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Municipal Building

Hi guys, did the dungeon path and am working on sleeper volumes. Quick question is there a hard limit or recommended limit on number of sleepers in a POI to prevent errors/performance issues? This is the largest POI I've built to date and want to make sure it functions smoothly.

 
Deverezieaux said:
Hi guys, did the dungeon path and am working on sleeper volumes. Quick question is there a hard limit or recommended limit on number of sleepers in a POI to prevent errors/performance issues? This is the largest POI I've built to date and want to make sure it functions smoothly.


Not really a hard limit for poi but volume size needs to be set.  The game runs 255 alot. A chunk 255 x255x255 . Volumes should be set to what you are after.  Make sure you don't call more zs then what the volume max is and also make sure no 0 Volumes.

Trigger Volumes is where you use the group  id so zs in 1 spot trigger point elsewhere then ln the group id needs to match so 1 for the volume containing the zs and 1 for the spot the player walks that triggers the actual volume. The volume with the zs in it needs to have a min and max set the trigger volume needs to be min 0 max 0. make sure zombie groups match as well ie: soldier should be selected for trigger volume and z volume. 

But yeh keep in mind for what you are going for with zs that max alive is hard coded to 64 so if you have more then 64 the volume will respawn continuously til the volume max has been reached. 

So 255 zs in a volume is doable but probably shouldn't set at 255. Also when doing a volume set min max to below actual zs in volume this makes it so if a player goes thru your poi zs will spawn a certain number between min and max in certain spots the next time they go thru your poi they be in different spots so players can't memorise the zs position.. using min and max the same amount as what is in the volume is also ok in certain situations re going for as well.

So say zs in volume 50. Min 35 max 45 that will make it 5 zs in 5 spots won't spawn. But next play thru those 5 zs might spawn and others won't etc.

Remember tho each z not selected still needs to be loaded by game to be selected as well and this adds to memory usage etc. So zs in volume 255. Min 100 max 150, 255 zs still be loaded in game then the game selects number of zs it will spawn and select the spots the zs will spawn then actually spawn those selected.  This is all done without being seen by the player ofc.

 
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If you want some more ideas, there is a government building in perishton on the nav map.  Incorporates a court house and a police station together.

 
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Thanks Laz. I actually sampled some of the courtroom assets from the Perishton POI for the large courtrooms in this POI. I also did a DMV and a holding center with jail cells, though those are different than the one from Perishton.

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Thanks Laz. I actually sampled some of the courtroom assets from the Perishton POI for the large courtrooms in this POI. I also did a DMV and a holding center with jail cells, though those are different than the one from Perishton.

Nice to see people incorporating vent blocks.  Its a nice detail often missed.  The newer store POIs have some great examples on their use.

 
Thanks very much Laz, I think the vent blocks are cool, and add an air of realism. I used them in some fun ways in this POI. I have some experience in actual construction and I try to make the infrastructure of my POIs somewhat realistic. While I have you, do you know how I could get permissions to edit my original posts? I'd like to add links to the finished POI files to my original posts. I messaged Roland, but didn't hear back. I assume he's busy. This POI is nearly ready for testing and it would be nice to add a link in my first post so folks don't have to read through all the banter.

BTW I just playtested it the first couple times and it seems pretty good. I modified a couple of sleeper volumes, and will post after my next round of testing.

 
Here is the fully dungeon-ized, pathed and volumed government building: https://drive.google.com/file/d/1dYK2Ar6siNa4J4TaDB6iCGAt-0QdSNsc/view?usp=sharing

I've run quest tests several times and tweaked the volumes in places to avoid sleeper "pop-in" and prevent premature awakening of sleepers. That said, because it's so big there are areas where I feel sleepers could be tweaked more. I think that will only become clear when people start playing it and provide feedback. There are some very challenging parkour areas with narrow ledges where you need to be careful, and there are some alternative routes and shortcuts people could take advantage of. Not to provide too many spoilers, but there is a way to "quick exit" at the end so you don't have to go back through the entire building, but I've made it somewhat dangerous to use. It is definitely a tier 5 POI.

 
Oof. If I did a school/college/university I'd make it large. I'd most likely make a 3 building University campus. I need to do something small after the last one. I've started doing a small bank building. Maybe I'll do a University campus after.

 
Oof. If I did a school/college/university I'd make it large. I'd most likely make a 3 building University campus. I need to do something small after the last one. I've started doing a small bank building. Maybe I'll do a University campus after.
Haha yeh just threw that 1 in there lol...

But yeh Dr office. 

emergency services 

Cafe

 
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