PC Alpha 20 Dev Diary

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Regarding Custom Sizes... oh, so it sounds like you draw the Marker onto the Tile. By convention the TFP uses standard sizes, but you could draw any size that fits onto the Tile.

Regarding the file names of Tiles, you mentioned "simply add a number to the end and you can have any number of variants." Can it be more than a number so that modders can keep from colliding with each other and with future TFP Tiles?

rwg_tile_residential_cap.ins

rwg_tile_residential_cap_08.ins

zztong_rwg_tile_residential_cap_08.ins ?

 
Regarding Custom Sizes... oh, so it sounds like you draw the Marker onto the Tile. By convention the TFP uses standard sizes, but you could draw any size that fits onto the Tile.

Regarding the file names of Tiles, you mentioned "simply add a number to the end and you can have any number of variants." Can it be more than a number so that modders can keep from colliding with each other and with future TFP Tiles?

rwg_tile_residential_cap.ins

rwg_tile_residential_cap_08.ins

zztong_rwg_tile_residential_cap_08.ins ?
haha, asking the potent questions, technically yes. the number is just a simple way for us to define them. You can add _whatever to the end and it'll still go in the list.

 
Yes, hehe. My ignorance knows no limits. :)  Thanks again for the responses.
Excellent f'en questions, the lot of them. 

Thank you. 

haha, asking the potent questions, technically yes. the number is just a simple way for us to define them. You can add _whatever to the end and it'll still go in the list.
_guppy, etc then.  Nice, will make playing nicely together easier. 

 
haha, asking the potent questions, technically yes. the number is just a simple way for us to define them. You can add _whatever to the end and it'll still go in the list.
well i lot of  good stuff with city generator  but maybe  will be small newsstand somewhere? 😅 😸

and @unholyjoe i will write , fight and beg for newsstand until it will be added! my glourious newstands. they are so perfect

 
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haha, asking the potent questions, technically yes. the number is just a simple way for us to define them. You can add _whatever to the end and it'll still go in the list.


Kin, 2 questions for you.

1) I would assume the important part is the prefix so the code knows how to connect the custom tile to others? (e.g. rwg_tile_downtown_cap_xxxxxx).

2) Could we create our own tile set as well independant of the vanilla sets? (e.g. rwg_tile_lazman_cap, rwg_tile_lazman_interesection, etc.)

 
Kin, 2 questions for you.

1) I would assume the important part is the prefix so the code knows how to connect the custom tile to others? (e.g. rwg_tile_downtown_cap_xxxxxx).

2) Could we create our own tile set as well independant of the vanilla sets? (e.g. rwg_tile_lazman_cap, rwg_tile_lazman_interesection, etc.)
1. You are correct.
2. Yes, new districts can be defined in rwgmixer xml and you can also define what townships they go in.

 
So Tiles be town and city or just found in the city.
From the sound of it, we will have city tiles to make unique city's and other tiles that will fit into the wilderness as POI, like a ranger cabin or the like.

Also from Kinyajuu 

1. Yes, wilderness. anything above 100 probably won't fit the largest and the hard rule is nothing bigger than the poi marker size. The code for smaller Prefabs to get centered when a smaller one is chosen is already in place, it's simply turned off while we get things finished up as we don't want non standards popping up in test generations.

 
In the video they are using 2020.3.1f1 and on twitter they did say they might have a higher version they are working with.


thanks for the info.. will go see what ray tracing support etc. is in 2020.3 (if any) - but hoping a Unity update will eventually mean ray tracing support for really impressive gfx and shadowing (and Unity 2021.2 beta has support for PS5 and XBOX X series - so TFP could end up producing console versions themselves).

 
faatal said:
In A20, surprise, there are some switches that open doors where they drop and were then staying asleep.

You could also remove a block they were standing on.
Any ideas floating around where doors when the are visually damaged to the point of having a small hole, auto unlock? Make sense since you could just stick your hand in and unlock it. Also, having doors that are locked from one side and not from the other. 

 
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Any ideas floating around where doors when the are visually damaged to the point of having a small hole, auto unlock? Make sense since you could just stick your hand in and unlock it. Also, having doors that are locked from one side and not from the other. 
well in F3 you can find hard destroyed door with 100 lvl 

 
1. You are correct.
2. Yes, new districts can be defined in rwgmixer xml and you can also define what townships they go in.
1. With this new tech is there a way to stop the same kind of shop populating the same tile, eg two different Shamway foods?

2. Can we build a subway system that can interconnect across different tiles?

3. In the world gen options can we set city size?

4. Could we make a football stadium across 4 different tiles and have them line up in the world gen?

5. Does the Distant POI work correctly with this new tech?

Thanks again Knyajuu

 
1. You are correct.
2. Yes, new districts can be defined in rwgmixer xml and you can also define what townships they go in.
I have further questions:

1- Are the complete set of Navezgane POIs (aside from those specifically tailored, like the desert canyon POI) included in every map that surpasses or equals Navezgane's map size? (plus many more for bigger sizes)

2- Regardless of the answer, are there options to ensure complete POI repertoire or lack thereof in sizes equal or bigger than 6k x 6k to satisfy that issue ?

3- Is the amount of findable terrain features, like secret stashes, secret mountain pathways with some cool feature,  or even city stuff like sewers ..........  tunnable bia some kind of option?

4- Rivers.... how are they flowing? are they in and working fine with bridges?

5- Waterfalls... Yes, no, maybe or never? It always sounded more like a tiny landscape POI to me though.

6- The city generation algorithm looks very reliable, what about the landscape generation? I only recall the hill-side terrain warts common in the a19 RWG beach borders near the water as an issue to compare between the current and former RWG quality. Are those warts cured or still need treatment?

 
1. With this new tech is there a way to stop the same kind of shop populating the same tile, eg two different Shamway foods?

2. Can we build a subway system that can interconnect across different tiles?

3. In the world gen options can we set city size?

4. Could we make a football stadium across 4 different tiles and have them line up in the world gen?

5. Does the Distant POI work correctly with this new tech?

Thanks again Knyajuu
1. We have a tagging system now for all prefabs so we're working on making sure two things of the same theme don't spawn close together.

2. So long as you make sure the exits line up like the roads do, yes. You would have to make sure you used all custom street tiles with the sewers built in though.
3. Basic options were given for the UI but in rwg mixer xml you can set the min and max tile count, that will control the overall size.

4. Nope, it has to fit in the tile in a POI Marker.

5. Yes.

 
1. We have a tagging system now for all prefabs so we're working on making sure two things of the same theme don't spawn close together.

2. So long as you make sure the exits line up like the roads do, yes. You would have to make sure you used all custom street tiles with the sewers built in though.
3. Basic options were given for the UI but in rwg mixer xml you can set the min and max tile count, that will control the overall size.

4. Nope, it has to fit in the tile in a POI Marker.

5. Yes.
Are bus stop  "buildings?" if yes can be sitation like - on both sites of street will be bus stops? like  :

Bus stop

------> ROAD

line on road

<----- Road

Bus stop

 
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