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Everything posted by Damocles

  1. Do you set the CharacterControllers enabled state to false before shifting the origin? The physics engine does not like moving a CharacterController around externally when its active.
  2. Hi great mod to keep map generation alive. Also congrats to the 7DtD team to have significantly improved on map generation using a tile system (and stamps). The main goal of NitroGen was to improve random map generation for this game overall. Good to see ideas being ported over to the vanilla game. I have moved on doing other projects by now. Apart from loosing interest in updating NitroGen for major changes, I also did not like the behavior of SylenThunder attacking my mod at many occasions. Its a community mod in the end.
  3. Not directly. What you can do is edit the resources/prefablist.txt and add the zone "industrial" to a bunch of houses for example. This will increase the number of houses placed in the industrial "locations", and thus have less of the factories and other industrial/commercial type buildings. Each city will spawn a certain number of POIs for each zone. So assigning POIs to that zone will change the mix. You could also add the zonetype "unique" to the factories, which will make them only spawn once per map.
  4. check under tools, there is a preview generator for exisitng maps. You might want to replace the prefablist to get the updated A19 version there.
  5. The biomes and landscape are conceptually linked. Its based on stamps that define heightmaps and biomes for that landscape stamp. So desert will have its own landscape (flat plains and eroded mesas) . And mountains are either forest, or have a snow top. The forest is kind of the base landscape. There is the option to add north and south with snow and deserts. Those biomes are "painted" over the underlying landscape. (which can lead to some not good looking transitions) Wasteland has its own crater landscape. In summary: you control the "normal" biomes via the landscape sliders. And can add additional biomes after the normal landscape generated. The simplest way to "mod" the biomes is to simply copy in a biomes.png from an RWG map into the world folder (of the same map size).
  6. Wait for CompoPack 44, to have a proper A19 version. Its being worked on.
  7. Its a bug in the game, leaving the distant POI models visible when getting close to the POI. I cant do anything from my side here. The only solution is to reload the world, which makes the models disappear. This bug appeared on dense maps in A18 already. (densely populated maps, and weaker systems then to increase the bug appearing) Given the nature of the bug, it should be an easy fix (removing things when getting close is not rocket science). But who knows if the responsible Dev is aware of the bug.
  8. Its defined in resources / config.txt / TER_WATER_SPAWN_AT coresponds to rgb 33,33,33 Water bodies need to be lower than that (heightmaps using a darker color value), or you need to raise the water level in the config.
  9. So you run A18? If reading main.ttw causes a problem, use the older A18 Nitrogen versions 0.4xx, as the A19 0.5xx will only create a A19 compatable one. The other error on you screen is the game trying to load compopack POIs, that it cannot find in the prefabs folder.
  10. To skip this initialization step, you could start a savegame on you local machine, and let the game create the initial processed files, and checksums. Then upload this processed world folder to the server. The processing is only done once.
  11. There are two issues floating around: -using an old A18 map -using a new A19, but the UI code has a bug not pointing at the trader You might very well have a trader on your map, but the games UI does not point at it.
  12. Yes, I though it must be related to occlusion. Maybe someone else can verify this.
  13. CompoPack ist not yet released for A19. The linked prefablist, is a workaround for A18 CompoPack to load in a A19, but dont consider this a tested A19 CompoPack release. Its more for tinkering around. A19 seems to be even more memory consuming on A19. So also test if smaller maps (6k, 4k) work on the server. NitroGen can add a lot more POIs to the map (you can turn it down of course also). At one point the servers might not be able to handle it anymore.
  14. The "phantom blocks" are a bug in the game. This issue appeared already in A18, especially if there where more POIs present (such as with CompoPack) It also sometimes appears in vanialla RWG worlds in A19. The reasons is simply, that the distant POI modes (imposters) dont get removed when getting close to the POI. Its either related to the LOD of distant POIs or their occlusion algorithm. The issue is something only the game developers can fix in their code. Exiting and reloading the game will help. Maybe also try to turn off occlusion, and see if it has an effect.
  15. You should try to set the occlusion to off, to see if that resolves the problem.
  16. The generation will take a lot of ram, as the game uses several full size images to define the world. Turning off the preview map generation will save some ram. (there is a tool to generate previews afterwards) Also: close NitroGen when playing the game, to release the system memory.
  17. Your water levels might be off somehow. The flat areas are lakes. I dont know what you have all edited on your map, since you use a vanilla biome.png.
  18. I guess thats somewhat related to the main road intersections, where the road is not visible under the mask, but the smoothing somehow activated. Do you have those dots when roads are off? Separated islands + mask dont work well with the way roads are calculated. The radiation.png is not generated in the imported heightmaps (different generation, never got around implementing it in that branch). But you can add the files manually. The game distributing water is quite buggy. Best is to try keeping large bodies of water more shallow, this might prevent those missing water lines.
  19. 16k maps are really pushing the hardwares limits. Your system most likely ran out of memory. You can start it via the start_8G_Ram_16kMaps.bat file and assign more memory (increasing -Xmx8G to -Xmx12G or so) With the .bat start you can see if there was an out of memory error also. Another thing is to turn off the preview map, which saves some memory. You can reduce the number of farms, rednecks, old towns and traders (outside the city) to reduce the road-path calculations.
  20. All those trader not appearing (or underground) bugs are related to loading in old worlds, or worlds using the A18 prefablists. The trader quests seems to then show a marker at 0,0,0 wich is underground. The trader names changed, so A18 world will not load any trader POIs, but still run.
  21. The snow-north & desert south option, together with a higher mountain and desert setting will give you plenty of larger areas other than the forest biome. For full control you can edit the biomes.png (and use the biomesfixer tool to ensure a correct imageformat). Or you can copy over a biomes.png from an RWG generated map of the same size, if you like that kind of style.
  22. The sub-versions are not really the problem. It should work with any 1.8 version. You need to just get you machine to start a 64 bit Java, not the 32 bit one, else it cannot assign enough heap-memory.
  23. You need to get something like that in the console: java -version java version "1.8.0_231" Java(TM) SE Runtime Environment (build 1.8.0_231-b11) Java HotSpot(TM) 64-Bit Server VM (build 25.231-b11, mixed mode) -> 64-Bit Server VM Go to the java control panel / Java / Runtime Environment settings, there you can deactivate the 32 bit version. Otherwise, you could alter the .bat files, and insert the full path to java.exe for your 64 bit version C:\my64bitjava\bin\java.exe -Xmx8G -jar nitrogen.jar
  24. Good, I think this is a bug on the games side, as the code should be the same locally and on the dedicated server, but its easy to mess up with threaded computing, so the server might just get something out of sync and access those DTM files via two file accesses at the same time. @jdzane also try out this workaround
  25. Good work, added this to the post on top for people to try. My best suggestion is to try "processing" the files on you local machine by starting a savegame with this world (the processed files and checksums are generated) and then upload the whole folder to the server. This should skip the processing step on the server, and load the world directly. The worlds work locally on the client, and only needs to be processed once, unless the TFP added some obscure logic here.
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