|
necrotic posted:Part of the overwatch series, perhaps? Yeah i have the other guy's updated version and I just looked and the comments say it isn't working, so maybe it broke and that's why the garbage trucks are going all the way across the city? Oh and somehow all of the default farm assets don't show up except the ugly big building ones. I want actual farms E: also here's the city I'm working on atm Thin Privilege fucked around with this message at 02:05 on Jul 19, 2016 |
# ? Jul 19, 2016 01:56 |
|
|
# ? May 25, 2024 21:48 |
|
anyone have a good collection of various sports fields/courts?
|
# ? Jul 20, 2016 01:12 |
|
Thin Privilege posted:There was a mod I saw a few weeks ago but cant find it, it was like "control what areas garbage/etc trucks cover so they don't go across the city". Anyone know what I'm talking about? Districts is what you seek, I believe: http://steamcommunity.com/sharedfiles/filedetails/?id=649522495
|
# ? Jul 20, 2016 13:45 |
|
zxqv8 posted:Districts is what you seek, I believe: Ah yeah that was it! But it looks like it conflicts with my other mods. Ah well
|
# ? Jul 20, 2016 14:40 |
|
Reading through the thread I saw a lot of people posting about how "terrible" their road knots were. Well, they're not. The background to this is that I needed industry in my fledgling town and didn't think through where I was putting it. The resulting truck traffic crushed my pitiful two-lane roads, and I needed a fast way to get them out of my neighborhoods. A relatively normal highway interaction created a comical clusterfuck of trucks, so I started playing with one way streets. I call it gently caress Out of Towners Interchange - and note that almost all of the roads in that southwest distract are one way. Good luck navigating that cold, and god help you if you took that exit by accident. The traffic flow is incredibly smooth though. A fleet of trucks is nothing. More seriously I need to nuke that district and put something else there. The rest of the city isn't nearly so bad...except that one bit involving the east exit of my high density housing block. And the cargo train near the oil industry zone. And the oil industry zone interchanges in general. The less said about the high density commercial sector the happier everyone will be. Come to think of it, you guys want to see what other hashes I've made of common sense and roads in the name of smooth flow?
|
# ? Jul 20, 2016 18:19 |
|
That conformationally very near a good highway interchange, just a little ugly around the edges. You will run into issues by immediately following an entrance with an exit because this game absolutely hates weaving.
|
# ? Jul 20, 2016 18:35 |
What zedprime is saying is this: It's generally a good idea to split before merge.
|
|
# ? Jul 20, 2016 18:51 |
|
Yeah get people leaving the highway first and then joining it second. Otherwise the people joining the highway have to fight the people leaving it for the lane.
|
# ? Jul 20, 2016 18:53 |
|
Build collector lanes too. It acts as a buffer if you run into problems.
|
# ? Jul 20, 2016 18:56 |
|
zedprime posted:That conformationally very near a good highway interchange, just a little ugly around the edges. You will run into issues by immediately following an entrance with an exit because this game absolutely hates weaving. OwlFancier posted:Yeah get people leaving the highway first and then joining it second.
|
# ? Jul 20, 2016 19:00 |
|
It's probably not a problem for the volume of traffic you're getting there but if it gets busier you'll notice people getting stuck on each other or getting excessively bunched up in that lane.
|
# ? Jul 20, 2016 19:05 |
|
nielsm posted:What zedprime is saying is this: If you do that (which I agree is a good idea), then do this, too:
|
# ? Jul 20, 2016 19:45 |
It's honestly not a bad interchange conceptually, it just looks goofy because it's built mostly from straight lines at weird angles and has some weird merges going on, but there's plenty of room to fix them.
|
|
# ? Jul 20, 2016 20:06 |
WithoutTheFezOn posted:If you do that (which I agree is a good idea), then do this, too: Nooooo, don't make that blue connection. Everywhere you can come from onto that onramp, you already have more direct access to where the offramp is going.
|
|
# ? Jul 20, 2016 20:49 |
|
I don't know what I'd do without an early-game oil boom. Was there a canal/flooding guide? I think the default map I'm playing on was screwed over a patch and has a permanent floodzone in one of premade highways. I tried fixing it with canals, but they mystify me and I turned more land into a floodzone that needs even more canals. On the upside that's a lot of land value! BravestOfTheLamps fucked around with this message at 22:03 on Jul 20, 2016 |
# ? Jul 20, 2016 22:01 |
|
nielsm posted:Nooooo, don't make that blue connection. Everywhere you can come from onto that onramp, you already have more direct access to where the offramp is going. But yeah that blacked out off ramp Has To Go.
|
# ? Jul 21, 2016 00:20 |
|
Chenghiz posted:Definitely. What data are you working with? Sorry this took so long to get to. My desktop bluescreened (when exiting Skylines ) the same night I posted that, so I lost the command line history because Windows Anywho, this is the site I'm using for data, but this should work for just about any source because the tool suite I found, supports a lot of formats. Advantages of OpenTopography over terrain.party include unlimited sizes and the ability to get non-square areas. You could do a city on a map of North American this way, for example. To get set up on Windows, go to http://www.gisinternals.com/release.php and download one of the 2.1.0 builds. Probably the latest MSVC 2013 x64 version at the bottom - I think the others are just there for poor saps stuck on ancient machines and that probably doesn't apply to habitual PC gamers. If you're not on Windows, go fish. After you install, there will be a new CMD environment in your start menu with GDAL in the name. Just use that. If you haven't yet, get some data from OpenTopography. Draw a box as square as you can over an area you want to work with and have it spit out a GeoTIFF. Probably turn off all the options under Visualization because you don't need them and there's no reason to load their servers with stuff you're just going to ignore. I'm working with the TC metro area in this post because I'm familiar with it. So now you have the file unpacked and you've poked cd C:\wherever\the\hell\you\unpacked\the\file into the command line you're ready to play. With the data - not the game, silly! I've mostly been using gdalinfo which is pretty simple: code:
code:
Well, working in IT causes a certain sort of brain damage that's out of scope of this post, but explaining that command is in scope, so, in order:
You do have to scale it, or you'll end up with an essentially flat heightmap because it's dumb and will just copy the values verbatim, otherwise and 401 is .6% of 65535 - it barely registers at the highest. If you try to output an 8-bit PNG without scaling, it'll truncate anything over 255 to 255, so you get a weird map that's all flat mesas with deeeeeep canyons (or just flat if all input pixels are over 255), which might be fun to try if that's what you're going for. That command should output something like this: Which doesn't look impressive, but it imports pretty well, which is what we're going for. I should stress that, even after all of that, it's not a play-ready map. The Mississippi above St. Anthony falls barely exists, for example, and there are some too-steep hills where I know they shouldn't be, so maybe the source data is a little noisy, but you're still going to have to do some cleanup. You could also touch it up in your favorite photo editor as described upthread.
|
# ? Jul 21, 2016 18:14 |
|
Oh and if anyone could point me to a recycling center mod, that'd be great. I just got my first city up to Fusion Reactor and I'd like to move from trash incineration to recycling because I don't need the power anymore. Makes me wish I could sell power like in SC3 but oh well. Actually, I can't imagine why it wasn't part of the game from the start :\
|
# ? Jul 21, 2016 18:31 |
|
I haven't played in ages, but are there any mods that make roads/etc. require more realistic slopes and angles? It is always jarring to have my on- and off-ramps at bizarro angles, but the game seemed to want to force them to be that way no matter what I tried to do.
|
# ? Jul 21, 2016 22:16 |
|
Athaboros posted:I haven't played in ages, but are there any mods that make roads/etc. require more realistic slopes and angles? It is always jarring to have my on- and off-ramps at bizarro angles, but the game seemed to want to force them to be that way no matter what I tried to do. Sharp junction angles will let you get much nicer angles. I think I've seen a mod that forces road slopes to be more gentle but don't remember the name.
|
# ? Jul 22, 2016 02:37 |
|
The original was called Fine Road Heights, but it looks like it's gone and now there is Fine Road Tool.
|
# ? Jul 22, 2016 03:40 |
|
Munkeymon posted:Oh and if anyone could point me to a recycling center mod, that'd be great. I just got my first city up to Fusion Reactor and I'd like to move from trash incineration to recycling because I don't need the power anymore. Makes me wish I could sell power like in SC3 but oh well. Actually, I can't imagine why it wasn't part of the game from the start :\ Recycling should be there, but not anywhere near 100%. There's always an upper limit to what you can recycle.
|
# ? Jul 22, 2016 05:06 |
|
Both of the "remove stuck vehicle" mods have gone bung due to updates. Sure, I can clear all vehicles in the various Traffic managers but it's suboptimal for when you just need to deal with a tram that's holding your whole downtown hostage to gridlock.
|
# ? Jul 22, 2016 08:44 |
|
Athaboros posted:I haven't played in ages, but are there any mods that make roads/etc. require more realistic slopes and angles? It is always jarring to have my on- and off-ramps at bizarro angles, but the game seemed to want to force them to be that way no matter what I tried to do. Yeah get the Fine Road Tool, Sharp Junction Angles, Precision Engineering, and No Pillars. Here's a really quick vid of me making a curved offramp with precision engineering and SJA's anarchy tools: https://www.youtube.com/watch?v=hXjCBawuPIk Here's some inspiration...
|
# ? Jul 22, 2016 13:04 |
|
MikeJF posted:Recycling should be there, but not anywhere near 100%. There's always an upper limit to what you can recycle. Right, but I'm still confused as to why that wasn't pretty much a launch feature.
|
# ? Jul 23, 2016 20:59 |
|
doo doo doot, makin' old towns e: share your towns!!! Ofaloaf fucked around with this message at 04:13 on Jul 27, 2016 |
# ? Jul 27, 2016 04:05 |
|
It's pretty shocking how good the game looks close up, makes me want to see an open world FPS game on the engine.
|
# ? Jul 27, 2016 11:09 |
|
SwissCM posted:It's pretty shocking how good the game looks close up, makes me want to see an open world FPS game on the engine. Next DLC should be officially supported First Person exploration mode. I'd pay ten bucks for it.
|
# ? Jul 27, 2016 11:18 |
SwissCM posted:It's pretty shocking how good the game looks close up, makes me want to see an open world FPS game on the engine. The engine is Unity so there's probably a few thousand of varying qualities. MikeJF posted:Next DLC should be officially supported First Person exploration mode. I'd pay ten bucks for it.
|
|
# ? Jul 27, 2016 12:15 |
|
hailthefish posted:The engine is Unity so there's probably a few thousand of varying qualities. I mean specifically on Cities Skylines as a base with the simulation mechanics intact.
|
# ? Jul 27, 2016 12:17 |
|
I hope the Cities: Skylines creators are all old SimCopter fans. What I wouldn't give to play something like that, but in a more modern and fleshed-out form...
|
# ? Jul 27, 2016 12:39 |
|
Gimmick Account posted:I hope the Cities: Skylines creators are all old SimCopter fans. What I wouldn't give to play something like that, but in a more modern and fleshed-out form... Wasn't there a mod like that a while back? I definitely remember hearing about someone making one but I don't know how far it got.
|
# ? Jul 27, 2016 12:48 |
|
Cimcopter 1 reporting heavy traffic
|
# ? Jul 27, 2016 18:52 |
|
Mayday!
|
# ? Jul 27, 2016 20:30 |
|
I ran into a problem a few days ago where some of my assets weren't showing up, and after some dicking around I ultimately had to unsubscribe from all mods, reinstall the game, and wipe a bunch of folders to get things working again. I've also spent the last few days making a new map, if anyone's interested. The idea was to have a map which promoted building your own road and rail network for a bunch of smaller towns. http://steamcommunity.com/sharedfiles/filedetails/?id=732659746
|
# ? Jul 27, 2016 21:23 |
|
That map looks awesome, Andy, and it might have to be my next one.
|
# ? Jul 27, 2016 21:27 |
|
Niiiice. I'm thinking of doing a massive pruning of my mods and assets as well, but I wonder if stepping up from my 760 to a newer graphics card would be an easier (but more costly) solution.
|
# ? Jul 27, 2016 21:31 |
|
Koesj posted:Niiiice. I'm thinking of doing a massive pruning of my mods and assets as well, but I wonder if stepping up from my 760 to a newer graphics card would be an easier (but more costly) solution. For what it's worth I have a 980ti and this game won't get over 30-40fps and still doesn't exactly "pop" even at 1440p. I think it is CPU bound more than anything.
|
# ? Jul 28, 2016 18:26 |
|
Also check out your RAM usage some time, especially if you have a lot of props. Yeouch.
|
# ? Jul 28, 2016 18:31 |
|
|
# ? May 25, 2024 21:48 |
|
yeah I had to go out and get more ram so I could have more mods running at once or what ever.
|
# ? Jul 28, 2016 19:56 |