Jump to content

Damocles

Members
  • Posts

    1,507
  • Joined

  • Last visited

  • Days Won

    10

Posts posted by Damocles

  1. Yes, the water is still a problem, as a small missplacement can flood the map. I will put in an option to deactivate the large lakes, (there is a manual fix, by deleting the water from the water_info.xml, everything after the comment <!-- spawners for large lakes --> )

     

    The fishing dock is one of the original Navezgane POIs that i have left in, it -and the other docks - are actually only suitable for a manually placed maps, but I think they are still interesting POIs to have. They just dont get placed well, as they are ment to stand in or at deep water.

     

    Most usable POIs are in the list (including the skyscrapers like the dishong tower). Some POIs are left out, that are very specific to Navezgane, or where too complicated to include properly by an algorithm like the bridges or the "canyon ruins".

     

    If the cities are too taxing on ther performance, its possible to make their size tiny, but spawn many of them. This spreads out the POIs over a larger area, yielding a higher framerate. (better option for players who like to travel a lot anyway)

     

    The build times are not optimized yet. There could be even more performance gains with optimized algorithms and faster road generation. It should be possible to create an 8k map under 2 minutes when optimized.

  2. Couple of questions:

    - Will there be support for the caves? :)

    - Will there be support for multiple biomes? (now the code allows you to add a lot more types of biomes than vanilla)

    - Still...32K support for those who don't care about memory. (if it's not difficult to introduce. But, those who want - can see for themselves the usefulness of this mode).

     

    and...

    perhaps, someday, when will get - You could share the generated map which in your opinion is very good, as a demonstration.

     

    (well, to be honest for those who do not want to install Java, but want to see ;) )

     

    Technically there are caves: several POI caves are placed in the world.

     

    But if you mean procedural caves, or new POI caves: that would require to generate new prefabs, or directly change the game-code. In the generator I try to only create the "generatedWorlds" data, not other gamefiles to install.

     

    Its not intended as a mod or conversion actually, but as a replacement for the original (current) RWG.

     

    ---

     

    Biomes: I have not looked into the details of the biome xml definitions, but unfortunately changes to that would also require users to change the gamefiles, wich I dont want to do for now. I think thats more something for total conversion mods.

     

    ----

     

    The problem with creating very large maps is the way the game handles the worlds data for starting up a new game.

    For convenience it uses large png images (splat, biomes) and a raw terrain.map,

    Each in one huge single file wich has to be loaded into memory.

    Its bound to have limits then.

     

    Up to 8k its totally ok to do it like that, but with 16k its already taxing the memory a lot.

     

    If the game could load the generated worlds in chunks (8k map files for example) creating very large maps would be much easier to handle.

    Generating 16k maps would only take 4 times as long as an 8k map (when considering proper transitions between the parts that is). Currently it takes much longer since the computer has to shift a lot of data around in memory.

  3. Hi, thanks for testing.

     

    The maps get a smoothing run, but I could make the amount a settable parameter. Too smooth also looks boring.

     

    The biomes where done relatively quickly, I can add more in the future.

     

    Water is a bit risky at the moment. The small lakes work good, but the large lakes (filled into areas below 34 hight) use a different water spawn mechanicsm. And water in 7DtD is pretty "leaky", where a wrongly placed waternode can quickly flood the level. Hard to track down beforehand.

    So the large lakes are at a set hight below any POI spawns. (small lakes can have any hight, as they are prepared more precisely using the POI methods)

     

    As you can import your own hightmaps, I suggest to use the same size as the final map, else the generator runs some smoothing over it. You could use any graphical editor to draw your own map then, save it in a greyscale PNG and let the generator load and populate it.

     

    When manually editing the biomes.png, 7DtD is very picky of using the exact color values. (use the vanilla RWGs output as a color reference). So you can also manually "paint" all areas in the biome of your choice, and replace the generated biomes.png... adding the dreadful wasteland biome in again for example.

     

    You can basically create any map of your liking within 7DtD contraints that way... playing on a cat picture map for example.

     

    For a "serious" multiplayermap, I suggest to replace the main.ttw file with one generated by RWG (just generate a map of the same size and copy it over), as I down know if there are issues with the unique identification of the gameworld in multiplayer. In singleplayer it works fine.

  4. I may be being quite dumb but is there a way to make this load up the Ravenhearst POIs? I assume it has a heap of custom ones included as there are loads I never saw in vanilla. Would love to use this combined with Ravenhearst but have no idea what to do or combine!

     

    You can use NitroGen to use your custom POIs (or in this case import the Ravenhearst POIs)

     

    For this you would need to edit the included resources/prefablist.txt

     

    the format is like this:

     

    business_old_01,COMMERCIAL;DOWNTOWN,2,-1,21,18,47,downtown

     

    add a new line to this list, using the following format:

     

    my_poi_name, something(not read), 2(face north), y-offset, x-wide, y-high, z-deep, NitroGet-Zone

    the y-offset is usually -1 for most flat pois with a ground layer. The x,y,z dimensions are visible in the prefabeditor.

     

    example: (if the POIs filename is called Ravenhearst_house_poi)

     

    Ravenhearst_house_poi, COMMERCIAL, 2, -1, 34, 20, 45, smalltown;downtown;houses

     

    (Then start NitroGen and generate a new world, and copy the generated world to the games "GeneratedWorlds" folder)

     

    You can check if your prefab was inserted by looking at the generated prefabs.xml, and look for the pois name there. It defines its name and location in the world at startup.

     

    ...

     

    I have not looked at how Ravenhearst is structured, but the POIs could be theoretically be copied to the vanilla prefab folder, and loaded by the game using the NitroGen generated world.

    But is would then require to insert all af them into the resources/prefablist.txt for the generator to insert them into the map-file.

     

    ------

     

    If anyone knows where the prefabs dimensions (x,y,z) are stored, other than inside the binary files, I could quickly write an importer for that.

    The y-offset is descibed the prebals xml, but for knowing the dimensions I would have to open each POI in the prefabeditor and note it down... not fun.

     

    The dimensions are needed for the generator to place the POIs correctly in the world, else they might float in the air, or are placed in a hole...

  5. Whoa!

    Well.... then why is there such a difference in the generation rate compared to the vanilla generator ? Nothing is free.

    Different approach how the map is generated. The vanilla RWG is probably putting a lot of effort into the noise-map generation, and its also embedded in a larger project, wich tends to slow things down.

     

    (I also have full creative freedom ... if I want a feature, I just implement it. No design-paper to write and standup-meetings to attend to)

  6. New version 0.21 (same Download-Link).

     

    - Map now generates larger lakes.

     

    - You can now import your own hightmap. (handdrawn, real data)

    Its quite flexible, and takes any greyscale image, as long as its square. (read details in the readme.txt)

    There is an example hightmap included, that I had drawn in a minute.

    The generator will use the hightmap and generate the POIs and streets etc randomly ontop of it.

     

    (The imported hightmaps also allow you to have nicely sloped mountains then)

     

    20.jpg

    21.jpg

    23.jpg

  7. I can add more variety in the future. The landscape dropdown has a variety of predefined mixes, that turn on an off more or less of the features.

    I can make that ratio more specific on future versions.

     

    Whole new landscape types would have to be made too, but that takes a bit more effort.

    Things like swamps, high green mountains, very deep canyons on a high desert plateau.

     

    I have not finished implementing big lakes (7DtD is quite picky about water flooding the level if not placed correctly, so that has to be done carefully).

    There are lots of smaller lakes - at different elevations - dotting the landscape, to have a source of water available in all areas.

  8. It's a beautiful view...

     

    I take it You don't have a city street generation right now?

     

    By the way, everyone loves the mountains?

    Unnatural mountains - the most common trouble of all generators.

    In 16 alpha i did the generator settings that removed such high mountains - and it looked so natural!

    It is not even necessary to make them low, but you need to make gentle slopes, and when the mountains are less common in the journey - they cause more admiration.

    Otherwise, everything I've seen always looks like an extraterrestrial landscape in the distance.

     

    Perhaps You should make it a standalone utility as soon as possible.

    I understand that the convenience of programming is important for You now...but...You need to come up with something :)

     

    Cities also generate streets of course. Its nessecary for gameplay reasons anyway (certain resources).

     

    17.jpg

    18.jpg

    19.jpg

     

    The mountains: the game only allows terrain hights from 0 to 255 meters. Since some POIs have extensive underground areas, the normal hight of flat land is at 35 meters. So there is not much hight to play with. Realistic Alpine mountains would not work anyways.

    The player can turn off each landscape type in the settings, if needed.

     

    Also: since its a first person game (walking around), the scale of the world and its features need to be compressed compared to realworld landscapes. Skyrim is a good example of this. Everything (mountains, lakes, rivers) is actually very small, but seams huge from a distance to convey a scenic look and have enough variation in the landscape.

     

    Each biome is used in a specific landscape type, and not randomly placed onto the terrain. I think thats visually more pleasing and plausible, than random blobs of biomes.

  9. Hi

     

    I try the V0.121, I have no problem to generate 4k Map (in less than 1 minute) but for the 8k it seems that there is a problem after 1h still nothing.

    The program is stuck in running terrain generation .......

     

    Does the generator complain about files already being in the directory? Its a safety check that can be turned off.

     

    If not, this might be a case of Java running out of heap-memory. Its quite memory intensive to process the data. An 8k map should be done in about 3 to 5 minutes with the default settings.

     

    Try starting the generator using the commandline option / edit the .bat startscript:

     

    java -Xmx2G -jar nitrogen.jar

     

    or even

     

    java -Xmx4G -jar nitrogen.jar (for 4 GB of allocated memory)

     

     

    ---

     

    If java complains about that, you might have the 32 bit version of it installed. In this case you would need to upgrade to a 64 bit Java to generate the large maps. (4k maps are quite ok for a singleplayer game though, as the world can be populated more densely).

  10. @Bhaaltazar, thanks for the feedback, that everything worked correctly.

     

    Its a different approach how to generate the world, than the included RWG. It gives me more control about the look of the landscape, and placement of specific settlement types (cities, towns, farms, trailer parks, mountains huts). I could easily add a grand canyon type landscape, or volcanos, or a south asian limestone mountains + blue sea type of area. (If there where the biomes and water for that)

     

    The noise-map based approach of the vanilla RWG turns out to be very hard to handle. Its a tad too random for deliberate landscapes. The noise function based type of terrain generation works better for very large random worlds (flight sim, space sim), not so much for relatively small areas traversed in first person.

  11. Updated to v0.121 - same download link

     

    -more roads overall

    -some changes in default preset (8k singleplayer map, more flat land, less rough)

    -player can spawn a bit closer to town/city when spawning far away

    -some changes to the prefabs list

    -more junk for rednecks

     

    16.jpg

  12. Updated to v0.12 - same download link

     

    -new country roads (gravel) between towns (more roads overall now)

    -more efficient road generation

    -additional setting for landscapes with a more balanced default (more flat land, less rough terrain)

  13. My daughter downloaded your map generator last night, and we played a multiplayer game for a few hours. Thanks for sharing this - it's so much nicer to start a map knowing it's not going to end up being over half burned and wasteland. It did take a while for me to download the map once she'd started it, but it worked just fine.

    The ground outside the settled areas is quite... rugged. Some high hills/mountains, yes, but also just a lot of bumpy ground. Not necessarily a bad thing, mind you, but it made running across the wild areas visually challenging.

     

    Good to hear that you both had a good time.

    That what I make those tools for.

     

    You could generate a random map without the rough terrain (only mountains, flat land and forests). Thats the advantage of having configuration options in an RWG.

    And also place more or less POIs, depending on how much you want to spend on walking through the terrain.

     

    Wasteland and buring forest biomes are not generated. I just dont think they are making the game any better, and basically just annoyed me, every time I was in them.

    i could add maybe a few small patches of burned forest here and there...

  14. Hey mate,

     

    Looks really awesome, I'm definitely going to download and try.

     

    Hey, I'm up to doing the road generation in my program, could you share any insights as to what to research for the path finding? Like is the algorithm called something specific? Also, it looks like you're using some kind of erosion algorithm? something I've also struggled to find a decent example of.

     

    Cheers mate.

     

    [Edit] Yeah, nevermind on the path finding, what kind of name is A*!!

     

    Not used here, but a very interesting demonstration of using erosion on a Unity terrain ... if you want to try out dynamic erosion.

     

    and the github source:

    https://github.com/SebLague/Hydraulic-Erosion

     

    ---

     

    For A* there are lots of tutorials. Its quite straight forward here:

    -have a hightmap representation in memory

    -scale it down to a usabe size (I have used a quarter of the hightmaps resolution)

    -mark the position of POIs and other areas that should be avoided (by increasing the hightvalue on those areas)

    -make a path between POIs (between towns), the heuristic used here are distance and elevation change.

    -follow the path, and smooth the terrain along the way on the original hightmap

    -in parallel draw the road splatmap pixels (there are only 2 road texture types I know of, so 2 pixel colors for the splatmap). There are some random pixels left out to make it a bit more jagged and looking overgrown.

  15. Do you find your roads smoother than vanilla?

     

    They are not really "smooth", but thats also on purpose, as I dont want the roads to looks like artificial cuts on the terrain.

    ...Consider them badly maintained local roads of a poor county..

     

    The roads will have some very steep angles on very steep terrain, but in general are way smoother than the surrounding landscape.

     

    And they are actually "build" after the terrain was generated and populated, so they can make large curves around mountains, go though valleys, avoid lakes and existing POIs.

     

    There are still some issues when they meet the first POI of a city on higher terrain, as they might steel some soil from the POIs, wich are where placed already on flattened terrain.

     

    Later I could include some more country side roads between towns, when the pathgeneration works faster. They are quite demanding to generate the more settlements there are.

  16. I have just uploaded Version 0.11. (same link)

    It handles file-path a bit differently and checks for the resources before starting to generate the map.

     

    Hope this helps to track down issues with the working directory.

     

    - - - Updated - - -

     

    Big worlds are just needed in order not to fill their POI, but to have a lot of space for travel.

     

    You plan later to compile the project that he did not use the external Java?

     

    I can later bundle it with a Standalone Java implementation. But not for now.

    (It would also increase the filesize quite bit to have Java included in the Installation, Java is quite bloated.)

  17. I had unzipped it and clicked on the .jar file that's associated with java. I'll try the line item, but the 8k map did "more", it just never got around to generating the map. =)

     

    I will fiddle around with the paths a bit. Lets see if this helps.

     

    - - - Updated - - -

     

    Works for me on 4k, but nothing on 8k.

     

    Though when playing on the 4k world I generated it has crashed 4 times in 1 hour

     

    Can you see a bug coming up the the console (F1) in 7DTD?

     

    You could try a map that places less POIs, it might be a resource problem, or the map instantiated a POI that is not in your games prefab folder.

    It loaded all of them in my vanilla 17.2 installation.

  18. EDIT: I think i know what happened: Did you start it from within the zip file? It needs to be extracted first.

    It has the same behavior when I do that, then not using it installation directory by using the system path.

     

     

    If not, there is still an issue for it to use relative paths.

    i will have a look into that.

     

    Try to get into the directory with the jar via the commando line, and enter

     

    java -jar nitrogen.jar

     

    the should make it have the right local path.

     

    ---------------

     

     

    Hmmm....is 32K mode possible for crazy Russians?...(or there is a limit in the game itself?)

     

    32K would likely blow the memory. 16k is already quite taxing on it.

     

    For such large maps, the approach how to create the output files would have to be reworked, creating it in small chunks.

    unforunately the game requires to have everything in one large file. (terrain, splat maps, etc) and does not split it into smaller chunks at world-generation. but you can populate the maps with a LOT of POIs, making the world more filled than the vanilla RWG. Several thousand POIs should give everyone a good playfield.

  19. Some technical details:

     

    [POIs]

     

    The POIs are selected from an included list, in a format such as this:

     

    skyscraper_01,DOWNTOWN,2,-1,93,134,87,citycenter

     

    (Name, 7dtd zone, face-north-direction, y-offset, wide (x), high (y), deep (z), NitroGen zone

     

    the zone defines where it will be placed (on mountain, on a farm, only in cities, in trailerparks)

     

    New POIs can be added simply by inserting a new entry with the Prefabs name, and its dimensions (can be seen in the prefab editor).

     

    NitroGen can load any POI included with the game, so its also using several from Navezgane and some good looking work-in-progress POIs.

     

    The POIs are placed onto the terrain at its chosen location (depending how high that settlement is allowed to be). Since the POIs have a very rigid base-floor, the terrain is smoothed to a plateau at this location. Else they would hang in the air, and we dont want that the happen ...

     

    [ROADS]

     

    Here a preview map that can be generated: (8K map, generates in about 4 minutes)

     

    roads.jpg

     

    The roads are placed between cities. They use classic map pathfinding (similar to A*) to find the route with the shortest distance, but also the least elevation change... just like people would build roads.

     

    Then they smooth out the terrain a bit along the path and place the road-splatmap textures.

     

    I have written the pathfinding algorithm within a few minutes as a prototype, and did not optimize it yet. A proper A* would be quite a bit faster...

     

    -----------

     

    The terrain hightmap is first rendered to a normal 8 bit png. Then processed by the POI mapper (roads and POI plateaus), then exported to the 16bit RAW hightmap and smoothed over.

     

    6.jpg

    10.jpg

    8.jpg

    9.jpg

  20. WARNING: This is a dead project. It was dropped before Alpha 19 went Stable, and compatibility has dwindled since then. As of Alpha 19.5 it is strongly recommended to avoid using this tool.

    - the forum moderators

     

    NitroGen,

    This is a random world generator. It will create customizable random worlds for 7DtD. Configure your own personal world..

     

    You can select:

    -type of landscape (currently included are Forests, Alpine Mountains, Canyon Desert, Rocky Hills)

    -the number and size of cities and towns

    -the general number of POIs and smaller settlements (Farms, trailerparks, old western towns, etc)

    -4k, 8k, 16k (experimental) or custom dimension maps

    -the player start positions (far away, close to towns or random)

    -the number and position of traders (close to cities and towns, or far in the countryside)

    -even import your selfmade hightmap (play on a realworld terrain or a cat picture)

    -spawn together in Multiplayer, and spawn near a town if you want

    -the number of traders

    -[dedicated server, Ravenhearst, Darkness Falls (see bottom of the post)]

     

    DOWNLOAD:

    Spoiler

     

    for Alpha 19:

    NitroGen v0.501 A19 (experimental) A19 experimental version (NOT STABLE)

    If the link does not work for you, the file is attached.

    NitroGen_WorldGenerator_v0501.zip

     

    for Alpha 18:

    NitroGen v0474

    NitroGen v0.481 Experimental   (new highway feature and ability to generate several maps at once)

     

     

    Performance: After you finished generating and installing the map, and want to play, close NitroGen, as it reserves a substantial amount of memory for the generation.

     

    A19:  CompoPack temporary workaround for A19, prefablist by CrainBramp - removing some import errors of A18 POIs

    https://pastebin.com/raw/hf7mhe2D  (overwrite the resources/prefablist.txt with this, or add a custom prefablist)

     

     

     

     

     

    Want more POIs? check CompoPack

     

     

    It will require you to have JAVA installed. (like old Minecraft...), you can get JAVA here https://www.java.com/en/download/manual.jsp

    !! Make sure the DEFAULT is the 64bit version, if you have multiple Java versions installed !!

     

    The world-generation will take around 4 to 5 minutes for an 8K map

     

    This is a playble 4k example map, if you want to see the generated output:

    Example 4k Map (Alpha 18)

     

     

    (unregular updates):

    https://twitter.com/TheDamocles

     

     

     

    GUIv05.jpg

     

     

    waterBorder.jpg

    nitro1.jpg

     

    [Overview by youtubers]

    English:

     

    German:

    https://7days2die.de/alpha-18-x-rwg-nitrogen-tool

     

    video by Survager (Russian)

     

    some streamers using NitroGen maps:

    stream by JonahBirch  jonahbirch

    stream by the bearded guys gaming https://www.twitch.tv/beardedguysgaming
     

     

    [Quick Guide]

     

    Hit 'GENERATE WORLD' to create a default 8K map.

    The world data will be saved to a folder (map name) inside the output folder.

     

    You will have to copy the created world-files folder to your 'GeneratedWorlds' Directory for 7 DaysToDie

    It should be somewhat like this: C:\Users\--MyUserName--\AppData\Roaming\7DaysToDie\GeneratedWorlds

     

    Then you can start a new world from within the game (the generated world-name will show up in the selection when starting a new world)

    nitro2.jpg

    river2.jpg

     

    This is Version 0.21, please test if there are any problem when running a multiplayer game (only tested in singleplayer at this time)

     

    older A17 version:

    NitroGen for Alpha 17 (stable)

     

     

    ----------------

     

    [HOW TO RUN NITROGEN]

     

    JAVA:

     

    You would need to first install JAVA on your machine. Its a Java App.

    You can check if you have Java installed and configured by typing java in the console .. something should pop up then

    The java Runtime can be easily obtained from https://www.java.com/en/download/

     

    INSTALL:

     

    -just copy the NitroGen folder anywhere you like.

    All required files are included in its sub-folders.

     

    RUN:

     

    -doubleclick the nitrogen.jar file (if JAVA was configured to run it)

    -OR use the bat file, wich basically just runs:

    -OR type:

     

    java -jar nitrogen.jar

     

    into the console

    (Nitrogen should work basically on Linux too)

     

    COPY FILES:

     

    copy the generated map folder to your 7DTD GeneratedWorlds folder.

    If you select preview map you can have a look at the generated gamemap PNG file.

     

    -best is to delete a previous folder of the same map name, (especially the dtm_processed.raw file, wich would be loaded instead of dtm.raw)

     

     

    START NEW IN GAME:

     

    Go to NEW GAME and browse throug the gameworlds, the generated map should appear then.

     

    -----------------

     

    Troubleshooting:

     

    #1 there where several issues discussed in this thread, you might find you solution when searching though the posts

     

    #2 Can not get it to run, how does that work?

    -The generator needs Java to be installed, preferably a 64bit version

    -you can check if Java is installed AND configured by opening a console (cmd in Windows) and entering:

    java -version

    this prints out details about Java (it should state 64-bit Server somewhere, so you know it is pointing to a 64 bit installation)

     

    #3 Out of memory error:

    -if you see a out of memory error, you either run a 32 bit Java version, or did not reserve high enough heap memory. You can edit the .bat files to start the generator with more memory (4 Gigabytes should be enough for a normal sized map, defined with the -Xmx4G parameter, increase it as needed)

     

    #4 It does not start generating:

    -check if you extracted everything from the .zip to a folder (can be started, but cannot operate out of the zip)

    -check if you already have an output folder with generated files, use the option "check folder" to allow overwriting

     

    -----------------

     

    [more recent] Post by MelT regarding dedicated servers:

    Post by zootal regarding dedicated servers:

     

    zootal said:
    It is surprisingly easy to get this to work.

     

    Step 1 should start like this:

     

     

    1) I recommend you specify the save game folder for your server, this is what I put in serverconfig.xml:

     

    <property name="SaveGameFolder" value="/home1/sd/saved_games" />

    <property name="UserDataFolder" value="/home1/sd/saved_games" />

     

     

    Create the directory, and under it create the directory GeneratedWorlds. If your server root is /home1/sd like mine is, you should have:

     

    /home1/sd/saved_games/GeneratedWorlds

     

    2) Make these changes to your serverconfig.xml, these are what I use but you can use whatever you want. In this case my server name is "Vomiting Spleens", and the game world and seed is NitroGenMap_4096_flat_snow. I'm not sure what would happen if GameWorld and WorldGenSeed were different, I didn't try to find out as I was a bit short on time. I kept them the same and it worked great.

     

    <property name="ServerName" value="Vomiting Spleens"/>

    <property name="ServerDescription" value="Vomiting Spleens"/>

    <property name="GameWorld" value="NitroGenMap_4096_flat_snow"/>

    <property name="WorldGenSeed" value="NitroGenMap_4096_flat_snow"/>

    <property name="WorldGenSize" value="4096"/>

    <property name="GameName" value="Vomiting Spleens"/>

     

    3) Use NitroGen to generate your world, give it the same name you use for GameWorld above. I used NitroGenMap_4096_flat_snow because it was a 4K flat snow world.

     

    4) Copy the directory NitroGenMap_4096_flat_snow from the NitroGen output directory to the GeneratedWorlds directory. You should have:

     

    /home1/sd/saved_games/GeneratedWorlds/NitroGenMap_4096_flat_snow

     

    5) Cross your fingers, pray to the diety of your choice, and start the server. It will take this template and generate the world:

     

    /home1/sd/saved_games/NitroGenMap_4096_flat_snow

     

    When the server finishes generating the world, join the server and enjoy!

     

    This works for me, YMMV. The above creates a 4096 world, I kept it small for testing. After I saw that it worked, I then created a 16K world, which likewise worked great.

     

    Try it and let us know what happens.

     

    A18 tutorial from the official server admin staff:

    Guppycur said:
    To set up on a dedicated server:

     

    Copy the world from Nitrogen/Output

     

    to

     

    7 Days to Die Dedicated Server/data/worlds

     

    ...so it would say something like

     

    7 Days to Die Dedicated Server/data/worlds/guppy8kGaia

     

    Change these two lines in your serverconfig.xml file

     

    <property name="GameWorld" value="guppy8kGaia"/>

    <property name="WorldGenSeed" value="guppy8kGaia"/>

     

    ...are both lines required? Dunno. Probably just need the top line,but um, it works so fuggit. 😃

     

    A hint for hosting very large server maps: NitroGen creates several intermediary outputs during generation:

     

    -genHM.png

    -poiHM.png

    -previewMap.png

     

    They could be deleted before hosting the game, so the clients dont download those images (takes more time than necessary, and looking at the preview might spoil the exploration aspect.)

     

    Preview POI colors: (by EpicSpire)

    houses

    mountain

    alone

    farm

    citycenter

    industrial

    trader

    carlot

    ---------------

    Modding:

     

    Prefablists (Ravenhearst, Darkness Falls, CompoPack) by other users (MelT, Xylvier):

    All prefab lists in a single file (latest versions)

    https://github.com/NickPhaedra/7-Day...refablists.zip

    -> you need to manually replace / rename it to prefablist.txt in the resources folder

     

    Prefablist-Generator by Xylvier

    https://drive.google.com/file/d/1Wfp...hFInbvTuC/view

     

    links:

    https://7daystodie.com/forums/showth...l=1#post972744

    https://github.com/NickPhaedra/7-Day...ee/Prefablists

     

    Compo-pack prefabs: https://community.7daystodie.com/topic/21900-magolis-compo-pack-current-thread-by-wolfbain5-and-stallionsdenMcTaco Compo-pack prefabs-list for NitroGen:https://7daystodie.com/forums/showth...lt-gt-NitroGen

     

     

×
×
  • Create New...