Hi Roland,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.
That's way too sweeping and broadstated imo. While everyone is entitled to their views I don't like statements like this - it really misinforms dev's.In today’s world of gaming, players of whatever age, WILL NOT wait more than 10 mins to play a game
The current generation of players are “click now and play a.s.a.p.”
Are there any popular games out there that have in the instructions or game specs stating “World generation will be approx. 1 hour to 5 hours+” and been successful?
I know that it’s not likely to just wait 10 mins for a huge map, but I just sense that this way, any new players or critics will just give up ask for refund and there will be endless bad reviews
The days of waiting for a game to load and play ended in the 80’s, I remember having a tape based computer (ZX Spectrum and C64 etc.) and waiting ages for it to load, only to get bored and then either reset, (that was back then when that was the only option, I know , I lived the 80’s)
Nowadays that will just not be acceptable
7 Days to die vets will be happy to wait, new/future players will not
Now as broadband speeds have increased the only way I can see around this is for a dedicated super spec online system, that you “login to” choose/make your world, let that super-fast nuclear powered comp generate the world quickly, show a preview and then the player will download it in a few mins, if they like it
Or
Pre made worlds, that players that have generated themselves and then have the ability to upload the entire world including the generated data to a map database, so that others can scan through “maps” and then download the ones they’d like to try
Making a player that doesn’t have the most up-to-date computer sit and wait for possibly hours, is just going backwards in today’s gaming world technology
finally
if there is a long wait for a generated map, there better be 0%, absolutely 0% of any stuttering or map loading time
That does seem awesome, gets me really excited. I understand RGW is hard, but for some reason whenever I settle down then close after the point of no return (at least for 40 days or so) I find this weird road/path that either has a height drop or a weird slant or stuff. Thats ok if I pass it once while exploring, but in my home area I would be tempted to fix it (for instance in my current game the path toward the lakeside trader i leave near is very steep slanted while an only slightly longer road could graciously curve around the lump in the way and look pretty natural. Last bit also has path at such a slant you'd drop off riding it (its ok in places, the apocalypse after all but near a trader you'd expect that 'maintained')I guess I should step in and mention that the entire system is programmed with a Size variable and the code for generation scales.
8k is indeed the baseline as Roland put it. 8k is a good test to optimize as it is just a bit bigger than nav and I want it to take less than 10 minutes.
Generating larger sizes will work, will load, and will play. The variable for this will be exposed when you get a17. I'm doing testing on how long it takes things and putting together a semi-accurate timer so you know how long it's going to take total. The map generation is fully threaded aside from exporting to disk so you will be able to read messages on what is happening and how long is left, it will not lock up the game while generating. For dedi owners it will prevent joining until the map is generated and loaded.
So, 20k obviously takes a very long time to generate, the time goes up exponentially as the total km size does but the only technical limitation would be the hardware generating the map.
The reason we don't just load you in then generate as you go is that when making roads, placing towns, and generating other things; a lot of data has to exist. The map is put together in layers and that's done on a world level. It's not something that can be skipped around and is slower when done in such a manner. Now rwg maps run as fast as navezgane as far as chunk load times and that is something we've wanted for a long time. No special code during run time for random maps is a good thing.
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 wouldn't take away the ability to have large maps, that's something I also love. RWG is my baby after all. Don't panic and rest well in the fact that you won't be hard limited to 8k and that I've actually added more moddability with this change.![]()
Like I suggested on page 3.Also, yes, a dropdown of various sizes was already planned. Default of 8k.
If you really think playing 7d2d on a big map with a lot of players makes it a "COD, rust whatever" clone... then you are blind.
7d2d is a great game. And I personally dont even interact with other players most of the time. I simply like the threat (and the possibility) of coming across others. I wanna show ppl my builds. I wanna be scared when looting a city because I dont know if I might get shot in the head...
How can you say that, because I like to play 7d2d like that, that I "dont understand how its meant to play".
Do you think Skyrim shopkeepers were meant to be blind when they had a bucket on their heads?
Do you think ANY gamedev writes on the cover: "PLAY IT THIS WAY OR YOU ARE JUST A COD FANBOY!"
No obviously not. Because that is not what a game is. Everyone plays it differently.
We're totally fine with that! Since Admins can generate the map before letting everyone join!<EDIT: HEAVY SNIP>For dedi owners it will prevent joining until the map is generated and loaded.
Interesting Ideas Ladarian!Couldn't they ship experimental with a half dozen pre-generated maps?
It might possibly alleviate the rage from some folks upset with generation times should it even be an issue.
Aditionally they could be test-only maps.
If folks want to report bugs they must be using one of these maps. Change the maps for every patch to force a new save which is also a problem every patch.
Basically force the folks who wanna actually be useful to follow the testing rules and let everyone else do their thing with the consequence of having no legit ability to complain.
That was way more than i intended.
In Pimps We Trust
I was just thinking that!new random gen world seeds for ALPHA 17 thread may distributes seed_name with pre-generated world data.![]()
I hope admins don't start ruining the vanilla experience now with their annoying tendency to overbuild stuff.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!
Can someone tell me if client side you will need to wait ages too, or only the person that hosts the server has to wait?We're totally fine with that! Since Admins can generate the map before letting everyone join!![]()
Thank you and have a nice day!
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Interesting Ideas Ladarian!
I'm sure the generating is done completely on the server, like it is done in A16 too. I.e. whether dynamically generated or pregenerated, everything is done on the server.Can someone tell me if client side you will need to wait ages too, or only the person that hosts the server has to wait?
I assumed only the person generating the map has to wait, then once it's generated, players join as usual.
Yes, should have been possible to have a background job that slowly but continually generates the map in the background, even for area that isn't just discovered. Like the command some server owners use, only that the command works at top speed which leads to lag. No idea why they didn't do this. Maybe they wanted to completely remove those corner cases where the server needs to generate area for the players as they move simultaneously into new terrain leading to lag spikes.Btw, wouldn't it be better that the map gets generated as you join? If you join and you are 0,0, then what's the problem with inmediately joining and then as you play around 0,0 since you just started and you'll be slow, the map is generating around you. Or this would be too laggy for the player?
I'm not keen on the new way to "preview" a map. I check out seeds before creating them on my dedi, so now instead of waiting just a few minutes for a size 5 preview, I have to wait an hour and generate the world twice? We still need some kind of previewer that's not generating the world. I can't think I'm the only one who does this.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.
Navezgane, whose size is approximately 4kx4k, is about 500MB, so I assume pregen-map is 4 times of it, 2GB.How large is an 8kx8k map in hard drive space?
Does generating the map produce all of the regions on the hard drive?
As an example, I had a 16.4 map with 2 players with 240 regions and it uses about 1.6gb. I'm not sure how many regions there are in total, but from what it looks like, it generates region data when i travel to a new region in the map.
Just wondering if that will change and if generating the map makes a certain region size count of data for the map or if it loads all of it on the hard drive.