Daouid Posted November 9, 2019 Share Posted November 9, 2019 Added another step for city size "mega". (next update) [ATTACH=CONFIG]30470[/ATTACH] [ATTACH=CONFIG]30471[/ATTACH] stop teasing us cant wait to try this out !!! Link to comment Share on other sites More sharing options...
Damocles Posted November 9, 2019 Author Share Posted November 9, 2019 (edited) New version v 0.450 -lager cities possible -POI placement more adapting to terrain (less squarish cities) -some updated terrain stamps -Config.txt: FORCE_POI_FACE_SOUTH = 1 (if set to 0, it will read out the facing values correctly again) -less potential overlap between desert and snow Edited November 9, 2019 by Damocles (see edit history) Link to comment Share on other sites More sharing options...
SickWolf Posted November 9, 2019 Share Posted November 9, 2019 It doesn't seem to work under Linux (Debian/Ubuntu based OS) running "java -jar nitrogen.jar" creating output directory: NitroGenMap /media/DarkHawk/Games/7DTD Mods/NitroGen_WorldGenerator/output/NitroGenMap output directory created running generation thread Stuck there, process at 0% utilization. RIP - this look awesome and you get an image of your map Link to comment Share on other sites More sharing options...
Damocles Posted November 10, 2019 Author Share Posted November 10, 2019 Is there any exception thrown? You also have to assign sufficient heap space. try java -Xmx8G -jar nitrogen.jar Link to comment Share on other sites More sharing options...
Hazerden Posted November 10, 2019 Share Posted November 10, 2019 Hello i am unable to launch i have tried launching with EXE, Java, and Command prompt but the cases of the EXE and Java it opens for around 2 to 3 seconds and then crashes without an error message How ever when i try and launch with command prompt i get an error that says "Error: Unable to access jarfile nitrogen.jar" Link to comment Share on other sites More sharing options...
argeos Posted November 10, 2019 Share Posted November 10, 2019 v0.450: when creating a new world, the program couldn't read/find the input file: 800_ABS_River1_Biome.png , in the Resources directory (there is only 800_ABS_River1.png) Link to comment Share on other sites More sharing options...
argeos Posted November 10, 2019 Share Posted November 10, 2019 Are maps over 8k supported in the game? when creating a 10k or 12k maps with nitrogen, im unable to use them within 7dtd: im getting cut off mountain walls like, and limited rendering. using the same parameters but with 8192 x 8192 maps, im not getting any of the above and can play normally. this is for single player, local files, no "server". Link to comment Share on other sites More sharing options...
Damocles Posted November 10, 2019 Author Share Posted November 10, 2019 v0.450: when creating a new world, the program couldn't read/find the input file: 800_ABS_River1_Biome.png , in the Resources directory (there is only 800_ABS_River1.png) True, its a false import, but not used it in any way. So the generation is otherwise fine. Thanks for pointing it out. Link to comment Share on other sites More sharing options...
Damocles Posted November 10, 2019 Author Share Posted November 10, 2019 Hello i am unable to launch i have tried launching with EXE, Java, and Command prompt but the cases of the EXE and Java it opens for around 2 to 3 seconds and then crashes without an error message How ever when i try and launch with command prompt i get an error that says "Error: Unable to access jarfile nitrogen.jar" [ATTACH=CONFIG]30488[/ATTACH] Make sure to extract the folder in the zip correctly into a directory you have permission to use. In the command promt it looks like you try running a command inside an "admin" folder. Its should normally be a more like a ..\NitroGen_WorldGenerator\ folder. The jar needs to be in the current working path, and the resources folder must a a subfolder of that. Link to comment Share on other sites More sharing options...
Gouki Posted November 10, 2019 Share Posted November 10, 2019 (edited) True, its a false import, but not used it in any way. So the generation is otherwise fine. Thanks for pointing it out. Hi Damocles to fix the problem 800_ABS_River1_Biome.png, you have to have two images png you have to have 800_ABS_River1.png 800_ABS_River1_Biome.png that fixes the problem, that helped me. Thanks for amazing tool. Edit: map generation failed for me,and by doing this he fixed. Edited November 10, 2019 by Gouki (see edit history) Link to comment Share on other sites More sharing options...
Damocles Posted November 10, 2019 Author Share Posted November 10, 2019 I have reuploaded v0.450 with the correct import. Link to comment Share on other sites More sharing options...
Gouki Posted November 10, 2019 Share Posted November 10, 2019 I have reuploaded v0.450 with the correct import. Thanks Damocles Quick question,prefablist is update or not. Link to comment Share on other sites More sharing options...
Damocles Posted November 10, 2019 Author Share Posted November 10, 2019 Its not the most recent one, I need to compare it with the prefab changes. The current version is from the experiment A18. There are only a few changes however, mostly regarding the y-offset for a few POIs. ---- There are also two more custom town options custom_town_size_25 custom_town_size_18 and the ability to import the facing value correctly be setting FORCE_POI_FACE_SOUTH = 0 in the config.txt (probably interesting for Magoli) Link to comment Share on other sites More sharing options...
Gouki Posted November 10, 2019 Share Posted November 10, 2019 Thanks, great job the one you do and Magoli too. Link to comment Share on other sites More sharing options...
Lain Posted November 10, 2019 Share Posted November 10, 2019 i was curious, in the imports section was there a way say i want to control the shape of the land to make a huge island from like a map or something of a real world island? Link to comment Share on other sites More sharing options...
Magoli Posted November 10, 2019 Share Posted November 10, 2019 hi Damo I have tested now the new 0.450 I have set FORCE_POI_FACE_SOUTH = 0 in the config.txt But I still see some POI's misrotated - I dont know if the error is on my side, because IMO the setting is alright: Lets take xcostum_bowlingcenter(by_magoli) as example: This prefab is build with the face pointing up in Pilles editor --> this means the "RotationToFaceNorth"-Command in the prefabs xml is 0 (=North) I have also set 0 for Rotation in the Nitrogen-prefabslist, but see what happens: Its difficult to tell, because there is another street on the side, but IMO this POI points away 180degrees from the street. This happens to a bunch of POI's Another example: This prefab is build with the face pointing to the left in Pilles editor --> this means the "RotationToFaceNorth"-Command in the prefabs xml is 3(=west) - I have also set 3 for Rotation in the Nitrogen-prefabslist, but this POI also seems to spawn 180degrees to the street just to verify we are talking about the same values: 0 = POI-face pointing to NORTH 1 = POI-face pointing to EAST 2 = POI-face pointing to SOUTH 3 = POI-face pointing to WEST right now iam pretty buffled - did i something wrong ??? Link to comment Share on other sites More sharing options...
Damocles Posted November 10, 2019 Author Share Posted November 10, 2019 At the streetcorner they are randomly rotated to one of the streets, but should not face towards the backyard. The easiest is to use the scenario "OCD world". The prefabs all get the same facing-rotation in the when in the same east-west row. Its also easy to check the y-offset and dimensions then, When using the map, just swich to godmode and fly south to find them all lined up (I did not place a playerspawn for some reason) I have to investigate if there are still bugs with rotations, Link to comment Share on other sites More sharing options...
MelT Posted November 10, 2019 Share Posted November 10, 2019 Added new prefab lists for Alpha 18 (stable) and Magoli's Compo-Pack 40. As usual, the link to the GitHub repository can be found on this thread's first page. Cheers all Link to comment Share on other sites More sharing options...
gpcstargate Posted November 10, 2019 Share Posted November 10, 2019 @ Damocles Been awhile since playing 7D2D and I normally make a 12288 size map and don't have any issues .. But what I was wondering _what is the Correct sizing for a 10K map. Thank you and as always .. Have Fun and Enjoy ... the Old Gamer .. Link to comment Share on other sites More sharing options...
Damocles Posted November 10, 2019 Author Share Posted November 10, 2019 @ Damocles Been awhile since playing 7D2D and I normally make a 12288 size map and don't have any issues .. But what I was wondering _what is the Correct sizing for a 10K map. Thank you and as always .. Have Fun and Enjoy ... the Old Gamer .. 10224 is the best value here. But 10000 should also work technically. Let me add some more sizes into the dropdown. Link to comment Share on other sites More sharing options...
Damocles Posted November 10, 2019 Author Share Posted November 10, 2019 Added new prefab lists for Alpha 18 (stable) and Magoli's Compo-Pack 40. As usual, the link to the GitHub repository can be found on this thread's first page. Cheers all Thanks for your effort MelT Link to comment Share on other sites More sharing options...
MelT Posted November 10, 2019 Share Posted November 10, 2019 Thanks for your effort MelT Thank you for yours Link to comment Share on other sites More sharing options...
Gouki Posted November 10, 2019 Share Posted November 10, 2019 Thank you for yours Thank you MelT,great work Link to comment Share on other sites More sharing options...
Damocles Posted November 10, 2019 Author Share Posted November 10, 2019 custom POI zones, here an Asia Town defined in CompoPack (upcoming) Custom settlements in orange Link to comment Share on other sites More sharing options...
Gouki Posted November 10, 2019 Share Posted November 10, 2019 (edited) Wonderful ,Damocles Great work,keep it up. Edit: quick question could be eliminated the radiation of border biome or is it harcoded. Edited November 10, 2019 by Gouki (see edit history) Link to comment Share on other sites More sharing options...
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