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KingSlayerGM

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Posts posted by KingSlayerGM

  1. 58 minutes ago, BigBrick said:
    
    ~/Downloads$ ./KingGen 
    [xcb] Unknown sequence number while processing queue
    [xcb] Most likely this is a multi-threaded client and XInitThreads has not been called
    [xcb] Aborting, sorry about that.
    KingGen: xcb_io.c:260: poll_for_event: Assertion `!xcb_xlib_threads_sequence_lost' failed.
    Aborted (core dumped)

    I got this on Ubuntu 21.04. Is there source code available for this tool?

    Thanks for reporting. I will try to investigate. Which version of python is in your system?

    The source code is not available

  2. 7 minutes ago, Kolos said:

    Hello
    I wanted to use your software, but it is infected.

     

    It's not infected. It is a false positive. 61 out of 65 tools said it it fine.

     

    Scan it on your PC with Windows Defender, or Avast, or Norton or any other famous tool and you will see that KingGen is fine

  3. 6 hours ago, gpcstargate said:

    Good day .. KingSlayerGM

     

    I think we have an issue .. 

    First picture should be settings and second picture is what I got .. world fold was put into Gen folder .. but I don't want to try and run it in Game.

     

    Until I get the all clear .. First time I ran KingGen .. all I got was error report ( so I uninstalled and re-installed, thinking maybe bad download)

    Thanks for reporting I am going to check whats wrong.

    1 hour ago, warmer said:

    I was running a 16k custom map I made yesterday and made several versions 0.10 and 0.11 tells me my pixel count is over limit even though my pixel count is the square root of a 16k map

    "Generating heightmap.
    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 1187, in run
      File "world.py", line 227, in generate
      File "world.py", line 905, in init_heightmap
      File "world.py", line 921, in load_heightmap
      File "PIL\Image.py", line 2953, in open
      File "PIL\Image.py", line 2940, in _open_core
      File "PIL\Image.py", line 2849, in _decompression_bomb_check
    PIL.Image.DecompressionBombError: Image size (268435456 pixels) exceeds limit of 178956970 pixels, could be decompression bomb DOS attack."

    268435456 pixels in a 16k map
    178956970 pixels limit is a 13,377.4 a side map

    any ideas?

    yes, there is a limit in pixel size when loading an image. Normally I told KG to ignore the limit but in one part of the code I forgot. I am gonna fix it.

  4. Version 0.11.0 released!

    Here is what's new:

    • Fixed error with CLI on Windows
    • Fixed bug with preview generator and water level
    • Fixed bug with roads
    • Added coordinates to preview
    • Added poi names to preview
    • Updated vanilla poi list to A19.5
    • Added crash log to tools
    • Added rgb heightmap support
    • Added community heightmaps download button
    • Preview now appears in editor after beign generated from tool
    • Improved road generation (still work in progress, however large worlds, like 16K, should be faster to generate now)
    • Added option to load pre generated world into editor
  5. 18 minutes ago, BadAssHeigl said:

    Hi KingGen team,

     

    I am using your tool with the Compo Pack and want to report a little bug I have encountered. I am not absolutely sure if its related to the CP as also vanilla prefabs are affected but with NitroGen I have not encountered any issue like that.

     

    The bug is: lootable containers have a visible, but walk-through-able block placed in the middle of themselves. Well, this is purely an aesthetic problem but sometimes it mixes meshes of prefabs as well so that ""visible but "walk-through-able""" blocks are placed in front of doors so you still can enter the building but will become very surprised by zombies. And you will have a hard time exploring as every wall could potentially contain the door to the next room. The last time I had it with the Butcher Petes vanilla prefab.

      Reveal hidden contents

    spacer.png

     

    spacer.png

     

    Just wanted to let you know guys. Keep up the great work!

    Hi, thank you for reporting. I am fairly sure this has nothing to do with KG. It might be a CP issue. I recommend deleting all prefabs, checking game files with steam and reinstalling the CP. Make sure to use the CP version for KG.

  6. On 6/23/2021 at 3:42 PM, Jugom said:

    After playing a little bit in a KG generated world, there's something that is bothering me more than I thought it was going to.
    The cities are waaay too flat! 
    I had already mentioned about how it cutted the heightmap in the borders, but now actually being in there, all that flatness is a lil bit disturbing. 

    do you have any plans about working on that aspect? maybe making it so the flatened area is not that big so we can see some change in elevation throughout the city. 

    cheers.


    also, in my personal opinion, mountain generation could get some work too, making them more mountany and less of a big ass hill with snow on the top.  something I could not just drive through to get to the top. 
    so far I'm using the mountain generation to make deserts, as it give a nice dunes vibe, but the actual mountains I had to recycle from the Nitro's resources folder :p

    Cities are flat by design. Having buildings at different elevations causes a lot of troubles. If you look at how villages are generated on mountains you can see that.

    Mountains are generated by 2d perlin noise. I am all ears for suggestions on how to combine different levels of noise to make the terrain more interesting. (i would use 3d noise, but the game only supports a 2d heightmap)

  7. 7 minutes ago, Colin248 said:

    so a quick question, why does kinggen, when generateing a custom frefab list, not include all the base game viable prefabs?

    Somebody might not want the vanilla pois. Imagine someone using a medieval mod, they wouldn't want vanilla pois.

     

    9 minutes ago, Colin248 said:

    its just a empty document.

    If you generate the poi list correctly it will not be empty.

     

    9 minutes ago, Colin248 said:

    anyone know how i can get the standard vannilla list from somewhere without needed to copy paste each and every one into the document? should be as easy as adding the modded prefabs into the list that i have to add afterwards then, right? 

    to generate a poilist, you just have to supply KG with a prefabs folder.

    Want a vanilla poilist? Give KG the vanilla prefabs folder. 

    Want vanilla+custom pois list? Give KG a folder containing both.  (alternatively you can generate 2 separate lists and join them together)

  8. 14 minutes ago, paulj_3 said:

    Aaaahhh....   That's what you said in your original post, KS - thank you; I had 'sort of" expected some mention of an update somewhere, and, knowing me - I thought I had missed it.

    (Thanks also, for the incredibly quick reply!!!   You must have no life outside this 'game'!)
     

    I just get an email each time somebody writes here :) (I am supposed to be working tho)

  9. 2 minutes ago, paulj_3 said:

    Stoopid question maybe - I've seen many folks apparently submitting their masterpiece maps using KingSlayer's form - but how do users download those maps? Have I missed a post somewhere? I pulled down Scallipus's great Ozzie map - but that was from his own personal site. Where do I find the "Community" site?

    pj

    The feature hasn't been released yet. It will be in KG 11. I am still working on it and collecting heightmaps.

     

    Users will also be able to submit files after the release.

  10. 2 hours ago, BT13 said:

    Been using CP47 with Nitrogen and can get all the  skyscrapers in one city by making new maps till I get what I like.  Makes it feel like a real city with all the tall buildings.  Have switched to KingGen with CP47 and can't seem to get more than half of the tall buildings to spawn.  Have made many maps to try to get them to show up.  Is it just a luck of the draw thing or am I doing something wrong.  Have settings set in KingGen for large cities and large city grid.

    I am working on an update to address this. It will probably be in KG 12.

  11. 2 minutes ago, DJQuad said:

    I tried using both dtm.raw and dtm_processed.raw -

     

    Generating heightmap.
    Generating biomes.
    Traceback (most recent call last):
      File "gui.py", line 1518, in generate
      File "ntime.py", line 11, in ntime
      File "world.py", line 1192, in run
      File "world.py", line 230, in generate
      File "world.py", line 965, in init_biomes_map
      File "world.py", line 980, in load_biomes
    Exception: Wrong custom biomes map.
        Got: (3072, 3072, 3),uint8
        Expected: (6144, 6144, 3),uint8
    The biomes map must be a 24-bit, rgb, png file, whose size matches the world size.

     

    I tried opening it up in Photoshop but the colors are really sharp and not as blurry as heightmaps.

    This error is saying that the biomes map file has a different dimension (3k). But you have selected 6k.

    The problem is with biomes, not heightmap.

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