Jump to content

Judazzz

Member
  • Content Count

    1,172
  • Joined

  • Last Visited

  • Most Liked  

    3

Everything posted by Judazzz

  1. I Hate Natural Disasters

    The reason you get that is that DLC's only add assets, services etc. Any underlying mechanics (both new and changed) are part of the accompanying game update (in this case 1.6), never of the DLC itself, which means every player gets those mechanics whether they buy the DLC or not. Admittedly, this can be annoying or frustrating, but it makes sense from the developer's point of view, because this is the only way they have a guarantee every player has the same version of the base game. And trust me (speaking from experience), as a developer you don't want to support several versions/iterations of your product - something that applies to modders as well: if I had to support several different versions of my mods for several different versions of the base game, I'd never have gotten into it (and I doubt I would be the only one).
  2. I just tested it, and the results are nothing short of incredible, pure witchcraft! (asset loading went down from 8-9 minutes to less than 2 minutes). Needless to say Workshop-binging will reach frightening heights with this mod
  3. Now for something completely different: @boformer - since the last update I (and with me many other players) are experiencing issues with your Random Tree Rotation mod (trees disappearing when zooming in and when viewed from certain angles, decal textures going haywire), so I decided to take a peek at the mod's source code. Turns out that the problem, a reference to a non-existing method (renamed for the 1.6 update) is very easily fixed: it literally takes no more than renaming one method call (TreeInstanceDetour.cs line 71: materialBlock.AddColor(instance.ID_Color, value); should be changed to materialBlock.SetColor(instance.ID_Color, value); ) - after that minor change the mod once again works problem-free the way it did before the 1.6 update. I noticed you are currently not very active, so do you have time to change and upload the fix yourself? Or would you mind me uploading my fixed version, so that players can start using this much loved mod again (it's a textbook example of one of those mods that quietly does its awesome job and makes you realize how badly needed it is when it stops working).
  4. I Hate Natural Disasters

    Isn't the mod you talk about supposed to stop the spread of fire, rather than fires starting in the first place? I subbed to a mod to get rid of those huge forest fires that kept spontaneously erupting, but it doesn't stop fires altogether. It also has a bunch of sliders in its settings panel that allow you to define the measure of fire spread, from normal (vanilla) to no spread at all, and lastly it can disable fire completely.
  5. Unfortunately not. Firstly work is currently kind of stalling due to the holidays, and secondly, it seems like I have to resort to detours and find out what exactly I need to detour to achieve what I want, which is pretty much uncharted territory for me. But I'll just keep beavering away at it until it's done - milestones will be posted here, so you know where to find your status updates
  6. Thanks guys Yeah, I'm pretty pleased with what I've got so far, but it's a bit frustrating to get stranded with the finish line in sight (once this works on instance level, it's a matter of tying everything together, and then I can start thinking about expanding it to different prefabs, adding text support and whatnot). The annoying thing is that I can actually access the selected prop, yet when I apply the texture it seems the action is automatically applied to all instances - basically this confirms what @tony56a1 just said (I already kind of figured there must have been a reason why Billboard Animator and Mark-a-Route work the way they do instead of actual texture replacement). So it seems it may be inevitable resorting to detours after all - I already took a look at the Network Skins code (it was the only mod I could think of that customizes prefabs on instance-level), so it seems I'll have to dive into that code a bit further to see if I can port that logic to my mod. And if not, there's always Tony's approach as a fall back (which seems to be pretty darn solid).
  7. Alright, a small update. I've slowly made some progress on Roadsigns, but I'm running into one big problem that kind of stops the whole thing dead in its tracks. I've added functionality to select a prop (for now a static, pre-selected list) and apply any locally stored custom texture to it, but the thing is that the texture-application affects every instance of that prop. What I'm looking for is applying that texture only to the one prop instance that is selected. I think I have all the necessary data to pull that off (the correct PropInfo, prop instanceID and texture), but after lots of hours of reading, studying code of other mods and trial and error I haven't been able to tie it all together yet. I've made a short capture of some footage to see what I've got so far in action, which also illustrates my problem. (Apert from a lot of unfinished/obsolete stuff) you can see that every gantry sign prop can be selected individually, that on click it outputs the prop name and (what I assume) instanceID to the mod's panel, and also that when clicking apply, the selected texture is applied to all three gantry props instead of the one that is selected. So, does anyone know how to target a specific instance of a prop rather than all of them, or know an example of a mod that allows players to alter prefabs (building, vehicle, prop, tree, whatever) per individual instance, so I can have a look at the logic? Perhaps even more important to know: is what I want to achieve possible in the first place (because if not, it's back to square one I'm afraid)?
  8. Show us your Detail Shots

    They're all included in this amazing prop pack.
  9. Show us your Downtown/CBD

    @whiteshark365 - thanks, and you're right, the change of scale was my main reason to try out something different, and it turned out to be a lot of fun. Different way of planning, of tying bits and pieces of the city together, different approach to detailing, etc. But still, every time I see a nice skyline passing by on this site or Reddit, I feel tempted to go to the Workshop and get me some of those nice skyscrapers. But I'll leave that for a new city - even without huge downtown assets my laptop is having as pretty rough time.
  10. Show us your Detail Shots

    Just a couple of random detail shots:
  11. Show us your Downtown/CBD

    Downtown from another angle: Building a modest downtown is nice, but I do sometimes have to fight the urge to plop a few huge and tall towers...
  12. Probably a bit more asphalt than is really necessary (although partially based on an irl example), but screw that - I'm the frickin' mayor of this joint!
  13. No no, you were right that RICO-ized growables still work as growables (as in they will still spawn), but I just wanted to add that once spawned, their behavior changes and resembles that of normal ploppable assets. So basically RICO-ized growables will still grow, but can also be plopped by selecting them in the RICO asset panel - best of both worlds One thing I forgot to mention is is that once RICO-ized, those assets don't grow the 'traditional' sense by slowly emerging out of the ground, but instead they appear instantly (as if plopped by an invisible hand), and after spawning the zoning will disappear as well (although not always - not sure how exactly this works...)
  14. Actually, RICO-ized growable buildings do still grow indeed, but they mimic the behavior of ploppables (as in, once spawned it doesn't need the zoning any longer, bulldozing it triggers a confirm popup, and it won't upgrade any further even if conditions are allowing it to do so).
  15. Well, I think that'll be a limiting factor for sure: I have an i7 and a GTX1070 crammed into a 0.85" thick laptop, so it already sounds like a jet engine in afterburner mode when playing a demanding game Not complaining about the performance though: C:SL is a hard-ass, but pretty much everything else I throw at it runs like a dream in 4K.
  16. Not quite the same, and also no substitute for AJ's work, but with the Move It! mod you can move/rotate growables to a certain extent: not to a completely different city block, but for fine-tuning (to make houses wall-to-wall) it's a perfect tool. @AJ3D - I'm rather busy the next couple of days (frickin' holiday prepping), but I'll get in touch as soon as I have time for it - catching up is long overdue
  17. I'm not sure if modders can code it: in its current form it would require the RICO mod to simulate a map load cycle while remaining in-game, which - to me at last - seems a bit odd. Perhaps there is a work-around for this, a different way to activate newly saved RICO settings in real-time, but I'm not familiar enough with the code to know whether that's possible. Perhaps the creator of RICO, @AJ3D can tell you more about it. As far as the Search Box mod is concerned: to the left of the search box itself is a dropdown where you can select in what AI-category the mod should execute its search query. By default it will search in every category, which can take quite some time if you have a lot of subscriptions. But with that dropdown you can limit your search to props, buildings (basically all ploppables), growables and more. The one downside about searching for vanilla growables with this mod is that the assets don't have a thumbnail, and the names are rather non-descript (along the lines of 'office 2x2 L2'), which isn't exactly helpful (although better than nothing). One reason to do invest some time in adding RICO settings to vanilla assets is that they are no longer restricted to your zoning blocks: for example, a 3x4 block growable requires a zoned area of exactly that size. If you RICO-ize that asset, you no longer need to zone the area where you want it to be, and you can also plop it basically anywhere (even on a 1x4 block), the same as with standard ploppables.
  18. Source Files Error

    I think that Joak's airport uses sub-buildings, which means it basically combines various separate assets into one larger one. This is useful firstly to make buildings that are larger than the asset size limits that CO have implemented, and secondly - and perhaps more importantly - it is used to mix various otherwise incompatible functions into one and the same building (like the vanilla international airport, which combines an airport with a subway station). The error in your case is the same as all the other errors you see, just one for each of the airport's sub-buildings. Un-subbing should remove all assets from your hard drive once you start the game again after the un-sub action. So un-subbing and then re-subbing without actually loading the game in between should - in theory at least - do nothing (not sure if that's what you did, though). Most common cause for duplicate assets is that you are both subscribed to the Workshop version and have a local copy of that asset, and both are activated in the in-game Asset Manager.
  19. A reload will be inevitable no matter how you approach the problem, because RICO settings are initialized and applied during game-load. So having to create/apply the settings manually is something you can't go around (unless you know someone who has already done so, and is willing to share his RICO settings file - for the record, I haven't done so...) Edit: if your goal is to have more households/workers/etc. per unit, you can use the Realistic Population and Consumption mod. If you goal is to have every growable available to plop, consider using the Search Box mod. This is how I do it, and it works well. The only growables I defined RICO settings for were those I wanted to use for a different purpose (for example, I 'converted' a few commercial assets to residential, and all Brooklyn industry and of Rick4000's UK industry assets to low-density commercial, because I want to be able to use them in populated area's without all Cims dying of lead poisoning).
  20. Yeah, I'm pretty sure the CPU is much more a bottleneck than the GPU (especially a brute like the 1070 has few problems shoveling pixels by the many millions at a time): the 6700HQ is a hyper-threaded quadcore CPU, a pretty fast one but performance-wise comparable to a higher-end desktop i5 rather than a - quite a bit faster - desktop i7 CPU. I doubt any of the other components in my laptop bottlenecks the system: RAM is 2133 or 2400MHz DDR4 (I have 16GB, but the game combines RAM and V-RAM, so C:SL has 24GB at its disposal), and the harddrive is a Samsung M2 PCIe SSD.
  21. Funny Screenshots

    "Anyone else want to complain about my policies?!?"
  22. Source Files Error

    A thing to keep in mind is that on a technical level, mods are not being updated for a DLC release, but for the accompanying game update (SF was 1.5.x, ND is 1.6.x) - this is because a DLC is basically no more than game play-features making use of the updates, changes and additions that have been made in the Core: every player has all the game mechanics installed, a DLC just taps into those resources. So whether you actually own the DLC or not, the base game is always the same version (currently 1.6.x), and is always auto-updated through Steam as soon as it gets the chance to do so. If that hasn't happened, either your Steam client hasn't been online since the release of that update, or the used copy is a bit shady (either illegal or not your own).
  23. That's awesome! Doubt many people will have Highway Gothic installed on their machine as an OS font, so being able to embed/include/bundle them is great news.
  24. Seems to work only with certain assets, though: I don't remember which ones, but some assets display 'No road connection'-icons when located on a zoned national road. Trial and error to find out, I guess
×