Custom Map / Map Editor

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Asimov
 
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Re: Custom Map / Map Editor

Post by Asimov » 13 Feb 2017, 01:46

Huge credit to Teleon for the work on the maps. The one i have tried works with only small bugs, but noting important.
This is the best that has happen in YO for a very long time.
It is so nice not to have a clue where the resources are and the map is larger then the usual map


Riptose
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Re: Custom Map / Map Editor

Post by Riptose » 13 Feb 2017, 05:21

First of all thx for making something great for LiF. Much appreciation for the had work in bringing new bigger maps for us to play on. But I fear there are a few things that are not working as intended. I'll start with the list that we have noticed so far and will update it as time goes on.

1. 1 Shot Mining - now this occured when I tried to dig, I got 9 rock and the tunnel started. I tested different locations in the general area and same thing occurred. Not all area's are like this. Most rocky area's are working normally.

2. Disappearing Log - cut a tree down and the log vanished but the stump stays. Many of us noticed that no sound of a falling tree was heard when the log disappeared. I do believe YO had this bug once upon a time.

3. Lack of animals - Now I know you said they would be more spread out but we could only really find them along the beaches and in low lying area's. Very difficult to track any type of animal. We searched the entire map just to get 100 bones.... and its a big map.

4. Deadly Mines - mining away and our buddy Osa flew into the air and landed back down taking fall damage and killing him. Was repeated when tested again.

5. No sprouts, No bark, No sticks - Pick a tree any tree and its a crap shoot! You might find something you might not.

6. No morning lag - I know this sounds funny but with a fast grow speed on trees I would expect some lag in the mornings but its soooo smooth of a transition you don't even notice it but gets me worried that nothing is growing at all! Something to maybe check into.

7. Glowing Skin - Friend of our had glowing skin at night. Not sure if this is a YO bug or a new one from this test but again something to look into.

If we find any other bugs we will let you know. We have a feeling it has something to do with the elevation of the new map, like the animals falling through the maps when they spawn? like the tree logs?

Anyways good luck!

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Nyuton
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Re: Custom Map / Map Editor

Post by Nyuton » 13 Feb 2017, 06:49

Riptose wrote:1. 1 Shot Mining - now this occured when I tried to dig, I got 9 rock and the tunnel started. I tested different locations in the general area and same thing occurred. Not all area's are like this. Most rocky area's are working normally.


I believe this is because we set QuantityDamagePerDig to 10000 yesterday on request so people can tunnel faster.

6. No morning lag - I know this sounds funny but with a fast grow speed on trees I would expect some lag in the mornings but its soooo smooth of a transition you don't even notice it but gets me worried that nothing is growing at all! Something to maybe check into.


There is no lag on servers that I host. :D :D


Other points, will have to investigate. Animal problem sounds like NavMesh issue. Animal count is 20 on both servers. Maybe too low for the bigger maps?

Thank you for testing and pointing out what you've found so far.

Edit: I set animal count to 100 for Himalaya map.
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Nyuton
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Re: Custom Map / Map Editor

Post by Nyuton » 13 Feb 2017, 22:43

Okay, animal problem cause is found. On Gran Canaria map we got it fixed already. On other server you can safely ignore it for now. Will do it on next restart, probably tomorrow evening.

Tree issues are caused by some obscure values in forest tables. I have yet to fully understand the correlation of the AddTime and AgeTime and Quality columns in forest and forest_patch tables. But it can be fixed easily, no worries. It's not a terrain issue... the trees just appear bigger (older) than they actually are.


Btw, this is the actual distribution of iron deposits on the Himalaya map. It's a total of about 400k m³ iron. Red indicates high quality (brightest red is 100) and black is low quality.

Link to fullsize: http://nyuton.net/wp-content/uploads/20 ... laya-1.jpg

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It's perhaps too many high quality spots, right? I've never played a single minute of LiF, so I can't really tell. :oops:
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Asimov
 
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Re: Custom Map / Map Editor

Post by Asimov » 13 Feb 2017, 23:30

Imo all resources are to high Q. So far i have not found stone lower then 33 and soil above 80 a lot of places. That makes it to easy and to get the good stuff to fast
We should really do an effort to get anything above 60 imo. Fits the Q of stuff you can make without making steel


Alakar
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Re: Custom Map / Map Editor

Post by Alakar » 14 Feb 2017, 02:50

Asimov wrote:Imo all resources are to high Q. So far i have not found stone lower then 33 and soil above 80 a lot of places. That makes it to easy and to get the good stuff to fast
We should really do an effort to get anything above 60 imo. Fits the Q of stuff you can make without making steel


Ah the great thing about that is you don't have to play on it then :pardon:. But aside from that from my personal experience on the MMO map is that higher Q is fairly common on trees/soil/minerals/etc.

-Alakar
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Asimov
 
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Re: Custom Map / Map Editor

Post by Asimov » 14 Feb 2017, 09:25

Ah the great thing about that is you don't have to play on it then :pardon:. But aside from that from my personal experience on the MMO map is that higher Q is fairly common on trees/soil/minerals/etc.


Have you tried the map ?

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Hljdor_Scripi
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Re: Custom Map / Map Editor

Post by Hljdor_Scripi » 14 Feb 2017, 19:18

Suddenly my trousers feel too tight around the crotch :shock:
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Nyuton
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Re: Custom Map / Map Editor

Post by Nyuton » 14 Feb 2017, 23:43

Himalaya Map has been updated/reset with latest mapgenerator.

- Maximum altitude was inreased slightly
- Animals issues should be fixed (please review)
- All tree issues should be fixed (please review)
- Surface quality is using "hotspot" approach now instead of assigning random quality to each cell independently. That means it should be similar to the original map.
- Overall ore quality was lowered significantly.

I can share ore maps and surface quality map tomorrow.

Oh and don't worry about "leaking" this information to the public. Everytime a map is written to database, ressources are distributed completely random. So in the end, no server will be the same, even if they use the same map.
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Gizmaul
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Re: Custom Map / Map Editor

Post by Gizmaul » 15 Feb 2017, 03:31

I tried about 300 place for fiber and probably 100+ for stone.

Everything is Q10 Just like when the MMO Closed beta started.

I have not prospected for Ore.

I found Marble, Slate. Granite. All Q10
Clay Q10

Trees and animals are varied.
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Nyuton
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Re: Custom Map / Map Editor

Post by Nyuton » 15 Feb 2017, 08:17

Ok thanks for testing.
We had some tense discussion yesterday about how many of these "hotspots" are appropriate for the big map and what their radius should be.

One hotspot is always one center cell with Q100 and a radius of 20-30 cells. Cells closer to the center have higher quality. Edge cells have Q5 if I remember it correctly.

Current server has 200 hotspots with random radius between 20 and 30 cells. But if you stuggled to find something other than Q10 then most likely it wasn't enough. I can post the quality map where you can see all hotspots this evening when I get home, or maybe Teleon can post it earlier.
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Saar
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Re: Custom Map / Map Editor

Post by Saar » 15 Feb 2017, 10:30

Traduction française disponible sur von Culm


Asimov
 
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Re: Custom Map / Map Editor

Post by Asimov » 15 Feb 2017, 10:38

Gizmaul wrote:I tried about 300 place for fiber and probably 100+ for stone.

Everything is Q10 Just like when the MMO Closed beta started.

I have not prospected for Ore.

I found Marble, Slate. Granite. All Q10
Clay Q10

Trees and animals are varied.


First place i start gather plant fiber i get high q :-)


Teleon
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Re: Custom Map / Map Editor

Post by Teleon » 15 Feb 2017, 11:26

***Spoiler*** :O:

Here is the Hotspot Map.

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croprince
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Re: Custom Map / Map Editor

Post by croprince » 15 Feb 2017, 20:09

Nyuton wrote:Ok thanks for testing.
We had some tense discussion yesterday about how many of these "hotspots" are appropriate for the big map and what their radius should be.

One hotspot is always one center cell with Q100 and a radius of 20-30 cells. Cells closer to the center have higher quality. Edge cells have Q5 if I remember it correctly.

Current server has 200 hotspots with random radius between 20 and 30 cells. But if you stuggled to find something other than Q10 then most likely it wasn't enough. I can post the quality map where you can see all hotspots this evening when I get home, or maybe Teleon can post it earlier.


Some areas are good balanced if talk about soil distribution, but somewhere on valley or similar where you excpect highq is q10 all around like 50+ cells if not more. I think its need more, but keep it balanced.
Lot od mining areas are still cover with q10, whole sides of hills, this cant be a case i hope, there must be some kinda a clue ok here is q22 ok lets dig, better then whole side coverd with q10 :D Try to fill up some empty palces, it dosnt have to good just add diversity on them.


Teleon
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Re: Custom Map / Map Editor

Post by Teleon » 15 Feb 2017, 20:19

At the moment we have a little Bug with the vein - so some of the ore spots are not like we thought, but we fixed it already! :)
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Gizmaul
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Re: Custom Map / Map Editor

Post by Gizmaul » 16 Feb 2017, 04:08

What is status? I see everyone stopped building again.

Will there be a wipe to adjust things or OK to start building?
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Nyuton
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Re: Custom Map / Map Editor

Post by Nyuton » 16 Feb 2017, 07:26

Gran Canaria map was recreated last night.
- Limited hotspot HQ cells vertical height into the ground.
- Fixed ore spot bug. Some spots were created in wrong direction, with lowest Q in center and highest Q at edges.
- Number of HQ hotspots on surface will scale with ratio of water/land on map.
- Lowered amount of trees above snowline

To be done:
- Distribution of HQ clay spots. Right now, there is only very small chance of a clay spot becoming HQ.
- Overall performance optomization. Map creation takes too long with all the latest changes implemented.

So yes, it'll be wiped at least one more time to address the clay issue. But keep in mind that these are just testing servers anyway. They won't be persistent.
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phoenix_ravensky
 
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Re: Custom Map / Map Editor

Post by phoenix_ravensky » 16 Feb 2017, 11:59

Brilliant! Did I read right that you are making a custom map editor program? I'd love more info on that.


Gizmaul
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Re: Custom Map / Map Editor

Post by Gizmaul » 17 Feb 2017, 03:12

No I understand it is for testing. But as you can see from the numbers online the idea of a wipe coming has stopped people from building till after it is wiped and left alone for a bit.

Been mostly alone for 2 days:)
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Gizmaul
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Re: Custom Map / Map Editor

Post by Gizmaul » 17 Feb 2017, 04:04

Or you make tunneling and terraforming super fast:)
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Teleon
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Re: Custom Map / Map Editor

Post by Teleon » 17 Feb 2017, 06:00

Hey Gizmaul!

The wipes where important, otherwise the fixes won't work.

We can adjust that u have super fast tunneling - we will change it today. ;)

So far, Teleon
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croprince
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Re: Custom Map / Map Editor

Post by croprince » 17 Feb 2017, 09:53

Gizmaul we have been on other map last few days, gran canarian. It needs feedbacks aswell. Come and test that one too.

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Nyuton
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Re: Custom Map / Map Editor

Post by Nyuton » 17 Feb 2017, 14:57

Ok then let me implement some solution for hq clay and recreate the Himalaya map this evening/night and then it'll be up for a while so people can build and test in the longer term. No plans on wiping the Canarian map - luckily there are some HQ clay spots (within the hotspots) already.

Did I read right that you are making a custom map editor program? I'd love more info on that.
Well, "editor" shouldn't have been mentioned here yet. Sorry about that. This is a possible follow-up project but it's not gonna happen anytime soon, cause it'll be even more work than the custom maps. For now it's just something that can procedurally generate a map based on a grayscale heightmap image of terrain.
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Re: Custom Map / Map Editor

Post by Bjarkan » 18 Feb 2017, 03:48

hi i lik to play on Hymalaia have any rules or plan to wipe ?

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Laertes
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Re: Custom Map / Map Editor

Post by Laertes » 20 Feb 2017, 09:58

Will these maps be available for free use in YO when you´re finished? :good:
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Nyuton
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Re: Custom Map / Map Editor

Post by Nyuton » 20 Feb 2017, 17:27

That's what we're aiming for.

Nevertheless, some funds need to be paid for a dedicated server that the application runs on. Will probably kick off with a donation button (voluntarily) and see how it goes.
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Gizmaul
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Re: Custom Map / Map Editor

Post by Gizmaul » 20 Feb 2017, 21:50

OK noticed something a bit different. Croprince and I were talking about it. When you prospect you can get to 4 away. But not 2. Because the ore is all under 1 tile. I thought maybe it was just where I was. But after talking to him a bit he was having the same issue. Its not a huge deal. But leads to a lot of blasting holes to get a better read of where the vein is. In most LiF servers the ore starts on the surface. It just seems to be buried a little deeper here.

Maybe that is the intent then OK cool. But still wanted to point it out.

Not sure what animal count is, but as we add people it appears to be fairly slim pickings for hunters.

Other than those 2 things. Server seems to be running great!
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Gizmaul
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Re: Custom Map / Map Editor

Post by Gizmaul » 20 Feb 2017, 22:09

Another thing that came up in conversation.

There are many spots that have rock in them that could be soil just for making it easier to build in some places.

There are a lot of sharp and narrow points and some deep cuts that can't be accessed. Right now there are 2 points that have granite that cant be dug. Looks like maybe just some softer corners on things. So much rock on the Himalaya map. Or worry is that is in a shuffle of the resources we don't want the silver to end up in a place you cant get it:)
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Gizmaul
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Re: Custom Map / Map Editor

Post by Gizmaul » 20 Feb 2017, 22:40

Sadly things will be very quiet for 2 weeks. But there are several groups committed to coming back to the Himalaya map after the MMO run.

Some builds started. If you let it ride till then I think we can start hammering on your server some.

I have heard some ask for a bigger skill cap. But that is a couple people. I have had some talk about crafting being faster. I am actually OK with speeding it up. But its not a huge deal either way.

You gave items to some people, maybe add those items to character creation so everyone gets them.

I think single worst thing with whole server is the date. We will goto MMO for 2 weeks. And when we return it will be winter. SO it will be very slow as we wait for crops to grow again. but maybe you can alter date. Would be nice to see it be March when we start loading up people.

I think right now if you say no wipe for maybe 2 months after MMO we can provide 50+ people to test it all out and see what its made of.
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