GlassDeviant
New member
Is this a fork of NitroGen, or totally new code?
Totally originalIs this a fork of NitroGen, or totally new code?
Cool, I will have to try it. I've heard it's 4x faster and makes better maps.Totally original
Completely seperate and nothing related with nitrogen other then it is a map generator.Is this a fork of NitroGen, or totally new code?
um... try at minimum - 10x faster...Cool, I will have to try it. I've heard it's 4x faster and makes better maps.
Devils Island
is this 8k?
I am guessing based on the size of the city layout.
@KingSlayerGM
thanks so much for the per city type grid size. this opens up lots of options.
It is possible to do a 24k map? I have tried to do it in gimp and the lag makes it unbearbale to work with, but I really want to achieve large cities with significant dead zones between them and slow natural moutains. 24k feels like the right size.
What is the highest you have rendered?
Hi, thank you for reporting. I am fairly sure this has nothing to do with KG. It might be a CP issue. I recommend deleting all prefabs, checking game files with steam and reinstalling the CP. Make sure to use the CP version for KG.Hi KingGen team,
I am using your tool with the Compo Pack and want to report a little bug I have encountered. I am not absolutely sure if its related to the CP as also vanilla prefabs are affected but with NitroGen I have not encountered any issue like that.
The bug is: lootable containers have a visible, but walk-through-able block placed in the middle of themselves. Well, this is purely an aesthetic problem but sometimes it mixes meshes of prefabs as well so that ""visible but "walk-through-able""" blocks are placed in front of doors so you still can enter the building but will become very surprised by zombies. And you will have a hard time exploring as every wall could potentially contain the door to the next room. The last time I had it with the Butcher Petes vanilla prefab.
Just wanted to let you know guys. Keep up the great work!
Also turning off any option in the video settings to do with reflections will help as the reflections code has not been worked on for a long time and is legacy code.That's really a vanilla issue. Mods and custom POIs seem to make it worse though.
A quick reload of the game usually fixes it.
Hi KingGen team,
I am using your tool with the Compo Pack and want to report a little bug I have encountered. I am not absolutely sure if its related to the CP as also vanilla prefabs are affected but with NitroGen I have not encountered any issue like that.
The bug is: lootable containers have a visible, but walk-through-able block placed in the middle of themselves. Well, this is purely an aesthetic problem but sometimes it mixes meshes of prefabs as well so that ""visible but "walk-through-able""" blocks are placed in front of doors so you still can enter the building but will become very surprised by zombies. And you will have a hard time exploring as every wall could potentially contain the door to the next room. The last time I had it with the Butcher Petes vanilla prefab.
Just wanted to let you know guys. Keep up the great work!
Hi Guys,
thanks for all the help. Haven't had this issue with RWG or Nitro Maps so I thought it had to do anything with KingGen. Sorry for bothering you in here.
- I reloaded twice and still had the issue present. Obviously just bad luck.
- Will turn off reflections and occlusion - thanks for the advise.
- I used the CP version of KG - thanks for the integration as both Mods are very popular!
nice cant wait to see it released today! been dying for some rivers lolThe cumminity heightmap download feature is ready for its first release![]()
I still want to try to improve generation of roads though. I think I can release KG11 tomorrow night![]()
@scallipus what's the optimal water level for the hm you submitted? It doesn't see to be the default 43...