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Quistar-LAB avatar Quistar-LAB commented on July 17, 2024 1

These are all valid points and I'll try to realize them. I'll first layout the foundation, and try to go over each one of these issues/extra functionalities

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algernon-A avatar algernon-A commented on July 17, 2024 1

BTW, if you are fixing disasters stuff (Natual Disasters DLC) as part of your 81 Tiles and you come across the code that auto-moves the camera to the disaster when it happens, it would be great if that didn't happen when a tool is active. :) I've had so many annoyances with that thing, especially if I was terraforming at the time or moving stuff with Move It lol.

Funnily enough, I'm working on a camera mod that includes that functionality!

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originalfoo avatar originalfoo commented on July 17, 2024

Another 81 Tiles issue I just learnt about: Intercity bus stops/stations/terminals don't work outside central 25 tile area

See comments on this workshop asset: https://steamcommunity.com/sharedfiles/filedetails/?id=2049510825

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algernon-A avatar algernon-A commented on July 17, 2024

If this functionality is to be part of EML, then it makes sense to also merge Unlimited Outside Connections in as well. Alternatively these items could be kept out of EML and instead implemented in a separate mod; I'd suggest building on the framework of Unlimited Outside Connections Revisited (all of the points above other than 'Cims at outside connections' and 'Other random stuff' are already on the to-do list for that mod anyway).

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Quistar-LAB avatar Quistar-LAB commented on July 17, 2024

I know that intercity bus has a lot of issues with 81 tiles, but is Unlimited Outside Connection broken?

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algernon-A avatar algernon-A commented on July 17, 2024

Currently, the original BP version has a bug that prevents it from working in editors - BP is currently unresponsive (and my PR to fix that issue has been sitting there since 15 Jul 2021).

My own 'Unlimited Outside Connections' currently works fine - it was supposed to be a 'beta' for an update to the original, but since BP left the task unfinished, it's now continuing as a permanent replacement. I was intending on expanding its functionality to include many of the above points, as they're all inter-related.

I'm just saying that if EML incorporates the above, then it's a very trivial addition to include unlimited outside connections as well, and no point in having two different mods do the same thing. Either EML includes this, or I can add to Unlimited Outside Connections. It probably comes down to what exactly needs to be patched in EML to replace 81 Tiles.

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Quistar-LAB avatar Quistar-LAB commented on July 17, 2024

Gotcha! I'll have a look at the codes and see how best to incorporate, my own version of 81 tiles is about 70% done, so.. soon I'll have to start tackling these issues

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Quistar-LAB avatar Quistar-LAB commented on July 17, 2024

As you can see, I've placed about 10 dams near the edge of the map using my 81 tiles implementation, trying to reproduce the tsunami issue... but I can't seem to reproduce it..
Screenshot 40
Ok, so I'm about 90% done with 81 Tiles, and I decided to test the tsunami issue, but the problem is I can't reproduce it!! Does anyone know how to reproduce this tsunami effect when using 81 tiles?

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originalfoo avatar originalfoo commented on July 17, 2024

The only thing I've seen that causes a tsunami while dam is still present is after unlocking the road on the dam (ie. clearing the untouchable flag) which seems to cause dam to fail. Other than that, I've never had any real problems with dams regardless of where they're placed.

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algernon-A avatar algernon-A commented on July 17, 2024

I did see it happen once, but only once, and could never reproduce... however, random 'water spikes' (without dams) are a more regular occurrence for me (and no, sorry, no test cases....). I have wondered if the specific "dam tsunamis" are actually a thing, or if it's just the more generic water spikes (with confirmation bias or similar associating them with dams).

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originalfoo avatar originalfoo commented on July 17, 2024

There's probably some 'optimisation' in the vanilla water code which reduces the accuracy of calcuations / water mesh outside central 25 tile area (premise being that the user can't build there so some weirdness with water in the outer rim wouldn't be a problem in vanilla). Similar sort of thing to how the terrain and networks 'degrade' in unpurchased tiles...? That could certainly cause random flooding and 'big waves' in rivers coming from the dam due to reduced 'smoothing' of the water surface?

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originalfoo avatar originalfoo commented on July 17, 2024

BTW, if you are fixing disasters stuff (Natual Disasters DLC) as part of your 81 Tiles and you come across the code that auto-moves the camera to the disaster when it happens, it would be great if that didn't happen when a tool is active. :) I've had so many annoyances with that thing, especially if I was terraforming at the time or moving stuff with Move It lol.

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Quistar-LAB avatar Quistar-LAB commented on July 17, 2024

BTW, if you are fixing disasters stuff (Natual Disasters DLC) as part of your 81 Tiles and you come across the code that auto-moves the camera to the disaster when it happens, it would be great if that didn't happen when a tool is active. :) I've had so many annoyances with that thing, especially if I was terraforming at the time or moving stuff with Move It lol.

Funnily enough, I'm working on a camera mod that includes that functionality!

You can do it in this camera mod of yours, since Camera framework is independent of GameAreaManager, DistrictManager nor TerrainManager.

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originalfoo avatar originalfoo commented on July 17, 2024

@algernon-A Is the camera mod repo available? I have a couple of feature requests (acutally dozens, but I limit to 2 here hehe) :)

  1. Turn off rain when underground
    • First Person Camera: Updated mod can display road name that the vehicle is on, which means it can get the segment netinfo and check underground flag
  2. When vehicle is about to go round a bend, it should be possible to pan the camera in to the turn a little which will improve the experience for viewer
    • I experimented with that manually using First-person Auto-walking mod which allows camera pan/tilt via mouse; "looking in to the turn" was a huge improvement over just looking straight ahead at scenery zooming sideways
    • @krzychu124 has a mod for visualising the pathUnit which could likely give some ideas as to how to determine curvature (vehicle speed vs. simulation accuracy will need taking in to account): CitiesSkylinesMods/TMPE#1229 (comment)

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algernon-A avatar algernon-A commented on July 17, 2024

Camera mod repo not yet available - hopefully soon once I settle on architectural approach. Will let you know when it is!

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originalfoo avatar originalfoo commented on July 17, 2024

@Quistar-LAB I think there's a possible audio issue when lightning strikes (thunderstorm) occur outside central 25 tile area - it seems to cause audio to fail, most notably on vehicles, but eventually other audio fails too including buildings and eventually even radio (music). A lightning strike within central 25 area is not causing issues.

I have a huge cacophony of mods so it could be something like Ambient Sounds Tuner or Vehicle Effects, etc., but just flagging it up incase you spot anything while doing your version of 81 Tiles.

EDIT: I also have Natural Diasters Overhaul mod which increases likelihood that disasters happen outside city while the city is small.

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originalfoo avatar originalfoo commented on July 17, 2024

Hydro Dam tsunamis outside 25 tile area seem to be real thing. As far as I can tell it's caused when sea height changes (eg. if user has Extra Landscaping Tools mod, or Tides mod).

screenshot

image

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Leo512bit avatar Leo512bit commented on July 17, 2024

On the note of disasters info view of where disaster may strike a is a bit buggy when you unlock enough tiles out of the 25 tile area (see here[This is the best demonstration of the the bug without me loading up a city right now]) the buildings are supposed to be shaded with red not multicolored and the map flickers if you press play. Also the mod page says:

Disasters and evacuaction don't work outside of 25 tiles area (too much work, won't be fixed)

Although I remember them working fine.

Are/will those issues be fixed in this implementation of the 81 tile mod?

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CrankyAnt avatar CrankyAnt commented on July 17, 2024

If it helps, I have a save (modded and lots of assets) where I always have water spikes flooding a part of the city in the 81-tile area after I loaded up the save. Its the part called "Elk Town" on the left-side of the map, it has a manually added canal cutting through it which causes problems after loading.
AutoSave.zip

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Monniasza avatar Monniasza commented on July 17, 2024

The game does not load when all tiles have been bought.
NewSave2.zip
CompatibilityReport.txt
output_log.txt

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