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KingGen - A Random World Generator for 7 Days to Die


KingSlayerGM

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I just downloaded v0.11.1 for linux and it fails on start.  There's a very brief display of the main window and the program exits with the following error:

 

Quote

X Error of failed request:  BadIDChoice (invalid resource ID chosen for this connection)
  Major opcode of failed request:  55 (X_CreateGC)
  Resource id in failed request:  0x4000096
  Serial number of failed request:  904
  Current serial number in output stream:  905

 

I've had no problems with previous versions. Let me know if you need any further info.

 

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1 hour ago, ThePewter said:

I just downloaded v0.11.1 for linux and it fails on start.  There's a very brief display of the main window and the program exits with the following error:

 

 

I've had no problems with previous versions. Let me know if you need any further info.

 

Hi, thank you for reporting. Which distribution of linux are you on?

 

You and @BigBrick both have errors on Linux. To be honest I don't know the cause. BigBrick have you made any progress?

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5 hours ago, KingSlayerGM said:

Hi, thank you for reporting. Which distribution of linux are you on?

 

You and @BigBrick both have errors on Linux. To be honest I don't know the cause. BigBrick have you made any progress?

 

I'm using Ubuntu 20.04.2 LTS.  I'll have a better look at things tomorrow and see if I can find anything useful.

 

Just to confirm:  v0.10.0 works OK.

 

Edited by ThePewter
Add v0.10.0 info (see edit history)
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Has this been addressed?  I drew a height map,  cut it to bedrock to create islands.  We just discovered that the bedrock is too low( it's at 1 ) which we think is causing desync). It's also not bedrock but,  infinite health topsoil.  

 

Any idea if it's something I did wrong here or any thoughts?  

 

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Let me add I love messing with maps with your editor,  I don't want to come off as complaining,  this software is awesome,  I just want to keep making fun island maps for my server and not break it 

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1 hour ago, jdge439 said:

Has this been addressed?  I drew a height map,  cut it to bedrock to create islands.  We just discovered that the bedrock is too low( it's at 1 ) which we think is causing desync). It's also not bedrock but,  infinite health topsoil.  

 

Any idea if it's something I did wrong here or any thoughts?  

 

spacer.png

Let me add I love messing with maps with your editor,  I don't want to come off as complaining,  this software is awesome,  I just want to keep making fun island maps for my server and not break it 

Normally you shouldnt have a world lower than 20ish. I don't understand your problem here? Do you want no bedrock at all? I don't think the game allows that

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2 minutes ago, KingSlayerGM said:

Normally you shouldnt have a world lower than 20ish. I don't understand your problem here? Do you want no bedrock at all? I don't think the game allows that

No,  we want bedrock,  we just created a map of islands and the easiest way to do it was to just cut the land out of an existing map to bring it to bedrock so we had islands.  

 

I get I could just draw the water areas a little higher and it would work its just,  we liked that players couldn't tunnel from island to island. It's pvp so,  it created a forced choke point at the shallow areas.  

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2 minutes ago, jdge439 said:

No,  we want bedrock,  we just created a map of islands and the easiest way to do it was to just cut the land out of an existing map to bring it to bedrock so we had islands.  

 

I get I could just draw the water areas a little higher and it would work its just,  we liked that players couldn't tunnel from island to island. It's pvp so,  it created a forced choke point at the shallow areas.  

That's not a problem with KingGen. The game is designed like this.

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This looks seriously good. It's so quick - 16k on my poor old 4790K is done in 4 minutes.

 

Here's a couple of previews of heightmaps I originally created for Nitrogen. I think some custom biome, city and zoning maps will really make them shine - but that'll have to wait. I'm off to explore!

 

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9 minutes ago, BarryTGash said:

This looks seriously good. It's so quick - 16k on my poor old 4790K is done in 4 minutes.

 

Here's a couple of previews of heightmaps I originally created for Nitrogen. I think some custom biome, city and zoning maps will really make them shine - but that'll have to wait. I'm off to explore!

 

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This looks very nice, would you like to share the heightmaps with the community?

If you decide to share them, you can follow this link:

https://community.7daystodie.com/topic/23988-kinggen-a-random-world-generator-for-7-days-to-die/?do=findComment&comment=424158

 

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23 minutes ago, KingSlayerGM said:

This looks very nice, would you like to share the heightmaps with the community?

If you decide to share them, you can follow this link:

https://community.7daystodie.com/topic/23988-kinggen-a-random-world-generator-for-7-days-to-die/?do=findComment&comment=424158

 

Done and done. Tricorn Island is a relatively large file at 16k/16bit 125mb. If there are any issues with the google drive link, let me know and I'll sort something else out.

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10 minutes ago, BarryTGash said:

Done and done. Tricorn Island is a relatively large file at 16k/16bit 125mb. If there are any issues with the google drive link, let me know and I'll sort something else out.

Is it a 16bit png? Jesus 125 mb is very large..

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14 minutes ago, KingSlayerGM said:

how the @%$# can one be 1.5 MB and the other one 124MB ??

Do you think you could save the large one in the same way you saved the small one? so I can save space on the server

There's (at least) two things going on here: 

1. One is 8bit, the other 16bit grayscale

2. The smaller file size one is much smoother, meaning the lossless compression algorithm is much more effective. Conversely, there's a lot of finer, random, detail in the larger map.

 

Here's a link to an 8bit version of Tricorn - it's still really big in comparison (30mb): https://mega.nz/file/6qAFCKwY#HODbEEbjJgZAD43Yuq4FTrzTycI27oF-flvCWYLDUOo

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1 hour ago, BarryTGash said:

There's (at least) two things going on here: 

1. One is 8bit, the other 16bit grayscale

2. The smaller file size one is much smoother, meaning the lossless compression algorithm is much more effective. Conversely, there's a lot of finer, random, detail in the larger map.

 

Here's a link to an 8bit version of Tricorn - it's still really big in comparison (30mb): https://mega.nz/file/6qAFCKwY#HODbEEbjJgZAD43Yuq4FTrzTycI27oF-flvCWYLDUOo

Thanks, I've just uploaded the lighter version. The larger one was causing troubles during the download.

Edited by KingSlayerGM (see edit history)
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So far I like it!  It's not as mature as Nitrogen.  It's also not abandoned...  :)

 

Some things I've missed (and maybe I'm not doing it right)

 

1. Ability to contain the snow to the north and the desert to the south (I know I could go custom)

2. Farms?  I haven't found a farm yet. 

3. Old Western Towns - Were these a feature of Nitrogen?

 

Great effort KingSlayer.  I'm glad a Lannister is finally on the job.

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1 hour ago, Wenzil said:

So far I like it!  It's not as mature as Nitrogen.  It's also not abandoned...  :)

 

Some things I've missed (and maybe I'm not doing it right)

 

1. Ability to contain the snow to the north and the desert to the south (I know I could go custom)

2. Farms?  I haven't found a farm yet. 

3. Old Western Towns - Were these a feature of Nitrogen?

 

Great effort KingSlayer.  I'm glad a Lannister is finally on the job.

Thanks for the feedback. I plan on adding all those features. 2 and 3 are sort of planned for v12. Number 1 I have to think about it. Because KG's biomes and mountains are noise based, so it's a bit tricky to place them arbitrarily in the north or south. But I think I will figure something out eventually.

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Re: Linux and v0.11.1 ...

 

I did a bit of testing today, but I don't have much to add as I could not get it to work or get a hint on what's happening.  Two things I noticed:

  • the program works fine via the command line - it seems to generate the right set of files, but I have not test the maps yet;
  • it's clearly something in the GUI that's causing a problem.  When I start it "normally" a windows is briefly created with the text "loading kinggen" --  it exiting immediately after that.

 

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3 minutes ago, ThePewter said:

Re: Linux and v0.11.1 ...

 

I did a bit of testing today, but I don't have much to add as I could not get it to work or get a hint on what's happening.  Two things I noticed:

  • the program works fine via the command line - it seems to generate the right set of files, but I have not test the maps yet;
  • it's clearly something in the GUI that's causing a problem.  When I start it "normally" a windows is briefly created with the text "loading kinggen" --  it exiting immediately after that.

 

Ok, thanks. At least I know it's in the gui

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