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Project Slaanhatten


Slaan

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agree on all points here. even up to now the work youve put into SH is staggering and it really shows. we should probably give HB and SH a run on the test server to see how they go hand in hand. its very tempting though to go down the custom model route. i mean, who doesnnt wanna see a las vegas style "welcome to slaanhatten" sign? ;)

 

Custom models will defo be a thing there's no question about that, it's just more productive for me to finish (to a certain degree!) what I have planned at this stage. The SW quarter of the city for example does not even have its base prefabs set in.

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They look mint, exactly the type of stuff I'd be looking for. But like I mentioned, although I could fill the hub up with all these things, getting people to test/feedback is hard enough without requiring a separate download just for custom assets. There are a lot of empty spaces/park areas and barren roads within the hub, but once I decide to roll with custom blocks actually updating the relevant areas will not take long whether it's scattering traffic around or updating little parts of buildings or even adding big/new builds.

 

Theres a lot of thought goes into the planning and layout, far too many things are potentially a temporary foundation and first and foremost I need to be able to crack on with the hub itself without having to wait for third party tools/mods to be updated bewteen versions (probably my biggest turn off with sdx, i get sweaty palms just knowing the ball ache I'd have without hal's prefab convertors). There is a gigantic amount of build time left to take the hub to what I would call 'basic completion' and until that point (unless i get bored) I won't really focus much on beautifying as that sort of stuff is best done when you can take a step back and see the bigger picture.

 

I hope you don't think I'm idly dismissing the work the SDX team has done, my OCD just won't allow me to take on more side projects until the city foundations are firmly set.

 

On a side note, I think our live server may be moving over to headbangers soon so maybe things will change a bit when bigc90210 forces me to use SDX just to play!

 

Hi,

nice you like those blocks, all of them could surely be improved...didn´t spend that much time on them.

and you could believe me, the possibilities are (almost)endless, you maybe see the simply Npc´s I made?? They are also just deco blocks, with an animation, and that workbench proberty......

I don´t want to force anybody to use a tool wich he don´t want too, but what I would suggess is make the project only with vanilla blocks first, and then if finished, release a vanilla blocks one, and an edited one with deco.....

btw if you need anything just yell, got some nice 3d modell sites, and simple ones could made by myself :onthego:

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Hi,

nice you like those blocks, all of them could surely be improved...didn´t spend that much time on them.

and you could believe me, the possibilities are (almost)endless, you maybe see the simply Npc´s I made?? They are also just deco blocks, with an animation, and that workbench proberty......

I don´t want to force anybody to use a tool wich he don´t want too, but what I would suggess is make the project only with vanilla blocks first, and then if finished, release a vanilla blocks one, and an edited one with deco.....

btw if you need anything just yell, got some nice 3d modell sites, and simple ones could made by myself :onthego:

 

Those NPC's open up some interesting idea's, as zombie spawning is less than ideal in the hub. I think a couple of area's setup with some npc's would be a nice addition, I do intend to spice up certain area's with entity spawners but I can't do this everywhere if I still want to encourage players to move in and setup a base so NPC's could be used at a few key points as a static enhancement to certain parts of the hub.

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Working on saving the British steel industry then will tidy up the river roads and push out 0.4.2

 

Here's a sample of the hub map so far.

 

Soon...

 

awesome man looking really great. I am currently working on a casino with hotel up above when i finish and if you want to add it to slaan your welcome to :-D. I am doing it for sdx but can also do a non sdx version as well.

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awesome man looking really great. I am currently working on a casino with hotel up above when i finish and if you want to add it to slaan your welcome to :-D. I am doing it for sdx but can also do a non sdx version as well.

 

I'd say keep your SDX stuff in there if that was your original plan, I can always remove the non vanilla stuff if needed. When pacco first showed me the video featuring his gambling tables/machines I straight away started thinkin on how to introduce a vegas style strip somewhere. After I drop 0.4.2 it's back to the northern half of the hub to address the verticle drop on the west side of the 'uptown' area so maybe this is somewhere that I can start with a gambling strip theme as it's designed to be more built up with tall buildings/highrises etc.

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I'd say keep your SDX stuff in there if that was your original plan, I can always remove the non vanilla stuff if needed. When pacco first showed me the video featuring his gambling tables/machines I straight away started thinkin on how to introduce a vegas style strip somewhere. After I drop 0.4.2 it's back to the northern half of the hub to address the verticle drop on the west side of the 'uptown' area so maybe this is somewhere that I can start with a gambling strip theme as it's designed to be more built up with tall buildings/highrises etc.

 

Oh nice las vegas in the zombie apocalypse ha gamble get drunk and kill zs :-D.

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now available.

 

I've started to re-introduce the prefab entity triggers back into the prefab sections that form the south side of the hub and while there does seem to be more zombies about, some solid feedback in this area would be kindly appreciated as I'd really like to up the spawns in the hub without having to dot about too many static entity spawners.

 

Outside of the prefab triggers there are some static spawners placed in *certain* areas, again on the south side (for now).

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now available.

 

I've started to re-introduce the prefab entity triggers back into the prefab sections that form the south side of the hub and while there does seem to be more zombies about, some solid feedback in this area would be kindly appreciated as I'd really like to up the spawns in the hub without having to dot about too many static entity spawners.

 

Outside of the prefab triggers there are some static spawners placed in *certain* areas, again on the south side (for now).

 

Hehe this be where sdx come in handy with morte spawner lol. You walk on it or near it and zs spawn lol :-P.

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  • 4 weeks later...
  • 3 weeks later...

I was watching the videos of Slaan building slaanhatten. The grid map thing I see you using to layout your city, is that part of Hals or did you make that? If you made it is there anyway you could put that up as a download for me? I wanted to try to add something similar to your project but to a Navezgane map. Thanks

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I was watching the videos of Slaan building slaanhatten. The grid map thing I see you using to layout your city, is that part of Hals or did you make that? If you made it is there anyway you could put that up as a download for me? I wanted to try to add something similar to your project but to a Navezgane map. Thanks

 

Yes Slaanhattan is awesome. I hope its finished before game goes gold - LOL

 

to ur question:

 

The Navezgane-map is very easy to setup if it just belongs to Prefab-spawning.

All other parts can NOT be modified through .xml !!!

It is totally hardcoded atm. Just guys like Hal9000 are able to deal with that.

 

We cant Change or modify where the biomes are

We cant Change or modify roads

We cant Change or modify rivers or seas

We cant Change or modify Hills,Mountains and Heights of the land

 

mag

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  • 1 month later...

Well everything works quite well and looks bloody awesome on the new experimental build, the new draw distance is rather off when zipping over the city but from street level it's not very noticeable.

 

Should have some new stuff put together for the offical A15 release, I'll get things added that were used in our local server play-through and get a new download setup on (or just after) launch day.

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  • 2 weeks later...

Ok it's been a while...

 

Thrown together a quick

showing some of the stuff I'm building and how the hub looks with distant terrain. The industrial area is really starting to come together and I can't wait to tackle a boat.

 

The terrain editor opens some interesting opportunities to re-sculpt the river so once the gaps are filled I think I'll take a step back and make tidying up the landscape more of a priority.

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Ok it's been a while...

 

Thrown together a quick

showing some of the stuff I'm building and how the hub looks with distant terrain. The industrial area is really starting to come together and I can't wait to tackle a boat.

 

The terrain editor opens some interesting opportunities to re-sculpt the river so once the gaps are filled I think I'll take a step back and make tidying up the landscape more of a priority.

 

Coming along very nicely Slaan looks amazing. Cant wait to see the new a15 Slaanhatten

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Hi Slaan

 

I followed the instructions you posted and on the video, I am using 7DTD B93. After 4 hours and much frustration the only thing I could get was the roadways to show in the water. No buildings no anything else. Can you please help as I very much am wanting to load up your Project as it is exactly what I have wanted from 7DTD. When I used your file with B94 it came up with many errors in red.

 

Regards David...

Edited by The Overcomer (see edit history)
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Hi Slaan

 

I followed the instructions you posted and on the video, I am using 7DTD B93. After 4 hours and much frustration the only thing I could get was the roadways to show in the water. No buildings no anything else. Can you please help as I very much am wanting to load up your Project as it is exactly what I have wanted from 7DTD. When I used your file with B93 it came up with many errors in red.

 

Regards David...

 

The current release (v0.4.2) only works in Alpha 14, it's possible to load up the hub within the experimental build but you will have to manually add the cell/hub/prefab rules and the hub layout code to the new rwgmixer. If thats not the issue then lemme know and I'll see what I can do.

 

There will be no updates released for the project until A15 goes live, I've got many changes and updates added already but I'd like to drop it all in one go on or just after release day.

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The current release (v0.4.2) only works in Alpha 14, it's possible to load up the hub within the experimental build but you will have to manually add the cell/hub/prefab rules and the hub layout code to the new rwgmixer. If thats not the issue then lemme know and I'll see what I can do.

 

There will be no updates released for the project until A15 goes live, I've got many changes and updates added already but I'd like to drop it all in one go on or just after release day.

 

Can confirm 0.4.2 works in the new experimental b94. :-)

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The current release (v0.4.2) only works in Alpha 14, it's possible to load up the hub within the experimental build but you will have to manually add the cell/hub/prefab rules and the hub layout code to the new rwgmixer. If thats not the issue then lemme know and I'll see what I can do.

 

There will be no updates released for the project until A15 goes live, I've got many changes and updates added already but I'd like to drop it all in one go on or just after release day.

 

Hi Slaan,

 

I got it working after 6 attempts with Alpha 15 B94. The problem was that the random gen world was drawing over the whole mod and seemed to cancel out things. Thought I would mention this as when you are in the POI it works great. But when you then go into the distance the hills, water or mountains then redrawn over it. I had mountain tops covering the top of some of the buildings etc. Seems like the grid doesnt clear the way correctly for the POI. I have taken screenshots if this helps.

 

I would like to assist in testing if possible as this is an amazing mod and I would like to help out. This is the type of 7DTD that it should be I feel. I definitely think more people need to know about your amazing work as I think they would feel the same. The Fun Pimps should definitely be looking to include this work..

 

 

Regards David.

Edited by The Overcomer (see edit history)
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Hi Slaan,

 

I got it working after 6 attempts with Alpha 15 B94. The problem was that the random gen world was drawing over the whole mod and seemed to cancel out things. Thought I would mention this as when you are in the POI it works great. But when you then go into the distance the hills, water or mountains then redrawn over it. I had mountain tops covering the top of some of the buildings etc. Seems like the grid doesnt clear the way correctly for the POI. I have taken screenshots if this helps.

 

I would like to assist in testing if possible as this is an amazing mod and I would like to help out. This is the type of 7DTD that it should be I feel. I definitely think more people need to know about your amazing work as I think they would feel the same. The Fun Pimps should definitely be looking to include this work..

 

 

Regards David.

 

Sometimes I find when the game is re-loading chunks that it forgets there's large sections of prefab sitting there and reverts back to drawing the terrain that would have been there, usually for me tho this fixes itself after a min or so when it catches up. It's particularly noticable in areas that are below ground level for example, the whole river and industrial area's are all built below 'ground' level and the distant terrain not drawing prefabs past your draw dist makes it look worse than it actually is (we can see/draw much further in A15 but the absence of the old fade out effect is very noticeable when buildings just stop have drawn in the distance).

 

Please post any screens (or links) as they are always useful to see just incase I have missed something or we are not talking about the same issues.

 

It's great that you like the work and even better if it gets shared around as the more people making prefabs means more content for the city but there's a certain level of polish the pimps apply to their prefabs that are 'officially' released that I just have not even begun to start (mixing in rubble, adding decals, entity spawns/triggers and general cosmetic touches) so as much as I'd love to see this kind of thing in the game itself there are many areas of the project that are far from being in an 'officially' releasable state.

 

When A15 drops and I push out the next version Ill go over in more detail how people can get involved, there will be many new areas crying out for attention after all the landscaping that's going on currently. For now the best way to help is to make some great prefabs! many people expect to build gigantic works but realistically it's the regular houses and shops and smaller props (bus stops, highway sections etc checkout the mini-fabs folder within the project download for some good examples of 'props') that get used more than anything else, if you could find it in a city then I'll probably be interested.

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Hi Slaan,

 

does this mean your just about to release in relation to b104 alpha ;) 0.5 ?

 

"We think this build could be good enough to go stable. Please let us know if you find and can reproduce any show stopping gameplay bugs or crashes. Known issues and crashes are listed at the bottom of this post."

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