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GlassDeviant

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Everything posted by GlassDeviant

  1. From what I understand, highways are basically POIs, so you would have to replace all of the highway POIs with "taller" ones. This would also let you make highways with no breaks in them. Again...if I understand them correctly...and I am not sure that I do.
  2. Any way we could get a setting to generate 100 maps in a batch, instead of maxxing at 10? I tried going into the config files but it just resets all the changes to zero. Will I have to open up the .jar?
  3. First, no need to be rude. Second, as I said, and maybe you missed that part, it is possible to restrict regeneration of PoIs to certain areas of the map. Salty Zombies does it, and from what I can tell they're the biggest, and apparently voted the best 5 years in a row, not just "one of" the biggest. So no, my answers aren't nonsense. You might try asking them directly. I did. I'll see if I can dig up a non-compopack map. I might have a 6k one in my world folder. Edit: Couldn't find an old one, but here's a brand new 8k vanilla A19 map fairly heavily covered in cities and towns: https://www.dropbox.com/s/uadvbt3j35gzlgn/NitroGenMap.rar?dl=0
  4. This would be nice to have. One time I got a map with 4 or 5 of the same prison PoI in the same city and 3 more in the nearest city adjacent.
  5. You will probably have to hand edit your own prefablist.txt, combining the PoIs from Compo and whichever mod you want to use. But I don't know if either overhaul will properly recognize it even if you did it perfectly, I haven't messed with anything so arcane yet, just dippy stuff like trying to mate an underground PoI with an aboveground one and make them connect. It doesn't work well 😕.
  6. Okay, starting from a default 7dtd install, you go to the root 7dtd folder at c:\program files\steam\steamapps\common\7 days to die. From there you open data, then prefabs. This is where you stick everything from the compopack archive folder called "PLEASE copy all files from this folder into your 7d-prefabsfolder" (over 2000 files). Now go to wherever you put the NitroGen program. I stuck it on the desktop for convenience. Open that folder and then the resources folder. This is where you stick everything from the CompoPack archive folder called "Nitrogen-files" (only 3 files). Make sure both times you are only putting the contents of the folders, not dragging the whole folder over. To be able to make large maps (over 4k) go to the NitroGen folder and make a backup of the start.bat (or whatever it's called) file, then edit start.bat so that it says: java -Xmx12G -jar nitrogen.jar Where the 12G is, put whatever you want as long as it is at least 4GB less than your physical RAM. So if you have 8G, put 4G. If you have 16G like me, put 12G. If you have more than 16GB, you can make it higher, but I've never seen NitroGen use more than 10GB on even the largest, most complex maps. And don't forget that you need 64-bit Java installed (not JavaScript). When you want to make a map, use the edited start.bat file to start NitroGen. In NitroGen, use the Open Output Folder and Open 7Days GeneratedWorlds Folder buttons, and in the second case you will have to dig 1 level deeper by opening the actual GeneratedWorlds folder. Then you can just copy your new world from Output Folder to Generated Worlds. If this sounds a little silly, it's not my fault. Make sure you set the prefab list (top right under Advanced) to the appropriate selection with the drop-down (the latest is a19.1 cp 46, as far as I know at this moment), and set scenario (lower down) to none. Try a few maps, check the previews, start a game in each. If you still have problems, come on back. Edit: If you're having problems with the DL links at the beginning of this thread, poke me and I will see if I can help.
  7. Perhaps by untweaking the motorcycle. The game is just not able to load data on your vector front fast enough. That's probably why the vehicles are noticeably slower now. I've noticed the same problem happens with the gyrocopter when you are flying at low altitude. Anyone know if there is a way to do a poll post to see how many people would like unbroken highways? There seems to be quite a few speaking up.
  8. NitroGen needs a "stop generating but don't lose my settings" button. If you just use the close box, you lose all the settings changes you made before clicking Generate World, and if you don't you have to wait until the program stops to fix whatever you noticed just after clicking generate.
  9. From what I gather, not until Magoli comes back from whatever sort of break he is on. I've had success with NitroGen v0.501 and CompoPack 46 for 7dtd Alpha 19.1 b8 stable with the prefablist_CompoPack_46.txt from the CompoPack. No sunken buildings and no floating buildings yet on any of the four maps I have generated (select prefab list a19.1 cp 46), although I've had one house collapse due to structural integrity issues (loaded a save and reinforced some corners and it worked fine after) after I removed some kitchen appliances and bookshelves from the reinforced shelter under the house **shrug** and the large airport has some issues.
  10. At times I resemble that remark. Check your previewmap.png file. If all the buildings are clustered in one corner of the map, it's a setting in NitroGen used for testing that you need to disable. I forget which setting it is, but I'm sure someone will come along who remembers and can tell you. Edit: It's under Advanced on the right, 7th setting down, named "scenario", selection "OCD world". Or if there are no PoIs on the map at all, it's gotten set to "no PoIs". Change the scenario to "none". Except it is out of date and missing the new PoIs from after CompoPack 43, which is at version 46 now. CompoPack 46 comes with an updated prefablist_CompoPack_46.txt specifically for NitroGen that includes all the CompoPack and vanilla PoIs. And don't forget to select the correct one in NitroGen, from the top right corner of the window under Advanced.
  11. I know there was a setting used for testing that stuck all the PoIs in one corner but I forget what it was. Here are the last settings I have used, which have worked for me without any problems on v0.501 in 7dtd 19.2 b4: https://www.dropbox.com/s/yjgmzquayloez1z/settings.png?dl=0 And here is the map if you want to use it. It requires you having the CompoPack 46 files installed in your 7dtd data/prefabs folder: https://www.dropbox.com/s/m9ollmv5y55yixs/FiletOFish.rar?dl=0 I've been playing it for many hours without a problem, though I have only covered a portion of the map so I don't know if there are problems beyond the one PoI collapsing due to Structural Integrity problems when I started altering it into a base. Make sure you are using 64-bit Java. P.S.: I use a custom start.bat which simply runs Java using 75% of my system RAM: java -Xmx12G -jar nitrogen.jar With it I can generate 16k * 16k maps, but 7dtd has problems with maps that large so I don't make them larger than 12k * 12k anymore.
  12. Just checked and it still works for me. Hit F5 to refresh your browser, or use a different one.
  13. Invalid question. If someone asks me for a first aid kit, I can see why they need it. Not so in this situation. If someone calls and asks me how to fix a problem with their PC mouse (as I used to be in tech support), I ask them questions to determine whether it simply needs cleaning, unplugging and plugging back in, or replacing. Sometimes the best answer for a question is nothing like what the asker imagined it might be, because they aren't thinking "outside the box". For example: 1) Generating a map with denser cities, or a larger map, could reduce the problem of PoIs being "used up" quickly. 2) Looking at how others solved a problem, especially large servers like Salty Zombies who only regenerate certain sections of the map rather than the whole thing. So instead of being negative and criticizing a proper diagnostic solution to a tech problem, try and be a part of the solution. As an aside, I agree that there should be a way for the highways to be generated unbroken, which you might have seen if you follow this thread much since I posted such a request MONTHS ago. My solutions, and any that anyone else offers for that matter, are just workarounds until such a time as NitroGen gets this feature, if ever.
  14. I'm asking you a question in return: How many players, how large of a map and with how dense of cities and towns are you finding it necessary to regenerate the map? Each of those factors have an impact on how quickly they will be able to clear the map of playable content. And I didn't even bring up how much time are they engaging in building vs. just raiding all the time. So...are you not gonna answer the question?
  15. With how many players? How large a map? How dense of cities and towns?
  16. Why do you need to refresh the prefabs? The whole point of the game is that you have to keep going further and further from your starting location to continue finding new resources. Have they cleared the whole map? Is the map too small? Or are you just catering to whiny, entitled players?
  17. If it's a RAR file and you are using a legit, licensed copy of WinRAR, the file is somehow corrupted. If it's the CompoPack 46, it's not corrupted on the server side, I'm using it now and have been for a while, so something is going wrong when you are downloading.
  18. Congrats and welcome to the Apocalyptic World Creators Club! P.S.: You can use dropbox to upload the preview and even the entire map. I have mine set up so that people can grab the prefabs, maps and mods collections I use on my server so they don't have to wait for the DL to get in-game quickly.
  19. Some people have posted some of their maps, but why bother DL them when you can make your own?
  20. I've asked about having them generate in pristine condition, but gotten no reply. How do you keep the day at 1 while repairing the highways? Usually I just do it as I explore the map along the highways, placing wet concrete blocks to span the gaps as I go. Makes the trip "home" a lot easier.
  21. I was just wondering how I could get NitroGen to do 24k*24k maps. Then I thought about it and decided I didn't want to make my PC explode. Anyway, looking at the map preview I clearly didn't get the results I was looking for. I only wanted to leave out steep mountains (it never works completely, but I like to reduce them to a minimum), so I am going to run another test with more varied terrain. I think, though, that the problem you're having is related to roads. With so many cities, default roads should be plenty enough to not lack at least one connection between adjacent cities most of the time. Edit: So I did that and it took 23m50s. I used default roads and there aren't many adjacent cities without roads directly between them, though there are a few, and there are plenty of roads overall on the map. Oddly enough, NitroGen didn't even go over 7GB memory use this time. Best advice I have is to just not use the many roads setting. Edit 2: Played with many settings and it always comes down to the roads for me, every other setting on a 16k*16k map generates in about 24 minutes.
  22. See edit to my previous post. I'm at 335 sheep so far and the memory use just jumped to nearly 6GB. I used single-lane highways so it doesn't take forever to repair them all...instead it takes nearly forever. Edit: Just had a thought: Do you generate preview while generating maps, or set it to no preview and build it later? Edit 2: Completed map generation in 23m40s. Max RAM use was 8.6GB and I forgot to turn off "no preview" (I usually make 4K maps lately) so that included preview generation. Here it is if you want to take a look: https://www.dropbox.com/s/y3zte12h02vdjjl/MegaTest.rar?dl=0 (Note: 124MB WinRAR file, expands to 594MB)
  23. How strange. I generated a 16kx16k map just loaded with cities, including loads of roads and 2 double highways each direction and it generated fine in 12GB, if slowly. The game, unfortunately, couldn't run that map for very long in 16GB of total physical RAM. Once I got to about 20% of the map explored it was no longer playable. I'm just not up for upgrading during this whole covid thing but once it's over I'll likely go to at least 32 if the prices aren't ridiculous. Edit: Doing a test to see what happens with even more aggressive map settings are used, using my -Xmx12GB batch file to start NitroGen. With landscape set to mostly flat with a bit of desert in the manual settings, all terrains included (no Darkness Falls stuff), lots of cities and mega city size, two single-lane highways and non-city areas minimized. NitroGen is not even using 4GB yet, but it's just getting started and I expect it will be a while.
  24. Curious. I've never needed more than 12GB. I've even monitored the actual memory use vs. commit and it doesn't go over 10, with NitroGen and Compopack. Do you use anything else that requires altering the NitroGen files? Have you tried it with a lower setting for Roads? It seems you're saying that you have 64GB...is that all physical memory? Have you tried -Xmx60GB to see what happens?
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