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Damocles

[A19] NITROGEN , a random world generator for 7DtD

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Posted (edited)

Hi All,  We've been playing around with Nitrogen and created a 16k map which although was working, it was way too big and we started to get some serious lag with more than 2 players on and also the block issue from time to time marble and invisible blocks.

 

So we decided to go for a small 10k map but no matter what I try I just get this out of memory issue when trying to load the map for the first time.  I've already increased the memory on the server as the 16k map was peaking around 18GB so there is plenty of mem available, it only hits around 7GB pak when loading the new maps.

 

Always at the same point after 'processing World files' 
 

2020-07-15T13:43:45 173.145 INF Started thread GenerateChunks
2020-07-15T13:43:49 176.916 INF Calculating world hashes took 3684 ms (world size 237 MiB)
2020-07-15T13:43:49 176.917 INF Processing world files
OutOfMemoryException: Out of memory
  at (wrapper managed-to-native) System.Object.__icall_wrapper_ves_icall_array_new_specific(intptr,int)
  at ChunkProviderGenerateWorldFromRaw+<processFiles>d__27.MoveNext () [0x001eb] in <ebed17b6b02a42e29e545a51852d0610>:0 
  at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00027] in <5e1dfb686eb345078a588df96401afcc>:0 
 
(Filename: <ebed17b6b02a42e29e545a51852d0610> Line: 0)

I've tried restoring the server to a previous point and then uploading a new map.  Same issue occurs.  I'll try with an 8k map and let you know how I get on.

[ EDIT ] Just tried with a fresh 8k map.

 

2020-07-15T14:39:05 183.102 INF Loaded world file from different version: 'Alpha 19 (b151)'
2020-07-15T14:39:05 183.109 INF BloodMoon SetDay: day 7, last day 0, freq 7, range 0
2020-07-15T14:39:05 183.139 INF BloodMoon SetDay: day 7, last day 0, freq 7, range 0
2020-07-15T14:39:48 225.612 INF Started thread GenerateChunks
2020-07-15T14:39:50 228.258 INF Calculating world hashes took 2561 ms (world size 151 MiB)
2020-07-15T14:39:50 228.259 INF Processing world files
IOException: Sharing violation on path C:\SERVICES\ni1890120_1_SHARE\ftproot\sevendaysexperimental\Data\Worlds\Alisons Armpit\dtm_processed.raw
  at System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share, System.Int32 bufferSize, System.Boolean anonymous, System.IO.FileOptions options) [0x0019e] in <567df3e0919241ba98db88bec4c6696f>:0 
  at System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share) [0x00000] in <567df3e0919241ba98db88bec4c6696f>:0 
  at (wrapper remoting-invoke-with-check) System.IO.FileStream..ctor(string,System.IO.FileMode,System.IO.FileAccess,System.IO.FileShare)
  at System.IO.File.OpenRead (System.String path) [0x00000] in <567df3e0919241ba98db88bec4c6696f>:0 
  at IOUtils+<CalcCrcCoroutine>d__4.MoveNext () [0x0002b] in <ebed17b6b02a42e29e545a51852d0610>:0 
  at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00027] in <5e1dfb686eb345078a588df96401afcc>:0 
 
(Filename: <567df3e0919241ba98db88bec4c6696f> Line: 0)

Deleted 'dtm_processed.raw' and restarted server

 

Well that appears to have fixed it for the 8k map.

 

2020-07-15T15:02:06 113.892 INF createWorld: Alisons Armpit, M3NTiS Game Server, GameModeSurvivalMP
2020-07-15T15:02:06 113.892 INF Occlusion: Disabled
2020-07-15T15:02:07 113.947 INF Started thread ChunkRegeneration
2020-07-15T15:02:07 113.947 INF Started thread ChunkCalc
2020-07-15T15:02:07 114.043 INF World.Load: Alisons Armpit
2020-07-15T15:02:07 114.074 INF BloodMoon SetDay: day 7, last day 0, freq 7, range 0
2020-07-15T15:02:48 155.564 INF Started thread GenerateChunks
2020-07-15T15:02:58 165.618 INF Calculating world hashes took 9967 ms (world size 663 MiB)
2020-07-15T15:02:58 165.619 INF Processing world files
2020-07-15T15:03:29 196.573 INF Calculating world hashes took 11864 ms (world size 791 MiB)
2020-07-15T15:03:29 196.577 INF Loading and creating dtm raw file took 30957ms
2020-07-15T15:03:33 200.093 INF Biomes image size w= 8192, h = 8192
2020-07-15T15:03:36 203.780 INF Loading and creating biomes took 48165ms
2020-07-15T15:03:46 213.575 INF Loading and creating shader control textures took 9794ms
2020-07-15T15:03:46 213.676 INF Loading and parsing of generator took 100ms
2020-07-15T15:03:46 213.748 INF Started thread SaveChunks C:\SERVICES\ni1890120_1_SHARE\ftproot\sevendaysexperimental\Saves/Alisons Armpit/M3NTiS Game Server\Region
2020-07-15T15:03:49 216.031 INF [DECO] read /
2020-07-15T15:03:49 216.079 INF Decorating chunks
2020-07-15T15:03:51 218.212 INF AstarManager Init
2020-07-15T15:03:53 219.987 INF Weather Packages Created FROM BIOMES
2020-07-15T15:03:53 219.987 INF createWorld() done
2020-07-15T15:03:53 219.993 INF Loading players.xml
2020-07-15T15:03:53 220.082 INF Loaded player

 

Edited by Virtualburn (see edit history)

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Posted (edited)

To skip this initialization step, you could start a savegame on you local machine, and let the game create the initial processed files, and checksums.

Then upload this processed world folder to the server.

 

The processing is only done once.

Edited by Damocles (see edit history)

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Posted (edited)
On 7/12/2020 at 11:09 PM, Damocles said:

CompoPack ist not yet released for A19.

The linked prefablist, is a workaround for A18 CompoPack to load in a A19, but dont consider this a tested A19 CompoPack release. Its more for tinkering around.

 

A19 seems to be even more memory consuming on A19. So also test if smaller maps (6k, 4k) work on the server.

NitroGen can add a lot more POIs to the map (you can turn it down of course also). At one point the servers might not be able to handle it anymore.

Just saw the reply.

 

As a note, i had done compopack and Nitrogen for A18 also; and had the same results.

I did 8k standard generation with no problem; it was only with Nitrogen.

 

I have 32 gigs of ram; while this game is massively unoptimized and fairly resource hungry the server hasn't hit that limiter. And generally when the issues occur i'm not out of ram or anything.

 

As for the POIs its possible, though i at least haven't seen it using all that much more resources for this than other maps. And i specifically used nitrogen for the "megacity" option as my group tends to burn through and get bored with maps quickly when its the default couple of towns.

 

The odd part is like i said the log files don't seem to suggest anything; and there's the rare case the server recovers (doing that laggy catching-up things games do); this is very rare though, and most of the time if its not back immediately have to force-kill the process in the task manager.

Edited by Arcueid_Brunestud (see edit history)

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5 hours ago, Damocles said:

To skip this initialization step, you could start a savegame on you local machine, and let the game create the initial processed files, and checksums.

Then upload this processed world folder to the server.

 

The processing is only done once.

This is a great tip.  I'll keep this in mind.

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I have had this problem only since using A18 Nitrogen. I have not used A19 Nitrogen or A19 at all. The problem I am having is when I get past ~7 days in the game, I switched the blood moon date to see if it was dependent upon blood moon but it isn't. The problem is that some of the prefabs break and become "merky" as I call it because some of the things within the prefabs will not look right. For example I have gone into 3 straight custom prefabs and I cannot see the floor because there is a one block high canvas over everything and then I will walk to a different location within the prefab and be able to see fine. This problem does not seem to happen earlier in the game as I scouted one of those three locations beforehand and went there looking for the loot I had seen and found the floor and random sections completely invisible because of this canvas layer on everything from doors to hatches to desks to floors. This problem is shortly accompanied by unexplained lagging within a few days in game and ultimately the game crashes forcing me to close it and then when I open the game again I get the error in the first picture. I start the previous save and it gives me the errors in the second picture for many, if not all, custom prefabs. To my knowledge I only have compo pack 42, but that is what I selected in Nitrogen when creating the world. I was able to load all prefabs before but now it seems they have broken. This is not the first time it has happened, it is the third time, I thought the other two instances were caused by adding other mods but I have not added any mods  nor prefabs since starting this new Nitrogen world. I am wondering what is causing this problem, I would ultimately like a solution to this issue if there is one but until then I will keep playing around with different things.  Lmk if you have a potential solution

pic.PNG

pic2.PNG

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So you run A18? If reading main.ttw causes a problem, use the older A18 Nitrogen versions 0.4xx, as the A19 0.5xx will only create a A19 compatable one.

 

The other error on you screen is the game trying to load compopack POIs, that it cannot find in the prefabs folder.

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4 hours ago, Damocles said:

So you run A18? If reading main.ttw causes a problem, use the older A18 Nitrogen versions 0.4xx, as the A19 0.5xx will only create a A19 compatable one.

 

The other error on you screen is the game trying to load compopack POIs, that it cannot find in the prefabs folder.

I'm using v0.474, the A18.2 version of Nitrogen. I'm using A18.4 for my 7dtd game, could the difference in version be causing this main.ttw?

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I love generating my own custom world and this does exactly that.

Thank you.

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Does anyone know the b/w color where water starts for lakes, rivers, borders?
Is this color assignable in an xml file used to world generation?

 

I want a color I can assign to a paint brush and draw a height map properly with proper lakes and rivers

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Posted (edited)

Have a issue with Trader .. some are as they should be and other take to the Square of everything .. Have tried it on a copy different maps .. Trader setting is 1 per city and town. Most other settings are default with mostly flat and green.

This one is Trader Jen:

 

1206487064_7DaystoDieScreenshot2020_07.16-22_20_01_55.png.1fd72e3f422307ffec3adf0fe3f5f149.png1584869128_7DaystoDieScreenshot2020_07.16-22_18_32_79.png.70b6ed19c7cc8cde1e2a1cd20cd2ecee.png

 

In another game Trader Joel .. same issue .. but I decided to log out at the Traders .. When Logged back in it reset as it would normally look .. BUT .. When I returned to my Base .. IT was ALL Squared up .. like the traders were.

Just some weird stuff and Thought I should give you a heads up on it.

 

I know it still EA for A19 .. but the Vanilla game this has not happened yet. .. At the moment running 2 of your maps, which only took 1 1/2 minutes to make and 1 RGM which took 31 minutes to make. ALL 8k 

7 Days to Die Screenshot 2020.07.16 - 22.20.28.03.png

 

Edit .. This is using 0.501 exp for A 19

Edited by gpcstargate (see edit history)
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I can

1 hour ago, gpcstargate said:

Have a issue with Trader .. some are as they should be and other take to the Square of everything .. Have tried it on a copy different maps .. Trader setting is 1 per city and town. Most other settings are default with mostly flat and green.

This one is Trader Jen:

 

1206487064_7DaystoDieScreenshot2020_07.16-22_20_01_55.png.1fd72e3f422307ffec3adf0fe3f5f149.png1584869128_7DaystoDieScreenshot2020_07.16-22_18_32_79.png.70b6ed19c7cc8cde1e2a1cd20cd2ecee.png

 

In another game Trader Joel .. same issue .. but I decided to log out at the Traders .. When Logged back in it reset as it would normally look .. BUT .. When I returned to my Base .. IT was ALL Squared up .. like the traders were.

Just some weird stuff and Thought I should give you a heads up on it.

 

I know it still EA for A19 .. but the Vanilla game this has not happened yet. .. At the moment running 2 of your maps, which only took 1 1/2 minutes to make and 1 RGM which took 31 minutes to make. ALL 8k 

7 Days to Die Screenshot 2020.07.16 - 22.20.28.03.png

 

Edit .. This is using 0.501 exp for A 19

I am truly glad I am not the only one. Did you do the 4k map or the 8k?

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Need a way to manually choose prefab folder for when users have both "dedicated server launcher"  and "client launcher". Nitrogen gets confused or just ignores custom prefabs all together.

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Posted (edited)
7 hours ago, gpcstargate said:

Have a issue with Trader .. some are as they should be and other take to the Square of everything .. Have tried it on a copy different maps .. Trader setting is 1 per city and town. Most other settings are default with mostly flat and green.

This one is Trader Jen:

 

1206487064_7DaystoDieScreenshot2020_07.16-22_20_01_55.png.1fd72e3f422307ffec3adf0fe3f5f149.png1584869128_7DaystoDieScreenshot2020_07.16-22_18_32_79.png.70b6ed19c7cc8cde1e2a1cd20cd2ecee.png

 

Snip.

 

 

Im not using Nitrogen actually but i have/had the same problem in a vanilla a19 map, running as dedicated server.

Edited by Slawa (see edit history)

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14 hours ago, warmer said:

Does anyone know the b/w color where water starts for lakes, rivers, borders?
Is this color assignable in an xml file used to world generation?

 

I want a color I can assign to a paint brush and draw a height map properly with proper lakes and rivers

Its defined in  resources / config.txt / TER_WATER_SPAWN_AT

coresponds to rgb 33,33,33

Water bodies need to be lower than that (heightmaps using a darker color value), or you need to raise the water level in the config.

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Good Day Damocles

 

Well .. thought I would go back in to check on The poor Trader Joel and everything went back to the way it was .. Everything ON that side of the Map is Boxed shape today .. windows have fillers and the marble texture is everywhere .. "even inside of building" ..  good thing is _ in most cases you can walk through it.

Yes .. These are .. 8k .. Maps to the one that Didn't read it in yesterdays post. 

 

I have deleted all said maps and will wait for Stable to come out .. Still love Nitrogen .. can't wait for everything to get back to normal.

 

730350938_7DaystoDieScreenshot2020_07_17-11_17_28_90.png.c2ab716526d0adc4c65ebf2820268b49.png1655808662_7DaystoDieScreenshot2020_07.17-11_39_36_32.png.0e191e082b5d6fdaceea1dd06e64d379.png

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Posted (edited)

Hey guys is the newest version of Nitrogen capable of producing island maps like Jericho Island server?

NEI_Promo.png 

 

UPDATE:   Here is what i just produce taking a generated HM and using Gimp to modify it then exporting it to a new png and renaming it import_HM.

MAP NAME:  Alsep Island.   It's up on my Alpha 19 (latest exp) if anyone wants to check it out. 

AlsepIsland12K.thumb.PNG.ca47af4275d0630c4b002d9a2579c982.PNG

 

 

Edited by morggin (see edit history)

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Posted (edited)
16 hours ago, gpcstargate said:

Good Day Damocles

 

Well .. thought I would go back in to check on The poor Trader Joel and everything went back to the way it was .. Everything ON that side of the Map is Boxed shape today .. windows have fillers and the marble texture is everywhere .. "even inside of building" ..  good thing is _ in most cases you can walk through it.

Yes .. These are .. 8k .. Maps to the one that Didn't read it in yesterdays post. 

 

I have deleted all said maps and will wait for Stable to come out .. Still love Nitrogen .. can't wait for everything to get back to normal.

 

Its a bug in the game, leaving the distant POI models visible when getting close to the POI.

I cant do anything from my side here. The only solution is to reload the world, which makes the models disappear.

 

This bug appeared on dense maps in A18 already. (densely populated maps, and weaker systems then to increase the bug appearing)

Given the nature of the bug, it should be an easy fix (removing things when getting close is not rocket science).

But who knows if the responsible Dev is aware of the bug.

Edited by Damocles (see edit history)

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On 7/16/2020 at 3:16 AM, WallopingShark said:

I have had this problem only since using A18 Nitrogen. I have not used A19 Nitrogen or A19 at all. The problem I am having is when I get past ~7 days in the game, I switched the blood moon date to see if it was dependent upon blood moon but it isn't. The problem is that some of the prefabs break and become "merky" as I call it because some of the things within the prefabs will not look right. For example I have gone into 3 straight custom prefabs and I cannot see the floor because there is a one block high canvas over everything and then I will walk to a different location within the prefab and be able to see fine. This problem does not seem to happen earlier in the game as I scouted one of those three locations beforehand and went there looking for the loot I had seen and found the floor and random sections completely invisible because of this canvas layer on everything from doors to hatches to desks to floors. This problem is shortly accompanied by unexplained lagging within a few days in game and ultimately the game crashes forcing me to close it and then when I open the game again I get the error in the first picture. I start the previous save and it gives me the errors in the second picture for many, if not all, custom prefabs. To my knowledge I only have compo pack 42, but that is what I selected in Nitrogen when creating the world. I was able to load all prefabs before but now it seems they have broken. This is not the first time it has happened, it is the third time, I thought the other two instances were caused by adding other mods but I have not added any mods  nor prefabs since starting this new Nitrogen world. I am wondering what is causing this problem, I would ultimately like a solution to this issue if there is one but until then I will keep playing around with different things.  Lmk if you have a potential solution

pic.PNG

pic2.PNG

I have the same issues at my game, but i used the newest nitrogen version for A19 and compopack 43.
My problem ingame is, that whole cities aren't there, because of this failure. Any tipps?

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Wait for CompoPack 44, to have a proper A19 version. Its being worked on.

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I know a couple of people have mentioned the marble texture thing, just wanted to point out that I've been getting that on random occasion since A17 I believe (definitely in A18), and I am getting it on RWG-generated maps currently, so it is definitely NOT an issue with NitroGen.

 

I would love to know what the hell is causing it though. Had it in one POI where it was both covering a doorway and as blocks along an edge of a roofline inside an attic.

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Posted (edited)
2 minutes ago, bobross said:

I know a couple of people have mentioned the marble texture thing, just wanted to point out that I've been getting that on random occasion since A17 I believe (definitely in A18), and I am getting it on RWG-generated maps currently, so it is definitely NOT an issue with NitroGen.

 

I would love to know what the hell is causing it though. Had it in one POI where it was both covering a doorway and as blocks along an edge of a roofline inside an attic.

The QA team is aware of the issue but I dont know if there is a fix for it yet.  Has something to do with distant POI meshes.  To work around the issue you can try logging in/out or using the console command "pois" to disable/toggle all poi distant meshes to see if that helps.

Edited by Laz Man (see edit history)

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Hey do anyone know a solution for this? I would love to have a nitrogen map on my dedicated server instead of a vanilla. In short:

Me and my friend started playing on a RWG generated on a dedicated server running B163. We used B163 clients.
We updated the dedicated to b169 and clients to b169. Everything worked perfectly.

Then we wanted to move our profiles to a new RWG.

When using a RWG generated with 7daystodie everything works perfectly when we move the Player/X.ttp and itemmappings.nim to the new save file.

If we however generate with nitrogen and move the Player/X.ttp and itemmappings.nim to the new save file. We get these errors in our ingame logs on the clients.

NullReferenceException: Object reference not set to an instance of an object
  at AvatarZombieController.Update () [0x00057] in <8e01b025fbb443a8a909f16c8980a00e>:0 
 
(Filename: <8e01b025fbb443a8a909f16c8980a00e> Line: 0)

NullReferenceException: Object reference not set to an instance of an object
  at AvatarZombieController.LateUpdate () [0x00019] in <8e01b025fbb443a8a909f16c8980a00e>:0 
  at AvatarZombie01Controller.LateUpdate () [0x00000] in <8e01b025fbb443a8a909f16c8980a00e>:0 
 
(Filename: <8e01b025fbb443a8a909f16c8980a00e> Line: 0)

NullReferenceException: Object reference not set to an instance of an object
  at AvatarZombieController.LateUpdate () [0x00019] in <8e01b025fbb443a8a909f16c8980a00e>:0 
  at AvatarZombie01Controller.LateUpdate () [0x00000] in <8e01b025fbb443a8a909f16c8980a00e>:0 
 
(Filename: <8e01b025fbb443a8a909f16c8980a00e> Line: 0)

NullReferenceException: Object reference not set to an instance of an object
  at AvatarZombieController.IsAnimationHitRunning () [0x00024] in <8e01b025fbb443a8a909f16c8980a00e>:0 
  at EntityAlive.MoveEntityHeaded (UnityEngine.Vector3 _direction, System.Boolean _isDirAbsolute) [0x0006d] in <8e01b025fbb443a8a909f16c8980a00e>:0 
  at EntityZombie.MoveEntityHeaded (UnityEngine.Vector3 _direction, System.Boolean _isDirAbsolute) [0x00124] in <8e01b025fbb443a8a909f16c8980a00e>:0 
  at EntityAlive.OnUpdateLive () [0x00100] in <8e01b025fbb443a8a909f16c8980a00e>:0 
  at EntityEnemy.OnUpdateLive () [0x00000] in <8e01b025fbb443a8a909f16c8980a00e>:0 
  at EntityZombie.OnUpdateLive () [0x00000] in <8e01b025fbb443a8a909f16c8980a00e>:0 
  at EntityAlive.OnUpdateEntity () [0x0001e] in <8e01b025fbb443a8a909f16c8980a00e>:0 
  at World.TickEntity (Entity e, System.Single _partialTicks) [0x0015d] in <8e01b025fbb443a8a909f16c8980a00e>:0 
  at World.TickEntitiesSlice (System.Int32 count) [0x00037] in <8e01b025fbb443a8a909f16c8980a00e>:0 
  at World.TickEntitiesFlush () [0x0000c] in <8e01b025fbb443a8a909f16c8980a00e>:0 
  at GameManager.UpdateTick () [0x00033] in <8e01b025fbb443a8a909f16c8980a00e>:0 
  at GameManager.gmUpdate () [0x0029b] in <8e01b025fbb443a8a909f16c8980a00e>:0 
  at GameManager.Update () [0x00000] in <8e01b025fbb443a8a909f16c8980a00e>:0 
 
(Filename: <8e01b025fbb443a8a909f16c8980a00e> Line: 0)

Anyone know of any solution? Using the settings from the attached file in Nitrogen.

nitrogensettings.png

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Posted (edited)

From what I gathered b169 has difference with nitrogen's RWG and they don't like each other atm.

Waiting for an update to b169

As others pointed out in this thread: it works, I saw "generated with a different build: 151" and assumed there would be issues with the changes in A19(b169)

Edited by BeatKitano (see edit history)

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