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A19e Nitrogen - UNSTABLE

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Question:

I made a map that I really liked but there was this weird thing, the terrain was not smooth. In a relatively flat area, small slopes were choppy, like the blocks didn't smoothly connect. (not talking about mountains) This made it painful to drive with a motorbike. It was bouncing all around and never keeping the speed every time I drow up or down a hill. Maybe it was the border of POIs or cities... IKD.

What's that all about? Is there some option I need to tick? How to avoid it? In the original random gen the ground is smooth...

EDIT:

What I mean by "ground not being smooth" is that some slopes are in between of the random gen sooth terrain and the old blocky world before smooth voxels.

 
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Question:
I made a map that I really liked but there was this weird thing, the terrain was not smooth. In a relatively flat area, small slopes were choppy, like the blocks didn't smoothly connect. (not talking about mountains) This made it painful to drive with a motorbike. It was bouncing all around and never keeping the speed every time I drow up or down a hill. Maybe it was the border of POIs or cities... IKD.

What's that all about? Is there some option I need to tick? How to avoid it? In the original random gen the ground is smooth...

EDIT:

What I mean by "ground not being smooth" is that some slopes are in between of the random gen sooth terrain and the old blocky world before smooth voxels.
Something .. I hate when people make Comments .. OR .. Complaints …. OK .. SO WHAT WERE YOUR SETTING: It all has to do with the setting you put in the building of your WORLD.

Do you think We or " Damocles " are mind readers.

 
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Landscape: balanced

Smothing: default

I'm not complaining about the mountains and that area. Just regular ground seems like the voxels didn't connect properly and most slopes have this ground resembling moguls from an afternoon ski slope...

 
Landscape: balancedSmothing: default

I'm not complaining about the mountains and that area. Just regular ground seems like the voxels didn't connect properly and most slopes have this ground resembling moguls from an afternoon ski slope...
That's part of the Problem .. You want smoother terrain .. You need to go to a higher setting in smoothness .. I either of the last 2 .. I Use _

1 .. smoothing _ Smooth and under that 2 .. flatland style _ mostly flat ……. and it normally come out really nice .. also you might want to under road condition _ light damage …….. that should give you the Old style of A 15 7D2D RWG .. when RWG worked as it should. Also just thinking under Landscape .. Try _ mostly flatland ……. You still will have mountains, just not as many.

Just a couple of thoughts

 
Ok, I thought that smoothing applied for figgers scale terrain. I generated a map with "smooth" and the ground was flat but the world was boring and flat and had those big dirt plains. It looked like lakes but no water was in them.

In general, I like mountains and uneven terrain. I just don't like if all the small slopes (inclines) are undrivable.

BTW, thanks for answering. I'm just starting to mess around with the tool and it is an excellent addition to the game until TFP optimizes their own RWG.

 
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NitroGen,This is a random world generator. It will create customizable random worlds for 7DtD. Configure your own personal world..

...
This tool is amazing, just wanted to say thanks Damocles and keep up the great work!

 
Never seen it in me life lol.
Bridge and caves are the two things I miss the most. I have hundreds of hours in game and have only seen bridges in this build since they took out rivers 2 or so years ago. They would make a great base for early game given how easy it feels to defend.

I hope Nitrogen will implement bridges when crossing water waters in the future.

 
Map Issues

Hello all,

Can anyone shed some light on why this keeps happening, every map I make?

nitromapissue.jpg

Now, some background on that picture. As I move into the world, the gap moves with me (flying, using cheat mode, but happens without cheat mode as well but you just fall into oblivion), no trees or bushes load in and also buildings dont appear right. Now, the world is split into Snow (north), Burnt (middle) and Desert (south). The snow biome worked fine, but as soon as I crossed over into the middle biome, this happened.

I am using a custom height map and mask for this world but the problem is not unique to this map, every map I generate with Nitrogen is developing this issue. Now, from all the happy users of nitrogen I can only assume this is somehow an issue with my computers generation of the maps, but to what end I have no idea.

The same issue is replicated on my server and home PC, despite trying several methods to install the map (using the nitrogen folder or copying over files to a different folder).

My settings for nitrogen:

nitrosettings.jpg

This could quite easily be something simple I am over looking or something more problematic. I would really love to use nitrogen for my servers custom world but at the moment I have to stick with Alpha 18's built in world gen. I have had a browse and search of the topic, unless I have missed something, I dont think anyone else seems to be having this issue?

Any help would be greatly appreciated.

Thanks

 
Is there a setting to have the roads visible in game and on in game map? My roads are covered in grass patches and don't show up on the in game map. I have tried different settings for 'road condition' but they are always covered with grass patches and not on the map in game.

 
We have been converting all the Ravenhearst players to nitrogen and i must say everyone loves it! I will never recommend RWG again.

That said we have certain pois that we made that are biome specific and we noticed these have been popping up anywhere they want. Is there no way for nitrogen to currently follow the rule of biomes allowed/disallowed? I must admit this feature would make an outstanding product even better, if that was possible. Is this planned for the future?

 
Is there a setting to have the roads visible in game and on in game map? My roads are covered in grass patches and don't show up on the in game map. I have tried different settings for 'road condition' but they are always covered with grass patches and not on the map in game.
UNDER ROAD CONDITIONS .. There ARE 7 Settings And you will always have a few Grassy areas .. There is No one Maintaining them .. all the road workers are DEAD and don't care anymore.

 
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older A17 version:NitroGen for Alpha 17 (stable)
The linked version for A17 links to v0.441, which is for A18. The generated world is built for A18 as well, causing the A17.4 dedicated server to throw a bunch of errors.

Any chance of getting one of the older builds for A17?

 
The linked version for A17 links to v0.441, which is for A18. The generated world is built for A18 as well, causing the A17.4 dedicated server to throw a bunch of errors.
Any chance of getting one of the older builds for A17?
i second this... version 355, if i recall, is the last Alpha 17 (.4b4)

please release this version seperate from the newer ones

sry I'm a A17 fanboy/modder

 
Check first page and about half way down .. older A17 version:.. NitroGen for Alpha 17 (stable)

@ Morloc

You can change map seed name .. upper left hand corner .. just type what you want .. if that is the question

 
Does this map generator actuall support more than 8k as the rwgmixer.xml rule sets seem to only do 4k and 8k terrain_generator="vanilla8k"
@ CrazyDave66 .. you can go up to 16K, just remember anything over 8k is considered experimental .. But most of us ( I do make mostly 10K and some 12K ) .. You just have to try a few different settings to find your ( play style ). Read back a couple of pages .. I gave a couple suggestion on one of them to another player .. IF you go to crazy .. you will get funny maps.

But it is much better than game version.

 
Simple Fix:- open the compopack prefablist with a text editor

- search for xcostum_Canyon_Cave(by_War3zuk)

- and change the line from

Code:
xcostum_Canyon_Cave(by_War3zuk),Commercial;Downtown;Industrial;ResidentialNew;ResidentialOld,0,-45,56,58,44,farm
into

Code:
xcostum_Canyon_Cave(by_War3zuk),Commercial;Downtown;Industrial;ResidentialNew;ResidentialOld,0,-45,56,58,44,alone;mountain
problem solved now it will spawn at higher altiture so the depth is not a problem
Jaded and I have both seen this on our generated maps. What we did was to edit prefabs.xml on the server; find all the Canyon_Cave entries that had negative Y values; and change them to 1. Save, restart the server. Clients had to re-download the map, but nothing was lost.

We also each provided the prefabs.xml file in discord with instructions where to copy it. That was enough to avoid a full map re-download.

The result will be that the adjusted prefabs will appear a few blocks above ground level with sheer cliffs surrounding them, though not very high (worst case on both our servers: 7 blocks); but at least your users won't fall through the map, and your server won't crash when somebody gets a trader quest on that POI and the bottom of the prefab comes crashing out of the sky.

Before:

Code:
<decoration type="model" name="xcostum_Canyon_Cave(by_War3zuk)" position="-3295,-6,349" rotation="0" />
After:

Code:
<decoration type="model" name="xcostum_Canyon_Cave(by_War3zuk)" position="-3295,1,349" rotation="0" />
Alternatively you can simply delete those lines; I believe those prefabs will simply no longer be there, leaving empty terrain. (In case that's not clear: I don't mean there will be a void in the map. It'll just be like there was never a factory there.)

YMMV. We've done this on exactly two maps, each on a different server, so it's not like we have a huge statistical sample to work from. None of the other prefabs had this problem, just that one, and not all instances of it.

OTOH, out of two maps we've generated, both of them had the problem of below-zero instances of this prefab, and at least one server crash as a result. It does seem like a bug that wants fixed.

[edit] To be clear, my post and GneX's don't contradict each other, they're solutions for different places in the process. His will make sure any newly-generated maps don't have this problem in the first place. Mine is a post-fix; if you have an existing map you don't want to throw away and start over, you can edit the file and fix it without losing any existing game info. The worst effect, as far as we can tell, is to force the clients to re-download the map itself.

 
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