Jump to content

Damocles

Members
  • Posts

    1,507
  • Joined

  • Last visited

  • Days Won

    10

Everything posted by Damocles

  1. V 0.26: (same download link) -new mountains: (50% old, 50% new) those mountains are less rugged alpine style, a bit lower and have the forest biome. -extra car lots: you can set additional car lots to spawn to increase the lootable cars in cities and towns -big lakes: amount can now be set -rednecks have a few new (trashy) houses
  2. Since NitroGen creates less road-surface than the vanilla RWG - wich spawn car wrecks - , I boosted the number of POIs containing cars in cities and towns. This should allow for more cars being available for players. (will be in the next update)
  3. I did not include an option for the big lakes yet. (next update) The smaller lakes and rivers you can turn off already. Beware: the small lakes also serve a gameplay purpose, in that you might have a hard time finding water without them. The preview map might also show more water than will be spawned. Its just coloring the terrain at the water level. (small water dots) Relevant for water is if a water spawner (dark blue dots) will fill up the terrain around it.
  4. Just the same download link. Check if you did not cache an old version when downloading. You still need java, but the exe wrapper helps with locating it and mentioning if you need to download one. Bundeling a java vm would blow up the size of the tool too much. I would do that with a game, but this is a mod tool in the end.
  5. For manual hightmaps I just a very old version of Gimp. Nitrogen is not too picky about the input formats, so any program that can create png will do. But for the export images like biome and splat you need to be very precise.
  6. In Nitrogen you can import your own hightmap, or edit a generated hightmap. The mask is an image that can be used to block off areas for roads and pois, and also set city spawn points. Water is automatically placed in low terrain (water level 34) You can pretty much create your own custom world this way, without handplacing pois and roads. There are several posts in this threat talking about the details. There is also an example world in Nitrogen (import gen mode) to showcase the files needed.
  7. I have not encountered any problems with 17.3 Same POIs, same file formats. Runs fine while I tested it.
  8. Looks like the program has no writing permissions to create the output files (radiation.png) here. Maybe you can check your writing permissions, or try copy the generator and running it from a different drive like D: Or start the program (exe) with Admin permissions.
  9. They had a different focus, but the idea of zones (POI categories) was good, so I took over the idea. Its quite convenient to change the look of settlements by adjusting to what zones a POI belongs to.
  10. Making games or game related tools is just a hobby. I worked in the field for a while, but moved to a more "established" type of work. Never wrote that type of world generator. So its fun .. until its not and I move on to something else. Would be nice to fumble around in the ai code ... but its a closed source project of course, so I will continue doing that in my own projects then.
  11. Sure, any custom prefabs just need to be represented in that prefablist.txt. Then I dont see any issue importing them. (there is a script by Xylvier to help extracting the prefabs details, so you don need to manually insert the dimensions) Its a bit of manual work then to assign the prefabs to a meaningful zone, so they dont just spawn randomly in the world.
  12. In the next iteration I can try to make them geographically more meaningful (always ending in a large body of water). In this version I mainly wanted to have them in and see if there are any local issues with them in high terrain.
  13. I have added a quick link to the post in the start post.
  14. V 2.55b -> removed the biome from the rivers, looked stupid in the desert areas @stample: There are a few mechanics in place for POI distribution -POIs can be assigned to be unique (for custom prefab lists) -Settlements (cities, towns, farms, rednecks, oldtowns) try not to repeat POIs if possible, they will look for a different one, unless all have bee used already. -Cities, towns, and rednecks have a list of POI zone-types to populate, to have those settlements have a certain POI type distribution (controlled by the zones-types).Cities thus have a center, a downtown area, housing and industry. -I did not actually implement a weighting system for POIs. So they do have all the same weight. Its however possible to increase the chance of a POI spawning: i double their entry in the prefabs list ... very crude, but for now that suffices i guess. (Was used here to increase the chance a bit to spawn POIs with many cars) A weighting system would be possible later, but I rather keep the complexity down, unless its necessary. I would probably rather introduce new zone-types, wich allows to control a category-group of POIs, rather than adding a weight to each POI. A wrong weight might cause the generator to spawn a silly amount of radio-towers or stuff like that. So there is also a potential for error in such parameters.
  15. New Version 0.255 (same download link) online v 0.255: - added rivers (first iteration) - preview map shows (approximate) base water level - higher chance of parking lots spawning (more cars to loot) - (convenience) option to directly open 7DtD save/generated worlds folder - added an executable wrapper, that controls the java runtime to load, and hints the user if java requires another installation you can still open/run the jar directly, but the exe might help users who have issues running the program
  16. Works fine with 17.3, I have not noticed an issue with it yet. There where no file-format or POI changes as far as I have checked. You can ignore the 17.2 load warning, its just stating that it was designed for 17.2 On the first post, at the bottom, there is a short tutorial by zootal about setting up a dedicated server with the map.
  17. (upcoming version) Added some rivers.
  18. Hi Chris, thanks for the suggestions. For now I have added a button (next update) to quickly open the 7DtD GeneratedWorlds folder for the user. Im still hesitant to automatically write outside of the NitroGen installation directory until Im sure not to have issue with the paths. (Also not to break comparability with linux installations yet. At one point the generator should be operatable via command line.) I can add an option to clear up the intermediary files, as they are only needed for error checks and manual world-editing.
  19. The main memory usage is at the time when the roads are being generated. (You could turn them off, and manually edit in roads for example) Also try to ramp up the assigned ram (bat file) as much as possible (until java complaints at start), I was using 8GB with my 16k map At any rate: choosing a smaller map (and 16k is really only needed for large hosted servers) is not that much of a drawback compared to the vanilla RWG, as you can use a custom size (like 12k) and then increase the number and size of cities and towns. You can easily surpass the number of POIs you would have in a vanilla 16k map if you want it. Plenty of content to explore for the server-players, just packed into a smaller area. ---- The problem with very large maps lies less with the generator, and more with the approach they chose with the world files. Its all represented in single large files. This is bound to have a limit, as the pngs for example have to be exported in one piece (and be in memory for that) It works fine for 8k maps, but 16k is already stretching the memory requirements of normal consumer PCs. Really large maps would be easier and faster to generate, if the world files where split into regional chunks. In this case even 64k maps would be possible to generate (in something around 4 hours, but still possible) But the current system works, so I doubt they will change the world-file formats, just to accommodate NASA size maps.
  20. Some tips to reduce working memory: You can try to reduce the number cities and towns (road generation between them takes up quite some memory too) And disable the preview map generation. (reduces keeping this image in working memory) You can also try to generate it in two steps, first gen-mode "Only generate HM" -> create the hightmap and biomes then gen-mode "Only map POIs" -> imports the hightmap and places the POIs ALSO: check if you are running NitroGen in a 64bit java, not a 32 bit version. As 64 bit is needed to reserve enough memory. (to see the currently adressed java installation, go to console and type: java -version ) I know that others managed to generate 16k maps, so it possible. EDIT: I have just generated a 16k map (all other settings on the default), starting out with 8 Gigabytes of heap-memory. java -Xmx8G -jar nitrogen.jar Took 33 minutes. (while watching a Game of Thrones review in parallel)
  21. You need to start it with more memory reserved, use the bat files and try 4 GB, Increase that number if there are still memory problems. You can also use a custom size, such as 12000, wich is quite a lot larger (area) than 8k, without being ridiculous large like 16k.
  22. Ok, since stample was mentioning it, I sat down 5 minutes and made a small update, version 0.254 (same download) -can select road-grid density (none, few - 2 neighbors, default - 3 neighbors, many - 4 neighbors) ->few will generate a lot less parallel roads -city roads are a bit wider -preview map renders (approximate) waterlevel (makes is easier to see where water will spawn in imported maps)
  23. Use 64,64,64 rgb for the highest level that does not complicate spawning cities. Not sure (would have to check the code), I think they might spawn anyhow, but thats the normal preferred max hight they get spawned at. You can use any biomes.png of the SAME size as the maps dimensions. When editing the biomes.png yourself you have to be carful about setting the colors ALL precisely to the games color-palette. You could just generate some other map, any copy it over for some variation...
  24. You can turn the cracks on, wich will create deep ravines in the landscape. They are fun, but also might annoy some players. I left them out of the default for now. The biomes are linked to the landscape features, you can increase desert and mountains (snow) in the landscape selector to have more of them. Burned forest and wasteland are more sparse. In v0.3 I will add some more landscape options and types.
  25. For version 0.3 I will add some more complex landscape types. Currently you have the option of "mostly flatland", but wich still has some noise attached to it. The easiest way to have a completely flat "construction map" currently would be to just create some square image (64x64 suffices here), and just fill it with a dark grey (rgb 36,36,36) or (rgb 60,60,60) if you want to build deeper under ground. Export it as import_HM.png , and safe it to the resources folder (or the output folder if you import it from there). And use the gen-mode "use import_HM.png". (I guess you probably did that already, but also for others who read it here) The map will then not have larger lakes, but enough smaller ones to have a water supply everywhere. If its completely flat, it might be better to turn off the mountain huts, else the mapper has some troubles finding a suitable spot, and takes longer than necessary. It might also be helpful to copy over a biomes.png map from another generated map of the same size, so you have some variation in the biomes. (imported maps will only use forest, and add some snow onto the mountains).
×
×
  • Create New...