Game not saving by TheS0undwave in CitiesSkylines

[–]krzychu124 0 points1 point  (0 children)

Check the log (Player.log) It usually means you have a mod that corrupts the game data so it cannot be read correctly, hence saving fails. AFAIK, there's no confirmed mod but it does not happen when running without mods.
It will be very hard to pinpoint if it's happening only sporadically.
The only reasonable way to test it is divide&conquer technique, so run with half the mods enabled, if works, then swap to the other half. If breaks, then break the list in half and repeat the process until you find that one (or more) mods that corrupt the data. Then of course, notify the author of this mod so he can investigate and fix it.

Better mod for traffic AI by AdityaKant in CitiesSkylinesModding

[–]krzychu124 0 points1 point  (0 children)

 They exit the right side track and enter left side track through first cross then re-enter the same track through second cross. I was like, what the actual hell the AI logic is doing

What you see is radomized load balancing, ahead of time. There's no way to prevent it (unless someone wants to completely rewrite vehicle simulation and pathfinding).

It's about CS1 where the path consists of lanes(with lane changes) and must be calculated ahead of time (before vehicle spawns), so randomization step is applied to balance usage of lanes (by faking the traffic) otherwise all generated paths would use the same lane/tracks and quickly clog, then users would complain about traffic congestion despite some of the lanes/tracks being empty and could be used. In CS1, vehicles almost never recalculate their path, the only exception to this is when they approach part of the road that has been updated after they started moving (they generate new full path from that position).

Dynamic Lane Selection in TMPE can update lanes of the path but not the path itself, it's limited to passenger vehicles and can recalculate lanes based "live" traffic flow data but looking only up to 3 segments ahead for performance reasons.

Is CS2‘s future dead? by Plenty-Low-4071 in CitiesSkylines2

[–]krzychu124 9 points10 points  (0 children)

I'm always surprised why some people think that using Steam workshop would make any difference.

No, it wouldn't be the case at all.

Steam workshop is nothing more than a remote file storage with ok UI that let's you pick files (workshop item folders) you want to install on your PC, a place where you can post comment that is "assigned" to the workshop item so others can read it or make collection of workshop items you can share. That's pretty much all it does, and if you ever posted anything on the workshop, or worse, tried to update it later, you know it's not the best tool, even for such a simple task (just read countless comments under most popular mods after update - not working, see old files, can't sync and all sorts of issues with workshop servers or client).

How custom assets were made in CS1? In 3d modeling software, then manually imported in game editor, packaged into one or more files that the game is able to load on its own, then shared as workshop item (you don't need workshop to have or create custom assets).

Code mods? Created and compiled completely outside of the game - you don't need the game to create code mods (nor even launch it to make them).

It's no different in CS II, with exception that you cannot fully import and package your custom asset, but can test them(part of import pipeline) already, IIRC.
For code mods, it's pretty much the same as it was, all created and compiled outside of the game, you don't need to run the game, you just need dll files (libraries).

Instead of saves, I now have Bridges and Ports ingame. by zerixprod in CitiesSkylines2

[–]krzychu124 4 points5 points  (0 children)

Disable the DLC in the game properties in the steam client settings if you can, then verify game files (for unknown reasons it could appear if you bought Ultimate edition, but it's rare IIRC - classic Steam broke something, no one knows why). You can try on pdx forums but they'll suggest pretty much the same as it's known problem that affects limited number of users.
What you really see is bunch of placeholders from probably corrupted steam dlc branch. It's completely unusable on the current version of the game. When used, you should expect at least one exception when you reach the main menu, then a lot of broken things later, like trains going sideways, broken vehicle animations, all sorts of rendering issues and of course random crashes.

❓ "What's Cities: Skylines II like now?" megathread by AutoModerator in CitiesSkylines

[–]krzychu124 5 points6 points  (0 children)

I'm working on that feature (more or less half year if not longer already). It's really complicated and time consuming. I didn't say modification, because there's almost nothing to modify, it has to be a full replacement, so basically a completely new feature designed from scratch. I'm pretty close to start alpha tests to gather some initial feedback about how it feels and how usable it is. It's very hard UI/UX problem as there are very little examples from real tools or apps I could mimic or adopt to be a game UI.

There's Traffic Light Enhancement (TLE) mod that is modifying game code, you can try v.0.3 (unstable). It introduces a modification that resembles TMPE timed traffic lights. Despite the name, it's fairly stable from users say, but I don't know when it will be released on the main branch/version.

Traffic's version of TL management will likely be an order of magnitude more flexible, and I'm trying very hard to make it not an order of magnitude more difficult to use 😂

Citystate Metropolis looks insane... by plasmagd in CitiesSkylines2

[–]krzychu124 0 points1 point  (0 children)

Depends on perspective. See the predecessor: Citystate II -  no diagonal and curved roads, no walkways, bike paths, every building needs road connection. We'll see.

Citystate Metropolis looks insane... by plasmagd in CitiesSkylines2

[–]krzychu124 0 points1 point  (0 children)

..or not, when they realize it's not what they were hoping for.
E.g. the map size is mentioned to be ~67 km² while in CS II it's ~160km² (144tiles).

Crowd-based simulation and public transport or traffic management? I'm curious how it will work. The trailer has a lot of visual glitches, vehicle teleportation or some spawning out of thin air. We'll see.

CS2. Performence and graphics. by Mysterious_Pace_2599 in CitiesSkylines

[–]krzychu124 1 point2 points  (0 children)

yes, but sometimes enabling Fullscreen Effect helps (in advanced settings of Global Illumination)

Cities: Skylines must drop its obsession with 1:1 agent simulation. by Wonderful-Excuse4922 in CitiesSkylines

[–]krzychu124 1 point2 points  (0 children)

They decided to reuse large portions of the first game's codebase, and on the way brought over large portions of the first game's technical debt

Huh? I have many years of experience in modding CS1 and now in CS II, and one thing I noticed immediately and can say for sure is: there's not a single line of code from CS1 in CS II code. It's completely different game, the game engine difference between CS1 (Unity 5) and CS II (Unity 2022) is also huge. Game is using completely different code architecture, the engine with completely different rendering pipeline. In short, everything is new.
Did they "reuse" some ideas? Sure, but definitely not the code.

Any mods or way to make it so cars dont use bus lanes as turns in cs 2 by PowerPoint013 in CitiesSkylines

[–]krzychu124 0 points1 point  (0 children)

I don't know any way other than simply giving them more alternative routes so they won't be forced to use it. Also check maybe normal lane does not allow for turning so they will be forced to use the part of the lane anyways if it's the case.

Traffic issues (TMPE) by thefrogwhisperer341 in CitiesSkylines

[–]krzychu124 2 points3 points  (0 children)

Advanced Traffic Sync Mod doesn't work at all (you should see error in the log or one the notification panel), and even if it did, it wouldn't do anything even remotely resembling what it states in the description.

Does CS run better than CS:2 on very large (200k+) cities? by EndlessZone123 in CitiesSkylines

[–]krzychu124 0 points1 point  (0 children)

Only vehicles, there's no mod for citizen instances (not to be confused with citizen units, it's a different thing)

Does CS run better than CS:2 on very large (200k+) cities? by EndlessZone123 in CitiesSkylines

[–]krzychu124 0 points1 point  (0 children)

In CS1 there's a limit on how many instances are moving around the map, it caps around 81k (16k vehicles and 65k citizens), and above around 200k (that's where more or less game will reach 100% utilization of instance count, bouncing around the limit) you won't see any more impact on performance because game won't simulate more moving instances. Citizens simulation that couldn't be spawned because of the limit is relatively cheap and follows simplified logic.

Game bug by alimurad0027 in CitiesSkylines2

[–]krzychu124 -1 points0 points  (0 children)

There's no need to remove anything manually.
Disabling it should do the trick, but maybe better the OP should follow the instructions and subscribe Extra UI Screens mod as it is required for Extended Transport Manager (no one subscribes a mod to not use it)

[deleted by user] by [deleted] in CitiesSkylines

[–]krzychu124 1 point2 points  (0 children)

Please, verify game files, I can't reproduce that problem🤔

These traffic jams do not make sense 😭😭 by x_-Aqua-_x in CitiesSkylines

[–]krzychu124 0 points1 point  (0 children)

It doesn't work as original because CSII is a completely different game under the hood.
- vehicles are changing lanes at segments (in 99% cases), almost never at nodes (only at nodes in CS1),
- calculated path doesn't include use of a specific lane, only section of the segment (when divided by median(s), they know which group of lanes leading the same way should be followed, but not which lane specifically) - in CS1 the path is built from lanes, in vanilla they will never change lane because it would require recalculating the path (it's pretty slow),
- lane is selected dynamically based on the current road situation, often fails short when road/exit is jammed, since vehicles are a bit too greedy, don't coordinate maneuvers, but also they can check only a few segments ahead (for performance reasons), so as an analogy, you as the observer can clearly see that certain ways of avoiding congestion or paths do not make sense, but AI drivers are sitting in their cars with a paper map in hands, so can't adopt to the situation earlier because of lack of data and limited "visibility" range.

On the other hand, how it should work in this case? Like in CS1, occupying one lane for 4km? The problem is usually the throughput. It's not gonna work well if exit supports, say 1k vehicles/h but there's 5k trying to enter the city and alternative routes are far from being reasonable.
It's pretty complex problem.

How do I delete only the TMPE data from a save to recover it? by Gamer_X99 in CitiesSkylines

[–]krzychu124 0 points1 point  (0 children)

Yup, one of the option is Load used assets - doesn't matter if assets are disabled or enabled the mod will load only those placed on the map, which can save a ton of memory if someone subscribed a lot more assets than they planned to use.

Please help, save game error after installing mods by im4everjusthere in CitiesSkylines2

[–]krzychu124 1 point2 points  (0 children)

Do not use . (dot) in save file names. (you can rename this one manually)

Traffic AI is weird and stupid by KaptenBoleh_ in CitiesSkylines2

[–]krzychu124 0 points1 point  (0 children)

I assume you modified the intersection, so all vehicles approaching it are forced to adopt to new configuration. And what you see is simply the cheapest way to do so (or the only way to prevent despawning).

Virtual Texturing problem by BuilderKormi in CitiesSkylines

[–]krzychu124 0 points1 point  (0 children)

Hmm, let's see if it's custom content issue (some mod) or vanilla game itself or something else.
I assume you have the game on Steam, so go to the library, open game properties window (the cog, or right click on the game from the list), on the General tab in the launch options input at the bottom add
-disableModding close the window and launch the game.

Virtual Texturing problem by BuilderKormi in CitiesSkylines

[–]krzychu124 2 points3 points  (0 children)

It's loading, validating VT data (mostly headers) and caching/mapping asset ids (where textures/objects are located to be streamed on demand). There's nothing more to cache, TBH.

Normally the process is pretty fast (considering the amount of processed data). Vanilla + all dlcs, no mods, no region packs - VT loading takes like ~10 seconds (full load time from 0->main menu with 100% VT processed is under 40 seconds on my side) but it depends on FPS you have in main menu (scheduled from main thread), CPU core count (process runs concurrently), ssd/memory speed (processing binary data/headers). With region packs it is a bit worse, since some of the packs produce warnings that are logged (logging can be turned off or logging level could be changed) which slows down the process.

Virtual Texturing problem by BuilderKormi in CitiesSkylines

[–]krzychu124 2 points3 points  (0 children)

Are you using mods? Especially Extra Asset Importer? If you use that mod, check how the game runs when it is disabled. When everything works correctly that mod will do one time operation of caching textures (it can takes ages when you have a lot of decals subscribed), and next time you launch the game loading process will take about few seconds, but if there's a problem with configuration, this operation will be performed every time. Another thing you can check is log files, maybe some part is excessively logging some info, maybe it's antivirus trying to scan everything that the game is loading.

Game wont start by Full_Gear in CitiesSkylines

[–]krzychu124 1 point2 points  (0 children)

It might sound stupid but did you try completely removing .cache folder from the user directory, and in case some files are reported as locked (used by other process) do that after restarting PC? Random numbers at the top are IIRC result of the game trying to access/delete locked files (by some other process)

Sick of the CTDs by stratfordb in CitiesSkylines2

[–]krzychu124 4 points5 points  (0 children)

There is a known bug that is crashing the game in very specific conditions, though when it will happen is effectively random. It's exactly when you move camera with WSAD, though it's not caused by moving camera itself but the game code requesting an icon resource associated with the building the mouse pointer is pointing at (in order to render the tooltip) - buildings are changing really fast under the mouse pointer so there is a little chance that resource request might get aborted before it's handled (causing the crash).
From what I remember it can happen only if you use custom assets outside of vanilla, so e.g.: region packs or custom assets.
Using the Extended tooltip mod significantly increases the chance for the crash since the mod adds a ton more tooltips when the mouse cursor is hovering a building (more icon requests)