Cities: Skylines

Cities: Skylines

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Loading Screen Mod Revisited 1.1.10
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11.837 MB
4 sept. 2022 la 6:05
15 dec. 2024 la 4:17
24 jurnale de actualizare ( vizionare )

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Loading Screen Mod Revisited 1.1.10

Descriere


A replacement for, and continuation of, thale5's original Loading Screen Mod. Includes improved performance and compatibility with other mods, as well as some new features:
  • Skip network and tree prefabs (in addition to the original's buildings, props, and vehicles)
  • Customize loading screen background images
  • (Windows only) improved memory usage display
  • Translations for additional languages
  • Improved logging



Please UNSUBSCRIBE (not just disable) any other Loading Screen Mod version (including the Airports temp fix) before using this.



GAME NOT LOADING PROPERLY WITH ONLY A BLUE SCREEN AT THE END OF LOADING?
A lot of people have been reporting issues where the game doesn't finish loading properly and you just see a blue screen (not the Windows 'blue screen of death', but a game display that's basically just sky).

In EVERY SINGLE ONE of the cases investigated so far (and trust me, that's a lot), the issue has been due to either a missing network asset or an outdated/broken mod (i.e. not this one).

Before you report any 'blue screen' issues here, please make sure that you've used the Compatibility Report mod to check your mods, and that you've reviewed your report and acted on it by removing any identified broken or outdated mods.

If you still have the 'blue screen' problem when starting a NEW game with no other mods installed (other than Harmony), then please raise your issue below, inlcuding both your output log and compatibility report.




Documentation
Key documentation points

Other documentation is available at the original mod's workshop page. This original documentation is (slowly) being migrated and updated (and replaced when appropriate) as development of this version continues.

REMEMBER: KEEP THE "LOAD USED ASSETS" OPTION ENABLED UNLESS YOU REALLY KNOW WHAT YOU'RE DOING
Disabling this option when you haven't prepared for it can cause issues ranging from inability to place custom road elevations through to inability to load your city.

Key new features
  • Improved loading information, including total system memory usage figures (not just the game on its own).
  • Loading screen background image customization - choose from either game defaults, a curated list of images, a randomly selected image from r/CitiesSkylines on imgur, or a selection of images on your local drive.
  • Plus a lot of work 'behind the scenes' - refactoring code and migrating from Detours to Harmony for better performance and stability.

Recent changes to imgur mean that the random imgur loading image option no longer works. A replacement function will be included in a future update.
(The 'curated images' option still works fine)



Broken assets
It's a good idea to unsubscribe from any asset showing one or more of these errors, as they can prevent other assets from displaying properly:

Other errors in assets (these errors won't affect other assets, but will mean that this one may not look as intended):



Meta
This mod uses Harmony[github.com] version 2.2 by Andreas Pardeike via the Cities Harmony mod by boformer.

Special thanks to thale5 for the original mod!

Special thanks to REV0 for the great logo!

Doesn't touch the savefile, and can be safely removed at any time.


Source code
[github.com].


Translations
[crowdin.com].
Please leave a message below if you'd like me to add another language on CrowdIn.


[ko-fi.com]
[paypal.me]


[discord.gg]



REMEMBER
A lot of older unmaintained mods are now broken, especially with the latest game update. Obviously, that's nothing to do with this mod. Make sure you CHECK YOUR MODS AND REMOVE OUTDATED/BROKEN ONES before reporting any potential issues with this mod.
Discuții populare Vezi toate (15)
33
11 nov. 2024 la 6:43
IMPORTANT: Prefab Skipping 101
algernon
19
27 iun. 2023 la 6:16
Memory usage spike and crash
logor
20
27 nov. 2022 la 11:24
FAQs
Francis
1.413 comentarii
algernon  [autor] cu 19 ore în urmă 
@Drift_91 Ah, that would make sense. Thanks for the follow up with that info - I'll pass it on if anybody else has that issue.
Drift_91 14 ian. la 6:14 
After further experimentation I realized that DirectX 9 and 12 both have messed up memory management compared to the default DX11. DX9 under-allocates VRAM, using mostly system RAM, while DX12 over-allocates, overflowing into system RAM.

One of the DXVK devs told me the over-allocation, which DXVK does as well, is a common Unity issue. Anyway, the excessive usage of system RAM instead of VRAM would explain the phenomenon I was seeing in the loading screen, sorry for bothering you about it.
Drift_91 14 ian. la 5:01 
Odd, because with -force-d3d9 my memory usage goes significantly higher, which I presume is due to lack of texture sharing. Unless Direct3D 9 is just less efficient with VRAM or something? And yes, my drivers are less than a month old I believe, although I haven't checked if they're the absolute latest.
algernon  [autor] 14 ian. la 3:15 
@Drift_91 No, not a known issue, and certainly many people have been using -force-d3d9 over the years and texture sharing has worked fine for them. There's nothing different from the mod end about which version of DirectX is used; that's all at the game engine (Unity) and graphics driver side - so even if it were something inherent there's nothing I could fix anyway.

Are your graphics drivers the latest possible for your hardware?
Drift_91 14 ian. la 2:33 
Hi, the mod doesn't seem to share textures/models/etc while using "-force-d3d9" as a launch argument. Is this a known issue or can something be done about it?
algernon  [autor] 17 dec. 2024 la 13:23 
@Darkbreaker This mod was specifically updated for the latest version of the game at the time the game update was published (you can see both the changelog her and on GitHub to confirm that).

Any issue is going to be at your end. Make sure that you have the latest version of this mod, by unsubscribing/resubscribing if necessary to force the update.
Darkbreaker 16 dec. 2024 la 18:30 
CS says it's incompatible with the latest patch
algernon  [autor] 15 dec. 2024 la 4:19 
@ilcicci1983 Just to be clear, we're talking about entirely separate textures here. If even just one pixel is changed within an individual texture , then that texture won't be shared. But any whole textures that remain completely the same - they will be shared.
algernon  [autor] 15 dec. 2024 la 3:34 
@ilcicci1983 If the change is limited to only one texture, then that won't be shared, but the rest will still be shared.
ilcicci1983 15 dec. 2024 la 3:11 
I've a question about texture sharing. I'm creating a set of houses, all with the same texture. I've got a mesh.obj in the import folder and the mesh-d/c/n/s/i.png file in the import folder and only overwrite the mesh.obj when creating a new asset. What if I change only one texture (the color texture for creating different kind of stains). Are the other texture still shared between various assets? I know that the number of different materials is one of the main "performance problem"