Author Topic: [SPOILERS] Urban Development  (Read 1876 times)

Offline acidia

  • NPC
  • **
  • Posts: 152
    • View Profile
[SPOILERS] Urban Development
« on: July 31, 2017, 08:56:26 AM »
This thread is for feedback, bug reports, and building requests associated with the urban development project. https://github.com/CleverRaven/Cataclysm-DDA/issues/21488
The below images have the json number listed for reference.

The suburbs



The City

Block 1
Left to right, top to bottom
(2x2) Police station, movie Theater & office, house & Bank, (2x2) fire station
(2x2) Police station, house & apt & house, salon & low income apt, (2x2) fire station

Block 2
(2x2) Hotel tower, apt & diner, clothing store & subway & jewlrey store, (2x2) school
(2x2) Hotel tower, apt & Quick-e-Mart & to go food, club & house, (2x2) school

Block 3
(2x2) Projects, Laundry & ouside cafe & nice clothing store, row houses, (2x2) hospital
(2x2) Projects, bar & hardware sore & house, farmers market & subway & newspaper store, (2x2) hospital

Block 4
(2x2) bee infested office, orphanage & electronics store, garage & condos, (2x2) transit station
(2x2) bee infested office, pharmacy & candy store & brewery restaurant, gym & crack house, (2x2) transit station

That's 48/50 buildings drawn, items and monster spawns are still a few days out.  Last two (2x2) buildings and their infestations are up for discussion then we'll do a poll for winner
Building ideas:
public library
church
ikea
parking garage
newspaper
health department
city hall
duplicate existing buildings are cool too

Monster infestation ideas:
cult
military robots
wasp
bees (already done)
ant
other insects
triffids
fungus
mi-go
other nethers

Smaller buildings and home ideas are always welcome, referencing a picture through google is even better.

Note: First building PR should be up tonight.

Offline RipRoarinBoogerPenis

  • NPC
  • **
  • Posts: 231
    • View Profile
Re: [SPOILERS] Urban Development
« Reply #1 on: July 31, 2017, 12:05:50 PM »
This shit is bananas, excellent work!

Offline Chezzo

  • Survivor
  • ***
  • Posts: 320
    • View Profile
Re: [SPOILERS] Urban Development
« Reply #2 on: July 31, 2017, 07:15:37 PM »
I am so psyched to see this. Thank you so much for everything you do acidia.

(That is: The Necropolis, the mall, the refugee center and all the quests, prisons, office towers, schools, the new national guard camp and way more. Acidia freaking rules.)

Offline RipRoarinBoogerPenis

  • NPC
  • **
  • Posts: 231
    • View Profile
Re: [SPOILERS] Urban Development
« Reply #3 on: July 31, 2017, 11:15:03 PM »
I just found the huge camp myself, wasn't able to break in unfortunately

Offline NuG

  • NPC
  • **
  • Posts: 230
    • View Profile
Re: [SPOILERS] Urban Development
« Reply #4 on: August 01, 2017, 10:53:33 PM »
Was just browsing around and saw this, Awesome Stuff!

Offline Garfink

  • Zombie Food
  • *
  • Posts: 43
    • View Profile
Re: [SPOILERS] Urban Development
« Reply #5 on: August 03, 2017, 05:26:04 AM »
OMG, no more holding up just in a church or mansion!  Damn great work.

Offline Alec White

  • NPC
  • **
  • Posts: 205
  • I'm shy
    • View Profile
Re: [SPOILERS] Urban Development
« Reply #6 on: August 03, 2017, 10:47:56 AM »
I vote for making an in-game acidia bronze statue.

Offline Zhilkin

  • NPC
  • **
  • Posts: 167
    • View Profile
Re: [SPOILERS] Urban Development
« Reply #7 on: August 03, 2017, 10:53:38 AM »
I vote for making an in-game acidia bronze statue.
these statues should be put to center of all the multi-overmap buildings

Offline TheKobold

  • Survivor
  • ***
  • Posts: 540
  • A mischievous little draconic bastard
    • View Profile
Re: [SPOILERS] Urban Development
« Reply #8 on: August 03, 2017, 11:53:49 PM »
Is this a mod or main game content?

Offline acidia

  • NPC
  • **
  • Posts: 152
    • View Profile
Re: [SPOILERS] Urban Development
« Reply #9 on: August 04, 2017, 09:43:16 AM »
Eventual main game content is the best way to explain it.  No reason to build the code infastructure for cities if there aren't going to be enough buildings to make use of it.  Can't drop everything in one update because it would be too much to sort through all at once.  The building portion can be tested easily enough as a mod.

Offline TheKobold

  • Survivor
  • ***
  • Posts: 540
  • A mischievous little draconic bastard
    • View Profile
Re: [SPOILERS] Urban Development
« Reply #10 on: August 04, 2017, 04:39:53 PM »
Cool, the way cities are set up has been on of the most immersion breaking aspects of the game for me, I can't wait to see more sensible cities.

Like where is the infrastructure, side walks, fire hydrants,  lamp posts, more than two lane roads, highways, etc.

I love the buildings though they look great. Can't wait to see them in game.

Offline Szara

  • Zombie Food
  • *
  • Posts: 71
    • View Profile
Re: [SPOILERS] Urban Development
« Reply #11 on: August 07, 2017, 02:07:17 PM »
That line one error that is getting int he way of adding the mod is absolutely mystifying to me, being 100% unfamiliar with whatever linting is. I know it's getting in the way, and that it's only in the modinfo.json. So. If I got my hands on the files, and stuffed them in the appropriate places in the main json folder.. Would that work? (I'm still trying to find out how to grab them without copy/pasting from github and manually removing thousands of +'s)
It's the end, the War has been lost,
Keeping them safe 'till the river's been crossed.
Not a battle, but a holding action!
Holding their ground to the final platoon,
Hurry Up! We're waiting for you!
Men of the 9th and civilians too.

Offline Zhilkin

  • NPC
  • **
  • Posts: 167
    • View Profile
Re: [SPOILERS] Urban Development
« Reply #12 on: August 07, 2017, 02:53:30 PM »
That line one error that is getting int he way of adding the mod is absolutely mystifying to me, being 100% unfamiliar with whatever linting is. I know it's getting in the way, and that it's only in the modinfo.json. So. If I got my hands on the files, and stuffed them in the appropriate places in the main json folder.. Would that work? (I'm still trying to find out how to grab them without copy/pasting from github and manually removing thousands of +'s)
One can download raw files from the github:

https://raw.githubusercontent.com/acidia/Cataclysm-DDA/urban_development/data/mods/Urban_Development/building_jsons/urban_10_house_brick_pool.json

Offline NuG

  • NPC
  • **
  • Posts: 230
    • View Profile
Re: [SPOILERS] Urban Development
« Reply #13 on: August 25, 2017, 11:08:05 AM »
So I see this is now in the launcher, and am excited to test it out. Will this work alongside the Extra Buildings modpack, or would I need to disable that one when enabling this

Offline acidia

  • NPC
  • **
  • Posts: 152
    • View Profile
Re: [SPOILERS] Urban Development
« Reply #14 on: August 25, 2017, 01:53:50 PM »
Give it a shot, because the entire pack of 50 buildings exceeds the max number of allowed specials I sent all of the build occurances to a min of 1.  If the other packs have a min occurances for the building as 0, Then those might be dropped.  You'll see a debug msg at world creation letting you know of this is happening.  Shouldn't though since only 10/50 buildings have been merged.