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A19e Nitrogen - UNSTABLE

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Testing out a new preview-map rendering,
previewMapNew.jpg


I will keep the old one too as option.
That looks very cool... all the little details in the terrain are great.

 
So... It looks great and all, I mainly got this cause I got mad tired at the tiny worlds we get now in alpha 18. I created a 16k map, it completed in about an hour, and I moved the folder to Roaming/7DaysToDie/GeneratedWorlds/MyMapWentHere. I started up 7dtd, clicked on "New Game" and selected my generated map there, the game started loading but got stuck at initializing world and then crashed. What's going on? Im also using your generator to get rid of this... Like... pillars spawning all over the map which is new in A18 to me.

Edit: Nvm! I should've closed the other Nitrogen generating a 24k map for me first haha :p thanks!

 
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So... It looks great and all, I mainly got this cause I got mad tired at the tiny worlds we get now in alpha 18. I created a 16k map, it completed in about an hour, and I moved the folder to Roaming/7DaysToDie/GeneratedWorlds/MyMapWentHere. I started up 7dtd, clicked on "New Game" and selected my generated map there, the game started loading but got stuck at initializing world and then crashed. What's going on? Im also using your generator to get rid of this... Like... pillars spawning all over the map which is new in A18 to me.
Edit: Nvm! I should've closed the other Nitrogen generating a 24k map for me first haha :p thanks!
Next to closing NitroGen (memory consumption) when starting up the world in game, also close the explorer window with the world-files.

In A18 I often have some kind of "access violation" that might be linked to the explorer window looking at the files, while the game does the final preparations at the first start. It might be linked to that.

 
Any sizes the game can intergrate.

If there are lots of very large POIs, the map can get very crowded, so dont overdo it.

I can run map map with some of those huge POIs (like the theme park) from CompoPack just fine.

 
Any sizes the game can intergrate.If there are lots of very large POIs, the map can get very crowded, so dont overdo it.

I can run map map with some of those huge POIs (like the theme park) from CompoPack just fine.
I am more thinking of my hoteldestallion lol

its a whoppa. The Theme Park dwarves the hotel lol like a spec. it spawned tho in a17

Side note - I am adding in my prefabs to the prefabslist.txt wondering what are these for - at the end of the prefabs -

,2,-1,45,12,45,

I know 2 is face north etc, -1 is level with the ground presuming if it has a bunker etc. But I am unsure of the remaining ones. (45,12,45)

 
I am more thinking of my hoteldestallion lol
its a whoppa. The Theme Park dwarves the hotel lol like a spec. it spawned tho in a17

Side note - I am adding in my prefabs to the prefabslist.txt wondering what are these for - at the end of the prefabs -

,2,-1,45,12,45,

I know 2 is face north etc, -1 is level with the ground presuming if it has a bunker etc. But I am unsure of the remaining ones. (45,12,45)
prefab_filename, 7DtD zone (ignored), face north, y-offset, x,y,z, NitroGen zone (; as delimiter)

So its the dimensions, wide, high, deep.

You can see those in the ingame editor.

The dimensions are important for NitroGen to know where the bounds of the POIs are, so they dont overlap, and are placed at the correct altitude.

 
prefab_filename, 7DtD zone (ignored), face north, y-offset, x,y,z, NitroGen zone (; as delimiter)
So its the dimensions, wide, high, deep.

You can see those in the ingame editor.

The dimensions are important for NitroGen to know where the bounds of the POIs are, so they dont overlap, and are placed at the correct altitude.
Thought so thank you

Argh ok I just put in random values lol . Came up with errors I put 7dtd zone. face north. Y-offset. And xyz but not the nitrogen zone.

What's (;as delimeter)

 
Example:

apartment_brick_6_flr,RESIDENTIALNEW;DOWNTOWN,2,-7,55,61,57,citycenter;downtown

means this POI can spawn in either the citycenter or downtown

it just uses ; to seperate the entries instead of a comma

The prefablist is a very simple data serialization I wrote, just enough for that specific job

XML is always so much typing ...

 
Example:
apartment_brick_6_flr,RESIDENTIALNEW;DOWNTOWN,2,-7,55,61,57,citycenter;downtown

means this POI can spawn in either the citycenter or downtown

it just uses ; to seperate the entries instead of a comma

The prefablist is a very simple data serialization I wrote, just enough for that specific job

XML is always so much typing ...
That xmls are lol and thank you for the help much clearer now for sure

 
You mean from the CompoPack list?

The list is not really well tested, unlike the vanilla POI list. So there might be some error.

What error do you see?

 
You mean from the CompoPack list?The list is not really well tested, unlike the vanilla POI list. So there might be some error.

What error do you see?
Yes the one with the compo pack. oh it stopped loading and had errorxcostum_icehouse or something(magoli) only error tho removed it and its loading great

 
Aye I managed to fix this! I booted up the 16k map and got in, my fiance is trying to join a co-op game but she is stuck on "receiving and loading configs", something that should be almost instantly I'd assume? This is co-op as said and not a dedicated server.

 
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The game files need to be moved from the server to the other client.

And they can be HUGE, for 16k.

I dont think the game compresses the files during transfer ... else it would be quicker.

The only method to speed it up might be to manually transfer the world files, so the client knows this world.

Else you have to wait for downloading all the files.

It only has to be done once at initialization.

 
Next to closing NitroGen (memory consumption) when starting up the world in game, also close the explorer window with the world-files.In A18 I often have some kind of "access violation" that might be linked to the explorer window looking at the files, while the game does the final preparations at the first start. It might be linked to that.
Makes sense; windows is trying to get that stupid thumbnail while NitroGen is still writing the file...

Stupid windows. =)

 
Hey Damocles, thanks for the latest version, the preview map looks just great!

Do do have plans to for a feature to save/load all the settings from the gui into preset files? Would be great to switch fast between different generation scenarios.

I am not sure if this is the right thread for this (sorry if not), but i have a question about biomes.xml and prefabs spawning, maybe you can help me, i am stuck with this currently:

1) Do you know if its possible with A18 to add or modify biomes completeley? What i want to do is to have one biome with much more dense forest (i can do this by changing the probs of the trees in the xml) and at the same time another biome with almost no trees (to characterize forrest/greenland from a real world map).

I tried to copy and adapt the forest pine biome over snow or burnt forest, but when i start the game it doesnt work properly, it looks broken. I also tried to add a new biome with an id and new color code, but it also doesnt work.

I added new biomes+colorcodes with A17 and it worked back then in combination with biomes.png.

2. Is it possibly to spawn not only models but also blocks into the world with the prefabs xml file? As i figured out, trees are blocks, and i could spawn trees programmatically into the world, if its not possible with biomes (to have strict greenland and forest regions).

Thanks anyway, keep on rocking with nitrogen :)

 
The biome decorations are not controlled by the world files.

So any change in the current looks within a biome must be defined in the biomes.xml

I was playing around with it a bit, but I dont really know all details.

Maybe I write a tool that can increase all the vegetation density (chance of spawning) to make the world look nicer.

But that would mean to alter the biomes.xml (for all later worlds), so that would be a classic mod.

prefabs.xml only controls the POIs. Its cant create custom blocks.

Only some really fancy world generator, that can create the region files directly could do all of that. (including custom blocks, vegetation, procedural POIs or caves)

 
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