mr.devolver Posted October 9, 2020 Share Posted October 9, 2020 2 hours ago, Pille said: Another preview shot: So... Will we be able to just drag the POI from the list on the left and drop it where we want it in the map and it will be really placed there? Link to comment Share on other sites More sharing options...
Pille Posted October 9, 2020 Author Share Posted October 9, 2020 (edited) Yes, and of course you can also move already placed POI or remove them. Edited October 9, 2020 by Pille (see edit history) 1 Link to comment Share on other sites More sharing options...
mr.devolver Posted October 9, 2020 Share Posted October 9, 2020 2 hours ago, Pille said: Yes, and of course you can also move already placed POI or remove them. I'm really looking forward to this, can't wait to start playing with it, it looks cool and pretty intuitive too. You are a very skilled programmer! Link to comment Share on other sites More sharing options...
Pille Posted October 9, 2020 Author Share Posted October 9, 2020 I hope that I can make you and myself happy. lol 2 Link to comment Share on other sites More sharing options...
n2n1 Posted October 19, 2020 Share Posted October 19, 2020 On 6/9/2020 at 6:03 AM, Pille said: The static entity spawn feature will also be ready. You shouldn't spawn to many of them the avoid performance impact.^^ Did you able to implement it? Link to comment Share on other sites More sharing options...
Pille Posted October 19, 2020 Author Share Posted October 19, 2020 13 hours ago, n2n1 said: Did you able to implement it? Yes, you even reacted to the post where I've explained the feature^^: It is a bit complicated to use when you try it for the first time... I might make a video if necessary. 1 Link to comment Share on other sites More sharing options...
n2n1 Posted October 19, 2020 Share Posted October 19, 2020 (edited) Oh, sorry - i was looking, but i overlook it! upd: so..... i can only use this in the already generated world? Is it possible to do this for the prefab that i will use when generating in a standard RWG? Edited October 19, 2020 by n2n1 (see edit history) Link to comment Share on other sites More sharing options...
Pille Posted October 19, 2020 Author Share Posted October 19, 2020 (edited) 22 minutes ago, n2n1 said: so..... i can only use this in the already generated world? Right. It's not supported by the vanilla RWG or Nitrogen. So, no not possible to use when generating, unfortunately. Edited October 19, 2020 by Pille (see edit history) Link to comment Share on other sites More sharing options...
Yakov Posted December 2, 2020 Share Posted December 2, 2020 The map editor is looking real cool. Will there be an option to randomly add or reassign prefabs on a pregenerated map so the person creating the map can also enjoy the exploration of it without knowing what prefabs are in? Hows it coming along? Link to comment Share on other sites More sharing options...
Pille Posted December 7, 2020 Author Share Posted December 7, 2020 (edited) This might be possible but would require the POIs to have similar sizes. I'll think about your suggestion but first I've to finish the map editor which is still highly work in progress. The development is one month behind schedule.^^ Edited December 7, 2020 by Pille (see edit history) Link to comment Share on other sites More sharing options...
ArNaLdInHo Posted January 29, 2021 Share Posted January 29, 2021 Hello, Its possible to change 1 block type to other in +1000 prefabs ? any way ? select directory change all bocks ? Link to comment Share on other sites More sharing options...
stallionsden Posted January 29, 2021 Share Posted January 29, 2021 (edited) 4 hours ago, ArNaLdInHo said: Hello, Its possible to change 1 block type to other in +1000 prefabs ? any way ? select directory change all bocks ? Yes you can in the one with the replace (prefabs in folder) option then you select the folder you want the block changed and it replaces the 1 block in all prefabs in that folder. Edited January 29, 2021 by stallionsden (see edit history) 2 Link to comment Share on other sites More sharing options...
Cpt Krunch Posted January 29, 2021 Share Posted January 29, 2021 Looking forward to a drag and drop feature for polishing hand made maps. Looking forward to that! Link to comment Share on other sites More sharing options...
stallionsden Posted January 30, 2021 Share Posted January 30, 2021 @ArNaLdInHo it is very handy indeed and saves alot of time rather then going thru each poi lol. 2 Link to comment Share on other sites More sharing options...
Pille Posted March 10, 2021 Author Share Posted March 10, 2021 Thank you for your assistance @stallionsden! 1 Link to comment Share on other sites More sharing options...
Pille Posted March 26, 2021 Author Share Posted March 26, 2021 (edited) Changelog 0.90 (Incomplete. Probably I will add to that later.) * added console command removeTraderData which removes all trader-related xml lines from all POIs in a specified directory unless the XMLs has the line '<property name="TraderArea" value="True" />' * fixed bug in nitrogen list creator which slowed down the process and caused high memory consumption * fixed false update reminder Download https://www.mediafire.com/file/6qm4s4422dyspii/Zombie_%2864_bit%29.zip/file Sorry but the autoupdater still needs to be fixed. It's always the same download link btw. Edited March 26, 2021 by Pille (see edit history) 2 Link to comment Share on other sites More sharing options...
Cpt Krunch Posted May 25, 2021 Share Posted May 25, 2021 Master Pille, can you look at adding a King Gen list creator? Im not sure Damo is coming back, and Kings tags are a little more accurate on top of it. Ive got a version of Nitro that will work with A20 already, but I probably will only be sharing it with friends. I think King Gen is going to be the defacto city maker from 20 forward. Link to comment Share on other sites More sharing options...
LunitartheChaoticGM Posted November 27, 2021 Share Posted November 27, 2021 On 5/24/2021 at 9:55 PM, Cpt Krunch said: Master Pille, can you look at adding a King Gen list creator? Im not sure Damo is coming back, and Kings tags are a little more accurate on top of it. Ive got a version of Nitro that will work with A20 already, but I probably will only be sharing it with friends. I think King Gen is going to be the defacto city maker from 20 forward. How do I become a friend to get the working Nitro for A20??? Link to comment Share on other sites More sharing options...
Cpt Krunch Posted November 29, 2021 Share Posted November 29, 2021 On 11/27/2021 at 12:43 PM, LunitartheChaoticGM said: How do I become a friend to get the working Nitro for A20??? This message is somewhat obsolete with the reported changes to maps in A20. I can still make height maps for a20, but other changes made by TFP are going to require conversion tools. Also the new tile system will require new coding unless i use the new vanilla POIs using the old generation system, which truth be told I really dont want to do. Hoping Damo or King (or Pille!) write a new generation code. What I do have working I probably will not be releasing to the public, though I will still be releasing maps in one form or another. Fingers crossed we will hear from Damocles and King after 20 releases. 1 Link to comment Share on other sites More sharing options...
n2n1 Posted May 8, 2022 Share Posted May 8, 2022 What are Your plans for working on the Editor? What is the compatibility with A20? Link to comment Share on other sites More sharing options...
Pille Posted May 8, 2022 Author Share Posted May 8, 2022 (edited) In the long run, I'd like to update it again and make it fully compatible with the current alpha or at least with future versions of the game. I cannot make any precise statements about the compatibility with A20. Reading and writing XML seems to be incomplete. Last time I checked it looked like certain blocks (shape blocks) had to be placed into POIs via ingame editor before they could be used within my editor. They should be registered as unknown blocks with unique ID if the corresponding option to load unknown blocks is enabled. At the moment I am working on other projects (maybe know that already). Once they are released I will have time for the editor again: Teragon Demo Video Another preview video by Tallman Brad Edited May 8, 2022 by Pille (see edit history) 4 Link to comment Share on other sites More sharing options...
Cpt Krunch Posted May 9, 2022 Share Posted May 9, 2022 I think the big thing most players need in the short term is a way to edit zombie volumes in a20, even if the other things waited. A friend of mine has what he thinks might be a short term fix, but the point Pille just brought up about the xml changes might actually affect what we were planning. I will keep you all posted if we get it working to any useful degree. Link to comment Share on other sites More sharing options...
AndrewT Posted June 7, 2022 Share Posted June 7, 2022 On 5/9/2022 at 6:25 PM, Cpt Krunch said: I think the big thing most players need in the short term is a way to edit zombie volumes in a20, even if the other things waited. A friend of mine has what he thinks might be a short term fix, but the point Pille just brought up about the xml changes might actually affect what we were planning. I will keep you all posted if we get it working to any useful degree. Cpt Krunch remember i mentioned a custom map in the shape of Texas well teragon will hopefully make map making much easier as i hear u can upload landmasses in endless different shapes and it seems like we have or will have full creative freedom on biome layouts. if u still do the Texas map I think all of west Texas should be a desert for obvious reasons but I hope we can set all cites in Texas to also be the wasteland biome cause some Texas cities along with many others in other parts are real @%$#-holes in real life. as for me I have an even more epic map project in mind that will be mind blowing if i can pull it off. Link to comment Share on other sites More sharing options...
Pille Posted September 5, 2022 Author Share Posted September 5, 2022 I'm about 80% done with my other project (in terms of the needed progression for a first release). After that, I wanted to continue with the editor at some point. However, its code is total garbage, on which one should not continue to build. So not sure what to do, rebuild the whole thing or try to improve the existing system. Decisions have to be made... Perhaps the zombie will even rise as Opensource, the lowest form of existence. 😜 2 Link to comment Share on other sites More sharing options...
n2n1 Posted September 5, 2022 Share Posted September 5, 2022 How do You assess the workability of the current version of the Prefab Editor for A20 ? Link to comment Share on other sites More sharing options...
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