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Slaan

Project Slaanhatten

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Ok new version is available along with a new, short video tour.

 

There are now two mixers available within the project folder itself, vanilla and a modified CP 17 mixer.

 

As usual, any feedback/questions/suggestions are appriciated.

 

Awesome work Slaan. Downloaded and will check out a bit later.

 

I am thinking the sky Rise series would look great in your project lol :-D. Just finishing off my city hospital and will give it a try. Adding to the hub I will have to learn lol :-D.

 

Great work again Slaan and co. Look forward to the finished product especially if what you have now is so great :-)

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Does the large hub spawn in a specific location? So far all ive found is a small hub, only 2 -3 blocks wide, and the normal hub.

 

Live map

 

http://75.181.43.20:8082/static/index.html

 

 

 

Got it working! If anyone wants to come check it out, im running this and combopack, and the valmod Just search for Night of the living dead or

 

75.181.43.20:25000

Edited by wolverine576 (see edit history)

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@Slaan,

Pardon the ignorance.

Watching your videos, you pull up a tool on the right hand side that looks to let you teleport around etc.

What is that? Is that a mod, or just something I am unaware of in the creative tools?

 

Thanks.

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@Slaan,

Pardon the ignorance.

Watching your videos, you pull up a tool on the right hand side that looks to let you teleport around etc.

What is that? Is that a mod, or just something I am unaware of in the creative tools?

 

Thanks.

 

Open console using tilde key type dm and enter. Then press esc it will appear

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Open console using tilde key type dm and enter. Then press esc it will appear

 

Thanks stallionsden. Ignorance may be bliss, but knowledge is power.

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I am thinking the sky Rise series would look great in your project lol :-D. Just finishing off my city hospital and will give it a try. Adding to the hub I will have to learn lol :-D.

 

I did look at some of the re-skinned skyscrapers, I used a similar technique to put together the toppled skyscraper that's already in there. The interior of peppinos' skyscraper is easily recyclable as it is, however I'm not a massive fan of simply replacing the concrete, I think with a little more effort some quite unique patterns could be created over one or two that would make them look like a totally new building. Checkout some of lowfdogs video's, he inspired the 'pattern' i skinned over the crappy vanilla brick buildings to make the toppled skyscraper and imho a single unique looking building (even with a repeated interior) far surpasses a huge amount of similar looking stuff.

 

I have a little something planned as a thankyou for the subscribes on the youtube channel which should be out *soon* then I'm gonna start work on the school area in downtown and hopefully shoot some vids that cover all the stages I use in adding a 'new' area to the hub itself, however feel free to bombard me with questions, If you have the building itch I most certainly will help you scratch it if I can ;)

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I did look at some of the re-skinned skyscrapers, I used a similar technique to put together the toppled skyscraper that's already in there. The interior of peppinos' skyscraper is easily recyclable as it is, however I'm not a massive fan of simply replacing the concrete, I think with a little more effort some quite unique patterns could be created over one or two that would make them look like a totally new building. Checkout some of lowfdogs video's, he inspired the 'pattern' i skinned over the crappy vanilla brick buildings to make the toppled skyscraper and imho a single unique looking building (even with a repeated interior) far surpasses a huge amount of similar looking stuff.

 

I have a little something planned as a thankyou for the subscribes on the youtube channel which should be out *soon* then I'm gonna start work on the school area in downtown and hopefully shoot some vids that cover all the stages I use in adding a 'new' area to the hub itself, however feel free to bombard me with questions, If you have the building itch I most certainly will help you scratch it if I can ;)

 

I an understand that. Argh yes I saw the toppled sky rise looks bloody awesome. I atm tho have lost the prefab building itch.

 

I didnt play a11 (i think) cause it was an optimisation and bug fix release. A11 prolly be the same for me. But who knows might get it back.

 

Def tho keep up the awesome work.

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I an understand that. Argh yes I saw the toppled sky rise looks bloody awesome. I atm tho have lost the prefab building itch.

 

I didnt play a11 (i think) cause it was an optimisation and bug fix release. A11 prolly be the same for me. But who knows might get it back.

 

Def tho keep up the awesome work.

 

Well Im blindly hoping when it comes to converting to A14 that everything is gonna be just fine (I tell this to myself at least three times a day), it was so much fun making the transition from 12 to 13 that I just can't wait...

 

As for learning the 'prefab grid', the

of that series is just finished rendering, hope that is of some use to you, there's very little actual building, but the method behind adding stuff to the hub layout code is in there.

 

There is a third approach where people can just build crazy big things and not worry about the grid system at all, in this instance, like I said to menace earlier in the thread leaves you with something that will spawn as it's own little hub and/or could be used as a district within the larger project. I'd only use one or the other, but some builds end up being decent little things that sit nice out in the wilderness with their own cells (pikero slum/indy hub).

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Im flying around my map, in a 1500-2000m circle, not finding much for POI's, is this normal? Is the map setup to make slaanhatten a major focus point and not have much for small houses? Im used to finding small random houses in the middle of forests, or deserts.

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Im flying around my map, in a 1500-2000m circle, not finding much for POI's, is this normal? Is the map setup to make slaanhatten a major focus point and not have much for small houses? Im used to finding small random houses in the middle of forests, or deserts.

 

What region/hub do you have the slaanhatten set at. But you will notice it when you see it. Stompynz taught me this. Get your cell size ie: 3000 and x it by each region so of slaanhatten is set at 2,1 then 2 x 3000 = 6000 & 1x 3000 = 3000 so you put in the dm esc menu on the right 6000,3000 & yoi should re spawn on top of it

Edited by stallionsden (see edit history)

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slaanhattan is spawned, i just dont see much in the way of the little pois. If thats what you were referring to, Im a noob when it comes to cell sizes and things. Everything is set to the way slaan has it

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slaanhattan is spawned, i just dont see much in the way of the little pois. If thats what you were referring to, Im a noob when it comes to cell sizes and things. Everything is set to the way slaan has it

 

The size of the hub may have a knock on effect with what else can spawn within the cell alongside it, however the rest of the cells should spawn stuff as usual. Maybe try the compo pack mixer that's included, Magoli has done an amazing job with the wilderness spawns in the last couple versions. Im sure that stallions megacity mod pack uses some other form of wilderness spawning via biome decorations, but I'm not familiar with that method at all. Maybe you have just rolled a 'bad' seed and need to sacrifice some more zombies to the RNG gods.

 

I'd like to work more on the rest of the mixer, but other community members are already doing a much better job than I could pull off, so for the time being I'll stick with maintaining the hub.

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Im using, the combopack, and the valmod, i have your mixer installed that combines combopack and slaanhattan. Maybe i need to venture out more, but the biomes feel deserted, i even follow the roads, and dont see any gravel roads leading to poi's, maybe im impatient LOL, need to explore more

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The size of the hub may have a knock on effect with what else can spawn within the cell alongside it, however the rest of the cells should spawn stuff as usual. Maybe try the compo pack mixer that's included, Magoli has done an amazing job with the wilderness spawns in the last couple versions. Im sure that stallions megacity mod pack uses some other form of wilderness spawning via biome decorations, but I'm not familiar with that method at all. Maybe you have just rolled a 'bad' seed and need to sacrifice some more zombies to the RNG gods.

 

I'd like to work more on the rest of the mixer, but other community members are already doing a much better job than I could pull off, so for the time being I'll stick with maintaining the hub.

 

Actually the RWG has always been a problem with Mag's Compo work, Im not so sure you can decide how many spawn in each biome. I've literally spawned 20 seeds and NONE have been the way I want them. But with the most recent changes and the lack of Min max settings I don't feel comfortable enough to make changes to it myself so I've settled for a much more barren world also. On the 13.0 release I had found a PERFECT seed and my biomes were covered in POI's it was awesome. I was very sorry to change it.

Please don't take this as an insult on Mags, he's amazing and works incredibly hard for this community but the RWG is a huge problem that the Devs should really help us with, I truly believe they don't want us Modding.

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Actually the RWG has always been a problem with Mag's Compo work, Im not so sure you can decide how many spawn in each biome. I've literally spawned 20 seeds and NONE have been the way I want them. But with the most recent changes and the lack of Min max settings I don't feel comfortable enough to make changes to it myself so I've settled for a much more barren world also. On the 13.0 release I had found a PERFECT seed and my biomes were covered in POI's it was awesome. I was very sorry to change it.

Please don't take this as an insult on Mags, he's amazing and works incredibly hard for this community but the RWG is a huge problem that the Devs should really help us with, I truly believe they don't want us Modding.

 

Not sure what your looking for in the rwgmixer. I agree the rwgmixer has issues. Max_count when placed on a handful of prefabs you really only want 1 of works great. Probs are completely ruined and cause lots of flow on bugs.

Edited by stallionsden (see edit history)

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Admittedly I've not done much exploring into the surrounding world with compo pack 17, but I was very impressed with what I saw in CP 16 and I'm not sure much has changed with regards to the spawn settings/probabilities etc between the two.

 

I honestly think luck is your biggest deciding factor, when you consider the size of the world, the sheer amount of possibilities and combinations is always gonna be hard to nail down, but then again thats why it's called 'random'. I think some kind of seed tracker thread may already exist?, if not then maybe people could get into the habit of sharing some of their better finds but I do feel your pain when it comes to flipping seeds, the last time I purged my saves folder I sent around 640 folders to the recycle bin :o

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At this point in the game, as in ive been playing for awhile lol. I am starting to like the low spawning of POIs. Especially since slaanhattan is so big, and growing!!! I did notice when i climbed up on the highway, so of the metal blocks, that were on top for like support collapsed...if i find the spot, ill screenshot it

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At this point in the game, as in ive been playing for awhile lol. I am starting to like the low spawning of POIs. Especially since slaanhattan is so big, and growing!!! I did notice when i climbed up on the highway, so of the metal blocks, that were on top for like support collapsed...if i find the spot, ill screenshot it

 

Possible work around would be to work out what the bridge is made of and change the si and strength to that of bridgemetal i think. Si is 400. I change all the si and strength of blocks to the strongest.

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There's quite a few areas that will collapse, the bridge struts are among a 'few' unstable parts of the hub... try climbing across the toppled skyscraper... that can be fun ;) I shrug this stuff off as wear and tear, there's been an apocalypse after all.

 

If there's any serious collapsing, enable DM and check beneath the surface, some seeds will generate gaps beneath the hub since i removed some of the stone base layers and they will most certainly interfere with structural integrity.

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There's quite a few areas that will collapse, the bridge struts are among a 'few' unstable parts of the hub... try climbing across the toppled skyscraper... that can be fun ;) I shrug this stuff off as wear and tear, there's been an apocalypse after all.

 

If there's any serious collapsing, enable DM and check beneath the surface, some seeds will generate gaps beneath the hub since i removed some of the stone base layers and they will most certainly interfere with structural integrity.

 

Exactly. When i build a prefab i use bridgemetalrivet and bridge concrete this i find helps the si and strength issues. But yes the air pockets under the ground can be annoying. Easy to pick you attach a block on something that even has a really high si and strength and yet it still falls.

 

This can also be a sign the prefab has low si under that block for example if you build a 10 story building and on the 9th floor it does this it can be 1 of 3 reasons 1 - air pocket under the ground 2. si and strength issue of the prefab and 3. the si and strength of the block you have attempted to attach the block to has reached the maximum strength and si.

Edited by stallionsden (see edit history)

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Lowfdog showed me something interesting regarding the SI, steel I believe should support around 16 blocks but the 10th will always collapse when walked on, I'm sure the 11th block will collapse the whole lot when placed too. Im not sure if this was true for all blocks that extend their support past 10 blocks, I seem to remember him say there was some kind of bug involved.

 

I'd never even thought of checking things like how many blocks the different things will support before I start building until I started talking to lowfdog, which is quite funny when u consider how far I've come with building stuff lol

 

I might actually fully understand it all by the time the gold release comes along >.<

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Lowfdog showed me something interesting regarding the SI, steel I believe should support around 16 blocks but the 10th will always collapse when walked on, I'm sure the 11th block will collapse the whole lot when placed too. Im not sure if this was true for all blocks that extend their support past 10 blocks, I seem to remember him say there was some kind of bug involved.

 

I'd never even thought of checking things like how many blocks the different things will support before I start building until I started talking to lowfdog, which is quite funny when u consider how far I've come with building stuff lol

 

I might actually fully understand it all by the time the gold release comes along >.<

 

lol well at least when game is gold things wont change haha so when we all work out how to have work arounds etc it will stay lol.

 

Yes it is quite interesting the whole si and strength. When building I also use a minimum of 2 levels for floors. if a big prefab as in the distance the floor is from wall to centre of prefab I will use metalbridgerivet as the centre with what ever flooring on top and th roofing under it.

 

IE:

m - metalbridgerivet

f - flooring

r - roofing

a - air

 

fffffffffffffffffffffff

mmmmmmmmm

rrrrrrrrrrrrrrrrrrrr

a

a

a

a

a

fffffffffffffffffffffff

 

This adds to the si and strength and what would normally collapse with just using 1 level wont.

 

Ha Lowfdog his BB stadium is a work of art lol I have tried to dissect how he did such a great big prefab and it stays standing lol.. I think black magic is involved here hahaha :-P.

 

Here is my concrete as you see it is different to the vanilla as I have upped the si and the mass (strength) which theoretically is how many blocks can one block hold.

 

<material id="concrete">

<property name="damage_category" value="stone" />

<property name="surface_category" value="stone" />

<property name="explosionresistance" value=".25" />

<property name="MaxDamage" value="2000" />

<property name="Hardness" type="float" value="1" />

<property name="stepsound" value="metal" />

<property name="stability_glue" value="400" />

<property name="Mass" type="int" value="12" />

</material>

 

as you see the stability of 400 and the mass of 12 meaning 12 blocks sideways from the edge of the block another is attached.

Also other factors do come into this ie how heavy the next block is etc. more heavier the less you can attach. The less heavy the more one can attach.

 

The only thing I am looking at atm is this line which is in most the materials -

<property name="Hardness" type="float" value="1" />

 

The float part there i am unsure its part in this whole thing. If we change it or remove this line would a prefab not float or am i thinking wrongly. But I have noticed this line prominently in alot of the materials if not all. and wonder if changing the float part or simply removing it would it mean prefabs wont float or would it mean the block will not be allowed to attach to the side of another block in which it wont "float" or by changing the value from 1 to say 12 would it have more of a resistance to falling.

 

- - - Updated - - -

 

yours and lowfdogs prefabs are amazing.

Edited by stallionsden (see edit history)

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Ok so the hub has been converted, theres just a few minor changes need to be fixed. Will most likely have this finished tomorrow, unfortunately the de-sync issue is still there so dedi servers will need to use the work around guide to get it up and running.

 

The glassCTRsheet block seems to be bugging out, possibly when broken by Z's or collapsing, im not sure, but when it does it is causing a massive frames drop in the bank/large office building when you have it visable on screen.

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v0.3.7 now available.

 

The glassCTRsheet has been purged.

The tile containing the sewer plant has had 10 layers shaved off the bottom, it means we loose the connecting tunnel (for those that actually found it!), however, spawning issues are very rare now with the exception of a high elevation hub placement.

 

Started some concept work for v0.4: Down the drain edition, no eta as of yet, now the custom stuff has all been worked into A14 I intend to enjoy a good survival playthrough!

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