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Damocles

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Damocles last won the day on June 6 2020

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  1. When I implemented such an origin shifting, I used a "stress mode" where the origin shifted every couple of steps, and also randomly every couple of seconds, shifting it by a random amount. This was giving good quick feedback for bugs in the positioning, easily visible by objects getting stuck, falling or shaking, or traces missing the geometry.
  2. Do you set the CharacterControllers enabled state to false before shifting the origin? The physics engine does not like moving a CharacterController around externally when its active.
  3. Hi great mod to keep map generation alive. Also congrats to the 7DtD team to have significantly improved on map generation using a tile system (and stamps). The main goal of NitroGen was to improve random map generation for this game overall. Good to see ideas being ported over to the vanilla game. I have moved on doing other projects by now. Apart from loosing interest in updating NitroGen for major changes, I also did not like the behavior of SylenThunder attacking my mod at many occasions. Its a community mod in the end.
  4. I agree I love this generator. update, do not abandon the project, please. People are ready to support donating.

  5. I wish you'd come back and make a new Nitrogen!  I love your program!

  6. Not directly. What you can do is edit the resources/prefablist.txt and add the zone "industrial" to a bunch of houses for example. This will increase the number of houses placed in the industrial "locations", and thus have less of the factories and other industrial/commercial type buildings. Each city will spawn a certain number of POIs for each zone. So assigning POIs to that zone will change the mix. You could also add the zonetype "unique" to the factories, which will make them only spawn once per map.
  7. check under tools, there is a preview generator for exisitng maps. You might want to replace the prefablist to get the updated A19 version there.
  8. 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).
  9. Wait for CompoPack 44, to have a proper A19 version. Its being worked on.
  10. Its a bug in the game, leaving the distant POI models visible when getting close to the POI. I cant do anything from my side here. The only solution is to reload the world, which makes the models disappear. This bug appeared on dense maps in A18 already. (densely populated maps, and weaker systems then to increase the bug appearing) Given the nature of the bug, it should be an easy fix (removing things when getting close is not rocket science). But who knows if the responsible Dev is aware of the bug.
  11. Its defined in resources / config.txt / TER_WATER_SPAWN_AT coresponds to rgb 33,33,33 Water bodies need to be lower than that (heightmaps using a darker color value), or you need to raise the water level in the config.
  12. So you run A18? If reading main.ttw causes a problem, use the older A18 Nitrogen versions 0.4xx, as the A19 0.5xx will only create a A19 compatable one. The other error on you screen is the game trying to load compopack POIs, that it cannot find in the prefabs folder.
  13. To skip this initialization step, you could start a savegame on you local machine, and let the game create the initial processed files, and checksums. Then upload this processed world folder to the server. The processing is only done once.
  14. There are two issues floating around: -using an old A18 map -using a new A19, but the UI code has a bug not pointing at the trader You might very well have a trader on your map, but the games UI does not point at it.
  15. Yes, I though it must be related to occlusion. Maybe someone else can verify this.
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