Damocles Posted June 11, 2019 Author Share Posted June 11, 2019 New version online: version 0.341 NitroGen Download Improved road network. There are many more long-distance roads now generated. Next to the normal roads between cities and towns, there are also roads to traders, farms, rednecks and old western towns. Some roads lead high up to mountain huts, but might eventually turn into steep narrow hiking trails. Enjoy the vistas. Example splat road map of a default 8k map: Link to comment Share on other sites More sharing options...
gpcstargate Posted June 11, 2019 Share Posted June 11, 2019 (edited) Damocles Question .. I just tried to generate 1 of my 12288 maps on the new version A 0.341 and I got a message saying: ……….. ( Array Index out of range ) .. a first for that .. is the new build limited on size. Edited June 11, 2019 by gpcstargate (see edit history) Link to comment Share on other sites More sharing options...
Bloodlust Posted June 11, 2019 Share Posted June 11, 2019 Damocles Question .. I just tried to generate 1 of my 12288 maps on the new version A 0.341 and I got a message saying: ( Array Index out of range ) .. a first for that .. is the new build limited on size. I got that too, but once I dropped the biome sizes in the config file down from 0.24 to 0.12, it generated the map. Link to comment Share on other sites More sharing options...
gpcstargate Posted June 11, 2019 Share Posted June 11, 2019 I got that too, but once I dropped the biome sizes in the config file down from 0.24 to 0.12, it generated the map. Yep .. Same here ,, reduced it to the 8k and it ran .. world mapping was 560/560 in 4 min _ 13 sec and my 12288 world normally take between 10 to 13 minutes. Preview looked good .. But now need to check the real thing. Link to comment Share on other sites More sharing options...
Kane Hart Posted June 11, 2019 Share Posted June 11, 2019 Wish this could be some how multi threaded lol. Cya in a few weeks. Link to comment Share on other sites More sharing options...
Bloodlust Posted June 11, 2019 Share Posted June 11, 2019 I have a different problem... I love the tool, but not the tiny specs of burnt forest and wasteland. I have tried to hand paint the biomes to my liking in Photoshop CS5 using the hex biome colors out of the biomes.xml file, but every time I do that, I get unknown biome color errors when generating the map to play on my server. Anybody have any suggestions? Link to comment Share on other sites More sharing options...
Damocles Posted June 12, 2019 Author Share Posted June 12, 2019 Damocles Question .. I just tried to generate 1 of my 12288 maps on the new version A 0.341 and I got a message saying: ……….. ( Array Index out of range ) .. a first for that .. is the new build limited on size. Hi, I cant reproduce an array index out of range Exception), a 12288 x 12288 map generated on the default settings was generating fine, also with the N/S biome set to: BIOME_NORTH = 0.24 BIOME_SOUTH = 0.24 --- Was there and specific options you choose, a more detailed message at what stage in the generation an error was throwns? Also: the values in the config.txt do not have a sanity check when set out of range. The generator is using them raw, so change them with caution, until I add some value range comments later. The config file can change a lot between versions, so dont use an old one, but rather edit in the custom values onto the new file. Link to comment Share on other sites More sharing options...
Damocles Posted June 12, 2019 Author Share Posted June 12, 2019 I have a different problem... I love the tool, but not the tiny specs of burnt forest and wasteland. I have tried to hand paint the biomes to my liking in Photoshop CS5 using the hex biome colors out of the biomes.xml file, but every time I do that, I get unknown biome color errors when generating the map to play on my server. Anybody have any suggestions? I will add in a tool later, that "cleans up" biomes.png to set wrong colored pixels to a working default value. 7DtD is very picky about the right color values when loading in the biomes.png (also the alpha value) Here are the internal values used in NitroGen for reference. public static final int BIOME_COL_FOREST=0xFF004000; public static final int BIOME_COL_SNOW=0xFFFFFFFF; public static final int BIOME_COL_DESERT=0xFFFFE477; public static final int BIOME_COL_BURNED_FOREST=0xffba00ff; public static final int BIOME_COL_WASTELAND=0xffffa800; Link to comment Share on other sites More sharing options...
Damocles Posted June 12, 2019 Author Share Posted June 12, 2019 Caves are by far my most missed element of RWG. With river being back in RWG with Nitro, Caves are the last element that is truly missing for me. Procedural caves unfortunately cant be defined within the world-files. It can only set the (2D) terrain, and place POIs. They require some new code on the Fun Pimps side. There are some cave POIs in the world. But procedural ones are not possible ATM. Link to comment Share on other sites More sharing options...
warmer Posted June 12, 2019 Share Posted June 12, 2019 Procedural caves unfortunately cant be defined within the world-files. It can only set the (2D) terrain, and place POIs. They require some new code on the Fun Pimps side. There are some cave POIs in the world. But procedural ones are not possible ATM. I definitely understand that. What I would like to see is just more caves. I would be more than fine with a few predefined mines that aren't so "developed/commercial" looking. Currently everything right now feels very discovered. I would like more of a small hole in the ground that opens up to a significant chamber and ore veins. I will say though, I sure miss the days of running through the forest and falling through the ceiling of a mine and plunging into water 20' below. That is exciting stuff! A couple prefab caves of that sort would be fun and add a lot to the random nature of the world. Link to comment Share on other sites More sharing options...
Bloodlust Posted June 12, 2019 Share Posted June 12, 2019 I will add in a tool later, that "cleans up" biomes.png to set wrong colored pixels to a working default value. 7DtD is very picky about the right color values when loading in the biomes.png (also the alpha value) Here are the internal values used in NitroGen for reference. public static final int BIOME_COL_FOREST=0xFF004000; public static final int BIOME_COL_SNOW=0xFFFFFFFF; public static final int BIOME_COL_DESERT=0xFFFFE477; public static final int BIOME_COL_BURNED_FOREST=0xffba00ff; public static final int BIOME_COL_WASTELAND=0xffffa800; Thanks! That would be great! Link to comment Share on other sites More sharing options...
gpcstargate Posted June 12, 2019 Share Posted June 12, 2019 (edited) Damocles .. Here is a File copy of my basic maps .. I made ( 1 ) change to ( few ) on Big Lakes and it Ran .. OR .. make the change on ( Traders to many instead of Lots and leave big lakes as default it Will run) .. so it is something between the 2 of them .. that makes _ Array Index Out of Range happen. Just wanted to let you know. Thank you for a great tool Edited June 12, 2019 by gpcstargate (see edit history) Link to comment Share on other sites More sharing options...
Damocles Posted June 12, 2019 Author Share Posted June 12, 2019 (edited) [ATTACH=CONFIG]28642[/ATTACH] Damocles .. Here is a File copy of my basic maps .. I made ( 1 ) change to ( few ) on Big Lakes and it Ran .. OR .. make the change on ( Traders to many instead of Lots and leave big lakes as default it Will run) .. so it is something between the 2 of them .. that makes _ Array Index Out of Range happen. Just wanted to let you know. Thank you for a great tool I can check if the area gets saturated, causing some problems to find free spots for POIs. You could try to reduce the sizes of cities and towns. Edit: i think i have found the bug. It can happen when a trader was not placed, but wants to connect a road. For now you could try to keep the map less populated (less or smaller cities) Edited June 12, 2019 by Damocles (see edit history) Link to comment Share on other sites More sharing options...
gpcstargate Posted June 12, 2019 Share Posted June 12, 2019 I can check if the area gets saturated, causing some problems to find free spots for POIs. You could try to reduce the sizes of cities and towns. Edit: i think i have found the bug. It can happen when a trader was not placed, but wants to connect a road. For now you could try to keep the map less populated (less or smaller cities) Glad you were able to find it .. I have a youtuber that uses my maps after I check them out for balance .. But one thing I have noticed .. Is when I do .. Traders .. Lots .. (near towns) .. it will group a lot in one location area .. as in the map I'm checking now .. I have 4 in the SW Corner and 5 in the NW corner and the rest are here and there .. Is there a way to do near and not so grouped .. Just wondering .. I can live with it myself .. but was wondering. As always .. Have Fun and Enjoy … the Old Gamer .. Link to comment Share on other sites More sharing options...
Damocles Posted June 12, 2019 Author Share Posted June 12, 2019 (edited) Uploaded a fixed Version 0.342 (fixing the array-exception that might occur) ------------ ALSO included: , a command-line tool called BiomeFixer a simple tool to load biomes.png images for 7DtD and fix any misaligned colors The output file will have a different name on default, so you need to rename it afterwards. You can also set the color that the image should have on misaligned pixels (Forest, Desert etc) -> makes it less "risky" to have misaligned colors in the biomes.png if you edit it yourself. (so you dont need to have the game load it, and check the debug log) You could set the default to burned forest to see miscolored pixels quicker then, or clean up an image with a few errors in it. ----------- Edit: I can see about the traders distribution to keep some distance. Best is to not have the map too crowded. But I can see about generating them before towns, so they might end up within towns, but not compete for the remaining space around one area. Edited June 12, 2019 by Damocles (see edit history) Link to comment Share on other sites More sharing options...
Cpt Krunch Posted June 12, 2019 Share Posted June 12, 2019 Biome fixer did the trick for me, thought i was going crazy for a minute there. Thanks for all your hard work Damocles, Ive made some great maps with your tool set. Thank you!!! Link to comment Share on other sites More sharing options...
Bloodlust Posted June 12, 2019 Share Posted June 12, 2019 Uploaded a fixed Version 0.342 (fixing the array-exception that might occur) ------------ ALSO included: , a command-line tool called BiomeFixer a simple tool to load biomes.png images for 7DtD and fix any misaligned colors The output file will have a different name on default, so you need to rename it afterwards. You can also set the color that the image should have on misaligned pixels (Forest, Desert etc) -> makes it less "risky" to have misaligned colors in the biomes.png if you edit it yourself. (so you dont need to have the game load it, and check the debug log) You could set the default to burned forest to see miscolored pixels quicker then, or clean up an image with a few errors in it. ----------- Edit: I can see about the traders distribution to keep some distance. Best is to not have the map too crowded. But I can see about generating them before towns, so they might end up within towns, but not compete for the remaining space around one area. If I don't specify a biome type to test, will it automatically attempt to fix all biome types? Or does it do that regardless whether or not I specify a biome type? Thanks for this fixer! Link to comment Share on other sites More sharing options...
Damocles Posted June 13, 2019 Author Share Posted June 13, 2019 If I don't specify a biome type to test, will it automatically attempt to fix all biome types? Or does it do that regardless whether or not I specify a biome type? Thanks for this fixer! The default replacement is Forest. You can change it with the parameter. It just checks every pixel if its one of the correct biomes, if not replaces it with the default biome. Link to comment Share on other sites More sharing options...
Damocles Posted June 13, 2019 Author Share Posted June 13, 2019 New version online: v 0.35 (same download link) A big road update: much improved road generation code, better intersections between roads and to POIs. Each POI-settlement is now connected to a road (either a main road or small dead end country road). Mountain huts and outback POIs now can come in small groups, and receive a road connection. Overall roads are smoother than before. Link to comment Share on other sites More sharing options...
GaleKast Posted June 13, 2019 Share Posted June 13, 2019 (edited) Hey, just tried running this with the updated Ravenhearst using the prefablist generator listed on the 1st post. Unfortunately it got so far then I got a heap of errors saying there were no houses, outback pois, car lots etc defined in the prefab, not sure what to try from here but any help would be greatly appreciated as this is quite frankly the best world generator and having it work with Ravenhearst makes it even more incredible! exporting (1/3) exporting (2/3) image saved: C:\7D2D\NitroGen_WorldGenerator (2)\NitroGen_WorldGenerator/output/NitroGenMap/genHM.png exporting (3/3) image saved: C:\7D2D\NitroGen_WorldGenerator (2)\NitroGen_WorldGenerator/output/NitroGenMap/biomes.png ... terrain generation ... DONE ... ... running world mapping ... Warning: prefab list does not contain POIs of type houses Warning: prefab list does not contain POIs of type industrial Warning: prefab list does not contain POIs of type trader Warning: prefab list does not contain POIs of type mountain Warning: prefab list does not contain POIs of type farm Warning: prefab list does not contain POIs of type hillbillytrailer Warning: prefab list does not contain POIs of type hillbillyjunk Warning: prefab list does not contain POIs of type oldwest Warning: prefab list does not contain POIs of type carlot Edited June 13, 2019 by GaleKast Added error list (see edit history) Link to comment Share on other sites More sharing options...
Damocles Posted June 13, 2019 Author Share Posted June 13, 2019 (edited) I have not checked the prefablist (made by another user), but you could fix it yourself by adding the zone-types to the POIs, in the simples case just add [..the forum software adds some spaces to this list..] alone;mountain;farm;houses;smalltown;downtown;industrial;citycenter;oldwest;hillbillytrailer;hillbillyjunk;carlot to the end of each entry (if it does not contain a zone already) like: abandoned_house_01,RESIDENTIALOLD,2,-1,24,21,26,alone;mountain;farm;houses;smalltown;downtown;industrial;citycenter;oldwest;hillbillytrailer;hillbillyjunk;carlot and also have at least one trader marked trader. This should allow you to load and use the prefablist. It would then just be a bit random in the world, as those zone descriptions asign POIs to a meaningful location. Edited June 13, 2019 by Damocles (see edit history) Link to comment Share on other sites More sharing options...
MelT Posted June 13, 2019 Share Posted June 13, 2019 Hey, just tried running this with the updated Ravenhearst using the prefablist generator listed on the 1st post. Unfortunately it got so far then I got a heap of errors saying there were no houses, outback pois, car lots etc defined in the prefab, not sure what to try from here but any help would be greatly appreciated as this is quite frankly the best world generator and having it work with Ravenhearst makes it even more incredible! exporting (1/3) exporting (2/3) image saved: C:\7D2D\NitroGen_WorldGenerator (2)\NitroGen_WorldGenerator/output/NitroGenMap/genHM.png exporting (3/3) image saved: C:\7D2D\NitroGen_WorldGenerator (2)\NitroGen_WorldGenerator/output/NitroGenMap/biomes.png ... terrain generation ... DONE ... ... running world mapping ... Warning: prefab list does not contain POIs of type houses Warning: prefab list does not contain POIs of type industrial Warning: prefab list does not contain POIs of type trader Warning: prefab list does not contain POIs of type mountain Warning: prefab list does not contain POIs of type farm Warning: prefab list does not contain POIs of type hillbillytrailer Warning: prefab list does not contain POIs of type hillbillyjunk Warning: prefab list does not contain POIs of type oldwest Warning: prefab list does not contain POIs of type carlot I have not checked the prefablist (made by other another user), but you could fix it yourself by adding the zone-types to the POIs, in the simples case just add [..the forum software adds some spaces to this list..] alone;mountain;farm;houses;smalltown;downtown;industrial;citycenter;oldwest;hillbillytrailer;hillbillyjunk;carlot to the end of each entry (if it does not contain a zone already) like: abandoned_house_01,RESIDENTIALOLD,2,-1,24,21,26,alone;mountain;farm;houses;smalltown;downtown;industrial;citycenter;oldwest;hillbillytrailer;hillbillyjunk;carlot and also have at least one trader marked trader. This should allow you to load and use the prefablist. It would then just be a bit random in the world, as those zone descriptions asign POIs to a meaningful location. @GaleKast: The prefablist generator is made for extracting the POI information. To make such a list work in NitroGen, you have to add the respective POI NitroGen zone data, as mentioned by Damocles. Thanks for the heads-up with Ravenhearst; I'll update the lists for the new version when I have the time. Link to comment Share on other sites More sharing options...
gpcstargate Posted June 13, 2019 Share Posted June 13, 2019 Damocles Quick question .. what is the pixel color code for traders .. been trying to figure that one out .. without much success. Thank You and have a great weekend … the Old Gamer .. Link to comment Share on other sites More sharing options...
GaleKast Posted June 13, 2019 Share Posted June 13, 2019 Thank you to both of you, I will give it a go and if that fails I will wait for the updated prefab list Link to comment Share on other sites More sharing options...
Damocles Posted June 14, 2019 Author Share Posted June 14, 2019 Damocles Quick question .. what is the pixel color code for traders .. been trying to figure that one out .. without much success. Thank You and have a great weekend … the Old Gamer .. Hi, traders are not includes int the mask yet. Will come when i implement some smaller features. I wanted to first get the roads done in a better way. Link to comment Share on other sites More sharing options...
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