• If you have a mod, tool or prefab, please use the Resources section. Click Mods at the top of the forums.

A19e Nitrogen - UNSTABLE

Status
Not open for further replies.
Im still improving on the inner city road blocks. But its not the same aproach RWG takes.The most similar layout would be the setting "city grid: wide", to have regular city blocks. I also want to have the roads appear to have a decayed and overgrown look.

On the plus side: there will be way less sudden bumps and drops in the "long distance" roads than RWG in terrain with lots of elevation changes.

Basically: RWG has currently the nicer inner-city roads (if you like a regular block layout), but NitroGen has less issues on the long distance roads.

Also check if you have the newest version (0.442), as the long distance roads take more smooth curves now.

- - - Updated - - -

Since I can now store the UI settings in a config, I can add a batch support. So this type of task could be realized via a simple batch script.
Could you leave the smooth nice roads in as an option please for those whom like the smooth roads

 
This may be posted already, but if not here is this color key. may be user friendly to have this in the Main Post
houses

mountain

alone

farm

citycenter

industrial

trader

carlot
OMG please add this to the front page

I was reading page per page looking for this info lol

btw what an AMAZING work, thank you so much!

 
Hey guys, i have recently tried nitrogen generator and they pretty cool but having one major issue with them. When using 7day generator I don't get this issue but with nitrogen generated world i get the fake texture bug show up. Its basically starts in ok then when you leave the area the textures start to mess up and fake textures appear. Loading back in fixes it temporary but as soon as leave the area it starts to cause textures bugs. From what I can see it only happens on POI'S. I do remember seeing this bug in alpha 17. Is there a fix for it or something i need to do? Any help would be much appreciated. Thanks.

 
Hello Damocles,

Allow me to thank you for this amazing tool! Really a joy to play with and greatly enhances the game, I'm in love and spend way to much time playing around with it. It seems that the config.txt file is only read at start of the program, would it be possible to have it reload on each generation so that you don't have to restart it to test new "back scene" variables?

Cheers and thank you!

 
This may be posted already, but if not here is this color key. may be user friendly to have this in the Main Post
houses

mountain

alone

farm

citycenter

industrial

trader

carlot
Ok, added that list. There is a certain limit on the text-length for one post, so I have to cut out parts from time to time.

- - - Updated - - -

Hey guys, i have recently tried nitrogen generator and they pretty cool but having one major issue with them. When using 7day generator I don't get this issue but with nitrogen generated world i get the fake texture bug show up. Its basically starts in ok then when you leave the area the textures start to mess up and fake textures appear. Loading back in fixes it temporary but as soon as leave the area it starts to cause textures bugs. From what I can see it only happens on POI'S. I do remember seeing this bug in alpha 17. Is there a fix for it or something i need to do? Any help would be much appreciated. Thanks.
Thats a bug with the imposters not vanishing (the distant models for POIs). Something only the game can solve. Happens to me only when flying around fast in god mode.

- - - Updated - - -

Hello Damocles,
Allow me to thank you for this amazing tool! Really a joy to play with and greatly enhances the game, I'm in love and spend way to much time playing around with it. It seems that the config.txt file is only read at start of the program, would it be possible to have it reload on each generation so that you don't have to restart it to test new "back scene" variables?

Cheers and thank you!
I have to look at the dependencies, if they are loaded correctly also at runtime.

-------------

small minor update v 0.444 : distant roads connect to the POIs entrance side. (outback POIs) Makes it look a bit nicer approaching them.

 
Ok, added that list. There is a certain limit on the text-length for one post, so I have to cut out parts from time to time.
If you report your OP and message the Moderator you would require more posts under your OP you will get more you can ask for as many as you think you will need

 
7dtd+nitrogen=best game. Thank you very much. Why don't you work in pimps. You did a better job than them))

can you add the possiblility to set the ratio of biomes in percent?

Is it possible to add a function to use each prefab only once?

Is it possible to generate a * .map file. For the world map to be open in the game?

Is it possible to make more roads, more connecting roads?

Is it possible to reduce the qantity of deadlocks on the road?

i am used google translate.

 
Last edited by a moderator:
The OP has this image: http://crongame.com/nitrogen/shots/previewMapx.jpg. But generated maps i've created don't appear to have anything corresponding to that. How do i get that to show?

Also can i add a request. Currently the biomes adds extra biome amounts as random splats. Could we possibly get another option where we can tell it to generate biomes as Default, spread, (So more than one zone of each type), very spread, (As spread but more than a few of each type), super spread (really splatty, possibly more options beyond in between all these), and then have the current biome function just modify the percentage of a given type?

EDIT: nevermind now i've gone to a larger size map gen i'm seeing splatting regardless fo that setting. So uh, what setting controls that?

 
Last edited by a moderator:
New version v0.445 online

Changes to the city grid layout. Cities now have a different structure than rural towns, having more grid aligned POIs, so Americans dont get confused.

 
7dtd+nitrogen=best game. Thank you very much. Why don't you work in pimps. You did a better job than them))
can you add the possiblility to set the ratio of biomes in percent?

Is it possible to add a function to use each prefab only once?

Is it possible to generate a * .map file. For the world map to be open in the game?

Is it possible to make more roads, more connecting roads?

Is it possible to reduce the qantity of deadlocks on the road?

i am used google translate.
#1 its just a hobby. Im sure TFP will put more work into RWG also, maybe adding more UI customization.

#2 I will change the stamp system in the future. There are percentages used internally, but the UI needs an update to use sliders.

#3 there is a flag called "unique" in the prefablist to only spawn it once (custom prefablists). Apart from that, most POIs need to be used several times for the POI distribution to work.

#4 A mini-map file is done at runtime. Nitrogen is only focusing on the world files. There are many other things I could mod, but that would spread the project to broadly.

#5 you can increase the number of connecting long distance roads. But too many would make the map look like a spaghetti plate, or be way too slow to generate.

#6 not sure what you mean. But the dead ends will be reduced when I use a new road generation system.

 
Very good RWG generator. Damocles can you please tell is there any guide to create POI map with custom terrain and biome map? The thing is that i enjoy A18 island-like terrain and big biome zones, but poi and cities generation is not that good like yours, so i want to generate POI map using vanilla A18 terrain and biome maps.

 
Very good RWG generator. Damocles can you please tell is there any guide to create POI map with custom terrain and biome map? The thing is that i enjoy A18 island-like terrain and big biome zones, but poi and cities generation is not that good like yours, so i want to generate POI map using vanilla A18 terrain and biome maps.
There is an example hightmap in the resources folder.

You can basically draw your own hightmap, or even grab one from nitrogen, and edit it, then import it, using the gen mode.

The biomes can be painted. (there are several topics in this thread about it).

OR you just copy over the biomes.png from a rwg world of the same size, if you like this layout.

 
Thanks for you great tool.

Simplify my life to create my custom maps,only take 9 to 11 min,you are the best.

 
Hi Damocles

Iam about to write a prefablist for CP40 right now and have a few simple questions to understand the tool better:

1.

do I need these lines in the prefabslist? Does Nitrogen needs them to generate the playerstarts ?

player_start1,NAVONLY,0,0,6,2,6,alone;smalltown;downtown;hillbillyjunk

player_start2,NAVONLY,0,0,4,2,8,alone;smalltown;downtown;hillbillyjunk

player_start3,NAVONLY,0,0,5,2,6,alone;smalltown;downtown;hillbillyjunk

player_start4,NAVONLY,0,0,5,2,6,alone;smalltown;downtown;hillbillyjunk

player_start5,NAVONLY,0,0,6,2,8,alone;smalltown;downtown;hillbillyjunk

player_start6,NAVONLY,0,0,6,2,9,alone;smalltown;downtown;hillbillyjunk

2.

Just to verify i have understood the use of the custom-zones:

when I have 15 Asia-Prefabs and want them to spawn in a town, then I should use custom_town_size_15 - right?

and then the 15 Asia-lines should look like this:

xcostum_Asia_Apartments(by_magoli),blablazone,1,-1,24,17,44,custom_town_size_15

3.

do oldwest-POI's also appears in common towns or do they just spawn in their own oldwest-towns ?

4.

can I change the order of the lines dramaticly ?

I want to sort them and kinda visual categorize the lines by zones.

(put the Asia-POIs together / put the traders together / put all oldwest-Pois together / and so on)

Would that be a problem (or handycap) for the generation-engine of NITROGEN ?

 
Iam about to write a prefablist for CP40 / a few simple questions to understand the tool better:
1. do I need these lines in the prefabslist? Does Nitrogen needs them to generate the playerstarts ?


player_start1,NAVONLY,0,0,6,2,6,alone;smalltown;downtown;hillbillyjunk... etc, etc...


2. Just to verify i have understood the use of the custom-zones:

when I have 15 Asia-Prefabs and want them to spawn in a town, then I should use custom_town_size_15 - right?

and then the 15 Asia-lines should look like this:

xcostum_Asia_Apartments(by_magoli),blablazone,1,-1,24,17,44,custom_town_size_15

3. do oldwest-POI's also appears in common towns or do they just spawn in their own oldwest-towns ?

4. can I change the order of the lines dramaticly ?

I want to sort them and kinda visual categorize the lines by zones.

(put the Asia-POIs together / put the traders together / put all oldwest-Pois together / and so on)

Would that be a problem (or handycap) for the generation-engine of NITROGEN ?
Oh Oh pick me pick me... lol

1. No NitroGen produces its own set of spawnpoints, you can alter the amount in the config.txt found in X:\NitroGen\resources\ There are a lot of Navzgane (and other) items that I remove from my generated lists and no bad side effects

2. Not sure about this one

3. Also not positive of this but I think (from what Ive seen) oldwest stays pretty much together, 'cause Ive told them to in the prefabslist.txt (nitro-zones, I call 'em)

4. Nope thats what Ive done... easier to find things

 
Last edited by a moderator:
Hi Damocles
Iam about to write a prefablist for CP40 right now and have a few simple questions to understand the tool better:

1.

do I need these lines in the prefabslist? Does Nitrogen needs them to generate the playerstarts ?

player_start1,NAVONLY,0,0,6,2,6,alone;smalltown;downtown;hillbillyjunk

player_start2,NAVONLY,0,0,4,2,8,alone;smalltown;downtown;hillbillyjunk

player_start3,NAVONLY,0,0,5,2,6,alone;smalltown;downtown;hillbillyjunk

player_start4,NAVONLY,0,0,5,2,6,alone;smalltown;downtown;hillbillyjunk

player_start5,NAVONLY,0,0,6,2,8,alone;smalltown;downtown;hillbillyjunk

player_start6,NAVONLY,0,0,6,2,9,alone;smalltown;downtown;hillbillyjunk

2.

Just to verify i have understood the use of the custom-zones:

when I have 15 Asia-Prefabs and want them to spawn in a town, then I should use custom_town_size_15 - right?

and then the 15 Asia-lines should look like this:

xcostum_Asia_Apartments(by_magoli),blablazone,1,-1,24,17,44,custom_town_size_15

3.

do oldwest-POI's also appears in common towns or do they just spawn in their own oldwest-towns ?

4.

can I change the order of the lines dramaticly ?

I want to sort them and kinda visual categorize the lines by zones.

(put the Asia-POIs together / put the traders together / put all oldwest-Pois together / and so on)

Would that be a problem (or handycap) for the generation-engine of NITROGEN ?
Hi Magoli,

1: the "playerstarts" are some (Navezgane?) POIs, that just happened to have a car. I used them like normal POIs. The playerstart-positions are randomly picked at generation time, so this entry here means nothing in particular. Its just a POI.

2: Yes, the custom_town_size_15 is just its own zone, spawning groups just as the other small-group zones like farm and oldwest.

Assigning this zone to only specific POIs will then let you have custom POI towns.

This zone here will then always try to place 15 POIs, as indicated in the zones name. So make sure to have enough prefabs for this zone, else it will look to repetitive. An "Asia town" could also have some normal POIs like gas stations and burger joints assigned to them, to make them look more like actual living towns.

The generator will attempt to spawn custom towns only when a custom zone name is used at least once in the list.

So not using custom zones is fine. Only use the ones you need.

3: oldwest are always placed in their own zone. There is only gas station in this style that appears in town.

Cities will only pick: citycenter, downtown, industrial, houses and carlots

If you set POIs into custom zones, you can still add them to other zones, as they can fit well into different regions. (make sure to use a ; to seperate the zone-entries, not a comma)

4: the lines are read in not particular order, and can be rearrange in any way. The POIs are picked randomly from a vector.

So you can reorder the entries as you like, and place comment lines at any point.

I suggest to seperate the vanilla entries from the CompoPack part, to allow rearranging them easier if one list-part changes. (there are sometimes updates to the vanilla POIs, that mess up their placement, so the lists needs updates from time to time)

If you want a POI to appear more often: just dublicate that line. It will then be considered a new POI-entry.

(doubles the chance of this POI to appear).

There are no % parameters on how often POIs appear. (would also be errorprone) But you can alter their chance to appear somewhat by dublicating lines, or using the "unique" zone-flag to only have them appear once on the map.

-----

Since you have control over the POIs with your pack (I can only use the vanilla prefabs normally) I would suggest to have modders add some "normal living" elements to make cities look more natural.

-some simple rectangular parking lots, without much more than some cars on them

-some more small park-like POIs, basically a grass-lawn with some sparse decorations

-maybe some "sidewalk - street" POIs. If they are available, it would be possible to lay out city streets that look more natural. Instead of using a normal road texture on the terrain, the street-blocks could be assembled via specific street-pois. (streets, and intersections that can be connected in a modular fashion)

 
Last edited by a moderator:
I know 16k maps are experimental. But the last 3 games I have played the buildings disappear as I near them or enter them and then I fall thru the map lol. That is gonna give me a heart attack lol my heart jumps every time lol. Like when you feel you fall off the bed when asleep lol

 
Um any answer on the splatting and how to control the severity, to try and explain what i mean here's the biomes image from a RWG i did in game and then there's one i did using nitrogen:

LdAB1Kn.png


QKD4dMd.png


Don't gt me wrong having biomes split up is cool, but the paintball gun induced splatting effect to do it isn't. I'd rather go with biomes split up into just 3 or 4 pieces at the most.

 
Status
Not open for further replies.
Back
Top