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A19e Nitrogen - UNSTABLE

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It's probably nothing, but could we get an update to get rid of the warning about a wrong world header (a18 b139) in the logs?
I'm having trouble generating with a custom heightmap. Nitrogen finishes and creates the files, the server loads them up fine, but there's always

2020-04-15T15:30:50 433.722 ERR Exception in thread GenerateChunks:

NullReferenceException: Object reference not set to an instance of an object

and the map is unplayable after creating a world from it, the player becomes stuck. I also can't get any radiation zones to work, the whole map border is always a unrendered map. I never had a problem when generating maps last year, and nitrogen without a heightmap works fine. I am at a loss here.
create an 8k Map in nitrogen select generate new in height map options..from that map folder copy the radiation.png and keep it for all your 8k maps that you

generate using import_HM ..put the radiation.png in to any 8k map folder that you copy over in to the game folders, in Nitrogen the first 6 options under terrain

have no effect when importing a height map..when the game loads up the map the radiation +biomes will be included..dont forget to adjust the radiation.png depending on map size..

 
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Hello, any tips on setting the coordinates for adding a custom POI? I've got the height down but I keep having other prefabs overlap with the one I'm trying to add.

 
create an 8k Map in nitrogen select generate new in height map options..from that map folder copy the radiation.png and keep it for all your 8k maps that you

generate using import_HM ..put the radiation.png in to any 8k map folder that you copy over in to the game folders, in Nitrogen the first 6 options under terrain

have no effect when importing a height map..when the game loads up the map the radiation +biomes will be included..dont forget to adjust the radiation.png depending on map size..
That seemed to have worked just fine. Thanks for your reply.

update: fixed it by manually adding waterspawners!

I'm left with a curiosity though.

no matter what I do, there's always a few glitches in the map with trees growing in the ocean and then a path to them walled with water. Looks like Moses training Parcour

terrain in the heightmap shows nothing in those areas. Any idea how to get rid of those? Or how they happen in the first place?

glitches.png

 
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That seemed to have worked just fine. Thanks for your reply.

update: fixed it by manually adding waterspawners!

I'm left with a curiosity though.

no matter what I do, there's always a few glitches in the map with trees growing in the ocean and then a path to them walled with water. Looks like Moses training Parcour

terrain in the heightmap shows nothing in those areas. Any idea how to get rid of those? Or how they happen in the first place?

In import_HM using paint.net look around the black areas and make sure there are no grey pixels even the slightest one..black areas of water should be

totally black in import_HM..

a single pixel just of the coast will show up as land/shallow water with a chance of a tree on it..the land/grey pixel will try to join up a row of trees all the way to another pixel that's the same.. lower chance of this keep water height at 33 in the config ..

 
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Still trying to figure out how to remove most of the craters, without any luck.

The upside is, that the worlds I seem to generate concentrate all the craters to the middle of the map, effectively barring me from exploring approximately 1/9 of the map until late game (as I am using this in Darkness Falls).

Additionally, since this is my first time using Nitro, I have yet to discover how to add the DF POI's, unfortunate, but for flavor I did add the CP 43.

 
Hello.

I have some questions.

I've been using NitroGen for a while by now, but in the last few weeks ive noticed that 8k maps are causing, I could say, a memory leek on the game (server and client)

When i run the server with a 8k map generated with Nitrogen, the ram consumption bloats up to 24Gb before crashing everything.

This affects all the players connected to the game, also if I run the client on the same computer (which I've done for years by now bit crappier computers) the client also consumes all the available RAM

But

When i run the server with a 8k map generated with the 7D2D client, the server and client run smoothly at 3.5~4.5Gb.

Is there something different in the file format between Nitrogen and 7D2D client when generating the maps? or am I missing an option on the NG application when generating the maps?

Edit:

Ok. I've done some tests on my computer.

I've created 3 8km maps.

1a map was generated in game

1b map was generated with nitrogen executed with the 8gb bat file

1c map was generated with nitrogen regular exe file

1a - Ram consumption until i reached the trader 7.5Gb on average

1b - Ram consumption until i reached the trader 8.5Gb on average

1c - Ram consumption until i reached the trader 10.3Gb on average

Both nitrogen maps were generated with the same settings, just started the app from different files.

All the test were executed with the same client, with the same settings.

Alpha 18.4(b4) (installed on SSD)

Ryzen 7 3700x

RTX2080Super

32Gb Ram

Win pro 1909

For what i see, the IS something in the map files.

With a little time, ill compare the file properties (ppp, file format version, etc)

If someone else has the same issue and had found a solution, please let me know.

 
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The client has a memory leak, but the server as far as I know does not. I'm currently running a 12K map, and it runs 24/7, day after day, with no memory issues. If your 8K map is using 24GB and then crashing on the server, you probably have a bad map. I've been running 7D2D servers for years, and Nitrogen maps for a long time, and I've never seen a memory leak on the server. OTOH, like I said the client has a memory leak and has since A16 or A17.

 
First time poster here. Just playing the game since a few weeks and found this awesome tool to generate maps, however it gives me a weird bug and I couldnt find any information about it.Hope someone here knows a solution.

So when I start a game on a newly generated map by nitrogen everything works fine. Then I start playing and finisihing the initial surviving quest. As soon as I place the campfire, I get the nullreferenceexception error in the console displayed forever.

I realized that its because the last part of the survival quest starts where I have to find the trader. The trader seems to not exist as the quest shows that the trader is 0.0m away from me.

I thought that its because no trader was generated (setting was "many" though), so I checked the prefabs.xml but it shows many traders and also the preview of the map shows them.

Anyone has an idea how to fix this? Tried 5 different maps so far and all gave me the same bug. Dont have the problem with maps generated without nitrogen
I am also getting this error after generating a new map. I'm not using any re-used saves or mods. Any ideas?

 
hi i am having problems generating a new map since in dl the compopack. i get the following error:

Current working directory: C:\Users\user-pc\Desktop

(please check if this is valid)

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

save initial state .......................C:\Users\user-pc\Desktop/resources/configUI.txt

wrong working directory, generation aborted

im not much good at working out what i have done wrong so would appreciate some help please.

 
How can I set this up to use compopack only when I select it? Even when I select vanilla prefab list I still get the CP POIs.

 
I am having problems with some of the POI's not appearing in game even though they show up in the prefabs.xml file for the map that is generated through Nitrogen. Does anyone know why this might be happening?

 
Hi, I am writing through Google translator. Can I have a NITROGEN for alpha 17.4, because the version in the post for 18 alpha. I am not comfortable playing alpha-18, as my performance drops a lot.

 
I am also getting this error after generating a new map. I'm not using any re-used saves or mods. Any ideas?
I suspect a bad map generation. I've been running Nitrogen maps on my server for a long time, and from time to time I do get buggy, even weird, maps that are not usable. I just delete it, generate another map, and eventually I get a good stable error-free map.

 
well, it does work under linux if launched from a terminal, from that folder. from a filemanager, nope.
If you are using Thunar, it is by design. The Thunar devs, in their infinite wisdom, disabled by default the running of scripts. Look here: https://docs.xfce.org/xfce/thunar/hidden-settings. Look for the setting /misc-exec-shell-scripts-by-default. I did this to enable it:

xfconf-query --channel thunar --property /misc-exec-shell-scripts-by-default --create --type bool --set true

Then you can run Nitrogen from the filemanager. YMMV...works for me

 
Today I played around with Nitrogen and compopack 34, generating 8k, 10k, 12k, 14k and 16k worlds, all with the same settings. Few cities, mega sized. Mostly flat. I first tried it with a lot of mega sized cities, and the 16k map maxed out memory usage and crashed. I don't have enough memory in the box to run that kind of map. Soo I used few megasized cities. This is the memory the server and the client consume:

16K

Server memory: 27GB

Client memory: 29GB

14K

Server memory: 19GB

Client memory: 22GB

12K

Server memory: 17GB

Client memory: 19GB

10K

Server memory: 14GB

Client memory: 14GB

8K

Server memory: 8GB

Client memory: 13

8K with lots of mega sized cities

Server memory: 11

Client memory: 16

Note that after the initial load, both the server and client will drop memory usage by a few GB. This is unfortunate, because systems with borderline memory that might have been able to run the map, will crash on the load because they can't handle the peak. A 10K map runs with 14GB ram, but might peak at 17GB or so to load, crashing clients with only 16GB ram.

Note that the memory used by the map depends on the content of the map. Lots of stuff equals more memory. Boring vanilla maps don't use as much memory. Fully loaded 16K maps use more than 32GB and while they don't really require a beast of a machine to run on, you do need a lot of memory.

All of this was run under Slackware 14.2+, 5.4.25 kernel, 32GB ram. Server has a GT710, client has RTX2600. Both have Ryzen <I forget which> 16 virtual cores. 3 SSDs in each box.

 
Anyone who might have an error when running the generate button. You can try this

#3 Out of memory error:


-if you see a out of memory error, you either run a 32 bit Java version, or did not reserve high enough heap memory. You can edit the .bat files to start the generator with more memory (4 Gigabytes should be enough for a normal sized map, defined with the -Xmx4G parameter, increase it as needed)


on my Windows i found that i had 2 versions of Java installed. I fixed this by editing my environment variables and added/modifying the value "JAVA_HOME"

1) Windows Key + E then right click on "This PC" -> Properties

2) click on "Advance system settings"

3) click environment values

4) check under variables for a setting called "JAVA_HOME", if it exists edit the value and point it to the 64bit version mine was "C:\Program Files\Java\jre1.8.0_251"

If it doesn't exists then click New. Set the name to "JAVA_HOME" and the value to the path of your 64bit java installation.

 
Has anyone succeeded in adding ravenhearst PIOs to Nitrogen? The prefab list is for 5.5.3, and those prefabs are no longer available for download. Is there a more current prefablist, or does anyone know where the older prefabs can be found? Same with Darkness Falls, prefab list for Nitrogen is out of date.

Edit: I gave up on ravenhearst. I did some parsing of the Darkness Falls files, and it looks like they draw heavily on compopack. In the end it wasn't worth the time to hack custom POIs into a Nitrogen map without the mod itself - too time consuming.

 
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