PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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It would be nice if some of the settings in rwgmixer could be made into sliders in the options menu, along with some actual description of what they do. I hope that when TFP goes gold, there will be some good documentation for modders to know what all of the different values do too. I have seen some cool terrain manipulation from Tin, but I think it took him a ton of trial and error to get the results he was looking for.

It would also be nice if TFP could come up with an official version of something like CBSM or 7DTDRAT to help people manage their servers.

 
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So we need the mod loader to either identify duplicate entities in the XML between mods so we can prioritise which one we want or have both entities in the game like valmod does with the machete.
At the recipe level it would be pretty easy via steam workshop but I think some of the larger mods that redefine the gameplay like Medieval would need some flag in the XML to identify them as stand alone mods.
For pure xml mods it would suffice if for example multiple "blocks.xml" in subdirectories of the mod directory were read in after the normal "blocks.xml". In a defined order. Everything written there would be added to the already existing xml tree. I.e. if an element is read twice, the properties of the second occurance would be added or overwrite properties of the first occurance of that element

For convenience some xml could be defined which would erase already defined block-elements or the whole tree (for total mods)

 
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It would be nice if some of the settings in rwgmixer could be made into sliders in the options menu, along with some actual description of what they do. I hope that when TFP goes gold, there will be some good documentation for modders to know what all of the different values do too. I have seen some cool terrain manipulation from Tin, but I think it took him a ton of trial and error to get the results he was looking for.
It would also be nice if TFP could come up with an official version of something like CBSM or 7DTDRAT to help people manage their servers.
If only mixing noise algorithms were so easy. If you really want to mess with terrain settings you need to mix different generators and operators which is not something that can be done with a static set of sliders.

If you're looking for documentation on noise algorithms the libnoise documentation pretty much covers it...

http://libnoise.sourceforge.net/tutorials/tutorial2.html

 
In other words: I don't exactly get what you expect TFP to do in RWG.
Perhaps minute of a video that shows us some improvements in RWG.. or some discussion along those lines. You know.. instead of seeing Perishton for the 1,000th time.

 
If only mixing noise algorithms were so easy. If you really want to mess with terrain settings you need to mix different generators and operators which is not something that can be done with a static set of sliders.
If you're looking for documentation on noise algorithms the libnoise documentation pretty much covers it...

http://libnoise.sourceforge.net/tutorials/tutorial2.html
OK, more complicated than I thought. I have adjusted values in rwgmixer to make big lakes smaller and make small lakes into rivers. It's great at a glance, except that I get these super shallow lakes you can run through and steep cliffs for beaches. So, from that I guess you obviously need to adjust some other values to compensate for any change you make to one value. Maybe better if I leave the thinking to the real modders...

 
OK, more complicated than I thought. I have adjusted values in rwgmixer to make big lakes smaller and make small lakes into rivers. It's great at a glance, except that I get these super shallow lakes you can run through and steep cliffs for beaches. So, from that I guess you obviously need to adjust some other values to compensate for any change you make to one value. Maybe better if I leave the thinking to the real modders...
It's half science and half art. You can produce some wonderful effects though, and often you find that real terrain lays at the extremes of values, the extra deep lakes with cliffs for beaches reminded me of Loch Ness :-)

loch-ness-1910-cross-section.jpg

 
Coughs * VIDEO * Coughs

MTFGA

- - - Updated - - -

Someone *cough*Sphereii*cough* will need to take the reins and enforce standards before putting mods on his launcher. The good news is, he's got great relationships with all of the big modders, to make it happen.
Its spreading!!!!! Be careful

 
Seems like they are obsessed with Navezgane this Alpha and forgetting about RWG. :upset:
Navezgane is best suited for development. It loads way faster, you always know exactly where everything is, and it is easy to notice changes.

 
Is it confirmed that all the new POI's in Navezgane are going to be present in RGW as well? I remember something vaguely about this, but I can't find it in the first/second post.

 
They will be. I believe that the only POI from Navezgane not in random worlds is the Native American ruins at the bottom of the gorge.

 
Any reason for the gyrocopter not being on the feature list, even though MM did show it in one of his videos?
Yeah, it's only a work in progress. Even though MM stated he only wanted to show completed features in these videos. Weird, I know.

 
Not sceptic about the new POI's turning up in RWG. But mostly wondering about RWG in general. Since we never see any of it.

If the placement of old POI's is improved, then it doesn't matter because the new ones will automatically appear as well.

But I have doubts about:

- elevation differences

- density of cities

- road generation

- outside city POI generation

- Hill / mountain vs flat area generation.

- improved city block generation (different industries)

And of course the ever longing doubt about how mining will work in the revamped Alpha.

 
An efficient way to locate different ores would not go amiss, its sometimes soul destroying digging for like what seems hours in all directions to find ore.

Are there any plans for this now or in the future?

 
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