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A19e Nitrogen - UNSTABLE

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Hello
I also have a server 20 places and I want to install an 8k map with your program.

But the thing that does not seduce me at all is that there is no radiation zone at the edge of the map.

Do you think that will be added very soon?

thank you very much
There is a thin radiation border created. I think the old one was too wide. You can also use the water border as landscape barrier, or the border biomes to indicate the worlds end.

If you need a thicker one, you can generate a map with an older version like 17 and copy over the radiation.png, or just edit it (making the red line thicker)

 
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Holy crap this is fast, it takes 15-20 mins to gen a world with a18.1's rwg. this time with nitrogen was amazging.

FINISHED GENERATING NEW WORLD

Total time taken: 2 min 13 sec

What are the cracks though? What does that setting do?

 
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Cracks are something people will curse when getting into unexpectedly at night.

You can turn them off though.

With some optimizations and faster png generation, I could probably even double the speed..

I dont think NitroGen is even that fast yet ... its more that RWG is kind of slow.

----

New experimental version 0.461

-> some changes to the city grid (less regular)

-> some changes to the landscape distribution

 
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Hey Damocles

so trying to load 16k map the last few days and no matter what And which version I now get this -

2019-11-13T06:21:36 317.121 ERR Loading prefabs xml file for level 'Delta Force': Out of memory

2019-11-13T06:21:36 317.129 EXC Out of memory

OutOfMemoryException: Out of memory

at (wrapper managed-to-native) System.Object.MemberwiseClone(object)

at System.Array.Clone () [0x00000] in <1f0c1ef1ad524c38bbc5536809c46b48>:0

at Prefab..ctor (Prefab _other) [0x000a8] in <242df21e063444d18cf17717626ca012>:0

at Prefab.Clone () [0x00000] in <242df21e063444d18cf17717626ca012>:0

at DynamicPrefabDecorator+<Load>d__19.MoveNext () [0x0018d] in <242df21e063444d18cf17717626ca012>:0

UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)

UnityEngine.DebugLogHandler:LogException(Exception, Object)

UnityEngine.Logger:LogException(Exception, Object)

UnityEngine.Debug:LogException(Exception)

Logger:masterLogException(Exception)

Logger:Exception(Exception)

Log:Exception(Exception)

<Load>d__19:MoveNext()

UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

I was on 0.450 then tried the exp as well both give this error.

 
You might have really reached the limit of what your system can handle (memory)

-close NitroGen (the JavaVM hogs reserved memory, until its closed)

-create a map with flat landscape and few POIs as test if the terrain (higher detail LOD) or loaded POIs (textures) cause the out of memory.

-lower the texture resolution (maps use up texture memory to store their data in the game)

Or generate a 12k or 14k map. They are plenty big. 12k is 2.25 times bigger in area than 8k

 
You might have really reached the limit of what your system can handle (memory)
-close NitroGen (the JavaVM hogs reserved memory, until its closed)

-create a map with flat landscape and few POIs as test if the terrain (higher detail LOD) or loaded POIs (textures) cause the out of memory.

-lower the texture resolution (maps use up texture memory to store their data in the game)

Or generate a 12k or 14k map. They are plenty big. 12k is 2.25 times bigger in area than 8k
The only thing that changed was my nitrogen versions and me making a custom hub lol. But use to be able to gen a 16 k map

 
Its not generating more data than before.

Unpacked (internally in Unity) the data for the terrain, roads and biomes are the same size.

The POIs have an impact of course, the more and the closer they are togeather.

Apart from that, you would have to blame the new game version.

 
Its not generating more data than before.Unpacked (internally in Unity) the data for the terrain, roads and biomes are the same size.

The POIs have an impact of course, the more and the closer they are togeather.

Apart from that, you would have to blame the new game version.
When creating a custom hub is it the same as normal poi adding but instead of the houses, alone etc at the end you put custom_town_25 or

 
The custom town is just another zone like "farm" or "oldwest".

Its ment for custom POIs to create their own small town, as the vanilla POIs are not using those zones.

The difference is, that the generator does not expect any POIs to be in those zones. Its just generated the towns if there is at least one assigned. (you could make a town full off strip bars)

Of course, there are some really huge custom POIs, that could be gamebreaking too.

 
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The custom town is just another zone like "farm" or "oldwest".
Its ment for custom POIs to create their own small town, as the vanilla POIs are not using those zones.

The difference is, that the generator does not expect any POIs to be in those zones. Its just generated the towns if there is at least one assigned. (you could make a town full off strip bars)

Of course, there are some really huge custom POIs, that could be gamebreaking too.
Oh so my 1.9 mill block hoteldestallion won't fit haha

 
Damocles

Is this how you do the custom hubs -

//Stallions Custom Hub:

xcostum_Courthouse(by_stallionsden),DOWNTOWN;RESIDENTIALNEW;RESIDENTIALOLD,1,-8,45,51,45,custom_town_size_25

StallsCasino,COMMERCIAL;INDUSTRIAL;DOWNTOWN,2,-25,102,170,112,custom_town_size_25

xcostum_NFLStadium_zombies(by_Stallionsden),COMMERCIAL;INDUSTRIAL;DOWNTOWN,2,-2,196,37,263,custom_town_size_25

xcostum_A17Racetrack(by_Stallionsden),COMMERCIAL;INDUSTRIAL;DOWNTOWN,2,-2,196,37,263,custom_town_size_25

xcostum_Area51(by_Stallionsden),COMMERCIAL;INDUSTRIAL;DOWNTOWN,2,-23,260,89,224,custom_town_size_25

xcostum_CityCombo02(by_Stallionsden),RESIDENTIALOLD;RESIDENTIAL,2,-10,45,14,45,custom_town_size_25

xcostum_CityCombo03(by_Stallionsden),DOWNTOWN;INDUSTRIAL,2,-1,45,17,45,custom_town_size_25

xcostum_CityCombo04(by_Stallionsden),DOWNTOWN;INDUSTRIAL,2,-1,45,17,45,custom_town_size_25

xcostum_CityCombo05(by_Stallionsden),DOWNTOWN;INDUSTRIAL,2,-1,45,14,45,custom_town_size_25

xcostum_CityCombo06(by_Stallionsden),DOWNTOWN;INDUSTRIAL,2,-1,45,14,45,custom_town_size_25

xcostum_CityCombo06(by_Stallionsden),DOWNTOWN;INDUSTRIAL,2,-1,45,17,45,custom_town_size_25

xcostum_CityCombo07(by_Stallionsden),DOWNTOWN;INDUSTRIAL,2,-1,45,14,45,custom_town_size_25

xcostum_CityCombo08(by_Stallionsden),DOWNTOWN;INDUSTRIAL,0,-1,45,12,45,custom_town_size_25

xcostum_CityCombo09(by_Stallionsden),DOWNTOWN;INDUSTRIAL,2,-1,45,12,45,custom_town_size_25

xcostum_CityCombo13(by_Stallionsden),DOWNTOWN;INDUSTRIAL,2,-1,45,17,45,custom_town_size_25

xcostum_CityCombo14(by_Stallionsden),DOWNTOWN;INDUSTRIAL,2,-1,45,17,45,custom_town_size_25

xcostum_CityCombo15(by_Stallionsden),RESIDENTIALNEW;RESIDENTIALOLD;RESIDENTIAL,2,-1,45,16,45,custom_town_size_25

xcostum_CityCombo16(by_Stallionsden),DOWNTOWN;INDUSTRIAL,2,-5,45,16,45,custom_town_size_25

xcostum_CityCombo17(by_Stallionsden),DOWNTOWN;COMMERCIAL,2,-1,45,78,45,custom_town_size_25

xcostum_TruckStop_Garage(by_stallionsden),COMMERCIAL;DOWNTOWN;INDUSTRIAL;RESIDENTIAL,1,-5,45,13,45,custom_town_size_25

xcostum_TruckStop_Roadhouse(by_stallionsden),COMMERCIAL;DOWNTOWN;INDUSTRIAL;RESIDENTIAL,1,-5,45,13,45,custom_town_size_25

xcostum_FarmerJoesNursery(by_Stallionsden),COMMERCIAL;INDUSTRIAL,0,-1,50,18,40,custom_town_size_25

xcostum_VarietiesDepartmentStore(by_Stallionsden),COMMERCIAL;DOWNTOWN;INDUSTRIAL;RESIDENTIAL,2,-1,50,15,58,custom_town_size_25

xcostum_PeerCafe(by_Stallionsden),ANY;INDUSTRIAL;RESIDENTIAL,0,-10,97,29,61,custom_town_size_25

xcostum_ThemePark(by_stallionsden),ANY;COMMERCIAL;DOWNTOWN;INDUSTRIAL;RESIDENTIALNEW;RESIDENTIALOLD;RESIDENTIAL,0,-8,232,87,250,custom_town_size_25

 
I see that Nitrogen is now packaged with a Prefab list for CompoPack 39. Will this also work with CompoPack 40, or is there an update to the list coming soon?

 
Its should spawn most of them. I dont know if any dimensions changed.

In the first page there is an archive linked with prefablists (CompoPack 40), recently updated by MelT

Prefablists (Ravenhearst, Darkness Falls, CompoPack) by other users (MelT, Xylvier):

All prefab lists in a single file (latest versions)

https://github.com/NickPhaedra/7-Days-to-Die-NitroGen-Prefab-Lists/archive/Prefablists.zip

To test out how everything works, you can generate the OCD scenario, and fly around.

It spawns all POIs that are referenced in a nice row.

 
Hi,

I had an Question.

I use an dedicated Server. I generated am Map that works fine.

So now we decidet to make an NEw larger Map. I generate it via Nitrogen.

I copied it in the saves Folder.

Then i change it in the Server Config.

I rename the GameWorls to the New Map Name. Start the Server new and i had an New Player but on the old Map?

I deleted all Files from the Saves Folder but the old Map still exist?

What can i do?

thx for an Answer

 
you can also use the settings of Ravenhearst / Darknessfalls / .... to create a map with their RWG data Gnamod for example has a beautiful surface with grass trees ...

 
Just used NitroGen for 18.1 again. Still think it would be cool if you would put the additional files that the game doesn't read in a subfolder of the output folder (like "previews" or something like that) as that would not make clients download those files without any work put on the server admins. Pretty sure a lot of people forget to remove them first (or don't know which ones they can delete) and thus cause additional download time for clients connecting the first time :)

Other than that still a great tool, wonder when I'll run into the first crack.

On the worlds itself:

- Maybe it would be a nice addition to have an option to restrict cracks to desert/wastelands, as I don't feel like cracks in a forest environment are any kind of realistic (yeah, in a zombie game ... ;) )

- I'd like an option for the world to be randomly rotated, i.e. north/south for desert/snow is cool, but if the whole thing was rotated randomly later on you would at least not always immediately know where to go for those biomes

 
Does the game transfer also subfolders? Or only files. I can make an option to push the preview and unneeded pngs into a subdolder.

 
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