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Cities Skylines II Announced - Release Date and Pricing
Googlefluff replied to Samerton's topic in Cities: Skylines General Discussion
A few points: 1. CS is an indie game built by a very small team who could not predict where it would go, and is now 8 years old on a very strained engine. The base game has severe limitations which could not be overcome without fundamentally rebuilding the core mechanics—not something you can just do with patches. It needs a sequel, the community has been clamouring for a sequel, and now we're getting a sequel. 2. The meat-and-potatoes expansion packs (*8* years of slowly accumulated content remember) make up less than half the combined cost of DLC and go on sale all the time, along with the base game. They're nowhere near as predatory as the likes of EA. Supporting a game for almost a decade, adding features, expanding the dev team, and working on a second game behind the scenes is not free. See point 1 for why the base game is feature limited, and at least wait for CS2 to see if they pull a Sims and make you pay for everything again, bearing in mind that dynamic seasons and disasters are all but confirmed already. 3. Switching engines completely would not be a good move. Their entire team is made up of Unity devs and that skill does not just carry over. Switching to Unreal would mean throwing away everything they've learned in the development of CS1, would be way more resource-intensive for the company, and open the door for new mistakes and unforseen problems to make it in and put CS2 in the same boat as CS1. Building a bespoke engine is simply not within the scope of a company the size of CO. All the while, newer versions of Unity are perfectly capable of solving the problems CS1 has. Is it ideal? No, but it makes practical sense and doesn't at all mean CS2 will have the same technical limitations. Don't get me wrong, I'm incredibly frustrated with CS1 by this point. It has really big problems and misses the mark on a lot of what made SC4 great. But we should at least understand why and give the sequel a chance to make up for it before we start going so hard on it. CO has been good at listening to feedback, hired a bunch of modders, etc. They were openly disappointed when they couldn't add seasons despite trying, and now the sequel will have them. This is not a company that doesn't care/isn't trying. I just say give them a chance and judge CS2 on its merits once we see it. -
The death of Stephen Hawking affected me more than I expected. I've never really been upset by the death of a public figure, but now I know what it feels like. Definitely one of the greatest minds in history.
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What are you eating and drinking while browsing the forum?
Googlefluff replied to A Nonny Moose's topic in General Off-Topic
I am digusting. -
Advanced Road Building for City-Building Games (Concept)
Googlefluff replied to Googlefluff's topic in City-Building Games
Thanks for the feedback! @Eggman121 I haven't played SC4 in ages (I just dug through my computer and found NAM 32 installed if that gives you any idea) so it's interesting to hear that similar ideas are being worked on. -
Advanced Road Building for City-Building Games (Concept)
Googlefluff posted a topic in City-Building Games
I was bored, so I decided to finally get this idea out of my head. It's partially inspired by Transport Fever, specifically the way it handles train trancks. In that game, tracks are laid one at a time, with new tracks snapping to adjacent ones. I thought, why not do the same with lanes of a road? So here's what I ended up with. Note that I have no experience with game design or programming whatsoever so I have no idea if any of this is even technically feasable, it's just something that would exist in my perfect city-builder. I'd love to hear any comments or questions, and let me know if there's anything I'm missing! You may have to right click --> view image if the text is too small. -
My most recent highway exit. I've since added the rest of the roundabout exits and modified the surrounding road network to fit more nicely around it (the original grid layout came before the highway was built). I didn't bother fussing with merge lanes since the highway is at about a 10-12 degree incline in order to gain enough height for ships to pass under the suspension bridge just off-screen, and jagged slopes upset me. The second image is a rendering of how the whole junction exists in my head with my own set of traffic laws. I'll post more images of the completed area when I get home in a few days.
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Did a bit of light off-roading over the weekend.
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I have another, this time just a portrait. EDIT: Yikes, the whites of his eyes are almost black. Wonder how that happened... EDIT 2: Oh I see, they were technically transparent so when I painted in the grey background on a lower layer, it showed through. It's fixed now, along with a few other details.
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Exactly one month later, here's another drawing. Hopefully I successfully captured the mood I was going for! This is more in-line with what the novel will probably look like, and I would love to hear any criticisms you may have.
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Here's something I did a few months ago that turned out better than I expected: This is Finn (well, some of him), the main character in a graphic novel I'm writing. I have some more drawings (or paintings; whatever you want to call them) in the works that I may post here, so expect to see more of him. It's an adventure story set in a fictional world where Finn (and friends, probably) set out to uncover a lost, highly advanced civilisation. It'll more-or-less be a situation where there's a new theory as to the origins of society and intelligent life and this ancient race holds the answer, but there's a group who's interests are more in line with the status-quo trying to get there first. Maybe they want the race's technology for nefarious purposes as well. I'm not that far into it yet, as you can probably tell. Anyway, better stop before this becomes an essay. By the way, I don't consider myself a "furry," I just like anthropomorphic animals from an artistic standpoint. Not that I have anything against furries or expected to get hate from this particular forum (the BeamNG forums had a bit of a fiasco recently), I just thought I'd mention it since it's an often misconstrued subject.
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I agree with everything you said. I can't say Trump didn't win fairly and that he has no right to office, and in that sense I disagree with the protesters. It is worth noting though, that the greatest war and mass genocide in history were caused by a legitimately elected leader. It's hard not to see the frightening parallels between this election and that one. My qualm is with the people who say they have no right to protest at all; that they are entitled and naive for even trying to stand up for what they believe in. I think they also deserve immense credit for remaining as non-violent as they have. I can't say I would be able to give anti-Clinton protesters the same credit if she had won, if the contents of that Twitter page are any indication.
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I'm upset that people are calling the protesters SJW crybabies. Our generation is criticised for being lazy and politically inactive, then when we do take to the streets in non-violent protest against something we care about, those same people call us entitled brats who just don't understand the system. They protested Johnson and Nixon and say we could never do what they did, then we protest Trump and they still find ways to insult and criticise us. It's a double standard that disgusts me.
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Texture (I think?) Problems with Custom Vehicle
Googlefluff replied to Googlefluff's topic in Cities: Skylines Modding - Open Discussion
That worked! Now I'm going to micro-manage the crap out of service vehicle designs for every city I make. Thanks! -
Texture (I think?) Problems with Custom Vehicle
Googlefluff replied to Googlefluff's topic in Cities: Skylines Modding - Open Discussion
That fixed the light issue (thanks!), but not the green issue. It looks like it's only the white parts of the car that are affected. Could it be a problem with my diffuse map? -
Texture (I think?) Problems with Custom Vehicle
Googlefluff posted a topic in Cities: Skylines Modding - Open Discussion
Hi, I'm trying to reskin the Toyota Comfort taxi mod by kazuma76 (just for personal use) but I'm having problems. It looks fine in the asset editor but when it spawns in-game, it has a weird green hue and the lights illuminate half the car instead of just the light (you can see both in the night shot attached). Anyone know what I need to do? I've gone through every tutorial I can find and Google doesn't have the answer either. I've never modded C:S before and I'm surprised I've made it this far I've attached all the files including the original diffuse map (blue stripe) if you want to take a look. Right now I'm just using the diffuse and specular maps but when I got the files from the game using ModTools, it also gave me the green and purple files labeled "aci" and "xyz," respectively. I would guess these are what's causing my problems but I don't know what kind of maps they are or what they're for, and giving them different suffixes doesn't seem to change anything. Thanks, Kael Oh, and the lettering (just the lettering, nothing else) showed up mirrored the first time I imported it, despite the car's original texture not being mirrored. That's why it's mirrored in the diffuse map. Not really a problem but still weird. Toyota Comfort CS Taxi Red_Data.FBX
