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Par_A

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Posts posted by Par_A

  1. 1 hour ago, Riamus said:

    Since you did join the Discord, ask in the #discussions channel and myself or someone else will take a look at that file and see what the problem is.

    In #discussions? rgr that, thanks much.

  2. 14 hours ago, Riamus said:

    Ahhh, misread.  The causes for errors importing are generally the same, though.  Without seeing it, it is hard to say exactly the cause.  Since they are on Discord, I can take a look when I'm home or someone else can, depending when they are around.

     

    The easiest option for road map editing, though, is to use MapToolz.

    Hi Riamus. I'm trying to import three maps into my 8k Teragon world: height, biome, and roads.

     

    These are maps from a previous A20 world I created. Yes, MapToolz is wonderful for map editing -- I use it a lot -- which was how the road and highway system of that world was created. Two-lane freeways, roads winding through mountains on smoothed road beds made with GIMP.

     

    That world had quite an extensive road system, and I'd love to import it into my new world. The height map and the biome map import without issue, but Teragon either quits or hangs when it gets to importing the road map in the que. The height, biomes, and roads are queued before Create Towns.

     

    MapToolz creates a splat3 file for editing n GIMP, and uses that to create the one that the game wants. I have tried using both of these splat3 files, with the same result.

  3. On 10/21/2023 at 5:39 PM, Pille said:

    Not really...
    image.png.fb8b6558b4d771549296bf2f03856f8a.png


    Thanks very much Pille! I am now on the server. 

    Previous attempts were blocked by the phone number requirement, but it's letting me join now. That's awesome, thanks a lot.

     

    Thanks very much also for all the work you've put into Teragon. I'm a coder as well, and I think I have an idea of the scope of the project. Good on ya. :-)

  4. Hi Spud. Thanks for the thought. Unfortunately, the Teragon Discord requires that I give them my phone number and given Discord's known shaky relationship with privacy, that's not going to happen.


    Too bad; I'd love to be more involved in the project.

     

    I'm also on v47.7 and I've tried following the instructions for importing the road file. It seems to use the same method as importing the heightmap and biomes files -- they work just fine, but the road map doesn't.

    Regarding the splat3 file, I have used both the one extracted by MapToolz and the one actually used by the game. I get identical results with either.

  5. Hi spud. Yeah, I tried creating a 10k world with the original heightmap, biomes, and splat3 and exactly the same thing happens. I can watch the percent of progress indicator while it's it processing the heightmap and the biome map, but when it does the splat3 file it gets to 3% and Teragon quits.

     

    It's the same for the 10k or the 8k files.

     

    There are two types of splat 3 files; the black-red-green one that MapToolz provides, and the final seemingly transparent one that the final map uses. I've tried both in both 8k and 10k and the same thing happens.

     

    I continue to plug away at this. haha

  6. Hi folks,

     

    I'm making an 8k map in Teragon. I'm starting with the heightmap, biome map, and road map (splat3) from a previous 10 k A20 game. I scaled it down to 8k in GIMP.

     

    My goal is to start with the terrain, biomes, and roads I created before, build the map from those, and then let Teragon populate it. As I understand the docs, it will avoid placing pois on existing roads.

     

    I hope to import the splat3 file before it does the town building. "Import Road Map" comes just before "Create Towns" in the que. The heightmap and biome map import just fine. However, when the que gets to "Import Road Map," Teragon either quits or sits there with 'processing roads' stuck at 3% forever, until I quit the app.

     

    Any ideas most welcome.

  7. On 3/24/2023 at 2:42 AM, spud42 said:

    Besides im Aussie. we have huge distances between cities here.... trips are discussed in how many hours not how many Kms  . . . lol

     

    I'm in Canada, and we do the same. haha. How LONG does it take, not how FAR. 

     

    Par

  8. 1 hour ago, Riamus said:

    If you already have Teragon, it will update automatically to the new version for A21. 

    Ahh, wonderful. That's great news. Thank you.

     

    Par

  9. On 7/17/2023 at 7:53 AM, spud42 said:

    you have to get it from the discord.

     

    For privacy reasons, I am unwilling to give Discord my phone number. There's no rational reason for them to need that unique identifier to my personal life.

    Do you think it would be possible to post the download link here? I'm really keen to get going on world dev for A21.

     

    Thanks a lot!

    Par

  10. On 2/5/2023 at 1:20 AM, Riamus said:

    Here is the link for the Python script to create a POI Property List file for use with Teragon.  Credit goes to grumpybeard.

    https://github.com/grumpygabe/TeragonPOIParser

    Sea level doesn't seem to have any impact on anything right now.  You want to adjust the flat water map that I mentioned.  That is how you will raise or lower water levels.  You can also lower the base terrain level, which will also help cut down those differences if you prefer.  The rivers should generally follow the terrain and stick to lower terrain areas, though I haven't done serious testing as my computer isn't great and generation takes much longer for me so I only consider adding a river if I really like a map and feel a river would be good.  For me, the rivers crossing the entire map isn't ideal either.  I'd prefer to have shorter rivers, but that isn't currently an option with Teragon.

     

    If you are getting no POIs, then there is likely a setting giving you problems.  I'd recommend posting your preset in the Discord discussion channel and ask for someone to look at it to see if they can find the problem.  You can also grab someone else's preset from Discord to see how their settings work.  As far as flattening an area, sure, you can do that, but I've made very large cities without any need for that (with elevation and flatness thresholds set well, Teragon will adjust terrain to make them fit) and it doesn't really impact POIs that much.

    Thanks a lot for that link, Riamus.  Let me check that out. 

  11. 14 hours ago, Riamus said:

    Including your own POI is fairly straightforward.  There are basically three steps.

     

    1) Create a POI property list file.  On the discord server there is a Python script that will do this for you or you can make your own script or make it manually if you have few POI to add.  The discord server can tell you the data needed in that file.

     

    2) import the POI property list.  To do so, on the expert tab, add the import POI property list command and point it to your property list file.

     

    3) add the source path to the prefabs, parts, and tiles.  To do so, on the expert tab, add the add source path command and point it to the directory that has the subfolders for the prefabs, parts, and tiles you want to add.

     

    Note that both commands should be near the top of the command list.  I suggest putting them near the read POI property list command, but add long as they are above the create POI command, you should be fine.

     

    More help can be found on discord.

     Thanks for the info, Riamus. I'll try some of those things.

     

    Would you have a copy of the Python script you mention? I'm not on the Discord. (For some reason they want uniquely identifying personal information in order to join the server. Info that would give them my full name, address, location, etc. That's not going to happen. I'm not doxxing myself to Discord who already have a sketchy relationship with privacy.)

     

    Perhaps you could repost for me some of the more valuable info from that site. That would be great.

     

    Thanks a lot!

    Par

     

     

  12. Here's a screenshot of a 12k world I did. The original preview.png was over 150MB, and you can zoom in enough to read the names of the POIs. This is a screenshot of that at a more manageable 1.5MB. I adjusted water level and terrain subtraction to get a more organic shoreline and some lakes. This map includes the CompoPack POIs.

    Generating the roads took a LONG time. Hours. (Acer Predator gaming laptop, Quad core Intel Core i7-7700HQ) It also put multiple overlapping bridges in odd places joining outcroppings of land on the shoreline.
     

    Louie-test-12k.png

  13. Glad we have a Teragon discussion thread started. :-)

     

    Lots of great stuff in Teragon; and some that obviously needs some TLC. haha. Love the bridges feature, but they need work.

    I've been making numerous worlds. Anxiously anticipating Tallman Brad's tutorial on how to include the POIs I want, including my own.

     

    Been trying to figure out how that works from looking at the .ini files and the Prefab_Property_List.txt and Town_Property_List.txt files. I'd love to find some documentation on how tiles work so I can design my own POIs to use them.

  14. On 12/12/2021 at 5:06 PM, Beelzybub said:

    Yes, check your memory use while generating the map. Sometimes, the system runs out of memory. Setting the swapfile to automatic has helped some in Windows. The problem is under investigation.

    In my experience with trying out a number of random gen world seeds, I found that the RWG uses a LOT of RAM. It also doesn't clear all of the RAM when starting another RWG world in the same session.

    I have a pretty fast box, i9 10900 with 64GB of RAM, and while working on the third randomly generated world in a row, the 7D2D memory usage hit 40GB.

    I think a 10k world could be generated in about 12GB but, yeah, make sure there's enough Swap space if you don't have unlimited amounts of RAM.

     

    Par

  15. 10 hours ago, talung said:

     

    Not sure about Windows, but my issue was with the Linux server.  Seems to be a distribution/library problem most likely.  Works fine now with fresh version of Ubuntu Server 20.04.  Not had any issues with windows so far,  but then don't run servers on windows.

    A fresh install of Ubuntu Server 20.04 got me going, at least temporarily. I'm back to the same issues now again, unfortunately, so I don't think it's a complete fix. At least not for me.

     

    My client game is in Linux, too. basic system info:
    Linix Mint 20.2, kernel 5.11
    Intel i9-10900 10 core
    64GB RAM
    AMD Radeon RX 6800 X

     

    Thanks,

    Par

  16. 5 hours ago, meganoth said:

    Saying it again, logs of both server and client are needed. In the case of not being able to log in the previous logs AND the logs where you can't log in, so 4 altogether.

     

    PS: I'm playing on ubuntu 20.4 with vulkan, my server is debian, and I had no problems so far.

     

    Hi, the logs are already included in the 2nd of the three-part report. I didn't include the logs in every report as it would be unnecessary clutter. I believe I mentioned that above, but no worries, I can include them again here.

    Here's the logs:
    Client: https://pastebin.com/JPEMU1qb
    Server: https://pastebin.com/81mBPNyT

     

    And here is the link to the 2nd of three report:
     

     

    I'm playing on Mint 20.2 and have tried both Vulkan and GLCore. Our server is Ubuntu Server 20.04 , and I _wish_ I had no problems.

     

    Any suggestions appreciated,

    Par

  17. On 12/11/2021 at 7:12 AM, gesierfou said:

    I have the same issue. Completely fresh install (New windows 10 install and new 7 days dedicated experimental A20b218 install).

    Server panel launch and in the final load hand on INF Dymesh door replacement: imposterBlock.

    No mods, vanilla only, RWG new map.

    Other player have this issue ?

     

     

    Hi, I've been having similar issues. You might get some info out of this report and the two others in the series.
     

    Best,

    Par

  18. 3 hours ago, Star69 said:

    From looking at your log file from one of your other posts, it seems you are using Vulcan. According to Fatal, Vulcan causes problems with 7 Days. How about trying a new run without using Vulcan??

    Hi Star69, and thanks.

    When I first started the journey of getting my gaming going on my nice new Linux box, I had bad results with GLCore and 7D2D. Weird colours and very high contrast. All blacks and greens. When I switched to Vulkan, it worked. That was with Alpha 19 just a few weeks ago. I've just continued to use Vulkan.

     

    I just tried again, though, with GLCore. I did get into the game, and it looked good, so that's a step, however it behaved exactly as it did in my previous post -- I couldn't interact with anything. No "E" key. dm and cm don't work in the terminal either, so it doesn't recognise me as an admin. I can do other things though, like open inventory, look at the map, etc, but no "E"

    Another curious thing is that the past several times after I quit out of the not-quite-working game, 7D2D downloaded and installed an update, about 34MB in size. This has happened several times now when quitting after trying to play the game. I don't know what that's about, but seems related.

     

    Thanks again,

    Par

  19. 3 hours ago, Beelzybub said:

    As a guess I think A19 saves data and maps were not cleaned from the server and/or client.

    Thanks for the response. I don't think that's the issue in this case. I removed all my maps and player data (they are backed up and saved) and did a fresh download and install of A20. The A20 server was put on a new, fresh installation of Ubuntu 20.04. 

     

    Best,

    Par

  20. Well, it was short lived. I got into game last night with friends. Had a blast. Got in again this morning. Cool. Went out for some errands and since I got back it doesn't work again. <sigh>

     

    There's two sets of symptoms: one is hanging on "Starting game..." My character appears in game, and I can see the lines in the terminal that show in-game things like zombie counts, but all I see is the "Starting game..." screen.

     

    The other admin deleted my player files on the server for me and I was able to get in to the game, but once again I couldn't interact with anything. No "E" key. dm and cm don't work in the terminal either, so it doesn't recognise me as an admin. I can do other things though, like open inventory, look at the map, etc, but no "E"

     

    Frustrated.
    Par
     

  21. 13 hours ago, meganoth said:

    What I miss seeing is any mention of having cleared previous data like saves and settings, i.e. the suggestion that is on top of every forum page in blue.

     

    0) (If you want to keep your old worlds and savegames from a19, the ones you probably never will visit again 😉, backup them now to a location far far away)

    1) Start the game launcher from steam (you normally should be asked whether you want to start the game or the launcher)

    2) click on the tools tab

    3) select the last option "clear ..."

    4) turn on all checkboxes and execute. 

     

    To check that it really worked, try to start a new local SP game, you should be asked to select a new player profile. 

     

     

    Oh, yeah, I've done those things. If you were to read through the other reports in this three-issue series, mentioned above, you would see those things in my bug (and possible fix) reports. The admin with physical access to the server has been clearing my save data from the server for me as well. This is a complicated issue, and is spread over three reports, to keep it one issue per report.

     

    However, I am now able to get in to the game and play, and everything seems to be working.

     

    I am one of the two admins on the server and have been beating my head against this issue for a few days now. The solution that seems to have worked was a fresh installation of Ubuntu 20.04 to run the server from. Not an older version patched up to current, but a fresh install. It seems there may be a discrepancy.

     

    Another poster noticed an issue with "Open Game Panel," and while we don't use that, the problem that came to light seems to affect us.

     

    Please see:
     

    Don't know if this will help others, but I am now able to play together with my friends on our dedicated server. And THAT, of course, is the goal. :-)

    Par.

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