Empyrion Galactic Survival Stuck Verifying Game Files Over and Over Again

  1. Hummel-o-War

    Staff Member Customs Manager

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    To start the SSG got to binder:
    steamapps\mutual\Empyrion - Galactic Survival
    And outset:
    SolarSystemGenerator.exe
    ——-

    What is the Solar System Generator (SSG) used for?



    The SSG'south layout has two main functions: Visualisation and generating a playfield.
    It is not a total-fledged terrain editor, but tin use premade heightmap terrains to visualize and alter the terrain shape.

    To sum it up, the SSG currently ...


    • ....can alter premade playfields based on SEED (Seed = same seed as used ingame = same result equally in SSG)
    • ..tin can change premade playfields based on a range of settings (see Doku)
    • ..can visualize POI, Ore and NPC spawn areas locations and positions on planets and in space
    • ..can visualize planet and orbital playfields
    • ..can visualize the solar system (Sector)
    • ..can create a new random scenario with a button click
    • ..cannot place or remove POI, Ore and NPC spawns (still)
    • ..cannot create multi-solar arrangement (yet)
    • ..cannot create new animals or modify AI routines
    Please find attached the documentation as a PDF (vAlpha8.0.0).

    All Screenshots were taken from the electric current production version, but might modify in the grade of the coming months.

    --- Documentation Preview ----

    Tabular array OF CONTENTS

    Preamble
    A. Introduction
    B. Heightmaps and Stamps
    C. You lot demand a .yaml editing software
    D. Quick overview of the new game files
    E. How the game starts a new game
    F. Global SSG Workflow

    The Solar System Generator (SSG)
    How To Start the SSG
    GUI Overview - Planetary Playfield ( 2nd < > 3D )
    GUI Overview - Orbital Playfield
    GUI Overview - Sector Playfield
    Global SSG Handling Notes

    Working with the SSG
    Loading a playfield
    Customize and Consign a playfield
    1. Create TEST playfield
    2. Modify STAMPS
    3. Load TEST in the SSG & export

    Playtest your work
    A. Preparation:
    B.1 Method A: Overwrite an existing planet (easier)
    B.2 Method B: Ascertain a custom named planet
    C. Troubleshooting

    THREE GOLDEN RULES

    NEVER MODIFY AND THEN OVERWRITE DEFAULT GAME FILES
    Any file that is added to the installation via update, is likely to be overwritten with each update!
    Whatsoever progress is lost if an update kicks in or you use the "verify files" steam characteristic.

    NEVER SAVE ANY OF YOUR Work IN THE CONTENT ROOT FOLDERS
    OR A DEFAULT SCENARIO
    Adding new files is not a problem, simply modifying original files is a risk. See Rule 1.

    ALWAYS SAVE YOUR Work in your Own SCENARIO
    Scenarios y'all create are NOT removed or overwritten by any update!​

    Fastened Files:

    #1
    Last edited: Jun 12, 2018
  2. Hummel-o-War

    Staff Fellow member Community Manager

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    Note FOR BUILDERS:

    one. For all the new playfield settings and how to use them, cheque the fully commented versions of

    • playfield_static.yaml
    • playfield_dynamic.yaml
    in the folders
    • +ExampleSpace
    • +ExamplePlanet
    over here > ...\Empyrion - Galactic Survival\Content\Playfields
    #2
  3. Hummel-o-War

    Staff Member Community Manager

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    PLANET Way (3D View)
    SSG-1.jpg

    ORBIT MODE
    SSG-2.jpg

    SECTOR Fashion
    SSG-3.jpg

    #3
  4. Hummel-o-War

    Staff Member Customs Manager

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  5. NeiroAtOpelCC

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    Patch notes on Steam say it'll be shipped to users automatically. Where practise I discover it? It'due south nether in the Tools nor Software categories?
    Is information technology peradventure just not out yet?
    #5
  6. Pantera

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    It is in the Empyrion binder:
    steamapps\common\Empyrion - Galactic Survival

    SolarSystemGenerator.exe

    #6
  7. TK85

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    I tested the new Box SECTOR CUSTOMIZATION and I really enjoyed it!

    But i thing missing: defining an Water ice Planet every bit a neighbor.

    I tried with several seeds and every kind of neighbour happened, except Ice ...

    #seven
  8. Ian Einman

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    I am not sure if this is the right place to annotate on this, just I wanted to requite feedback on the randomization process in general (whether done in the SSG or with the random scenario).

    Larger planets suffer from a feeling of "sameness" as you lot explore the planet. This can actually be seen correct on the SSG screenshot in Hummel's second post in this thread. You see lots of lilliputian patches of land, and lakes. Biomes are randomly scattered, the temperature is influenced by latitude so if you wing due westward, yous volition see by and large similar biomes.

    What is missing are what I would call "macro" features, similar large continents, large oceans, large patches of desert. Those aren't appropriate for moons and tiny planets where at that place may take never been plate tectonics. But on mid and larger size planets y'all'd really expect to encounter large land masses, and oceans (or at least basins on dry planets). Without these major features, honestly all temperate worlds kind of look the same, all barren worlds feel the same, etc.

    The biomes are not influenced past the terrain that much. Yes, swamps and beaches are shut to water, but what is missing is the consequence of weather patterns - typically one side of mountains would be dryer, and one would exist wetter, and this generally depends on breadth.

    There is no true ocean planet similar the old Oscotune. You'll never see a random scenario give y'all something like that. In the SSG you tin can crank up the humidity and sea level, and become huge oceans, only what is left are a few islands randomly distributed all over the world, rather than getting big oceans and a few smaller land masses. It just doesn't feel right.

    I do not think "planets" and "moons" should be separate. I remember the moon templates are basically simply small planets and all of them should be bachelor for planets that are less than class iii. Not all small worlds have atmospheres (see Mercury, Pluto).

    I remember the default random solar system generation should take a UI for it instead of just a config file. As far as I could tell, every random scenario had 7 planets and fifty-fifty though they were "random" they all felt sort of the aforementioned except the names inverse. At the very to the lowest degree people should be able to cull whether the system will be large or modest.

    #8
    MrFubar, zztong and TK85 similar this.
  9. Ipurgepeople

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    For some reason since the update, the SSG does non work at all. Post-obit the steps provided in the manual, the same steps I did just 72 hours ago, does aught merely spit out this same mistake over and over and over and over for any not-orbit playfield.

    Attached Files:

    • Capture.PNG
    #9
  10. Hummel-o-War

    Staff Member Customs Manager

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    The handling of "neighbors" is non yet added to SSG, but the devs are already looking into this.
    #10
  11. Hummel-o-War

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    Beginning > plz e'er report bugs to problems thread ;)
    Second > Refresh the playfields directory using the '...' button next to the Template field and see if that clears it upward
    #xi
  12. Ipurgepeople

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    Apologies, idea for some reason that this was the bug thread. And that didn't aid either. I clicked on every button on the entire programme (except the export YAML and consign Scenario buttons) in club to attempt to go it to work to no avail.

    I have submitted a report in the bug thread.

    #12
    Last edited: Jun thirteen, 2018
  13. Philipp

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    WORKING MODE: Right after Start

    Reproducibility: Always
    Severity: Major

    Type: NullReferenceException

    Summary: NullReferenceException on Beginning

    Description: When i start, i go a nullReferenceException and i simply see a white screen. No matter what i click, information technology changes nothing.

    Steps to Reproduce: Just start information technology.

    Screenshots: nullReferenceException.PNG

    #13
  14. Ithirahad

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    The SSG lets us load custom terrain into the planet playfield editor thing, merely we can't configure a custom terrain for our actual playfields...? If this is possible, how is it washed? If information technology isn't, why is it an included characteristic on the SSG?
    #14
  15. Fisch050

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    I'm non finding this information, at least not with the searches I have run. How do I use a custom playfield? I take generated a custom playfield, now how can I utilise it in a game?

    This is probably a bones question, but for some reason I can't find the reply. Whatsoever help would be appreciated!

    #15
  16. Pejman

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    TBH i recall we should take a level beryon the organization (which should be the existent sector). Each system should be ane star with a sure number of planets or space POIs. Ane can use SV hyperdrive to travel inside a system but if you want to achieve another system you need a CV hyperdrive. You have so the sector where each system is linked to the others, this should allow a much cleaner approach (considering i find a single system with xx+ planets be a little wierd). Information technology should as well permit to add together a % of enemy command over systems (which will make up one's mind how much of the organisation infinite is occupied past enemies)
    #xvi
  17. Mulac

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    Still looking through the lawmaking simply so far this is a great tool

    Correct now my only concern is the default settings in playfields that create Radiated biomes. The problem is the biome has a very diffrent colour palette which does not alloy into others. Then it possible to expect into information technology but not out of such a biome for example. The graphics mix just does not work. If we necktie in atmospheric graphics to a biome. Every planet will become the same one.

    The but long term solution that I can come across is to have more biomes grouped by planet type. So if a planet can never have a Radiated Biome in the center of a temperate forest. Whilst on planets types that do take Radiated Biome. It domainates the atmospheric graphics everywhere (Radiated Fog over everything). With no possiblily of finding normal looking blue sky areas regardless of other conditions.

    #17
  18. TK85

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    In order to remove this biome from the planets, in particular the temperate ones - because in my opinion they are not all that they should have, I replicated the "temperate" folder and named it "temperateNoRad" and in the "playfield_dynamic" file I did the following:

    # - Proper name: Radiated
    # Weather: BmFogRadiationGreen
    # AmbientSound: BarrenFog
    # Texture: [2.9, 0.8, 11.11, 0.2]
    # UndergroundLayers:
    # - [0, 2]
    # - [12, 4]
    # - [xi, -ane]
    # - [10, 1]
    # Color: [0.vi, 0, 0.vi]

    # Temperature: 30
    # Radiations: 4

    # StampForcesBiome: truthful
    # StampTries: 15
    # StampForcesBiomeType: OverlapOff
    # Stamps:
    # - DunesSea_01

    # Decorations:
    # - [AkuaPlant2, 0.08]
    # - [BallFlower01, 0.04]
    # - [BallFlower02, 0.02]
    # - [BallFlower03, 0.02]
    # - [Mushroom02, 0.003]
    # - [AridRock01, 0.001]
    # - [AridRock02, 0.01]
    # - [AridRock03, 0.02]
    # - [SkeletonDragonTorso, 0.003]
    # - [SkeletonMammothHead, 0.005]
    # - [SkeletonMammothTorso, 0.008]
    # - [RockGrey01Large, 0.001]
    # - [RockGrey02Large, 0.001]
    # - [RealRock1Dark, 0.05]
    # - [RealRock2Dark, 0.001]
    # - [RealRock3Dark, 0.01]
    # - [RealRock4Dark, 0.01]
    # - [RealRock8Dark, 0.01]
    # # Harvestables:
    # - [CrystalStraight, 0.001, Free]
    # # Stone Resource:
    # - [RockResourceCobalt, 0.001, Gratuitous]
    # - [RockResourceSilicon, 0.001, Complimentary]
    # - [RockResourcePromethium, 0.0005, Gratuitous]
    # Grass:
    # - Proper name: GrassBrown04a
    # Density: i
    # Preset: GrassDense
    # - Name: GrassBrown02d
    # Density: 0.25
    # Preset: GrassDense
    # - Proper name: FlowerBlue01
    # Density: 0.008
    # Preset: GrassDense
    # - Name: Plant01a
    # Density: 0.05
    # Preset: GrassDense

    Then I added the necessary parameters to the file "SectorTypeDefaults" then that it is generated randomly.

    To remove the radioactive fog I edited the file "playfield_static".

    #xviii
  19. Mulac

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    That was kind of you lot to post lawmaking. Thumbs up for trying to aid. However the betoken I was trying to make is, I am non certain that the current default settings should exist used exterior of an experimental build. I know how to edit the biomes out. The betoken is should they still be at that place in default playfield in the first place ?

    For testing purposes I am all for having a sandbox playfield. However in the default game new players are going to be seeing a poor graphic transition betwixt biomes that should not be on the same map. Taking out biomes with local atmospheric effects seems the best policy for now.

    Longer term this highlights a possible bigger problem. In regard to the generator and graphics rendering. I am thinking that having an atmospheric effect tied into biomes is going to be quite a limit. I would rather see an alien atmospheric colour shift as required and variable draw distance shown as a weather pattern.

    To a certain extent the electric current lighting storms weather show furnishings testify what is possible. When it is raining we can fly beyond biomes and there is a smoother graphic transition. Draw distance is lower and things look darker in all biomes. What if we tinted away from the standard blue skys groundwork on conflicting worlds instead of using the alien biome?

    Hither we can go much more than efficent use out of all the other biomes just past changing the colour palette of the sky and expanding the existing conditions furnishings.

    #nineteen
  20. Aulus

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    Looking forward to the release of multi-stars. One of the biggest reasons my brother won't play this game much is the lack of being able to have multi-planetery systems to allow more planets while still keeping realism of number of planets around a star/distances betwixt them.
    #20

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