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Posts posted by KingSlayerGM
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Here are some community heightmaps available with KG.
Italy
Japan and Korea
Scandinavia
Trento
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2 hours ago, Omnitographer said:
Is there a way to increase the overall connectivity of settlements, eg more roads between places?
Are you using a custom heightmap?
Which version of KG are you using?0 -
39 minutes ago, Tallman Brad said:
Here's a preview of a UK map I'm still working on. But might be fun for someone to play with as it is. Bare in mind you won't get the biomes as they are in the preview, Just the height map.
Thank you for sharing! It's a very nice map
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13 minutes ago, Kolos said:
I checked again and the file is really clean. I liked the map that the editor created, it was very nice, but where are the rivers?
I want to add rivers, sooner or later
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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 available0 -
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
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Hi guys, I have just released a fix for a couple of bugs. It is v0.11.1
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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.
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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
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The cumminity heightmap download feature is ready for its first release
I still want to try to improve generation of roads though. I think I can release KG11 tomorrow night@scallipus what's the optimal water level for the hm you submitted? It doesn't see to be the default 43...
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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.
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.
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Just now, GlassDeviant said:
Is this a fork of NitroGen, or totally new code?
Totally original
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12 minutes ago, Cpt Krunch said:
Devils Island
Looks awesome!
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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 folderCities 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)1 -
@Lumpus, the creator of DF made a poilist specifically for DF. I think he also changed some values from the default list created by KG. So I think your best option is to go to the DF thread and ask them to give you the list.
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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)
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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)
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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?
pjThe 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.
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another great submission from Vithor14! well done, thank you
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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.
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16 minutes ago, DJQuad said:
That's weird, I was using Navezgane's biomes.png. Shouldn't that work?
I just checked.
1) they shrunk the biomes file (I guess to save space). Resize it to 6144x6144.
2) it's better if you use dtm.raw for the heightmap0 -
37 minutes ago, DJQuad said:
I don't believe so, it opened in Photoshop as 6k. To be clear, I'm using \7 Days To Die\Data\Worlds\Navezgane\dtm_processed.raw. Are you able to open it?
raw files are heightmaps, however KG is complaining about the biomes file you supplied. THe heightmap seems fine
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Just now, DJQuad said:
Navezgane is a 6k map though, right? I'm confused. 🤨
It is, but the biomes file you supplied seems to be 3k, isn't it?
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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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KingGen - A Random World Generator for 7 Days to Die
in Tools
Posted
Here are more awesome maps made by @Cpt Krunch using KingGen