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Posted: 16 Mar 2006 01:01
by richk67
For those wanting to try this, but not having compilation facilities, here is a win32 binary for TGPv3d.
Please test thoroughly...

Posted: 16 Mar 2006 05:53
by Singaporekid
Yeah, industries seem to always occur at the same level, makes it rather easy
Is nobody else testing this?
Posted: 16 Mar 2006 07:42
by sidew
Great! Now I'll try to compile the new patch.
Can I ask a version of perlin terragen patch for 0.4.5 release?
Posted: 16 Mar 2006 08:00
by sc79
Is there any possibility you could encourage it to create more 'grouped' areas of land/ocean? On 256x256 maps it seems to work really well. You often get 1-2 land 'masses', along with a few islands, and a corner/edge of the map which is mostly ocean, giving the impression that you're looking at a small segment of a much larger world. However, on bigger maps, it really seems to hug the borders (i expect the numbers are the same, but relative to the map size, it looks worse), and most of the land masses get connected by strips.
And yeah, some work on industry placement and/or minor terrain randomness (just 1-2 squares here and there to break it up) is needed.
Otherwise seems to be working well. Didnt hit any bugs, and it keeps getting better

Posted: 16 Mar 2006 08:32
by sidew
I found a better solution for resolving the compilation issues using with MS visual studio.
Can you modify the macro.h:
where is the line
change with
Code: Select all
#ifdef _MSC_VER
#define _USE_MATH_DEFINES 1
#else
#define abs myabs
#endif
So you can compile smoothly on M$ visual studio because by default, math constants are disabled.
Posted: 16 Mar 2006 10:17
by richk67
Singaporekid wrote:Yeah, industries seem to always occur at the same level, makes it rather easy
Is nobody else testing this?
Ah... when the Smoothness is Rough or Very Rough, the standard industry placement routine has difficulty finding a flat enough area to place an industry. So they will tend to congregate on the plateaus at the tops of mountains. I will have to look at coding a "FlattenFootprintForIndustry" routine in PlaceNewIndustry.
Thanks for testing.
Posted: 16 Mar 2006 10:28
by richk67
sc79 wrote:Is there any possibility you could encourage it to create more 'grouped' areas of land/ocean?
Unfortunately it is very difficult to put any bias of that sort into the routine. Fundamentally it is a random noise pattern.
On 256x256 maps it seems to work really well. You often get 1-2 land 'masses', along with a few islands, and a corner/edge of the map which is mostly ocean, giving the impression that you're looking at a small segment of a much larger world. However, on bigger maps, it really seems to hug the borders (i expect the numbers are the same, but relative to the map size, it looks worse), and most of the land masses get connected by strips.
I do not scale the edge effect by the map size, so it always only snips about 10-20 tiles from the edge. If I scale it, on larger maps, the effect will spread quite far. Its worth a look though.
And yeah, some work on industry placement and/or minor terrain randomness (just 1-2 squares here and there to break it up) is needed.
Minor randomness is added by using a rougher smoothness. I think the small scale variations are about right - too much and everything is bumpy. On desert it certainly will create larger flat plains, but I deliberately add a noise function for these areas. (Which incidentally creates the anomaly of minor dents that look like dry wadis!)
Posted: 21 Mar 2006 00:37
by richk67
Some (large) sample pics from gen 38398, flat, low water (!!), rough. I really like some of the islands and coast it made this time.
Posted: 21 Mar 2006 00:38
by richk67
More pics from same generation. Plus scenario (r3993).
Posted: 21 Mar 2006 10:00
by AlienDNA
Absolutely incredible.
In this form I'd say it is already more than able to be incorporated into the svn. These lands look masterfull. Can't wait to play with this generator!
Good work, really good work. I'm keeping my eyes firmly fixed on this thread!
Posted: 21 Mar 2006 19:26
by Ben_Robbins_
This is seriously awesum. The realism of the lakes/sea areas rocks. With the water high with the roughest most mountainouse land, its so tricky. Good Stuff.
Posted: 21 Mar 2006 20:25
by RMJ
Good say. Very nice work. You can really make some beatifull landscapes thats also awesome to play.. really nice

Good job!
Posted: 28 Mar 2006 22:31
by richk67
Patch updated.
Posted: 29 Mar 2006 07:34
by AlienDNA
Alright, then I humbly request another compiled win32 exe, so we can all test.
Thanks in advance!
Posted: 29 Mar 2006 09:10
by richk67
AlienDNA wrote:Alright, then I humbly request another compiled win32 exe, so we can all test.
Thanks in advance!
Yup. I just didnt have time last night.
Posted: 30 Mar 2006 08:27
by AlienDNA
Ooh, and if it could be compiled against the latest nightly, I'd be delighted. I noticed electrified railways implemented! And I can't load savegames or scenarios from old versions, because a while back they changed something in the savegames... That's why I'd like it with the new nightly

Posted: 24 Apr 2006 03:12
by BoominGranny
Just a suggestion - hit me if im jumping the gun here (ie. you already were planning this but you have a life and havn't had the hours to code it yet)
Would it be possible to extend TerraGenesis Perlin so:
1) Ability to generate an "islands" map type. so almost every city was on its own island??
2) to the current window - add starting date, add number of trees (ie tree groups aka forests but i intentionally didn't use that word), add number of towns, number of industry's per town, max number of industry's per each industry type.
Also city size - i imagine this in 4 dropdown boxes eg:
[1 city size] [2 quantity]
[3 city size] [4 quantity]
City size types - small citys, medium citys, large citys, huge citys
quantities - none, very low, low, medium, high
(This way you could generate citys the way another forum user here wanted - ie several huge citys and lots of little towns)
The above would still work if you wanted to just generate land, you could just set citys to none.
It would also ensure you get your game just the way you like it without going into the patches window to set the year, then difficulty window to set the number of towns etc...
Also (i am using mini intergated r4562)
i noticed that it sometimes produces radio transmitters and lighthouses really close together (see attached pictures) could you add a min distance to one another?
Posted: 26 Apr 2006 04:52
by Hairysteed
Might be difficult, but perhaps make the lighthouses appear on peninsulas, islands and areas where land tends to protrude seawards.
Posted: 26 Apr 2006 10:21
by Brianetta
Hairysteed wrote:Might be difficult, but perhaps make the lighthouses appear on peninsulas, islands and areas where land tends to protrude seawards.
Or on small islands off-shore.
Posted: 26 Apr 2006 12:22
by richk67
Brianetta wrote:Hairysteed wrote:Might be difficult, but perhaps make the lighthouses appear on peninsulas, islands and areas where land tends to protrude seawards.
Or on small islands off-shore.
Yes, there is something odd about both the transmitter and lighthouse placing. But what is weird, is I havent touched it!
There is a minimum distance between transmitters; it is a tile-walk-path of 14. It should be bigger IMO, but I also want to add code to say that a transmitter should only be placed on a hill if 50% of the land within 3 squares is lower than its tile. (Should bias it to place transmitters on hilltops).
Similarly I want to bias lighthouses to only place if 70% of the tiles within 5 tiles are water. This should bias it to headlands that stick out, since a lighthouse on the edge of a straight shore should have 50% land. To be more than 50% implies it should be a headland of some sort (or island).
On a similar vein, I am a little disappointed with how often towns are built just outside the reach of shipping. I may introduce a bias to the town placement that if there is any water within 10 tiles, it moves the town centre to within 3 tiles of the water's edge.