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FiftyTifty

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  1. The download link for the Alpha 17.4 version is still incorrect, the hyperlink takes you to the A18 version, which is: http://crongame.com/nitrogen/NitroGen_WorldGenerator.zip Anyone got the A17.4 version to share?
  2. The linked version for A17 links to v0.441, which is for A18. The generated world is built for A18 as well, causing the A17.4 dedicated server to throw a bunch of errors. Any chance of getting one of the older builds for A17?
  3. Aye fair enough, was just asking as it's downloading the now, and I've got to update the hooks for my mods. I'll gi'es it a go in a day or so once I've updated everything, and can give it a whirl.
  4. Is there any definite compatibility with newly released A18 versions? Last update for DMT was a few weeks ago, and A18.2 was released yesterday. I imagine it wouldn't be, since the dll code gets changed even if a particular class wasn't modified by the devs.
  5. That's a good point actually.What about setting the variance range for the POIs by streets? So street 1 will have a max POI height variance between 40-43, adjacent street 2 40-43 & adjacent street 3 43-46, etc.
  6. I've a wee suggestion. Currently, cities are entirely flat. Would it be possible to have the POIs instead be placed on lower/higher mounds with adjustable variance settings? Such as on/off for individual POIs in the city to be put on lower/higher terrain than it's neighbours, how large the difference should be, and the same again but for streets/neighbourhoods/quadrants. Currently, cities and towns are just too damn bland. They've no character, as if they're a city from TES Arena.
  7. Good work, cannae wait to give it a go.
  8. That looks pretty cool. Have you tried adjusting each stamp's black-white range, which makes duplicate stamps look a touch different?
  9. So the stamps are for whole regions, rather than geographical features? That's got some merit, but far from ideal. The best combination would be to use 1024x1024 and maybe 2048x2048 stamps as a canvas of sorts, with 256x256 and 512x512 stamps used to add detail, such as valleys, mountains, craters, and such. Being 16bit is objectively better, however. Allows for much more detail in the terrain.
  10. Fabulous, you don't have to do a complete rewrite. How big are the stamps used by RWG? 256x256? 512x512?
  11. That would be great. Being able to add our own would be a godsend for adding much needed variation. RWG apparently uses 16 bit raw files, as do all game engines that have a terrain system. Would you be able to add 16 bit support for stamps when you're going over the program?
  12. How would I add stamps to NitroGen? Also, is there any reference for how they should be designed? For instance, I've created this 512x512 stamp which consists of some mountainous terrain, with a valley in the centre: https://mega.nz/#!298TRS4J!qGYrJaW0MSv54SNAmJFfDz3Oa6PWLUKh99uWHkd8AVg If I wanted to add that to the pool of stamps used by NitroGen, how would I go about doing that?
  13. With a fresh install of the 7 Days To Die client, and dedicated server for Windows, DMT causes the client to endlessly throw a single error when connecting to the dedicated server, preventing the player from spawning in. This does not happen in single player. This is with the latest 7 Days To Die, version 17.4. Client log: https://pastebin.com/0GMguLRg Server log: https://pastebin.com/NJzMja1C When starting a game through the client (I.E, not connecting to a dedicated server to play), everything proceeds as expected with no errors thrown: https://pastebin.com/PsBaqquu This is with no mods, just an absolutely plain install after running the DMT tool, pointing it to the client and server folders. Edit: Disregard. The issue was that I increased the view distance in the registry, beyond the default maximum of 7.
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