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The sound effects that can be targeted are known from the options screen.
Did I use the wrong English word that google translate uses?
If no source code available CR adds:
"No source code published. Without source code it is harder to ensure a mod not include malicious code."
If mod abandoned and no source code available (not updated for longer time and modder not being online anymore):
"No source code published, making it hard to continue by another modder. Without source code it is also harder to ensure a mod not include malicious code."
I understand that this nice mod is here since 2016 and this allows the wav sounds to replace using c:\Users\...\AppData\Local\Colossal Order\Cities_Skylines\Addons\Mods\ directory
I am not going to procure a new email address and create an account to have additional repositories other than the already existing source code control repository.
I don't know why you need the source code, but you can read the source code from ILSpy if you want to.
However, without reading the source code, all effects can be retrieved with the following one line
EffectInfo[] array = Resources.FindObjectsOfTypeAll<EffectInfo>();
See Assembly-CSharp.dll.
2.
If by "UI" you mean " Dialog based 2D Graphical User Interface with Unity", I have no plans to create one.
Currently, "UI" is only a loading function by file name.
In the currently implemented method, when you open the option screen during the game, the file name to be named is displayed in the information text box at the bottom of the screen for each sound effect selected from the pulldown, so that information You can select text and copy it with CTRL+C.
I hope this helps.
If you don't see the string "(PATCHED BY YOUR WAV)" in the "TEMPORARY FUNCTION" drop-down list on the options screen for this mod that you opened during the game, you're getting an error. By default, it is given to police cars, ambulances, fire engines and trams.
Error messages are logged in output_log.txt. It is in the Cities_Data folder of the folder where CSL is installed.
(Folders are always created at the start of the game, not when you subscribe to the mod.
Since the folder name to be created is dynamically obtained from the game itself, it may be different from the usual one depending on the installation status of the game. )
I apologize for the delay in getting back to you after so much time has passed.
I've been curious about this report for a long time now, and I've come to the conclusion that I can't help you. Even after spending a great deal of time investigating, I have not been able to reproduce this event at all.
Quite frankly, this mod does not have the ability to crash the game by playing audio files.
If you're still having trouble, the only advice I can give you is to try modifying the sound file, such as making it mono...
I'm sorry to hear that your game is crashing. I wanted to solve this problem, but I couldn't.
I wish I could have helped you, but I can't.
But it do need some adjustments, if you want to use your own customs sounds:
Present OGG files from sound mods need to be converted to WAV and renamed / moved as shown in this mod decriptions. Furthermore I recommend to keep the file size as low as possible (short loopable files).
Normally, it is created on the first startup after subscribing.
I tried it just in case, and confirmed that it was created successfully. In addition, I made sure that all the features I had designed were working properly.
I'm not psychic so I'm not sure, but if your PC is in a special environment and you're customizing the OS, why don't you ask Cortana where it is?
I've never used Cortana before, so I don't know if it's useful.
MODs I make work exactly as I make.
MODs made by others also work as they made.
Can you ask the person who made the MOD?
It uses C# 's fetch directory entries function (GetFileSystemEntries).
I couldn't find a description of the upper limit from Microsoft's documentation (MSDN).
Assuming that it depends on the maximum number of files per file system, the upper limit on NTFS is 4,294,967,295.
Thank you.
Thank you for telling me the problem.
Indeed there was an error if there was no method.
However, it seems like repairing by just recompiling without changing the source program.
I will upload a recompilation version after a while testing in the meantime.
Thank you.
I can not understand your English.
who are they?
It may not be what you want to say because it becomes Japanese which can not be understood by Google translation, but in response to the trial Japanese sirens are the same throughout the country. There is no regional difference.
(Except for the Tokyo Metropolitan Police in the 1970s - 1980s, the siren was unpopular and eventually became the same as other prefectures, whose siren is recorded as a variant of a police car siren in this MOD).
Sirens of fire engines and ambulances have never had regional differences.
I can not understand your words, but I am pleased that you used this mod.
A folder is automatically created at MOD initialization (= game startup) if it does not exist.
If it does not exist, you may not have permission to write to the folder...?
OKDK. Thanks!
i try contact Colossal Order.
thank you give your time my problem.
Unfortunately I have never encountered howling scenes, so I can not say exactly.
Hi there! sorry my english skill.
i had some problem. of course, not your mod problem.
game update 1.6 after, my emergency vehicle siren is howling.
I delete Local\Colossal Order folder and reinstall game and all turn off mod.
but emergency vehicle siren howling yet.
Do you know how can fix? T.T
of course i try use this mod, but siren howling(ringing sound) yet.
It seems that playing is done far in the distance because the default camera position has been changed. (Therefore, the sound source is far away and can not be heard.)
Thank you again for telling me the bug.
thank you for checking!
It would also be nice to have support for helicopters now ;)