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Damocles

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Posts posted by Damocles

  1. All the info is basically in the prefablist.

     

    Every city places citycenter, downtown, houses and industrial POIs.

    The chance for each POI in a city is the same. But the generator will only try to pick each POI once per settlement (to avoid ugly repetitions).

     

    If you want to DOUBLE the change of a POI appearing just copy paste its line in the prefabslist.

    This is considered a new POI type to spawn then.

     

    For the colors for each zone-type I have posted a list here somewhere. In the first post is a list (a user translated them into colored text.)

  2. Quick question why when I make a map it comes as game version alpha 18.1 (B7) but the game and other regular RWG maps are (B8) ?

    The main.ttw is not up to date. You could replace it with any current one from RWG if you need the current version to show.

  3. The added custom prefabs dont get overwritten. So this should be fine, even if the vanilla prefabs change.

    (of course, if they change the vanilla prefabs, those could create some bugs. But TFP also know, that people play on older RWG maps, that would mess up them too)

  4. This indicates that it crashed when writing the preview map.

    Probably an out of memory.

     

    Workaround: turn off the preview map, or use the "classic" one, that uses less memory.

     

    You could start the generator via the start_8G_Ram_16kMaps.bat file, shows the console to see if an Exception (long list of code references) it thrown.

  5. Hm, someone could spawn the "OCD" scenario (4k map is enough) and then fly around all the POIs on the south border, and just check if any of them has a wrong y-offset, or some other strange placement bug.

     

    -> that info is needed to update the prefablist.txt

     

    The game sometimes changes the prefabs, and the XML have some wrong descriptions for the y-offsets.

     

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

     

    I will soon make a localisation file, so adding new languages for the UI is possible.

    Then I need translators of course.

  6. @ Damocles

    Didn't know if you saw the updated part.

     

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

    UPDATE: 11/16 @ 11:35 EST. US

     

    PS: New 10K .. this one has 9 traders .. If I counted right .. Only thing I noticed odd was most everything is on the East side of map .. But workable. ……….. And we have a lot more settings.

     

    1 .. other thing .. For some reason I'm Not able to load the Combo_39 .. I can select it (the game folder prefablist.txt list shows them .. But the Game itself will not load them … I get a bunch of errors "not found _ will skip" and when map is opened in game .. A bunch of gridded empty lots with just the Vanilla ones here and there.)

     

    I use the resource folder as source .. don't know what I'm doing wrong on that one.

     

    For CompoPack you need to download the pack also, and install the prefabs.

    NitroGen is only telling the game to load those. But they still need to be in its Data/Prefabs folder.

     

    The included list (by me) is for pack 39

    There are lists for pack 40 (first post in the links, and another user here in the tools section)

    https://7daystodie.com/forums/showthread.php?28057-Compo-Pack-for-Random-Gen

  7. The water flooding in the game has some bugs. I cant really do anything from my side, unless there is some secret trick how to place the water nodes.

     

    I will look at the traders. The newest version just fixed a bug with the biome import.

  8. Circles are code-wise very simple. I can think about making some more fancy flattening.

     

    Technically, the terrain needs to be be exactly at the height of the POI to avoid gaps, and I also dont want dips between nearby POIs.

     

    A more fancy approach would have to determine the "common flat area" between POIs

  9. @Drake: I think the reason you island did not work, was that the mask did not fit the landscape. (masked off the wrong area)

     

    You can paint the mask and heightmap in the same orientation.

    In game they are flipped horizontally.

     

    You can also use smaller heightmaps and masks than the target world, in case you dont need that high precision of the heightmap. The maps get upscaled as nessesary.

  10. I honestly hate the look (and athmospheric effects) of wasteland and the burned forest. Especially when there are long stretches of them. Or you have to spend time in a town in them.

    That why I only spawn them in smaller areas (mainly for gameplay reasons, such as finding coal).

     

    Wasteland is not a plausible biome. So I at least put it into craters, to have it make some kind of sense.

     

    You could just replace the biomes.png with one from RWG (same size map), to have the biome layout they are using.

  11. The POIs dont check for the type of biome currently. They spawn regardless, and only look for the terrain. (mountain huts spawn on higher elevation, thats about the only additional logic)

     

    There is a new feature that avoids spawning on burned forest or wasteland. But that works only if those areas are small. (as I do it in my map design with the craters). Else the POI placement might run into issues.

  12. Hi. I too can't figure how to get the compopack to work. If you understand the install instructions would u mind explaining it to me in simple terms. lol. Thanks.

     

    The only difference to the vanilla game is, that the prefabs (starting with xcostum_) in CompoPack (in the data/Prefabs/ folder) must be copied into the 7DtD prefabs folder. (mine is under C:\Program Files (x86)\Steam\steamapps\common\7 Days To Die\Data\Prefabs)

     

    Once they are in, the game can load them.

     

    Then just make a world with nitrogen using a CompoPack prefabslists, and start the world as usual.

  13. 44pjfu5.jpg

     

    Testedt newest version still have a road going through the mask but not as many as there was before

     

    Did you mask off the area between those two islands?

    Could also be that the mask was not loaded.

     

    Else, maybe you can upload the Hightmap and mask somewhere (link via PM), so I can simulate that.

    You can flatten the terrain within the island so it compresses better.

  14. New version online v0.464

     

    -tooltips (probably with lots of typos)

    -mask blocks roads from appearing in masked area

    -option: wasteland and burned forest block POI spawns (craters dont have POIs and roads then)

    -road condition (pavement cracks), from pristine to really broken up

    -reset UI selections to defaults

    -preview optionally stored in subfolder (for servers to avoid transmitting it to clients) ... should work according to Alloc, please test

  15. Guppy had mentioned this several times, and I literally just read through the entire thread to follow the progress... this is simply AMAZING!

     

    A18 added a lot fo fun gameplay mechanics, but the world generation leaves a lot to be desired.. super bumpy empty hills that are ugly and hard to traverse, and seeing the same pois over and over again.

     

    Its fantastic to see compo pack supported as well, so user crated pois are a thing included easily in map creation.

     

    I've JUST managed to get the gyro in my sp game, and I was looking for a longer playthrough using it and my base, but I'd really rather explore one of these worlds instead of the ugly vanilla ones instead.

     

    A few questions...

     

    Did the cracks only in specific biomes get added? Cracks make sense in wasteland to me, and possibly desert, but not in forest.

     

    I also noticed a LOT of pois missing from earlier vanilla alphas... the big stone needle eye in desert, and the small campgrounds for example. Are those working in this?

     

    When you set a larger font, the fields don't expand to accommodate the width of the text...is there something else I need to change?

     

    (I'm doing this on a 75" 4k hdtv, and the default text size is impossible to read 10 feet away.. at size 24 (or 30) its much easier to read, but at 30 half the text doesn't fit in the field widths, and is cut off.)

     

    I will add biome detection for blocking POIs in the next update. I can see about cracks later also.

     

    I think the small camps are gone? If not, just tell be the prefabname, (there are thumnails in the 7DtD prefabs folder) so I can add it in. I can theoretically spawn anything in that exists in the current Navezgane.

    Some POIs need a specific terrain shape or dont make sense without a specifc location, so I left them out.

  16. 16Bit heightmap would be super handy as i use world machine and its able to generate some really nice terrain with erosion and other details but they get lost when used to generate a map and just smooth out.

     

    is there also a way to adjust water height as in ocean would be handy to be able to set what level the ocean starts rather than having to make the height map darker to compensate to water level

     

    The water level can be set via the config file.

    This works fine already with imported maps, but not so well with the generated map, as this is more specialized to a specific waterlevel.

     

    adjust those two up or down:

     

    TER_WATER_SPAWN_AT = 33

    TER_BASE_HIGHT = 35

     

    where base hight must be above the water

  17. Im going to add implementing a 16 bit hightmap.

    I can have a look at OBJ. -> But they would have to be really cleanly defined to work. (based on a regular square grid of vertecies)

    I cant like implement a polygon hitdetection scanner or some fancy stuff like that.

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