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Damocles

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Posts posted by Damocles

  1. Thanks for the help Guppy. I have added your "tutorial" to the starter post.

     

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    If the NitroGen maps have performance problems, there are some things you can try:

    Reducing the amount of POIs in general.

    Set the "city grid" to wide. This will draw POIs further apart in cities and towns.

    And use smoothing "smoothest" for the terrain.

     

    Especially the smoothing might speed up distant terrain rendering, as the Unity terrain LOD might work better on more even surfaces.

  2. Thank you. I read it over and over it didnt really explain dedi servers. What I got from it was for modded servers.

     

    I did notice on Blue Fang I can upload files and folders. But...for example there is a Generationinfo.txt file on server. But on the generated map folder this is not one.

     

    I'm nervous to touch anything and mess stuff up. Yet Im curious on how to do it myself. I guess I could ask support, butt hen I'd still not know how to do it myslef for the future.

     

    I thank you for you help and you responding. Much appriciated.

     

    I might have to look more into the dedicated server configuration. i have not yet dabbled with that, and cant give any founded answer. But there are lots of people around here, that know how to set up and run custom maps on a server. Maybe some post the the support forum will help you on detail questions.

  3. Hello, I have a question please. I have a dedicated server (BlueFang) and I used this tool to make my map. How do I add the map to my server?

     

    I should mention that I did not download any of the files to my computer. I go to the site and edit the files manually. Adding a map is the most elaborate thing I've done since playing this game (if you dont count downloading mod launcher..which I'm not using).

     

    Thank you in advance for any help given.

     

    Hello Czon,

    i have not worked with the 7DtD servers, so i dont know what configurations they need to host the map for a game.

    In the very first post of this thread, zootal has described a little tutorial on setting up a server for A17. Maybe that helps you.

  4. I wrote a little tool for myself that boosts the vegetation density (here by 4).

    It goes though the biomes.xml, and increases the spawnprobability of all tree objects.

    Could even boost the number of birdnests...

     

    easier than editing about 140 entries by hand i suppose.

     

    [ATTACH=CONFIG]30078[/ATTACH]

    boosted.jpg

     

    Finally I have some dense forests again.

     

    If anyone wants to try out the settings, here two biomes.xml (rename and overwrite the biomes.xml in 7 Days To Die\Data\Config)

     

    biomes vegeation 4x and 2x

     

    It will spawn trees 2 times or 4 times more often than the default, making the world have more dense forests.

    Its for the recent version (Oct 24 2019), DONT USE after the next updates, as it will miss the changes.

  5. Thanks @Guppy, i am going to try that!

    And Damocles, this means that you modify the biome.xml programmatically and all of your forest pine biome is that dense now, right? I like the idea of doing that with one scale factor for vegetation.

     

    Yes, its simple XML work.

    The probability number is just indicating how often trees, stones, birdnests etc will appear.

    I used a factor of 4 to increase the tree density, wich I like way more.

    A18 is just to barren.

     

    Doing that manually would be way to much work. I suppose TFP are also doing that thing automatically, and then just export the xml.

  6. I wrote a little tool for myself that boosts the vegetation density (here by 4).

    It goes though the biomes.xml, and increases the spawnprobability of all tree objects.

    Could even boost the number of birdnests...

     

    easier than editing about 140 entries by hand i suppose.

     

    vegetation.jpg.c5dd56f52c5f29f46de3fe7cb30c211f.jpg

    boosted.jpg

     

    Finally I have some dense forests again.

  7. The biome decorations are not controlled by the world files.

    So any change in the current looks within a biome must be defined in the biomes.xml

     

    I was playing around with it a bit, but I dont really know all details.

     

    Maybe I write a tool that can increase all the vegetation density (chance of spawning) to make the world look nicer.

    But that would mean to alter the biomes.xml (for all later worlds), so that would be a classic mod.

     

    prefabs.xml only controls the POIs. Its cant create custom blocks.

     

    Only some really fancy world generator, that can create the region files directly could do all of that. (including custom blocks, vegetation, procedural POIs or caves)

  8. The game files need to be moved from the server to the other client.

    And they can be HUGE, for 16k.

     

    I dont think the game compresses the files during transfer ... else it would be quicker.

     

    The only method to speed it up might be to manually transfer the world files, so the client knows this world.

    Else you have to wait for downloading all the files.

     

    It only has to be done once at initialization.

  9. Example:

     

    apartment_brick_6_flr,RESIDENTIALNEW;DOWNTOWN,2,-7,55,61,57,citycenter;downtown

     

    means this POI can spawn in either the citycenter or downtown

    it just uses ; to seperate the entries instead of a comma

     

    The prefablist is a very simple data serialization I wrote, just enough for that specific job

    XML is always so much typing ...

  10. I am more thinking of my hoteldestallion lol

     

    its a whoppa. The Theme Park dwarves the hotel lol like a spec. it spawned tho in a17

     

    Side note - I am adding in my prefabs to the prefabslist.txt wondering what are these for - at the end of the prefabs -

     

    ,2,-1,45,12,45,

     

    I know 2 is face north etc, -1 is level with the ground presuming if it has a bunker etc. But I am unsure of the remaining ones. (45,12,45)

     

    prefab_filename, 7DtD zone (ignored), face north, y-offset, x,y,z, NitroGen zone (; as delimiter)

     

    So its the dimensions, wide, high, deep.

    You can see those in the ingame editor.

     

    The dimensions are important for NitroGen to know where the bounds of the POIs are, so they dont overlap, and are placed at the correct altitude.

  11. Any sizes the game can intergrate.

    If there are lots of very large POIs, the map can get very crowded, so dont overdo it.

     

    I can run map map with some of those huge POIs (like the theme park) from CompoPack just fine.

  12. So... It looks great and all, I mainly got this cause I got mad tired at the tiny worlds we get now in alpha 18. I created a 16k map, it completed in about an hour, and I moved the folder to Roaming/7DaysToDie/GeneratedWorlds/MyMapWentHere. I started up 7dtd, clicked on "New Game" and selected my generated map there, the game started loading but got stuck at initializing world and then crashed. What's going on? Im also using your generator to get rid of this... Like... pillars spawning all over the map which is new in A18 to me.

     

    Edit: Nvm! I should've closed the other Nitrogen generating a 24k map for me first haha :p thanks!

     

    Next to closing NitroGen (memory consumption) when starting up the world in game, also close the explorer window with the world-files.

    In A18 I often have some kind of "access violation" that might be linked to the explorer window looking at the files, while the game does the final preparations at the first start. It might be linked to that.

  13. Sorry, I never actually set up a server.

    Others, that regularly admin servers can explain better how the configuration for the word-files works there.

     

    In the first post, there is an instruction by zootal (for A17). Maybe that one helps.

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