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Magoli
05-18-2015, 02:10 PM
Here is COMPOPACK 38 (for alpha17.1 stable / build 9)
!!! DONT USE IT WITH ALPHA17.2 experimental !!!

COMPOPACK is a Collection of 250 Prefabs made by the members of this forum.
Its easy to implement (just a copy/paste - process) - and totally supports EAC (steam-easyanticheat)


Whats new in this release?
- I have done some works on several prefabs
- enabled multitown-spawning again - there are 9 different towntypes now with different prefabsets
- repaired waterblocks again
- enabled skyscrapers to spawn on rwg-map

check out the updatepost (https://7daystodie.com/forums/showthread.php?28057-Compo-Pack-for-Random-Gen&p=949078&viewfull=1#post949078) to get detailed information


There are a big bunch of quite custom-POI's now.
I thought its a nice contrast to the Zombie-overloaded Vanilla-Prefabs.
(I reduced the Sleeperblocks dramaticly. I also removed a bunch of SleeperVolumes.
A big number of custom-POI's didn't even have Sleepers at all now.)

total prefabs-count: 250
69 prefabs has no Sleepers at all - and also NO quests
63 prefabs has got Sleepers - but don't have quests



It would be great if you could tell me on which servers the COMPOPACK is running,
because Iam searching for a nice server I can join and play on - thx ahead


As always the COMPOPACK is 100% EAC-friendly !!!

Current version is: COMPOPACK_38(for Alpha17.1_stable_b9)


HERE (https://www.dropbox.com/s/4438pbzcwm69n0f/COMPOPACK_38%28for%20Alpha17.1_stable_b9%29.7z?dl= 0) you can download COMPOPACK_38(for Alpha17.1_stable_b9)

(Install-Instructions and the current Releasenotes are in the Download-file (.zip) )
IMPORTANT INFO:
IF U PLAY MP THE PREFAB-FILES HAS TO BE ON SERVERSITE AND CLIENTSITE


KNOWN ISSUES IN DETAIL:
no POI-groups are setted yet (will be implemented in further releases)
known vanilla rwg-Issues since b240 !!!

Wishes or constructive critic is welcome.
If u see any errors or strangers please report it here !!! (with picture when possible !)

Sidenote:
Some creations are look like a littlebit curious (especially the furnish and deco or displaced looking blocks)
this is no Issue for me - these blocks i haven't changed !!! (i wanna keep the artistic freedom of the creator !!! ) . IMO its these little things - that makes the world living (this and the zeds OFC :) )


Here are some previous CP-Releases:

COMPOPACK_35 for Alpha17exp_b233 (https://www.dropbox.com/s/bzn1pozsg9qae9l/COMPOPACK_35%28for%20Alpha17exp_b233%29.zip?dl=0)

COMPOPACK_31(for_alpha16.4) (https://www.dropbox.com/s/itve0updu9e7xm0/COMPOPACK_31%28for_alpha16.4%29.zip?dl=0)

COMPOPACK_30_foralpha16.4 (https://www.dropbox.com/s/w27wz0y4cqirqvw/COMPOPACK_30%28for_alpha16.4%29.zip?dl=0)

COMPOPACK_29_foralpha16.3 (https://www.dropbox.com/s/hlsy8zor7lxydo0/COMPOPACK_29%28for_alpha16.3%29.zip?dl=0)

COMPOPACK_28_for_alpha16.2 (https://www.dropbox.com/s/6eq7ng498wm7e4i/COMPOPACK_28%28for_alpha16.2%29.zip?dl=0)

COMPOPACK_27_for_alpha16.2 (https://www.dropbox.com/s/5huktc9c41hdzg3/COMPOPACK_27%28for_alpha16.2%29.zip?dl=0)

COMPOPACK_26_for_alpha16.0_also_16.1 (https://www.dropbox.com/s/yvv4g9pvmk5n137/COMPOPACK_26%28for_alpha16.0%20also%2016.1%29.zip? dl=0)

COMPOPACK_25 for_alpha16experimental (https://www.dropbox.com/s/mdbvecz5tdkptbq/COMPOPACK_25%28for_alpha16experimental%29.zip?dl=0 )

COMPOPACK_24_for_alpha15stable-b105 (https://www.dropbox.com/s/oze63uz82us3u4y/COMPOPACK_24%28for_alpha15stable-b105%29.zip?dl=0)

COMPOPACK_22_for_alpha14.7 (https://www.dropbox.com/s/ljtx2un5cjwqdk9/COMPOPACK_22%28for_alpha14.7%29.zip?dl=0)



Alltime Special-thx to:
Hal9000 - Randor9 - RedMunich - bigc90210 - thugsta - acidchaulk - JayzenFreeze - LT. - elitelex - Stallionsden - StompyNZ - Slaan - LuckyStar - NODABBA - Pille - LazMan - Guppycur - War3zuk - TopMinder
and OFC all the Prefabbers and Modders out there, who spend their work to the community !!!

OK - thats all guys

have fun
Mag

Tador
05-18-2015, 02:13 PM
Thanks for your great work.

berticus0001
05-18-2015, 02:47 PM
Nice! Will have a look now!
Got a few more blocks, just deciding what clutter to put out back for diversity, yards, garages etc. will let you know when I'm done with these and send them over before moving on, tenament blocks next I think!-)

ps to all, when you click the download button it may ask you to make a new dropbox account, just hit the X to close it and click download again to grab it without the need for an account.

Bullrott
05-18-2015, 02:54 PM
One of the most wanted mod... Huge work... Far far better than vanilla... Again, really thank you for that..!

:applause:

Magoli
05-18-2015, 02:59 PM
Nice! Will have a look now!

ps to all, when you click the download button it may ask you to make a new dropbox account, just hit the X to close it and click download again to grab it without the need for an account.


Yes - thats true !!! Thx for the info.
Didn't mentioned this yet (because iam never logged out)

Is this new on dropbox ??? Looks like they wanna catch new people very aggressively !!!

Anyway:

Like berticus0001 said: Just close the first signin-window - then the DL-window appears !!!


Mag out

Bullrott
05-18-2015, 03:26 PM
There is a gremlin inside... Look what I've got when testing :

8702

Was walkin around, close a POI in forest biome... After that, map broken...

:hopelessness:

Edit : Could be an issue from my modded rwgmixer as far as I know... Will test it with default...

;)

berticus0001
05-18-2015, 03:47 PM
@Bullrott, invalid attachment.

So, quick flight over a few cities to check things out, here's how things went.
First had to change my new ones to maxperhub=1 as pretty much nothing but those spawned, then had to do the same to the vacant lots, lots & lots of vacant lots! lol
First water plant I came across colapsed immediatly, possibly 'cos I was sprint-flying and the game didn't have enough time/processing power to build it and everything else in that chunk, second one found stayed up so will have to check in a real game at foot speeds to verify.
Other than that they all seemed to spawn fine!
It should be noted though that this is built for a vanilla city, and even then there are only enough prefabs for 20 city blocks (if you add the maxper to the lots), so the city has to be no larger than 5x4 (or 4x5) blocks max (vanilla is 6x6 I think so you'll end up with some blocks having no buildings at all).
If, like me, you have your city modded to be larger you're going to have to go through the xml's by hand and remove the maxperhub from those you want to see spawn multiple times, probably the appartment blocks and other abodes most likely.
And, just for me, I don't suppose you know off hand which prefabs use the smoke blocks Mag? For my intact city it's waaaay too thick.

Bullrott
05-18-2015, 03:52 PM
http://img15.hostingpics.net/thumbs/mini_3295782015051800001.jpg (http://www.hostingpics.net/viewer.php?id=3295782015051800001.jpg)

But as I said, could be a rwgmixer failure on my part... Will try with default now...

berticus0001
05-18-2015, 04:18 PM
Just had it as well as soon as I spawned in to a new game, thread exeption generate_chunk or whatever, empty string is invalid.

Bullrott
05-18-2015, 04:42 PM
Just checked the issue with a default rwgmixer... Sounds like it works... There is many problems with modded prefab... Some of them collapsed like :

http://img15.hostingpics.net/thumbs/mini_9388182015051800007.jpg (http://www.hostingpics.net/viewer.php?id=9388182015051800007.jpg)

http://img15.hostingpics.net/thumbs/mini_8080572015051800002.jpg (http://www.hostingpics.net/viewer.php?id=8080572015051800002.jpg)

And some spawn on roads like :

http://img15.hostingpics.net/thumbs/mini_5795762015051800009.jpg (http://www.hostingpics.net/viewer.php?id=5795762015051800009.jpg)

Still lots of work for makin it works perfectly... But ATM the RWG is far better than the vanilla's one...

:eagerness:

Bullrott
05-18-2015, 05:18 PM
Well, I have to say that your mod is a good start Magoli...! Seems we can make it better :

Variety is far better than vanilla, BUT we can adjust some things for make it better than this... IMO, rwgmixer have to be modded for fit your mod perfectly... AND we can adjust spawning location of prefabs, some of them atm breakin' immersion... It's a little bit annoying when buildings with grass spawn in wasteland... Or when you have wood factory spawning outside snow & forest biome... As well, funeral parlor in wilderness...

jrb531
05-18-2015, 05:38 PM
I was going to add this to my server but it seems like some tweaking of the rwgmixer is in order. Hurry up guys!

LOL JK

Thanks to everyone working on this. It's MUCH appreciated!

Magoli
05-18-2015, 06:24 PM
http://img15.hostingpics.net/thumbs/mini_3295782015051800001.jpg (http://www.hostingpics.net/viewer.php?id=3295782015051800001.jpg)

But as I said, could be a rwgmixer failure on my part... Will try with default now...

Yes - its definitely a rwg-mixer Issue (I had this one too) !!!

And yes - the LumberMill looks displaced in the most biomes (I will change that in the next release)

To the misspawned TWDprison: This is something the devs have to take care about !! - not me !!!


@all:
If any prefab has the wrong walking-ground - pls make a screenshot of it - and post it here !!!

Changing the rwgmixer.xml entries is a tricky part. (IMO this needs a own Thread !!!)



@berticus0001:
u shouldn't change the .xml's for all the *lot* stuff !!!
This is always the pre-underground for prefabs or a placeholder, when the game don't find a prefab that fit's the situation.

In the PACK i let all entries about ..Lot... untouched !!!


Mag out

VDVSELLER
05-18-2015, 06:57 PM
cool buildings. I loaded to myself on the server

berticus0001
05-18-2015, 07:44 PM
Yeah, I see what you mean about using the lots as filler but I think the main problem is the way the randomizer lays out the city, it seems to fill from south west to north west then repeat meaning the west of a city is always filled with the 1-per-hub buildings and the east is filled with the multi-per-hub stuff, so for a 6x6 city (vanilla max) you end up with a city like this¬
8703
What we need is more types to use a fillers so removing the max-per on the others doesn't end up with loads of shotgun messiah's all over the shop.

Magoli
05-18-2015, 08:34 PM
Yeah, I see what you mean about using the lots as filler but I think the main problem is the way the randomizer lays out the city, it seems to fill from south west to north west then repeat meaning the west of a city is always filled with the 1-per-hub buildings and the east is filled with the multi-per-hub stuff, so for a 6x6 city (vanilla max) you end up with a city like this¬
8703
What we need is more types to use a fillers so removing the max-per on the others doesn't end up with loads of shotgun messiah's all over the shop.

Wow - i have not saw such a big City before - lol

For such a big City we will need 46 more prefabs to get the City totally filled with single-spawners - lol

btw:
I found 13 little cosmetical Issues till yet. Mostly of them in the new integrated Vanilla-Prefabs.

remember:
For this Pack i had to check/modify about 700 files !!!!
If here ot there a little cosmetical mistake - PLS forgive me ;)

Rather post it here (with screenshot) - to get it solved in the next release !!!


I think i release a update this week !!!

Mag out

LT.
05-18-2015, 08:38 PM
Well, I have to say that your mod is a good start Magoli...! Seems we can make it better :

Variety is far better than vanilla, BUT we can adjust some things for make it better than this... IMO, rwgmixer have to be modded for fit your mod perfectly... AND we can adjust spawning location of prefabs, some of them atm breakin' immersion... It's a little bit annoying when buildings with grass spawn in wasteland... Or when you have wood factory spawning outside snow & forest biome... As well, funeral parlor in wilderness...

Try this modded rwgmixer.xml (pastebin.com/KVyMur0P). Has been modified by Ashen for my servers and has some nice features:

- Adjusts roads in Pine biome to use gravel.
- Adjusts edges of reads to be a smoother transition
- Adjusts offset from center for cities
- Changes to POI probability to have a good mix of POIs - for example Pine Forest Biome features higher chance of wilderness and supports a higher quantity of wilderness POIs.
- Changes to Biome probability to have a good mix of Biomes.

This is currently in testing on my servers and so far seems good, please let me know if you encounter any errors. I'll another create thread to discuss tweaks and mods to rwgmixer if needed.


Yeah, I see what you mean about using the lots as filler but I think the main problem is the way the randomizer lays out the city, it seems to fill from south west to north west then repeat meaning the west of a city is always filled with the 1-per-hub buildings and the east is filled with the multi-per-hub stuff, so for a 6x6 city (vanilla max) you end up with a city like this¬
8703
What we need is more types to use a fillers so removing the max-per on the others doesn't end up with loads of shotgun messiah's all over the shop.

Perhaps 0,0 could use some zoning? We could adjust some of the prefabs to have a mix of residential and commercial in the north eastern part of the city?

LT.
05-18-2015, 09:45 PM
found the following house that needs to be adjusted -

http://i.imgur.com/bTsL3Rh.jpg

Magoli
05-18-2015, 10:04 PM
yeah - thx a lot LT.

Its the "RotatingToFaceNorth" - value !!! It has to be rotated to the street !!!
And it needs terrainfiller too. To fix the ground for this prefab.

It will be fixed in the next update !!!

I will start to check AND FIX all prefabs tommorow, if there is a ground-conflict between Biome-terrain and the Prefab-given ground !
I don't checked all prefabs before release for this special cosmetical aspect.


Mag out

berticus0001
05-18-2015, 10:07 PM
Big city? lol, I usually have it max at 18x18, now THATS a lot of lots!!:tongue-new:
So HERES (http://bertscktutorial.ucoz.com/7Days2Die/BertPrefabs01.7z) some bits to help fill the spaces, theres 10 in there, for the most they are just combined red/tan brick shops into rows, 2 for each, 1 without anything in the yard and 1 with either fenced yards or garages plus 2 garage blocks, note I've just copied the basics for the xml's without maxper so if you want to add that, and I think I saw someone (possibly even you) mention that the spawn stuff in there is no longer used so if you want to scrape that out as well.

@LT. tbh I don't think the zoning actually does anything, at least not in the cities, for testing I've just been copy/pasting the same xml all set to residential and the entire east side of the city is guarenteed to be full of what I'm looking for.
I think whats needed is to have the zoning built along the lines of the ore clusters, ie, increased liklyhood of the same zone/block generating next to another untill it switches, say, residential to commercial then clustering commercials until it switches again.
Also needs an industrial zone to even things out.
This way the city should build in clusters of residential, commercial and industrial zones, each zone covering around 4-5 blocks.

jrb531
05-18-2015, 10:37 PM
Try this modded rwgmixer.xml (pastebin.com/KVyMur0P). Has been modified by Ashen for my servers and has some nice features:

- Adjusts roads in Pine biome to use gravel.
- Adjusts edges of reads to be a smoother transition
- Adjusts offset from center for cities
- Changes to POI probability to have a good mix of POIs - for example Pine Forest Biome features higher chance of wilderness and supports a higher quantity of wilderness POIs.
- Changes to Biome probability to have a good mix of Biomes.

This is currently in testing on my servers and so far seems good, please let me know if you encounter any errors. I'll another create thread to discuss tweaks and mods to rwgmixer if needed.



Perhaps 0,0 could use some zoning? We could adjust some of the prefabs to have a mix of residential and commercial in the north eastern part of the city?

This might work with a fresh map but dropping this into an existing world and I had huge zone mismatches.

Is there a way to just fix the placement issues but leave the other aspects alone so we could use it in existing worlds?

Thanks

LT.
05-19-2015, 03:09 AM
Just had it as well as soon as I spawned in to a new game, thread exeption generate_chunk or whatever, empty string is invalid.

Just had this happen in the AU server -



2015-05-19T11:22:43 13790.183 ERR Exception in thread thread_GenerateChunks:

2015-05-19T11:22:43 13790.183 EXC An empty string is not considered a valid value.

ArgumentException: An empty string is not considered a valid value.
at System.Enum.Parse (System.Type enumType, System.String value, Boolean ignoreCase) [0x00000] in <filename unknown>:0

at System.Enum.Parse (System.Type enumType, System.String value) [0x00000] in <filename unknown>:0

at BiomeCell.md0019 () [0x00000] in <filename unknown>:0

at BiomeCell.GenerateVoronoiGraph (Int32 seed) [0x00000] in <filename unknown>:0

at RandomWorldGenerator.GetBiomeCellByWorldPos (Int32 _seed, Single x, Single y) [0x00000] in <filename unknown>:0

at RandomWorldGenerator.GetBiomeCellByWorldPos (Single x, Single y) [0x00000] in <filename unknown>:0

at BiomeGeneratorFromBiomeCellData.GetBiomeAt (Int32 _x, Int32 _z, System.Single& _intensity) [0x00000] in <filename unknown>:0

at TerrainFromBiomeCellData.GenerateTerrain (.World _world, .Chunk _chunk, System.Random _random) [0x00000] in <filename unknown>:0

at ChunkProviderGenerateWorld.generateTerrain (.World _world, .Chunk _chunk, System.Random _random) [0x00000] in <filename unknown>:0

at ChunkProviderGenerateWorld.thread_GenerateChunks (.ThreadInfo _threadInfo) [0x00000] in <filename unknown>:0

at ThreadManager.md0005 (System.Object par0001) [0x00000] in <filename unknown>:0
UnityEngine.Debug:Internal_LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
Logger:masterLogException(Exception)
Logger:Exception(Exception)
Log:Exception(Exception)
ThreadManager:md0005(Object


Not sure whether this is a fault with the RWGMixer or a prefab.

LT.
05-19-2015, 03:13 AM
This might work with a fresh map but dropping this into an existing world and I had huge zone mismatches.

Is there a way to just fix the placement issues but leave the other aspects alone so we could use it in existing worlds?

Thanks

Sorry yes I would not be throwing in these new POIs and a new RWGMixer into an already established world based on different POIs or in some cases different versions of POIs. I thought that went without saying but just in case best to start a new world.

h0tr0d
05-19-2015, 04:12 AM
I've been looking at toning down the zombie spawns at POIs, it is too predictable and tedious.

I understand the Staticspawngroup,

but the other two?

staticspawnersize and trigger. Do you touch those to tone it down, or edit the spawning.xml with the waves?

LT.
05-19-2015, 04:20 AM
Created a thread for diagnosing the errors from RWGMixer.xml (https://7daystodie.com/forums/showthread.php?28070-Modding-RWGMixer-xml-Discussion-amp-Example-Modded-File&p=256836#post256836) so that we find a stable modded version for use with this prefab pack.

Right now there seem to be two types of errors that are causing world corruption which has a massive impact on servers. The first error is the null argument exception, and the second is "Argument of of Range" Min Value greater than Max value.

I suggest we work together to identify what causes these errors so that we can safely use a modded rwgmixer file with the new POI pack.

Apocalypticus
05-19-2015, 03:53 PM
Thanks for the great work. Finally I saw some new PreFabs while testing. Sadly, the world is still empty. Something's still wrong with the number of spawning.

Magoli
05-19-2015, 05:29 PM
Thanks for the great work. Finally I saw some new PreFabs while testing. Sadly, the world is still empty. Something's still wrong with the number of spawning.

Yes - its only 1 or 2 that spawns in wilderness !!! Sometimes there is not a single one

This belongs to the RWGMIXER !!!

We work on that !!!

btw:
I will bring a update today !!!
No new stuff - just cosmetical things
More later

Mag out

Magoli
05-19-2015, 08:11 PM
UPDATE - TIME:

New version is now:

Prefabs-Compo-Pack v2 (versionID150519)

This is a hotfix-release to fix some esthetical and cosmetical things on some Prefabs.
I also added (exchanged) the brandnew version of the TWDprison (overdone by Laz Man himself).

To get it click the DL-Link on the first Post !!!

To get detailed Infos what have changed - PLS read the releasenotes.txt included in the .zip-file !!!

btw:
PLS TRASH THE OLD PACK :) !!!


Have fun with this
Mag out

acidchalk
05-19-2015, 08:40 PM
Oh cool i hadn't noticed this. Does this have everything from the other pack we were messing with? Also we could totally just change out the ground blocks to make snow, grass, wasteland variations of some of the prefabs if that's something you guys think needs doing lets get a list made so we can churn em out.


Also i see

-removed Hospital from Wsiegel - because its totally buggy (gotta check this later)

I wonder if you ever got the one that i fixed? there was a layer somewhere around the top that spawned a buncha beds in one of the rooms, one of those beds broke the world gen when it spawned. Once i removed the bed on the one i fixed it stopped giving me errors.

Magoli
05-19-2015, 09:02 PM
Hey Acid - nice to hear from u

Yes - the POI's from the old pack are in - and many more - check it out!

Just updated to v2 a hour ago ;)

IMO all is repaired and corrected well. Almost all prefabs has get terrainfiller and topsoildecoration too

If u see any mistake pls post it here (with screenshot)
(Or fix it and post the fix here ;) - so i can include it in the next release !

btw:
we need more small POI's (= smaller than 44X44) !!! I think i will make a new one next days :)

Mag out

teinedraig
05-19-2015, 10:47 PM
Great pack, thank you for the work :)

To help with the cleaning - the RGPM_Office(by_Wsiegel)v2 has the following:

Set of steps are rotated the wrong way at left hand entrance (looking from road)
In the xml it allows it to spawn in wilderness - which is odd as I cam across it in the middle of the plains :)
I think the xml should be: <property name="AllowedTownships" value="City" />

Magoli
05-20-2015, 04:07 AM
Great pack, thank you for the work :)

To help with the cleaning - the RGPM_Office(by_Wsiegel)v2 has the following:

Set of steps are rotated the wrong way at left hand entrance (looking from road)
In the xml it allows it to spawn in wilderness - which is odd as I cam across it in the middle of the plains :)
I think the xml should be: <property name="AllowedTownships" value="City" />

I check the misrotated blocks (could be that its the Vanilla-rotation-prob - then i can do nothing)

Cityspawning does not work with the office !!!! Prefab is to big that !!! (limit is 44X44)

Mag out

JayzenFreeze
05-20-2015, 07:48 AM
Yeah theres always an issue between a patch random gen placing things in a strange way etc. Plus thats a HUGE number of prefabs to have to fully test. Also thanks for the mention I cant count how many times i helped edit something and one i did like 30+ % of the work but no mention of me any where. Whats good about here is its faster to have lots of others help test it to make it just right much faster.

Magoli
05-20-2015, 09:54 AM
Yeah theres always an issue between a patch random gen placing things in a strange way etc. Plus thats a HUGE number of prefabs to have to fully test. Also thanks for the mention I cant count how many times i helped edit something and one i did like 30+ % of the work but no mention of me any where. Whats good about here is its faster to have lots of others help test it to make it just right much faster.

Yes thats true - many hands make the work smaller.

And of course i mentioned u - for the pack of lost prefabs u have collected and gave me.
I didn't throw an eye on the pack u uploaded - i didn't found the time yet - perhaps end of week.
But i look forward to the treasures i will found in there ;)

I gotta fix the Issue in the Prefab-Componist-tool - and i really wan't to build a new Prefab again.
If nothing important is on today - i will do this after work.

Mag out

LT.
05-20-2015, 10:40 AM
Find another building that needs some fixing love -

http://i.imgur.com/BfREbJy.png

Also, the Plant needs to have the biomes changed to be Wasteland only, or be set up to use the soil type of the biome it appears in. Right now it can spawn in the forest with wasteland soil all around it.

randor9
05-20-2015, 10:53 AM
magoli clear your inbox please... thx

jrb531
05-20-2015, 02:04 PM
I'm using version 2 and the default rnd xml and so far looking great.

The one small issue I have found is a very few new POI's in towns are being placed one block in the air. Each time I see this, however, there is a single block connecting the ground to the building. Think balloon on a string lol.

As I said very very few but I wanted to mention in case it helps with the cleanup.

Thanks for this! It's really made the game better and I hope the devs take a strong look at officially adopting some of these.

Now if we could only persuade LT to release his excellent mod :)

Magoli
05-20-2015, 02:18 PM
Find another building that needs some fixing love -

http://i.imgur.com/BfREbJy.png

Also, the Plant needs to have the biomes changed to be Wasteland only, or be set up to use the soil type of the biome it appears in. Right now it can spawn in the forest with wasteland soil all around it.

1. to the picture: what is wrong with it. Is there's something wrong with the door. I can't see it in this screenshot.
Looks like only the upper half of the door is here. the rest seems to be under earth.
Or did u meant the prefab-yOffset (hight). Its normal that this prefab is set 1 block deeper.
Because this is the house iam living in irl - lol - thats true :) - and its build deeper as the neighbors ones ;)

All i can say: This prefab is OK. It spawns perfectly in all all biomes i saw. What u got here looks like a spawning error, caused by a hole or a hill - that was there previously. This is another courious part of the rude pefab-spawner from game.

2.The Plant also is OK. It has got terrainfiller since release. Or have u meant the bed of sand inside the waterhole.
Its a esthetical question. Don't know for what i should change that. IMO the sand looks best inside the waterhole !!! (Make some suggestions on that if u want - i will hear)
I will search a few plants on map - and take look by myself - but i saw it in the City - and there it looked wasty :)

anyway thx for ur interresse
Mag out

Magoli
05-20-2015, 03:04 PM
hey LT. - I checked the plant a few mins ago. For me it looks fine in several biomes - look:

8712 8713


But this house i got misspawnt too O(

8714

It spawn into the street !!!

I don't know what's up here - I check that (perhaps rotating!?)

Mag out

edit: to jrb531: did u meant this house ^^

LT.
05-20-2015, 08:51 PM
Ah sorry I mean the big building with the red tower. It spawned in the forest surrounded by wasteland soil and didn't look very good.

Also, in the screenshot I provided the house is floating 1 block high, or rather 1 layer of block is missing, the bottom half of the doorway and all around.

Magoli
05-20-2015, 10:30 PM
Ah sorry I mean the big building with the red tower. It spawned in the forest surrounded by wasteland soil and didn't look very good.

Also, in the screenshot I provided the house is floating 1 block high, or rather 1 layer of block is missing, the bottom half of the doorway and all around.

ah - surly u meant the factory - its the vanilla factory from Nava. It could be that i missed that one.

I will check both.

I find 9 more things that have to be changed !!!

I think i have to provide another hotfix soon !!!


Mag out

thugsta
05-20-2015, 10:36 PM
btw:
we need more small POI's (= smaller than 44X44) !!! I think i will make a new one next days :)

Mag out

If you want smaller prefabs look into my converted Burbs Pack, another user was looking at them but i dont know if they progressed etc. food for thought tho.

LT.
05-21-2015, 07:39 AM
So far found Shamway Foods are spawning in forests, so they need to be adjusted. And the Stadium seems to be too big to smoothly integrate with most areas it spawns. I'm electing to remove it on my server.

Here is another one -

http://i.imgur.com/tAROVCZ.jpg

Magoli
05-21-2015, 09:56 AM
Hi LT

^^This screeni is Wulftown (costum) !!!

I will take a look on the Shamway-stores today after work. What is wrong with it ??? The ground again ???

And i thought the same about the football-stadium yesterday. Its just to big (and looks not so good also)

Mag out

Bullrott
05-21-2015, 10:43 AM
And i thought the same about the football-stadium yesterday. Its just to big (and looks not so good also)

+ it's collapsing when walking on tribune...

Bull out.... :D

Magoli
05-21-2015, 01:41 PM
+ it's collapsing when walking on tribune...

Bull out.... :D

yeah - but did u watched the collapse - i did !!! Looked very funny. Like a Domino-race - lol

OK - the stadium is definitly out - in the next release ;)

As i said - i found some cosmetical Issues (y-offset-displace - rotations - Wrong spawning)

I start now testing again. Perhaps i find some more.

I think today or tommorow comes the next hotfix !!!
Mag out

jrb531
05-21-2015, 04:04 PM
Deleted a region and had half a stadium spawn cut off at the region line. How it spawned across a region line and exactly half you tell me lol.

It does look cool on the map :)

Magoli
05-21-2015, 06:03 PM
lol - perhaps i let the stadium stay - its makes funny things - lol

nono - dont worry it has to leave !!!

btw:
I made a new Prefab: The KWIK E MART - lol


post it later ;)

Mag out

rocco
05-21-2015, 06:45 PM
Hi all!

First I want to thanks for the nice job for everyone who helped to make this package. The game really needs contects. This package helps a lot to get better world.
Second I want to ask you, have you got any fps problem with the prefabs? On our server v2 package installed to the exist world and when we discover new zones and found new prefabs and move closer, then we lost 2/3 FPS usually. What could be the problem? What do you think?
Could it be the (alot!!) mounted lights/candle?

Magoli
05-21-2015, 07:01 PM
@rocco: This Pack has modified almost all prefab-files (also the valilla .xml's)

so i STRONGLY RECOMMEND TO START A NEW WORLD when u got the pack installed (no matter which version)!!!

I believe to 99% the Issue is gone then ;)

Mag out

Magoli
05-21-2015, 08:52 PM
If you want smaller prefabs look into my converted Burbs Pack, another user was looking at them but i dont know if they progressed etc. food for thought tho.

thx for the info thugsta - i will check it out soon (when my to-do-list is worked through)

Mag out

RedMunich
05-22-2015, 10:23 AM
@ Magoli

Thx for your great work, and thx to all the people who helps to make the Qualitie of the Package better.

Sorry for the bad english ;)

mfg Red

octagami
05-22-2015, 11:29 PM
Fantastic compilation. Big thanks to the prefab authors and to you Magoli for your continued efforts.

Tried out the pack by starting a new map with two friends last night. Highest difficulty so we had to be on our toes. We spawned in forest, and the first structure we came across was perfect for holing up in for night 1, not to mention the great aesthetics. After digging arround it turned out to be Limodor's H0bbit: https://7daystodie.com/forums/showthread.php?10311-PREFAB-H0bbit-v-0-1

In the process of setting up the server I did a diff of the rwgmixer.xml you supplied versus vanilla. I have questions about some of your settings if you don't mind explaining.


What exactly does BiomeMaxCenterOffset do and why was it necessary to reduce from 0.8->0.6?
Was RoadTrimDistance doubled in order to make room for roadside prefabs?
Did you vary RoadRadius per biome just for aeshetic reasons or was it also necessary for prefabs to fit?
Similarly, why the adjustments to RiverRadius / RiverCurveOffsetDistance? Aesthetic or not?
Why reduce MaxCityBlockSize? Is it because of a lack of variety in the larger towns/cities?

I'm just trying to nail down a good understanding of generation so that I can make tweaks if I want without compromising your prefab pack requirements. I'm definitely liking the adjustments to PoI and the gravel roads.

Thanks again, looking forward to the next iteration of the pack!

Magoli
05-23-2015, 05:32 AM
@octagami

thx for the post. Fine u like the Pack. But i didn't released a modded RWGMIXER.XML !!!

I got so much work with the Pack itself - i didn't had the time to make rwgmixer.xml - testings also !!!
All i know is: Modding the rwgmixer is a very tricky part. It don't make what it should - but something different !!! crazy !!!!
This is why i let my fingers from the rwgmixer.xml

LT. has opened a thread - where they talk about the rwgmixer.xml only. Perhaps u ask there ?!


sry but i can't answere a single question. Cause i don't know it myself.

I will release a PACK UPDATE today !!!!
(perhaps with a slightly modded rwgmixer.xml - just for better wilderness-spawning - no other values will be changed)

Mag out

Prostanc3
05-24-2015, 09:07 AM
Kudos for your work on this so far!

I haven't used it yet but I really want to, just a couple of quick questions though.

1. Once installed will this make my old worlds buggy/unplayable?

2. Will this effect my playing on multiplayer also, i.e. will it bug out my experience on vanilla servers I join?/play on

LT.
05-24-2015, 09:12 AM
Kudos for your work on this so far!

I haven't used it yet but I really want to, just a couple of quick questions though.

1. Once installed will this make my old worlds buggy/unplayable?

2. Will this effect my playing on multiplayer also, i.e. will it bug out my experience on vanilla servers I join?/play on

You should start a new world. This will change nothing in multiplayer.

jrb531
05-24-2015, 05:02 PM
I did not start a new world and everything is fine but what I did was to figure out where our bases are and keep those four regions and delete the rest. A few edges are not perfect but everything else is and you do not have to start over if you are a huge base builder like a few of us :)

Now if you elect to use a new random generator that some are working on here sort of in conjunction with this... well that can mess things up. When I tried it I had HUGE walls around the zones I kept due to the kept zones being generated with the old randomizer and the new zones using the new randomizer. The edges do not match at all.

octagami
05-24-2015, 07:12 PM
thx for the post. Fine u like the Pack. But i didn't released a modded RWGMIXER.XML !!!

I got so much work with the Pack itself - i didn't had the time to make rwgmixer.xml - testings also !!!
All i know is: Modding the rwgmixer is a very tricky part. It don't make what it should - but something different !!! crazy !!!!
This is why i let my fingers from the rwgmixer.xml

LT. has opened a thread - where they talk about the rwgmixer.xml only. Perhaps u ask there ?!

Oops. My mistake. I grabbed LT's rwgmixer.xml from his post above at the same time I grabbed your pack.

I'll ask in the other thread, thanks!

Magoli
05-24-2015, 07:39 PM
UPDATE - TIME:

New version is now: Prefabs-Compo-Pack v3 (versionID: PCP150524)

This is hotfix#2 to fix some more esthetical and cosmetical things on some Prefabs.
And also the Spawning is better now :) !!!
Because from this version on u will get a modded- and PACKcompatible rwgmixer.xml to the COMPO-PACK too.

To get it click the DL-Link on the first Post !!!

I found some more things that have to be changed.
Most of the changes belongs to the sizes, grounds and ground-decorations of the prefabs.
Other Prefabs just had to be rotated to face the street. And i have overdone the complete rural- and wilderness-spawning !!!

There are -4 removes - But +9 new Prefabs are in PACK now !!!
(some lost+found+repaired - and 2 brandnew ones: The KWIK-E-MART and the CRASHED-AIRPLANE !!!)


IMO this version is even much better as the previous version - IMO its about 30% nicer :)
(Not just the Cosmetical changes - but the spawningmix and the Spawning itself !!!)


Changelog:

CHANGES/FIXES:
* ZombieZoo: added terrainfiller + TopSoil=True / spawns now in rurals also
* magoli.myhouse: fixed spawning-issue (spawns no more in street)
* School_01: fixed hight - spawns now 1 deeper
* WulftownA: fixed dispositioned smoker on roof
* barn02: rotated with frontdoor to street
* mp_waste_bldg_ornate_01: rotated with frontdoor to street
* mp_waste_bldg_ornate_02: rotated with frontdoor to street
* mp_waste_bldg_ornate_03: rotated with frontdoor to street
* junkyard_med_01: added terrainfiller + TopSoil=True / spawns now in rurals also
* store_grocery_sm_01: shrinked down - is now 25X38
* Asylum: shrinked down - is now 50X49
* Cabin(sudo): added a few underlayers + terrainfiller + TopSoil=True
* DriveIn: added terrainfiller + TopSoil=True / spawns now in rurals also
* Funeral Parlor: added terrainfiller + TopSoil=True
* factory_lg_01: shrinked down - is now 54X66 / added terrainfiller + TopSoil=True / spawns now in rurals also
* factory_lg_02: shrinked down - is now 69X81 / added terrainfiller + TopSoil=True / spawns now in rurals also
* big rural-overdo. Almost all Prefabs checked for rural-spawning-ability (can't write everyone down !!!)

REMOVED:
* football_stadium: removed from the pack !!! too big-causes error !!!
* magoli_stayouthouse: removed from the pack !!! (for repair - will come again later)
* store_grocery_lg_01: removed from the pack !!! changed !!!
* RGPM_ShoppingCenterMall(by_Warsaken)v2: removed from the pack !!! too big-causes error !!!

NEW PREFABS:
* store_grocery_lg_mod_01 (=store_grocery_lg_01 - but shrinked down to 38X40 for town-spawning)
* store_grocerycity_lg_mod_01 (=store_grocery_lg_01 - but shrinked down to 40X45 for City-spawning)
* magoli_kwikemart_a11_v1 (a brandnew little shop for town-spawning)
* magoli_kwikemartcity_a11_v1 (a brandnew shop for City-spawning)
* Apartments(by_Batman) (a nice Apartmentbuilding - 3 floors - for City/town-spawning
* Apartment(by_Gertle) (a 6-floors Skycraper - for City-spawning)
* MayaPyramide(by_Curbolt) (aka ruins / its a Maya-temple with some hidden chambers - for desert-wilderness only)
* Supermarket(Sudo) (another big mall for wilderness- and rural-spawning for some Biomes)
* RGPM_CrashedAirplane(by_LazMan)v2 (a great Prefab for wilderness-spawning in some Biomes)
(almost all new prefabs has changed (size,grounds,topsoil,xml's,...) to their DL-versions for better spawning !!!)


NEW ADD: rwgmixer.xml:
For a better wilderness-spawning i have sligtly modified the rwgmixer.xml
Pls exchange the modded one with the one on your Gamefolder too !!!
With my rwgmixer i guarantee u a minimum of 2 prefabs per Biome. (Mostly 3 or 4 ;) )
It is working very well together with the PACK.
We work on a even better rwgmixer.xml - but IMO this is almost the maximum what is possible right now !!!

Anyway - as long i tested no better rwgmixer.xml-settings - THIS IS MY OFFICIAL VERSION OF IT !!!
PLS DON'T CHANGE OR MODIFY IT and post it to me when running wrong - Then i can't give support here.
Because then i don't know if its the Pack or the mixer what makes u problems !!!


btw:
FOLLOW THE INSTALL-INSTRUCTIONS !!! - AND PLS TRASH THE OLD V2 PACK !!!

Have fun with this
Mag out

rocco
05-25-2015, 10:54 AM
@rocco: This Pack has modified almost all prefab-files (also the valilla .xml's)

so i STRONGLY RECOMMEND TO START A NEW WORLD when u got the pack installed (no matter which version)!!!

I believe to 99% the Issue is gone then ;)

Mag out

Well I have started a new game with another server, same problem. I found if I set disable the reflections and shadows then I got back my FPS when I move closer or doing anything in the new prefabs. Probably too much objects/candles/lights makes the FPS drops. I hope the new patch will fix...

PS: I have max graphics details always and usually have ~60 FPS in the standard game.

Slannder
05-25-2015, 01:42 PM
does this new pack have all the vanilla prefabs too? can i just delete all prefabs and replace with the ones in this pack?

KillerAO
05-25-2015, 03:19 PM
Hey a quick question, is there not a known bug that haveing <property name="MaxCityBlockSizeInMeters" value="412,412" /> at 412 will lower the amount of towns spawned due to the fact that they cant fit ?
Im sure iv seen more post saying to lower it to 206 to prevent the problem.

Magoli
05-25-2015, 03:41 PM
does this new pack have all the vanilla prefabs too? can i just delete all prefabs and replace with the ones in this pack?

Dont delete any file from the prefabsfolder !!!!
Not all vanillafiles r in the pack. The ones i didnt modified r not included. Its the sign,tree,fence,street prefabs that u will need from ur installation. Just copy all files from the DLpack prefabsfolder
and paste them to your prefabsfolder on ur machine. Overwrite default files when windows asks u!!!
See the installinstructions txtfile to get more info.

@rocco: Are u sure it is the pack. Other players seems to have no problems with fps
It could be that to much objects decrease the fpsrate. I dont know it.
have u tried to reinstall game fresh and new.
have u other mods running also. Driver all ok???
Perhaps trimm down gfxsettings a bit.
i got a old geforce645 and have settings in middleposition. I have no fpsprobs at all.

Do u other guys have fps-probs with the pack too ???

Mag out

rocco
05-25-2015, 04:00 PM
Okey, I write down all everything with more details.

I have a public server. No mods, just few modifications. Installed v2 pack. When we (me, friends and other players) discovered new areas and found new prefabs(probably a big one), then we moved closer and in, the FPS went down to 2-4 until we leaved the prefab far away.
As I said, I tested the package (v3 now) with another server. (My test server, got fresh reinstallation). No mods, no any modifications, only the prefab package. I connected and same issue happend.

You have to know I have Intel i7-4790k, 16GB DDR3 and AMD R9 290X. Yes, all drivers up-to date usually. The graphics quality set to maxumim. No problems at all, usually i have ~60 FPS, and if I go to the huge hostpital (new prefab) then fps goes down from 50-65-> 2-4. My friends have same issue.

Then I can also report another private server already installed this package, and they reported in their forum, they have fps drops too.
I'm sure, its not my PC (I wrote details), other players have same issue with huge prefabs. I'm sure it's not my server, other server has same issue.

First I was not sure why we got FPS, that's why I wrote my feedback and ask help. But now seems it is engine problem for me, and it can be solved, if we turn off the reflections and shadows, then it is possible to do anything in the new prefabs (big prefabs).

cedricla
05-25-2015, 04:22 PM
Same thing as Rocco says with V3 in my public server

jrb531
05-25-2015, 04:30 PM
For those having issues with low FPS may I suggest you turn off/down one feature at a time (Shadows, Distance etc...) so it may help them isolate the issue. The game is still in Alpha and not 100% optimized thus some buildings may use things that require an excessive amount of calculations like shadows or reflections. In the open world these are not an issue but in close quarters, perhaps buildings with an excessive amount of windows (just a wild guess) might add an excessive amount of reflections.

I have an Nvidia 970 and have noticed no slowdown and the 290x is an excellent card (to Rocco) along with your specs. AMD issue?

Did you try to see if a local game causes the same slowdown to eliminate it being a server issue?

Magoli
05-25-2015, 04:36 PM
I don't had the time to test it on a server.
Just always made a local RWG-game in my working/testings.

I will install it on my rent server now - and give u feedback then.

Mag out

edit: a reinstall can do wonders !!!
edit again: didn't read ur last post rocco- sry

I will check this now - perhaps the damn big prefabs (they make nothing but trouble)

Magoli
05-25-2015, 04:58 PM
He guys - there is something i want to say

I know this is Alpha - but i want u to know my stand and how i see the Prefab-part today !!!
Perhaps u guys feel like the same !!!
There are many bugs in game today - but i concentrate of the ones which belongs to Prefabbing and Prefab-spawning.

Things that i don't like (and can't do nothing):

* Houses spawning intogether (devs know it - but no info)
* Prefabs got Rotation-Issues. Some Blocks don't rotate probably to the new direction - when the whole prefab is rotated by the game-engine !!!
(IMO devs know about the cobblestone-stairs. But it belongs to much more blocks:
almost all stairs/wedges/ramps ,pole-blocks, paintings, chests , the lighting of the Lamps, ...)
* I said it so many times:
The Blocknames - the BlockID's - the Blockrotations are still a mess and need some care and love from the devs !
(i don't know if the devs know every little Issue about all blocks. But theres a many of all kinds (texture,function,name,rotating,...) )
(there will come a big rotation-standardizing-update in future. It was announced by the devs for a11 ! But it wasn't added as we know !
And i also didn't read something about that it will come in a12 ! Its a hidden secret when it will come !
But when the big block-repairing/rotation-part is done - there will be a lot of work for us to repair the "old" Prefabs (about90) )
* There are unfilled Places in the City/towns. Especially in plains! Why aren't there Prefabs too ??? (there are enough in my folder!)
* no towns in snow-biome !!! (IMO this is blocked by the devs - hardcoded !!!)
* wilderness-Prefabs sometimes spawn in streets (and together also) or spawning same twice as neighbors
* to big Prefabs have problems to spawn probably sometimes. (don't know if the game somewhere in future will handle this. Today it don't do it nice !!!)
* The fog is to nasty (i saw in previews it will be better in a12)

Things that i don't like (but i can/will change it):

* The Prefabs in the mainCity(0,0) are spawning in the middle of the cityhubs!
This is waste of space - when small prefabs (about 20X20) spawn there !!! And it looks shiddy !!!
I gotta combine the small ones to nice 45X45 City-spawn-Packages to fix this. This is a lot of work again !!!)
* to big Prefabs have problems to spawn probably sometimes. (till the game will handle big-wilderness-Prefabs - i think i gotta remove them !!!)
* There are some costum-prefabs that don't look good in wilderness-spawning. This could have following reasons:
- looking displaced because there is a piece of driveway in front of the Prefab. But no street-binding to it !!!
- looking displaced because it makes no sense to have that Prefab spawned here:
e.g. What makes a gasstation,mall,bank,Store,Car-cinema or school is in the middle of the wilderness without any streetbinding ?!?!?!
This doesn't make sense !!! And just because of that it looks displaced and shiddy.
- looking displaced because of conflicts with the Terrain (Street,Hills,Mountains,Holes,Seas,Rivers)
(like i said above: Here i can do nothing - but remove them !!!)
These bad-looking wilderness-spawners will be exchanged one by one for better looking/fitting Prefabs in future releases.


my do to list:

* test Pack v3 with dedi servers (especially if there is a fps-Issue with some Prefabs !!!)
* work on the Componist-tool (fix that ugly bug in the green-filterpart, add more functions, keep it uptodate)
* when the toolbug is fixed i be able to make the spawningmix of the Compo-Pack even better.
I think about 10-30% nicer spawning is able - just by finetuning the spawningmix. With the working Componist-tool i will see that mix !!!
* Add more lost Prefabs to the Compo-Pack (and also add all new coming ones)
* Make some "Love" in some Prefabs (a few detail-changes to the Prefabs more exciting)
* When the big Block-rotation-change will come: Do everything to get the Prefabs and the Pack repaired as soon as possilbe

Mag out

jrb531
05-25-2015, 05:03 PM
Mag they need to hire you :)

cedricla
05-25-2015, 05:18 PM
First

Mag you make a good job

and

On my Nvidia Card, huge hostpital FPS drop to 6-10 with all vid config at minimal

Magoli
05-25-2015, 07:07 PM
So it seems its only the new added hospital !!!

I will check it !!! (Couldn't do it - because my serverclient makes no steamupdate today !?!)

However:

Pls remove the entry in line 246:

<decoration type="model" name="RGPM_Hospital(by_Limodor)v2" />

from ur prefabs.xml !!!

And then start a new game pls - I hope the Issue is gone then !!!


I had a bad feeling with this oversized prefabs in RWG since beginning
Next release takes more care about this !!! (There will be a bunch of removals!)

Mag out


edit: I hope u guys really meant the hospital (and not the school or so !!!)

rocco
05-25-2015, 09:12 PM
Mag, I think you misunderstood something. I have FPS drops with many big or huge buildings and not only with the Hospital.

Keep it up! And thanks for your care for 7DtD! :)

Bullrott
05-26-2015, 10:18 AM
Mag, I think you misunderstood something. I have FPS drops with many big or huge buildings and not only with the Hospital.

Keep it up! And thanks for your care for 7DtD! :)

Known issue... Huge/big prefab smoke all ram... You can't deal with... Best thing to do is to remove oversized prefabs from the pack... Or rent a dedi with over 32Go Ram in it...

:eagerness:

Snowdog
05-26-2015, 11:34 AM
Is this v11.4 compatible? There was a lot of text so maybe I missed it, sorry if I did.

Tahoenvy
05-26-2015, 12:12 PM
Is this v11.4 compatible? There was a lot of text so maybe I missed it, sorry if I did.

Alot of text? All you have to do is check the dates and you'd know it's compatible with 11.4 /sigh

jrb531
05-26-2015, 02:41 PM
Known issue... Huge/big prefab smoke all ram... You can't deal with... Best thing to do is to remove oversized prefabs from the pack... Or rent a dedi with over 32Go Ram in it...

:eagerness:

I'm sure the number of people playing on the server have something to do with it. I run a small server with rarely more than 4-5 online at the same time and while we get some slowdowns at time, never enough to be unplayable.

Of course maybe that's why they charge more for larger servers. More people requires more ram. I'm sure my $12 a month for a 10 person server has less ram allocated vs a 50 person server.

LT.
05-27-2015, 05:47 AM
Can confirm the FPS issue is present in some prefabs, hospital is one of them.

There are also still some very broken prefabs causing the world to stop loading. I'm not sure if Magoli has isolated any further causes for these errors.

Magoli
05-27-2015, 07:42 AM
Can confirm the FPS issue is present in some prefabs, hospital is one of them.

There are also still some very broken prefabs causing the world to stop loading. I'm not sure if Magoli has isolated any further causes for these errors.

Hospital will be out - in the next release. Till then pls remove its entry from the prefabs.xml manually !!!

Can u name the broken prefabs or send me a screenshot of them. This would make the Issue-search much easier.
We need to identify it !!!

Is that prob with broken prefabs only in MP or in a local game too ???

And what means broken ??? - Collapsed?? Misroratated?? a big one again??? PLS gimme a little bit more details.

I couldn't find any Issuues in a localgame. In Biomes with much grass,trees my fps goes down to 40. Everywhere Else: 60fps - no matter if iam in town or in desert.
The prefabs dont causes any differences to the fps-rate - when i walk in a town/City !!!
And i can't join my own rent server - because of technical problems of them !!! (gotta quit that host !!!)

Mag out

Prostanc3
05-27-2015, 08:53 AM
Hi Mag,

Just wanted to say thanks for the good work on this so far, I installed it over the weekend after checking in here (page 3-4 I believe) and it is like a completely new game to me, it's brilliant. Looking forward to future releases of this and hopefully the devs sort out some of the back end issues which are limiting/hampering your efforts i.e. block rotation.

Keep up the good work! :congratulatory:

LT.
05-27-2015, 10:26 AM
Hospital will be out - in the next release. Till then pls remove its entry from the prefabs.xml manually !!!

Can u name the broken prefabs or send me a screenshot of them. This would make the Issue-search much easier.
We need to identify it !!!

Is that prob with broken prefabs only in MP or in a local game too ???

And what means broken ??? - Collapsed?? Misroratated?? a big one again??? PLS gimme a little bit more details.

I couldn't find any Issuues in a localgame. In Biomes with much grass,trees my fps goes down to 40. Everywhere Else: 60fps - no matter if iam in town or in desert.
The prefabs dont causes any differences to the fps-rate - when i walk in a town/City !!!
And i can't join my own rent server - because of technical problems of them !!! (gotta quit that host !!!)

Mag out

I've asked my players on US and AU servers to start collecting screenshots of all broken buildings, whether it be FPS, problems with blocks, etc.

Two reported so far are Banks and Hospitals.

I will provide you with a full server free, in US or Australia, whichever is better for you, to use for testing as long as you like. You can drop that host.

Magoli
05-27-2015, 03:52 PM
I've asked my players on US and AU servers to start collecting screenshots of all broken buildings, whether it be FPS, problems with blocks, etc.

Two reported so far are Banks and Hospitals.

I will provide you with a full server free, in US or Australia, whichever is better for you, to use for testing as long as you like. You can drop that host.

That sounds fantastic
thx ahead
Lets talk about that later - iam at work now :(

Yes - the Bank looks displaced in the wilderness - no matter if error or not !!! Bank will be out too for wilderness-spawning !!!
(also all Malls, Supermarkets, Prefabs with driveways in it - perhaps even the Prisons :Cry::Cry::Cry: )

I wanted a cool big Pool of prefabs for a nice mix -

But function comes over estetic !!!

Weekend i will release a testversion with no big wilderness-spawners !!!

Mag out

LT.
05-27-2015, 11:24 PM
That sounds fantastic
thx ahead
Lets talk about that later - iam at work now :(

Yes - the Bank looks displaced in the wilderness - no matter if error or not !!! Bank will be out too for wilderness-spawning !!!
(also all Malls, Supermarkets, Prefabs with driveways in it - perhaps even the Prisons :Cry::Cry::Cry: )

I wanted a cool big Pool of prefabs for a nice mix -

But function comes over estetic !!!

Weekend i will release a testversion with no big wilderness-spawners !!!

Mag out

No problem, contact me on steam when you want to chat.

What I am seeing on two servers is that even though wilderness POIs are more interesting, the towns are becoming very bland. With very few of the stores spawning and mostly just green houses and red brick 2 story commercial buildings.

On top of this I've experienced world corruption again on the Australian server and it lost progress. There are two possible causes - a POI, or the RWGMixer I am using.

The funny thing is I already tested just the POIs, and then just the RWGMixer, and both worked fine. As soon as I concluded testing and told the players this was the permanent world, errors appeared. Quite evil.

Bullrott
05-29-2015, 03:00 PM
Hello Mag,

Your rwgmixer delivred with the v3 pack is wrong... Pls change value to POI min / max for 3/4 instead of your 1/6 in each case...

1/6 value (especially 6) causing issues... Building collisions most of the time...

I tested your v3 pack with this value & all work fine... Except shop spawning in town... So I change theses values too in each xml prefab files...

Removing bookstore to wilderness... Adding some of them (when missing) in city/town or rural...

Testing it ATM on my dedi just patched 11.5 : [FR-RP-PVP] ZombieLand

Bull out...

Magoli
05-29-2015, 07:11 PM
Hello Mag,

Your rwgmixer delivred with the v3 pack is wrong... Pls change value to POI min / max for 3/4 instead of your 1/6 in each case...

1/6 value (especially 6) causing issues... Building collisions most of the time...

I tested your v3 pack with this value & all work fine... Except shop spawning in town... So I change theses values too in each xml prefab files...

Removing bookstore to wilderness... Adding some of them (when missing) in city/town or rural...

Testing it ATM on my dedi just patched 11.5 : [FR-RP-PVP] ZombieLand

Bull out...

NO - this is not MY rwgmixer.xml i delivered with v3 !!!
I got wilderness-min 3 and wilderness-max 6 in my modded .xml !!!!
(but i will decrease the max-amount in the next release - thx :) )

Which shop that spawns in town do u mean ????

What is with the Bookstore ??? - and most important: Which bookstore do u mean ????

However:

-The Spawning-mix is NOT 100% finetuned yet. To be seriously it is just finished and how i like it to 60% !!!
(Especially with the new Problem with big Prefabs and dedi-maps)

-Feel free to modify, remove or add what ur personal favors are !!!

-This weekend i release a new update. It contains following changes:

* a lot of big-prefabs will be removed from the .xml (not from the Pack!)
* the rwgmixer.xml will be not the same like in v3
* perhaps the spawning-mix will be overdone (when i get the Componist-tool repaired !!!)


Did Alpha 11.5 fixed the big-prefab-framedrop-prob perhaps. Or the Region-Errors that belongs to them ???


Mag out

Bullrott
05-29-2015, 08:01 PM
Did Alpha 11.5 fixed the big-prefab-framedrop-prob perhaps. Or the Region-Errors that belongs to them ???


Mag out

Nope, so I removed all big prefab : prison, twd prison, bank, malls, recycling, shop malls, wullf town CD, office & everything looks fine...

For the book store, I mean the big one : store_book_lg, you allowed it to spawn in wilderness... Breakin' immersion...

Bull out... ;)

LT.
05-29-2015, 08:13 PM
I've had to remove the pack from one of my servers as it was shutting down the chunk loading and killing the world.

This is the third day of stability running without it so I am sad to say that on large dedicated servers with random gen the pack causes major problems, or at least some of the POIs have a chance to do so. Everything will run fine and then when a player enters an area and it chooses a random prefab to populate the chunk one or more of the POIs is causing the chunk to fail with an exception error.

For now I'm afraid I can't make use of custom POIs safely while running busy servers. :/

Magoli
05-29-2015, 09:48 PM
sorry to hear that LT. (iam sure u used ur rwgmixer - don't u?)

It seems Bullrott got it get working (by removing the big ones)

I constantly work on the pack guys

I hope the next version will work on dedi-servers too.
I will test it - before i release it !!!

Bullrott
05-29-2015, 10:19 PM
sorry to hear that LT. (iam sure u used ur rwgmixer - don't u?)

It seems Bullrott got it get working (by removing the big ones)

Yep D10 on my dedi... 64 slots... No fps drop... No crash at all...

BUT

Still some buildings collasping... Have to identify'em one by one... Like the top of the junkyard when walking on it...

& little things like bad offset when building spawning in wilderness onto an hill for example... World collision... I assume that we cannot do something for prevent this to happen...

Anyway, the world looks far better now then ever... The price to pay is lesser than the pleasure u can grab when playing in it...

:triumphant:

Magoli
05-29-2015, 10:40 PM
Yep D10 on my dedi... 64 slots... No fps drop... No crash at all...

BUT

Still some buildings collasping... Have to identify'em one by one... Like the top of the junkyard when walking on it...

& little things like bad offset when building spawning in wilderness onto an hill for example... World collision... I assume that we cannot do something for prevent this to happen...

Anyway, the world looks far better now then ever... The price to pay is lesser than the pleasure u can grab when playing in it...

:triumphant:


wonderful :)

Thx for ur feedback

I think i got an idea now - what i could do against the collapsing-Issue.
They collapse - because they got air under - right ???
Tommorrow i start a little test on this - to solve that problem !!!

Yes - there are some few cosmetical things: where they allowed to spawn and some disrotations

good night Mag out

Novahaze
05-30-2015, 05:45 AM
Must be a RWG issue. I added only the prefabs and not a single problem so far. no fps drop, no falling buildings, no map crashing.

Magoli
05-30-2015, 08:02 AM
Must be a RWG issue. I added only the prefabs and not a single problem so far. no fps drop, no falling buildings, no map crashing.

did u try it local - or on a server too ??? Because local there no probs reported so far

The only change in my modded rwgmixer.xml is set the minimum-wilderness-spawning to 3 instead of 1
(but it will change in the next release)


But OK - if it work for u - then iam happy too.

Mag out

Magoli
05-30-2015, 08:22 AM
Hey guys

In my research of finding old lost and forgotten Prefabs - I found a special one.

But i feel like i have to ask u guys - if we should add this Prefab to the Pack.

It is one of the towers of the WORLD-TRADE-CENTER !!!!
(here is the origanal post (https://7daystodie.com/forums/showthread.php?7654-Prefab-World-Trade-Center) with some screenshots !!!)

I come from europe - for me its no problem to see that on map - but i want to know how u US-guys think of it !!!

I really don't want to start a discussion of it !!!!!!!!!!!!!!!
I just want to know if: WTC should be in or not !!!


If we choose to add it - it will be a City-spawner.
And if we just see the architectical part - it will be one of the nicest POI's in the CITY


For that reason I started a POLL here (http://www.poll-maker.com/poll325599x5A1346ff-12).
The voting will run exactly 1 week (till now) !!!


I WANT YOU TO VOTE !!!


here (http://www.poll-maker.com/results325599x9ae033de-12) u can see the temporary voting-result

Mag out

Pacco
05-30-2015, 08:56 AM
Why not only call it tower, and remove the wtc tag? So Nobody should be pissed off! It's a real great prefab!!!! And didn't wanted some guys towers?

Magoli
05-30-2015, 09:43 AM
Why not only call it tower, and remove the wtc tag? So Nobody should be pissed off! It's a real great prefab!!!! And didn't wanted some guys towers?

Yes - good idea !!!

If it gets in - i will exactly do this !!!

And yes - its a very nice building (from the creators point of view)
(just needs a little bit of repairing and pimping work - but this just 1h work for me - so no prob :) )

Prostanc3
05-30-2015, 10:37 AM
Mag,

Does this work with A11.5 on dedi servers currently or are you still having the issues discussed on the last page or two of posts?

Magoli
05-30-2015, 11:59 AM
Mag,

Does this work with A11.5 on dedi servers currently or are you still having the issues discussed on the last page or two of posts?

i don't tested it by myself yet. But it seems it works fine (look post #88 from Bullrott here !!!)
(just remove the big prefabs Bull has mentioned and use the vanilla rwgmixer.xml !)

I work on the update right now

Prostanc3
05-30-2015, 12:45 PM
i don't tested it by myself yet. But it seems it works fine (look post #88 from Bullrott here !!!)
(just remove the big prefabs Bull has mentioned and use the vanilla rwgmixer.xml !)

I work on the update right now

Ok I will try this in a little while...

Any idea if the Steel Marauders mod works with it too?

Tahoenvy
05-30-2015, 01:46 PM
Hey Mag,

We are testing the pack on a friends server, so far it is responding fairly well. We have some ground flaws (regions joining together and causing this gigantic volcanic eruption type of ground) and we have found quite a few mods that are collapsing, one of them Im sorry to say is your Mag10 store (my god that's an amazing mod by the way, I was able to look around and I LOVE it, (other than the big writing on it). Here's a screenie
8803

But the amount of PoI's and the variation is PERFECT!! I am itching to load it on my own server now

Tahoenvy
05-30-2015, 01:56 PM
Oh and this is another weird one I've run into. I've been in two of these now and both are completely empty. I've been in them before and they had desks and filing cabinets and other items to loot, but the two (that I've run into so far) on this server we are testing are empty

88078805

and a few of these

8806

Magoli
05-30-2015, 03:18 PM
@Tahoenvy:

thx for ur feedback :)

The way u did the post was perfect (with screenshots !)

So i can exactly take stand:

1. I know about the little collapsing Issue in "Mag10". IMO it belongs only a few barrel-roof-plates.
But i decided to add it anyway. (In sad - because in A10 everything was holding in place)

2. all other Pics looks like the known Gamebugs. The game has problems to position all prefabs 100% probably
(this means errors on: Hight,rotation,position)

3. as i said: A few Prefabs needs a little bit love (Lootcontainers , looking , excitement)
But this is the next step. Iam glad the pack is living now. And soon 100% errorfree - i hope !!!


btw:
The ornament-building has 3 versions - they almost look like the same (just a window-row more each one)


As always - iam on it - thx for your help guys
Mag out

Tahoenvy
05-30-2015, 11:00 PM
Found another for you Mag. It's the bowling Alley (VERY creative by the way!) Stairs are flipped, it looks good otherwise

8813

Tahoenvy
05-31-2015, 12:49 AM
Can you tell me what this one is so I can remove it from the pack? Its floating above a bunch of stuff 88148815

Tahoenvy
05-31-2015, 01:16 AM
And another one, all jumbled up inside.

88168817

thugsta
05-31-2015, 08:40 AM
Hey guys

In my research of finding old lost and forgotten Prefabs - I found a special one.

But i feel like i have to ask u guys - if we should add this Prefab to the Pack.

It is one of the towers of the WORLD-TRADE-CENTER !!!!
(here is the origanal post (https://7daystodie.com/forums/showthread.php?7654-Prefab-World-Trade-Center) with some screenshots !!!)

I come from europe - for me its no problem to see that on map - but i want to know how u US-guys think of it !!!

I really don't want to start a discussion of it !!!!!!!!!!!!!!!
I just want to know if: WTC should be in or not !!!


If we choose to add it - it will be a City-spawner.
And if we just see the architectical part - it will be one of the nicest POI's in the CITY


For that reason I started a POLL here (http://www.poll-maker.com/poll325599x5A1346ff-12).
The voting will run exactly 1 week (till now) !!!


I WANT YOU TO VOTE !!!


here (http://www.poll-maker.com/results325599x9ae033de-12) u can see the temporary voting-result

Mag out

Yea i removed that from RGPM Pack because of any close tiers with the building for the people, not if they were bad as they are (yes still ARE) lovely buildings, i just removed them out of respect. On a side note you should really look into The Burbs Pack i updated for A11, it just needs more of your Mag(oli)ic touch to get it 100% ;)

Magoli
05-31-2015, 10:14 AM
@Tahoenvy:

to post101: The misrotated cobblestone-stairs are a Game-bug when the game tries to rotate the prefab in spawning.
The prefab itself is ok. Look at this earlier post:
https://7daystodie.com/forums/showthread.php?26122-A11-1-RWG-Pack-Tester&p=245514&viewfull=1#post245514


to post102: Looks very nasty. But this is also a GAME-BUG !!! The prefab is "magoli_minigolf_a11_v1"
But this bug could easily happen to other prefabs too (even Vanillas). This is not the prefabs fault. its the spawner !!!


to post103: Same problem like the cobblestonestairs. Some blocks don't rotate probably when the whole prefab is rotated.
(it belongs to some chests,doors,wedges,ramps,stairs,piles)


Feel free to remove what u want - but in this cases it won't solve the problems !!!

We have to wait till the Worldspawner becomes optimized :(


Mag out

Magoli
05-31-2015, 11:23 AM
Yea i removed that from RGPM Pack because of any close tiers with the building for the people, not if they were bad as they are (yes still ARE) lovely buildings, i just removed them out of respect. On a side note you should really look into The Burbs Pack i updated for A11, it just needs more of your Mag(oli)ic touch to get it 100% ;)

Can u tell me what is the difference between Vanilla and the Burbs-pack ???

I wanna check out the Burbs-pack soon !!!
But it will be no independent own version.
It will be a kind of light-version from the Compo-Pack.

On the other hand - i didn't understand the sense - y a Burbs-Pack at all ??? It is just a few of the vanilla prefabs !!!

This is actually the straight other way i wanna go.
I want MORE prefabs and a more Various Spawningmix.


But i will see - what i can do for people - that don't want the full pack !!!

When my Componist-tool is finished 100% - the people are able to create their own Mix of Prefabs and a prefabs.xml - they want to have in their maps.

Then everyone can make a working Prefabs-Pack by theirselves !!!

Mag out

Tahoenvy
05-31-2015, 03:52 PM
So I ended up removing the RWGmixer that is part of this pack and loading a vanilla mixer with the Prefabs. The just don't work together, it was a MESS on two different Seeds I created fresh, no other Mods running. Buildings loading on top of each other, Multiple POI's all jumbled. I LOVED the way the prefabs were all mixed together and the spawn rate was awesome, but something needs to be fixed with the different heights they are spawning at

Magoli
05-31-2015, 04:26 PM
So I ended up removing the RWGmixer that is part of this pack and loading a vanilla mixer with the Prefabs. The just don't work together, it was a MESS on two different Seeds I created fresh, no other Mods running. Buildings loading on top of each other, Multiple POI's all jumbled. I LOVED the way the prefabs were all mixed together and the spawn rate was awesome, but something needs to be fixed with the different heights they are spawning at

i agree with u

The shame is: I can't do nothing with the problems u discribed :(

I work on the collapsing-prob right now

Mag out

sulikcassidy
06-03-2015, 07:46 AM
Hey mate,

i installed your mod yesterday on our server but it´s not working.

Do the clients need the mod on their local computers too, because only the server has them installed yet.

Thanks for your help.
Alex

Magoli
06-03-2015, 09:23 AM
Hey mate,

i installed your mod yesterday on our server but it´s not working.

Do the clients need the mod on their local computers too, because only the server has them installed yet.

Thanks for your help.
Alex

Hi Alex

No - the Pack only needs to be on server !!!

The players didn't have to install nothing extra !!!

But the CompoPackv3 has some Issues (especially on servers) !!!
Its the big prefabs that causes the errors.
I work on the v4-version very hardly.
Soon i will release a new Pack-version. (perhaps today or tommorow)
Iam in testing-phase right now !!! (dedi too)
(It looks like i could pimp the spawning-mix even more better - about 20% !!!)

If u want the v3 pack to get working look the posts #88 and #96 here.
Bullrott removed some of the big ones from the prefabs.xml - since he has no errors or framedrops at all on his server !!!

Mag out

sulikcassidy
06-03-2015, 10:09 AM
Thanks for your fast reply. :D
Your V4 sounds great too so i´ll wait for it... ^^

Magoli
06-04-2015, 05:53 PM
UPDATE - TIME:

New version is now: Prefabs-Compo-Pack v3 (versionID: PCP150604)

This update is mostly dedicated to the problems with the big prefabs - and also the snow/town problem.

To get it click the DL-Link on the first Post !!!


UPDATENOTES:

I removed the biggest 8 Prefabs from the prefabs.xml !!!
Also checked all Snow-spawners for spawning in town - and changed that to rural or removed it
There were a few cosmetical changes on the prefabs itselfs too (collapsing-prevention,sizechange)

I have done a complete Conflict-scan (with the new working version of the Componist :) )
and removed that 11 conflicts that the Componist-tool has dedected.

Changed very lots of .xml's again to make the spawningmix- and look even better and errorfree !!!


Changelog:

FIXES/CHANGES:
* mp_waste_bldg_governer_08 - changed size - now its 28X45 and is able to spawn in City and town now
* RGPM_Bank(by_Limodor)v2 - does not spawn in wilderness anymore
* house_mansion_02 - changed size - now its 45X34 and is able to spawn in City and town now
* house_mansion_03 - changed size - now its 45X40 and is able to spawn in City and town now
* store_pharmacy_sm_01 - changed size - now its 32X45 and is able to spawn in City and town now
* RGPM_Supermarket(by_Sudo)v2 - fixed collapsing-problem
* magoli_minigolf_a11_v1 - fixed collapsing-problem
* magoli_pistol_gunshop_a11_v1 - fixed collapsing-problem (in the barrel)
* overdone the complete xml's again to make the spawning-mix even better
(especially the wilderness-spawning, the rural-spawning, and the complete spawning in snow-biome)
* fixed a few more prefabs to prevent them from collapsing

REMOVES:
* school_01 - to big for RWG for now !
* RGPM_Prison(by_Ekk0)v2 - to big for RWG for now !
* RGPM_Recycling(by_Limodor)v2 - to big for RWG for now !
* RGPM_ShoppingCenterMall(by_Warsaken)v2 - to big for RWG for now !
* RGPM_ShoppingCenterShops(by_Warsaken)v2 - to big for RWG for now !
* RGPM_TheMill(by_MoNKeYest1)v2 - to big for RWG for now !
* RGPM_TWDprison(by_LazMan)v3 - to big for RWG for now !
* sawmill_01_snow - to big for RWG for now !
* store_grocery_sm_01 (changed to store_grocery_sm_mod_01)

NEW TO MAP:
* store_grocery_sm_mod_01 - is 25X38 and spawns in town now !


RWGMIXER.XML:
* changed all biome-WildernessPOIMaxCount entries to value="5"
* changed almost all entries for Prob (Biome,town,rural)

Pls exchange the modded one with the one on your Gamefolder too !!!
With my rwgmixer i guarantee u a minimum of 2 prefabs per Biome. (Mostly 3 or 4 ;) )
It is working very well together with the PACK.

Anyway - as long i tested no better rwgmixer.xml-settings - THIS IS MY OFFICIAL VERSION OF IT !!!
PLS DON'T CHANGE OR MODIFY IT and post it to me when running wrong - Then i can't give support !!!
Because then i don't know if its the PACK or the strange settings what makes u problems !!!


-----------------------------------------------------------------------------------------------------------------------------------------


FAZIT:

Iam sorry about the big (cool) prefabs that had to leave the Pack for now.
I hope i can add them as soon as possible to the spawn again !!!

BUT - the nasty console-errors are gone now !!!
Also the source that causes servers to drop framerates are completly gone now !!!
I tested it 2 times localy and on my rent-server too !!!

The v4-version looks even better as the v3-version !!! ( IMO about 20% better !!! :) )

I have made 2 videoclips - to give u a view of the spawning.
A flight over the Main-City (https://www.youtube.com/watch?v=4QtjtuwpC-4) in the Wasteland_hub - and a map-flight over some Biomes (https://www.youtube.com/watch?v=yU0CGtEVwUI)

There r still prefabs spawning together or collapses (in some strange cases).
Also wilderness-prefabs spawn on streets.
As i said before many times: I can't do nothing with these Issues. This is TFP's work !!!

have fun
Mag out

LT.
06-05-2015, 01:41 AM
Thanks for your hard work Magoli. I will test this on the test servers until A12 drops to make sure there are no more errors stopping chunks loading / killing the world.

cedricla
06-05-2015, 04:09 AM
Thanks you Magoli. Great work! and FPS gain on my server

Novahaze
06-05-2015, 01:12 PM
Server has been extremely laggy, crashed once and crashed my server host's machine the second time since i added the prefabs + RWG file.

Magoli
06-05-2015, 02:00 PM
Server has been extremely laggy, crashed once and crashed my server host's machine the second time since i added the prefabs + RWG file.

sry to hear that

As i said - i tested it 2 times on my server too -> Everything is working well - no fpsdrops - no errors - even when i search for them !
(I only got a geforce gtx645 :( - so i have to set the videosettings always to a low level !!!)

how many fps do u got without the pack ??? - i have 30-50 with pack (mostly 43 constant)
and almost the same fps without pack ( about 48 )!!!
Have u installed other Mods ???
all drivers updated ??? (sry for that question)
have u ever Reinstalled Game on server too since A11.5 ??? - and removed all stayed files manually ???
Which host do u got ??? My host is Gamerzfactory.de


I started a crazy test:
I made a prefab with 100 lit lights - and tested that in game on server !
Result: fps decreased about 8 fps to 34constant !!! But no crash !!!

PLS reinstall the Game on server and localy - and give the pack a 2nd chance !!!

Mag

Prostanc3
06-05-2015, 07:14 PM
Mag, you sir are a gentleman and a scholar!

Thank you for all the hard work you put in to this mod, this aside I will be keeping an eye out for your mod when the game is in full release! :)

Razzid
06-05-2015, 08:57 PM
Hey Magoli, I haven't said so much on the forums but this Mod has to get noticed. I was using your V2 and it definitely brings new life to the game. I will be downloading your V4 onto my private server tonight and running it with my guildies. Thank you for taking this endeavor on and putting your own "swag" on a pimped out game. Cheers, let you know if I find anything funky this weekend.

CLYDE FROG
06-05-2015, 10:45 PM
I was using the prefab pack until that world generation error from one or more of the prefabs crashed the world. I tried really hard to save it but couldn't, and also tried to remove the prefab that was causing the problem, but it was just a guessing game at that point. I thought I got it, but it was still there and crashed that world. My server is running with no prefabs at the moment, and I don't plan to start a new world with the prefabs in 11.5, but when a12 comes out I definitely plan on using this pack. After I used the prefabs, the vanilla structures are so boring I can't stand it, but the game is working and I don't want to mess up hours of peoples work, but I wanted to let you know I'm looking forward to using them with a12 so thanks for your support and all of the time youve put into the prefabs. It took me hours and hours just to try and find the corrupted prefab by trial and error so I can't imagine how much effort youre putting into this stuff. :)

jrb531
06-06-2015, 06:03 AM
Best version yet! Loving it.... thanks!

Magoli
06-06-2015, 09:15 AM
I was using the prefab pack until that world generation error from one or more of the prefabs crashed the world. I tried really hard to save it but couldn't, and also tried to remove the prefab that was causing the problem, but it was just a guessing game at that point. I thought I got it, but it was still there and crashed that world. My server is running with no prefabs at the moment, and I don't plan to start a new world with the prefabs in 11.5, but when a12 comes out I definitely plan on using this pack. After I used the prefabs, the vanilla structures are so boring I can't stand it, but the game is working and I don't want to mess up hours of peoples work, but I wanted to let you know I'm looking forward to using them with a12 so thanks for your support and all of the time youve put into the prefabs. It took me hours and hours just to try and find the corrupted prefab by trial and error so I can't imagine how much effort youre putting into this stuff. :)


thx for ur feedback

I know - the pack v1 - v3 was buggy (for many easons - not only the big ones)

But as u see - the v4-version works fine now.
I just started my 5th mapflight (with different seeds) and it works really fine

Iam afraid of A12 !!! (in the case of my pack)

It could be that ALL prefabs have to be repaired or builded new.
Its the big-blockID-overdou with the rotation-assimilation that will come.
I don't know if it will be A12 or A13. But it will come !!!
(then i(we) got a lot of work (again) !!!
And the Pack will be unuseable till its repaired.

So i recommend u (and all of u) to enjoy the pack NOW !!! Who knows for how long we can use it !?!?!?!
(In the worst case ALL "old-made" prefabs r not repairedable and useable at all)
(When TFP thinks they need a new Buildsystem or a other SI or Hal9000 (he's the creator behind ALL prefabbing) stops working on the editor or don't make a new Converter - many things could happen - just wanted to image !!!



However:

Thanks to all of u - who's appreciate my work - and give feedback to help the pack gets better (or useable ;) )
When the editor is running i be able to export my brandnew 3 prefabs from the savegames.
(its a Timber-shop, a big glassfactory and Moe's Taverne)
And i will starting giving some love to some added prefabs.
Also i got the permission from Guppycur to use his 3 prefabs to (a bank, a firestation and a church).
But they also need's a little bit of love and repairing.

@Tahoenvy: Yes - its true: The Blocks in the KWIK-E-MART are scrambled up sometimes very nasty !!!
It looks shiddy. Also the misrotaed cobblestone-stairs in the bowlingcenter looks nasty.
Its the game's rotation-bug. I hate that too. Prefabs don't look like - how they have been created !!!
(it belongs to poles,piles,stairs,wedges,chests,plates,lootcontai ners
So every prefab has a little block-misrotate somewhere !!!)

PLEASE REMEMBER TO VOTE ABOUT POST #92 (https://7daystodie.com/forums/showthread.php?28057-Compo-Pack-for-Random-Gen&p=260529&viewfull=1#post260529)
THE POLL WILL BE CLOSED IN 3 HOURS !!!

Mag out

Magoli
06-07-2015, 01:46 PM
Hello again

Last week i started a Poll about:

Should the Prefab "World-Trade-Center" be added to the pack ?

This is the result (http://www.poll-maker.com/results325599x5A1346ff-12#tab-2)
(19 votes - 16YES - 3NO)


Looks like a clear choice to me :)


You guys votet it in !!!


Thanks to all - how gave up a vote !!!

This Prefab will be added in the next release.
But i will remove the "WTC"-Logo inside. And it will renamed to "Skycraper" or so !!!


----------------------------------------------------------------------------------------------------------

Sideline:
If u don't like a special prefab for any reason - feel free to remove its enty-line from the prefabs.xml !!!
Then it never will spawn on your map !!!

If u saw a prefab - but don't know its name:
Then i recommend u to download my Componist-tool.
It is a library of ALL (vanilla and custom) used prefabs in game WITH SCREENSHOTS !!!
So - its easy to idenfy it - especially when u use the multiple filters - that filters out unwanted prefabs from ur searchlist.
A new version of the Prefab-Componist will be released in 1-2 hours !!!


-----------------------------------------------------------------------------------------------------------


I figured out - that some buildings still fly 1 block above ground.
If u step on them - they collapse !!! I try to fix that !!!
The SIMPSONS-HOUSE spawns 90 degrees misrotated to the street !!! I will fix that !!!
A few of the Vanilla-Ornament-Buildings are empty and lootless !!! I will fix that !!!

If u guys has found anything strange - PLS - AS ALWAYS - POST IT HERE WITH PHOTO OR NAME IT !!!


btw:
the last 2 days i play on my server and check the towns and the wilderness.
And I have to say - that everything looks so awesome, exciting and various !!!
The difference between this and default-vanilla-setting is undescibleable !!!

This is to 80% what i wanted the Land has to look like !!!
(nextup: More prefabs - even better and subtiler spawningmix - but for that i need more prefabs !!! :) )

stay tuned
Mag out

thewalkingdeadguy
06-09-2015, 03:10 PM
Just wanted to drop in and say thanks! I installed the pack a couple days ago and it has been beautiful since. The diversity is really good and nothing has clashed and spawned together or anything. I am really enjoying the pack so Thank you to you and everyone who worked on it. Much appreciated!

sulikcassidy
06-09-2015, 03:51 PM
Is it possible to use this mod without a restart too?
We have a good base and don´t want to restart on our server again. ^^

Magoli
06-09-2015, 06:54 PM
Is it possible to use this mod without a restart too?
We have a good base and don´t want to restart on our server again. ^^

IMO - NO

because the world will be constucted - when the very first player join the map !

U can try to clear the regions except the one u got ur base in.

Another method is to export a selected area - for this u will need Hal9000's Prefab-editor (but its not uptodate in these days - it will not work online now - i hope for an update too).

I had the problem to save my players bases before A11 has lunched too.
Here (https://7daystodie.com/forums/showthread.php?7564-Hal-s-Prefab-Editor&p=213215&viewfull=1#post213215) is a method that works 100% - when u know how to work with the editor !!!

Mag out

CaptainMmorgan
06-09-2015, 08:48 PM
pretty pimpin' mod mag...lovin it so far!!

Tahoenvy
06-10-2015, 12:46 PM
Hi Mag
I started a test server and loaded the new pack (4) fresh. Here are some of the screenshots I've got for you today. http://steamcommunity.com/profiles/76561198079618416/screenshots/?appid=251570

The rocket ship was a bit strange cause it landed on top of a house in the middle of the Prairie biome with NOTHING around it. Im still finding just as many errors as I did in 3. God knows Im rooting for you dude and I appreciate your work to no end. I do not get any console errors but lots of graphical issues still. I can't wait for this game to release so we can finally start working on real modding.

Magoli
06-10-2015, 01:52 PM
@Tahoenvy:

Thx for the screenshots. Good to hear that the console-errors are gone now.
The 3 Pics u linked here are Spawning-together-errors.

This is cause of the game doesn't know:

* where the street are
* How big the prefabs are he want to set (even the vanilla ones !!!)
* Where he already has placed down a prefab

As i said: The world-spawning-engine is still very very alpha !!!

Perhaps i can fix the kind of Issue that the Rocket-base has made.

Perhaps TFP will fix the worldspawner in any of the next alphas ...


Mag out

jrb531
06-10-2015, 04:07 PM
Is it possible to use this mod without a restart too?
We have a good base and don´t want to restart on our server again. ^^

Yes... I do it all the time. You have to manually delete all non-base areas (everything but the regions you want to keep) and understand that the connections between new and old regions might be a bit strange... mix matched elevations... but it works good enough for us. Also understand that you will only see the new stuff in the new areas.

vgmohag
06-10-2015, 08:57 PM
Do I need to install this to the clients? or just the server?

Thanks,

Magoli
06-10-2015, 09:05 PM
Do I need to install this to the clients? or just the server?

Thanks,

hi there

already answered a few post ago - look here (https://7daystodie.com/forums/showthread.php?28057-Compo-Pack-for-Random-Gen&p=261876&viewfull=1#post261876)

Tahoenvy
06-10-2015, 09:05 PM
Just the server VGmohag, your clients are playing on the server.

Also I've done an overlay before also but I had explored very little of the map already and I did have some weird road connections. Please understand that this pack does cause some other strange anomalies, like rocket ships spawning on top of houses, or houses cut in half by a road, or ground erupting into volcanic like ground. It's still WAY funner than vanilla to explore though. Go for it.

Tahoenvy
06-10-2015, 09:11 PM
@Tahoenvy:

Thx for the screenshots. Good to hear that the console-errors are gone now.
The 3 Pics u linked here are Spawning-together-errors.

This is cause of the game doesn't know:

* where the street are
* How big the prefabs are he want to set (even the vanilla ones !!!)
* Where he already has placed down a prefab

As i said: The world-spawning-engine is still very very alpha !!!

Perhaps i can fix the kind of Issue that the Rocket-base has made.

Perhaps TFP will fix the worldspawner in any of the next alphas ...


Mag out


Yea I understand the RWGmixer is having issues but what was weird to me was that in one huge empty biome, two Prefabs spawned in the same place, it seems like that would be fairly easy to avoid. Also when I deleted the rocket ship and then deleted that region to clear it out, a house spawned on top of that house in that same spot...You can see it here http://steamcommunity.com/sharedfiles/filedetails/?id=458620648


I would like to say that I loaded the Combo pack on my public server with the vanilla RWGmixer and got a much better effect. I still got lots of the new prefabs but much less of the errors. So it may be wise for people running public servers to follow that lead, imho.

Magoli
06-10-2015, 09:50 PM
Yea I understand the RWGmixer is having issues but what was weird to me was that in one huge empty biome, two Prefabs spawned in the same place, it seems like that would be fairly easy to avoid. Also when I deleted the rocket ship and then deleted that region to clear it out, a house spawned on top of that house in that same spot...You can see it here http://steamcommunity.com/sharedfiles/filedetails/?id=458620648


I would like to say that I loaded the Combo pack on my public server with the vanilla RWGmixer and got a much better effect. I still got lots of the new prefabs but much less of the errors. So it may be wise for people running public servers to follow that lead, imho.


yes - this could be true.
If there is just 1 wilderness-poi per Biome (vanilla) - it is clear that there is no spawning-together.
I will lunch a few testseeds on my dedi at the weekend. And use the vanilla-rwgmixer instead the modded.

But IMO i had together-spawning a few month ago - in a pure vanilla-game !!! But as i said: I will give it a shot.

I will write a feedback as far as i finished the tests on it.




To make some things clear:

The rwgmixer.xml is not the worldgenerator-engine. Its not even a part of it.
The rwgmixer.xml is just the data-keeper and set the values for the worldgenerator.
But the Worldgenerator couldn't handle probably the values he gets from the rwgmixwer.

The rwg-worldgenerator-engine creates the world by 3 things:
1. the entries from the rwgmixer.xml
2. the seedname (gamename)
3. randomness


Mag out

Peevester
06-11-2015, 03:25 PM
I love the variety this provides, and some of the buildings are really great. There's only a couple things that bother me. First, a couple of the buildings are TOO good for how common they are - the "MAC 10" gun shop for example, complete with a bolt-hole fortress that's as good as something you would build far into the endgame. I think those should be a lot more rare.

The other problem is loot. I appreciate and really admire that you've given some buildings not only a lived-in, but hidden-in look (the bright orange supermarket for example, with the secret stairway to the roof). However, in packing up the rooms with drawers and boxes, it doesn't take a lot of building searches to get you a set of top-notch gear.

This may be a suggestion for the fun pimps - make it possible to use containers in prefabs, but have a flag you can set on them that they don't spawn loot, and are just for storage. That would let you do great set dressing like these prefabs, without unbalancing the difficulty of the game. One town of these buildings, and you don't really need to go anywhere else to survive.

IPlayGamesOnPC
06-11-2015, 06:41 PM
I found a house that was set a block higher than it should have been, making it float. I didn't think to grab a screenshot. If I see it generate again, I'll be sure to so you can fix it.

Magoli
06-11-2015, 06:47 PM
I love the variety this provides, and some of the buildings are really great. There's only a couple things that bother me. First, a couple of the buildings are TOO good for how common they are - the "MAC 10" gun shop for example, complete with a bolt-hole fortress that's as good as something you would build far into the endgame. I think those should be a lot more rare.

The other problem is loot. I appreciate and really admire that you've given some buildings not only a lived-in, but hidden-in look (the bright orange supermarket for example, with the secret stairway to the roof). However, in packing up the rooms with drawers and boxes, it doesn't take a lot of building searches to get you a set of top-notch gear.

This may be a suggestion for the fun pimps - make it possible to use containers in prefabs, but have a flag you can set on them that they don't spawn loot, and are just for storage. That would let you do great set dressing like these prefabs, without unbalancing the difficulty of the game. One town of these buildings, and you don't really need to go anywhere else to survive.


yes - ur right in all 3 points !

There is to much loot - i didn' t had the time to check all the 90 prefabs for that. But i will.

The best thing would be - when TFP add a value for that (1 (=bad chance of loot) - 6 (=very good chance)
This value has to be setable by the user. This has nothing to do with the players level - that is another story !!!

The spawningmix is not bad now - but it will get better and more subtile from release to release.

These days i work on the collapsing-prob. I think i has fixed it.
The problem was the air directly under the prefabs. So i made a 5layers-basement made of stone for each wilderness-prefab.

Also i have made 3 brandnew prefabs - and now iam about to repair Guppycur's 3 townprefabs.

Mag out

Magoli
06-11-2015, 06:51 PM
I found a house that was set a block higher than it should have been, making it float. I didn't think to grab a screenshot. If I see it generate again, I'll be sure to so you can fix it.

Could it be this house ???

8947


This one is the only one i found floating 1 block above the ground :(

Will be fixed in the next release.

sulikcassidy
06-12-2015, 07:00 AM
IMO - NO

because the world will be constucted - when the very first player join the map !

U can try to clear the regions except the one u got ur base in.

Another method is to export a selected area - for this u will need Hal9000's Prefab-editor (but its not uptodate in these days - it will not work online now - i hope for an update too).

I had the problem to save my players bases before A11 has lunched too.
Here (https://7daystodie.com/forums/showthread.php?7564-Hal-s-Prefab-Editor&p=213215&viewfull=1#post213215) is a method that works 100% - when u know how to work with the editor !!!

Mag out

Thanks mate i´ll look into that.

IPlayGamesOnPC
06-12-2015, 10:35 AM
Could it be this house ???

8947


This one is the only one i found floating 1 block above the ground :(

Will be fixed in the next release.

I can't be positive as I remember it having stairs and this looks like the back side, but it looks like it might be.

IPlayGamesOnPC
06-15-2015, 04:36 AM
Here's one I did get a screenshot of. Is this supposed to be like this?
http://images.akamai.steamusercontent.com/ugc/517133562884034542/DDA6B27CD7F5E3153B8C0D718E5441C7CFD05724/

Chaosocks
06-15-2015, 05:17 AM
I tried installing this, I liked it, but I found a weird mcdonalds looking building that had really messed up distorted ground around it, spiking up in a bike line up the drive through and around the edges... I didn't think to grab a screen cap or anything, sorry. I've since deleted this, but plan on trying it again later. ^_^

Magoli
06-15-2015, 05:52 AM
Here's one I did get a screenshot of. Is this supposed to be like this?
http://images.akamai.steamusercontent.com/ugc/517133562884034542/DDA6B27CD7F5E3153B8C0D718E5441C7CFD05724/


thx for the feedback

Ups - Its another building - but the same category - its one of the vanilla-trailer-houses
I added 5 kinds of them to the Pack.

It seems that all 5 Trailerhouses have floating-Issues because i made a mistake with the y-offset-value - :sorry:
I will fix that as soon as possible - and will release a new update soon !!!


The underground-building to the right (in the pic) is 1 of 3 Bunkers.
It is also not planed - that the roof is fallen in - this happens sometimes to the Bunkers - I don't know why !!!
But IMO this little Collapsing-Issue looks natural and cool !!!



@Chaosucks:
I work on the problem u discibed !!!
IMO it is the air below the prefab that causes this Issue (when the prefab spawns on a hilly area)
In this case the prefab looks scambled up or it will collapse when u step in !!!

Every Wilderness-Prefab will get a underground-basement - consisting of 5 layers of stone !!!
I hope by doing this the Collapsing-Issue will be fixed then !!!


I wish TFP will work on a more subtile worldgenerator-engine soon !!!
Because the Spawning-together-Issue still exists (and I can't do nothing against it !!!)


Mag out

thewalkingdeadguy
06-15-2015, 04:01 PM
thx for the feedback

Ups - Its another building - but the same category - its one of the vanilla-trailer-houses
I added 5 kinds of them to the Pack.

It seems that all 5 Trailerhouses have floating-Issues because i made a mistake with the y-offset-value - :sorry:
I will fix that as soon as possible - and will release a new update soon !!!


The underground-building to the right (in the pic) is 1 of 3 Bunkers.
It is also not planed - that the roof is fallen in - this happens sometimes to the Bunkers - I don't know why !!!
But IMO this little Collapsing-Issue looks natural and cool !!!



@Chaosucks:
I work on the problem u discibed !!!
IMO it is the air below the prefab that causes this Issue (when the prefab spawns on a hilly area)
In this case the prefab looks scambled up or it will collapse when u step in !!!

Every Wilderness-Prefab will get a underground-basement - consisting of 5 layers of stone !!!
I hope by doing this the Collapsing-Issue will be fixed then !!!


I wish TFP will work on a more subtile worldgenerator-engine soon !!!
Because the Spawning-together-Issue still exists (and I can't do nothing against it !!!)


Mag out

I just wanted to stop in and say Great work!. I have really enjoyed the extra adventuring i get out of the pack and the bunkers to hide in. With 11.6.2 , i am not getting but a couple mash-ups here and there, overall it works great still.

I did have a random question. I was really looking for the TWD prison and it has been a royal pain in my butt to find. Do you know of a way to make it spawn more frequently or maybe consolidate where it spawns? I am new to modding and have been trying to find a way to make it pop more regulary . Thanks!

ScubaSteve3465
06-16-2015, 12:53 AM
It seems like the current version has quite a few floating building problems still in it. I love the mod and really want to use it but that kinda ruins the immersion for me. Can you tell me when your planning on releasing the next update because from your posts it sounds like your getting quite a few fixed up. The trailers for example in the above post.

Magoli
06-16-2015, 01:07 AM
I just wanted to stop in and say Great work!. I have really enjoyed the extra adventuring i get out of the pack and the bunkers to hide in. With 11.6.2 , i am not getting but a couple mash-ups here and there, overall it works great still.

I did have a random question. I was really looking for the TWD prison and it has been a royal pain in my butt to find. Do you know of a way to make it spawn more frequently or maybe consolidate where it spawns? I am new to modding and have been trying to find a way to make it pop more regulary . Thanks!

Yeah - sry for the prison - but it is actual a map-destroyer !!!
I rather would have all removed big ones in - but then the nasty Console-errors will appear again !!!
I hope TFP will fix/increases the limit of prefabs-sizes and make the worldgenerator more intelligent !!!


There is a way to insert any prefab you like directly to the map where u want.
It is a simple Console-Command (Insert blabla). But not in these days yet :( !!!
Because you need the Prefab-editor for that - and it is not updated to 11.6 yet !!!
The editor will only work when u rolldown ur game and on server to 11.4 !!!

This is the only way I know to let a prefab spawn where you want (in RWG) !!!


btw:
I finished the repairings to 80% :)
I think this week will come a new Compo-Pack version.
There will be 12 NEW Prefabs added in the next version too !!!
(some brandnew ones, some reincarnated ones, some forgotton-and-found ones and some repaired ones ;) )


Mag out

ScubaSteve3465
06-16-2015, 01:39 AM
Thanks for the info Mag. So this week you will have a new version pushed out with most of the floating buildings and problems fixed? If so I will just wait for your improved version. Thanks for all your hardwork bro.

mythan
06-17-2015, 11:42 AM
Hi Magoli, just posting here to let you know I'm excited about this prefab pack and will be refreshing this page like crazy when A12 gets released. Joel just posted this on the dev blog: "Random Gen 3.0 is here! This is one of the big surprises for Alpha 12 we have been waiting to show.". Hopefully this won't make things much harder for you to adapt it for A12.

Magoli
06-17-2015, 08:40 PM
Hi Magoli, just posting here to let you know I'm excited about this prefab pack and will be refreshing this page like crazy when A12 gets released. Joel just posted this on the dev blog: "Random Gen 3.0 is here! This is one of the big surprises for Alpha 12 we have been waiting to show.". Hopefully this won't make things much harder for you to adapt it for A12.

yeah - cool - thx for the info about Random Gen 3.0
Perhaps it contains a new Worldgenerator-algo. A more subtile and intellegent one as this one we got now !!!

But i believe this has nothing to do with my work.

What iam afraid for is when Blocks are changing !!!


Iam straight work on the version 5 since 4 days.
There will be about 15 new prefabs added.
Prefab-Issues from earlier versions will be fixed. Also the Collapsing-Issue ;)
And the look of the City/towns will be increased by about 20%
The spawningmix will be more subtile.


Mag out

Magoli
06-22-2015, 01:47 PM
hey guys

the mainwork on version5 is done !!! :)

I think i fixed the Collapsing-Issue in all Costum-Prefabs now.
Also there will be about 23 new prefabs added to the Pack.
And the Maincity looks like a real City now !!! :)

Iam in testingphase on my dedi now !!!

When everything runs fine - i release the new Pack tommorow !!!


Stay tuned
Mag

Magoli
06-23-2015, 08:12 PM
Update-time :)

UPDATENOTES - Prefabs-Compo-Pack_v5 - versionID:PCP150623

This update primary belongs to:
- making the City-spawn more Citylike
- fixing the Collapsing-Issue (cause of air under the prefabs in some strange spawning-situations)
- I found 2 floating-bugs on the RocketLunchPad and house_trailer_burnt_01_intact - and fixed them !
- 9 Prefabs had a sizechange (removed useless boarders to make the prefab smaller!)
- On 6 Prefabs i did significant Blockchanges (balanced amount of Lootcontainers, made the look nicer)
- adding 30 new Prefabs to the Pack:
* 10 of them are bundles of small Prefabs - made exclusive for Cityspawning
* 4 re-added (they are repaired now !!!)
* 5 Vanilla-prefabs-changes (they got new names now !!!)
* and 13 NEW PREFABS - that the RGPM-PACK never had in !!! (6 of them are BRANDNEW !!!)

Also I have overdone the complete .xmls again to make the spawningmix even more exciting (especially in the City)
There are no destroyed buildings anymore in the Wasteland-Main-City !!! (except of 3 big ones)
They spawn only in the Wasteland-Towns now!

This means: The wasteland-towns are now really wasty and destroyed.
Quite contrary to the Wasteland-Main-City. This place is filled with undestroyed prefabs in almost every free space !!!


To get it click the Link on the first Post !!! - click HERE (https://7daystodie.com/forums/showthread.php?28057-Compo-Pack-for-Random-Gen&p=256618&viewfull=1#post256618)


DETAILED CHANGELOG:

COMMON CHANGES:
* house_trailer_burnt_01_intact - Terrabug found and fixed (set yoffset to -1)
* RGPM_RocketLaunchPad(by_Saeid)v5 - shrinked by1 to 40X55 + Terrabug found and fixed !!!
* RGPM_TheEstate(by_Ekk0)v5 - shrinked to 54X53
* RGPM_Bank(by_Limodor)v5 - shrinked to 45X39
* RGPM_Safehouse(by_Limodor)v5- shrinked to 52X52

NEW EXTRA-BASEMENT FOR:
* magoli_stayouthouse_a11_v5 - set to -5
* magoli_minigolf_a11_v5 - set to -5
* magoli_tv_store_a11_v5 - set to -5
* magoli_shootingrange_a11_v5 - set to -5
* magoli_kwikemart_a11_v5 - set to -5
* magoli_kwikemartcity_a11_v5 - set to -5
* RGPM_FuneralParlor(by_Zombieman)v5 - set to -5
* RGPM_ArtGallerySnow(by_Wsiegel)v5 - set to -5
* RGPM_ArtGallery(by_Wsiegel)v5 - set to -5
* RGPM_3BlockStores(by_Leo_Liuos)v5 - set to -5
* RGPM_H0bbit(by_Limodor)v5 - set to -5
* RGPM_LumberMill(by_IceJudge)v5 - set to -5
* RGPM_LumberMillSnow(by_IceJudge)v5 - set to -5
* RGPM_MayaPyramide(by_Curbolt)v5 - set to -10
* RGPM_McDonaldsSnow(by_BigC90210)v5 - set to -5
* RGPM_McDonalds(by_BigC90210)v5 - set to -5
* RGPM_Nuket0wn(by_Limodor)v5 - set to -5
* RGPM_RocketLaunchPad(by_Saeid)v5 - set to -10
* RGPM_TheEstate(by_Ekk0)v5 - set to -5
* RGPM_Villa(by_Limodor)v5 - set to -5
* RGPM_Bank(by_Limodor)v5 - set to -5
* RGPM_Apartment(by_Gertle)v5 - set to -5
* RGPM_kuldlargehouse(by_Kuldiin)_v5 - set to -5
* RGPM_Restaurant(by_Gertle)v5 - set to -5
* RGPM_Firestation(by_Slick50)v5 - set to -5
* RGPM_Nicehouse(by_BigC90210)v5 - set to -5
* RGPM_Motel7(by_Ekk0)v5 - set to -10
* RGPM_Motel(by_Limodor)v5 - set to -10
* RGPM_Office(by_Wsiegel)v5 - set to -10
* RGPM_Safehouse(by_Limodor)v5 - set to -5
* RGPM_School(by_LazMan)v5 - set to -5
* RGPM_Storage(by_ShoNuff)v5 - set to -10
* RGPM_StripClub(by_Wsiegel)v5 - set to -5
* RGPM_StripClubSnow(by_Wsiegel)v5 - set to -5
* RGPM_Supermarket(by_Sudo)v5 - set to -5
* RGPM_Tavern(by_Limodor)v5 - set to -10
* RGPM_Dealership(by_P1ut0nium)v5
* store_grocery_sm_mod_01 - set to -5
* store_gun_sm_mod_01 - set to -5

BLOCKCHANGES (Lootcontainers removed - made the look a little bit better - exchanged/updated with new a11 blocks):
* RGPM_kuldlargehouse(by_Kuldiin)v5 (made it a bit nicer)
* RGPM_Restaurant(by_Gertle)v5 (removed some loot - changed kitchen to less loot)
* RGPM_Firestation(by_Slick50)v5 (removed/changed some loot)
* RGPM_Nicehouse(by_BigC90210)v5 (removed some loot - added a little kitchen and a eatingtable)
* RGPM_StripClub(by_Wsiegel)v5 (removed/changed some loot - turned on lights)
* '3 RGPM_Bunker(s)' (removed/changed some loot)
* store_grocery_sm_mod_01 (removed a little bit loot)
* store_gun_sm_mod_01 (removed 1 crate)
* fixed 'all-lights-always-on' in the magoli-prefabs - now just a few lights are Lit ! (also removed a few lootcontainers)

REMOVES:
* RGPM_Gravetownstation(by_Caleb68)v2
* RPGM_WulftownB(by_WereWulfen)v2
* mp_waste_bldg_ornate_01_intact
* mp_waste_bldg_ornate_02_intact
* mp_waste_bldg_ornate_03_intact
* campsite_02
* mp_waste_bldg_03_red
* mp_waste_bldg_03_tan
* mp_waste_bldg_03_white
* mp_waste_bldg_05_grey
* junkyard_lg_01
* junkyard_med_01
* store_gun_sm_01
* cornfield_lg
potatofield_sm

NEW TO PACK:
* magoli_circus_a11_v5
* magoli_moestaverne_a11_v5
* magoli_stayouthouse_a11_v5
* magoli_timbershop_a11_v5
* RGPM_Alms_house(ex_vanilla_ornate03)v5
* RGPM_Apartments(by_Batman)v5
* RGPM_Bank(by_Guppycur)v5
* RGPM_Church(by_Guppycur)v5
* RGPM_Firedepartment(by_Guppycur)v5
* RGPM_Firewatchtower(bySciFiFlippa)v5
* RGPM_Guildhall(ex_vanilla_ornate01)v5
* RGPM_Hospital(by_Wsiegel)v5
* RGPM_Manorhouse(by_WereWulfen)v5
* RGPM_Orphanage(ex_vanilla_ornate02)v5
* RGPM_Public_Pool(by_Warsaken)v5
* RGPM_Science_lab(by_kinklade)v5
* RGPM_Skycpraper(by_Peppino)v5
* RGPM_Citymix_01(Gravetown)v5
* RGPM_Citymix_02(gunstore_sm_mod_01)v5
* RGPM_Citymix_03(wareh-pistol-moes-bunker2)v5
* RGPM_Citymix_04(firedep-bookstore_sm_01)v5
* RGPM_Citymix_05(niceh-businesstanh-garage)v5
* RGPM_Citymix_06(simpsonh-gravey-brickh-camp-gar)v5
* RGPM_Citymix_07(guildh-restaurant-firest-xxxclub)v5
* RGPM_Citymix_08(myh-crema-gupchurch-farmsh1)v5
* RGPM_Citymix_09(grocery_sm-barn01-medclinic_sm)v5
* RGPM_Citymix_10(scilab-firewatcht-stayouth)v5
* junkyard_lg_01_mod
* junkyard_med_01_mod
* store_gun_sm_01_mod
* cornfield_sm
* potatofield_sm_mod


Magoli
23 June 2015

Magoli
06-23-2015, 08:19 PM
edit to the v5-update:

IMPORTANT NOTE !!!

To have the same survival-experiance and hardness you are used to,
I strongly recommend to set the Loot-Abundance down to 50% or 75% !!!

WHY ???

There are so much buildings everywhere now.
The City/towns are so various and big now - with a lot of Lootcontainer-filled Prefabs inside.
Very very much Loot. To much IMO !!!

IMO there was to much Loot even in the vanilla-default-settings (without any PACK or MOD !!!)
But now its totally freaked out. Absolute crazy when u play with 100% Loot-Abundance !!!

e.g. the skyscraper alone has got about 20 desks, 20 nightstands and a lot of other Lootcontainers !!!
I already removed about 3/4 of the Lootcontainers - but still to much Loot !!!
I walked-in in Day1 - and as i leaved in day2 :
I had a purple pistol, a blue shotgun, Ammo and food for weeks, and a almost complete iron-armory +kevlarhelmet !!!
Now its day6 - and i didn't build any forge or campfire - because i really didn't need to !!!


If i remove more Furniture (desks,filecabs,nightstands) and Lootcontainers the meaning of the buildings go away and they turn to boringness.
(and i didn't had the time to take care about all Lootcontainers of all prefabs)


No No NO - Better turn down the Loot-Abundance - and everything is fine !!!


23. June 2015
Magoli

Chaosocks
06-23-2015, 09:09 PM
Loot abundance just changes the number of items spawned, I am not sure how good it is at making rare items rarer...
It wouldn't be to hard to rebalance the loot.xml file. ^_^

Magoli
06-23-2015, 11:14 PM
Loot abundance just changes the number of items spawned, I am not sure how good it is at making rare items rarer...
It wouldn't be to hard to rebalance the loot.xml file. ^_^

yes - u r right !!!

I changed LootAbundance to 25%
IMO the default setting on a rented dedi is 50%

It makes the survive a little bit harder. But i got a purple pistol yet 13:00 day1 !!!
But its difficult to get Ammo now (feathers,patrones)

It seems someone gotta tweak the loot.xml !!!

But this is another story. It has nothing to do with the Pack.
Because the weaponparts (whole pistol) i found in a vanilla-Prefab !!!

Mag out

thewalkingdeadguy
06-23-2015, 11:30 PM
yes - u r right !!!

I changed LootAbundance to 25%
IMO the default setting on a rented dedi is 50%

It makes the survive a little bit harder. But i got a purple pistol yet 13:00 day1 !!!
But its difficult to get Ammo now (feathers,patrones)

It seems someone gotta tweak the loot.xml !!!

But this is another story. It has nothing to do with the Pack.
Because the weaponparts (whole pistol) i found in a vanilla-Prefab !!!

Mag out

Just a suggestion but LT's leveled loot mod is pretty awesome and it doesn't matter prefab or not . You won't be setup in any shape or form in 5 days haha . I haven't updated your prefabs yet but the old pack + Lt loot mod made for a heck of an experience . I kept loot on 100% as well . Not for the faint of heart tho .

Guppycur
06-24-2015, 12:12 AM
It would be soooooo much better if there was a "not lootable" flag on a block, so you could add decor and not increase the loot spam... better yet a pull down for loot types.

Chaosocks
06-24-2015, 12:47 AM
YOu could very easly edit the specific items to usually drop nothing

Give me a list of items, desks, file cabinets, etc that appear a lot I can probably throw something together.

I feel good guns should be way rarer then ammo, so that does need to be fixed!

Guppycur
06-24-2015, 02:25 AM
When designing a prefab, I'd like to edit individual items, so that this desk does have a loot table, but that one does not. Additionally, I'd like to define WHAT loot table the item uses. That possible?

Chaosocks
06-24-2015, 02:35 AM
You could copy the item, and make the copy be not lootable (o idea how to do that off the top of my head)

As for the other, you could very easily change it to have another loot table so that desks just spawn like, paper or something instead of guns and rare books.

Con Agni
06-24-2015, 01:08 PM
Update-time :)

UPDATENOTES - Prefabs-Compo-Pack_v5 - versionID:PCP150623

This update primary belongs to:
- making the City-spawn more Citylike
- fixing the Collapsing-Issue (cause of air under the prefabs in some strange spawning-situations)
- I found 2 floating-bugs on the RocketLunchPad and house_trailer_burnt_01_intact - and fixed them !
- 9 Prefabs had a sizechange (removed useless boarders to make the prefab smaller!)
- On 6 Prefabs i did significant Blockchanges (balanced amount of Lootcontainers, made the look nicer)
- adding 30 new Prefabs to the Pack:
* 10 of them are bundles of small Prefabs - made exclusive for Cityspawning
* 4 re-added (they are repaired now !!!)
* 5 Vanilla-prefabs-changes (they got new names now !!!)
* and 13 NEW PREFABS - that the RGPM-PACK never had in !!! (6 of them are BRANDNEW !!!)

Also I have overdone the complete .xmls again to make the spawningmix even more exciting (especially in the City)
There are no destroyed buildings anymore in the Wasteland-Main-City !!! (except of 3 big ones)
They spawn only in the Wasteland-Towns now!

This means: The wasteland-towns are now really wasty and destroyed.
Quite contrary to the Wasteland-Main-City. This place is filled with undestroyed prefabs in almost every free space !!!


To get it click the Link on the first Post !!! - click HERE (https://7daystodie.com/forums/showthread.php?28057-Compo-Pack-for-Random-Gen&p=256618&viewfull=1#post256618)


DETAILED CHANGELOG:

COMMON CHANGES:
* house_trailer_burnt_01_intact - Terrabug found and fixed (set yoffset to -1)
* RGPM_RocketLaunchPad(by_Saeid)v5 - shrinked by1 to 40X55 + Terrabug found and fixed !!!
* RGPM_TheEstate(by_Ekk0)v5 - shrinked to 54X53
* RGPM_Bank(by_Limodor)v5 - shrinked to 45X39
* RGPM_Safehouse(by_Limodor)v5- shrinked to 52X52

NEW EXTRA-BASEMENT FOR:
* magoli_stayouthouse_a11_v5 - set to -5
* magoli_minigolf_a11_v5 - set to -5
* magoli_tv_store_a11_v5 - set to -5
* magoli_shootingrange_a11_v5 - set to -5
* magoli_kwikemart_a11_v5 - set to -5
* magoli_kwikemartcity_a11_v5 - set to -5
* RGPM_FuneralParlor(by_Zombieman)v5 - set to -5
* RGPM_ArtGallerySnow(by_Wsiegel)v5 - set to -5
* RGPM_ArtGallery(by_Wsiegel)v5 - set to -5
* RGPM_3BlockStores(by_Leo_Liuos)v5 - set to -5
* RGPM_H0bbit(by_Limodor)v5 - set to -5
* RGPM_LumberMill(by_IceJudge)v5 - set to -5
* RGPM_LumberMillSnow(by_IceJudge)v5 - set to -5
* RGPM_MayaPyramide(by_Curbolt)v5 - set to -10
* RGPM_McDonaldsSnow(by_BigC90210)v5 - set to -5
* RGPM_McDonalds(by_BigC90210)v5 - set to -5
* RGPM_Nuket0wn(by_Limodor)v5 - set to -5
* RGPM_RocketLaunchPad(by_Saeid)v5 - set to -10
* RGPM_TheEstate(by_Ekk0)v5 - set to -5
* RGPM_Villa(by_Limodor)v5 - set to -5
* RGPM_Bank(by_Limodor)v5 - set to -5
* RGPM_Apartment(by_Gertle)v5 - set to -5
* RGPM_kuldlargehouse(by_Kuldiin)_v5 - set to -5
* RGPM_Restaurant(by_Gertle)v5 - set to -5
* RGPM_Firestation(by_Slick50)v5 - set to -5
* RGPM_Nicehouse(by_BigC90210)v5 - set to -5
* RGPM_Motel7(by_Ekk0)v5 - set to -10
* RGPM_Motel(by_Limodor)v5 - set to -10
* RGPM_Office(by_Wsiegel)v5 - set to -10
* RGPM_Safehouse(by_Limodor)v5 - set to -5
* RGPM_School(by_LazMan)v5 - set to -5
* RGPM_Storage(by_ShoNuff)v5 - set to -10
* RGPM_StripClub(by_Wsiegel)v5 - set to -5
* RGPM_StripClubSnow(by_Wsiegel)v5 - set to -5
* RGPM_Supermarket(by_Sudo)v5 - set to -5
* RGPM_Tavern(by_Limodor)v5 - set to -10
* RGPM_Dealership(by_P1ut0nium)v5
* store_grocery_sm_mod_01 - set to -5
* store_gun_sm_mod_01 - set to -5

BLOCKCHANGES (Lootcontainers removed - made the look a little bit better - exchanged/updated with new a11 blocks):
* RGPM_kuldlargehouse(by_Kuldiin)v5 (made it a bit nicer)
* RGPM_Restaurant(by_Gertle)v5 (removed some loot - changed kitchen to less loot)
* RGPM_Firestation(by_Slick50)v5 (removed/changed some loot)
* RGPM_Nicehouse(by_BigC90210)v5 (removed some loot - added a little kitchen and a eatingtable)
* RGPM_StripClub(by_Wsiegel)v5 (removed/changed some loot - turned on lights)
* '3 RGPM_Bunker(s)' (removed/changed some loot)
* store_grocery_sm_mod_01 (removed a little bit loot)
* store_gun_sm_mod_01 (removed 1 crate)
* fixed 'all-lights-always-on' in the magoli-prefabs - now just a few lights are Lit ! (also removed a few lootcontainers)

REMOVES:
* RGPM_Gravetownstation(by_Caleb68)v2
* RPGM_WulftownB(by_WereWulfen)v2
* mp_waste_bldg_ornate_01_intact
* mp_waste_bldg_ornate_02_intact
* mp_waste_bldg_ornate_03_intact
* campsite_02
* mp_waste_bldg_03_red
* mp_waste_bldg_03_tan
* mp_waste_bldg_03_white
* mp_waste_bldg_05_grey
* junkyard_lg_01
* junkyard_med_01
* store_gun_sm_01
* cornfield_lg
potatofield_sm

NEW TO PACK:
* magoli_circus_a11_v5
* magoli_moestaverne_a11_v5
* magoli_stayouthouse_a11_v5
* magoli_timbershop_a11_v5
* RGPM_Alms_house(ex_vanilla_ornate03)v5
* RGPM_Apartments(by_Batman)v5
* RGPM_Bank(by_Guppycur)v5
* RGPM_Church(by_Guppycur)v5
* RGPM_Firedepartment(by_Guppycur)v5
* RGPM_Firewatchtower(bySciFiFlippa)v5
* RGPM_Guildhall(ex_vanilla_ornate01)v5
* RGPM_Hospital(by_Wsiegel)v5
* RGPM_Manorhouse(by_WereWulfen)v5
* RGPM_Orphanage(ex_vanilla_ornate02)v5
* RGPM_Public_Pool(by_Warsaken)v5
* RGPM_Science_lab(by_kinklade)v5
* RGPM_Skycpraper(by_Peppino)v5
* RGPM_Citymix_01(Gravetown)v5
* RGPM_Citymix_02(gunstore_sm_mod_01)v5
* RGPM_Citymix_03(wareh-pistol-moes-bunker2)v5
* RGPM_Citymix_04(firedep-bookstore_sm_01)v5
* RGPM_Citymix_05(niceh-businesstanh-garage)v5
* RGPM_Citymix_06(simpsonh-gravey-brickh-camp-gar)v5
* RGPM_Citymix_07(guildh-restaurant-firest-xxxclub)v5
* RGPM_Citymix_08(myh-crema-gupchurch-farmsh1)v5
* RGPM_Citymix_09(grocery_sm-barn01-medclinic_sm)v5
* RGPM_Citymix_10(scilab-firewatcht-stayouth)v5
* junkyard_lg_01_mod
* junkyard_med_01_mod
* store_gun_sm_01_mod
* cornfield_sm
* potatofield_sm_mod


Magoli1
23 June 2015

Thnx for yr hard work!

laluzdelaluna
06-24-2015, 10:10 PM
is there a list of all the prefabs that are in this combo pack somewhere?

Magoli
06-25-2015, 06:39 AM
this is a complete list of the Prefabs that are in version5:

<!-- City Blocks Wasteland -->
rg_waste_hub_blk_quartered
rg_waste_hub_blk_half
rg_waste_hub_blk_t
rg_waste_hub_blk_full


<!-- Bridges -->
rg_bridge_45_01
rg_bridge_straight_01


<!-- Vanilla alphabetical -->
apartment_adobe_red_5_flr
apartment_brick_6_flr
army_camp_01_burnt
army_camp_01_grass
army_camp_01_snow
barn_01
barn_02
barn_03
blueberryfield_sm
business_red_brick_01
business_red_brick_02
business_red_brick_03
business_red_brick_04
business_red_brick_05
business_red_brick_06
business_red_brick_07
business_tan_brick_01
business_tan_brick_02
business_tan_brick_03
business_tan_brick_04
business_tan_brick_05
cabin_01
cabin_01_snow
cabin_02_sm
cabin_02_sm_snow
cabin_03_lg
cabin_03_lg_snow
cabin_04_md
cabin_04_md_snow
cabin_05_lg
cabin_06_lg
campsite_01
campsite_03
campsite_04
campsite_06
campsite_06a
campsite_07
campsite_07a
church_graveyard1
cornfield_med
factory_lg_01
factory_lg_02
farm_shed1
farm_shed2
farm_shed3
farm_shed4
garageblue1" />
garagebrick" />
garageburnt1" />
garagegreen1" />
garagestucco1" />
garagetan1" />
garagewhite1" />
garageyellow1" />
gas_station1" />
gas_station2" />
gas_station3" />
gas_station4" />
gas_station5" />
hotel_new_01
house_new_mansion_01
house_new_mansion_02
house_new_mansion_03
house_trailer_blue_01
house_trailer_burnt_01
house_trailer_burnt_01_intact
house_trailer_green_01
house_trailer_tan_01
house_trailer_white_01
houseblue1
housebrick1
houseburnt1
houseburnt2
houseburnt2_intact
houseburnt3
houseburnt3_intact
houseburnt3b
houseburnt4
houseburnt4_intact
houseburnt5
housegreen1
houseranchblue1
houseranchtan1
houseranchtan2
houseranchwhite1
housestucco1
housestucco2
housetan2
housetanpyramid2
housewhite1
housewhite1basement
housewhite2
housewhitepyramid1
housewhitepyramid2
housewhitepyramid3
houseyellow1
houseyellowpyramid3
indian_burial_grounds_01
mp_waste_bldg_01_red
mp_waste_bldg_01_tan
mp_waste_bldg_01_white
mp_waste_bldg_02_red
mp_waste_bldg_02_tan
mp_waste_bldg_04_grey
mp_waste_bldg_04_red
mp_waste_bldg_04_tan
mp_waste_bldg_04_white
mp_waste_bldg_06_grey
mp_waste_bldg_governer_08
oldwest_church
oldwest_gallows
oldwest_graveyard
oldwest_hotel_01
oldwest_hotel_02
oldwest_jail
oldwest_md_shop_01
oldwest_md_shop_02
oldwest_md_shop_03
oldwest_md_shop_04
oldwest_sm_shop_01
oldwest_sm_shop_02
oldwest_sm_shop_03
oldwest_stables
oldwest_watertower
parking_garage_01
parking_lot_01
parking_lot_02
police_station1
ranger_station1
sign_slow
sign_speed_25
snowy_ski_lodge
street_light_02
store_book_lg_01
store_book_sm_01
store_grocery_lg_01_city_mod
store_grocery_lg_01_mod
store_grocery_sm_01_mod
store_gun_lg_01
store_hardware_lg_01
store_hardware_sm_01
store_pharmacy_sm_01
theater_01
vacant_lot_sm_01
vacant_lot_sm_02
vacant_lot_med_01
vacant_lot_med_02
waste_rubble_bldg_01
waste_rubble_bldg_04
waste_rubble_bldg_06
waste_rubble_bldg_07
waste_rubble_bldg_08


<!-- Custom Prefabs (magoli) -->
magoli_bowlingcenter_a11_v5
magoli_crematory_a11_v5
magoli_icestadium_a11_v5
magoli_med_clinic_small_a11_v5
magoli_minigolf_a11_v5
magoli_myhouse_a11_v5
magoli_pistol_gunshop_a11_v5
magoli_shootingrange_a11_v5
magoli_simpsonshouse_a11_v5
magoli_strandresort_a11_v5
magoli_stripclub_a11_v5
magoli_swimmingbath_a11_v5
magoli_tv_store_a11_v5
magoli_kwikemart_a11_v5
magoli_kwikemartcity_a11_v5


<!-- Custom Prefabs -->
RGPM_3BlockStores(by_Leo_Liuos)v5
RGPM_Apartment(by_Gertle)v5
RGPM_ArtGallerySnow(by_Wsiegel)v5
RGPM_ArtGallery(by_Wsiegel)v5
RGPM_Asylum(by_Wsiegel)v5
RGPM_AsylumCity(by_Wsiegel)v5
RGPM_Bank(by_Limodor)v5
RGPM_Bunker1(by_LazMan)v5
RGPM_Bunker2(by_LazMan)v5
RGPM_Bunker3(by_LazMan)v5
RGPM_Cabin(by_Sudo)v5
RGPM_CrashedAirplane(by_LazMan)v5
RGPM_Dealership(by_P1ut0nium)v5
RGPM_DriveIn(by_Wsiegel)v5
RGPM_Farm(by_BigC90210)v5
RGPM_Firehouse(by_Warsaken)v5
RGPM_Firestation(by_Slick50)v5
RGPM_FuneralHome(by_Wsiegel)v5
RGPM_FuneralParlor(by_Zombieman)v5
RGPM_GasStation(by_Warsaken)v5
RGPM_H0bbit(by_Limodor)v5
RGPM_Hightop(by_Curbolt)v5
RGPM_HightopSnow(by_Curbolt)v5
RGPM_House(by_ShoNuff)v5" />
RGPM_kuldbrickhouse(by_Kuldiin)_v5
RGPM_kuldlargehouse(by_Kuldiin)_v5
RGPM_LumberMill(by_IceJudge)v5
RGPM_LumberMillSnow(by_IceJudge)v5
RGPM_MayaPyramide(by_Curbolt)v5
RGPM_McDonalds(by_BigC90210)v5
RGPM_McDonaldsSnow(by_BigC90210)v5
RGPM_Motel(by_Limodor)v5
RGPM_Motel7(by_Ekk0)v5
RGPM_Nicehouse(by_BigC90210)v5
RGPM_Nuket0wn(by_Limodor)v5
RGPM_Office(by_Wsiegel)v5
RGPM_Plant(by_Wsiegel)v5
RGPM_Restaurant(by_Gertle)v5
RGPM_RocketLaunchPad(by_Saeid)v5
RGPM_Safehouse(by_Limodor)v5
RGPM_School(by_LazMan)v5
RGPM_Storage(by_ShoNuff)v5
RGPM_StripClub(by_Wsiegel)v5
RGPM_StripClubSnow(by_Wsiegel)v5
RGPM_Supermarket(by_Sudo)v5
RGPM_Tavern(by_Limodor)v5
RGPM_TheEstate(by_Ekk0)v5
RGPM_Villa(by_Limodor)v5
RGPM_Warehouse(by_Batman)v5
RGPM_WulftownA(by_WereWulfen)v5
RGPM_WulftownCD(by_WereWulfen)v5
RGPM_WWHouse(by_IceJudge)v5
RGPM_ZombieZoo(by_Wsiegel)v5


<!-- NEW Prefabs in v5 -->
magoli_circus_a11_v5
magoli_moestaverne_a11_v5
magoli_stayouthouse_a11_v5
magoli_timbershop_a11_v5
RGPM_Alms_house(ex_vanilla_ornate03)v5
RGPM_Apartments(by_Batman)v5
RGPM_Bank(by_Guppycur)v5
RGPM_Church(by_Guppycur)v5
RGPM_Firedepartment(by_Guppycur)v5
RGPM_Firewatchtower(bySciFiFlippa)v5
RGPM_Guildhall(ex_vanilla_ornate01)v5
RGPM_Hospital(by_Wsiegel)v5
RGPM_Manorhouse(by_WereWulfen)v5
RGPM_Orphanage(ex_vanilla_ornate02)v5
RGPM_Public_Pool(by_Warsaken)v5
RGPM_Science_lab(by_kinklade)v5
RGPM_Skycpraper(by_Peppino)v5
RGPM_Citymix_01(grtown-strclub-burnth-h-gar)v5
RGPM_Citymix_02(gunst_sm-kuldlargeh-bunk)v5
RGPM_Citymix_03(wareh-pistol-moes-bunker2)v5
RGPM_Citymix_04(firedep-bookstore_sm_01)v5
RGPM_Citymix_05(niceh-businesstanh-garage)v5
RGPM_Citymix_06(simpsonh-gravey-brickh-camp-gar)v5
RGPM_Citymix_07(guildh-restaurant-firest-xxxclub)v5
RGPM_Citymix_08(myh-crema-gupchurch-farmsh1)v5
RGPM_Citymix_09(grocery_sm-barn01-medclinic_sm)v5
RGPM_Citymix_10(scilab-firewatcht-stayouth)v5" />
cornfield_sm
junkyard_lg_01_mod
junkyard_med_01_mod
potatofield_sm_mod
store_gun_sm_01_mod

reyrey2k8
06-25-2015, 07:50 AM
Found a small safehouse that has some missing textures on the outside. The inside looks fine, it's just the outside of the iron walls that are missing. I'm not sure which prefab it is. I think its magoli_stayouthouse_a11_v5 or RGPM_Safehouse(by_Limodor)v5 from the looks of it, has some cacti around it.

I can't get VLC media player to open the files to look at them if it's even possible since window's player don't like .tts files.

9097

BTW, Love the pack and how much work you're putting in it to keep it updated. Is there any possible way to cut down on the amount of lights needed in the prefabs? I saw some others have the same problem with a few prefabs. I don't have the best laptop to play this but when I get close to any of the custom prefabs my frames get murdered and drop to single digits. All of my settings or as low as possible. Not sure what else to do besides skip the prefabs to drop my FPS, but then that'll defeat the purpose of having custom prefabs.

Thx if you're able to help and fix the missing texture prefab.

Magoli
06-25-2015, 01:56 PM
@reyrey2k8:

The building on the photo is magoli_stayouthouse.
But there are no missing textures at all.
The sign u mean is a regular block called sign_donotuse (or so).
It is used by many prefabbuilders (above doors or areas that are private :) )

It looks like a little bit grappy and very alphalike, but i only use vanilla-blocks to build the prefabs.

The building is a funhouse - dont take it seriously.
It was the very first prefab i have made to test the editor-functions.


@all:

I figured out that to much lit lights drop the fps-rate dramaticly.
I will turnoff as many Lights as i could in the next version.
If u destroy them (axe,Auger) then the fps will increase.

But first i wait for alpha12 !!!

Perhaps a12 will run better - without nasty framedrops on lit lights.
I really hope for !!!

Mag out

Pacco
06-25-2015, 03:28 PM
@reyrey2k8:

The building on the photo is magoli_stayouthouse.
But there are no missing textures at all.
The sign u mean is a regular block called sign_donotuse (or so).
It is used by many prefabbuilders (above doors or areas that are private :) )

It looks like a little bit grappy and very alphalike, but i only use vanilla-blocks to build the prefabs.

The building is a funhouse - dont take it seriously.
It was the very first prefab i have made to test the editor-functions.


@all:

I figured out that to much lit lights drop the fps-rate dramaticly.
I will turnoff as many Lights as i could in the next version.
If u destroy them (axe,Auger) then the fps will increase.

But first i wait for alpha12 !!!

Perhaps a12 will run better - without nasty framedrops on lit lights.
I really hope for !!!

Mag out

With A12 we get framedrops because of the snow and the rain, for sure ;)

Chaosocks
06-25-2015, 05:38 PM
@reyrey2k8:

The building on the photo is magoli_stayouthouse.
But there are no missing textures at all.
The sign u mean is a regular block called sign_donotuse (or so).
It is used by many prefabbuilders (above doors or areas that are private :) )

It looks like a little bit grappy and very alphalike, but i only use vanilla-blocks to build the prefabs.

The building is a funhouse - dont take it seriously.
It was the very first prefab i have made to test the editor-functions.


@all:

I figured out that to much lit lights drop the fps-rate dramaticly.
I will turnoff as many Lights as i could in the next version.
If u destroy them (axe,Auger) then the fps will increase.

But first i wait for alpha12 !!!

Perhaps a12 will run better - without nasty framedrops on lit lights.
I really hope for !!!

Mag out
So you intentionally left in something like that, even though it's totally immersion shattering and unrealistic.... o_o
.... why?

Barinou
06-25-2015, 05:59 PM
Maybe you should create another folder for the prefabs like this one, because i'm agree with Chaosocks. I don't like this prefab at all, and some others aren't realistic too.
I don't judge your work, or the others modders. But you should create a folder for these special prefabs IMO.

BTW your work is amazing, me and many others people i know enjoy your pack. Keep up the good work !

thewalkingdeadguy
06-25-2015, 06:10 PM
As a user, couldn't you just erase the line for the prefab and bye bye framerate drop? I mean i know that means YOU actually have to do something, but the guy obviously put a ton of hours into it and some people like the weird oddball buildings. My friends and i ran across it and figured it was a shack some random survivor put together to live for a day or 2 before being eaten or left for better cover. Plus adding more folders means more work for everyone who downloads it . just a suggestion. and on top of all that per Joel's blog, we should have A12 by the end of next week anyway and nothing will work anyway.

Chaosocks
06-25-2015, 06:22 PM
As a user, couldn't you just erase the line for the prefab and bye bye framerate drop? I mean i know that means YOU actually have to do something, but the guy obviously put a ton of hours into it and some people like the weird oddball buildings. My friends and i ran across it and figured it was a shack some random survivor put together to live for a day or 2 before being eaten or left for better cover. Plus adding more folders means more work for everyone who downloads it . just a suggestion. and on top of all that per Joel's blog, we should have A12 by the end of next week anyway and nothing will work anyway.
Well, it's not that simple actually, prefabs are finicky and complicated, it's very easy to break how the game spawns them if I removed it incorrectly, and I don't know much about it. Or if there are others in the set like that.... TBH one building like that ruins the whole thing for me and makes me not want to download it. >.< I just think it would be best for him to at least make an optional file without these.

I am not even saying to go do this right now, just that most people are not going to want these sorts of prefabs that look completely broken, just cause they are technically intentionally made that way...

I understand that he put a lot of effort into this pack, but that's why I am suggesting he remove it... it looks very sloppy and makes it seem like little effort was put into this, when we all know he worked very very hard on it. D=

Barinou
06-25-2015, 06:27 PM
I'm a modder, and i made an installer (extra work for me, but IMO better for the players). It's nothing really hard to do, and if Magoli wants, i can make an installer for the megapack with different options. I could create different categories like full, performance, lore-friendly...

I know it's some extra work, but i think it's better for the players who want more options when they download a huge pack like this one.


I'm planning to maybe create a kind of launcher, where the users can download and install automatically the mods/prefabs listed.
I know the game is still in alpha, but i think this kind of application could be really cool for the players, and for the modding community.

Magoli
06-25-2015, 06:33 PM
With A12 we get framedrops because of the snow and the rain, for sure ;)

wise words !!!

Anyway I hope for a performance-tweak


i dont know how to say - but i feel like really pißßed off !!!
This pack made so much work to me (abot 800h)
with the result - that nobody can use it on their servers.
(i have framedrops down to 15fps too - alone on map !!!)

If its only the Lit-Lights - i can switch them all off !!!
I don't know what else i can do now !!!

What do u guys think about it ???

decrease Pois??? decrease Loot??? decrease lit lights??? forget the pack - and trash it ????

Iam really not happy with the situation in 11.6 right now !!!
(to many bugs and performance-holes)


I wanted to produce a sinful and awesome addiction to the game - not a performance-killer !!!


If its not the Lights - and A12 don't fix a good amount of that Issues i often reported about,
i think iam gonna stop working on the pack (till it makes sense again - and people will be able to use it - even on dedis ) !!!

For the last time - The most important Issues are:

- Poi's spawning together in wilderness and City/towns
- Poi's in town (and wilderness also) spawn on hilly ground - so they have air below and collapse when ppl step on them
- The Loot is to good and to much - in the early game
- The Prefab-Rotation-problem
- The BlockID's,Blocknames,Blockfunctions,Blockrotations are a mess - and not coordinated withtogether
- Wilderness-Poi's spawn on roads

Mag

Chaosocks
06-25-2015, 06:36 PM
Something like that would work very well for this, and I'd love to see it work in other mods too (I was already thinking of making my mod modular)

For mods like this it especially makes since, because a lot of people want different things. Some people can even be putt off by single prefabs. I personally find the 'strip clubs' to be pretty silly and would prefer not have them. Most people do seem to like these for the soul purpose of making jokes about them though, which I can understand.

A12 is getting pretty close to what the final version of the game will feel like I imagine, we aren't to far to start thinking about these sorts of thinks. If it comes out the gate with a great modding community and support, it will be an even better game.

---------------EDIT:
Magoli: I personally think removing the lights wouldn't be a very big deal. Most of the prefab lights do a pretty poor job of lighting things up, and I take some form of light with me to do most looting.

Balancing the loot drop is important, last time I tried this mod it felt very noticeably higher then vanilla.
Rebalancing the loot.xml could fix it without having to edit any prefabs though, it would loose some compatibility as almost all major overhaul mods require that xml... Even my little one. lol

Magoli
06-25-2015, 06:54 PM
I'm a modder, and i made an installer (extra work for me, but IMO better for the players). It's nothing really hard to do, and if Magoli wants, i can make an installer for the megapack with different options. I could create different categories like full, performance, lore-friendly...

I know it's some extra work, but i think it's better for the players who want more options when they download a huge pack like this one.


I'm planning to maybe create a kind of launcher, where the users can download and install automatically the mods/prefabs listed.
I know the game is still in alpha, but i think this kind of application could be really cool for the players, and for the modding community.


oh - wow - cool

what could the luncher do in case of performance ??? What options could u provide ???

Do u know my Componist-tool. Its a working progress - but iam about to program a edit-mode for it too.
So players can choose the prefabs they want - and let tool create a specific own prefabs.xml.
The tool has also a Conflict-viewer - that reports prefabs with spawn-strangers in their .xmls.

But this Tool only belongs to the Spawningmix and as a Prefabs-encyclopedia.

If u could do anything for the performance in game (especially fps-increasement) -
then i really would welcome it !!!


Mag

Barinou
06-25-2015, 07:50 PM
When i say performances, it's only by excluding the prefabs with almost all the lights on, or with too much spawns inside.
Sorry if you understood something else, but for the moment i don't touch the game's files except the xml. I let TFP doing their job.

Chaosocks
06-25-2015, 08:01 PM
Based on similar programs for Skyrim I know what he is talking about, generally.
basically, what it would do, is when someone installs your mods, it could give them options to pick from.
Pack A] Full version
Pack B] Performance version with larger prefabs removed
Pack C] Full immersive/realistic only version
Pack D] Performance immersive/realistic only version
etc.

That or simply have a 'core' part everyone installs, and then you pick which additions you want, like the high performance, or the unrealistic/unimmersive ones.

Barinou
06-25-2015, 08:18 PM
Based on similar programs for Skyrim I know what he is talking about, generally.
basically, what it would do, is when someone installs your mods, it could give them options to pick from.
Pack A] Full version
Pack B] Performance version with larger prefabs removed
Pack C] Full immersive/realistic only version
Pack D] Performance immersive/realistic only version
etc.

That or simply have a 'core' part everyone installs, and then you pick which additions you want, like the high performance, or the unrealistic/unimmersive ones.

That's exactly what i had in mind. It's pretty easy to do with a simple installer, and if the prefabs have tags in their names (like P=Performance, I=Immersive, etc), that would be easy to sort out all the prefabs, and make different options for the players.

Magoli
06-25-2015, 11:16 PM
When i say performances, it's only by excluding the prefabs with almost all the lights on, or with too much spawns inside.
Sorry if you understood something else, but for the moment i don't touch the game's files except the xml. I let TFP doing their job.

I appriciate that. Thats my basic point too.
And yes - i thought you can tweak gfx-performance. Misunderstood!

@all:

As i said:

Point 1 (Prefabs-Componist-Tool)
What u want is in work. The Componisttool will make the prefabs.xml of your own choice.
U will be able to activate or deactived every prefab u like (for RWG of course) and then let the tool safe your new prefabs.xml.
Soon i will contine with the coding of the editor-mode. Perhaps weekend.

Point 2 (Repairing of the Prefabs)
And i have to check all Costumprefabs - if there are to much lightsources (candles and torches make problems too !!!)
And overdo the amount of Lootcontainers again.


I hope this 2 points help us a bit further - to get the spawningmix EVERYBODY wants to.
And let the fps not decrease so much.
(Everything higher then 25fps - and iam happy !)


Iam sure when I've done this - A12 is already realeased. If there will be blockchanges, i have to check and repair
about 110 costumprefab anyhow. One new Block will added in A12 for sure: its a woodtable.


Mag out

Devilhunter
06-26-2015, 09:18 AM
Two questions about prefabs.
I've started a new game with my friend yesteday. Today I added this new V5 Pack, but we haven't played yet.
1. Will this affect our game? I mean do we need to restart?
2. Do I need to send that new prefabs folder to my friend?

P.S. We are playing MP on my side.

Magoli
06-26-2015, 01:47 PM
Two questions about prefabs.
I've started a new game with my friend yesteday. Today I added this new V5 Pack, but we haven't played yet.
1. Will this affect our game? I mean do we need to restart?
2. Do I need to send that new prefabs folder to my friend?

P.S. We are playing MP on my side.

to 1:

If you want the regions to spawn again new with the new Mix of pre4fabs u have to clear them
IMO it is not nessecary to start a complete new map (game)
Regions which bin already written - dont spawn new prefabs in it !!! They stay like they are - if u don't clear them !!!


to2:
No - the pack has only to be on serverhostside. No matter who the host is (U on ur PC or a complete REnt server)


btw:
I already started to update the database of the Componisttool

Mag

Devilhunter
06-26-2015, 04:46 PM
to 1:

If you want the regions to spawn again new with the new Mix of pre4fabs u have to clear them
IMO it is not nessecary to start a complete new map (game)
Regions which bin already written - dont spawn new prefabs in it !!! They stay like they are - if u don't clear them !!!


to2:
No - the pack has only to be on serverhostside. No matter who the host is (U on ur PC or a complete REnt server)


btw:
I already started to update the database of the Componisttool

Mag

Very well then. Thank you!
My hypothesis were correct. 'Cause in previous our game before I broke it we couldn't find any police stations, shops with tools or others specialized shops (only small universal ones). But we found some huge bunker-like house. It was a bit ...hard for PC (performance).
Now we live in a police station. That's suitable. New prefabs pack will be somewhere in the unknown world, which is waiting for us!

thewalkingdeadguy
06-26-2015, 05:22 PM
I appriciate that. Thats my basic point too.
And yes - i thought you can tweak gfx-performance. Misunderstood!

@all:

As i said:

Point 1 (Prefabs-Componist-Tool)
What u want is in work. The Componisttool will make the prefabs.xml of your own choice.
U will be able to activate or deactived every prefab u like (for RWG of course) and then let the tool safe your new prefabs.xml.
Soon i will contine with the coding of the editor-mode. Perhaps weekend.

Point 2 (Repairing of the Prefabs)
And i have to check all Costumprefabs - if there are to much lightsources (candles and torches make problems too !!!)
And overdo the amount of Lootcontainers again.


I hope this 2 points help us a bit further - to get the spawningmix EVERYBODY wants to.
And let the fps not decrease so much.
(Everything higher then 25fps - and iam happy !)


Iam sure when I've done this - A12 is already realeased. If there will be blockchanges, i have to check and repair
about 110 costumprefab anyhow. One new Block will added in A12 for sure: its a woodtable.


Mag out

Not only the table, but also the "steel" blocks and i am assuming they have upgrade paths. So yeah block changed will suck for 100+ prefabs. I am not sure if i'm just lucky or what, but my machine still holds 60+fps with the pack. But i also kill all light fixtures as i cleara town for scrap metals too. So maybe i am fixing the problem before it happens haha.
Anyway still love the pack, honestly i think the last pack was really well done and seemed to me the mix was better. But it's random gen and therefore...random..so might just be my playthrough

Magoli
06-26-2015, 07:45 PM
Not only the table, but also the "steel" blocks and i am assuming they have upgrade paths. So yeah block changed will suck for 100+ prefabs. I am not sure if i'm just lucky or what, but my machine still holds 60+fps with the pack. But i also kill all light fixtures as i cleara town for scrap metals too. So maybe i am fixing the problem before it happens haha.
Anyway still love the pack, honestly i think the last pack was really well done and seemed to me the mix was better. But it's random gen and therefore...random..so might just be my playthrough

yes - steel i forgot - and also the new bow-types.
I hope the devs choose free new places for the new Items. Not exchange excisting blocks with the new ones again pls in A12 !!!!


Anyway i hope Hal9000 will make a new Block-Converter if its nessacary !!! And update the editor for A12.
(If not - we are really pißßedoff in the case of Prefabbing !!!)


If i turned on any light in any prefab - i choose "Lit1" from the Meta1-list.

I smagged down the lights (and candles) in the stripclub too.
Every broken light brought back about 1fps :)
Candles decreases performance more then lights.
And the different types of light has different impacts to the performance IMO.
They have all different Lightningstranges too. The brighter ones decreases perf more then darker ones !!!

e.g. Ceilinglight07 has a perfect Brightness and didn't drop the fps to much.
e.g. Candles have a high Brightness and decreases the fps very much.

Can u guys confirm that !!!


btw:
Now i work on the database for the Componisttool.
It has to be updated (and sorted new) to synchronize with the Compopack v5.
Tommorow i continue coding the editor-mode.

Mag out

Magoli
06-27-2015, 09:51 AM
notes for the version5 :

This is a detailed listing of the 45by45 Citymix-Prefabs I assembled especially for the Main-City:

RGPM_Citymix_01(grtown-strclub-burnth-h-gar)v5:
<decoration type="model" name="RGPM_Gravetownstation(by_Caleb68)v2" position="-680, 54, 1200" rotation="0" />
<decoration type="model" name="farm_shed3" position="-680, 75, 1200" rotation="1" />
<decoration type="model" name="house_trailer_burnt_01" position="-652, 75, 1202" rotation="3" />
<decoration type="model" name="RGPM_kuldbrickhouse(by_Kuldiin)_v2" position="-652, 76, 1230" rotation="3" />
<decoration type="model" name="RGPM_StripClub(by_Wsiegel)v2" position="-682, 75, 1214" rotation="1" />

RGPM_Citymix_02(gunstore_sm_mod_01)v5:
<decoration type="model" name="store_gun_sm_01_mod" position="-680, 71, 1200" rotation="0" />
<decoration type="model" name="RGPM_kuldlargehouse(by_Kuldiin)_v5" position="-694, 71, 1204" rotation="0" />
<decoration type="model" name="RGPM_Bunker1(by_LazMan)v2" position="-691, 69, 1230" rotation="2" />

RGPM_Citymix_03(wareh-pistol-moes-bunker2)v5:
<decoration type="model" name="RGPM_Warehouse(by_Batman)v5" position="-680, 69, 1200" rotation="3" />
<decoration type="model" name="magoli_moestaverne_a11_v1" position="-656, 69, 1201" rotation="1" />
<decoration type="model" name="magoli_pistol_gunshop_a11_v1" position="-680, 67, 1184" rotation="0" />
<decoration type="model" name="RGPM_Bunker2(by_LazMan)v2" position="-648, 69, 1186" rotation="0" />

RGPM_Citymix_04(firedep-bookstore_sm_01)v5:
<decoration type="model" name="RGPM_Firedepartment(by_Guppycur)v2" position="-680, 71, 1212" rotation="0" />
<decoration type="model" name="store_book_sm_01" position="-683, 75, 1231" rotation="3" />

RGPM_Citymix_05(niceh-businesstanh-garage)v5:
<decoration type="model" name="RGPM_Nicehouse(by_BigC90210)v5" position="-680, 71, 1200" rotation="0" />
<decoration type="model" name="business_tan_brick_01_mod" position="-680, 75, 1232" rotation="1" />
<decoration type="model" name="garagestucco1" position="-647, 75, 1233" rotation="2" />

RGPM_Citymix_06(simpsonh-gravey-brickh-camp-gar)v5:
<decoration type="model" name="magoli_simpsonshouse_a11_v1" position="-680, 71, 1180" rotation="0" />
<decoration type="model" name="business_red_brick_01" position="-676, 75, 1163" rotation="3" />
<decoration type="model" name="oldwest_graveyard" position="-688, 74, 1163" rotation="0" />
<decoration type="model" name="garageblue1" position="-690, 75, 1195" rotation="2" />
<decoration type="model" name="campsite_02" position="-690, 76, 1182" rotation="1" />

RGPM_Citymix_07(guildh-restaurant-firest-xxxclub)v5:
<decoration type="model" name="magoli_stripclub_a11_v2" position="-747, 71, 1186" rotation="0" />
<decoration type="model" name="RGPM_Guildhall(ex_vanilla_ornate01)v5" position="-770, 71, 1206" rotation="3" />
<decoration type="model" name="RGPM_Firestation(by_Slick50)v5" position="-747, 71, 1206" rotation="2" />
<decoration type="model" name="RGPM_Restaurant(by_Gertle)v5" position="-770, 71, 1186" rotation="0" />

RGPM_Citymix_08(myh-crema-gupchurch-farmsh1)v5:
<decoration type="model" name="magoli_myhouse_a11_v1" position="-820, 71, 1186" rotation="0" />
<decoration type="model" name="magoli_crematory_a11_v2" position="-817, 72, 1211" rotation="3" />
<decoration type="model" name="RGPM_Church(by_Guppycur)v2" position="-843, 71, 1193" rotation="3" />
<decoration type="model" name="farm_shed1" position="-832, 75, 1186" rotation="0" />

RGPM_Citymix_09(grocery_sm-barn01-medclinic_sm)v5:
<decoration type="model" name="store_grocery_sm_mod_01" position="-747, 71, 1186" rotation="0" />
<decoration type="model" name="magoli_med_clinic_small_a11_v2" position="-768, 75, 1186" rotation="1" />
<decoration type="model" name="barn_01" position="-767, 75, 1217" rotation="0" />

RGPM_Citymix_10(scilab-firewatcht-stayouth)v5:
<decoration type="model" name="RGPM_Science_lab_city(by_kinklade)v5" position="-680, 62, 1180" rotation="0" />
<decoration type="model" name="RGPM_Firewatchtower(bySciFiFlippa)v2" position="-675, 71, 1211" rotation="0" />
<decoration type="model" name="magoli_stayouthouse_a11_v2" position="-645, 71, 1213" rotation="0" />


to the v5-pack:
I realized that some Prefabs still have to much Lootcontainers inside. And to bright lightning. Sry for that :(
Before I release the next update - I make sure that all lights and the amount of Lootcontainers in every single Prefab is all right then !!!

Also Prefabs that don't got a Basement, have a got chance to spawn wrong and will collapse.
That causes on these 1block deep big holes, u can find in towns.
This Issue primary belongs to the Vanilla-Prefabs, that I don't have 'repaired' yet.
If this problem is also in A12 - i have to make basements for all Vanilla-Houses too !?


btw:
I feel like we get A12 in a few days guys :)

The preview of the new rwgmixer 3.0 looks really awesome.
I hope it fixes all the problems - that belongs to prefab-spawning !!!
Perhaps it is intellegent enough now - to spawn the big prefabs again !!!


Mag out

Vasid
06-30-2015, 03:45 AM
Does this pack include a Mall?

Magoli
06-30-2015, 04:08 AM
Does this pack include a Mall?

Yes - a Supermarket

The 2 malls i had to remove (to big) :(

I hope to i can readd them (and 10 others) soon.
Perhaps already in A12 ?!?!

Vasid
06-30-2015, 04:40 AM
Yes - a Supermarket

The 2 malls i had to remove (to big) :(

I hope to i can readd them (and 10 others) soon.
Perhaps already in A12 ?!?!

Supermarket is a nice start, but I'll keep my fingers crossed that Random Gen 3.0 lets you put back in the 2 Malls! Keep up the good work either way!

Redlotus
06-30-2015, 08:24 PM
I love this pack and love it on my servers in the past, but had a question. What exactly changes on the alpha version that prevents prefab packs from working when the game updates? IDs? Recipes? I am just curious if this was something we could do on the server end to allow this prefab pack to be rolled out when A12 is released until you get an updated version out with the new recipes/materials. Any thoughts?

Chaosocks
06-30-2015, 08:32 PM
I love this pack and love it on my servers in the past, but had a question. What exactly changes on the alpha version that prevents prefab packs from working when the game updates? IDs? Recipes? I am just curious if this was something we could do on the server end to allow this prefab pack to be rolled out when A12 is released until you get an updated version out with the new recipes/materials. Any thoughts?
From my understanding, it comes mostly down to block IDs.
Blocks used in the old prefab either no longer exist, or now the IDs linked to them link to different blocks
and any new block added in uses a totally new, different ID.
Some blocks even get shifted from one ID to another for no particular reason.

And all it takes is one little missed block and we get very weird, noticeable errors.

Magoli
06-30-2015, 09:36 PM
I love this pack and love it on my servers in the past, but had a question. What exactly changes on the alpha version that prevents prefab packs from working when the game updates? IDs? Recipes? I am just curious if this was something we could do on the server end to allow this prefab pack to be rolled out when A12 is released until you get an updated version out with the new recipes/materials. Any thoughts?

I have absolute no clue if there will be any Blockchanges (ID,Rotation)
What I know is that we get at least a new kitchentable and some other blocks (steeltools,bearmeat??? and food???,minibike-parts)

But like Choasocks said: The Question is on which ID's the new blocks added to.
New ones ==> no problem for the 11.x prefabs
Removes,switches ===> big problem for the 11.x prefabs (in this case we strongly need Hal9000 to write a new Converter - else we(Iam) really fugged !!)

MM said A12 has the biggest releasenotes ever - bigger then A11!!!??? - Very much changes - but what ???

I think in few days we are know it for sure

btw:
I decided to DONT code the editormode for the Componist-tool.
I rather made a final A11-repair for all costum-prefab (removed Lootcontainers on mass / Lights-alignment / Collapse-bugfixes)
(Have only 6 prefabs to repair left - then iam finished - and A12 can come :) )

but today i didn't repaired anything. I made a new last-A11-Prefab: a ROLLERSKATE-DISCO :)) will come in A12 ;)

and I also got a special-suprise for u guys in A12 !!!!! Iam very sure you will like it :)
But this is a secret till A12 !!!!

All I can say is: It is a special POI - especially made for A12 !!!

ok - now u can waste ur time till A12 with guessing - lol
Mag out

Redlotus
07-01-2015, 01:51 PM
I have absolute no clue if there will be any Blockchanges (ID,Rotation)
What I know is that we get at least a new kitchentable and some other blocks (steeltools,bearmeat??? and food???,minibike-parts)

But like Choasocks said: The Question is on which ID's the new blocks added to.
New ones ==> no problem for the 11.x prefabs
Removes,switches ===> big problem for the 11.x prefabs (in this case we strongly need Hal9000 to write a new Converter - else we(Iam) really fugged !!)

MM said A12 has the biggest releasenotes ever - bigger then A11!!!??? - Very much changes - but what ???

I think in few days we are know it for sure

btw:
I decided to DONT code the editormode for the Componist-tool.
I rather made a final A11-repair for all costum-prefab (removed Lootcontainers on mass / Lights-alignment / Collapse-bugfixes)
(Have only 6 prefabs to repair left - then iam finished - and A12 can come :) )

but today i didn't repaired anything. I made a new last-A11-Prefab: a ROLLERSKATE-DISCO :)) will come in A12 ;)

and I also got a special-suprise for u guys in A12 !!!!! Iam very sure you will like it :)
But this is a secret till A12 !!!!

All I can say is: It is a special POI - especially made for A12 !!!

ok - now u can waste ur time till A12 with guessing - lol
Mag out

Great glad to see you continuing your work into A12. I have just started a new server and have everyone excited about your POI's so I can't wait for A12 and your updates. Thanks for the reply and the hard work!

Redlotus
07-03-2015, 09:27 PM
A12 out guess we need to check for changes...

mythan
07-04-2015, 02:37 AM
There are quite a few changes to the "rwgmixer.xml" file and there are no comments to explain the tags! The vanilla "prefabs.xml" file is also pretty much empty. Was hoping to get this early to generate with the new map, but I guess a map reset is in order once this is ready. Hope you can update it quickly Magoli and there are not too many hurdles! :D

Magoli
07-04-2015, 06:11 AM
hey guys

WOW - evereything has changed: No prefabs.xml anymore / some Windowblocks and all snowdeco-blocks are gone now / the spawning-system is complete overhauled.

The good thing is:
All known Issues that belongs to Collapsing, rotations , blocks, prefab-spawning, spawningtogether seems to be gone now !!!!



OK - to the point:

First i have made a block-change-table to see the changes in detail. Is finished now !!!

Now iam in the middle of the repairings (got already 60/100 done).
The pre-repairings (Lights,Lootcontainersamount) i had finished 3 days ago.
Then i have to write the new mixer.

I believe to deliver U the new ALpha12 compatible Pack Monday (when everything works how i like :) )


stay tuned
Mag out

mythan
07-04-2015, 07:15 AM
Thanks Magoli! I appreciate the effort you're putting into this and cannot wait to load it into the server. Hope you've got some Redbull to keep you going ;)

Vasid
07-04-2015, 09:36 AM
I gotta know, are large prefabs gonna work in A12?

I'm so excited because the more roomy way of spawning things makes me think it's a yes.

Magoli
07-04-2015, 09:39 AM
Thanks Magoli! I appreciate the effort you're putting into this and cannot wait to load it into the server. Hope you've got some Redbull to keep you going ;)

lol - no redbull - but other good stuff ;)

btw:
only 27 buildings to repair left - (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)

When all is repaired and spawnable - then i start mixing and testing the new RWG-spawner ;) - (perhaps already today ?!?!)

However - iam straight working on the first A12-release of the CompoPack.

Mag out

Kuldiin
07-04-2015, 11:21 AM
Thank you for doing this Mag :)

TheForsaken
07-04-2015, 11:24 PM
We really appreciate your efforts!! Thank you so much!!

Chaosocks
07-05-2015, 12:07 AM
Woo! I am so glad to hear this will be ready so soon!
I will make sure my mod comes out quickly too, I love how well your mod compliments with it
(or any similar gameplay overhaul mods)

mythan
07-05-2015, 08:17 AM
F5 f5 f5 f5!!

Krash
07-05-2015, 10:21 AM
...

(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.

Chromethous
07-05-2015, 11:15 AM
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.

mythan
07-05-2015, 11:28 AM
Thanks Chromethous, will check out the tutorial!

Acuta73
07-05-2015, 06:18 PM
F5F5F5F5F5

;)

Thanks for your hard work!

Magoli
07-05-2015, 07:22 PM
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

Krash
07-05-2015, 07:38 PM
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!

Krash
07-05-2015, 08:45 PM
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^^

Chromethous
07-05-2015, 09:27 PM
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.

Magoli
07-05-2015, 10:07 PM
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:
9371


I make good progress right now - got a good flow - lol
stay tuned
Mag out

Krash
07-05-2015, 10:21 PM
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" ;)

Chromethous
07-05-2015, 10:25 PM
I did do a short thread about the mixing https://7daystodie.com/forums/showthread.php?29426-Creating-Custom-Hub-Cells-prefabs-in-A12

I think I got most of it figured out I'll do a write up for it and post a complete tutorial once I've tested a few more things.
Thanks for the compliment. :D

Magoli
07-05-2015, 10:29 PM
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">

Tahoenvy
07-06-2015, 01:11 PM
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.

Laz Man
07-06-2015, 01:21 PM
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

b0rgerking
07-06-2015, 02:41 PM
Thanks so much for your hard work Magoli. I've been lurking here a while and only just made an account specifically to thank you. Can't wait for the A12 update for your pack so I can restart my SP game with a much more diverse map.

Krash
07-06-2015, 04:16 PM
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!

Laz Man
07-06-2015, 04:31 PM
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.

Magoli
07-06-2015, 06:55 PM
@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!!

thayyed
07-06-2015, 11:15 PM
now if only the fun pimps would hire magoli so these updates will be done right in the first place. Start a hire magoli movement to better our game!!

Magoli
07-07-2015, 12:28 AM
hey guys

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

watch this:

9446
this is the city on 0,0



9448
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

Magoli
07-07-2015, 09:09 AM
Testing has began !!!

Did all Testers get their PM's ???

And did it work well so far ???

Didnt test the dl-link by myself yet

oh man - iam late
gotta go to work now -hurry

Mag

bunglez
07-07-2015, 04:56 PM
Testing is going well. Looking good so far. Found a few rotated staircases. I sent some screens by PM. Having a mega-test play now!

Tahoenvy
07-07-2015, 06:14 PM
@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!

Redlotus
07-07-2015, 06:25 PM
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.

Magoli
07-07-2015, 07:59 PM
@ 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

9488
2 vanilla spawn together - YESSSSSS!!!!!! - Its not only the costum prefabs :) !!!!


9489
The pistol-gunshop spawned in the middle of a townstreet !!!


9490
and god said: "THE TOWN HAS TO BE FLAT AND EVEN !!!!!!!!!!! No matter what is around !!!!!" - lol


9491
ISSue ore overgrown by time - who knows ?!?!?!


9492
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

Redlotus
07-07-2015, 08:07 PM
@ 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

9488
2 vanilla spawn together - YESSSSSS!!!!!! - Its not only the costum prefabs :) !!!!


9489
The pistol-gunshop spawned in the middle of a townstreet !!!


9490
and god said: "THE TOWN HAS TO BE FLAT AND EVEN !!!!!!!!!!! No matter what is around !!!!!" - lol


9491
ISSue ore overgrown by time - who knows ?!?!?!


9492
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

I have seen the uneven/raised towns (3rd screenshot) in Random Gen without your prefab pack in. So I don't think this is your pack doing this. Someone mentioned in another thread that you could lower the elevation settings and fix some of this, but I don't know that there is a way around it easily.

Redlotus
07-08-2015, 03:25 AM
I haven't seen anything game breaking during testing. I have seen a few odd spawns and here and there but overall it looks pretty good. I would call it usable in its current state. The odd spawns were main some building on uneven land other than that I didnt see much I would call broken.

LT.
07-08-2015, 03:29 AM
I haven't seen anything game breaking during testing. I have seen a few odd spawns and here and there but overall it looks pretty good. I would call it usable in its current state. The odd spawns were main some building on uneven land other than that I didnt see much I would call broken.

A lot of that is the random gen engine / rwgmixer at work. It doesn't have the same "smoothing" boundaries that the previous mixer had. So the terrian that was there gets its elevation overridden by the POI placement engine at the time of placement.

Laz Man
07-08-2015, 03:33 AM
A lot of that is the random gen engine / rwgmixer at work. It doesn't have the same "smoothing"

boundaries that the previous mixer had. So the terrian that was there gets its elevation overridden by the POI placement engine at the time of placement.

I'm assuming this is for wilderness POIs? If so, what I find helps is adding several layers
Under the prefab so that if it is inserted over a curved surface, the air blocks underneath are filled in.

Doing this is helps when dealing with large prefabs. Otherwise you run into SI issues.

For example, my prison (larger than 100x100) has at least 5 layers of stone underneath it. I just make sure to set the yoffset so the extra layers are submerged.

LT.
07-08-2015, 03:39 AM
I'm assuming this is for wilderness POIs? If so, what I find helps is adding several layers
Under the prefab so that if it is inserted over a curved surface, the air blocks underneath are filled in.

Doing this is helps when dealing with large prefabs. Otherwise you run into SI issues.

For example, my prison (larger than 100x100) has at least 5 layers of stone underneath it. I just make sure to set the yoffset so the extra layers are submerged.

Good tip. I'll be guided by your experience in this area. I have had spent almost no time on custom prefabs.

Chromethous
07-08-2015, 05:00 AM
yeah Wilderness POIs can be anywhere within the cell area, The hubs are generally close to the middle of the cell, unless the hub is almost the same size as the cell then you could have an issue with terrain clipping.

Also yes the way you have the RWGmixer settings it is possible to have another city like the main one spawn(6% chance in any given Cell with Mag's settings).

I edited the rwgmixer.xml myself using some of what you did (thanks for alphabetizing the xml file) I have about 7 new hubs I added plus 4 cells... I added a Rural hub like the one you had, I also built an Industrial Complex Cell. I'm testing it at the moment and if things go like I hope I'll have some awesome news.

LT.
07-08-2015, 08:45 AM
Hey Mag - testing complete. Took a while, lucky I had one of my team to help or I'd go crazy. ;)

Good work on all of these, none crashed or caused any errors, just a few tweaks needed and then a few that didn't load at all.

Full report here. (http://pastebin.com/CycDTBVR)

http://i.imgur.com/il4akws.jpg
http://i.imgur.com/UirEEVk.jpg

mythan
07-08-2015, 09:56 AM
Hey Mag - testing complete. Took a while, lucky I had one of my team to help or I'd go crazy. ;)

Good work on all of these, none crashed or caused any errors, just a few tweaks needed and then a few that didn't load at all.

Full report here. (http://pastebin.com/CycDTBVR)



Wow LT, good job! Thanks for helping Magoli and the community!

Magoli
07-08-2015, 12:36 PM
fine

I'll will take stand to all your post tonight

Right now iam working :(

Mag

Redlotus
07-08-2015, 04:36 PM
Is the hospital from the Navezgane map in the pack by chance? If not, can it be added?

Magoli
07-08-2015, 06:38 PM
Is the hospital from the Navezgane map in the pack by chance? If not, can it be added?

actual its not !!! not sure if i can readd it - its really big.
But TFP let the big sawmill spawn in RWG. And this is one of the biggest vanilla-prefabs !!!
This could mean - that big prefabs no more a problem now. I will test it soon.

Would be very cool - if we could readd our big costums again too !!!

tonight i will take stand to the testreports.

Mag

Redlotus
07-09-2015, 12:34 AM
Any word on the current pack? I was considering resetting tonight and would love to have the prefab in place for it!

Magoli
07-09-2015, 01:08 AM
hey guys

thx for the great testing-work. U helped me a lot with infos on different stuff !!!

iam about to check and notice all the stuff that must be changed right now. Some little Issues i also fix at this opportunity.


No result today - because i have got another PM's with stuff that has to be checked.

All I can say so far is:

- The old Issue with the misrotated stairs is still alive. (when the whole prefab gets rotated) (not all stairs - not always !!!)
- The old Spawning-together Issue is still alive !!!
- Trees still clip with its limbs into houses (bushes and everything else also !!!)
- The Biome-decoration (especially the wasty) don't care about buildings or whatever - i mean the uncontrolled dirthumps !!!
- some blocks have still a mesh-Issue - and look like empty and unfilled (woodpole,airconditioner,...)

I try to fix the most nasty Issues - and then release the Pack. But its very NOT how i want it to be. The v5-version was very close to what i have in my mind. But now with the a12-mixer there are so amazing new stuff possible - its wonderful.
But to use its full potential will be very much work guys.

--I have to test and convert/repair the "old" big v4-prefabs. And also check for Lootcontainersamount, Litlights and the new Concretestairs-Issue (i didn't talked about that yet) - and finaly check if they spawn now fine without Issues !!!

-- weekend I have to check (and fix) all the vanilla-prefabs and their xml-files. And because i believe they are protected by eac now too, I have to make costums-prefabs of them. But this i have to test before also !!!

-- When all prefabs and their xmls are fine - i will be able to take care about a better and sinful spawning.


And then - there is some other stuff to do too:
Find and add new prefabs to the pack - add decals to ALL costum-prefabs - make some new ones by maself:) - enable more different city/town -types


It looks like the work will take no end - but i really want to join gaming again too.
I didnt played the game regular for weeks :(

However - good night
mag out

Ynd21
07-09-2015, 01:12 AM
:) Can't wait for the prefab pack either. I won't "release" the server I'm working on until this is released so <3 Thank you for creating it and if you need anymore testers (I know you said you don't) let me know!

mythan
07-09-2015, 03:16 AM
.....I try to fix the most nasty Issues - and then release the Pack.....

Great to hear things are progressing well! It would be awesome if you released the pack after you have fixed the nasty issues. For me, I'm not too concerned about all the new stuff you can do with A12 random gen, I would rather have some new prefabs and then come back in a few weeks to see if you've made an even better pack with all the new A12 features included.

I believe that was already your plan, but I'm just double checking. Thank you

Magoli
07-09-2015, 09:03 AM
Great to hear things are progressing well! It would be awesome if you released the pack after you have fixed the nasty issues. For me, I'm not too concerned about all the new stuff you can do with A12 random gen, I would rather have some new prefabs and then come back in a few weeks to see if you've made an even better pack with all the new A12 features included.

I believe that was already your plan, but I'm just double checking. Thank you


Yes - i wanna drop a playable a12 version of the pack as soon as possible.

And after that i will take my time to work on the prefabs and spawning !!!


btw:
belongs to the Spawning-together-Issue:
Now i know for sure: It is not the fault of the custom-prefabs or vanillas !!!

Its still the same Bug in the worldgenerator. Even with the new Rwg-mixer !!!
Because this Issue happens to 2costums - also 2vanillas - also 1costum/1vanilla !!!!

I don't know what to do in this case
Only answere i know is: WAITING for a better worldgeneretor-engine !!!


I only have to check/repair a few things - then I will release it !!! And show some testresults too

stay tuned
Mag

Pille
07-09-2015, 09:13 AM
The old Issue with the misrotated stairs is still alive. (when the whole prefab gets rotated) (not all stairs - not always !!!)

I think you could create a prefab for each rotation or did you find another solution?

Magoli
07-09-2015, 12:44 PM
I think you could create a prefab for each rotation or did you find another solution?

that could work - when i make a rule for each prefab - but would be very much work (about 30 hours)!!!

A easier way could be - to just exchange the naugthy stairs with say woodstairs.

I hope TFP will fix these bugs soon.

I don't want to change any blocks yet - just because the game is to stupid to rotate them how its should be !!!
Especially when all the other bugs are still alive !!!!

I got many other work to. Lets wait for the official bugfix.
If someone of u guys would like to exchange all the buggy stairs from about 110 prefabs - pls PM me !!!
Else this theme is closed for me for now !!!

Mag

Thalendor
07-09-2015, 01:56 PM
- some blocks have still a mesh-Issue - and look like empty and unfilled (woodpole,airconditioner,...)
mag out

Some of them might be no issues at all.

Leaving parts of a mesh "open" on places you usually never see them is a common technique to reduce unnecessary calculations and therefore get some extra fps.
Sometimes a level-designer has to be careful where to use objects, because they might should be used as something else / on a specific place to avoid having these "mesh-issues".

http://prntscr.com/7qoj7j

For example a woodpole like this could ment to be only used as an electic woodpole. You wouldn´t see the "open" part of the mesh, because its either high above you and unreachable or somehow completed by another object on top of it to keep it modular.

Btw.: A Mesh is built out of 3 components:
- Vertices, which is are points in a 3D room
- Edges, which are "lines" between vertices
- Faces, which are surfaces betweens 3 or more edges

Faces do face in only one direction making them visible from one side and transparent on the other. So if you see a mesh that is somehow incomplete/invisible inside like the example above you are usually looking on the wrong side of a face.

Magoli
07-09-2015, 06:52 PM
Some of them might be no issues at all.

Leaving parts of a mesh "open" on places you usually never see them is a common technique to reduce unnecessary calculations and therefore get some extra fps.
Sometimes a level-designer has to be careful where to use objects, because they might should be used as something else / on a specific place to avoid having these "mesh-issues".

http://prntscr.com/7qoj7j

For example a woodpole like this could ment to be only used as an electic woodpole. You wouldn´t see the "open" part of the mesh, because its either high above you and unreachable or somehow completed by another object on top of it to keep it modular.

Btw.: A Mesh is built out of 3 components:
- Vertices, which is are points in a 3D room
- Edges, which are "lines" between vertices
- Faces, which are surfaces betweens 3 or more edges

Faces do face in only one direction making them visible from one side and transparent on the other. So if you see a mesh that is somehow incomplete/invisible inside like the example above you are usually looking on the wrong side of a face.

wow - very interresting infos. I didn't play around much with 3d-objects. Just a littlebit tryouts in BlitzBasic.
All my programs and games are 2d (iam a very old man - lol).

for me its really no problem since i play this game. But 2 of my testers has mentioned it. So i took stand to that.
(IMO TFP will take care about somewhere in future - if not: so what !!)


Iam about to fix the last few things. Then i tweak the rwgmixer a little bit to get a betterlooking spawn.
I will take almost all advices for the spawning LT. has given me (if its technical possible to me !!!)


btw:
I think the testingphase can be stopped now. Thanks to u all ;)
I will write a report about the test-results when i have more time.


Mag out

Blaktoe
07-09-2015, 07:31 PM
Big thanks to everyone involved in getting this built and updated. I have a server that I'm not pushing out until I have this pack running and I'm really hoping to see that happen this weekend. I'm keeping watch for an update.

Scyris
07-09-2015, 07:35 PM
I play alot of single player in 7dtd and i've pretty much see every vanllia prefab, would be nice to have this pack for a12 so I can find some new things out there.

Redlotus
07-09-2015, 07:48 PM
I play alot of single player in 7dtd and i've pretty much see every vanllia prefab, would be nice to have this pack for a12 so I can find some new things out there.

Knowing Mag...he's working hard on it. I am sure he'll get this out soon! Be patient, it's worth the wait!

Tahoenvy
07-09-2015, 09:07 PM
I play alot of single player in 7dtd and i've pretty much see every vanllia prefab, would be nice to have this pack for a12 so I can find some new things out there.

This pack is for Multi player, I wasn't sure if you knew that

bunglez
07-09-2015, 09:14 PM
It's for SP too. I've always used it in my SP games to great effect.