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thale5

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About thale5

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  1. No. It comes from Steam, online.
  2. This is how Content Manager works, hope this helps: Checks if the asset is a workshop asset, i.e. has a package ID like 543999777 Asks Steam for the creator ID for 543999777. Compares the received creator ID with the current user ID. Shows the Share button if the IDs match, hides it otherwise. So, you need responses from Steam, and you need the IDs to match.
  3. I promised I will get back to you with my analysis results, so here goes. I found and fixed two Loading Screen Mod [Test] bugs, thanks to your logs. I realized last week that the 81 Tiles mod currently does not support reloading after Quit to the main menu. The asset editor crash followed from this. I also determined under which condition users can get "NetInfo missing" from Santa Barbara Station. There are three different cases, actually: (obvious) One-Way Train Tracks is not enabled. Another city (with a different biome or map theme) is loaded from the Pause menu. Many major mods (One-Way Train Tracks, Network Extensions) don't support such loads at all. A rare Installer issue in One-Way Train Tracks prevents the mod from initializing properly. This also affects other mods with the same design (Network Extensions, Metro Overhaul). I haven't been able to reproduce this on my computer. Thanks again for your submission!
  4. Thanks for your submission, very useful! Often the logs I get are so plagued by out-of-date mod issues that they are hardly usable. But these ones will help my work, thank you! I noticed that you have many assets that depend on mods (Network Extensions 1&2, One-Way Train Tracks). I also noticed that my asset failure detection for such assets does not work properly, I need to work on that. As a result, you got a full reload rather than the fast reload you would expect when you press F4. The crash in Log 1 follows from that. There is possibly a mod conflict in Log 2, I need to make experiments. I also noticed that there is a "NetInfo missing" from Santa Barbara Station. Maybe the mod that provides the NetInfo has not finished in time? I'll get back to you when I know the reason.
  5. I just tested the following sequence: load a savegame from the main menu quit to the main menu start Asset Editor / New (also tested Load) with Left Ctrl and there was no problem. Can you specify your sequence and provide your output_log.txt so I could make some progress? This is exactly why the feature is hidden behind Left Ctrl. There are so many combinations to test that I always end up chasing ghosts.
  6. Yes, there is a left ctrl trick for the Editors. I know it is awkward but those who need the feature will eventually find it and can use it with ease. It is even easier than having a mod option. I don't support the Editors by default because the number of combinations (game modes, mod options) to test quickly becomes overwhelming.
  7. I have also felt uneasy about those reddit comments that aim to make the game developers look bad. In truth, the game is of a high quality. What is more, by not obfuscating the binaries they made modding possible. Those of us who work in IT know the harsh realities: it is not economically viable to optimize your product endlessly. For hobbyists with the motivation, long hours are possible. Sometimes such optimizations happen to make a noticeable impact.
  8. You nailed it! People tend to focus on the multi-threading part but finding and fixing the stalling issue was far more significant. I suspect it is even more than 50% of the improvement on most computers. I guess the issue was not fixed earlier because it was not found. It is trivial to fix but hard to find. I of course want to share the solution with the developers. The issue was a garbage collection mistake that stressed the computer by needlessly restarting garbage collection while it was already running.
  9. I have taken screenshots of all standard buildings in the game, including DLCs, and made them available here. You are also given the option to load the content to your own computer for better performance. The buildings are identified by their in-game name. So, you can refer to a building like I have done here: L1 4x4 Detached02. Hope someone finds this useful.
  10. Yeah they can go fast but it is a positive problem, isn't it. The props you saw are probably examples of the 'Workshop asset requires private prop' asset bug, where by mistake the private version of a prop is placed in a building/park, instead of the workshop version of the said prop. This is very common on the workshop.
  11. Thank you for the files! Quite an impressive city by the stats! I never got that far. Here is my analysis as promised: The reported duplicates are harmless. I see you make backups under %localappdata%. That is actually a clever idea. I think I will optimize the loading for this use case because this is something I might do myself in the future. Anyway, when the mod sees a duplicate, it is reported and the duplicate is then simply ignored. So no problems there. Just one used asset is outright missing: steam id 413813667. To avoid any problems, maybe you could get this building and remove it from the city, if you don't like it? The other missing assets are just props and trees in buildings and parks. Like the report says, these cases are harmless. Just subscribe to the props and trees if you like to see them. You mentioned Sophia Hospital earlier. In this load, Sophia Hospital is in the city and it is loaded fine. Did you see any problems with it? There is nothing alarming in your output_log.txt. Did you see something during the load that I should fix? By the way, it is interesting how people focus on different things. I have seen HTML reports with over a hundred custom vehicles and five custom buildings. Yours is the opposite.
  12. No problem, here is some guidance (I like Gist more): Using http://pastebin.com/ Using a text editor, Copy and then Paste file contents to the Pastebin text box. Then click 'Create New Paste' and take note of the http address. Using https://gist.github.com/ Click 'Add file' to share two files at once. Then simply drag and drop html or text files from the File Explorer to the Gist text boxes. Copy and Paste works as well. Then click 'Create secret gist' and take note of the https address.
  13. The log is here: Steam\steamapps\common\Cities_Skylines\Cities_Data\output_log.txt It contains the latest game session only. Could you save the files to Gist or pastebin and post the links here? Thanks!
  14. Could you consider sharing an output_log.txt as well? The issues you have reported are all things I never see. A mod conflict perhaps? Investigating this would help a lot.
  15. Yes, good thinking. In one-to-one situations such substitution seems safe. I have think about the loading sequence in more detail.
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