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Everything posted by Judazzz
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Thank you, guys @Abrams124 - the highway textures are from the new Road United: North America Plus texture pack. It lacks yellow stripes for highways, but the overall colors and especially the node textures (highway exits/entrances) are much better than the older texture packs (imo.) IIrc. the lines are the long Bike lane stripes (which I think are vanilla props), placed with the Prop Line Tool.
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With all the new larger ground decals, I've been working on some extra details on various spots in my city:
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Bach2Baroque's Stuff (New Release 29/04/2018)
Judazzz replied to Bach2Baroque's topic in Cities: Skylines Modding - Open Discussion
Looks great! Since most vanilla offices of similar size look like they're taken from some obscure sci-fi movie, we don't nearly have enough of this kind of realistic-looking offices (3-6 floors, generic appearance) that pretty much litter every city on the planet, so I'm very happy with it.- 164 Replies
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Zed (Cool_Z) at it again... (my BATs)
Judazzz replied to Cool_Z's topic in Cities: Skylines Modding - Open Discussion
Great to see you back on board, Zed! -
The never-ending hassle with Cities: Skylines mod management
Judazzz replied to Kaschperl's topic in Cities: Skylines Modding - Open Discussion
One thing to make browsing your subscriptions on the web-version of Steam a little easier is to add url parameters when viewing your subscription list. Thankfully that list uses the same parameter as the normal asset lists, so although a bit tedious, this method allows you to check your subscriptions per category in your browser. One example: If you want to have a list of all your subscribed Unique Buildings, do the following: Open the asset list in category view: http://steamcommunity.com/workshop/browse/?appid=255710&requiredtags[]=Unique+Building; Copy the last bit of that url from your browser's address bar: &requiredtags[]=Unique+Building; Navigate to your subscription list, and append the copied bit to the url. It'll look like this: http://steamcommunity.com/id/{your_steam_username}/myworkshopfiles/?appid=255710&browsefilter=mysubscriptions&requiredtags[]=Unique+Building; Add the additional parameter &numperpage=30 to immedeately show 30 items per page (more doesn't work, unfortunately), instead of having to click on the desired number of items per page first (for some reason Steam doesn't remember those choices - understandably, as we're talking about 90's technology here...); Enjoy a filtered list of your subscriptions. Admittedly, it's not ideal, but since Steam simply doesn't give a **** about that appalling train-wreck called Workshop (it's all about teh moniez, screw the user), and is not likely to change anything, I reckon it's better than nothing... -
No pressure, nor feel obligated - my attitude is that I view anything I wish for appearing in the Workshop as a pure bonus
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I love those construction props, they're most excellent (and much needed) - so thank you very much for this! Are you going to continue creating props in similar vein? If so, have you considered larger props such as foundation slabs, form works, rebar, concrete pillars/walls, etc. So we can create construction sites that have evolved beyond muddy pitches with some tools, like this: or
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Cities: Skylines - Community Modding Requests
Judazzz replied to Cyclone Boom's topic in Cities: Skylines Modding - Open Discussion
I think at the moment it's an 'Asset Editor'-only feature to have props conform to building elevations (basically wrapping around the 3D model rather than clipping through them), and I'm not sure if it's possible to move this into the game itself (nor whether it is desirable, as it could affect prop placement in general - 99% of all placed props will be on the ground anyways, so you wouldn't want to mess with standard prop placement in-game). I haven't tried it myself, but maybe it is possible to move placed props vertically with the Move It mod? -
Eyecandy won't save anything until the player trigger the action. So while the current settings may be affected, stored presets are fine.
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Cities Skylines doesn't work after activating dynamic resolution
Judazzz replied to Ltw's topic in Cities: Skylines Technical Help Q&A
Well, after 2 un-/re-installs I finally managed to revive the game \o/ In the end all it took was Thale5's Don't Crash mod - not sure what exactly it did under the hood, but somehow it rewired everything properly again. And for some reason the game seems to run much smoother now - not sure if that's caused by Don't Crash, but I most certainly don;t mind the extra fps my laptop manages the squeeze out of its hardware!- 7 Replies
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Darfs buildings | New releases
Judazzz replied to Darf's topic in Cities: Skylines Modding - Open Discussion
That cornerstone prop you released yesterday intrigues me... -
Cities Skylines doesn't work after activating dynamic resolution
Judazzz replied to Ltw's topic in Cities: Skylines Technical Help Q&A
Oh crap, I thought I had tried and tested every issue-fixing approach known to man, but I totally didn't think about deleting GameSettings (I had this niggling feeling I was forgetting something... *facepalm* ) It's too late now, I've already uninstalled the game - not that it really matters, re-downloading shouldn't take long, and neither should restoring all my custom stuff. Hopefully this fixes the issue, because if not, I have no idea what else to try - fingers crossed! Thanks for all your suggestions, though - I really appreciate it!!!- 7 Replies
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Cities Skylines doesn't work after activating dynamic resolution
Judazzz replied to Ltw's topic in Cities: Skylines Technical Help Q&A
Nope, no cigar, with or without Dynamic Resolution Even after changing your suggestion to -width 1920 -height 1080 Guess all that remains is uninstalling and reinstalling the whole thing (and backing up all my custom content, saves, settings, etc.), yay... This game at times really reminds me of Jenga: make one wrong move, and BAM!, you're f'ed... Hopefully I'll be able to revive my River Valley city: I don't particularly feel like having to start from scratch once again :S- 7 Replies
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Cities Skylines doesn't work after activating dynamic resolution
Judazzz replied to Ltw's topic in Cities: Skylines Technical Help Q&A
I'm sorry that I can't help you, and I'm not trying to hijack this thread, but I have a good reason for posting: I'm having the exact same problem. Well, as in that my game isn't starting either. I came back from holiday yesterday, not having touched the game for almost 4 weeks, and whereas it worked fine before I left, I haven't been able to restart the game since I came back home. Have Dynamic Resolution installed as well, but it should be set at 100% (as I always have, I never close the game with a different value for DR), so I'm not quite sure if that mod is the culprit. Any help, tips/suggestions or additional info would be appreciated. Like, are there any mods that have become obsolete or have become incompatible with others during the last 4 weeks, has there been a game update, etc? Thanks in advance! Don't worry @Ltw, we'll get to the bottom of this, even if it's the last thing I'll ever do! Edit, some additional info: the game crashes when the Paradox logo is showing; -disableMods doesn't make a difference; scanning the output log, I've found two Exceptions pointing towards NExt (twice a System.Reflection.ReflectionTypeLoadException), which however doesn't seem to play a role (the game still crashed after un-subbing from it); the game seems to crash during OnSettingsUI, which afaik. indeed suggests a mod-related issue. Last mod mentioned by name in the output log appears to be Roads United Core+. I'm getting this message: ColossalFramework.UI.UITextureAtlas must be instantiated using the ScriptableObject.CreateInstance method instead of new UITextureAtlas, followed by a few afaik. harmless m_SteamUGCRequestMap error: 15 [Steam, Native - Internal] (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 65), and then nothing....)- 7 Replies
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Last screenshots from me for a while, as I'm - finally - going on holiday tomorrow \o/ Hope you like them! See you all again in October!
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What about switching to the Traffic info view/overlay: iirc. that gives the bulldozer tool access to both over- and underground roads simultaneously.
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I don't know the context of your highways (terrain, developed or not, etc.), but from the sound of it it seems like you have a situation that looks very similar to one in my city (I have also a highway bridging a river and a highway following course of the river). For your use case you can probably ignore the interchange on the right as well as the two highway entrances in the middle (the ones coming straight from the residential area). This is the solution I came up with - I admit it's a bit messier and more spaghetti than may be necessary, but I based it on a real-life interchange.
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Rights of Content Creators
Judazzz replied to Bad Peanut's topic in Cities: Skylines Modding - Open Discussion
Well, you can't. However, I've noticed that in the few occurrences of 'asset theft' I have so far seen in the Workshop, it usually took less than 24 hours before at least one player exposed the upload for what it was. Obviously there's a group of players that simply doesn't give a flying whatnot about ownership rights, EULA's, etc., but usually those kinds of people are beyond salvation anyway. The more conscious players and uploaders on the other hand seem to generally respect those rules (all common mods that have been re-uploaded that I use have been given the thumbs up by the original owner, and typically credit is given where it is due, be it with assets, props or mods) and place warnings if they come across something that reeks of ill-intent. On the whole I'm quite surprised (pleasantly so) how Workshop uploaders and users treat each other when it comes to borrowing or taking over stuff. -
Any change you could add a few screenshots? It's kinda hard to find a solution for something that is difficult to envision.
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Mr_Maison's Creations [Metropolitan depot 2, 5/21/2021]
Judazzz replied to Mr_Maison's topic in Cities: Skylines Modding - Open Discussion
Ooh you and your fancy words! Can't wait to see some more shrubbery and bushes (preferably 'just' green) - if your trees are anything to go by, it's going to be awesome!- 402 Replies
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Art Deco DLC made by Shroomblaze!
Judazzz replied to boformer's topic in Cities: Skylines Modding - Open Discussion
I think you raise a very valid (and potentially worrying) concern here: what about support? It's obvious the Art Deco assets, or at least some of them, have issues that, had they been free Workshop items, for me personally would be reason enough for me to steer clear of them (a poor LOD makes me sad, poor illumination much more so). I'm already very critical when it comes to picking free assets from the Workshop, but when I have to pay for them that bar is raised substantially, and issues such as the one(s) mentioned simply can't be tolerated (imho.) So if Paradox wants this to become a successful initiative, they need to A) acknowledge such issues publicly and promptly, and B) make sure they are being fixed speedily. Failure to do either basically means they're already sawing away at the chair legs that keep the whole construction upright, very shortly after it was conceived. But to be honest, I'm not overly optimistic about this one... -
Currently expanding my region with a few new districts: University quarter: A new adjacent town:
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Does it make such a visual difference when making those houses 8 meters wide instead of 6 meters? I realize 2 meters is quite substantial on a total with of 6 meters, but can't you get away with the extra width by adding another window? Or does that result in weird-looking/oddly proportioned houses? Another, imo. even better option would be to create 3x4 sized assets, which would allow you to have 4 such houses with the correct dimensions in one plot (4x6 = 3 tiles) and be wall-to-wall at the same time. With color variations and perhaps a couple of small architectural ornaments as randomized props (skylight, chimney, stuff like that), you'd be able to create visually very varied rows of houses with just a small handful of assets.
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Additional Public Transit
Judazzz replied to andreharv's topic in Cities: Skylines Modding - Open Discussion
Wow, that bridge looks fantastic (as do the tunnels)! Too bad bridge types are tied to specific network types: I mean, how awesome would it be to be able to - for example - use the 4+4 lane cable stayed bridge for highways as well, or that above-ground metro bridge for 1+1 lane roads?- 1,259 Replies
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Lol, I've seen the same happen in my town: any chance you did some road work nearby (plopping, upgrading, apply Network Node Editor)? I managed to have my jetski marina get its feet back on the ground by relocating it (click on building for info popup, select 'Relocate building' and plop in the same position).
