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I need some help please

Discussion in 'Maps' started by Doc22, Aug 23, 2012.

  1. Doc22

    Doc22 Builder Stabber

    Messages:
    51
    I made a generator based on the original zombie gen, and it worked. I made another, and the server generates the map, then crashes after about 5 seconds of playing on the map. (it is kinda unprofessional at this point, but I dont want to put any more work into it until I know what I am doing wrong) Here is the cfg:

    # KAG Map Generator Config File
    # map size is set in a console variables: m_width; m_height
    # in Scripts/dedicated_autoconfig.gm or Scripts/autoconfig.gm

    # Most noise variables (like persistence, lacunarity) are explained in the libnoise tutorial : http://libnoise.sourceforge.net/tutorials/tutorial4.html

    override_map_width = 118
    override_map_height = 200

    baseline = 80 # vertical percentage of map; vertical base line of ground; the higher percentage the lower the map starts

    noise_smoothness = 3.0 # 1.0 smoothest; 2 - 2 tile blocks; 3 - 3 tiles blocks ...
    min_noise_smoothness = 1.0

    ground_noise_frequency = 21.0
    ground_noise_lacunarity = 0.9 # less = less spikes
    ground_noise_octaves = 6
    ground_noise_persistence = 0.35

    hill_height_max = 3 # in tiles

    mountain_concentration = 5; 95; # horizontal percentage of map
    mountain_width = 15 # horizontal percentage of map
    mountain_height = 150 # in tiles
    mountain_shape = 0 # 0 - straight; 1 - convex; 2 - concave

    hole_concentration = # horizontal percentage of map
    hole_width = 3 # horizontal percentage of map
    hole_height = 4 # in tiles
    hole_shape = 0 # 0 - straight; 1 - convex; 2 - concave

    # these must have the same count
    respawn_spots = 50; 1; 99; -1; 50; # horizontal percentage of map ; -1 random
    respawn_teams = 0; 1; 1; 1; 0; # team number
    respawn_types = runner; zombie; zombie; zombie; migrant; # type name (zombie, runner, egg, chicken)

    cave_noise_frequency = 1.3
    cave_noise_lacunarity = 2.1
    cave_noise_octaves = 5
    cave_noise_persistence = 1.90
    cave_turbulence_power = 0.1
    cave_turbulence_roughness = 14.0
    cave_turbulence_frequency = 3.0
    cave_thickness = 1 # size of cave

    stone_noise_frequency = 80.0
    stone_noise_lacunarity = 3.0
    stone_noise_octaves = 5
    stone_noise_persistence = 0.7
    stone_multiplier_mountain = 0
    stone_multiplier_hole = 5
    stone_cave_thickness = 1 # thickness of stone around caves; 0 - stone does not concentrate on caves

    gold_concentration = 33; 66; # horizontal percentage of map
    gold_concentration_width = 124;

    gold_noise_frequency = 116.0
    gold_noise_lacunarity = 0.0
    gold_noise_octaves = 2
    gold_noise_persistence = 0.0
    gold_turbulence_power = 5.1
    gold_turbulence_roughness = 1.99
    gold_turbulence_frequency = 1.5

    wood_tree_maxheight = 10
    wood_tree_variation = 10
    wood_noise_frequency = 40.0
    wood_noise_lacunarity = 2.6
    wood_noise_octaves = 5
    wood_noise_persistence = 1.2

    bedrock_noise_frequency = 69.0
    bedrock_noise_lacunarity = 0.9
    bedrock_noise_octaves = 5
    bedrock_noise_persistence = 0.3
    bedrock_turbulence_power = 0.85
    bedrock_turbulence_roughness = 19.99
    bedrock_turbulence_frequency = 1.0

    # castle

    # area_generator = wang tiles grid; wang tile width; wang tile height;
    # area left corner x (% of map width); area upper corner y (%of map height);
    # area width (max); area height (max); randomization of size (0 none - 100 full); dungeon 0/1

    #area_generator = Maps/randomgrid_castle_2.png; Maps/randomgrid_castle_2.png; Maps/randomgrid_cave_2.png; Maps/randomgrid_cave_2.png;
    #area_generator_vars = 8; 8; 5; 5; 50; 50; 71; 0; 8; 8; 68; 5; 50; 50; 71; 0; 22; 10; 1; 90; 50; 100; 35; 1; 22; 10; 55; 50; 90; 100; 35; 1;

    # 100 100
    area_generator = Maps/randomgrid_castle_2.png; Maps/randomgrid_castle_2.png; Maps/randomgrid_cave_2.png; Maps/randomgrid_cave_2.png; Maps/randomgrid_cave_2.png;
    area_generator_vars = 8; 8; 10; 30; 50; 33; 87; 0; 8; 8; 50; 36; 40; 33; 87; 0; 22; 10; 2; 46; 108; 35 ; 15; 1; 22; 10; 2; 63; 108; 35 ; 15; 1; 22; 10; 20; 78; 60; 42 ; 10; 1;

    random_chest_probability = 65
    random_lantern_probability = 240
    Anything you see wrong?