I'm a Software Engineer from Manchester, UK. In my spare time I also write software, because why not?
propanedragon / cimtographer Goto Github PK
View Code? Open in Web Editor NEWCimtographer mod for Cities Skylines
Cimtographer mod for Cities Skylines
I'm a Software Engineer from Manchester, UK. In my spare time I also write software, because why not?
At the moment whether a road is a bridge or not appears to be determined by its elevation. But when using the mod that lets you switch between normal/ground/elevated/bridge construction, this can lead to incorrect classifications. A grounded road with an elevation is rendered as a bridge, instead of as a grounded road which is how it appears in-game.
It would be better to look at the road's elevation type, which should be possible.
In game, when using the mod, every xml file I have tried has resulted in the same error, the program fails while trying to parse a unsigned 32-bit integer, while de-serializing the xml file.
I am very unsure as to what causes this, I have looked through the XML file with some simple regex searches, and did not find any of the attributes that would be parsed into UInt32 (based on the interface) to be malformed, too long, or negative.
My current theory is that perhaps the format of the XML document obtained from the OSM API is slightly different now?
The error messages seem to indicate that the file itself is unknown, and they provide no indication of where or what in the file caused it to fail, but if there was some error getting the proper memory stream, I don't see why it would jump straight to trying to parse a UInt32, as opposed to parsing like the header or metadata.
JOSM don't like to read something with id=0
It was not a node but a way in my case put I think any object will not work
While implementing Road Namer integration, the names were only being applied on segments that were named. Since the segments are typically fairly short, it might be useful to figure out a way to merge similar segments(i.e same segmentName, only 1/2 neighboring segments, etc), in order to get more of the name showing.
may I ask why is it there in the first place?
if the mod does need it to run some script and generated the osm file, its okay, but better to get the needed code and include in the mod,
its not good practice to make it grab the whole thing and install inside the game folder, let the user do that,
besides, if for some reason getting program from the internet fails (no connection or slow download), could put at risk getting the game stuck,
Some of the road types have been added (such as OneWay3L, 2L Highway, etc.) but there is at least one missing; the two-way three-lane road. However, there may be more missing.
It seem like, with the current cimtographer:
I think in this case, it might be possible to "parallel-ize" this, and split up the work of generating each component into separate threads. The only logical change I can see(from a first glance) would be to split up the way/node output lists, and maybe update the indices at the end. Even with that, I think, even with that, there would still be an significant improvement in performance.
Something to look into, once all the major features are done.
I would like to suggest moving he mod files, config, export, and possibly custom rules, to the user folder location instead of the main game,
( ie: Documents on windows or ~/.local/share in linux)
a proper ./modconfig/ folder is there for this purpose, and is probably easier to find the exported osm map there,
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