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A19e Nitrogen - UNSTABLE

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Blunt.jdog fixed this you edit the .bat for the 8g and change it to 12
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like here
Thank you, appreciated :)

Just trying the generation again with his suggested memory allocation of 12GB :)

 
That seemed to work, Java seemed to use up to 9GB of RAM and generated a 16k map, with many (slow) roads and lots of other goodies in 20 mins.

Thanks to Blunt.Jdogg for the memory suggestion.

No sheep were harmed in the process, altho 573 were counted :D

The map seemed to play fine in the game, only short test tho.

Memory allocated to the game whilst playing around 27GB of RAM....

https://imgur.com/QaNttw0

you can see the memory allocation from the above link better.

Amazing the amount of memory that it now needs, then again there is a lot of data there...!

20191114112203_1.jpg

 
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That seemed to work, Java seemed to use up to 9GB of RAM and generated a 16k map, with many (slow) roads and lots of other goodies in 20 mins.
Thanks to Blunt.Jdogg for the memory suggestion.

No sheep were harmed in the process, altho 573 were counted :D

The map seemed to play fine in the game, only short test tho.

Memory allocated to the game whilst playing around 27GB of RAM....

https://imgur.com/QaNttw0

you can see the memory allocation from the above link better.

Amazing the amount of memory that it now needs, then again there is a lot of data there...!

View attachment 30551
Did you manually add memory to the game or

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Hmmmm sheep lol.....

This 0.462 seems different completely with the generating bit lol

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I got 553 sheep lol and Imma eat em all lol

 
Did you manually add memory to the game or
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Hmmmm sheep lol.....

This 0.462 seems different completely with the generating bit lol

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I got 553 sheep lol and Imma eat em all lol
lol

I have 32GB of memory already in my system, that helped a lot with Cities Skylines (CS) and using a lot of assets.

This is the first time that this game, for me, has needed such a large amount of memory. That was due to the 16k map.

During the loading phase of the game I noticed that the allocation went up to 30GB but seemed to settle around 27GB of system RAM.

The GPU had around 5GB of its 11GB allocated.

IIRC when I used to have 16GB of RAM I would set a swap file to 2.5 times that amount of memory. The swap file was set to my NVME drive.

I don't bother doing that now, but it used to help at the time with playing CS.

I am generating a 12k map now to try, 6 mins 20s to generate and 20GB of system RAM used in the game.

 
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Damocles

I am wondering if the prefabslist.txt that was made by the person whose link is in the front page where it has darkness Vals compo pack 40 etc I am using the compopack 40 one it is different to how you did it. In terms of setup . Could that be causing the out of memory.

Also maybe cause I had all my prefabs then separately I had my hub with the same prefabs above but with the custom hub 25 bit on end rather then houses etc could that be the reason.

Altho I tried purely vanilla from the guy in your opand still got out of memory.

 
Oh well I give up. Can't get it to work regardless of size or which prefablist.txt I use.....
If you use the inbuilt std prefab list that Nitrogen comes with and generate a 8k map with the default settings and it generates fine, then what is your issue when you try and use that to play the game..?

How much RAM do you have on your PC....?

EDIT:

Here is a std 8k generated map for you to test, if you wish....

https://www.dropbox.com/s/er05i72qj3ft24h/NitroGenMap.rar?dl=0

 
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How come this fan-made RWG is astronomically better than the dev's own RWG (which they boast about having spent so much time developing)?

Not only are the generated worlds interesting, stunning and realistic, they are also generated much faster.

 
How come this fan-made RWG is astronomically better than the dev's own RWG (which they boast about having spent so much time developing)?
Not only are the generated worlds interesting, stunning and realistic, they are also generated much faster.
My guess: different "engine"/coding language and much more experience than the game devs.

Overall it doesn't seem that the game devs have much experience at all. Just my opinion after "reversing" (reverse engineering with some "friends") the game and lurking this forum for several years.

 
Ok update so been trying to work out my issues and slowly seems to be coming together. I now can generate and actually enter a 8k and 12k map so now gonna try the 14k one

 
Ok update so been trying to work out my issues and slowly seems to be coming together. I now can generate and actually enter a 8k and 12k map so now gonna try the 14k one
There are more water nodes in the level now. You could try cutting them out of the XML or gen a map without lakes.

Apart from that, there was no change in the world files in terms of data.

 
There are more water nodes in the level now. You could try cutting them out of the XML or gen a map without lakes.
Apart from that, there was no change in the world files in terms of data.
Ok why are they adding more water when water is so borked and bugged I got no idea lol. But thank you will try that

 
I'm still in awe how long it takes me to generate 8k worlds on Vanilla (25 to 30 minutes) and on Nitrogen (3.5 minutes)! Someone needs to hire you, Damocles!

 
Hmm map is going ok, now im workinmg on the poi's and i place 3 cities up single red pixel in the yellow helpers on one of the island and it keeps placing cities on another island not even close to where i placed the markers as the 3 are in one spot ( yes i have the mask and import in correct positions), but it places them inconsistantly? and i have cities set to small and grid to tight just to see how far they bleed off, but it placed 2 cities in roughly the correct spot but the last one Went right oevr the top of a lake on another island, See preview image here 3 badly circled spots 2 have a city in it and the one with out a city, its city is sitting in the middle of a lake that does not have a city marker.

https://i.imgur.com/OCO35hy.jpg

but it generates super fast, 50 seconds 8k map

 
AM9BwRs.jpg



ECtQx4s.jpg


 


Still getting roads generating in the ocean this is bad as it cuts through the water making things look well weird to say the least can we possabily have it so that roads are generated through the mask and not generate in areas where there not ment to


 
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