Gouki Posted November 11, 2019 Share Posted November 11, 2019 (edited) I set it to be very thin now. Its not really needed at all, and could be skipped if the border is water anyhow. If there is none, it might make some players travel too far and fall of the edge of the world. Good point, I better leave it in: none Thank you very much for the new experimental update and for you effort and work. Edited November 11, 2019 by Gouki (see edit history) Link to comment Share on other sites More sharing options...
GneX Posted November 12, 2019 Share Posted November 12, 2019 Can't wait for the next Update with custom zones & compopack 40 Link to comment Share on other sites More sharing options...
TopAce6 Posted November 12, 2019 Share Posted November 12, 2019 Wonderful ,Damocles Great work,keep it up. Edit: quick question could be eliminated the radiation of border biome or is it harcoded. Man I have the same desire, I trecked all the way to the burnt forest map border to get some coal, and then I discovered the terrible radiation wouldn't let me in the burnt forest at all. Link to comment Share on other sites More sharing options...
stallionsden Posted November 12, 2019 Share Posted November 12, 2019 Here goes. First map generating with 90% of my prefabs in a custom town let's hope i did it right lol. AMAZING TOOL Link to comment Share on other sites More sharing options...
Lain Posted November 12, 2019 Share Posted November 12, 2019 @Damocles Aloha! been testing out your experimental version and so far love that i can do a 10k map, but it will not read the import_HM file at all not even the default one you have in the resources directory. ``` creating output directory: NitroGenMap2 H:\7 days to die\NitroGen_WorldGenerator_v0460\NitroGen_WorldGenerator\output\NitroGenMap2 output directory created running generation thread ... running terrain generation ... importing Hightmap: H:\7 days to die\NitroGen_WorldGenerator_v0460\NitroGen_WorldGenerator/output/NitroGenMap2/import_HM.png H:\7 days to die\NitroGen_WorldGenerator_v0460\NitroGen_WorldGenerator/output/NitroGenMap2/import_HM.png : Image could not be read Can't read input file! java.lang.RuntimeException: Could not import hightmap from H:\7 days to die\NitroGen_WorldGenerator_v0460\NitroGen_WorldGenerator/output/NitroGenMap2/import_HM.png at nitrogen.terraingen.c.a(Unknown Source) at nitrogen.gui.NitroGenUI.run(Unknown Source) at java.lang.Thread.run(Unknown Source) Could not import hightmap from H:\7 days to die\NitroGen_WorldGenerator_v0460\NitroGen_WorldGenerator/output/NitroGenMap2/import_HM.png Total time taken: 0 min 0 sec ``` Link to comment Share on other sites More sharing options...
Damocles Posted November 12, 2019 Author Share Posted November 12, 2019 @Damocles Aloha! been testing out your experimental version and so far love that i can do a 10k map, but it will not read the import_HM file at all not even the default one you have in the resources directory. ``` creating output directory: NitroGenMap2 H:\7 days to die\NitroGen_WorldGenerator_v0460\NitroGen_WorldGenerator\output\NitroGenMap2 output directory created running generation thread ... running terrain generation ... importing Hightmap: H:\7 days to die\NitroGen_WorldGenerator_v0460\NitroGen_WorldGenerator/output/NitroGenMap2/import_HM.png H:\7 days to die\NitroGen_WorldGenerator_v0460\NitroGen_WorldGenerator/output/NitroGenMap2/import_HM.png : Image could not be read Can't read input file! java.lang.RuntimeException: Could not import hightmap from H:\7 days to die\NitroGen_WorldGenerator_v0460\NitroGen_WorldGenerator/output/NitroGenMap2/import_HM.png at nitrogen.terraingen.c.a(Unknown Source) at nitrogen.gui.NitroGenUI.run(Unknown Source) at java.lang.Thread.run(Unknown Source) Could not import hightmap from H:\7 days to die\NitroGen_WorldGenerator_v0460\NitroGen_WorldGenerator/output/NitroGenMap2/import_HM.png Total time taken: 0 min 0 sec ``` Did you set to import from resources? There is a dropdown for it. Link to comment Share on other sites More sharing options...
Lain Posted November 12, 2019 Share Posted November 12, 2019 blah i didnt see that it was set to output rather then resources, im dumb and probly need sleep Link to comment Share on other sites More sharing options...
Scyris Posted November 12, 2019 Share Posted November 12, 2019 This may have been asked before but does this work in 18.1 experimental B6? I am really getting sick of the default rwg making the same boring map (and taking for flipping ever to do it) that often is missing important poi's like the supercorn poi (house_Old_gambrel_03 iirc is the rwg name). I mean you have a skill in game where the final skill lets you make the supercorn seeds, which only spawns in 1 very rare poi that rarely ever spawns in vanilla RWG. Though they could fix it by adding supercorn to trader/loot lists so you have alternate ways of getting it. Anyway, yeah, Does this work on A18.1 B6 experimental yet? Been thinking of starting a new game, and kinda sick of the vanilla rwg both in how slow and how often its the same towns over and over. Link to comment Share on other sites More sharing options...
noname835 Posted November 12, 2019 Share Posted November 12, 2019 Hello I also have a server 20 places and I want to install an 8k map with your program. But the thing that does not seduce me at all is that there is no radiation zone at the edge of the map. Do you think that will be added very soon? thank you very much Link to comment Share on other sites More sharing options...
Damocles Posted November 12, 2019 Author Share Posted November 12, 2019 The vanilla prefablist contains all POIs that I can use meaningfully in a random gen world. So the supercorn POI should be included. You can use the the OCD scenario to spawn a map with all possible POIs in a nice row. Link to comment Share on other sites More sharing options...
Damocles Posted November 12, 2019 Author Share Posted November 12, 2019 (edited) Hello I also have a server 20 places and I want to install an 8k map with your program. But the thing that does not seduce me at all is that there is no radiation zone at the edge of the map. Do you think that will be added very soon? thank you very much There is a thin radiation border created. I think the old one was too wide. You can also use the water border as landscape barrier, or the border biomes to indicate the worlds end. If you need a thicker one, you can generate a map with an older version like 17 and copy over the radiation.png, or just edit it (making the red line thicker) Edited November 12, 2019 by Damocles (see edit history) Link to comment Share on other sites More sharing options...
Scyris Posted November 12, 2019 Share Posted November 12, 2019 (edited) Holy crap this is fast, it takes 15-20 mins to gen a world with a18.1's rwg. this time with nitrogen was amazging. FINISHED GENERATING NEW WORLD Total time taken: 2 min 13 sec What are the cracks though? What does that setting do? Edited November 12, 2019 by Scyris (see edit history) Link to comment Share on other sites More sharing options...
Damocles Posted November 12, 2019 Author Share Posted November 12, 2019 (edited) Cracks are something people will curse when getting into unexpectedly at night. You can turn them off though. With some optimizations and faster png generation, I could probably even double the speed.. I dont think NitroGen is even that fast yet ... its more that RWG is kind of slow. ---- New experimental version 0.461 -> some changes to the city grid (less regular) -> some changes to the landscape distribution Edited November 12, 2019 by Damocles (see edit history) Link to comment Share on other sites More sharing options...
stallionsden Posted November 12, 2019 Share Posted November 12, 2019 Hey Damocles so trying to load 16k map the last few days and no matter what And which version I now get this - 2019-11-13T06:21:36 317.121 ERR Loading prefabs xml file for level 'Delta Force': Out of memory 2019-11-13T06:21:36 317.129 EXC Out of memory OutOfMemoryException: Out of memory at (wrapper managed-to-native) System.Object.MemberwiseClone(object) at System.Array.Clone () [0x00000] in <1f0c1ef1ad524c38bbc5536809c46b48>:0 at Prefab..ctor (Prefab _other) [0x000a8] in <242df21e063444d18cf17717626ca012>:0 at Prefab.Clone () [0x00000] in <242df21e063444d18cf17717626ca012>:0 at DynamicPrefabDecorator+<Load>d__19.MoveNext () [0x0018d] in <242df21e063444d18cf17717626ca012>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Logger:masterLogException(Exception) Logger:Exception(Exception) Log:Exception(Exception) <Load>d__19:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) I was on 0.450 then tried the exp as well both give this error. Link to comment Share on other sites More sharing options...
Damocles Posted November 12, 2019 Author Share Posted November 12, 2019 You might have really reached the limit of what your system can handle (memory) -close NitroGen (the JavaVM hogs reserved memory, until its closed) -create a map with flat landscape and few POIs as test if the terrain (higher detail LOD) or loaded POIs (textures) cause the out of memory. -lower the texture resolution (maps use up texture memory to store their data in the game) Or generate a 12k or 14k map. They are plenty big. 12k is 2.25 times bigger in area than 8k Link to comment Share on other sites More sharing options...
stallionsden Posted November 12, 2019 Share Posted November 12, 2019 You might have really reached the limit of what your system can handle (memory) -close NitroGen (the JavaVM hogs reserved memory, until its closed) -create a map with flat landscape and few POIs as test if the terrain (higher detail LOD) or loaded POIs (textures) cause the out of memory. -lower the texture resolution (maps use up texture memory to store their data in the game) Or generate a 12k or 14k map. They are plenty big. 12k is 2.25 times bigger in area than 8k The only thing that changed was my nitrogen versions and me making a custom hub lol. But use to be able to gen a 16 k map Link to comment Share on other sites More sharing options...
stallionsden Posted November 12, 2019 Share Posted November 12, 2019 I will try the 12 and 14 k but yeh use to play 16k easily. Link to comment Share on other sites More sharing options...
Damocles Posted November 12, 2019 Author Share Posted November 12, 2019 Its not generating more data than before. Unpacked (internally in Unity) the data for the terrain, roads and biomes are the same size. The POIs have an impact of course, the more and the closer they are togeather. Apart from that, you would have to blame the new game version. Link to comment Share on other sites More sharing options...
stallionsden Posted November 12, 2019 Share Posted November 12, 2019 Its not generating more data than before. Unpacked (internally in Unity) the data for the terrain, roads and biomes are the same size. The POIs have an impact of course, the more and the closer they are togeather. Apart from that, you would have to blame the new game version. When creating a custom hub is it the same as normal poi adding but instead of the houses, alone etc at the end you put custom_town_25 or Link to comment Share on other sites More sharing options...
Damocles Posted November 12, 2019 Author Share Posted November 12, 2019 (edited) The custom town is just another zone like "farm" or "oldwest". Its ment for custom POIs to create their own small town, as the vanilla POIs are not using those zones. The difference is, that the generator does not expect any POIs to be in those zones. Its just generated the towns if there is at least one assigned. (you could make a town full off strip bars) Of course, there are some really huge custom POIs, that could be gamebreaking too. Edited November 12, 2019 by Damocles (see edit history) Link to comment Share on other sites More sharing options...
stallionsden Posted November 12, 2019 Share Posted November 12, 2019 The custom town is just another zone like "farm" or "oldwest". Its ment for custom POIs to create their own small town, as the vanilla POIs are not using those zones. The difference is, that the generator does not expect any POIs to be in those zones. Its just generated the towns if there is at least one assigned. (you could make a town full off strip bars) Of course, there are some really huge custom POIs, that could be gamebreaking too. Oh so my 1.9 mill block hoteldestallion won't fit haha Link to comment Share on other sites More sharing options...
stallionsden Posted November 12, 2019 Share Posted November 12, 2019 Damocles Is this how you do the custom hubs - //Stallions Custom Hub: xcostum_Courthouse(by_stallionsden),DOWNTOWN;RESIDENTIALNEW;RESIDENTIALOLD,1,-8,45,51,45,custom_town_size_25 StallsCasino,COMMERCIAL;INDUSTRIAL;DOWNTOWN,2,-25,102,170,112,custom_town_size_25 xcostum_NFLStadium_zombies(by_Stallionsden),COMMERCIAL;INDUSTRIAL;DOWNTOWN,2,-2,196,37,263,custom_town_size_25 xcostum_A17Racetrack(by_Stallionsden),COMMERCIAL;INDUSTRIAL;DOWNTOWN,2,-2,196,37,263,custom_town_size_25 xcostum_Area51(by_Stallionsden),COMMERCIAL;INDUSTRIAL;DOWNTOWN,2,-23,260,89,224,custom_town_size_25 xcostum_CityCombo02(by_Stallionsden),RESIDENTIALOLD;RESIDENTIAL,2,-10,45,14,45,custom_town_size_25 xcostum_CityCombo03(by_Stallionsden),DOWNTOWN;INDUSTRIAL,2,-1,45,17,45,custom_town_size_25 xcostum_CityCombo04(by_Stallionsden),DOWNTOWN;INDUSTRIAL,2,-1,45,17,45,custom_town_size_25 xcostum_CityCombo05(by_Stallionsden),DOWNTOWN;INDUSTRIAL,2,-1,45,14,45,custom_town_size_25 xcostum_CityCombo06(by_Stallionsden),DOWNTOWN;INDUSTRIAL,2,-1,45,14,45,custom_town_size_25 xcostum_CityCombo06(by_Stallionsden),DOWNTOWN;INDUSTRIAL,2,-1,45,17,45,custom_town_size_25 xcostum_CityCombo07(by_Stallionsden),DOWNTOWN;INDUSTRIAL,2,-1,45,14,45,custom_town_size_25 xcostum_CityCombo08(by_Stallionsden),DOWNTOWN;INDUSTRIAL,0,-1,45,12,45,custom_town_size_25 xcostum_CityCombo09(by_Stallionsden),DOWNTOWN;INDUSTRIAL,2,-1,45,12,45,custom_town_size_25 xcostum_CityCombo13(by_Stallionsden),DOWNTOWN;INDUSTRIAL,2,-1,45,17,45,custom_town_size_25 xcostum_CityCombo14(by_Stallionsden),DOWNTOWN;INDUSTRIAL,2,-1,45,17,45,custom_town_size_25 xcostum_CityCombo15(by_Stallionsden),RESIDENTIALNEW;RESIDENTIALOLD;RESIDENTIAL,2,-1,45,16,45,custom_town_size_25 xcostum_CityCombo16(by_Stallionsden),DOWNTOWN;INDUSTRIAL,2,-5,45,16,45,custom_town_size_25 xcostum_CityCombo17(by_Stallionsden),DOWNTOWN;COMMERCIAL,2,-1,45,78,45,custom_town_size_25 xcostum_TruckStop_Garage(by_stallionsden),COMMERCIAL;DOWNTOWN;INDUSTRIAL;RESIDENTIAL,1,-5,45,13,45,custom_town_size_25 xcostum_TruckStop_Roadhouse(by_stallionsden),COMMERCIAL;DOWNTOWN;INDUSTRIAL;RESIDENTIAL,1,-5,45,13,45,custom_town_size_25 xcostum_FarmerJoesNursery(by_Stallionsden),COMMERCIAL;INDUSTRIAL,0,-1,50,18,40,custom_town_size_25 xcostum_VarietiesDepartmentStore(by_Stallionsden),COMMERCIAL;DOWNTOWN;INDUSTRIAL;RESIDENTIAL,2,-1,50,15,58,custom_town_size_25 xcostum_PeerCafe(by_Stallionsden),ANY;INDUSTRIAL;RESIDENTIAL,0,-10,97,29,61,custom_town_size_25 xcostum_ThemePark(by_stallionsden),ANY;COMMERCIAL;DOWNTOWN;INDUSTRIAL;RESIDENTIALNEW;RESIDENTIALOLD;RESIDENTIAL,0,-8,232,87,250,custom_town_size_25 Link to comment Share on other sites More sharing options...
Damocles Posted November 12, 2019 Author Share Posted November 12, 2019 Yes, looks all right. Link to comment Share on other sites More sharing options...
stallionsden Posted November 12, 2019 Share Posted November 12, 2019 Yes, looks all right. Awesome still doing same thing on 14k map lol. Except just 1 line now instead of scrolling text. Link to comment Share on other sites More sharing options...
dhlmaster Posted November 13, 2019 Share Posted November 13, 2019 I see that Nitrogen is now packaged with a Prefab list for CompoPack 39. Will this also work with CompoPack 40, or is there an update to the list coming soon? Link to comment Share on other sites More sharing options...
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