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Thread: Compo-Pack for Random Gen

  1. #1
    Colony Founder Magoli's Avatar
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    Compo-Pack for Random Gen

    Ahoi hoi Survivalists

    Here is COMPOPACK 37 (for alpha17.1 exp / build 8)
    (also works with A17.0 b238 and b240 !!!)

    COMPOPACK is a Collection of 237 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?
    A Lot of fixes and Changes to the Prefabs and rwgmixer. Here is a quicklist of the Changes:
    - repainted almost all unpainted prefabs
    - added tons of new blocks to many of the prefabs
    - repaired/removed or changed tons of misplaced blocks
    - repaired the strange air-trenches on the boarders of some prefabs
    - added 7 new Prefabs (thx to TopMinder , Pille , Stallionsden and Mana)
    - exchanged 10 Prefabs with better new versions (thx to Tom, Stallionsden and Andyjoki)
    - removed 6 Prefabs
    - made Thumbnail-screenshots for all prefabs
    - balanced difficultly-tier in all of the quest-prefabs
    - repaired block 256 : terrWaterPOI in all prefabs (set Rotation and Meta to default-value)
    - added StompyNZ's code for BiomeGeneration to the rwgmixer.xml (thx StompyNZ)
    (Now its big biomes slightly mix into each other - no snow beneath desert!)
    Recommended generation-seed for 4k maps:
    reppo1

    using my rwgmixer.xml and seedname reppo1 will give this 4k-map:
    20190112034026_1.jpg

    Warning:
    Not every seedname will give you that kind of good looking map ! Most seeds will look aweful !

    I will post more nice CP seeds here soonly (even for 8k-maps) - but its really not easy to get a good map
    (sometimes there is to much snow - sometimes there is to much desert and so on )
    however ur invited to help me out on this:
    If u find nice seeds please post them here in this thread

    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: 237
    65 prefabs has no Sleepers at all - and also NO quests
    58 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_37(for Alpha17.1_exp_b8)
    !!! PLS DONT USE CP36 ANYMORE - ITS BUGGED !!!



    HERE you can download COMPOPACK_37(for Alpha17.1_exp_b8)

    (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 !!!

    my plans for further Releases:
    take a deeper look into the prefabs itselfs and repair/remove/change/add/paint some stuff to them
    I also want to bring back different town-types again (e.g. Asiatown)

    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

    COMPOPACK_31(for_alpha16.4)

    COMPOPACK_30_foralpha16.4

    COMPOPACK_29_foralpha16.3

    COMPOPACK_28_for_alpha16.2

    COMPOPACK_27_for_alpha16.2

    COMPOPACK_26_for_alpha16.0_also_16.1

    COMPOPACK_25 for_alpha16experimental

    COMPOPACK_24_for_alpha15stable-b105

    COMPOPACK_22_for_alpha14.7



    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
    Last edited by Magoli; 3 Days Ago at 02:37 AM.

  2. #2
    Scavenger Tador's Avatar
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    Thanks for your great work.

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    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.

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    One of the most wanted mod... Huge work... Far far better than vanilla... Again, really thank you for that..!


  5. #5
    Colony Founder Magoli's Avatar
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    Quote Originally Posted by berticus0001 View Post
    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

  6. #6
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    There is a gremlin inside... Look what I've got when testing :

    Attachment 8702

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



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

    Last edited by Bullrott; 05-18-2015 at 03:32 PM.

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    @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.

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

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    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.

  10. #10
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    Just checked the issue with a default rwgmixer... Sounds like it works... There is many problems with modded prefab... Some of them collapsed like :





    And some spawn on roads like :



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


  11. #11
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    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...

  12. #12
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    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!

  13. #13
    Colony Founder Magoli's Avatar
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    Quote Originally Posted by Bullrott View Post


    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

  14. #14
    Survivor VDVSELLER's Avatar
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    cool buildings. I loaded to myself on the server

  15. #15
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    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¬
    6x6City.jpg
    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.

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