WickesGuru
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Thanks! I have no idea why it was set to that lol either way, I'm back to making awesome maps.In the nitrogen program change the scenario to none. Tht is the ocd map for testing lol
Thanks! I have no idea why it was set to that lol either way, I'm back to making awesome maps.In the nitrogen program change the scenario to none. Tht is the ocd map for testing lol
Argh it was a small forget to change it back before finalising cp46. Cp47 when released will have it fixed.Thanks! I have no idea why it was set to that lol either way, I'm back to making awesome maps.
Yes prefabs must be server and client side.Hello all!
A question, prefabs must be installed both server side and client side?
is not clear if the rwg mod only need client side prefabs or both nitrogen ad rwg, personally i tested it on a nitrogen only server side and is working.
Thanks in advance.
A question just out of personal curiosity.
The reason why it must also be installed on the client side, has to do with the rendering of the distant terrain, right?
does the game draw the low resolution model locally not from the server?
A question just out of personal curiosity.
The reason why it must also be installed on the client side, has to do with the rendering of the distant terrain, right?
does the game draw the low resolution model locally not from the server?
It is a vanilla lod bug tfp are aware of. Nothing to do with the CP. Exiting out and back in fixes it. Those lines you posted is a unity thing and yellow lines can be ignored vanilla games have them also.This is killing me because I love the Nitrogen maps as a generator and I love what Magnoli/Compo Pack brings interms of PoIs. I used all the latest files while trying to play the Undead Legacy mod on a dedicated server and while everything seemingly works okay I'm getting render issues. Graphical glitches all over the place particularly vendors standing in a block of iron and or doors being blocked etc. I looked over the server logs and found the following
2020-12-19T20:08:36 324.443 INF VehicleManager saving 0 (0 / 0)
2020-12-19T20:08:37 325.040 INF Time: 4.45m FPS: 33.76 Heap: 3834.6MB Max: 3834.6MB Chunks: 240 CGO: 74 Ply: 1 Zom: 28 Ent: 32 (64) Items: 3 CO: 1 RSS: 6882.8MB
2020-12-19T20:08:54 342.469 WRN No chunk for position -2861, 38, 992, can not add childs to pos -2861, 37, 990! Block cntCar03SedanDamage0v06
2020-12-19T20:08:54 342.515 WRN No chunk for position -2865, 38, 1109, can not add childs to pos -2864, 37, 1109! Block ulmContainerSedanClassic02d2
2020-12-19T20:08:54 342.515 WRN No chunk for position -2865, 38, 1112, can not add childs to pos -2864, 37, 1112! Block ulmContainerHumvee02d2
2020-12-19T20:08:55 342.526 WRN No chunk for position -2866, 39, 1151, can not add childs to pos -2864, 37, 1151! Block garageDoorIndustrial
2020-12-19T20:08:56 344.216 WRN Entity block on pos -2847, 37, 992 not found!
2020-12-19T20:08:58 346.398 WRN No chunk for position -2868, 39, 1137, can not add childs to pos -2868, 37, 1135! Block garageDoorIndustrial
2020-12-19T20:09:07 355.055 INF Time: 4.95m FPS: 30.05 Heap: 3736.1MB Max: 3834.6MB Chunks: 240 CGO: 61 Ply: 1 Zom: 9 Ent: 13 (33) Items: 0 CO: 1 RSS: 6924.7MB
2020-12-19T20:09:10 358.118 INF [DECO] written 0
Anyone happen to know if this is related and/or is also experiencing these issues and if there's a way to fix the render issues?
Cool thanks, that does work! Thanks so much for all the hard work towards this awesome pack! I have also noticed that when I move a few hundred yards and new PoIs enter the frame, those same texture illusions appear again. Unfortunately this makes questing in that POI really hard especially since restarting isn't really an option once you start a quest. I ran a plain Nitro map with Vanilla PoIs (from the Prefab drop down list) and the same density and size settings etc. and the problem seems to have gone away, so I'm perplexed by this because I really want to play with the PoIs that this pack includes.It is a vanilla lod bug tfp are aware of. Nothing to do with the CP. Exiting out and back in fixes it. Those lines you posted is a unity thing and yellow lines can be ignored vanilla games have them also.
When you get close to the pois the meshes should solve themselves.Cool thanks, that does work! Thanks so much for all the hard work towards this awesome pack! I have also noticed that when I move a few hundred yards and new PoIs enter the frame, those same texture illusions appear again. Unfortunately this makes questing in that POI really hard especially since restarting isn't really an option once you start a quest. I ran a plain Nitro map with Vanilla PoIs (from the Prefab drop down list) and the same density and size settings etc. and the problem seems to have gone away, so I'm perplexed by this because I really want to play with the PoIs that this pack includes.
Thanks and Merry Christmas!Update on a19.3 stable being released.
Pretty sure tfp planned this haha wait til I go on holidays and then release a19.3 stable lol.
As I am away til the 26th December I wont be able to release cp47 until my return. As soon as I am home tho It will be the first thing I do.
Merry xmas/happy holidays to you all hope you all safe holidays
Exiting and re entering is a better solution to using the pois console method. In a game I get it once or twice then after exiting both times I can play for a long time before it can occur again. Hopefully tfp find a solution for this as it happens on vanilla pois as well in a vanilla game.@Mosgoth hitting F1 and typing in "pois" should also fix the problem. What's happening is the distant POI model fails to unload, but the actual POI does load, causing both to render and "phantom blocks" as I've seen a lot of people here call them to appear. There hasn't been a fix yet. However, by doing this, distant POIs will no longer render, so you'll have to physically get closer to see things like towns and everything.
I think Compopack uses more memory and such because of the POIs being pretty big and some being really complex, and there's a lot more of them, so that's why when loading a world with Vanilla POIs it doesn't happen as often (but it still can). I think it has something to do with the game running out of virtual memory or just memory in general?
Update on a19.3 stable being released.
Pretty sure tfp planned this haha wait til I go on holidays and then release a19.3 stable lol.
As I am away til the 26th December I wont be able to release cp47 until my return. As soon as I am home tho It will be the first thing I do.
Merry xmas/happy holidays to you all hope you all safe holidays
Same to you hope you have a great Xmas to.Hey all,
Merry Christmas and happy holidays! Question: I'm trying to make a Compopack map for my hosted server, but when I load a map into the world editor, I get a lot of POIs that are randomly on raised plots of land. Pictures of what I'm seeing are attached. Any idea how to fix that? I'm using the most recent compopack and I believe the most recent Nitrogen to generate the worlds. Thanks!
View attachment 17939
View attachment 17940
Same to you hope you have a great Xmas to.
I been thru all these for cp47 and all are level. Even in cp46 both Wolf and I been thru them and in game they come out level.
You placing them by hand I gather in the world editor.
Are you taking into account the y offsets of prefabs. Altho I will have to take a look when I back at these 2 they are only like 2 or 3 under ground level.
If they occurred like that from a nitro generation there seems to be a bug where a poi will spawn bad. One side be level yet the other 3 will have cliffs.
I will take another look at the levels when I am home in a few days. But it be a matter of going into prefab editor checking the x,y,z of the prefab then finding it in the prefablist of the cp46 and checking to see if the y offset is correct.
Another way would be to generate a few worlds and see the same pois and see ifnall are doing it of not the world you generated was borked.
Yeh they definitely add to the game.I should have said in the initial post: Huuuuuge kudos for doing all this work! I love the pack and can't wait to get it on my server.
As to your questions: I am not placing them by hand. I loaded up a Nitrogen generated world using Compopack prefabs. I've generated 4 of them and had these weird raised platforms in all of them.
Hmm... I just checked it in the prefab editor and I think it looks good.
Do you think I might have just messed up the CP files somehow? Wondering if a fresh download and install of CP files would fix it, since no one else seems to be seeing the issue.