Can you estimate when the update might be released? I won't restart overnight, as I have one or two other things running at the moment. 7D2D is basically planned for "afterward."
I haven't decided and your feedback would be appreciated. I could release the update with 2.1, 2.2 ... 3.0...? My fear is including that change in 2.1 might interrupt those who have started maps with 2.0 if they don't read my warning. On the other hand, 2.1 is likely to be near enough that I won't have a bunch of new content just bug fixes and those size changes.
I haven't decided and your feedback would be appreciated. I could release the update with 2.1, 2.2 ... 3.0...? My fear is including that change in 2.1 might interrupt those who have started maps with 2.0 if they don't read my warning. On the other hand, 2.1 is likely to be near enough that I won't have a bunch of new content just bug fixes and those size changes.
I think 3.0 will take a very long time. Late 2025, or maybe even sometime in 2026. Unfortunately, you can't rely on the TFP roadmap.The 2.1 exp has been running for a few days and could maybe run for a week before the stable version arrives.
V2.2 will then depend on what was changed in 2.1 that didn't make it into 2.2, and possibly on new feedback from the community. Has a 2.2 been announced yet? We probably won't expect anything majorly new or changed to the mechanics. If we were to foresee the 2.2 stable release, maybe in 3 weeks...
I just don't know how much work it is to adapt the mod every time a TFP change is made. If V2.2 takes a while, I'd put the change into V2.1 stable. If I knew that V2.2 would be coming soon, I'd wait until then so I wouldn't have to change things all the time. V3 is so far away.
I probably won't get to 7D2D myself for another 2-3 weeks. Before that, I have other things to do and a lot to do in real life. But I'm trying to plan for mods. The last time I played A21 was with almost 100 mods—that was probably 1.5-2 years ago. Yours was one of them, and I was thrilled with the buildings. That's why I want to include it again, especially since there are so many buildings. The unmodded 7D2D has become quite boring for me. I just want to avoid unnecessary bugs in the game with such a large number of mods. I hope Urban Decay doesn't cause any problems with the prefabs.
Those are my thoughts on the matter. Maybe it will help me make a decision.
On the subject of size changes, how often are you seeing oversized wilderness POIs cut into nearby towns or other POIs? I've only seen it happen once so far, and the offending POI was one of those absolutely massive airport POIs.
I'm wondering how bad of a problem it actually is. So far it only seems to affect insanely large POIs. Makes me think that perhaps resizing POIs isn't really worth it if the placement bug rarely happens.
I just don't know how much work it is to adapt the mod every time a TFP change is made. If V2.2 takes a while, I'd put the change into V2.1 stable. If I knew that V2.2 would be coming soon, I'd wait until then so I wouldn't have to change things all the time. V3 is so far away.
I'm wondering how bad of a problem it actually is. So far it only seems to affect insanely large POIs. Makes me think that perhaps resizing POIs isn't really worth it if the placement bug rarely happens.
I've seen it in my playtest world, once. My interest in the changes is long-term maintenance on my part. The closer I stick to TFP patterns the less work I end up with overall.
The change that remains ... making the Village a Tile would likely influence future content that I make this year. Based on what I learn, I might try to make content for a small township.
The change that remains ... making the Village a Tile would likely influence future content that I make this year. Based on what I learn, I might try to make content for a small township.
I'm looking forward to seeing what you come up with. Tiles were a fantastic addition to the game, IMO, but the biggest weakness of the tile system is the limited number of tiles. As the number and diversity of tiles grow, the better the tile system becomes. IDIC.
I don't know what I was thinking. I can make the next update backward compatible. The old versions of motocross and the ranch will have the old filenames but I'll remove that tags that get them placed by RWG. The new versions of those files will have a slightly different filename and be tagged for RWG. This way existing maps will find the old POIs but new maps will use the new ones. Then I can clean out the old files at some later date, like for 2.9 or 3.0.
* Adjusted wilderness road exits and some quest marker locations.
* Turned off AllowTopSoilDecorations for the Hunter's Trap decorations.
* Added rwg_tile_industrial_t_zztong_01 to support more 100x100 POIs.
* Small change: zztong_apartments_02
* Small change: zztong_sheriff_01
* Small change: zztong_strip_mall_02
* Small change: zztong_tfp_ranger_station_01
* Small change: zztong_tfp_army_barracks_01
* Small change: zztong_tfp_house_new_04
* Small change: rwg_tile_rural_corner_06
* New...
Well, after generating many more test maps, it seems I really downplayed the problem caused by oversized wilderness POIs.
Basically any wilderness POI over 150 blocks stands a good chance of overlapping other wilderness tiles or even town tiles. Sometimes it's not such a big deal but often these POI/tile collisions make a real mess. Especially on smaller 4k maps!
Sad to say that this will basically force the retirement of some really good POIs. Some can be modified fairly easily, but others simply can't be squished down under 150x150 without being completely mangled beyond recognition.
Sad to say that this will basically force the retirement of some really good POIs. Some can be modified fairly easily, but others simply can't be squished down under 150x150 without being completely mangled beyond recognition.
It sounds like you're dealing with POIs other than mine. You should talk to @stallionsden as he's got plans for larger POIs.
I didn't have anything greater than 150x150 as I suspected the max POI size would match the Tile size. That bet didn't pay off, but I wasn't so deeply invested in it that I couldn't pivot.
Well, I made a safe call in that mirroring TFP means I only eat the same pain they choose to eat. I have the luxury of being willing to hack on my own POIs, where as the CompoPack team tries to protect the original vision of the POI's creator, which can be quite the challenge. I mean, I have mad respect for the CP's perspective and goal to honor those creators, but technically it can be quite the puzzle.
It sounds like you're dealing with POIs other than mine. You should talk to @stallionsden as he's got plans for larger POIs.
I didn't have anything greater than 150x150 as I suspected the max POI size would match the Tile size. That bet didn't pay off, but I wasn't so deeply invested in it that I couldn't pivot.
Well, I made a safe call in that mirroring TFP means I only eat the same pain they choose to eat. I have the luxury of being willing to hack on my own POIs, where as the CompoPack team tries to protect the original vision of the POI's creator, which can be quite the challenge. I mean, I have mad respect for the CP's perspective and goal to honor those creators, but technically it can be quite the puzzle.
Yep, the retirement remark was concerning old POIs like Hernan's mall, Zyncosa's airport, and several others. So far, I've finished size adjustments on Fizzlewitz's Vault 11 and Viper 7's Private Airstrip (just for my own use, as I don't have permission to redistribute). Vault 11 was easy, but Viper 7's Private Airstrip took several hours and was only doable because there was quite a bit of unused space in the original -- enough to get all the features and buildings into a 150x150 footprint.
But there are plenty of megasized POIs that don't have any unused space at all. So I'm not sure what Stallionsden can even do about some of the more extreme (250+ block) POIs, other than retire them from the CP.
Supports V3.0 of the game. Adds 5 new Tiles, 4 new POIs, and 69 new Decorations. Does NOT yet support Sign Tech as that will take a lot of focused effort.
quick question for ya zztong, I've been using your POIs, but for some odd reason, when players try to do trader quests at them, they're unable to finish the quest. I've observed this with pretty much every custom POI that we've run across on our dedicated server, except for the traderx custom POIs, which seem to complete just fine. Any idea how I could fix that or is it just a crossplay vanilla issue with the POIs?
Thanks for taking the time to respond and I love your POIs. Very grateful for all the work. Right now players submit a quick 15-30 second video showing they completed the POI in their POI quest list and get comp'd pretty much instantly via discord (provided im available to enter the code) by giving players the admin quest tickets.
P.s. thanks for already dropping the 3.0 update for your POIs, I plan on downloading that soon as well!
I've observed this with pretty much every custom POI that we've run across on our dedicated server, except for the traderx custom POIs, which seem to complete just fine
quick question for ya zztong, I've been using your POIs, but for some odd reason, when players try to do trader quests at them, they're unable to finish the quest. I've observed this with pretty much every custom POI that we've run across on our dedicated server, except for the traderx custom POIs, which seem to complete just fine. Any idea how I could fix that or is it just a crossplay vanilla issue with the POIs?
Thanks for taking the time to respond and I love your POIs. Very grateful for all the work. Right now players submit a quick 15-30 second video showing they completed the POI in their POI quest list and get comp'd pretty much instantly via discord (provided im available to enter the code) by giving players the admin quest tickets.
P.s. thanks for already dropping the 3.0 update for your POIs, I plan on downloading that soon as well!
yeah. not sure if you read what I said "except for the traderx custom POIs, which seem to complete just fine." The custom POIs will get all the green checkmarks except it wont let you turn it into the trader. Infested clear shows all the zombies killed. If you're missing an area or two within the custom POI, on consoles, it will show the orange dots just fine as well. Its just it wont let you turn it into the trader. It's somewhat frustrating as a console player to direct a question to a custom POI maker like zztong, and then have someone who clearly doesnt know what they're talking about to interject with their uninformed opinion--with all due respect, as I don't mean to offend. It's just I found your reply to be useless, and borderline trollish. If you make custom POIs and have some insight as to why the traderx custom POis for consoles work and can be turned into a trader, yet other custom POis cannot be turned in, I'd be happy to read it.
But yeah zztong, I was just curious if you had any info for me on that. Yeah, I got custom POIs on my crossplay vanilla server from "AJ" (the one who made the AJ farm_house, AJ_LazyFarm, etc) The various towers (blade tower, black tower, etc) the KB custom POIs, St Marys Hospital, SurvivorAndy, the vb_FNS, and ofc all of the zztong!
My vanilla players on my server are very pleased and enjoying all of the custom POIs that PC supremacists claim consoles players cannot enjoy. I call them PC supremacists because (insert robert downey jr rolling eyes meme) I grow weary of constantly hearing from PC players about how PC is so superior to console. I own a PC, but there's just something about playing on console that's really fun. At any rate, I'm not here for that fight or discussion. ***I'm just here with an observation that had me asking questions about the common wisdom regarding custom pois and their crossplay console compatibility.*** Seeing as you made the zztong POIs, and are among the most highly regarded custom POI makers (in my opinion at least) I figured you might have some insight into this. I honestly didnt think that any of the custom POIs would be quest-able for consoles, so when I saw we were able to do traderx custom POis and turn those in with no issue on console, I was pleasantly surprised. I know nothing about coding custom POIs, Im a noob at making custom POIs myself on the POI editor, (im not very artistic at all--my custom POIs are all very basic)
Even if the problem cannot be solved, having the custom POis in my vanilla crossplay world is actually fine, it just means that anytime players want to turn in quests, they have to upload a video on discord and then I have to provide compensation via quest tickets through a discord command that tells the game to drop them an admin quest ticket. So, we are making it work, I'd just prefer it work normal. But if it can't or if ya can't provide any information as to why the traderx custom POIs can be turned in but your zztong quests cannot be turned in---I will nevertheless appreciate your time and consideration <3 On behalf of my community of players, thanks again for all the work you do on your custom POIs
yeah. not sure if you read what I said "except for the traderx custom POIs, which seem to complete just fine." The custom POIs will get all the green checkmarks except it wont let you turn it into the trader. Infested clear shows all the zombies killed. If you're missing an area or two within the custom POI, on consoles, it will show the orange dots just fine as well. Its just it wont let you turn it into the trader. It's somewhat frustrating as a console player to direct a question to a custom POI maker like zztong, and then have someone who clearly doesnt know what they're talking about to interject with their uninformed opinion--with all due respect, as I don't mean to offend. It's just I found your reply to be useless, and borderline trollish. If you make custom POIs and have some insight as to why the traderx custom POis for consoles work and can be turned into a trader, yet other custom POis cannot be turned in, I'd be happy to read it.
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But yeah zztong, I was just curious if you had any info for me on that. Yeah, I got custom POIs on my crossplay vanilla server from "AJ" (the one who made the AJ farm_house, AJ_LazyFarm, etc) The various towers (blade tower, black tower, etc) the KB custom POIs, St Marys Hospital, SurvivorAndy, the vb_FNS, and ofc all of the zztong!
My vanilla players on my server are very pleased and enjoying all of the custom POIs that PC supremacists claim consoles players cannot enjoy. I call them PC supremacists because (insert robert downey jr rolling eyes meme) I grow weary of constantly hearing from PC players about how PC is so superior to console. I own a PC, but there's just something about playing on console that's really fun. At any rate, I'm not here for that fight or discussion. ***I'm just here with an observation that had me asking questions about the common wisdom regarding custom pois and their crossplay console compatibility.*** Seeing as you made the zztong POIs, and are among the most highly regarded custom POI makers (in my opinion at least) I figured you might have some insight into this. I honestly didnt think that any of the custom POIs would be quest-able for consoles, so when I saw we were able to do traderx custom POis and turn those in with no issue on console, I was pleasantly surprised. I know nothing about coding custom POIs, Im a noob at making custom POIs myself on the POI editor, (im not very artistic at all--my custom POIs are all very basic)
Even if the problem cannot be solved, having the custom POis in my vanilla crossplay world is actually fine, it just means that anytime players want to turn in quests, they have to upload a video on discord and then I have to provide compensation via quest tickets through a discord command that tells the game to drop them an admin quest ticket. So, we are making it work, I'd just prefer it work normal. But if it can't or if ya can't provide any information as to why the traderx custom POIs can be turned in but your zztong quests cannot be turned in---I will nevertheless appreciate your time and consideration <3 On behalf of my community of players, thanks again for all the work you do on your custom POIs
Funny i do have eyes and did read your post lol and i have been prefabbing since a8 buddy.. good laugh tho and yes pois are client side and server side consoles are not set up for mods you use them at your own risks of having issues and problems.
There is no way also that consoles are as good as PC's. I own a ps5 as well but it can not no where near do what a pc does.