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scallipus

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About scallipus

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    Refugee
  • Birthday 02/17/1969

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  • Biography
    Spent all my life in Australia...
  • Location
    South of Perth
  • Interests
    Fabrication (machining), Coding, Designing, Gaming

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  1. Thanks for your response to the feedback, to answer your question on CLI / GUI. On windows I tested the gui only, on my linux server it was CLI only as I do not even have an X server installed on it, so no desktop, all my linux servers are configured to be headless units that I ssh into from my main windows machine, my other server - a windows 10 pro machine I did not test anything on, the main windows machine is a win 10 home edition machine I hope that helps
  2. here is the generated KingGenConfig.txt file contents from the 4K custom map test on the linux server Based on this command line KingGen --custom_heightmap /home/myuser/4ktest.png --cities_size large user_custom_map_test_3 4 _ ___ _____ | |/ (_) / ____| | ' / _ _ __ __ _| | __ ___ _ __ | < | | '_ \ / _` | | |_ |/ _ \ '_ \ | . \| | | | | (_| | |__| | __/ | | | |_|\_\_|_| |_|\__, |\_____|\___|_| |_| __/ | |___/ v0.5.0 7 Days to Die Random World Generator Find out more at https:
  3. some feedback - based on my initial testing this morning THE TLDR version - PERMISSIONS ISSUES EXIST IN WINDOWS GENERATES WORLDS FLAWLESSLY ON LINUX GENERATES WORLDS FLAWLESSLY ON WINDOWS ONCE PERMISSION ISSUES ARE SORTED OUT CANNOT GET IT TO COMPLETE GENERATION USING A CUSTOM HEIGHT MAP IN WINDOWS CAN COMPLETE USING A CUSTOM MAP IN LINUX BUT DOES NOT SEEM TO USE THE CUSTOM HEIGHT MAP AT ALL. THE FULL TEST (WALL OF TEXT) Testing the permissions issues GENERATING RANDOM WORLDS ONLY WINDOWS 10 I created a directory (owned by my user account) on my dev drive
  4. Hiya, as a custom map maker who extensively uses custom height maps, and custom poi preferred placement maps to generate real world terrain and approximate position city maps for the game I would really love it if it was possible to include options for a poi placement map similar to the nitrogen city and town preference placement map which is used in the mask map which also allows me to limit the land volume where pois are actually placed - something quite important when making island based maps for example as I would not want poi's spawning out in the water areas. I have not tried your too
  5. Is there a way to get the built in RWG to use a custom height map and biome map? That to me is the main reason I still use nitrogen - it allows me to use a totally custom heightmap and mask to define the landscape and preferred POI (city and town) placements
  6. is this server side only or does the client need to have it installed ???
  7. the height maps I have done I tend to work in 24 bit grey scale, then before I output it for nitrogen I reduce it to 8 bit grey scale and clamp it between 24 and 180 or so, water is at 32 so everything typically below that is in water and everything above is land. Some tips if using DEM terrain data for your height maps, run a pixelate and then a couple of gaussian or median blur filters on the terrain - it will make it a lot more likely to be navigable. I had issues with some weird spiking occurring prior to running the blur filters and I found doing a slight pixelattion filter first actu
  8. add permissions for people to use the pois command in your admins.xml <permission cmd="pois" permission_level="1000" />
  9. Sure - just repaint the biomes.png file with white. - hint open the test_alpine_biome.png and make sure you get your colour from the white in that image then do a flood fill (often a paint can image on the tool bar of most image editors) to replace the green for forest biome in the biomes.png file
  10. I am using custom heighmaps, you have to rename the heighmap for the import to work (off the top of my head the rename is IMPORT_HM.PNG and you then tell nitrogen to use the import_hm.png file, you can also combine it with a mask file to kind of limit where poi's can be built as well... I would love it if there was an option to also use a custom biomes.png file as I have generated my own biomes file for a specific custom heightmap file and the preview always generates without the biomes file... When I overwrite the generated biomes file with my custom one after nitrogen has generated the w
  11. I don't use compopack, in fact the 12K map only has the standard nitrogen POI's. when he was seeing it, we both were in the same POI, he was seeing it, I wasn't that definitely has to be a client side issue. He did take some screen shots... basically as we were on a mission he had to rely on my showing him where the doors were
  12. Playing on a dedicated server with a customised nitrogen 12K map, one of my friends sees this issue yet I don't see it at all. The server - IBM SystemX 3650 M3, Dual 3.46 Ghz hex core xeons, 80GB ram, running off a 12Gb/s raid 6 array... his system - AMD Ryzen 5 2600 , 16GB ram, AMD RX580 8GB video card my system I7 9700k, 32GB ram, ASUS RTX 2070 Super 8GB video card. Now on the other maps on the server we play on he does not have these issues at all, those maps are smaller. I have seen the issue once in the past on a different map in A19 experimental (before A19 stable was laun
  13. yeah the maps sometimes flip - at least from what I have seen with playing with nitrogen (at least in the map previews), not sure if it happens in the game from its own generated worlds tho.
  14. after having a few days playing with nitrogen I have a few questions / feedback When creating a custom map (using a user defined heightmap file, mask file and biome file) the preview map appears to render vertically flipped. Initially when I saw this I thought I had to flip my HM and MASK files thinking that the in game map would be upside down otherwise... As it turned out no, the preview map only was being flipped. Is this something others are encountering? Will nitrogen allow me to use my custom biome image and incorporate that into the preview map in the future? Right now it gene
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