PC Alpha 19 Dev Diary

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Jesus christ dude, if it takes that long you need better hardware or an SSD. at MOST it takes 20 minutes to generate for me.
I use a 970 Nvme with a Ryzen 9 3900K. By chatting with other admin they confirmed to me that it could take this time. Have you generated a server or a private game?

I correct. I tried again. 24 minutes to charge an 8K.

 
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I confirm that there is a huge difference between the default generation and NitroGen.
It's simple. In random generation an 8k takes about 2 hours, for an always similar rendering, little chance of having space on the dish and in forest biome. And above all, impossible to play because the distant rendering was not the same as the close rendering (I erased the old save, everything. I tried several times. I even reinstalled my OS). I spent one night finding a solution. I took a PREGEN for the start A18. When I wipe a month ago, same thing. I asked for help on Admin Coalition and I was directed to the NG.

With NitroGen for a 10K it took me just under 4 minutes. It's not buggy, more coherent generation, the POIs are grouped together by "theme", there are rivers and crevasses, craters in devastated biomes, etc ... Everything is configurable. This app should be part of the game.

I will never use anything else. Damocles' work deserves to be looked at in my opinion.

I'm not spitting on your work. I support you and defend your work in the face of the most pessimistic when it comes to the progression of the game, from the start.
Something is wrong with your PC, it takes 10-15 minutes at most for me to generate an 8k map.

 
A18 was a lot of content. There is no such thing as a pure content build. There is always supportive code needed for content.


I meant things like RWG as core systems and things like more POIS or more weapons as "pure" content.Sure, there's always code framework needed, but when a POI editor tool works and It is in its final stage, then everything snaps together faster when you want to add more POIS to the game. So in the end, being from your perspective or mine, the game is still at the point of "starting to be ready to start to be finished".

Maybe I'm just an unobservant oaf, but I had lots of fun on all the seeds I played. 8k is huge, so the size card doesn't mean anything to me. Aside from that, how can you pick it apart? Generation time? PFFFT, that is one little 15 minute time then you are set for 100 hours. Rust takes longer than ours. Not really high on our list.

The only thing that caught my eye was two identical pois close to each other, and a few dead end roads that could be better. We already improved biome generation, so what else is there?
I played 8k. The size, for default gameplay is ok, but I wish you guys added 16k and even 32k in the future. More would be crazy. 4k is... well.... less than ok but bearable for short sesions.

Imagine the feelings of walking through the wasteland for more than 500 hours and having never ending adventures with your 7 buddies in one map without resets. I would love 32k not only for that reason but also for the sake of supporting a standarized top map size for mods, future expansions and so on.

 
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Maybe I'm just an unobservant oaf, but I had lots of fun on all the seeds I played. 8k is huge, so the size card doesn't mean anything to me. Aside from that, how can you pick it apart? Generation time? PFFFT, that is one little 15 minute time then you are set for 100 hours. Rust takes longer than ours. Not really high on our list.

The only thing that caught my eye was two identical pois close to each other, and a few dead end roads that could be better. We already improved biome generation, so what else is there?
I know you are playing off of some other peoples post, but I didn't even mention map size.. yet! lol :playful:

However, I do think though you should really consider looking into NitroGen at the minimum so you can understand why so many are giving it such high praises.

I am not one of those saying "You should just incorporate it into your game!", but hopefully it will give you something to ponder on the 'why' that is being placed above what you all have atm.

Again, I don't have clue what you all have in store, other than what we have in a18.4 atm.

 
I confirm that there is a huge difference between the default generation and NitroGen.
It's simple. In random generation an 8k takes about 2 hours, for an always similar rendering, little chance of having space on the dish and in forest biome. And above all, impossible to play because the distant rendering was not the same as the close rendering (I erased the old save, everything. I tried several times. I even reinstalled my OS). I spent one night finding a solution. I took a PREGEN for the start A18. When I wipe a month ago, same thing. I asked for help on Admin Coalition and I was directed to the NG.

With NitroGen for a 10K it took me just under 4 minutes. It's not buggy, more coherent generation, the POIs are grouped together by "theme", there are rivers and crevasses, craters in devastated biomes, etc ... Everything is configurable. This app should be part of the game.

I will never use anything else. Damocles' work deserves to be looked at in my opinion.

I'm not spitting on your work. I support you and defend your work in the face of the most pessimistic when it comes to the progression of the game, from the start.

I have a toaster, W10, Ram 16, I5 1t hard drive (8 years old) GTX 2060 3gb and it takes me about 13 to 16 min, all my drivers updated!

 
Sorry I made a mistake. A 10K takes 2 hours. Do you mean generation on dedicated server?

I correct. I tried again. 24 minutes to charge an 8K.

 
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Sorry I made a mistake. A 10K takes 2 hours. An 8K takes about 45 minutes. Do you mean generation on dedicated server?
There's something up with your PC or configuration. On my 3770k/8GB ram desktop server, an 8k RWG map takes 10-12 minutes from server boot to a joinable game. On my 3630QM/16GB ram laptop it takes about 15 minutes.

 
I know you are playing off of some other peoples post, but I didn't even mention map size.. yet! lol :playful:

However, I do think though you should really consider looking into NitroGen at the minimum so you can understand why so many are giving it such high praises.

I am not one of those saying "You should just incorporate it into your game!", but hopefully it will give you something to ponder on the 'why' that is being placed above what you all have atm.

Again, I don't have clue what you all have in store, other than what we have in a18.4 atm.
One of the main reasons we switched to height map for rwg was so someone could make something awesome, it isn't generated on the fly and cost CPU. Its unified with how static maps work tech wise so zero issues now, other than aesthetics. I thought it was just a bunch of sliders and used our random gen, so does it create everything using new code? At the end of the day the engine runs from images now, so someone could bake a world with whatever software they wanted and it would work.

 
Maybe I'm just an unobservant oaf, but I had lots of fun on all the seeds I played. 8k is huge, so the size card doesn't mean anything to me. Aside from that, how can you pick it apart? Generation time? PFFFT, that is one little 15 minute time then you are set for 100 hours. Rust takes longer than ours. Not really high on our list.

The only thing that caught my eye was two identical pois close to each other, and a few dead end roads that could be better. We already improved biome generation, so what else is there?
Its not about lack of fun.. its about an improved immersive outdoor experience.

You "improved" biome generation by eliminating 2/3rds of them, completely eliminating hill deco (giving them that empty barren 90's world experience look) and making every hill almost un navigable with a vehicle because of all the small scale bumpiness.

IMHO you guys should seriously look at acquiring Nitrogen as a standalone world gen tool in the game. The biome generation is vastly more diverse, and he already has so many option sliders in place that its amazing. The biggest one for me was his road generation. I never once saw an issues with any roads at all.

If I had my ideal situation, he would get Nitrogen picked up by TFP, get funding to work the last few kinks out of it and pretty it up some, and TFP coders could get input from him what needs to be changed to improve what is possible. (Like no deco on hills and slopes, and either creating new biomes or adding more sub biomes.) The focus of the game has gone so far towards indoor play that the outdoor play diversity has suffered drastically.

One guy did this himself, so the cost couldn't be that high, vs tying up your own coders for months on end trying to get even half the functionality.

Seriously, Madmole can someone at least PLEASE look at his interface and all the options he's made available for players? It would be a win win for all involved, and that development time from the RWG guys could be cut drastically, and their expertise could be better utilized.

 
I thought it was just a bunch of sliders and used our random gen, so does it create everything using new code? At the end of the day the engine runs from images now, so someone could bake a world with whatever software they wanted and it would work.
Nope he uses his own random gen and added about 30 sliders for things like city/town/rural density, road width, rivers and his wasteland areas are actually blasted craters from bombs. (and you can even select if they have pois, and what percentages of then they have.

He even added the capability to add additional poi zones, working with user created pois. (For instance there are a bunch of user created chinese buildings, and all only spawn in a unique chinatown district.)

It can import elevations created by outside world generators as well, so you could hand paint one, or use satellite images to generate one in an external application and then import that in!

 
One of the main reasons we switched to height map for rwg was so someone could make something awesome, it isn't generated on the fly and cost CPU. Its unified with how static maps work tech wise so zero issues now, other than aesthetics. I thought it was just a bunch of sliders and used our random gen, so does it create everything using new code? At the end of the day the engine runs from images now, so someone could bake a world with whatever software they wanted and it would work.
Rather than me fumbling through and trying to explain in multiple posts..

https://forums.7daystodie.com/forum/...dtd#post116609

And yeah, some new code, and obviously some piggybacking of what you all have done so far.

or just ask the creator ;)

 
Completely off topic, but I've just learned that breaking enough glass windows with a tool or weapon (axe, club, etc.; I was using a stone axe) calls in screamers. Just an fyi.

 
Something is wrong with your PC, it takes 10-15 minutes at most for me to generate an 8k map.
I'm the lowest end. Doesn't get any real than my potato rig. It takes 26-32 minutes to generate 8k map, And I mean FULLY generate with me moving inside the game.

 
One of the main reasons we switched to height map for rwg was so someone could make something awesome, it isn't generated on the fly and cost CPU. Its unified with how static maps work tech wise so zero issues now, other than aesthetics. I thought it was just a bunch of sliders and used our random gen, so does it create everything using new code? At the end of the day the engine runs from images now, so someone could bake a world with whatever software they wanted and it would work.
I'd just like to be able to place Poi's super simply on a hand crafted map. Like seeing a list with little thumbnails that I click then plot down. Think RollerCoaster Tycoon building placement. Same with adding roads and water. It could be a rudimentary 3d editor too, nothing fancy looking.

 
Nope he uses his own random gen and added about 30 sliders for things like city/town/rural density, road width, rivers and his wasteland areas are actually blasted craters from bombs. (and you can even select if they have pois, and what percentages of then they have.

He even added the capability to add additional poi zones, working with user created pois. (For instance there are a bunch of user created chinese buildings, and all only spawn in a unique chinatown district.)

It can import elevations created by outside world generators as well, so you could hand paint one, or use satellite images to generate one in an external application and then import that in!
Any youtube fly throughs of some terrain I could see?

 
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