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Tim The Terrible

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Everything posted by Tim The Terrible

  1. Network Extensions Project

    Catenary is planned for MOM.
  2. Additional Public Transit

    @Bad Peanut What's wrong with a visual overhaul? Are you okay with the grey blobs they call 'rails'? We will add better meshes (similar to MOM) and fix the textures. If your PC can't handle it, don't use it. Same story with NExT. At the moment we are not planning to add new Prefabs. Thank you for your feedback though!
  3. Additional Public Transit

    For now the plan is to just make everything look better. If you have any ideas for functional additions, feel free to share them. Functionality is @andreharv's department so you'll need his answer.
  4. Additional Public Transit

    @TransitAuthority & @bsquiklehausen: It's part of something much bigger. ETA is co-dependent on @andreharv since he will be writing the code. NExT and MOM have priority right now. Stay tuned!
  5. Additional Public Transit

    It's a work in progress. You probably saw it in one of my screenshots, like this one I've also working on some custom Node Meshes (Junctions)
  6. Network Extensions Project

    Loading time is now 5:45 with 83 mods and 2634 assets. Last loading time I remember was with the old NExT and it was around 10 minutes. I can't tell if this update helped, but I'm more than happy with it!
  7. Additional Public Transit

    8m (or above) is a pretty common platform width. But Anything above 8m can be done with two separate single Station Tracks. That's why I think 4m or 6m is nice for an island platform prefab. Of course I know Santa Barbara is insanely narrow, but I'd be happy to widen it to 4 or even 6m, but 8 is too much. And yes, most platforms nowadays are a lot wider, but they didn't used to be. A lot, if not all stations, have sacrificed tracks to make the platforms wider for the amount of commuters we have in modern day. A 4 or 6m Island Platform prefab would be ideal to make these older, characteristic station. Those 11-13m German station can once again be done with two separate station tracks without getting the pathfinding issue. Yes, if you want to catch the southbound train.
  8. Additional Public Transit

    Very much yes. Currently two One Way Station Track must be placed more than 8m apart to avoid the 'Path Not Found' error. Santa Barbara Station has this problem at the moment. I could fix it but making the island platform 8m wide would not make it true to the original, and 8m is quite wide for an island platform in most cases.
  9. What's more annoying to you? A message saying 'Sorry, you can't build anything any more' just when you had an awesome idea, or your game becoming gradually slower, knowing exactly what's causing it... I've played games of which my PC met the minimum requirements but still slowed down/crashed more often when I started to max out/get to the end. Having the freedom to continue playing until my PC can't handle it anymore seems better than a limit ending the fun beforehand.
  10. released Cities: Skylines - "Mass Transit" Disucssion

    It is a monorail Seems like it's in the center of an avenue or something
  11. released Cities: Skylines - "Mass Transit" Disucssion

    You mean they didn't bother to make the cabins hang horizontal? Because I noticed that too. Also the cable could use some more 'hanging', they seems too tight compared to real life.
  12. released Cities: Skylines - "Mass Transit" Disucssion

    My bad, Modding is my usual hang-out, so I hit 'Start Topic' there ^^ Thank you for moving
  13. Catenary Replacer

    Update I fixed the issue thanks to your wonderful feedback! The fact that it only didn't work with PRR styles made it a lot easier for me to find the issue. No one who reported the issue on the mod page ever mentioned which styles worked or didn't work, so I never thought of a style-bound bug. The fact that the first report came long after the last mod update made me think something else triggered it. The issue? Prefab PRR1A_Data needed to be PRR 1A_Data... I made a mistake in the name when saving the prop months ago. I feel so stupid Thank you everyone who sent feedback!
  14. Catenary Replacer

    Can you send me your output_log?
  15. Catenary Replacer

    Do you mean you are experiencing the bug? Are you using a pirated version of the game or is it just a suggestion? Thank you! It's weird how inconsistent the bug is. Did you use the regular mod or the Friends-Only Test Version? Seems like it was the regular looking at your list, but just asking to be sure.
  16. Catenary Replacer

    Announcement I've been getting reports of Catenary props not showing up on One Way Tracks. I have been unable to reproduce the issue, so I have nothing to work with as I am inexperienced with C#. Therefor I'm calling out to this (awesome) community. I would like to ask all of you help me with finding the issue. I need you to load a city with: a style from Catenary Replacer ('No Catenary' excluded). One Way Track enabled. your normal setup. The more mods, the better. That way we can try to find an incompatibility. If you happen to have the issue, send me your output_log.txt as I am pretty sure there will be some useful information in there. You can find it here: Steam\SteamApps\common\Cities_Skylines\Cities_Data I'm kindly asking co-author/veteran @boformer to point me in the right direction. I noticed you are active on Simtropolis lately so I thought this is the right time to ask. Comment in this thread or message me in private. Danke! I'm also asking authors of One Way Tracks @andreharv & @BloodyPenguin to support me by thinking of anything that was changed lately that might have caused this issue. The first report came in on December 1st 2016. It might have something to do with 1.6 Update...? Thank you all in advance! Something else I have received files of the Italian Catenary from Raffaele Zarrella, but they need some work. In the future I will add many more variations, but I'm not feeling motivated until we can use them per segment, as I find that to be necessary when having multiple styles. Unfortunately I'm currently unable to code that, so I'm hoping someone else will be able to get it done.
  17. Network Extensions Project

    When I still used the old NExT it added about 10 minutes to my 3 minute loading time. My PC is a decent machine, so I don't know what causes it in particular. I haven't tried with NExT 2 but I don't expect much difference.
  18. How to add lights to a prop?

    Nope, but I'm interested. I'm very busy so I won't be surprised if someone beats me to it.
  19. Network Extensions Project

    I've had this in the past. There is a (small) chance the loading will continue after a while, all you have to do is not touch anything. It might take up to 5 minutes. NExT is quite heavy on the loading.
  20. I'm willing to overhaul the whole tram network but I just don't have the time at the moment. First MOM, then another secret project (You should know if you know me). Eventually I will get around it, with help of coders.
  21. How to add lights to a prop?

  22. How to add lights to a prop?

    Restarting the game? No. Use a local copy? No, you don't need the mod enabled when making the prop, only when using the prop in a city. You can use any mod locally like this, but not all mods work properly. You can find any mod or asset in: Steam\SteamApps\workshop\content\255710. The folder names match the Workshop ID, which can be found at the end of any Workshop item URL.
  23. How to add lights to a prop?

    Unpack this folder into C:\Users\USERNAME\AppData\Local\Colossal Order\Cities_Skylines\Addons\Mods\000_ModTools If you can't find the AppData folder, perform a Windows Search: %Appdata% Start the game, enable the mod Restart the game, open the Asset Editor. LOD could be 18 tris: two cubes on top of eachother.
  24. If you want to make your own Street Light this post should be enough. If not, be more specific on what kind of information you need
  25. I took a quick look. I don't know why but I found using ModTools that the final asset uses random textures that you didn't import. The main model has a diffuse and a normal map, en the LOD ends up with a diffuse, specular and normal map. I couldn't dump the main mesh textures but here are the LOD's. I have to go to work now, I hope someone else can help. I imported as well and got the same result and couldn't find anything in the places I'd expect them to be. This is next level weirdness... Long story short: the Asset Editor completely ignores the imported textures and magically creates new ones which are twice as big and have completely different colors
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