wasn't sure what you were about, lol. Thanks for your work on the Combo pack, me and a friend can't WAIT to get it loaded. I can test if you need a tester also!

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No problem thanks for not having a hissy fit about my post. I just enjoy that this forum is always so helpful and nice to each other. Wasn't sure what you were about, lol. Thanks for your work on the Combo pack, me and a friend can't WAIT to get it loaded. I can test if you need a tester also!

 

Mag is a great guy and glad to see he is working hard on packs like this. There have been a lot of abandoned mods in the past, so I am very glad he takes the time to contribute. I also feel he is misunderstood at times, but he means very well.

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@ Testers:

Thx so far for the first pics u sent me.

U guys do a great job. Its true - 12 eyes see more then 2 :)

 

I found some strange places too - check this out - lol

 

[ATTACH=CONFIG]9488[/ATTACH]

2 vanilla spawn together - YESSSSSS!!!!!! - Its not only the costum prefabs :) !!!!

 

 

[ATTACH=CONFIG]9489[/ATTACH]

The pistol-gunshop spawned in the middle of a townstreet !!!

 

 

[ATTACH=CONFIG]9490[/ATTACH]

and god said: "THE TOWN HAS TO BE FLAT AND EVEN !!!!!!!!!!! No matter what is around !!!!!" - lol

 

 

[ATTACH=CONFIG]9491[/ATTACH]

ISSue ore overgrown by time - who knows ?!?!?!

 

 

[ATTACH=CONFIG]9492[/ATTACH]

This spawntogether created a complete new prefab - lol

 

 

K - back to buisness:

Now i gotta fix/check some things the testers have reported so far.

 

 

Mag out

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