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boformer

Here is the random tree rotation mod!

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You may remember this thread I started ago. I showed off a prototype for a mod that randomly rotates the trees in Cities: Skylines. It was not possible to rotate the LODs of the trees, so I did not release it:

I changed my mind! I think this might be useful for some people who want to take nice close-up shots, and the transition between LOD and detailed model is not so bad.

It applies the rotation to any tree just before the rendering, and can safely be enabled or disabled at any time. It also affects trees which were placed before the mod was installed.

Workshop Link: http://steamcommunity.com/sharedfiles/filedetails/?id=556784825

Media:

2015-11-17_00003.thumb.jpg.2bde6a5effba32015-11-17_00004.thumb.jpg.998eafe576a272015-11-10_00002.thumb.jpg.a39fc44a7c530

 

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hello,

 

I have a problem with tree, when I reload savegame, randomly, some tree have scaling problem and multiply as you can see on screenshot.

any idea ?

Cities_skyline_tree_rotation_01.thumb.jp

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    5 hours ago, namspopof said:

    hello,

     

    I have a problem with tree, when I reload savegame, randomly, some tree have scaling problem and multiply as you can see on screenshot.

    any idea ?

     

    Is it only a graphical issue, or are there multiple tree instances??

    It is impossible that the random tree rotation mod causes it.

    Probably it is caused by "Unlimited trees" or some other mod.

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    It's not graphic, i need to bulldoze 10 tree in same place.

    The problem is scaling tree fit together.

    Thank you for your quick response :)

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    6 hours ago, namspopof said:

    It's not graphic, i need to bulldoze 10 tree in same place.

    The problem is scaling tree fit together.

    Thank you for your quick response :)

    You are not the only one with this problem. Try to find out what causes it.

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    post the list of your mods

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    I am 99% sure that the Unlimited Trees mod causes this. Maybe another mod that is broken blocks the loading and saving.

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    My treeUnlimiter_log.txt

    Quote

    [TreeUnlimiter:Mod.ReloadConfiguationData] Configuration data loaded or refreshed.
    [TreeUnlimiter:Mod.init] Mod has been initialized.
    [TreeUnlimiter:Mod.OnEnabled] v1.0.2.2-f3 build_004 Mod has been enabled. 1/12/2016 6:23:37 PM
    [TreeUnlimiter:Loader.OnCreated] OnCreated fired.
    [TreeUnlimiter:Loader.OnCreated] Enabled and redirects not setup yet
    [TreeUnlimiter:Mod.Setup] Redirected calls.
    [TreeUnlimiter:Helper.EnsureInit] EnsureInit(1) This mod is enabled. Tree unlimiter mode is actived.
    [TreeUnlimiter:Helper.EnsureInit] EnsureInit(1) Updating TreeManager's ArraySize from 262144 to 1310720
    [TreeUnlimiter:Data.Deserialize]  mbuffersize=1310720
    [TreeUnlimiter:Data.Deserialize]  mUpdatemode =LoadGame
    [TreeUnlimiter:Data.Deserialize] Using ModifiedTreeCap - Calling Custom Deserializer.
    [TreeUnlimiter:CustomSerializer.Deserialize]  treelimit = 1310720
    [TreeUnlimiter:Helper.EnsureInit] EnsureInit(2) This mod is enabled. Tree unlimiter mode is actived.
    [TreeUnlimiter:CustomSerializer.Deserialize] We have 1177300 bytes of extra trees
    [TreeUnlimiter:CustomSerializer.Deserialize] save format - version 3 detected.
    [TreeUnlimiter:CustomSerializer.Deserialize] stored array count = 1310720
    [TreeUnlimiter:CustomSerializer.Deserialize] stored treecount = 147160
    [TreeUnlimiter:CustomSerializer.Deserialize] Stored data is packed. reading 147160 number of objects
    [TreeUnlimiter:CustomSerializer.Deserialize]  Loaded 147160 trees of 147160 (out of 1048576 possible in extra range)
    [TreeUnlimiter:LimitTreeManager.UpdateData]  calling Ensure Init
    [TreeUnlimiter:Helper.EnsureInit] EnsureInit(3) This mod is enabled. Tree unlimiter mode is actived.
    [TreeUnlimiter:Loader.OnLevelLoaded] Map LoadMode:LoadGame
    [TreeUnlimiter:Loader.OnLevelLoaded] Enabled and setup already.(expected)
    [TreeUnlimiter:Loader.OnLevelLoaded] Debugging-TreeManager: treecount=409303 msize=1310720 mbuffleg=1310720 buffitemcount=409304 UpdatedTreesSize=20480

     

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    2 hours ago, namspopof said:

     

    My treeUnlimiter_log.txt

     

    Its is very likely an error in the mod code. The only way to fix it is to uninstall the mod.

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    14 hours ago, boformer said:

    I am 99% sure that the Unlimited Trees mod causes this. Maybe another mod that is broken blocks the loading and saving.

    Any idea how\why you suspect that is? Doesn't make any sense to me give what UT mod does and doesn't do (it doesn't create trees that don't exist in the save, it also doesn't save trees that don't exist, and the detoured treemanager function don't do things the original doesn't - with the exception of higher caps on the while's and for's ), but I'm open to listening\investigating if either of you have a lead.


    namspopof - If you want to publish or upload the save file somewhere (along with which of those mods the save file actually requires to load properly), I'm happy to take a look and see if I can repo this or where the problem may be).

    BTW that log suggests there were no errors on map load, at least with extracting and setting up the trees. Your using setting x5 is that correct?

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    Posted:
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    Hi,

    I'll make you the file soon, for the mod attached, you have the list in one collection.
    Thanks. :)

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    I created a possible fix for the flickering issues and made the mod public again: http://steamcommunity.com/sharedfiles/filedetails/?id=556784825

    I'm looking for a few testers. Is anyone willing to test the new version for me? I want to make sure that it works correctly. If the flickering still occurs, see if it also happens when you disable all other mods (not assets).

    MrWAsuL.jpg

    38mjtav.jpg

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    Hmm, your picture is with palm trees. The flickering issue is only with vanilla trees, and most prominently with the ones on building lots.

    I have only done half the test so far. The flickering is still present when the far LOD kicks in on lots when the sun stands higher, but I have only tested this with my mods on so far. I'll see if I can do a test without mods soon (I hope the "disable" now works properly after the game update).

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    Actually, I have to correct myself. My apologies for the first feedback, but for whatever reason, I still had an old version subscribed in addition to your new one, although I didn't see it in the mod panel anymore. I only noticed this when I went through the alphabetical subscription list. After getting rid of this, the flickering of the trees is gone! Only the LOD shadows still flicker somewhat, but that isn't restricted to trees, but all LOD shadows flicker, so I assume it's completely unrelated. Also, it's subtle enough to ignore.

    Thanks for fixing this!

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    5 hours ago, Turjan said:

    Actually, I have to correct myself. My apologies for the first feedback, but for whatever reason, I still had an old version subscribed in addition to your new one, although I didn't see it in the mod panel anymore. I only noticed this when I went through the alphabetical subscription list. After getting rid of this, the flickering of the trees is gone! Only the LOD shadows still flicker somewhat, but that isn't restricted to trees, but all LOD shadows flicker, so I assume it's completely unrelated. Also, it's subtle enough to ignore.

    Thanks for fixing this!

    Awesome! Thanks for your feedback!

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