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thale5

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Everything posted by thale5

  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 Often the logs I get are so plagued by out-of-date mod issues that they are hardly usable.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.
  16. %localappdata%\Colossal Order\Cities_Skylines\Report\LoadingScreenMod Assuming you have Windows.
  17. Assets not found: could you enable the HTML report in mod options and perhaps share the report with me? (Gist/pastebin/similar). I would have a better idea. Assets failed: this is an asset loading exception of any kind. Often a bit stream error. Surprisingly, I have noticed that the following scenario is perhaps the most common: Asset creator updates his/her asset. The main asset is updated fine but by mistake, the asset package also contains something that does not belong there, for example an older version of the same asset, causing a name conflict during loading. The result may look quite confusing because the main asset may end up fine in the game, yet the package threw an exception during loading. So far there has been something wrong in every failed asset package, i.e. no false alarms yet.
  18. Memory: the Garbage Collector works hard to remove the garbage created during loading, so memory usage does drop a little. However, make sure to look at 'Working Set' to get a comparable figure, not 'In Use' or similar. Links: that's a good idea.
  19. So far I have kept the default behavior of the bar. It is not optimal. It does reach 100% but the screen goes away at the same time. You may want to try disabling the 'Load enabled assets' option. Depending on asset usage, the loading time might reduce significantly. Red memory usage means that the Commit Size (which is not shown) has exceeded physical RAM size. It's nothing critical but you are going to see some page file activity after that point. It is not exact science (virtual memory seldom is).
  20. I will add one more thing that came to my mind. There are also other factors that usually make Loading Screen Mod a little bit faster than the default routine. The funniest is probably this one: because of a bug, the game by default always loads all custom vehicle trailers into memory, no matter if they are disabled or enabled in Content Manager. If disabled, the vehicle itself is not loaded and the trailers stay hidden. Some vehicles have several trailers, so this bug alone can make a difference. I suppose this hasn't been noticed although it is openly reported in output_log.txt.
  21. In case someone is interested, you will find a line like this in your output_log.txt: [LoadingScreen] Textures / Materials / Meshes loaded: 207 / 75 / 70 referenced: 45 / 15 / 20 Here, the first three figures are the number of resources loaded from the disk. The remaining three figures are the loads that could be skipped because identical resources were found in memory, based on check sums. Later, I might add an option for a rather detailed HTML report of the loaded and shared resources. Mainly out of personal interest but asset creators might benefit from it, too. Players don't need such information.
  22. This is the central question of course. Like you said, it varies. My limited experience is that the gain in loading time and RAM usage is about 5%, sometimes 10% but not more. I was hoping for more but as I am optimizing software here without access to sources, I will settle for this. GPU memory is another thing. My 2 GB is always immediately consumed, so any relief with that must be a positive thing. Luckily, the prefab-based approach taken in Unity explicitly supports shared meshes, materials and textures.
  23. Yesterday, I posted a fix for the LOD issue that affected material and texture sharing. My thanks to Boformer for the LOD Toggler mod! It helped me greatly while investigating.
  24. Your points (1) and (2) sum up the "asset not found" concept of this mod. So, this would be possible but I am a bit cautious to expand the scope from the loading screen to in-game. There are still many things to investigate. I added the "(N not found)" information to the top left for this purpose. So it is already possible to notice, at a glance, if there are missing assets and if the number has changed from the previous day.
  25. People are not generally reporting crashes but with software, nothing is impossible... If you think it is related to the Loading Screen Mod, I would be grateful for the debug_log.txt. Using Gist, for example.
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