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A19e Nitrogen - UNSTABLE

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Couple of questions:- Will there be support for the caves? :)

- Will there be support for multiple biomes? (now the code allows you to add a lot more types of biomes than vanilla)

- Still...32K support for those who don't care about memory. (if it's not difficult to introduce. But, those who want - can see for themselves the usefulness of this mode).

and...

perhaps, someday, when will get - You could share the generated map which in your opinion is very good, as a demonstration.

(well, to be honest for those who do not want to install Java, but want to see ;) )
Technically there are caves: several POI caves are placed in the world.

But if you mean procedural caves, or new POI caves: that would require to generate new prefabs, or directly change the game-code. In the generator I try to only create the "generatedWorlds" data, not other gamefiles to install.

Its not intended as a mod or conversion actually, but as a replacement for the original (current) RWG.

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Biomes: I have not looked into the details of the biome xml definitions, but unfortunately changes to that would also require users to change the gamefiles, wich I dont want to do for now. I think thats more something for total conversion mods.

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The problem with creating very large maps is the way the game handles the worlds data for starting up a new game.

For convenience it uses large png images (splat, biomes) and a raw terrain.map,

Each in one huge single file wich has to be loaded into memory.

Its bound to have limits then.

Up to 8k its totally ok to do it like that, but with 16k its already taxing the memory a lot.

If the game could load the generated worlds in chunks (8k map files for example) creating very large maps would be much easier to handle.

Generating 16k maps would only take 4 times as long as an 8k map (when considering proper transitions between the parts that is). Currently it takes much longer since the computer has to shift a lot of data around in memory.

 
Hi, I just tried your maptool.

The speed the maps are generated is amazing.

I also happen to see a lot POI's i have never seen before, so that's great.

First map i got a Massive wall of water, the second time a fishing dock 10 blocks above ground, but now i got a really nice map.

 
Yes, the water is still a problem, as a small missplacement can flood the map. I will put in an option to deactivate the large lakes, (there is a manual fix, by deleting the water from the water_info.xml, everything after the comment <!-- spawners for large lakes --> )

The fishing dock is one of the original Navezgane POIs that i have left in, it -and the other docks - are actually only suitable for a manually placed maps, but I think they are still interesting POIs to have. They just dont get placed well, as they are ment to stand in or at deep water.

Most usable POIs are in the list (including the skyscrapers like the dishong tower). Some POIs are left out, that are very specific to Navezgane, or where too complicated to include properly by an algorithm like the bridges or the "canyon ruins".

If the cities are too taxing on ther performance, its possible to make their size tiny, but spawn many of them. This spreads out the POIs over a larger area, yielding a higher framerate. (better option for players who like to travel a lot anyway)

The build times are not optimized yet. There could be even more performance gains with optimized algorithms and faster road generation. It should be possible to create an 8k map under 2 minutes when optimized.

 
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Small Update v0.22 : lakes will lock terrain to avoid spilling water when a road is prepared nearby.

This should reduce the likelyhood of water flooding the level.

Added a feature to only use one biome type.

 
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some weird results


how did that get up there?!?
That can happen when a settlement (in this case probably the redneck trailerpark) get spawned very close to another town. The generator tries to keep the POIs of a settlement at the same hight, making some plateaus stand out. Not very often, but it can happen in densly populated maps with large elevation changes.

... the car in this case was abandoned by a drunk driver, diving off track to an unsuitable parking spot.

 
Could you add an option for map size 12288 x 12288? Also a feature request, would you be willing to add a billboard to each town with the name on it? Something like "Welcome to Kiroki" or "If your the last to leave Marha, please turn off the lights"

Looks like in your readme this may work in Linux as well? Would i be able to send a long command line through an SSH console instead of it poping up the GUI?

Would be nice to be able to add switches to a command line argument "Java -Xmx8g -jar nitrogen.jar" --size 12288 --town many --townsize small

or even just expose the config file the GUI builds so that we can modify it if we run it from a command line.

 
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Great tool... but I can't expand the fields to read what they say. Fields remain truncated even when I maximize the program. Also tried adjusting other screen settings. It's probably something simple... but then again, I'm simpler!Untitled.jpg

 
Could you add an option for map size 12288 x 12288? Also a feature request, would you be willing to add a billboard to each town with the name on it? Something like "Welcome to Kiroki" or "If your the last to leave Marha, please turn off the lights"
Looks like in your readme this may work in Linux as well? Would i be able to send a long command line through an SSH console instead of it poping up the GUI?

Would be nice to be able to add switches to a command line argument "Java -Xmx8g -jar nitrogen.jar" --size 12288 --town many --townsize small

or even just expose the config file the GUI builds so that we can modify it if we run it from a command line.
For the map sizes: I would have to check if the generator has any issues with non power of 2 map sizes. But its certainly possible to use other (square) map sizes from the architectural side - as long as there is enough memory assigned.

Steet signs would have to be based on prefabs. The generator is only using the included prefabs from the vanilla game, and does not generate new POIs. I could place the signs at the town edge, but not really change their look (blocks). Making procedural POIs would be a whole different project.

The program is pure standard Java, so it should run on a linux machine. I have not tested how the UI looks there.

I can have a look at running the generator from command line arguments or read the default settings from a config file.

 
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Great tool... but I can't expand the fields to read what they say. Fields remain truncated even when I maximize the program. Also tried adjusting other screen settings. It's probably something simple... but then again, I'm simpler!View attachment 28164
Looks like you have the Windows fonts scaled up. Are you running on a 4k monitor? The layout is not very dynamic (Java is a pain to use layout managers, so the elements have fixed dimensions here). I can see if the fonts can be forced to their original size, so its as least readable.

 
... running terrain generation ...

Exception in thread "Thread-2" java.lang.OutOfMemoryError: Java heap space

at java.awt.image.DataBufferByte.<init>(Unknown Source)

at java.awt.image.Raster.createInterleavedRaster(Unknown Source)

at java.awt.image.BufferedImage.<init>(Unknown Source)

at nitrogen.terraingen.c.b(Unknown Source)

at nitrogen.gui.NitroGenUI.run(Unknown Source)

at java.lang.Thread.run(Unknown Source)

I made edits to start.bat for both 2g and 4g but upon running start.bat nothing started. and if i run the start.bat as normal i get the above message... kinda strange how it not working win 10 x64.

 
... running terrain generation ...Exception in thread "Thread-2" java.lang.OutOfMemoryError: Java heap space

at java.awt.image.DataBufferByte.<init>(Unknown Source)

at java.awt.image.Raster.createInterleavedRaster(Unknown Source)

at java.awt.image.BufferedImage.<init>(Unknown Source)

at nitrogen.terraingen.c.b(Unknown Source)

at nitrogen.gui.NitroGenUI.run(Unknown Source)

at java.lang.Thread.run(Unknown Source)

I made edits to start.bat for both 2g and 4g but upon running start.bat nothing started. and if i run the start.bat as normal i get the above message... kinda strange how it not working win 10 x64.
First: unter the same downloadlink in the start post, there is a newer version (0.22c),

apart from that: you could also assign 6 Gigabytes, that should be enough.

java -Xmx6G -jar nitrogen.jar

Did you try to generate 16k maps? With 8k maps, and a 64 bit java 1.8 i dont need to increase the heap.

 
I shall re-download the newest issue of the program now.

& No i ONLY interested in 8K map size.

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When i use the following "java -Xmx6G -jar nitrogen.jar" it not even starting so same issue with the 2g and 4g again now with the 6g.

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Once again same issue...

creating output directory: NitroGenMap C:\Users\----\Desktop\NitroGen_WorldGenerator\output\NitroGenMap

output directory created

running generation thread

... running terrain generation ...

Exception in thread "Thread-2" java.lang.OutOfMemoryError: Java heap space

at java.awt.image.DataBufferByte.<init>(Unknown Source)

at java.awt.image.Raster.createInterleavedRaster(Unknown Source)

at java.awt.image.BufferedImage.<init>(Unknown Source)

at nitrogen.terraingen.c.b(Unknown Source)

at nitrogen.gui.NitroGenUI.run(Unknown Source)

at java.lang.Thread.run(Unknown Source)

And thats all it does... at a loss why now.

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Thats was with out editing any setting in the main program.

 
https://i.imgur.com/xWRlEUc.png

As you can see with the image above i am useing the latest copy of the program and nothing is working as intended... ????

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...And now if i run the nitrogen.jar i get the following message in the main program window...

Current working directory: C:\Windows\system32

(please check if this is valid)

Could find resources, working directory seems to be set wrong. Please check the installation loaction.


wrong working directory, generation aborted


 
can you check your java version?

comandline:

java -version

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The error message for aborting the generation is a security check to avoid creating files in a wrong location. If it cant find the local resource files it aborts generation. The cause is that its current working directory is not set the same where the jar and resources folders are. Im not sure if this is due to a Windows access restricting in your case.

 
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can you check your java version?comandline:

java -version

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The error message for aborting the generation is a security check to avoid creating files in a wrong location. If it cant find the local resource files it aborts generation. The cause is that its current working directory is not set the same where the jar and resources folders are. Im not sure if this is due to a Windows access restricting in your case.
Java version is the latest as i re-downloaded it and re-installed it a couple of times, anyway

"Java Version 8 Update 201 (build 108_201-b09)"

If i run nitrogen.jar i understand that error, But what i do NOT understand is why running java.bat its starts the program but says it going to generate the world but in fact does absolute naff all.....

The jar and all resources folders are in the same folder on my desktop. So why running the nitrogen.jar cant find the resources folders is strange to say the least..

AS you can see in the image below all files are in the same folder....

https://i.imgur.com/NxEuFBw.png

And so running nitrogen.jar is a NO GO! because apparently the resources are NOT in the same folder.... *SIGH*

And running start.bat starts the program ok but thats all nothing else... *SIGH*

 
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