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crash.7ds

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  1. Yeah, that's what I thought would be the case. In any case, I'm ditching the 16K map in favor of 8K-12K for now. I've ran 12K maps before and they are night and day better in terms of performance. Interesting suggestions on the settings, I'll keep that in mind. Shame if that's true about Nitrogen being abandoned, I really liked how much more convenient it is over the in-game generator...it's faster, has more options, makes better looking maps, etc. Anyways thanks for the help. I think I'll keep CP and see if lowering map size will help enough. Now if only Unity based games would behave more and stop reverting to native resolution over user settings when loading saves. Subnautica and Subnautica BZ did that a lot back in the day too (and still does, grr!).
  2. So a few things I noticed, and to be fair it could be a case of issues with using a 16K map which comes with it's own set of caveats, but I have ran into an odd issue where quite a few POIs from this pack are generated with a series of errors. The worst of these so far are that some POIs spawn with ghost objects/blocks or entire portions of the structures missing in ways that don't quite make sense. For instance, after the first blood moon on day 7, the city trader (it's a larger building with four traders and four doors in or out) doors now have a wall built up clipping through the doors. They do not impede traffic, but visually appear to occupy the same placement of the doorways. In several other POIs I've recently explored, there appears a lot of floating dirt piles and debris in the shape of the green Plumbob diamond from the Sims series. It's like the map tried to generate dirt there but realized halfway that it shouldn't because something else was suppose to be there instead. It kind of makes sense the shape because that's how dirt and ground deforms in 7DTD. Also, and just to be clear my machine isn't really stellar with something like 7DTD, but I noticed performance is comparatively abysmal near one of the larger POIs, whereas it's not nearly as impacted by areas with vanilla or simply fewer POIs, even though my system resources are not spiking or maxing out at all. My best guess is that entity spawning is causing the sharp and deep frame hitching in these cases. I don't expect the game to run smooth and silk all the time or even most of the time, but the impact is such that I've already nearly died several times or missed shots just because the game keeps running but isn't rendering the next frame for several seconds. I'm already thinking about restarting on a smaller map, but also considering going back to vanilla POI settings too. I was wondering if anyone else was encountering anything similar on their end or if this is more isolated to inadequate hardware or larger maps being sketchy.
  3. Reinstalled CP47 and it's working. Maybe I miss-clicked something.
  4. Having some confusion with getting this working right with NitroGen. Btw, I'm running on A19.3 B6 with NitroGen 0.501. I followed the instructions for adding CP 47 to NitroGen, moving all the files from CP47's Prefabs folder to the game's Data/Prefabs folder, moved the 3 text files to NitroGen's Resources folder, yet when I run NitroGen it still only shows A19 Vanilla, A18 Vanilla, A18 CP43 (which it had anyways), and Custom List for the prefab lists drop down. Am I missing something or am I supposed to select Custom List, because I suspect CP47 is supposed to show up as a list in that drop down?
  5. I think I'm figuring this thing out, but it seems I cannot have burnt/wastelands without those odd biome sprinkles. I'm gonna keep messing with settings to see if I can wrestle this thing down to making maps in a manageable way. I'm also starting to get that a vast majority of settings do not affect the poles at all, only the "north/south" setting exclusively affects it. Btw, is there any way to adjust spawn points for the player or is that something built into the map? I see that there is a "spawnpoints" file that, in one map I've made, has some 70 or so spawn coordinates listed. Would adjusting, removing, or adding in my own points mess up the file/map?
  6. Tried a couple of maps (one at 10K and another at 15K, but otherwise default settings). Is there a reason the game renders semi-distant terrain incorrectly? It's almost like the game is creating Minecraft-style Beta holes a couple hundred meters out then correcting the terrain as I get closer. I could see buildings that would just appear to float in mid air or an entire mountain get "cut" away in grid shaped chunks as I moved about the map. Water in some shallow areas will also behave oddly, clumping in small chunks like it's jello rather than liquid. Is this an issue typical of going past the 8K vanilla max or is this unexpected of the map generation regardless? One more thing, what can I do to better generate maps are a bit more natural looking? The ones Nitro seems to generate sprinkles small cold/hot weather biome islands all across the forest biome in the middle which makes no sense at all. Also, what causes it to create those flat plateau-like craters? The maps look like the Moon in some places with those and I'm not sure how to keep those from getting in. Finally, I cannot tell if it's just the preview image files or not, but Nitro doesn't seem to be drawing in burnt forests or wasteland biomes. On the maps I actually test played on, I didn't really look for them but also never saw any such biomes, just the snow/forest/deserts. Edit: Seems the graphical issue worked itself out...maybe just a bad bug with the game or it didn't like generating maps at exact intervals such as 15000. I'll report it again if it reoccurs. As for the craters, I've figured out some settings that seems to make them smaller, fewer, and less obvious. Doesn't solve it, but now they are much more subtle. Still cannot seem to get the biomes to draw consistent with any settings I've set, in fact it seems to ignore them all together. If I can get that sorted out, then I'd be set.
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