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Damocles

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Posts posted by Damocles

  1. 6 hours ago, faatal said:

    Rigid bodies are not the problem. They collide using their collider just fine. When ray/sphere casts to the ground fail in large sections of the world, then objects relying on them for physics fall through or in the case of vehicles, think they are falling through and move back.

     

    The code I did is visibly fixing it 100% in the case of the player and zombies, but I just don't know about vehicles and turrets yet, because I have not seen one move in days, which does not prove it is fixed, just that it might be fixed.

    When I implemented such an origin shifting, I used a "stress mode" where the origin shifted every couple of steps, and also randomly every couple of seconds, shifting it by a random amount. This was giving good quick feedback for bugs in the positioning, easily visible by objects getting stuck, falling or shaking, or traces missing the geometry.

  2. 9 hours ago, faatal said:

    This is not an easy bug to fix as it is an internal Unity engine issue with their physics values not updating after we shift the world origin. After a week of experiments trying to repro it and come up with fixes, it seems better, but it still is not 100% fixed, so come Monday I'll be trying more things. We have to shift the origin or you get jittering animations as you move away from the world zero point.

    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.

  3. 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.

  4. 9 hours ago, LewZephyr said:

    @Damocles

     

    Is there a way to tone back the number of the Factories that spawn.   In the last gen I did with Nitrogen, there were so many Shotgun Messiah and Shamway Factories.  In a few cases there were 2 Shotgun factories within blocks of each other.

     

    Thanks for your time and insight.

    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.

  5. 1 hour ago, morggin said:

    @Damocles is there a way i can regenerate the map preview after replacing the biome.png ?

    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.

  6. 11 hours ago, BadPlayer said:

    Don't get me wrong, I love NitroGen. I wouldn't have donated if I didn't.
     

    There is just 1 thing that confuses me a little.

     

    Why isn't there biome selections? Just have little radio buttons with the biomes and let us pick which biomes we want on the map.

    There must be something in the code to prevent this??

    Thanks for all your hard work Damocles!!

    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).

     

  7. 16 hours ago, gpcstargate said:

    Good Day Damocles

     

    Well .. thought I would go back in to check on The poor Trader Joel and everything went back to the way it was .. Everything ON that side of the Map is Boxed shape today .. windows have fillers and the marble texture is everywhere .. "even inside of building" ..  good thing is _ in most cases you can walk through it.

    Yes .. These are .. 8k .. Maps to the one that Didn't read it in yesterdays post. 

     

    I have deleted all said maps and will wait for Stable to come out .. Still love Nitrogen .. can't wait for everything to get back to normal.

     

    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. 14 hours ago, warmer said:

    Does anyone know the b/w color where water starts for lakes, rivers, borders?
    Is this color assignable in an xml file used to world generation?

     

    I want a color I can assign to a paint brush and draw a height map properly with proper lakes and rivers

    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. 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.

  13. 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.

  14. 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.

  15. 6 minutes ago, Marvin77600 said:

    Hi Damocles, I have a problem with an 8K map generated with NitroGen v0.500. Everything is fine except that there are areas on the map where there is a large expanse of land, very flat and without any decoration. Do you know where that could come from ?

    My biomes.xml : spacer.png

     

    My map on the livemap : spacer.png

    The very flat areas are in dark green.

    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.

  16. 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.

  17. 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.

  18. 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. 

  19. 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.

  20. 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.

  21. 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

  22. 9 minutes ago, Adr said:

    I believe it WORKED!

     

    I started the game Single Player - then copied the world folder to the server - booted up no problem it would appear.

     

    HUGE thanks Damocles - For a free tool your willingness to help out - and quickly at that - is awesome brother. 

     

    Thank you so much!

     

    Adr :)

    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

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