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KingSlayerGM

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Posts posted by KingSlayerGM

  1. 4 minutes ago, IntentionUnclear said:

    A couple of friends of mine decided to get back to 7 days to die again and found out that nitrogen is dead, and was directed here. We're getting a dedicated hosted server and would like to know if this is something that we can use to generate our world? We don't do custom POIs and stuff.

    Absolutely you can. Just leave default settings and click generate!

  2. 10 hours ago, Gilthanaz said:

    Mhhhh came back after a long break, found out Nitrogen is dead and the link goes here.

     

    Well, looks promising, but I had to disable all antivirus software to even get it started. And once I click "Generate Map", I get a black screen of death and have to hard reset. Pretty sure that's not how it's supposed to be. OS Windows 10 latest updates. 

     

    Anyone experienced anything like that and has a workaround? 

     

    Edit:

    Running as admin doesn't help, getting all kinds of errors and weird user rights issues (haven't ever seen those before with anything else). Sure the binary from the download link is ok... ?

    Try to delete it and download it again.

     

    It strange that your antivirus complained. Mine is just fine.

  3. 12 hours ago, Father said:

    i really like this map but wow takes 6 minutes download from server to client spacer.png

    and you get network time out before it's fully downloaded...

     

    further note from inspecting the map in game it needs alot of smoothing done mountains look like they was generated for a minecraft map...

    file sizes for heightmaps can be very large. A 16K map contains 256 milion pixels...

     

    Anyway the server where you download it from is very fast, so the bottleneck is you internet connection. For it takes around one second to download :)

    11 hours ago, scallipus said:


    @KingSlayerGM

    I used 45 I think for the water level

    Here is the contents of the settings file

      Reveal hidden contents

    SETTINGS:
    biomes_map=E:/Users/Lloyd/KingGen/scallisworld_biomes.png
    border_size=medium
    border_type=water
    burnt_size=medium
    cities_grid_size=large
    cities_level=60
    cities_map=E:/Users/Lloyd/KingGen/aussie_base_8K_rgb8_poi_placement - Copy.png
    cities_number=lots
    cities_size=large
    default_biome=pine forest
    default_biome_tools=pine forest
    desert_size=medium
    heightmap=E:/Users/Lloyd/KingGen/aussie_base_8K_gb8_lev5.55.png
    heightmap_smoothing=none
    mountains_size=medium
    multiple_generations=1
    name=ScallisWorld
    output_folder=
    png_heightmap=no
    pois_list=vanilla
    pois_number=increased
    seed=ZjrQbZBqSx
    size=8
    skip_preview=false
    snow_level=
    snow_size=medium
    spacing=medium
    spawn_points=medium
    terrain_roughness=medium
    towns_grid_size=large
    towns_number=lots
    towns_size=large
    traders_location=cities
    traders_number=increased
    villages_grid_size=large
    villages_number=lots
    villages_size=large
    waste_size=medium
    water_level=45
    water_size=medium
    zoning_map=E:/Users/Lloyd/KingGen/poi_city_zoning2.png

     

    an interesting thing happened when I started using custom water maps in KG 10... will test KG 11 with the same artwork tomorrow and report back

    There was artifacting along the waters edges in some places (no water was being placed), but you will be pleased to know that when I did a custom height map for just the water and eroded the terrain map to suit, the water for the custom river worked really well (although it did change height levels as the water area tested was done using the original terrain map downsampled to 8bit GS as required by KG for water maps if I am not mistaken, and the terrain was eroded so the water had depth :)

    Overall a good first go at custom water, there was no anomolies on the ocean apart from what actually appears to be a result of the selection tool edging used in gimp

     

    Water map is 8 bits because water can only have round elevations, e.g., 50, or 51, not 50.5.

     

    The heighmap should always accomodate what is in the water map. THe water map cannot dig the terrain.

    3 hours ago, quietone748 said:

    I have created a custom Prefabs folder and point Kinggen to it. It opens the folder up, then asks me to give it a name and save it.... within this folder it creates a completely empty .txt. file within the list of the POIs, named with what I just named it. When I try to generate a map in Kinggen using this custom POI list, it wants me to select this .txt. file and I do but then I STILL only get the vanilla POIs. I have been trying this awhile now.  I try it once, give up. Two weeks later I try it again and give up.

     

    I must not be generating the POI list correctly for Kinggen.

    Could the kind fellow who created the YT tutorial videos please include this setting up the custom list as well? In his tutorial he just mentions that he doesn't have one and leaves it at that. Otherwise, can someone please show it using screenshots or something?

    I've had no issues getting CP 47 POIs to generate within my Nitrogen maps; I prefer Kinggen's speed and superior map generation but just cannot figure this one out. I'm sick of just having vanilla POIs in my maps :(

    If you want to use CP pois then go to the CP page and download the CP version for KG. It will ionclude a list that you can use with KG.

    If you want to create a custom poi list:

    1. copy all the pois you want to use in a folder
    2. run KG
    3. click on generate poi list
    4. selecte the folder containing all your pois
    5. select a save location
    6. done. When you generate a world, give it the list just created.

     

  4. 9 hours ago, zizionard said:

    Hello! When creating a map, I get an error:

    
    Generating heightmap.
    Generating biomes.
    Generating cities.
    Generating water.
    Generating roads.
    AttributeError: 'NoneType' object has no attribute 'close'
    Exception ignored in: 'scipy.spatial.qhull._Qhull.__dealloc__'
    Traceback (most recent call last):
      File "native.py", line 107, in interp
    AttributeError: 'NoneType' object has no attribute 'close'
    Traceback (most recent call last):
      File "crash_log.py", line 19, in handle_crash_log
      File "gui_generation.py", line 27, in generate
      File "ntime.py", line 11, in ntime
      File "world.py", line 1192, in run
      File "world.py", line 236, in generate
      File "world.py", line 381, in gen_roads
      File "world.py", line 401, in connect_cities
      File "world.py", line 458, in connect
      File "native.py", line 145, in make_road
      File "native.py", line 107, in interp
      File "interpnd.pyx", line 280, in scipy.interpolate.interpnd.LinearNDInterpolator.__init__
      File "qhull.pyx", line 1840, in scipy.spatial.qhull.Delaunay.__init__
      File "qhull.pyx", line 270, in scipy.spatial.qhull._Qhull.__init__
      File "messagestream.pyx", line 36, in scipy._lib.messagestream.MessageStream.__init__
    OSError: Failed to open file b'C:\\Users\\\xd0\x90\xd0\xbb\xd0\xb5\xd0\xba\xd1\x81\xd0\xb5\xd0\xb9\\AppData\\Local\\Temp\\scipy-srxz4_zi'

     

    Your username contains special characters that cause problems when opening temporary files.

  5. 3 minutes ago, ThePewter said:

    Re: Linux and v0.11.1 ...

     

    I did a bit of testing today, but I don't have much to add as I could not get it to work or get a hint on what's happening.  Two things I noticed:

    • the program works fine via the command line - it seems to generate the right set of files, but I have not test the maps yet;
    • it's clearly something in the GUI that's causing a problem.  When I start it "normally" a windows is briefly created with the text "loading kinggen" --  it exiting immediately after that.

     

    Ok, thanks. At least I know it's in the gui

  6. 1 hour ago, Wenzil said:

    So far I like it!  It's not as mature as Nitrogen.  It's also not abandoned...  :)

     

    Some things I've missed (and maybe I'm not doing it right)

     

    1. Ability to contain the snow to the north and the desert to the south (I know I could go custom)

    2. Farms?  I haven't found a farm yet. 

    3. Old Western Towns - Were these a feature of Nitrogen?

     

    Great effort KingSlayer.  I'm glad a Lannister is finally on the job.

    Thanks for the feedback. I plan on adding all those features. 2 and 3 are sort of planned for v12. Number 1 I have to think about it. Because KG's biomes and mountains are noise based, so it's a bit tricky to place them arbitrarily in the north or south. But I think I will figure something out eventually.

  7. 1 hour ago, BarryTGash said:

    There's (at least) two things going on here: 

    1. One is 8bit, the other 16bit grayscale

    2. The smaller file size one is much smoother, meaning the lossless compression algorithm is much more effective. Conversely, there's a lot of finer, random, detail in the larger map.

     

    Here's a link to an 8bit version of Tricorn - it's still really big in comparison (30mb): https://mega.nz/file/6qAFCKwY#HODbEEbjJgZAD43Yuq4FTrzTycI27oF-flvCWYLDUOo

    Thanks, I've just uploaded the lighter version. The larger one was causing troubles during the download.

  8. 9 minutes ago, BarryTGash said:

    This looks seriously good. It's so quick - 16k on my poor old 4790K is done in 4 minutes.

     

    Here's a couple of previews of heightmaps I originally created for Nitrogen. I think some custom biome, city and zoning maps will really make them shine - but that'll have to wait. I'm off to explore!

     

    spacer.png

    This looks very nice, would you like to share the heightmaps with the community?

    If you decide to share them, you can follow this link:

    https://community.7daystodie.com/topic/23988-kinggen-a-random-world-generator-for-7-days-to-die/?do=findComment&comment=424158

     

  9. 2 minutes ago, jdge439 said:

    No,  we want bedrock,  we just created a map of islands and the easiest way to do it was to just cut the land out of an existing map to bring it to bedrock so we had islands.  

     

    I get I could just draw the water areas a little higher and it would work its just,  we liked that players couldn't tunnel from island to island. It's pvp so,  it created a forced choke point at the shallow areas.  

    That's not a problem with KingGen. The game is designed like this.

  10. 1 hour ago, jdge439 said:

    Has this been addressed?  I drew a height map,  cut it to bedrock to create islands.  We just discovered that the bedrock is too low( it's at 1 ) which we think is causing desync). It's also not bedrock but,  infinite health topsoil.  

     

    Any idea if it's something I did wrong here or any thoughts?  

     

    spacer.png

    Let me add I love messing with maps with your editor,  I don't want to come off as complaining,  this software is awesome,  I just want to keep making fun island maps for my server and not break it 

    Normally you shouldnt have a world lower than 20ish. I don't understand your problem here? Do you want no bedrock at all? I don't think the game allows that

  11. 1 hour ago, ThePewter said:

    I just downloaded v0.11.1 for linux and it fails on start.  There's a very brief display of the main window and the program exits with the following error:

     

     

    I've had no problems with previous versions. Let me know if you need any further info.

     

    Hi, thank you for reporting. Which distribution of linux are you on?

     

    You and @BigBrick both have errors on Linux. To be honest I don't know the cause. BigBrick have you made any progress?

  12. 6 hours ago, WickesGuru said:

    I was trying to use Kinggen to make a map for the latest War of the walkers mod. I have some height issues with vanilla pois (could've been more, not sure). Places like Water Works, Shotgun Messiah factory and a graveyard were raised way up. Many others were ok though. How would I go about addressing this? Thanks for the great software!

    Hi, could you send screenshots?

  13. 13 minutes ago, Grinch843 said:

    Hi, I'am working on some custom maps and  trying to setup specific prefabs to spawn in certain areas.  I'am trying to figure out the format of the kinggen prefab list but need a little help.   In this line "pine_forest/snow/desert,town/city,residential"  what is the difference between the (/) and (,).

     

    Thanks,

    , separates properties

    / separates values of the same property

     

    The properties in you example are: allowed biomes, allowed township and zoning. Each of them can have multiple values, separated by a /.

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