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tasks #1
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when caching textures its important that my OnLevelLoaded is called after TMPE. string[] files = Directory.GetFiles(modPath, "*.dll", SearchOption.AllDirectories);```
So it is kind of random. `m_LevelLoaded` event is called before `OnLevelLoaded()`.
It seems I have no choice but to Patch the loading functionality. |
Hi @kianzarrin - As you asked me on Steam for some information what are E/B Model of roads.... (E)levated/(B)ridge ;) I think that makes it clear So if you have a road transition ground to elevated, ground to bridge, bridge to bridge or elevated to bridge the crossings are not removed at all on all the roads i mentioned in my comment on Steam. the bugfix aka Chamëleon |
@thebugfixnet thanks . I haven't got around supporting bridge and tunnel transactions yet. I'll update the mod info. |
No problem - it is fixed that's all that is important 🥇 I'll test again :) |
Could this be cause by your update? I have nothing new -only your mod is updated... Seems to collide with Garbage Bin Controller https://steamcommunity.com/sharedfiles/filedetails/?id=1386697922 ??? A Mod caused an error [System.Exception] Details: System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.ArgumentException: No target method specified for class VanillaGarbageBinBlocker.PropManagerDataPatch (declaringType=, methodName =AfterDeserialize, methodType=, argumentTypes=NULL) at Harmony.PatchProcessor.PrepareType () [0x00000] in :0 at Harmony.PatchProcessor..ctor (Harmony.HarmonyInstance instance, System.Type type, Harmony.HarmonyMethod attributes) [0x00000] in :0 at Harmony.HarmonyInstance.b__6_0 (System.Type type) [0x00000] in :0 at Harmony.CollectionExtensions.Do[Type] (IEnumerable |
@thebugfixnet I disabled Harmony self patching as NS2 does to make it compatible with Real time mod. I will have a look into this. |
@thebugfixnet I cannot reproduce the problem. Can you please tell me the minimum number of mods to reproduce the problem and does removing my mod solves it? My mods were: I will try to get to the bottom of it. |
I closed the game and opened it again. I can't reproduce this any more. @thebugfixnet enabling and disabling mods does not always work due to an internal bug in the game resulting in "zombie" mods. You need to restart CS particularly if you migrate between different mod versions. |
@kianzarrin - the pipette Tool of NS2 still not work for me. If i click |
I failed to provide always/never options. The speed is just not fast enough. It requires optimization. I will postponed this feature. |
Awesome to see the progress of this project The scaling mismatch of the node textures could be due to the uv map on the node meshes being different, depending on the road. Try copying the uv map from another road’s node You can also try grabbing the uv coordinates of the mesh with this PrefabCollection<NetInfo>.FindLoaded(road).m_nodes[0].m_mesh.uv The mesh uv coordinates could be grabbed from each side of the road at the curb and a scale factor calculated based on that? |
I fixed #2 using hackish code. I also mostly solved the asym roads. But the 2+3 NExt2 road has some problems. |
Did it have any performance impact? IMO, assuming we will be deprecating the old v10.20 STABLE branch it might be worth updating TMPE if there's no performance hit. We could test it on v11 ALPHA (which will become v11 LABS soon) once v11 STABLE is live. |
It takes a few seconds to patch so that adds to startup time. No big deal for now but I work arounds tend to pile up if not dealt with. |
Benchmarking:
so 469 materials cause no cache collision and take 0.1 sec load from material cache. |
Moving boformer/NetworkSkins#42 to here because it does not sound like I am merging this with NS2 in the next version. and even if I do it may be a submodule.
In this task I hide tmpe cross walks
here I continue to version 2 of the operation to make further improvements.
Version 2.0 released:
merge with ns2Check compatibility with NS2Version 2.5 released:
game is loaded the user will have a hard time to move the camera around until the textures are cached.
benchmark/fix cache (array VS hashtable)EDIT: this won't apply to version 3Version 3.0:
Version 3.*
Version 4:
Debug tools:
related:
CitiesSkylinesMods/TMPE#27
CitiesSkylinesMods/TMPE#27 (comment)
CitiesSkylinesMods/TMPE#40
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