Service Closed
This service will be unavailable from March 1st 2014, please download anything you wish to keep before this date.
                        

 
Procedural Terrain Generator v1 to v2: 
  • Fixed boundaries interfering with detail bricks by generating boundaries first.
  • Fixed issues with bot hole bricks when used as details; they are now supported.
  • Changed some default settings in the Main Menu to avoid inital confusion/issues.
  • Fixed the server command /ClearPTG (thanks to Xalos) and added /PausePTG.
  • Added psuedo-random rotation to detail bricks.
  • Added infinite terrain variation, relative to where terrain is generated. This will be especially useful when infinite terrain generation is implemented.
  • Changed depth of terrain to 2 layers (when Solid Ground is disabled) to help reduce the brickcount. If you encounter holes in the landscape, just stretch it out using Terrain XY-Scale.
  • Fixed some issues with client/server-sided code.
  • Added an in-game, quick reference guide for the Main Menu (instead of the entire manual), which also includes an FAQ. The actual manual is still included in the add-on folder.
  • Added support for the "Food" brick category when selecting detail bricks.
  • Reintroduced the Custom Height Value option, which allows the user to manipulate chunk-specific height values across the landscape. The CHV menu is now slightly more user-friendly.
  • Fixed misc. issues, especially regarding Modular Terrain bricks when Solid Ground and Caves are enabled.
  • Added "Stop and Clear" option to the temporary main menu.
 
 
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