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A19e Nitrogen - UNSTABLE

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but it does throw errors like this on 12k maps occasionally

Code:
mask free pixel count: 69089670  blocked: 81905274
... detect biomes ...
java.lang.ArrayIndexOutOfBoundsException: -6
       at nitrogen.a.c.a(Unknown Source)
       at nitrogen.a.c.a(Unknown Source)
       at nitrogen.a.c.c(Unknown Source)
       at nitrogen.a.c.a(Unknown Source)
       at nitrogen.gui.NitroGenUI.run(Unknown Source)
       at java.lang.Thread.run(Unknown Source)
-6
Total time taken: 0 min 33 sec
java_UH1RFKWq3q.jpg

at the time it was only using 6.5gb memory

 
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There is still some bug in the "detect biomes" code, where it loads back the biomes.png.

Probably related to the png save-implementation running async to to loading it back in.

You can avoid it by turning it to "no limits"

 
Just an idea.

A batch mode whereby we say we want to produce x amount of maps with the current settings and it names the output folders by increasing numbers would be great, that way we could set it to create a random set of say 20 maps with the current settings, walk away and come back and view each preview and choose the best one depending on road and poi layout etc as they can differ quite a lot.

I especially look for poi positioning and uniqueness and road connectivity.

Being able to set those trader locations too by unique pixel color would be awesome.

 
Is there possible to make the rivers bigger? I want to hava a map whit big fjords.
look inside the resources directory there is a squiggly line that is for the river, you can use that in paint,.net, or krita or ps if you have it, that will create rivers, also if you copy its color you could form your own, also watch the alpha that it has, me i just copy paste the picture on my map importHM.png and resize and stretch it while its selected.

 
but it does throw errors like this on 12k maps occasionally

Code:
mask free pixel count: 69089670  blocked: 81905274
... detect biomes ...
java.lang.ArrayIndexOutOfBoundsException: -6
       at nitrogen.a.c.a(Unknown Source)
       at nitrogen.a.c.a(Unknown Source)
       at nitrogen.a.c.c(Unknown Source)
       at nitrogen.a.c.a(Unknown Source)
       at nitrogen.gui.NitroGenUI.run(Unknown Source)
       at java.lang.Thread.run(Unknown Source)
-6
Total time taken: 0 min 33 sec
View attachment 30742

at the time it was only using 6.5gb memory
I had this happen, with -1, -6 and -1024, it was a issue with processing the height map in my case, I redid the heightmap and the problem went away, don't know if that will help in your case or not. My machine has 32gb memory in it, but the nitrogen will only use a max of 15gb for generation with a 16k height map. I think in my case it was with the format the heightmap was saved in.

 
so I was told to edit splat3.png to change the roads as I've been ending up with roads in my surrounding water using a custom height map, but when I load up the splat3.png its just a blank file and my map has roadways all over the place, am I doing something wrong? sry I feel like a total noob asking this, just can't seem to figure out how to edit out the roads I don't want.

 
You can use the splat SplatFixer tool (tools folder) in Debug mode, to see the splat map.

Then later use it, in normal mode to convert it back to a propper splat map.

The alpha channel is set to fully transparent, thats why you dont see anything.

 
You can use the splat SplatFixer tool (tools folder) in Debug mode, to see the splat map.Then later use it, in normal mode to convert it back to a propper splat map.

The alpha channel is set to fully transparent, thats why you dont see anything.
ah well that makes sense then :) , it just wasn't clicking to what it would be. thanks Damocles :)

 
Hey Damocles,

Love your gen tool!!!!

Just noticed that changing the config.txt,

TER_MIN_HIGHT = -30 does't appear to hold the given setting, default back to either 3 or 4 no matter what I use here.

 
Another item for the config file, if it is possible to add the min height of where the mnt zone starts so that we can make sure that deep prefabs start there so the are not cut off underground.

With the Manual Landscape sliders can it be made to lock one so that as we move others it takes or adds to ones we want instead of the current unknown choice adjustment.

 
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couple features i'd like to see added for generating maps from heightmaps:

1) use current biome and current splatmap - that way if you've got your roads setup and biomes drawn out, it can use them in the world generation instead of creating new ones, and apply them to the preview image.

2) roads blocked by the mask.png so that roads don't end up going through your large water sources.

3) being able to select a number of cities / towns instead of 1 or 'few' to spawn in, as even with few on larger maps you can end up with 15 cities spawning across it (it happened earlier)

4) being able to specify locations for poi's like traders and mines via the mask file like cities and towns.

 
also... one question, why are my water area's ending up with trees / bushes spawning in them?
Ya can't just control mother nature lol. Not even god dares to intervene in some of the ♥♥♥♥ she does let alone where she decides things to go lol 😜

 
Excellent tool, I think I may have reached for the stars tho :(

Using the latest version and trying for the 1st time using Compo 41 pack I am receiving errors on our server

2019-11-28T16:51:30 49.633 EXC Out of memoryOutOfMemoryException: Out of memory
Steps I have taken,

Install Nitrogen (no issues using it a while now)

Install Compo (prefabs, rwgmixer locally)

Install prefablist (Nitrofolder)

Run Nitro, verify Xcustom POIs are on map in spawnpoint.xml.

Load new map locally works fine.

Upload to server and receive the above error.

Am I missing something? We have played several maps generated by Nitro (previous version) on the server, this is the 1st with Compo pack and the latest Nitrogen)

Full error below.

2019-11-28T17:06:41 49.310 EXC Out of memoryOutOfMemoryException: Out of memory

at (wrapper managed-to-native) System.Object.__icall_wrapper_ves_icall_array_new_specific(intptr,int)

at Prefab.readBlockData (System.IO.BinaryReader _br, System.UInt32 _version, System.Int32[] _blockIdMapping) [0x00457] in <e9009e1be0694dd0bfc8d52b4c4539e6>:0

at Prefab.loadBlockData (System.String _directory, System.String _prefabFileName, System.Boolean _applyMapping, System.Boolean _fixChildblocks, System.Boolean _allowMissingBlocks) [0x00078] in <e9009e1be0694dd0bfc8d52b4c4539e6>: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)

Prefab:loadBlockData(String, String, Boolean, Boolean, Boolean)

Prefab:Load(String, String, Boolean, Boolean, Boolean)

Prefab:Load(String, Boolean, Boolean, Boolean)

DynamicPrefabDecorator:GetPrefab(String, Boolean, Boolean, Boolean)

<Load>d__19:MoveNext()

UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

(Filename: <e9009e1be0694dd0bfc8d52b4c4539e6> Line: 0)

2019-11-28T17:06:41 49.311 WRN Could not load prefab 'xcostum_ThemePark(by_stallionsden)'. Skipping it
 
CompoPack 42 is out:

https://7daystodie.com/forums/showthread.php?28057-Compo-Pack-for-Random-Gen&highlight=nitrogen

You can use the prefablist.txt included in it to have propper POI rotation and alignment for CompoPack 41.

I will soon add it to the normal presets.

(If there are changes / bug fixes, still have a look at updates to CompoPack)

The custom towns where added for CompoPack, so have a look.

(An Asia town and destroyed town for example). You can use them for your own custom settlements too. (Like a small LasVegas or military encampment?)

You can also use Magolis UI-Config, to use the presets he favors for the maps.

 
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Good Day Damocles ..

Question .. Can your " CompoPack 42 " be Added on top of COMPOPACK 40 by Maqolis ? and just let it overwrite any existing files.

I using his right now and not having any issues with it .. other than the normal rotation maybe in the wrong direction, but not on that many.

Just wondering .. the Old Gamer … :02.47-tranquillity:

And as always .. Have Fun and Enjoy

 
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