Cities: Skylines

Cities: Skylines

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ACME 0.6.5
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13 Mar, 2022 @ 8:43pm
27 Jul, 2023 @ 11:43pm
17 Change Notes ( view )

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ACME 0.6.5

Description


A camera mod, with new features being added.

New in 0.6
  • Customizable shadow calculation parameters - distance and sharpness.
  • Stepped rotation hotkeys at 15-degree increments: Control-X and Control-Y (Shift to reverse direction, Alt to use 45-degree increments instead of 15).
  • Configurable hotkey to reset camera rotation (default Alt-R).
  • Option to reset FPS keys to match game movement key settings.
  • Decreased minimum Field of View to 5.
  • Add sound effect when a camera position is saved.

New in 0.5.1
  • FPS mode absolute movement: move straight up/down/forwards/backwards, regardless of camera tilt.
  • FPS mode keys are now independently configurable.

New in 0.5
  • Zoom to cursor: If this option is enabled, zooming in and out will maintain the spot under the mouse cursor at the same point in the screen (instead of zooming in/out to the middle of the screen).

New in 0.4
  • Map dragging: Hold down shift-right mouse button (by default, configurable in the options panel) to drag the map around with the mouse ('mouse dragging'), with configurable behaviour (speed, invert directions) in the options panel.

  • Adjustable default speeds for first-person camera mode in the options panel.

New in 0.3
  • FPS mode: Ctrl-Tab by default to activate; hold down shift to increase movement speed (WASD). This is a completely free FPS mode with no terrain following or collision detection, designed for use with setting up screenshots and the upcoming cinematic recording/playback functions.

    For a more player-focussed FPS experience, you can use ACME together with Will's First Person Camera Continued mod.

Basically because there wasn't already a camera mod that did everything I wanted it to, and the closest (TPB's Camera Positions Utility) uses an obsolete modding method (Detours) that can cause issues with other mods.

To use: Alt-C (by default), or use the UUI button, will bring up the panel in-game where various camera parameters can be set and adjusted; collision options are also available via the mod's options panel.

  • No border limit - camera can go anywhere on the map (not restricted to tiles that you have purchased)
  • Adjust minimum ground clearance (including to -10m below ground)
  • Enable/disable building collision
  • Enable/disable network collision
  • Enable/disable tree collision
  • Enable/disable prop collision
  • Enable/disable water bobbing
  • Change camera tilt independently of other factors
  • Easily change FOV
  • Adjustable minimum camera speed (so the camera doesn't crawl when zoomed in to the maximum)
  • Enable/disable automatically zooming to disasters
  • Jump to center of current MoveIt selection (default Alt-middle mouse button, configurable)
  • Store and recall up to 22 different camera positions (Ctrl-Shift-[0-9 or F1-F12] to save a position, Ctrl-[same key] to restore
  • Manually specify precise figures for camera positioning (target position, rotation, distance, tilt, and FOV).
  • Camera position and settings are rembembered for each save and restored on load
  • Map dragging (shift-right mouse button by default)
  • Zoom-to-cursor option: if enabled, zooming in/out will ensure the spot under the mouse cursor remains at the same position on-screen (instead of zooming to the center of the screen)
  • FPS Mode



Mouse light flickering at night when near buildings or close to the ground, or shadows flickering on/off?
That's the game's raytracing getting blocked by the terrain or building. Increase the near clip distance to stop this.



Incompatible mods



  • Camera Positions Utility - uses obsolete Detours functionality which blocks compatibility with other mods; functionality included in this mod
  • Zoom It - conflicting Harmony patches; functionality included in this mod
  • First Person Camera Updated - ironically not really 'updated' any more. Instead use the modern replacement First Person Camera Continued (see 'known compatible camera mods' below).
  • Mouse Drag Camera and Mouse Drag Camera Inverted - functionality included in this mod
  • Zoom To Cursor - functionality included in this mod (and it would conflict even if functionality weren't included)
  • Potentially other camera mods as well, depending on specifics - there's a number of little-used and obscure camera mods out there, and it hasn't been possible to test them all

Known compatible camera mods
  • First Person Camera Continued; you can use this one for a different FPS camera style to the one in this mod (First Person Camera Continued provides a player-style FPS camera, whereas ACME's is primarily designed for screenshot and cinematic use).

[discord.gg]



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

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

Special thanks to TPB for the original Camera Positions Utility which inspired much of the functionality of this mod.



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]
Popular Discussions View All (2)
2
10 Jun, 2022 @ 7:12pm
Request feature: Driving mode?
Francis • LUL
1
1 Mar, 2024 @ 9:37pm
How do I remove the shortcut key for saving camera location?
Liu.
481 Comments
algernon  [author] 15 Jul @ 4:17pm 
@DerZäpp Hooray! I assume that those buildings have broken meshes which would in turn break the render groups. Mystery solved - that was a very obscure one!
DerZäpp 15 Jul @ 9:02am 
@algernon I have solved it! :)))))

So I loaded a new game on the same map and the issue wasn't there. Furthermore I noticed that the glitch also makes trees dissappear, but the trees did not dissappear if there weren't any buildings in site. So I came to the conclusion that some of the buildings had to be fucked.

It turns out that was just the case, to be precise: Sould Tower, Gold Coast and Teatro Colón , Buenos Aires. I didn't really know how to do what you have suggested so I invested this afternoon in deleting all buildings one by one with move it and control + z if they were clear.

Soul tower made them dissapear from the flat angle; a shame really, was my favourite skyscraper in the workshop... The teatro Colon isn't that serious compared to the Soul Tower. It caused the same issue however only when moving the camera into a building.
DerZäpp 15 Jul @ 9:02am 
I would have NEVER guessed those as I really love using the both of them and have already done so on several occasions. Everything works fine now.


Thank you for your immense help man. Without all those experiments you have had me do I would have probably given up believing in a complicated issue I would not be able to solve. All this trouble assesment really got me overthinking everything I thought to have found out about the glitch and in the end we solved it :D
patrioticparadox 15 Jul @ 6:47am 
Aloha algernon, do I recall correctly that there has already been discussion around disabling zooming into things when they are followed. When hitting the pin button on a vehicle it causes the camera to zoom in on that vehicle and that is undesirable behavior for my use. However, I seem to remember you saying a while back that this would be difficult to address.
DerZäpp 15 Jul @ 6:21am 
@algernon might be worth a try. How can I do that?
algernon  [author] 15 Jul @ 5:37am 
@CreatorOfWorlds Hmm, potentially. I'll add it to the list, but no guarantees how long it'll take me.
algernon  [author] 15 Jul @ 5:37am 
@DerZäpp I doubt it's the map itself, although the save file could potentially have issues. What happens if (in a copy of that city) you delete all those buildings and replace?
CreatorOfWorlds 15 Jul @ 1:36am 
Can i suggest another feature :-)
A 'Hide HUD' toggle so the menu bars are not shown in normal play, but otherwise works normally so you can click cims/vehicles and as an example engage vanille follow mode.
DerZäpp 14 Jul @ 10:53pm 
I have just verified the gane files on steam as well as implemented the launch parameter. Loading the save file with visibility control and prop control results in the same outcome.
It is true that my PC is getting outdated, actually I am aiming to get a new one as my current one has difiniteöy seen better times. However that still does not explain to me what is happening since this issue started since I loaded the map with buildings I have used before and with mods I have used before.

There is some new information though: Since this was so peculiar I actually started a new game for testinig on a vanilla map. EVERYTHING works fine. Could there be an underlying issue with the map I am using on my city that has problems?
algernon  [author] 14 Jul @ 10:04pm 
@DerZäpp That's very strange, as those two mods have been written - and confirmed by extensive testing - to work fine together, and should not cause the issue you've describing.

What you're describing there is leading me more towards a base-system issue rather than any mods. Have you verified your game files with Steam? Are your graphics drivers up-to-date? Have you tried using the "-force-d3d9" launch parameter?