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Damocles

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Everything posted by Damocles

  1. The thing is: Im trying to combine two usecases here: an easy to use automatic generator with options to configure a world, and some (tagged on) custom modding support. And that calls for conflicts. I will separate the two workflows at one point into the generator, and some map-modding tools.
  2. I will make an update to the road generation, so it invisible when passing the masked area. The pathfinding will always try to connect 2 points, but the road following it will then not show up. (Then you have to also add the mask to the water areas, that should not generate those bridge things.)
  3. There are more water nodes in the level now. You could try cutting them out of the XML or gen a map without lakes. Apart from that, there was no change in the world files in terms of data.
  4. CompoPack 39 was current when the list was created by me. Others also compiled lists: (version 40 and 38) Mjoelnir.hh https://7daystodie.com/forums/showthread.php?118879-Compo-pack-lt-gt-NitroGen Or MelT: https://github.com/NickPhaedra/7-Days-to-Die-NitroGen-Prefab-Lists/tree/master/Prefab%20lists%20for%20Magoli's%20Compo-Pack
  5. Check in the programs folder if you have more than one Java. In the cmd console type java -version This show you the current java version that is "active" when running programs. It should state something like "64-Bit Server VM" You could manually start the 64bit java.exe by using the full path to the 64bit installation (editing the .bat files in NitroGen)
  6. New update: main.ttw should now be now unique. But have a test in a server environment first. Fallback solution: grab any current main.ttw from an RWG world (can be 4k) and replace it.
  7. Im thinking about a general tool to convert imported hightmaps and prefab.xml back to a full map. (So you could manually move POI locations, and then adjust the terrain to it automatically.) Kind of seperating the the project into an easy to use generator (quickly get a map), and a set of modding tools. (tinkering around with custom maps)
  8. You can only manipulate the POIs by editing the prefabs.xml BEFORE starting the game (entering an area) You may try deleting the POI from the prefabs.xml AND the region files that it is located in. Maybe that works in a running game.
  9. I can add an option to spawn them as central as possible. Due to the generation algorythm, I cant gen the prefabs relative to a spawn-position, but I can move the spawn position close to a city. I could add a zone marker for spawn though, so that marked prefabs will place playerspawns nearby. (or even inside them?)
  10. Good to know. I can have a look at making a unique one.
  11. Ok, will have a look at folders, biomes and crack logic. I wanted the craters to have no POIs anyhow
  12. Does the game transfer also subfolders? Or only files. I can make an option to push the preview and unneeded pngs into a subdolder.
  13. Its should spawn most of them. I dont know if any dimensions changed. In the first page there is an archive linked with prefablists (CompoPack 40), recently updated by MelT Prefablists (Ravenhearst, Darkness Falls, CompoPack) by other users (MelT, Xylvier): All prefab lists in a single file (latest versions) https://github.com/NickPhaedra/7-Days-to-Die-NitroGen-Prefab-Lists/archive/Prefablists.zip To test out how everything works, you can generate the OCD scenario, and fly around. It spawns all POIs that are referenced in a nice row.
  14. The custom town is just another zone like "farm" or "oldwest". Its ment for custom POIs to create their own small town, as the vanilla POIs are not using those zones. The difference is, that the generator does not expect any POIs to be in those zones. Its just generated the towns if there is at least one assigned. (you could make a town full off strip bars) Of course, there are some really huge custom POIs, that could be gamebreaking too.
  15. Its not generating more data than before. Unpacked (internally in Unity) the data for the terrain, roads and biomes are the same size. The POIs have an impact of course, the more and the closer they are togeather. Apart from that, you would have to blame the new game version.
  16. You might have really reached the limit of what your system can handle (memory) -close NitroGen (the JavaVM hogs reserved memory, until its closed) -create a map with flat landscape and few POIs as test if the terrain (higher detail LOD) or loaded POIs (textures) cause the out of memory. -lower the texture resolution (maps use up texture memory to store their data in the game) Or generate a 12k or 14k map. They are plenty big. 12k is 2.25 times bigger in area than 8k
  17. Cracks are something people will curse when getting into unexpectedly at night. You can turn them off though. With some optimizations and faster png generation, I could probably even double the speed.. I dont think NitroGen is even that fast yet ... its more that RWG is kind of slow. ---- New experimental version 0.461 -> some changes to the city grid (less regular) -> some changes to the landscape distribution
  18. There is a thin radiation border created. I think the old one was too wide. You can also use the water border as landscape barrier, or the border biomes to indicate the worlds end. If you need a thicker one, you can generate a map with an older version like 17 and copy over the radiation.png, or just edit it (making the red line thicker)
  19. The vanilla prefablist contains all POIs that I can use meaningfully in a random gen world. So the supercorn POI should be included. You can use the the OCD scenario to spawn a map with all possible POIs in a nice row.
  20. Did you set to import from resources? There is a dropdown for it.
  21. For this custom POI to load, it would need to be more like that: (custom zones in the newest version of NitroGen) deco_copper_vein,BIOMEONLY,2,-10,1,11,1,custom_outback_size_3 deco_zinc_vein,BIOMEONLY,2,-10,1,11,1,custom_outback_size_3 To increase its amount, you can do something like this: (duplicate the lines, to increase the chance to show up) deco_copper_vein,BIOMEONLY,2,-10,1,11,1,custom_outback_size_3 deco_copper_vein,BIOMEONLY,2,-10,1,11,1,custom_outback_size_3 deco_copper_vein,BIOMEONLY,2,-10,1,11,1,custom_outback_size_3 deco_copper_vein,BIOMEONLY,2,-10,1,11,1,custom_outback_size_3 deco_zinc_vein,BIOMEONLY,2,-10,1,11,1,custom_outback_size_3 deco_zinc_vein,BIOMEONLY,2,-10,1,11,1,custom_outback_size_3 deco_zinc_vein,BIOMEONLY,2,-10,1,11,1,custom_outback_size_3 deco_zinc_vein,BIOMEONLY,2,-10,1,11,1,custom_outback_size_3 The last entry is a zone, you could also add this to another zone like: deco_copper_vein,BIOMEONLY,2,-10,1,11,1,custom_outback_size_3;downtown to show up inside of cities
  22. Added an experimental build v0.460. -new UI layout -prefablists dropdown (lists can be configured using configPrefablists.txt), currently vanilla and the older CompoPack 39 -more size presets (4k,6k,8k,10k,12k,14k,16k) -removed traders spawn bug
  23. There was a change in the placement procedure, I can check if that affects the traders. For now, have a look at the preview map to see if there are enough (purple)
  24. In the first page there are some explanations. I never set up a server, so my guess is only that it can load it from the same location (new subfoler) as the generated RWG mapfiles where stored.
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