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acme's Issues

Feature: CCTV camera

Ability to create camera-in-camera CCTV for a specific building, vehicle, road, etc.

Would be a floating very low resolution, low quality camera panel targeted to the selected object.

Bonuns round: A list of CCTV props in the city (there aren't many in vanilla/workshop) and click through them to see what they're looking at.

Disable "Follow Terrain"

I want to be able to disable the "follow terrain" feature of the default cam.

By default the cam will try to keep the distance between the camera and terrain constant if you move it accross a hill with wasd for example. I prefer a mode that just tries to keep the height constant while keeping the camera above ground. So as long as cam.y < groundClearance, don't modify cam.y.

Since I made it into my own little private cam mod, here is the code for the transpiler of CameraController.UpdateTargetPosition.
Too lazy to create a full PR with an option and all, sry ;P
Maybe you'd have to adjust it somewhat to your needs.

private static IEnumerable<CodeInstruction> UpdateTargetPositionTranspiler(IEnumerable<CodeInstruction> codeInstructions)
{
    var sampleRawHeightSmoothWithWaterMethodInfo = typeof(TerrainManager)
        .GetMethod("SampleRawHeightSmoothWithWater", new[] { typeof(Vector3), typeof(bool), typeof(float) });

    var codes = codeInstructions.ToList();

    for (var i = 0; i < codes.Count; i++)
    {
        var code = codes[i];
        if (code.opcode == OpCodes.Callvirt && code.operand == sampleRawHeightSmoothWithWaterMethodInfo)
        {
            codes.Insert(i - 5, new CodeInstruction(OpCodes.Ldc_R4, 0f));
            codes.RemoveRange(i - 4, 6);
            break;
        }
    }

    return codes;
}

All it does is it replaces:

m_targetHeight = Singleton<TerrainManager>.instance.SampleRawHeightSmoothWithWater(m_targetPosition, timeLerp: true, 2f);

with

m_targetHeight = 0;

Feature: Allow to customize the camera position hotkeys

One of the features of this mod is:
"Store and recall up to 22 different camera positions (Ctrl-Shift-[0-9 or F1-F12] to save a position, Ctrl-[same key] to restore"
It would be great if the hotkeys for these actions were customizable, as for me they created a conflict with my previously configured keys.

Thanks in advance!

Feature: Camera-in-camera view of disasters

Extend the disaster bar at top left that shows when disaster strikes with a toggleable "livestream" of the disaster - maybe some sort of cinematic camera script targeted at the center of disaster?

This would allow user to monitor the disaster while working in some other part of city. Maybe also mod option to show disaster cam-in-cam when user is in first person mode.

Would likely need some control over resolution & quality settings (particularly shadows) to avoid baking the GPU.

Feature: Radio reception based on camera position

Unity has a distortion audio filter which can give impression of degraded audio: https://docs.unity3d.com/Manual/class-AudioDistortionFilter.html

Would it be possible to link that to radio tower (natural disasters) coverage for the current camera position, so that as player moves camera further from radio mast (including height, optionally) the radio station quality degrades and maybe decrease volume too?

Bonus round: Set available radio stations per radio mast (default all)... This way while driving in first person cam, you'd hear a radio station crackle out as you drive out of range, then new radio station crackle in further down the route. A bit like how a car radio can auto-tune to a new station if the signal strength of previous one is too low.

I know this is niche af, and not really in scope, but thought I'd suggest just in case :)

Feature: Turn off rain/fog/etc in tunnels

Think I mentioned this elsewhere, but would be really cool if rain/fog/etc was temporarily turned off when fps goes in to a tunnel and restored when leaving the tunnel.

Bonus round: If it's bright daylight outside, dim the sun when both ends of segment vehicle is on are underground (most tunnels lack the REV0-style tunnel darkener and thus look like daylight inside).

Mod doesn't appear in Content Manager after local download

So, I'm a poor Epic user, so I don't have Workshop available. Recently I found out that you can download most mods from GitHub and manually put them in the folder. I tried it, and it works. Or, mostly. This mod unfortunately doesn't appear in the Content Manager. I've probably just done something wrong, but here is what I've done:
Downloaded the .zip (I've tried both master and last release)
Extract it
Move the folder to (Install location)/CitiesSkylines/Files/Mods
Run the game.
And yes, I have Harmony installed. Other mods depending on Harmony work fine

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