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Cpt Krunch

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Posts posted by Cpt Krunch

  1. Thank you for the log.

     

    This is the only thing that stands out. Can you check what your GameName is in the SaveConfig.xml file?

    2019-05-30T00:08:54 2.050 INF Parsing server configfile: C:\7D2D\Alpha17\My_Mods\Raven\SaveConfig.xml
    2019-05-30T00:08:54 2.076 ERR Error parsing configfile: GameName is empty or contains invalid characters
    2019-05-30T00:08:54 2.076 INF Allowed characters: A-Z, a-z, 0-9, dot (.), underscore (_), dash (-) and space ( )
    

     

    Solved it!

     

    Here

     

    <ServerSettings><property name="SaveGameFolder" value="C:\7D2D\Saves\My Mods\Raven" /></ServerSettings>

     

     

     

    Just looked in ModLauncher.txt, found and deleted these entries. Worked right away. Mistake I made was not looking at the 2nd log file. Thanks for taking time to help man, I really appreciate it!

     

    [My Mods-Raven1]

    Location=C:\7D2D\Alpha17\My_Mods\Raven1

    EAC=

    UNET=

    RefreshModsAuto=

    LocalSaves=

    AdditionalParameters=

    Source=

     

    [My Mods-Ravenhearst]

    Source="C:\Users\win10\AppData\Roaming\7D2DModLauncher\My Mods-Ravenhearst.xml"

    Location=C:\7D2D\Alpha17\My_Mods\Ravenhearst

    EAC=

    UNET=

    RefreshModsAuto=

    LocalSaves=

    AdditionalParameters=

    SaveLocation="C:\7D2D\Saves\My Mods\Ravenhearst"

  2. Hi Sphereii,

     

    Having issues with the launcher. I go between world and prefabs editors quite a bit. If I open a bad prefab or some other issue, I often need to reinstall. Once I delete the problem installation and reinstall I cannot get past loading character models and i crash to desktop. Ive uninstalled completely and wiped out the roaming folders and verified my steam install 3 times, same problem. Log file for my last clean installed here

     

     

    https://pastebin.com/ypdwSLYP

  3. RH takes the more OP POI's out of the compo pack and iirc also edits some of the others left in removing loot boxes.

     

    Are the loot boxes removed on the basis of incompatibility or game balance?

  4. 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.

     

    What version are you on for Gimp? Ive tried a few before with mixed results.

     

    EDIT: Thanks Damocles, couldnt get it to go in gimp, but PS it worked with no issues.

  5. 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.

     

    Thanks Damocles, I will read back through thread. Ive experimented a lot with heightmaps, but not much to show for it after a few weeks of steady work on it lol.

     

    What do you use for heightmap editing? I use Photoshop for biomes, and Paint.net for roads.

     

    Thanks again for this tool, its the best Ive used.

  6. i'm still having massive troubles with the roads :( Perhaps what I want isn't possible at all, i don't know. I've made this testmap with that river I so love. Made my mask. I've uploaded the resulting preview. specially the center is troublesome to me. I really need to get rid of any roads going through masked zones :) And there's a whole city sitting on my river as well :)

     

    [ATTACH=CONFIG]28293[/ATTACH]

     

    I'd really hate to paint all roads by hand :) :)

     

    Oh wow, the upload quality is abysmal. river goes from NE to SW, snaking it's way down.

     

    Can you explain what you mean by mask? Is that water? And if so, how the heck did you do that?

     

    I know how to customize roads and biomes, but hand placed water would really really really make my day.

  7. Hey guys,

     

    I got a request from a discord user for an 8k map for use with Ravenherst. Used Nitro with Melt's RH files and got a the map I wanted. Loads up no problem, fixed biomes how i wanted, all good there. I was pretty happy with what it gave me back in terms of prefab placement, a few buildings not perfect placed, but I always check and tweak placement when i put in roads so no problem.

     

    What I did notice though is RH's customized versions of a Magolis set, and a LOT of duplicates as its a very small selection from Compo, made even smaller by having some removed in Melt's scipt, which im not knocking, I also removed the sphinx for shooting the terrain up.

     

    What I really want to know I guess is, whats the difference between those and me just using magolis set? Is there anything, outside of rwg placement problems, that would cause issues in RH if i also added in compo pack either instead of, or in combo with Compo pack? Like I said, I mostly hand make or at least severely clean up rwg maps, and it seems like a waste not add those building from compo in.

     

    I havent played, but Raverherst looks pretty good, and I would like to maybe do this and a few more maps specifically for RH players who dont really do maps or mods. Any input is always appreciated

  8. Hey Damocles and all map builders here,

    thanks to Xylvier script I generated the CompoPack38 prefablist and spend some time editing it :p

    I had to place the deepest poi (Sphinx3 and NSite) on mountains cos' their heights makes bugs if placed too low.

    Lots of huge poi are placed alone and i edited the placement as I believe it would be best.

    But it's my interpretation I haven't played in all of those POI atm so maybe a better placement for some may occur.

    It may cause bugs especially if you try to maximize spawns of everything since those prefabs are huge for lot of them.

    I uncomment some on my own for generation feel free to do the same.

    He are 234 prefabs to add to the nitrogen prefablist at the end if you want to use CompoPack easily.

    original prefablist finish with

    water_tower_03,RESIDENTIALOLD;RESIDENTIALNEW;INDUSTRIAL,2,-1,10,15,13,farm;smalltown

    you just copy paste after (using notepad++ or such) all the xcostum

    Hope it will help some and thanks again Xylvier :)

     

    Awesome thanks

  9. 64 bit java fixed any issues. Im generating 4k maps with 32gb of ram in about 45 seconds. I ran 2 varations of the names I normally use and these maps look INCREDIBLE. Game changer for me for A17. I let you know how it goes with 16k. Thank you very much!

     

     

     

    EDIT: Ran a 16k map in 9 min 22 sec, looks like a very well rendered A16 map, so good. If people were missing good mountains, they are back. Tossing all my 17 maps and starting over with these. THANKS!

     

     

    Heres the first 16K map with the trees etc turned off. Map looks so good I might leave em off.

     

    https://imgur.com/UX8D4Ms

     

    https://imgur.com/k6HtKIj

     

    https://imgur.com/VSKuCkB

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