PC A17 How Long Would You Wait For A Pre-Generated Map to Build?

A17 How Long Would You Wait For A Pre-Generated Map to Build?

  • 8k x 8k 5-10 minutes

    Votes: 0 0.0%
  • 10k x 10k 8-16 minutes

    Votes: 0 0.0%
  • 12k x 12k 12-23 minutes

    Votes: 0 0.0%
  • 16k x 16k 20-40 minutes

    Votes: 0 0.0%
  • 17.73k x 17.73k 25-50 minutes

    Votes: 0 0.0%
  • 20k x 20k 32-63 minutes

    Votes: 0 0.0%
  • I don't care if it takes all day.

    Votes: 0 0.0%

  • Total voters
    0
Well I'm not speaking for the developers on this one but if you think of the difference between how a road would need to be generated on a chunk-by-chunk generate-as-you-go basis versus how they might be generated say, after major cities have been generated first, you have much more control over the way said roads might be generated (and also towns and everything else). I can imagine many advantages to how such a system might generate more realistic and reliably believable road systems. Probably less problems with roads randomly ending or erupting in a sheer cliff for example.

Also it sounds like the whole system managed to decouple the idea that roads essentially generate towns, and now it's almost the other way around. Decoupling the idea that the roads dictate where the towns land would allow a developer the ability to add roads at any point.

 
Last edited by a moderator:
I don't know if this was asked already because I didn't read every post.

@Kinyajuu

Is the engine for the RWG capable of using all CPU cores available at 100% capacity or close to it because the guys with monster CPU's would have a huge advantage when generating a world in that case.

Assuming that it does then if your CPU is a 8+ core intel or Ryzen/Threadripper you should have no trouble generating the map and it should only take a few minutes.

Considering the current CPU landscape with intel and Ryzen/Threadripper 8+ cores being available to the mainstream at reasonable prices this will be a non issue very soon.

My Intel i9 7900X should shred the RWG in mere minutes.

 
Last edited by a moderator:
The biggest issue with determining size of map **for the group i play with** in A16 is once we've built an impregnible base on one part of the map -- to keep the game from getting stale -- we'd move to another space a good distance away and start all over. However, imho, if the zeds get worked/coded to being an actual threat, making no base "safe", then the need to move (other than having some place to work/craft thats closer to where we're exploring - if we're far from main base) is diminished.

**an after thought** for those that play with loot respawn = never, playin a small map (random gen'd) sounds like game over sooner

 
Last edited by a moderator:
It really depends on what I am going to do. For singelplayer I could be fine with a 8kx8k map, for our long-term multiplayer server I wouldn't care if it took a day.

So whatever the conclusion of this will be - would it be too much trouble to let us pick a size before generating? :p

 
Imagine a map generator that takes data from openstreetmap and just generates any part of the world. Mmmh, anyone here with knowledge of both those data formats? :smile-new:

So whatever the conclusion of this will be - would it be too much trouble to let us pick a size before generating? :p
Kinjahuu said this is already in EDIT: well, not exactly in as in "in", see Rolands reply. :miserable:

 
Last edited by a moderator:
Kinjahuu said this is already in
He said it’s already in if you change a variable in the xmls before generating the map. He said a drop down menu with different sizes in the options is already planned. “Planned” doesn’t necessarily mean A17.

Just wanted to clarify before expectations got too high.

 
I think there schould be a controller in the settings where users can choose what size the map will be. Additionally there schould be a Hint how long it approximately take to create the map. So every user could decide how long he is willing to wait.

 
Kinyajuu, would it be possible to share a small snippet of the new xml from the rwg to demonstrate how one would adjust the size of the map? Also interested in an answer about the cores for generation. I have a rack server I self host from, dual xeon x5690's. 2 vm's one linux and one windows (for full mods) both have 6 core each. I could up these significantly during map generation to speed up the process, if core usage affects generation. Thanks for your hard work! Gotta have my big maps, esp with vehicles.

 
The depth of editing that can be done to a randomly generated map after the fact now is awesome. You can change player spawns, move POIs, add new pois, add new roads, remove roads, edit the height map, etc. All things in rwg are accessible in the world folder just like with nav

I have been DYING for this. Spending weeks as an admin building community bridges over vast bodies of water is a pain. You ROCK SIR!

 
Maybe small minigame for shortening time? Tetris or even better prison escape where you start in prefab building? Small 2D game explaining why we appear naked? Something lile Gothic1. :D

 
How about a separate program just for creating random worlds

If it’s going to take hours, then I’d rather one of my laptops or 2nd comp do the processing so I can do other things, instead of just waiting

 
How bout talking to the author of the mod launcher and generating maps through that ?
Y'all should know Sphereii hopes that tfp makes his launcher obsolete...

...but yeh, a separate map generation plugin thingiemabob would be cool.

 
How about a separate program just for creating random worlds
If it’s going to take hours, then I’d rather one of my laptops or 2nd comp do the processing so I can do other things, instead of just waiting

Random Gen is now a World Map Generator, it's not ran during game time. You are quite simply generating a randomized Navezgane like map then it's automatically loaded up. At that point it's no different than Navezgane.

It is separate from the game. It will be more like what the map generator that we have now is but instead of generating a map to preview the world you will be generating the world itself. So you could set it to generating on one computer and do something else on another computer. At the end of the generating you don't spawn into the world and start playing. Instead a random map named for a county other than Navezgane will appear in a list of maps with Navezgane. So instead of choosing either Navezgane or RGW in the options menu you will now select from a list of named maps that will be faux counties of Arizona. Eventually you could have a dozen or more different maps to choose from limited only by your storage capacity.

Starting a new game in random gen and generating a random gen map have been the same process, but in A17 they will be separate processes.

 
I have been DYING for this. Spending weeks as an admin building community bridges over vast bodies of water is a pain. You ROCK SIR!
I like building, so my friends always stick me with building the bridges.....

 
I play almost exclusively solo, so 10K is all I will likely need. Then again I never have a vehicle. I am sure once you get a gyrocopter the world feels a WHOLE lot smaller.

 
Back
Top