Syphorus

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Everything posted by Syphorus

  1. Guessing you missed this. You can change the "4096" in -Xmx4096m to however much memory you want it to use at start. I did it with creating a .bat file (write the second line of code in notepad then save it as a .bat instead of .txt) in the same directory as Wgenerator that I created a shortcut to. If you use this method, you can drop the first line of the code there "cd /directory/etc..." That automatically opens the generator using my specified memory allocation.
  2. I really like the idea of diverse forests. Maybe a dominant tree, with a few different types of other trees scattered into it.
  3. I definitely disagree with Arkonick about the water, seems to be a solid amount of land IMO. The dirt levels are debatable, a lot of mountain peaks tend to be barren, and you said yourself the slope max for dirt is 40, so it looks like a decent mix along the mountainsides. I do agree heartily with the trees though, big patches of forest are great, but there's just too much bare land. There should be trees more heavily peppered around the map, and please, for the love of the Gods, make sure there's tree diversity! I always see maps where it's like, 'Here's a giant forest with nothing but Oak, and this one is ALL Cedar!" It really kills the immersion. Otherwise, I think it land masses look pretty great, though I wish the community could come up with a way to alter the geometry of the land building to kill the square land effect.
  4. Gimp dev channel has 16-bit, it just hasn't made it into the main release channel yet.
  5. This is gonna be your best bet. I'd say 5-7 is the best range, lower gets too smooth, and higher gets too rocky. Even 5 is a little ugly on larger maps.
  6. I cannot for the life of me get this to do anything remotely like what you're getting. I'm using L3DT 15.11 Pro (evaluation version). I'm guessing by "Resize Heightfield" you mean something else, because changing that to "4" makes the world tiny (being as the values in the heightfield are the px dimentions). I've tried setting Horizontal scale to 4, and that doesn't do much, and setting vertical scale within the parameters you suggest basically just flattens the world. I'm definitely not giving up, but it's not going very well, haha.
  7. It's currently not possible without some jar edits on the client side. Hopefully that will be fixed soon enough.
  8. This is a really great looking map! What did you use for the heightmap?
  9. By the beard of Zeus that's insane! The map looks gorgeous though.
  10. Generating a quick map to test it that appears to be what it's doing. I'd imagine the "BUSH" boime does the same thing.
  11. That is based on the Iterations. The lower the number, the smoother the map. I usually play around in the 6-7 range. Gives decent definition without being too sharp.
  12. 1) Oh Gods, I wish! I typically just export my biomes.png and paint things myself. The current system simply "paints" based on your parameters (min/max height, near water, max slope, radius and density) and where you click. (Edit: For manual painting, the rgb values for the different biome types are listed in the original post under one of the spoiler tags.) 2/3) There is default grass and rock above water and dirt and rock below water, everything else (including beaches, forests, tar/clay/peat pits, etc.) has to be added by seeding (or painting, I use Gimp, MS paint doesn't save the pngs properly).
  13. The Drop function does the whole thing. Drops dirt and updates water. There's no short way of updating the surface dirt aside from biome editing.
  14. Drop Dirt drops a fresh dirt layer whenever clicked, it will only save the current information stored on the Dirt tab (dirt height, slope, water level, cliffs, etc.). It will go through the full process of dropping. Update water simply adjusts the visible water level based on any changes you've made to it, and does not change anything (including any biomes that may now be underwater if you have made any changes to them) else.
  15. Yes. But, it would be easier, and less of a margin for error, to have a drop down. You may recall the part where it was a "suggestion", not a "request". I also wasn't exactly expressing this for myself, there are a lot of people from all different walks of life that use this software, and these forums. I was simply making a suggestion that would accommodate a larger number of users.
  16. Thanks for the reply! Once I get better (pneumonia makes it hard to focus on anything for me) I'll give it a go with your suggestions!
  17. Yeah, I'm guessing there's a bug in the counter if it goes over a certain number of seconds and it just continues to return negative values. I wish I was a bit more versed in Java, I would take a look.
  18. I was having that issue when I build anything over 4k. I just waited and the dirt eventually drops (sometimes after as long as 10 minutes) and everything seems fine.
  19. It's under Local Server > Advanced Server Settings There is a section that allows you to enter the X/Y coordinates for spawn settings, just make sure that you also uncheck "Random Spawn points".
  20. They appear to be listed as separate downloads, so you don't have to have both. As someone that's planning to start a server (once I have all the hardware and a decent map in place) I can see a HUGE advantage of the no winter mod. As others have voiced, I feel like the compass mod cheapens the Wurm experience. Wurm isn't meant to be a hold your hand game (though admittedly it is headed that direction, when I started you didn't even GET a compass). The compass mod, to me, is a huge slap to the spirit of adventure that makes Wurm so great.
  21. This is really great! My main suggestion would be making a drop down for map sizes. Not all of us are great with the power of two.
  22. I have that exact same issue when I try to generate 8k maps (I have 6GB of RAM dedicated to the program). It counts "down" to nearly 1000 seconds but will eventually load the dirt layer. There's a small guide about dedicating RAM to the program in the OP of W Gen 2.8, I had to tweak mine a bit to get a good spot where it would work well and not bring my desktop to a grinding halt or OOM (out of memory) error at me. If it's showing the negative timer just give it a while (I've had it take up to 20 minutes to drop dirt on a more varied 8k map), it'll eventually drop the dirt, or give you an out of memory error and you can try allocating more RAM to the process.
  23. It's actually REALLY easy to build a map on your own. Head over to here for a great Map generator! Once you make something you love (which is FAR harder than making maps themselves) you can head over to the wonderful Rheyan's blog and watch her guide on getting that map to work on WU. I've been playing with the map generator (as well as just recently learning about L3DT for making great heightmaps) for about 2 weeks now and have yet to build something that truly jumps out at me. Good luck, either with getting a bite, or diving into map making!
  24. Is there a specific setting that you're changing in L3DT To reflect a similar water level? I just build a hieghtmap that was about 80% underwater and when I imported it into Eitr's WGenerator I had to increase the water level to 3500 in order to get a similar water height.
  25. When you save the map images it save one called biomes.png, you can easily open that in photoshop or gimp (gimp is free and wonderful) and manually paint rock areas wherever you want them. The different biome colors are listed in the OP.