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tony56a1

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About tony56a1

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  1. Seems like it's either a socket of some kind, or the server idea as you said.
  2. Movies on Billboards

    This can be accomplished with what @Ronyx69 is doing with their animated UV params mod I believe ( it basically configures something that the game is already using for its own animated assets ), shouldn't cost anything extra, performance-wise.
  3. NetManager.Get/SetSegmentName() is what you're looking for probably. Appears to be configurable per segment, so if someone wanted to recreate road namer or something, that level of granularity is available. Also, thanks for the idea! Expect to see it in Mark-a-Route at some point in the future...
  4. Hi all, Just wanted to share a mod that I released a few days back. Basically, it allows you to place props in your assets/in-game that doesn't count towards the global prop limits. I'd be really interested in getting some building asset makers to try it out( to get around the 64 prop limit ), and get some feedback/bug reports to help me try to improve the mod/fix bugs in the mod! To use this mod, basically hold shift when placing your prop, and it'll create a prop that doesn't count toward the global limit. For building makers, when you save the asset, you'll also get a PropUnlimiter.json file. That should be copied into the workshop asset folder, and buildings in-game should be recognized by the mod in-game.
  5. Ronyx

    Neat! Do you know if you need the ND DLC to get the shader, or is this available in the base game?
  6. Done, if anyone wanted to try it out ( can currently switch between vanilla, no sign, and a variety of currently supported signs ).
  7. So I've been trying out an alternative library for method patching, so multiple mods can detour/patch the same rendering method (which would solve the problem @Judazzz had with individual highway sign replacement for vanilla signage, and conflicts with mods like Network Skins) . It seems to work alright with the texture replacement technique that Mark-a-Route uses. Main remaining problem is going to be multiple mods doing the exact same thing ( The library author indicated that some of the use cases aren't going to be really possible ).
  8. Not necessarily, if you take a look at the documentation for the library, the new execution flow is: All prefix methods that are patched in, until one of the patches decides to end execution The original method, if one of the prefix methods didn't decide to end execution All postfix methods, regardless of whether or not execution of the prefix/original methods was altered. At the same time, you can also declare what ordering you'd like for the patches, so if you want to go first, you can just mark your own patch as a high priority patch/executes before a certain patch, and preempt other mod patches. I haven't tried that yet, but having just described that, I can see some issues with this arrangement ( for example, one mod overriding rendering with a prefix, and ending execution of the remaining patches from other mods by returning false. )
  9. Just tried it out to override the bulldozer tool on a mod I had. Seemed to work alright ( didn't notice any major performance slowdowns, original method was correctly pre-empted, etc ). Would be interesting to see if the patching priority thing with multiple conflicting mods working in real life though, since that's the biggest advantage I can see here vs detouring.
  10. Hey, has anyone tried this library out for C:S mods yet? Seems kind of interesting, since it seems to allow patching of existing methods, rather than detouring the entire method.
  11. Have you considered SerializableDataExtensionBase? This should negate the need to create a separate config file I believe.
  12. Finally put in support for @Bipin's awesome single gantry sign, check it out here:http://steamcommunity.com/sharedfiles/filedetails/?id=649674529
  13. It's a bit annoying though to hear everyone claim that CO is "modder friendly" simply because they didn't obfuscate the codebase. Considering their lack of engagement with the modding community, and the almost complete absence of documentation/support for the official API, it's hard to make any claim that CO really values the modding community IMO.
  14. @JudazzzAs far as I know, Prop/Building/Vehicle/WhateverInfo are used to define the look/behaviour of all entries of that type, when rendering, every instance of a prop will use the same propinfo reference (kind of why I went around the in-game rendering architecture when building Mark-a-Route ) . To define the texture individually, you'll probably have to detour the prop rendering methods, like what @boformer does with Network Skins.
  15. @LeeMeister57 Thanks so much for the suggestion! In this case, the textures are currently drawn over the original as-is, so I think I have to re-scale the image when loading it in the mod. I'll take a look at that in a bit.
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