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A19e Nitrogen - UNSTABLE

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I know a couple of people have mentioned the marble texture thing, just wanted to point out that I've been getting that on random occasion since A17 I believe (definitely in A18), and I am getting it on RWG-generated maps currently, so it is definitely NOT an issue with NitroGen.

I would love to know what the hell is causing it though. Had it in one POI where it was both covering a doorway and as blocks along an edge of a roofline inside an attic.

 
I know a couple of people have mentioned the marble texture thing, just wanted to point out that I've been getting that on random occasion since A17 I believe (definitely in A18), and I am getting it on RWG-generated maps currently, so it is definitely NOT an issue with NitroGen.

I would love to know what the hell is causing it though. Had it in one POI where it was both covering a doorway and as blocks along an edge of a roofline inside an attic.
The QA team is aware of the issue but I dont know if there is a fix for it yet.  Has something to do with distant POI meshes.  To work around the issue you can try logging in/out or using the console command "pois" to disable/toggle all poi distant meshes to see if that helps.

 
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Hey do anyone know a solution for this? I would love to have a nitrogen map on my dedicated server instead of a vanilla. In short:

Me and my friend started playing on a RWG generated on a dedicated server running B163. We used B163 clients.
We updated the dedicated to b169 and clients to b169. Everything worked perfectly.

Then we wanted to move our profiles to a new RWG.

When using a RWG generated with 7daystodie everything works perfectly when we move the Player/X.ttp and itemmappings.nim to the new save file.

If we however generate with nitrogen and move the Player/X.ttp and itemmappings.nim to the new save file. We get these errors in our ingame logs on the clients.

Code:
NullReferenceException: Object reference not set to an instance of an object
  at AvatarZombieController.Update () [0x00057] in <8e01b025fbb443a8a909f16c8980a00e>:0 
 
(Filename: <8e01b025fbb443a8a909f16c8980a00e> Line: 0)

NullReferenceException: Object reference not set to an instance of an object
  at AvatarZombieController.LateUpdate () [0x00019] in <8e01b025fbb443a8a909f16c8980a00e>:0 
  at AvatarZombie01Controller.LateUpdate () [0x00000] in <8e01b025fbb443a8a909f16c8980a00e>:0 
 
(Filename: <8e01b025fbb443a8a909f16c8980a00e> Line: 0)

NullReferenceException: Object reference not set to an instance of an object
  at AvatarZombieController.LateUpdate () [0x00019] in <8e01b025fbb443a8a909f16c8980a00e>:0 
  at AvatarZombie01Controller.LateUpdate () [0x00000] in <8e01b025fbb443a8a909f16c8980a00e>:0 
 
(Filename: <8e01b025fbb443a8a909f16c8980a00e> Line: 0)

NullReferenceException: Object reference not set to an instance of an object
  at AvatarZombieController.IsAnimationHitRunning () [0x00024] in <8e01b025fbb443a8a909f16c8980a00e>:0 
  at EntityAlive.MoveEntityHeaded (UnityEngine.Vector3 _direction, System.Boolean _isDirAbsolute) [0x0006d] in <8e01b025fbb443a8a909f16c8980a00e>:0 
  at EntityZombie.MoveEntityHeaded (UnityEngine.Vector3 _direction, System.Boolean _isDirAbsolute) [0x00124] in <8e01b025fbb443a8a909f16c8980a00e>:0 
  at EntityAlive.OnUpdateLive () [0x00100] in <8e01b025fbb443a8a909f16c8980a00e>:0 
  at EntityEnemy.OnUpdateLive () [0x00000] in <8e01b025fbb443a8a909f16c8980a00e>:0 
  at EntityZombie.OnUpdateLive () [0x00000] in <8e01b025fbb443a8a909f16c8980a00e>:0 
  at EntityAlive.OnUpdateEntity () [0x0001e] in <8e01b025fbb443a8a909f16c8980a00e>:0 
  at World.TickEntity (Entity e, System.Single _partialTicks) [0x0015d] in <8e01b025fbb443a8a909f16c8980a00e>:0 
  at World.TickEntitiesSlice (System.Int32 count) [0x00037] in <8e01b025fbb443a8a909f16c8980a00e>:0 
  at World.TickEntitiesFlush () [0x0000c] in <8e01b025fbb443a8a909f16c8980a00e>:0 
  at GameManager.UpdateTick () [0x00033] in <8e01b025fbb443a8a909f16c8980a00e>:0 
  at GameManager.gmUpdate () [0x0029b] in <8e01b025fbb443a8a909f16c8980a00e>:0 
  at GameManager.Update () [0x00000] in <8e01b025fbb443a8a909f16c8980a00e>:0 
 
(Filename: <8e01b025fbb443a8a909f16c8980a00e> Line: 0)
Anyone know of any solution? Using the settings from the attached file in Nitrogen.

nitrogensettings.png

 
From what I gathered b169 has difference with nitrogen's RWG and they don't like each other atm.

Waiting for an update to b169

As others pointed out in this thread: it works, I saw "generated with a different build: 151" and assumed there would be issues with the changes in A19(b169)

 
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I am running on current exp of 7d2d, with a nitrogen made map.  No issues at this time, so I do not think there is an issue or conflict on the new version of the game.

just my experiences.

 
Im not using Nitrogen actually but i have/had the same problem in a vanilla a19 map, running as dedicated server.
This is one possibility- I encountered this recently, on a Vanilla map (had this only very recently on an A18 Nitrogen- within the last several weeks only), and found that I can walk through these squares, which led me to believe these are graphic corruptions.  I checked my card temps, and I was at 65 degrees celcius.  The latest iteration of Radeon was not playing nice with the triple fans on my GPU.  No amount of tweaking could counter my cards desire to save energy by not running the fans.  I'm all for energy savings, but at what expense?  So I downloaded MSI's Afterburner and I'm now running a nice cool card, and no more graphic corruptions.  Hope this can be of help.

Regards

 
I am running on current exp of 7d2d, with a nitrogen made map.  No issues at this time, so I do not think there is an issue or conflict on the new version of the game.

just my experiences.
Game console was saying 'map generated in build 151" or something like this, I didn't go further after hearing after inventory breaking and players instadying.

Maybe it works, but I would wait.

 
So running map generated with latest Nitrogen on the latest exp 169.  Pure Vanilla POI's

We started playing the map on the exp version prior (forget the number).  All seemed good on the exp prior.

In the latest exp, we have had some buildings collapse in spots, for no apparent reason.  In fact while riding our bikes through a city we started hearing some collapses in buildings we were passing by.  They did not seem to have issues in the previous exp. 

EDIT --  To be clear we did not start a new game, we continued with the previous save.

I am not saying this is a Nitrogen thing / issue.  Just seeing if any others have had similar experiences.

On a side note / question.

When playing the Nitrogen maps, we are noticing an excessive amount of the Shotgun Messiah and Shamway factory's.  In fact have had them show up  within a few blocks of each other.

What can I tweak to only have them spawn only in City's and only once per city?

We are running up a new Map for this exp just using TFP's generator to give it a go and check it out, but I am positive we will be running another Nitrogen map in the near future.

Thanks for the work you do.

 
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From what I gathered b169 has difference with nitrogen's RWG and they don't like each other atm.

Waiting for an update to b169
I'm running b169 on my latest Let's Play, am on Day 3, using an edited CompoPack43 prefab list, and haven't had any issues.

This doesn't mean there can't BE an issue, just sharing that it does work, at least in my case.

 
Don't get me wrong, I love NitroGen. I wouldn't have donated if I didn't.
 

There is just 1 thing that confuses me a little.

Why isn't there biome selections? Just have little radio buttons with the biomes and let us pick which biomes we want on the map.

There must be something in the code to prevent this??

Thanks for all your hard work Damocles!!

 
Is it possible to add back the Boreal Forest and Plains biomes?

Those were my favorites and I'm really missing the variety of habitable biomes.

 
Don't get me wrong, I love NitroGen. I wouldn't have donated if I didn't.
 

There is just 1 thing that confuses me a little.

Why isn't there biome selections? Just have little radio buttons with the biomes and let us pick which biomes we want on the map.

There must be something in the code to prevent this??

Thanks for all your hard work Damocles!!
The biomes and landscape are conceptually linked. Its based on stamps that define heightmaps and biomes for that landscape stamp.

So desert will have its own landscape (flat plains and eroded mesas) . And mountains are either forest, or have a snow top. The forest is kind of the base landscape.

There is the option to add north and south with snow and deserts. Those biomes are "painted" over the underlying landscape. (which can lead to some not good looking transitions)

Wasteland has its own crater landscape.

In summary: you control the "normal" biomes via the landscape sliders. And can add additional biomes after the normal landscape generated.

The simplest way to "mod" the biomes is to simply copy in a biomes.png from an RWG map into the world folder (of the same map size).

 
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Hi, thanks I really like the generated maps.

So far they seem smoother and I have the feeling the roads arent all ending at a cliff.

I didnt test a lot of them so far, but all had something like the picture below. Do I have to turn off mountains to get rid of these canyons?

They are cool, but very annoying. :)

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https://imgur.com/a/Iborq9k

 
The generated examples here do look very good. I've been trying to get the program working, but it says that I don't have Java, having installed java using the link in the original post, the console of the program still says that;

#### WARNING #####
Cannot detect a 64 bit Java VM, you might run this program in 32 a bit Java VM. please make sure you run a 64 bit installation of Java to avoid out of memory errors
##############

The path and variables have been checked, pointing them to where I'm certain is correct, and Jave is recognised in the command prompt, but the warning message still occurs and no generation takes place, I'm not sure what to make of this, is there anything obviously wrong here?

 
Fixed: Just ran the app as Admin and it's working fine. Doh!

I just did a fresh install of Nitrogen with the Compo pack (latest versions that supposedly work with A19), but I'm not getting anywhere when I generate a map. Whether I set everything to Default or change to the Compo prefab list, this is the only progress I get:

creating output directory: Test  C:\Program Files (x86)\NitroGen_WorldGenerator\output\Test
output directory created
... running terrain generation ...
null
Total time taken: 0 min 0 sec

 
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hello! figured i would ask about the main highway system thats currently in place. i take it that this is a first itteration of it eh? its a very neat idea! a way to get around the map useing straight roads that may require some repair to make them fully functional. is there plans to take this idea further? 

 
I got it working, thank you.

Next question is: Is there a way to create bigger sizes for biomes instead of just splotches of them across a mostly Grass biome?


So how did you get it to work?

Answer:

Make certain you download specifically, this file for java:

Windows Offline (64-bit)

(file will look something like this: jre-8u261-windows-x64.exe)

When you go to run Nitrogen, I did so from the command console like so;

java -d64 -jar nitrogen.jar

That forces the 64 bit version, if an error pops up, you don't have the "64-bit" version installed.

 
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