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Author Topic: PerfectWorldDF world creator utility v.1.9  (Read 433314 times)

adouglas

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Re: PerfectWorldDF world creator utility
« Reply #300 on: October 05, 2010, 01:25:00 pm »

It sort of works.  Main issue is that it doesnt include the setting added in .14 to limit the sprawl.  Hopefully cephalo can update it.

I think I have found all the file changes, but I would like to verify with others which tags from the world_gen.txt are new. I prefer to do one update than two. :)

from the file changes.txt in the dwarf fortress folder.  All 3 were added in .14

Quote
   New world gen parameters
      [SITE_CAP:<number>]
         Limits overall number of sites to this.
         Caves and ruins are included in this number, so world gen civ spread stops cold once it is attained the way things currently go.

      [MEGABEAST_CAP:<number>]
         Attempts to place this many megabeast groups (also effectively capped by total cave number).
         In vanilla DF, there are no megabeasts that actually occur in groups, but it is possible in mods.
         Placing more beasts than caves will cause all caves to be filled by megabeasts.  This will leave nothing for races like kobolds.
         Can be zero if you don't want any megabeasts.

      [SEMIMEGABEAST_CAP:<number>]
         Attempts to place this many semimegabeast groups (they get the last cave remnants).
         Because they get the last available caves, setting this to maximum causes all remaining caves to be filled with civs unaffected.
         Can be zero if you don't want any semimegabeasts.

Those 3 are the only ones i can spot doing a side by side compare.
« Last Edit: October 05, 2010, 01:31:02 pm by adouglas »
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cephalo

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Re: PerfectWorldDF world creator utility
« Reply #301 on: October 10, 2010, 02:38:26 pm »

Ok, I have a new version up. It includes the new world gen tags recently added. Also I improved the feedback on the world gen export functions.

EDIT: Ok, I totally screwed this up. I made 1.3 over an incomplete version of 1.2 which I had on a different computer, and now I have to spend the rest of my weekend re-merging two completly different versions.
« Last Edit: October 10, 2010, 02:51:59 pm by cephalo »
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PerfectWorldDF World creator utility for Dwarf Fortress.

My latest forts:
Praisegems - Snarlingtool - Walledwar

cephalo

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Re: PerfectWorldDF world creator utility
« Reply #302 on: October 10, 2010, 07:22:06 pm »

Ok 1.4 is now posted. Let me know if anything is broken, as the merging was pretty much a nightmare because I had to merge a bunch of code generated by the Windows Forms Designer. Now I have to make sure not to have old versions of code lying around, making me think they are the latest version. Grrrrr. My memory is not nearly good enough to remember what's what.
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PerfectWorldDF World creator utility for Dwarf Fortress.

My latest forts:
Praisegems - Snarlingtool - Walledwar

veok

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Re: PerfectWorldDF world creator utility
« Reply #303 on: October 10, 2010, 11:25:05 pm »

Just to check -- version 1.4 is supposed to be compatible with 1.16, yes?
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cephalo

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Re: PerfectWorldDF world creator utility
« Reply #304 on: October 11, 2010, 12:05:12 am »

Just to check -- version 1.4 is supposed to be compatible with 1.16, yes?

yes...
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PerfectWorldDF World creator utility for Dwarf Fortress.

My latest forts:
Praisegems - Snarlingtool - Walledwar

negorath

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Re: PerfectWorldDF world creator utility
« Reply #305 on: October 11, 2010, 01:16:09 am »

Awesome work, was waiting for this :D
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jiggymonkey

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Re: PerfectWorldDF world creator utility
« Reply #306 on: October 11, 2010, 02:54:13 am »

fantastic utility but I keep getting an unhandled exception whenever I use the brush on the savagery map...

Code: [Select]
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.Exception: ColorHelper.GetNormalizedValue value greater than max
   at PerfectWorldDF.ColorHelper.GetNormalizedValue(Double value, Double min, Double max)
   at PerfectWorldDF.SavageryMap.DrawTile(Int32 x, Int32 y)
   at PerfectWorldDF.SavageryMap.DrawEdit(Rectangle rect)
   at PerfectWorldDF.Form1.picBoxSavMap_MouseDown(Object sender, MouseEventArgs e)
   at System.Windows.Forms.Control.OnMouseDown(MouseEventArgs e)
   at System.Windows.Forms.Control.WmMouseDown(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.4206 (VistaSP2GDR.050727-4200)
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
PerfectWorldDF
    Assembly Version: 1.2.3856.13115
    Win32 Version: 1.2.3856.13115
    CodeBase: file:///D:/PerfectWorldDF_1_2/PerfectWorldDF_1_2/PerfectWorldDF.exe
----------------------------------------
System.Windows.Forms
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.4016 (NetFxQFE.050727-4000)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.4205 (VistaSP2GDR.050727-4200)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.4016 (NetFxQFE.050727-4000)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Core
    Assembly Version: 3.5.0.0
    Win32 Version: 3.5.30729.1 built by: SP
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Core/3.5.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
    <system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.


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cephalo

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Re: PerfectWorldDF world creator utility
« Reply #307 on: October 11, 2010, 08:15:57 am »

fantastic utility but I keep getting an unhandled exception whenever I use the brush on the savagery map...

I guess I forgot to fix that. I believe it happens when you brush off the map edge, am I correct? I should work on that next week maybe.
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PerfectWorldDF World creator utility for Dwarf Fortress.

My latest forts:
Praisegems - Snarlingtool - Walledwar

jiggymonkey

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Re: PerfectWorldDF world creator utility
« Reply #308 on: October 11, 2010, 10:27:49 pm »

I guess I forgot to fix that. I believe it happens when you brush off the map edge, am I correct? I should work on that next week maybe.

I'm not sure tbh, it seems to be random.  Ive brought the brush all the way out beyond the border of the map and it's done it. Ive also tested it by staying within the border, keeping away from the edge, but it still does it.
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Turambar

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Re: PerfectWorldDF world creator utility
« Reply #309 on: October 12, 2010, 09:10:51 am »

Any chance we'll get a Civ V script one of these days?  ;)
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cephalo

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Re: PerfectWorldDF world creator utility
« Reply #310 on: October 12, 2010, 09:12:44 am »

I guess I forgot to fix that. I believe it happens when you brush off the map edge, am I correct? I should work on that next week maybe.

I'm not sure tbh, it seems to be random.  Ive brought the brush all the way out beyond the border of the map and it's done it. Ive also tested it by staying within the border, keeping away from the edge, but it still does it.

The reason for the error is that I'm reading a value that is beyond the normalization range. To decide what color to draw, I normalize the low end and high end of the present values to be between 0.0 and 1.0. If I use a value greater than maximum I get this. I wonder, are you drawing on a completely blank savagery map? I usually use the gradients and noise first before editing, so maybe that 's why I haven't seen this bug.
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PerfectWorldDF World creator utility for Dwarf Fortress.

My latest forts:
Praisegems - Snarlingtool - Walledwar

cephalo

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Re: PerfectWorldDF world creator utility
« Reply #311 on: October 12, 2010, 09:15:08 am »

Any chance we'll get a Civ V script one of these days?  ;)

Yes, yes! Still figuring out the subtleties of the hex map. Today I'll be shrinking a large square based perlin generated map onto various sized hex maps.... somehow.
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PerfectWorldDF World creator utility for Dwarf Fortress.

My latest forts:
Praisegems - Snarlingtool - Walledwar

cephalo

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Re: PerfectWorldDF world creator utility
« Reply #312 on: October 12, 2010, 09:28:37 am »

Here is a special sneak preview of what I have so far for PW3 for Civ5. The lower picture is of the seams. You can see that this example wraps in the x direction but not the y.

I'm using what I call a twisted Perlin algorithm to get variable frequencies and amplitude changes so that you have smooth transitions between feature size and bumpyness accross the map. I also have a different way to generate mountain ranges than I use for DF,(see the subtle lines, maybe too subtle to show up when shrunk) but it has yet to prove its worth.
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PerfectWorldDF World creator utility for Dwarf Fortress.

My latest forts:
Praisegems - Snarlingtool - Walledwar

Turambar

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Re: PerfectWorldDF world creator utility
« Reply #313 on: October 12, 2010, 10:15:41 am »

Very nice :thumbs up:
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veok

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Re: PerfectWorldDF world creator utility
« Reply #314 on: October 12, 2010, 11:07:12 am »

Is there any way I can use perfect world to take a finished, fully generated world, modify the terrain, and regen it?

I finally got my ideal embark spot -- but it's in grassland, not desert, and I'm looking for a way to change it. Can Perfect World help? Can *any* tool help?
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