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Kinyajuu

Fun Pimps Staff
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Posts posted by Kinyajuu

  1. I will look into making these things more clear and possibly having a list of generated worlds so you can manage them in-game. I just added a New Game button to the generator so when you do find the one you like you can simply go right to the new game window with it selected. Should help a lot but I will still look into adding a manager.

  2. On 4/2/2022 at 7:11 AM, Red Eagle LXIX said:

    @Kinyajuu

    Something nice I noticed on A20 that I hope gets a bit expanded in A21:

    RWG Generated Worlds, mapinfo.xml now contains the seed originally typed to generate the world.  This is great for those who forgot what they input.

    <property name="GenerationSeed" value="Eagle's Nest" />

     

    However, without the values of the settings used it is still missing information necessary to recreate the world.

    Hopefully in A21 we can also get a record of all the setting used (ex plains, hills, mountains, random, rivers, lakes, craters, cracks, towns, wilderness POIs).

    Also for A21, it would be nice if the generator copied/saved a version of the rwgmixer.xml used with the generated world (similar to how saves create a config dump for the XML files).

     

    Already way ahead of ya there :)
    A21 genned map contains these

    <property name="Generation.Seed" value="" />
      <property name="Generation.Towns" value="Default" />
      <property name="Generation.Wilderness" value="None" />
      <property name="Generation.Lakes" value="None" />
      <property name="Generation.Rivers" value="None" />
      <property name="Generation.Cracks" value="None" />
      <property name="Generation.Craters" value="None" />
      <property name="Generation.Plains" value="6" />
      <property name="Generation.Hills" value="0" />
      <property name="Generation.Mountains" value="0" />
      <property name="Generation.Snow" value="4" />
      <property name="Generation.Forest" value="7" />
      <property name="Generation.Desert" value="4" />
      <property name="Generation.Wasteland" value="3" />

  3. 14 hours ago, Viktoriusiii said:

    @Kinyajuu

    RWG really looks awesome! Especially in the towns. Love that this is now easily moddable. This really feels like an actual town now! (although farms shouldn't be in the city :'D don't know where you live, but over here, that only happens in very small villages)

    Very small idea, that came to me while watching the rwg-stream:

    We need damaged concrete.
    We already have "bloodstains" and "garbage".
    Now what is missing is damaged concrete (I've seen it on a bridge in the stream, but I am not sure if that would work).

    Slightly cracked concrete that has small grass sticking out of it. It would happen more frequently on the sides of the roads, but can also happen in the middle.

    Because right now, all the buildings look AWESOME. Like... I believe this has been deserted for like... maybe years!
    But the roads look like they have been refurbished yesterday.

    So this would actually add A LOT.
    (I know it is probably more complicated to implement in RWG, but I firmly believe it is worth the effort!)


     

    I live in Oklahoma. The outskirts of Tulsa and OKC are like this. Lots of farm land too valuable to turn into housing. So business try to set up where they can buy land and get it zoned. Afterwards, it ends up looking like this. Heck, there is a huge ranch in South Tulsa. :)
    The art bits aren't really an RWG based thing.  The roads may get a grunge pass at some point just not at the moment. The level guys had to churn out a ton of POIs this round.

  4. On 9/30/2021 at 5:15 AM, SnowDog1942 said:

    So I just watched small pieces of of the latest stream.  That screenshot of the Mesas really stood out.  Was every single Mesa shaped exactly the same but turned at a different angle?  

     

    Is the whole world going to be full of the same shapes over and over now with this stamp tech?  Hey look that mountain again!  Hey look, that lake again!  

    Yes, but you can add as many new stamps as you want. It will also blend them together, so you might see some things that look kind of familiar but when you're on the ground it doesn't look at all the same and I've ran many many many seeds. Also, modders can add to the terrain stamps using png files, there is a base height level (r:32 g:32 b:32) and anything darker will dig down, anything higher will build up. Once I go over how to use our r16 format you'll even be able to define lakes at certain heights IN a stamp. It's really nifty. a20 (gold) RWG has a LOT more content driven design than any iteration before it. I'm very confident people will be happy with how it generates and modders will be thrilled at having a fairly easy way to build customized random maps. (looking at you, total conversion modders ;))

    Anyway, I'm trying to avoid talking about the details too much on here. I'm super excited to show off / talk about everything and have a whole list of stuff that I'll be going over on the dev stream on October 13th (this week is the other programmers).

  5. I am going to drop a tiny bit of info since towns a tiles are being asked about.
    Custom townships are possible now, not just city, town, and country. We made an "oldwest" township that has street tiles that match that theme.
    In my dev stream in a couple weeks I will explain how that works and how modders can make custom towns using their own set of tiles.

  6. 2 hours ago, dcsobral said:

    Are there conditions such as max per city, max per world and minimum distance between for tiles?

    Even if what was asked isn't possible in the WAY they asked, what IS possible will likely be something they wanted and will give similar results. I will go into depth when I do the dev stream. I don't want to give away too much too soon. ;)

  7. On 9/13/2021 at 9:26 AM, Naz said:

    Is it possible to create tiles that have some kind of meta data that when generated in rwg always spawn a group of specific tiles, that always line up together in a specific way? Say to split a larger prefab than 150 into separate prefabs and have each section of the prefab in it's own tile always spawned together lined up.

    true the 6700k has a boost of 4.2 and there is an all core optimisation option in the bios that runs all cores at that boost, but for that test it was running a manual 4.5 all core oc, so the clock speeds were capped at a maximum clock of 4.5, single dual or all core loads would never exceed that clock speed.

    Nope, the towns are laid out in general tiles first, then the connections are built. It doesn't have any other function other than filtering out some prefabs based on rules in rwgmixer.xml. Now, you could abuse the rules to make sure that only certain ones spawn, but not on a per township basis.

  8. On 9/12/2021 at 5:19 AM, AtomicUs5000 said:

    Will the POI editor include a way to create our own city tiles and assign the POI size groups to areas within?
    Are the tiles themselves a specific size?
    Are they all the same size?

    Yes. 150x150. Yes.

  9. 21 minutes ago, dcsobral said:

    1. How do intercity roads connect to tiles? I see no special tiles for it.

    2. Are all streets connected? Like, a straight tile will always have tiles with connecting streets on each end (or intercity road), and so forth for every tile?

    Give the new shape system I wouldn't put too much effort on creating anything on alpha 19. This might be a good time for some Shape System dev to tell us how the conversion from alpha 19 goes...

    1. I leave a couple of the outer tiles with road exits with no tile beside them and then connect the highway to that for now. Later I'm hoping to do some kind of highway off ramp tile to make it look more natural.

    2. With the exception of the above, yes, all roads will connect to other tiles.

  10. 6 minutes ago, Annihilatorza said:

    1. With this new tech is there a way to stop the same kind of shop populating the same tile, eg two different Shamway foods?

    2. Can we build a subway system that can interconnect across different tiles?

    3. In the world gen options can we set city size?

    4. Could we make a football stadium across 4 different tiles and have them line up in the world gen?

    5. Does the Distant POI work correctly with this new tech?

     

    Thanks again Knyajuu

    1. We have a tagging system now for all prefabs so we're working on making sure two things of the same theme don't spawn close together.

    2. So long as you make sure the exits line up like the roads do, yes. You would have to make sure you used all custom street tiles with the sewers built in though.
    3. Basic options were given for the UI but in rwg mixer xml you can set the min and max tile count, that will control the overall size.

    4. Nope, it has to fit in the tile in a POI Marker.

    5. Yes.

  11. 10 minutes ago, Laz Man said:

     

    Kin, 2 questions for you.

     

    1) I would assume the important part is the prefix so the code knows how to connect the custom tile to others? (e.g. rwg_tile_downtown_cap_xxxxxx).

     

    2) Could we create our own tile set as well independant of the vanilla sets? (e.g. rwg_tile_lazman_cap, rwg_tile_lazman_interesection, etc.)

     

     

    1. You are correct.
    2. Yes, new districts can be defined in rwgmixer xml and you can also define what townships they go in.

  12. Just now, zztong said:

    Regarding Custom Sizes... oh, so it sounds like you draw the Marker onto the Tile. By convention the TFP uses standard sizes, but you could draw any size that fits onto the Tile.

     

    Regarding the file names of Tiles, you mentioned "simply add a number to the end and you can have any number of variants." Can it be more than a number so that modders can keep from colliding with each other and with future TFP Tiles?

    rwg_tile_residential_cap.ins

    rwg_tile_residential_cap_08.ins

    zztong_rwg_tile_residential_cap_08.ins ?

    haha, asking the potent questions, technically yes. the number is just a simple way for us to define them. You can add _whatever to the end and it'll still go in the list.

  13. 35 minutes ago, Annihilatorza said:

    Would it be possible for you to tell us what they are?

     

    Thanks for answering so quickly :)

    A group is just a string you enter to have multiple markers related in some way. Making them different colors just helps differentiate between groups visually and makes for a nice look overall.

    1 hour ago, zztong said:

    Related to the discussion of Tiles, I'm thinking of Mods like the CompoPack where there are lots of contributed POIs of many wild sizes...

     

    1. Is there still a place where very large, non-standard sized POIs can be placed? The wilderness, perhaps? The edge of cities and towns?
    2. Can we define additional "standard sizes" via XML/XSLT in mods that include custom Tiles? Or, is that just a matter of how big the dimensions are drawn onto a Tile for POI Spawn Markers? (And the, by convention, TFP have just always drawn those standard sizes.)
    3. Interesting... as I look at the video at 0:57 the POI Markers don't appear to be square. The standard sizes were all square. It must be a work in progress.

     

    Not to quibble, but I think he was asking about the colors being shown for the POI Spawn Markers, not the sizes. Or maybe I read it wrong.

     

    Huh, for some reason it is appending this to my other comment. Neat forum feature. Not what I intended.

    1. Yes, wilderness. anything above 100 probably won't fit the largest and the hard rule is nothing bigger than the poi marker size. The code for smaller Prefabs to get centered when a smaller one is chosen is already in place, it's simply turned off while we get things finished up as we don't want non standards popping up in test generations.
    2. It isn't planned as there is one more size type for POI Markers, Custom. It'll allow you to simply define a size on a tile and it'll use that as the max constraint.
    3. It's a trick of the eye, they are square. Custom sizes are supported but our team is using standard sizes only for various reasons.

  14. 7 minutes ago, Annihilatorza said:

    @Kinyajuu Do the coloured blocks in the video on the tiles means that they get a certain type of building on them and does this tiles system apply to normal land generation as well?

     

    Each group gets a different color. It's mostly for visualization.

  15. 18 hours ago, zztong said:

    Thanks for sharing the video regarding City Tile Tech. This looks really cool. Lots of questions come to mind, fueled by some undeniable excitement for making POIs, Tiles, etc in the future:

     

    1. I assume Custom Tiles will be possible. What are the possible dimensions (width, height, depth)?
    2. Is it required that a Custom Tile provide for road connectivity on each side of a Tile and that the connections should be in the middle of those sides?
    3. Other than the road connectivity at the edge of Tiles, designers should be free to make the roads go anywhere on the Tile, correct?
    4. What do we call a place on a Tile where a POI can land? (A Parcel, perhaps? A Lot? A Plot?)
    5. When the World Generator is selecting a POI to put on a Parcel, does it select from POIs that have the exact same dimensions as the Tile's Parcel, is there some wiggle room, or can any POI that isn't larger than the Parcel be chosen? (I assume it is undesirable for a tiny bus stop to be selected to fill a Parcel where a large factory was envisioned.)
    6. Are there standard Parcel sizes for TFP-created Tiles? If so, could we know those dimensions?
    7. How close can Parcels be to each other on a Tile? Can they touch each other?
    8. I assume Tiles have a "Ground Level." Must Parcels on a Tile share the same Ground Level, or can a Parcel be elevated, or lower, then the Tile's Ground Level? (None of the examples seemed to have a POI at a different level.)
    9. I assume Parcel definitions are two-dimensional, allowing for POIs to be any height, yes? (That is, we cannot define a Parcel to be above another Parcel.)
    10. When designing a POI to be viable for those Tiles, it looks like we should not be providing our own sidewalks and curb-cuts (driveway connections), or is there more to the story there? For instance, if a Tile were to run a storm sewer system under the street, how would we know where to connect to it if we wanted a POI to be storm sewer accessible?
    11. Is Zoning associated with a Tile? That is, do we declare a Tile to be of a specific Zone type, like "Industrial"? Or, is zoning associated with each Parcel?
    12. Will settlements other than Cities use Tiles, such as the Western Town, Towns, perhaps a Farm Tile (ala Nitrogen's farm feature)?
    13. Will there be Tile-level Quest stuff? For instance, maybe a "Patrol" quest where you have to spend 8 (game) hours keeping Z's under some total number on the Tile, perhaps combined with some random events like a mini-horde? Find a hidden stash on the Tile? Or, maybe a Tier 6 "Clear all POIs on this Tile" quest?


    1. Yes, each district has a set of tiles in Prefabs/RWGTiles/, they can be overwritten or simply add a number to the end and you can have any number of variants. They can be any height (meaning you can add sewers and other things underground) and must be 150x150 in size.
    2. Yes, there are 4 way intersection, 3 way intersection, striaght, corner, and dead end type tiles.
    3. Yes, we have several tiles where the streets veer off and dead end, alleyways, etc. within the tile. only the edges have to match up

    4. We are just calling them POI spawn markers as we also have something called Part spawn markers.
    5. All town/city district tiles use an exact size, the rural edges of a town will take anything that can fit in the space (down to the next POI marker size). I will be adding an option to allow the same on the district tiles via the rwg mixer.
    6. Yes, Extra Small = 25x25, Small = 42x42, Medium = 60x60, Large = 100x100
    7. They can be directly next to each other as the POI will always fit in the dimensions
    8. They are all at the same level, doing multi height tech will be a large undertaking and not something we'll be doing for a20 for certain.
    9. Yes, parcels are 2d, no height requirement as we had no need for that with the current system
    10. It's better to leave out anything that isn't part of a real world lot, sidewalk from the house to the edge is fine, but you wouldn't want to put a frontage on there (at least on residential) I've seen some downtowns with front sidewalks that blended well with the downtown tiles.
    11. Yes, zoning is associated with the tile. The definition of a tile to be a zone type is in it's name.
    image.thumb.png.e1cf079931641b9571a77f99324d3941.png

    12. Yes they will, we have city, town, country town, and another I'll leave as a surprise.
    13.  Nothing was planned as of yet as this tech is still new. We'll be fleshing it out after initial release as per usual. :)

  16. Thanks everyone that's commented so far. I'm so happy so many are finding it inspirational. So long as you follow your dreams, imo, you're doing it right. Even if there are some bumps along the way.

     

    :)

     

    lazer said it best, "I believe anyone can do what they dream of doing, with the right motivation and drive. Yes, it takes time, but if you're passionate about it, you find time."

  17. I decided I would make a post to give a little back story to the fans. I know you guys wonder about the team and I'm here to at least give you insight into my past and how I got here. I've been playing video games as far back as I can remember. I had an atari 2600 until I was 7 or 8 then I got a nintendo. It was so much fun, even more fun once I had a game genie and learned about hex code hacking. That piqued my interest in games and how they work. I started programming around 9-10 years old when I got my first computer. Internet was on dial up back then and was long distance so I had to find things on the computer to keep myself entertained. While digging around in the file system I found something called QBasic. I eventually started modding the stock game that came with it, some gorrilas throwing explosive bannanas at each other (like worms world war but one weapon, bannanas). I was hooked. I got Doom the year after and also the internet. I found out about modding Doom and making levels. I was even more hooked. Fast forward 6 years, I was playing a game called Fallout: Tactics, it had an upcoming release for a level editor. I promptly went to the gamespy fansite (planetfallout) and asked if I could provide what html knowledge I had gained over the years, they said yes. I set up the map database and I did a couple of tutorials for using the editor (got it early WOO!). A year or so later the site was disbanded for whatever reason and I moved on to helping with a project called egoboo doing modeling (I've tried a little of everything by this point). Met the guy that did the voice for Serious Sam, made some models and animations, then moved on to looking for my first REAL programming gig. I eventually landed a job doing programming for a local real estate company (of which i returned to a few times over my career). I also spent 3 years doing Quality Assurance which taught me C# and how to be a better programmer. I also met another person as interested in game programming as myself and we did several little projects just to hone our skills and work on ideas (You all know him as Lathan, aka Prime, now working for TFP as well.). A couple years after I left the QA job (back at the real estate company), I eventually ran across Unity and decided I wanted to make a game no matter what. I started on A Wasted Life. That was almost 5 years ago, A Wasted Life was a procedurally generated zombie hack and slash game similar to diablo. I had gotten some things in, even a lot editor, weapons, and the start of multiplayer.([URL="https://www.facebook.com/AWastedLifeOpenWorldZombieSurvival"]view it here[/URL]). Then 7DTD came out. I loved it. I ended up asking to work for the team. With the modding and game creation portfolio I had I was given a shot. Now I work on RWG, Custom Characters, and Gameplay Mechanics. It's been a long road but looking back, my life was pointed in this direction all along. 7dtd is a labor of love, many ideas i've had over the years I try to bring to the table. I've played too many games to count at this point in my life and have played with impatient and patient gamers alike. Being on the other side of the curtain now is amazing. I love that I can work on something that gives others joy. It's hard work but it's entirely worth it. The key to becoming a game dev is not trying to be a pro game dev overnight, just toy around with ideas and mechanics. Over time you'll find that your ideas will become more solid and getting that leveling system in, for example, will get easier each time. Even if it's just a game for you and a few friends it'll always be something you can show off when applying for any programming gig. You wouldn't believe how many fields of programming you touch doing this kind of thing. Simulations, Database access, pseudo-physics, you name it. If you have a love for it, you'll know it. Just keep chugging along, break your own records, and keep trying. It's a willpower thing, never get frustrated at yourself, you'll eventually figure it out if you immerse yourself in it. Oh, the other key is math, LOTS of math. :P I hope that gives a little insight. It's hard to tell how detailed to get when telling one's own story so I tried to keep it game development related. I love this team, our fans, and the game. I hope to continue to be able to provide you all with fun things to occupy your down time. :)
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