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Judazzz

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Everything posted by Judazzz

  1. Vehicle prop

    I've been wondering before: since the model/textures are 100% identical, why aren't all vehicles automatically available as props as well: that would save most of us tons of - basically double - subscriptions? I'm aware vehicles and props aren't the same from the game's point of view, but wouldn't it be possible to make a mod that automatically converts all available vehicles into props during the loading process. I reckon the main issue would be to persistently register vehicles as 'virtual' PropInfo (PropInfo variants) prefabs, but if this would be possible, I think it could open new doors for props with custom textures (like for example road signs), which could then be registered as virtual props as well....
  2. All I know is that the game hasn't been quite its usual self ever since 1.6/ND was released, but most odd behavior I see seems to be sporadic and episodic in nature: occasionally the game out of the blue decides to be like "Funk it, let's just crash" (either in-game or during the loading process), after a city has finished loading I get a varying amount of - thankfully apparently harmless - error messages, performance is erratic - stuff like that. So whatever it is exactly, something odd definitely seems to be going on under C:SL's hood, and the fact that it's inconsistent is slightly worrying imo... Having said that, apart from flickering issues with vegetation I haven't really noticed anything unusual with my plant/tree assets, which in itself doesn't mean that much, but it makes it hard for me to understand what exactly you mean. Do you have a screenshot of your issue, or is this something that can't be captured in still images?
  3. @merc187 - thank you so much for your investigative work, finally I get some insight in what might be going on! As soon as I have time I'll see if I can do anything about it. Perhaps I could add an option that simply hides/disables/removes all vanilla trees (I don't think the logic needed for that is much different from code that hides road sign props in my Roadsigns mod, though I don't know if it'll affect trees 'embedded' in assets as well [which isn't something that can't be tackled]) - perhaps it's a bit of a drastic measure (which is why it should be optional), bit on the other hand the texture flickering is such a seriously annoying issue that drastic measures may be inevitable. One more thing: you said you bumped the LOD distance for trees in APV, how did you do that? I never really looked into the mod (just fire and forget, basically), but does it have a config file that allows you to define distance settings per prop category?
  4. Like the others said, they look amazing! But that's pretty much the standard to which your work adheres anyway
  5. Man, those pics really make me wish we had more diversity in highway gantry sign models.
  6. It looks great, though - without context I'd never have guessed it was modeled for a city builder game!
  7. Just wondering: if you include a prop .crp in an asset .crp, while that prop has also already been uploaded to the Workshop, isn't that going to cause "Duplicate asset" errors if subbed to both? Not that those errors are really harmful, but why would you include a prop in an asset if that prop is already in the Workshop?
  8. You can use the lane manager of Traffic Manager (and probably Traffic++ as well) to remove the arrows - since it's one-way, there's no need for them anyways (plus it looks unrealistic as well [in Holland only exit lanes have arrows]). Unfortunately the LOD Toggler mod causes the arrows to show up again when active (and as a bonus it reverts custom arrows like the ones from Roads United back to vanilla as well).
  9. Any time, feels good to occasionally give something back to a community that has given me so much already I received some messages that the fixed version isn't working well for everybody, and unfortunately there isn't a whole lot I can do about it: for some the original never caused any problems, for some my version fixes it, and for others still even the fix doesn't help, so I suspect there's more at play than just Random Tree Rotation. Unfortunately I don't have enough time to hunt for the cause(s) of those issues, so my upload is basically what it is: a fix that helped me and will probably help many others as well, but it is not an official 'works-for-all'-kind of update. So I really hope it works for you guys, but please understand I can't give any guarantees...
  10. Looks fantastic, mate - I especially dig the texture work, very detailed and varied.
  11. Okay guys, for all of you whose lives haven't been the same ever since our trees stopped rotating, I have a little gift for you: Random Tree Rotation for Natural Disasters. It's exactly the same as the original version, except that this one works Enjoy!
  12. Columbine

    Wow, your city looks wonderful! Has a bit of an Arcadia vibe (from Life is Strange).
  13. Man that looks amazing!!! The detailing and texturing are unreal, especially since you managed to cram all that awesomeness in just 18MB (it's big, but not when you consider the whole package) - very impressive!
  14. Man that looks awesome! Any chance you could publish it as university and as high school: purely by the looks of it seems suitable for both purposes (and proper uni coverage is easier to achieve than high school coverage).
  15. Beardmonkey's stuff

    Wow, looks great! Just wondering: would it be much trouble turning this one into a functioning vehicle ("all" it would need is undamaged windows, the rust and funk only add character imo.) - your scrappy one looks better than pretty much every pick-up vehicle I've been able to track down in the Workshop (and there aren't that many to begin with).
  16. From the looks of it, the mod seems to struggle with higher resolutions, as someone also posted an issue when playing at 2560x1440 on the Workshop page. Perhaps one or more positioning variables were statically set based on a 1920x1080 resolution? Is the 'Pause outline' only incorrectly positioned vertically when playing at 1920x1200, or also horizontally?
  17. @accapulco - does your UI look like this? Any chance you're playing the game in a very high resolution (like 4K)? Above is what my UI looks like when I play the game in 4K. When I use 1080p, the UI looks fine for me.
  18. Glad to read you tackled the issue! Another thing you could try a next time before manually searching is to verify the game's local cache before loading the game: this at times helped me to get rid of persistent assets as well.
  19. Well, looks like your intersections work just fine with the original NExt mod - you may want to update your Workshop page descriptions/required items I guess v2 is just a fork of the original one, meaning that internally both versions register (or whatever it's called) the custom roads in an identical way (meaning the game doesn't see a difference between the two).
  20. Yeah, I might as well: I initially tried NExt2 shortly after the release of 1.6/ND, at a time when I was still having issues with numerous mods. Now everything seems to be okay again, so I'll give NExt2 another try when I get home (and before that I'll try your intersections with the original NExt first). I'll post my findings here
  21. Looking really good, but am I right to assume that they won't work when still using the original NExt? Can't upgrade unfortunately, because switching to NExt2 somehow wrecks my city...
  22. I Hate Natural Disasters

    I guess it's time for a God ModTM
  23. No worries mate, my comment wasn't aimed at you personally. Although it may have appeared that way since I quoted you - fact is that I just needed a 'victim' to use as a launch pad for my tirade, and your post simply suited my needs. It's more just a general frustration I have, a frustration mostly fueled by comments made on Reddit and in the Workshop, because, perhaps barring a very small number of exceptions, the Simtropolis community is a lot more mature, understanding and thoughtful than those (I've been part of tons of communities, in all sorts of positions and about all sorts of subjects, and this one is by far the most peaceful, pleasant and cooperative one I've ever joined). So please don't take what I said as something personal (my apologies if it did), because it's all good! @Avanya - if I understood the explanation I read elsewhere correctly, what the mod basically does now is adding support for multiple threads to the loading process, something that wasn't there originally (even though the game itself is optimized for multiple threads, something that CO did add themselves) - with the old version you could see the game load custom assets per batch (it loaded some 20-25 assets, and then the process stalled for a short while), while the new version appears to be loading assets continuously, without interruption (although that may be CPU dependent). Why it wasn't there in the first place I don't know, so I wonder if CO never thought/cared about it, or perhaps has a technical reason for not implementing it.
  24. Quite frankly, I'm getting a bit peeved by these "I'm not a programmer, but CO is doing it wrong" and "CO are a bunch of amateurs"-type comments (you also see loads of them on Reddit) - mostly because if you don't have the know-how, imo. you're not in the position to pass judgement, full stop. I mean, if you don't know how the game works under the hood, based on what can you make claims about the quality of the code, or the impact of adding certain features to the base game? It's like me telling modelers that they do their work wrong, even though I have zero modeling knowledge or experience - out of line. Don't get me wrong, this is not a rant aimed at you personally, but more a general one aimed at some of the criticism CO gets - sure, there's plenty to criticize (not in the least their focus in regard to DLC's), but unlike modders, CO has to take into consideration the minimum specs. Modders can simply say "Sorry, your rig is too slow" even to gamers that have a powerful OctaCore CPU with 32 Gigs of RAM, CO has to make sure that everything they release works on the minimum specs they determined prior to release. And if you look at what they've added to the game since release whilst preserving those minimum specs, I think CO deserves more praise than the crap they're getting from so many.
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