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Migrate to Harmony 2.x #866
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<< Preliminary Mod Compatibility Testing Results >> -- High Level Review -- No issues with the below collection of 131 mods.
Mod Compatibility Checker Output-- Active Mod List --[BETA] Parallel Road Tool Achieve It! Adaptive Prop Visibility Distance Additive Shader Advanced Stop Selection (ex MTSE) Advanced Vehicle Options (Sunset Harbor) Airport Roads American Railroad Signal Replacer American Sign Replacer AnimUV Params AutoLineColor Redux Automatic Pedestrian Bridge Builder V2.0 [alpha] Building Anarchy Building Themes Bulldoze It! Camera Positions Utility Campus Parks Cinematic Camera Extended Clouds & Fog Toggler Control Building Level Up v0.5 (Industries) Crossings Custom Animation Loader (CAL) Custom Effect Loader Daylight Classic Decal Prop Fix Demand Master District Policies Highlighting Electric Roads Mod 2 Elektrix's Road Tools 2.91 Elevated Stops Enabler Emergency Lights Manager V2 Employ Overeducated Workers V2 (1.30+) Empty It! Environment Changer (+ Improved Theme Selection ) Extra Landscaping Tools Extra Train Station Tracks ( ETST ) Extra Vehicle Effects (Plugin for Vehicle Effects Mod) Find It! Fine Road Anarchy 2.0.2 Fine Road Tool 2.0.4 Font Selector Forest Brush v1.3 Hide TMPE crosswalks V3.0 [BETA] Historical Districts Improved Content Manager Improved Public Transport 2 Instant Return To Desktop Land Ships Less Steam Lifecycle Rebalance Revisited 1.3.4 Loading Screen Mod Metro Station Converter Mini FPS Booster Mod Compatibility Checker More Advanced District Snapping More Advanced InfoViews More Advanced OptionsPanel More Flags ( + flags replacer ) More Network Stuff MoreTrainTracks v0.4.1 (1.4 and more) Move It Natural Disasters Overhaul Net Picker 2.0 Network Extensions 2 (Updated for Sunset Harbor) Network Skins 2 (Sunset Harbor compatible) Network Tiling No Problem Notifications No Seagulls Not So Unique Buildings One-Way Train Tracks Optimised Outside Connections Painter Parkify Plop the Growables Ploppable RICO Revisited 1.3 Precision Engineering Prefab Hook (Mod Dependency) Procedural Objects Procedural Objects Fonts: Montburgh Highway Signage: Arrows Prop & Tree Anarchy Prop it Up! 1.4.4 Prop Line Tool Prop Line Tool [PLT] (vAlpha) Prop Painter 2.6.0 Prop Precision Prop Snapping PropRotating Params Purchase It! Quay Anarchy Random Tree Rotation Realistic Walking Speed Rebalanced Industries Rebuild It! Remove Need For Pipes Resize It! Rotors FlipXZ Roundabout Builder Service Vehicle Selector 2 Set of Ground Stations Sharp Textures Ship Path Anarchy Show It! Shroomblaze Flags Mod SingleTrainTrackAI Skip Intro Smart Intersection Builder Softer Shadows Spawn Points Fix Spawn/Unspawn Positions Swapper Sub-Buildings Tabs Surface Painter TerrainRiverTool Theme Decals Theme Mixer 2 Ticket Price Customizer Toggle It! Toggleable Whiteness Train Converter Tram Station Track Transparency LODs Fix Tree Fire Control Tree LOD Fix Ultimate Eyecandy v1.5.2 Ultimate Level Of Detail (ULOD) Undo It! Unlimited Outside Connections (Beta) Unlimited Trees Mod v1.12 Unlock All + Wonders & Landmarks Vanilla Trees Remover Vehicle Effects 1.9.0 Watch It! |
<< Functionality Testing Results >> Toggle Traffic Lights - No Issues Timed Traffic Lights - No Issues (Extensively tested ALL functions.) Manual Traffic Lights - No Issues Lane Selector - No Issues (Extensively tested, including all key + clicks. New features are a welcomed addition.) Lane Arrows (Tested all key + clicks.)
Disable Despawning
Priority Signs - No Issues (Tested all key + clicks.) Junction Restrictions - No Issues Speed Limits
Vehicle Restrictions - No Issues Parking Restrictions - No Issues Clear Traffic - No Issues New Feature? - Maybe I just never knew these were available?
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<< AI Testing Results >> I've watched the game across the city and all AI appears to be working, including not having any flying or wandering cars. I've also watched this mall parking lot for 1 hour. No issues to report. These are the settings I'm using for the AI testing. |
<< Preliminary Mod Compatibility Testing Results >> Started my save as normal - works and no issues with the below collection of 120 mods. All mods active. No errors from any of these mods. All mods in this list are working correctly, both independently and collectively. While some Now started completely new and activated the TM:PE Harmony 2 Version Crash Please find below all information. Active Mods[ID: 1209581656] "Relight": Thank you LemonsterOG for this good template :D |
This has been done with a few of the tools. @kvakvs is still working on it. next release will probabely not fix the road selection panel issue. @kvakvs are you interested to improve the speed limit panel UI next?
Its a new feature indeed! simple click would do. right click would close it. I am glad you liked my road selection panel! it also works if you click on roads name without TMPE UI. @kvakvs do you hear that?! its very useful!!!
see #562. I have been thinking about doing it and I have some ideas. Its just so boring so it goes behind all the other more important stuff!
There is a state machine over there. I am suspecting state machine is not begin reset similar to #860 (comment). I shall create an issue after some testing. EDIT:
That's such a beautiful parking! |
@kianzarrin yes speed limits panel was requested and probably will be next, after i modify all tools to include onscreen hints. I want to get rid of my open PR's to continue, it is creating anxiety having unfinished open PR's For the panel to be used more we need to create more awareness. Encourage users to click streets more, encourage them using Shift to highlight roads more etc. |
by "completely new" you mean exit to desktop and restart CS? Merely enabling TMPE will activate Cities harmony 2 causing unpatching->repatching. Although considering that NS2 was in your list, Cities Harmony should already have been activated. So that cannot be the problem Either. This is really strange @thebugfixnet ! are you sure you can reproduce this problem? |
@kianzarrin yes, exit to Desktop, closed Steam, restarted Steam, restarted C:S
Yes... again: Crash |
This is the most awesome PR review ever! @LemonsterOG , @thebugfixnet : Was it the zip file that enabled you to test or were you building from source? |
@aubergine10, @thebugfixnet knows how to build from source but in this case new dlls and sub-modules are involved so I told him to use the zip file. |
@thebugfixnet |
Never had such crashes before. Using |
@kianzarrin sent me the zip file. I added the Traffic Manager folder here: /Cities_Skylines/Addons/Mods/ |
@thebugfixnet -- I'm glad you liked it. I tend to be a bit methodical. |
@kianzarrin -- Thanks for the info....and the compliment. :-) |
@thebugfixnet -- What are you using to get your active mod list that includes its Steam id? I like it. |
@LemonsterOG TM:PE dumps all of your mods to TMPE.log every time you start game |
Regarding my crash here This was a ton testing to figure out what happend: @kianzarrin wrote me:
Test 1: Work w/o any problem So i don't think @aubergine10 need to test. But if yes: here ist the link to my collection for Test 3: Test 3: https://steamcommunity.com/sharedfiles/filedetails/?id=1922918228 Thank you @kianzarrin spending your time and providing a good testing-workflow! |
Will this version hard set the simulation accuracy to Very High by default?...and possibly remove the user option entirely? I'm asking because of a lot of comments on the current workshop releases. Also...I'm still playing with this beta version locally. How will I get updates if there are any? |
@LemonsterOG we are setting up some automation for creating compiled sources in zip, so anyone could grab it for tests.
Actually some of the users complained that option was removed so I revived it back. I think that |
There was a bug that if simulation accuracy was set to low, it was stored as high. so now if you are using your old settings simulation accuracy is the opposite of default. I could be wrong on this but some problem along these lines existed. |
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Code looks good
Did not test in game
removed redundant code.
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See comments...
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Testing from end-user perspective...
LGTM 👍
I can't really comment on the code much, as I'm still n00b at Harmony.
fixes #782
see CitiesSkylinesMods/RedirectionFramework#4
CitiesHarmony
is not updated yet. made necessary modifications for the code to compile.CitiesHarmony
0Harmony.dll
and added copy local toCitiesHarmony.API.dll
. post build script copiesCitiesHarmony.API.dll
to mod folder instead of0Harmony.dll
CitiesHarmony
.Testing:
EDIT: Code review hints:
In this review I have mostly deleted code. only a few lines were modified or added.
Code review would be easier if you:
Code moved:
Patcher.cs
is copy pasted fromLoadingExtension.cs
I recommend using diff tool between the two files to check what has actually changed.Code added:
OnEnabled()
Ensures Harmony mod is installed .Code modified:
using Harmony;
was modified tousing HarmonyLib;
Code deleted: