[FS17]Kleinhau Official Feedback (4km Map)

BigC92
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Re: [FS17]Kleinhau Official Feedback

Post by BigC92 »

Is this map available to console players? Looks quite huge, which i like.
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Hiijinx
Posts: 78
Joined: Sat Nov 10, 2012 9:14 pm

Re: [FS17]Kleinhau Official Feedback

Post by Hiijinx »

BigC92 wrote:Is this map available to console players? Looks quite huge, which i like.
Fingers crossed it might be - first of all it has to exit the beta stage (which it meets all the criteria for now) and then its up to GIANTS discretion. :)
Metal Moss
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Re: [FS17]Kleinhau Official Feedback

Post by Metal Moss »

Thanks Hiijinx, awesome map
cr41g_1965
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Re: [FS17]Kleinhau Official Feedback

Post by cr41g_1965 »

Hiijinx...congrats on getting two other mods posted to the modhub...hopefully this will help get Klienhau to console as I desperately want to try it.!


Farming Simulator 76

playing RDR2
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aklein
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Re: [FS17]Kleinhau Official Feedback

Post by aklein »

When I saw Autumn trees before I saw you uploaded it I was thinking, Damnit some asshole went and stole the trees from Kleinhau and uploaded it as their own work. Then I saw the fence and I was like hm, I have seen that fence somewhere also.... Then I saw your name on both. Then I was like Oh, all is good.

I hope to have a chance to put 1.2.1 through a tour tonight which involves buying all three kinds of critters. This map is one of the best kept secrets IMO. Getting it out of Beta will be great visibility even if it is still PC/MAC only. I know there are folks that wont touch a map if its in beta. hopefully you wont have to upload yet another version for it to be moved out of beta.
BigC92
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Re: [FS17]Kleinhau Official Feedback

Post by BigC92 »

Hiijinx wrote:
BigC92 wrote:Is this map available to console players? Looks quite huge, which i like.
Fingers crossed it might be - first of all it has to exit the beta stage (which it meets all the criteria for now) and then its up to GIANTS discretion. :)
I hope it does too.
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aklein
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Re: [FS17]Kleinhau Official Feedback

Post by aklein »

I put an hour in 1.2.1 last night with all the critters and no issues. Gotta pick up the nuggets so thats going to be at least another 90 minutes probably. Lets to hope we have a stable map again.
EliteGamer
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Re: [FS17]Kleinhau Official Feedback

Post by EliteGamer »

Come the map for console
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Hiijinx
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Re: [FS17]Kleinhau Official Feedback

Post by Hiijinx »

Lost for words... :confusednew:
From GIANTS .....

3 mods doesn't equal an exit out of BETA.

Non-Beta mods are high quality and it's really hard to get a map into the non-beta section.

You map is surely a good one, but it lacks of continous quality overall. If you remember, that you didn't use real 3d models as streets, nor did you keep the details overall, around the map, which you started in one place.

I mean, it's ok - but it's a lot to do for non-Beta.

Please have a different look at it: It's your first map and you learned A LOT, you may start to do the next one with A LOT more experience and a lot more detail!
Metal Moss
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Re: [FS17]Kleinhau Official Feedback

Post by Metal Moss »

What?... I consider this map one of the best ones. My conputer runs this better than some with far less trees. As for lack of continous quality, that's bs in my opinion
Preble 818
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Re: [FS17]Kleinhau Official Feedback

Post by Preble 818 »

Well that's a bit of a frustrating reply. A pat on the head and a notice your not quite there? I guess you have to fill every square inch of space with stuff? That's odd sometimes the world is open and empty...... sorry man but the community loves your map regardless of what giants thinks of it :)
Playing on PS5 in Ohio, USA.
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aklein
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Re: [FS17]Kleinhau Official Feedback

Post by aklein »

Whom ever wrote that seems to just be pulling stuff out their tail. 3d models for streets? Seems to me the road sections are models. sure you got roads that are just painted gravel or dirt texture but show me a non beta map that does not have them also. Heck there preferred by gamer so we can plow under a road way and make way for larger fields.

lack of details around the map overall? Are you kidding me again? Seriously? The town areas are highly detailed, there are details all around the fields and the forest areas.

Google Earth of Kleinhau region

This guy has no clue that your map is an excellent representation of the REAL life area.

Your map is great. Sadly it looks console folks wont ever get to experience is due to ludicrousness requirements.
cr41g_1965
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Re: [FS17]Kleinhau Official Feedback

Post by cr41g_1965 »

aklein wrote:
Google Earth of Kleinhau region

This guy has no clue that your map is an excellent representation of the REAL life area.
yes because we all know that Giants is incapable of making a "real life" looking map... disappointing that this won't make it to console.


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Colin_TJ
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Re: [FS17]Kleinhau Official Feedback

Post by Colin_TJ »

I surrender... Went to garage and picked up my old PC, cleaned up powered up... Well it has been resurrected you could say it. I did some of that and some of other stuff... Now it's working again after 2,5 years of collecting dust and it's overclocked as much as possible and running stable...lol I had spend last hour downloading almost every mod now.. And I'm ready for some fun... Is anyone running dedicated server? let me know... lol
PlayStation 5 FS22 :coolnew:
Game Tag: Colin_TJ :hi:
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pfreek
GIANTS Software | Technical Projects Coordinator
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Re: [FS17]Kleinhau Official Feedback

Post by pfreek »

Well, you could have just send me here, instead of talking to you personally and copying it into the thread.

Nevertheless, this (Kleinhau) is surely, like I already said, a cool map but how does it compare to other maps or Non-Beta maps? How is it superior? This just probably sounds harsh for you and the guys beeing here, but let me compare and see.

At first, sure, we (GIANTS) are able to offer real maps with real data and real fields, etc. (Think about the contest and the HORSCH special award) - but you have to look at it from a different perspective. We have the AI worker, which isn't quite compatible with real data and therefor, we have to do a game design decision in offering less real fields (which will hopefully change in the future) and making the map compatible to it, so every player, who doesn't use mods etc. is able to have fun in the game too. This should answer the question, why we don't do it (yet).

Second, we try to offer a lot of detail, new models for each map, doing a complete new setting with unique buildings. All of you modders know, that this takes a lot of time and some of you might remember me, beeing a mapper and modder myself back then. I have some insight on beeing a modder and now a developer, finding a way to combine both and trying to explain it in a way I can and see things now and then.

Now I would like to combine your map to already Non-BETA maps out there.

I just use one spot (don't forget, I like the design of the map overall, but I would like to show you, what I mean in specific)

ImageImage

You know, that I was picky by now and we were in the last month too. The first day, you have uploaded your map to our ModHub, I was fascinated and tried it myself at home, but I was let down, as I played more than five minutes. It is good in a whole and to look at, but once I played it (see, I really mean me, not anybody else here), I missed a lot of quality in detail. See the marked circles on the screenshots (This is just ONE spot at the whole map with a 180° turn) and this is what I meant, as I criticized your map.

I didn't try to get you personally, but I'm the representative of the ModHub at the moment and I have to deal with a lot of modders and as you would think I am unfair, a lot more would think so, if I put your map in the Non Beta section. This thread is a minority (which shouldn't sound bad, I'm using a lot of time right now and try to explain it to all of you, why I decided like this) and we have to fulfill the wishes and needs of a lot of players.

Nevertheless, I would like to show you, what needs to be done to your map (infact, we don't support 4x maps on consoles right now, but I try to find the problem anyways) if you would like to offer it on consoles:
File: D:/code/lsim2017_mods/mods/FS17_Kleinhau/maps/map01.i3d ...
FAIL (Material groundDetailHeight_mat, Hash EDD3A180.0002381C-00000000.06180890) [This one is on us, because of the 4x size]
FAIL (Material lambert1, Hash 00000000.00027874-00000000.06180890)
FAIL (Material 09 - Default, Hash 00000000.00027A7E-00000000.06080000)
FAIL (Material picnicTable_mat, Hash 00000000.00027884-00000000.06180890)
FAIL (Material bushes1_mat, Hash E7412FDE.00023804-00000000.06180890)
FAIL (Material waterPlane_mat, Hash C1AD19D2.00023805-00000000.06180890)
FAIL (Material 02 - Default, Hash 00000000.0002787E-00000000.06080000)
FAIL (Material fountainWater_mat, Hash B566196C.00027A1D-00000000.06180890)
FAIL (Material fountainJet_mat, Hash B566196C.0002781D-00000000.06080000)
FAIL (Material flagpoleUSA_mat, Hash 03BF6C98.00027876-00000000.06180890)
FAIL (Material corona_orange_mat, Hash A64EB02D.00023801-00000000.06080000)
FAIL (Material 16 - Default, Hash 00000000.00027866-00000000.06180890)
FAIL (Material billboard, Hash 00000000.00027A26-00000000.06180890)
FAIL (Material 02 - Default, Hash 00000000.000278FE-00000000.06080000)
FAIL (Material windmillWheel_mat, Hash A9911474.00027834-00000000.06180890)
FAIL (Material windmillWheelAlpha_mat, Hash A9911474.00027815-00000000.06080000)
FAIL (Material adFlagCase_mat, Hash 03BF6C98.00027804-00000000.06180010)
FAIL (Material waterHI_mat, Hash 004A521C.00027D04-00000000.06180890)
FAIL (Material 01 - Default, Hash 00000000.0002381E-00000000.06180890)
These are the materials, which should be changed, regarding to our guidelines no 9 in the ModHub misc section.

I will have a look at this thread, you can now rant about me! :)

Best regards,
Jan
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