Cities: Skylines

Cities: Skylines

Loading Screen Mod [Test]
923 kommentarer
Cantun 5. aug. 2024 kl. 18:26 
So I guess this works now?
neinnew/네인 17. juni 2022 kl. 2:57 
incompatible items are not easy to find when searching to unsubscribe from past saves.:steamsad:
Deeheks 25. jan. 2022 kl. 17:06 
Loading Screen Mod temporary fix for Airports DLC
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2731207699

* temporary *
fixed version
B3y0ndF3AR 25. jan. 2022 kl. 14:56 
The mod appears to be disabled, even at the tested version. Mod option says "Major game update, mod is inactive" somewhere these lines.
alsafeir 25. jan. 2022 kl. 14:20 
it does not work with the updated dlcs
theqentity 25. jan. 2022 kl. 8:39 
'last online 211 days ago' ... eek!!
smash789 25. jan. 2022 kl. 5:37 
it does not work with airports dlc
ruby 5. juli 2021 kl. 7:45 
thanks
MK-HATERS 26. juni 2021 kl. 13:28 
this mod same settings no loading screen change..... all i did was change em.... what did i do wrong
BloodyPenguin 21. maj 2021 kl. 15:29 
Upload a patch for this mod (you still need LSM installed and enabled) to support the new CCPs:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2493872047
I will remove it as soon as thale5 updates the mod.
Columbus Aviation 21. dec. 2020 kl. 9:13 
Thanks
thale5  [ophavsmand] 21. dec. 2020 kl. 8:57 
@New Super Mario Bros. Wii The mods are basically the same, most of the time, including now.
When I release updates or new features, [Test] gets them first. [Test] also creates more comprehensive log files (output_log.txt).
thale5  [ophavsmand] 21. dec. 2020 kl. 8:56 
@kian.zarrin The non-test version says:
[assembly: AssemblyTitle("LoadingScreenMod")]
Also the namespace is LoadingScreenMod. I wonder if you are using some non-official version, people sometimes upload those.
Columbus Aviation 17. dec. 2020 kl. 11:37 
Is this better than the normal Loading Screen Mod?
Steel Driver 14. dec. 2020 kl. 17:42 
I accidently had both versions of the mod enabled this whole time lol. Didn't notice any issues. I'm not sure why I was subscribed to the test version in the first place.
Just wanted to let you know. Thanks for the work!
kian.zarrin 14. dec. 2020 kl. 9:41 
@thale5 but the non-test version is LoadOrderMod and more importantly, the namespace it uses is LoadOrderMod.
thale5  [ophavsmand] 9. dec. 2020 kl. 10:52 
@kian.zarrin The assembly name has always been LoadingScreenModTest.
kian.zarrin 24. nov. 2020 kl. 8:09 
maybe we can merge it with LoadOrderMod to create a LoadingManagerMod
kian.zarrin 24. nov. 2020 kl. 7:58 
why the assembly is called LoadOrderModTest?
Its hard to patch LSM when assembly name changes.
LemonsterOG 13. okt. 2020 kl. 10:03 
@thale5 -- I understand now. Thanks for explaining. I like understanding how things work. It makes me a better player and able to help others. Cheers! :i76:
thale5  [ophavsmand] 13. okt. 2020 kl. 9:38 
@LemonsterOG It's not that bad. The classifications are saved in custom asset files like you assumed. But LSM does not keep that information in its internal data structures. The information is available but it is currently elsewhere.
LemonsterOG 11. okt. 2020 kl. 8:40 
@thale5 -- Ohhhh. I have zero (less than zero) experience with asset creation. Because of how the game classifies assets, I just assumed the classification was built into each asset. So you had to add all prefab's classifications manually as a reference for LSM to use? Geez. There's gotta be a way to extract that info from the assets, but the issue there is, it would slow the loading time if it had to dynamically read each asset's file. Did I get that correct? I'm a fast learner, but sometimes I miss things.
thale5  [ophavsmand] 11. okt. 2020 kl. 7:41 
@LemonsterOG I can see the value of that with many assets. Let me think about this. Currently, LSM does not maintain those classifications for custom assets (it does maintain them for standard prefabs because of the skipping feature).
LemonsterOG 27. sep. 2020 kl. 11:49 
@thale5 -- Suggestion -- For those of us who have an exorbitant amount of assets, It would be soooo helpful if the LSM report "buildings" section in both "used in game" and "not used in game" were grouped into their classifications (i.e., residential low density, commercial high density, transportation bus, electricity, education, etc.) Thanks for considering this. :smileyflag:
LemonsterOG 23. aug. 2020 kl. 9:16 
@Antisoda -- :ap_reallyhappy:
Antisoda 23. aug. 2020 kl. 5:20 
Now, where in my brain did I hide my C# knowledge… :)
Antisoda 23. aug. 2020 kl. 5:19 
@Lemonster -- No worries. I had a hunch. My fault for always wanting to be on the bleeding edge, eh? :)
LemonsterOG 21. aug. 2020 kl. 7:24 
@Antisoda -- My bad. I didn't realize we were posting on the [test] version of LSM. It only works on the main version of this mod, which is what I use. My apologies for the confusion.
Antisoda 21. aug. 2020 kl. 4:54 
@LemonsterOG -- For me, that made Loading Screen Mod not work and display a blank screen. Tried both options.
LemonsterOG 20. aug. 2020 kl. 10:33 
@Antisoda -- You can do that with the Change Loading Image 2 mod.
Antisoda 20. aug. 2020 kl. 8:41 
Awesome mod. First to be installed, always. Just wondered - Is it possible to keep Skylines' background image while loading, or expand the pool of images used? Just seeing the standard map images gets boring after a while. :)
Oro 9. juli 2020 kl. 12:05 
Sry not palying anymore, too many bugs with sunset harbor. Thx for the answer.
thale5  [ophavsmand] 9. juli 2020 kl. 8:48 
@Nidael Please open your output_log.txt and search for 'skip' to find out what is going on. The mod has not changed, neither has the game.
Oro 4. juli 2020 kl. 8:54 
Skip suddenly stopped working, it says it skips but it dosnt, just ignores the txt.
thale5  [ophavsmand] 9. juni 2020 kl. 10:30 
@NOiZE All new development, if any, will be in Assets Browser. It's structured and versatile whereas the Report is fixed.
NOiZE 9. juni 2020 kl. 10:22 
@thale5, yes both are usefull, the asset browser is not so usfeful in this context it gets too complicated too fast.
Preferable there would be a Asset report and a "Workshop ID report"
thale5  [ophavsmand] 9. juni 2020 kl. 9:52 
@NOiZE I think having both would be useful.
It's doable with Assets Browser, less so with Assets Report.
NOiZE 8. juni 2020 kl. 5:08 
For the purpose of unsubbing from stuff, it would be really helpful if really the loading report was workshopitem based, instead of asset based.
yom14 1. juni 2020 kl. 11:04 
Thanks
Deeheks 11. maj 2020 kl. 15:40 
@thale5, I found that reseubbing to certain dependancy mods sometimes are the only reason why it crashes. Now, this time thx to boformer, I could funnel down to Klyte framework and that was the reason for the crash with CitiesHarmony
Finally fixed! Thx to you too!
thale5  [ophavsmand] 11. maj 2020 kl. 8:01 
@Deeheks Thanks for letting me know!
Deeheks 5. maj 2020 kl. 6:15 
Boformer found that it's his new Harmony dependancy mod that needs some more work. I'll wait for a fix. Thanks a lot sir
thale5  [ophavsmand] 4. maj 2020 kl. 10:17 
@Deeheks The vast majority of mods are inactive when disabled (including this mod).
Technically, it is possible for any mod to run even when disabled, and some mods do that.

It should be relatively straightforward to narrow down the mod search. First disable 50% of your mods, then load New Game, look at your log, and repeat until you now which mod it is.
Deeheks 28. apr. 2020 kl. 11:38 
Thanks for looking into this thale5
after trying to load without LSMT, I'm gettting some more clues in the log. Aside from crashing because of running out of memory, I got this line in the log that mentions "DMD", but a different method than previously:

0x0000000039631CBA (Mono JIT Code) (wrapper dynamic-method) ColossalFramework.Packaging.Package/Asset:DMD<DMD<Instantiate_Patch1>?-185436928::Instantiate_Patch1> (ColossalFramework.Packaging.Package/Asset)

Sorry for spamming comments
Deeheks 27. apr. 2020 kl. 15:40 
Do mods that you keep in the folder but aren't activated have any effect at all?
thale5  [ophavsmand] 27. apr. 2020 kl. 11:36 
@Deeheks I found the reason. It is a mod, don't know which one, but there is a nice clue. This text in the log:

DynamicFontRenderer.DMD<DMD<RenderLine_Patch0>

shows a mod that refers to itself as DMD and that applies a patch called RenderLine_Patch0.

That patch fails in loading screen and also in game.

DMD appears several times in the log. When DMD disappears from the log, you have disabled that mod and the problems should be gone.
Deeheks 25. apr. 2020 kl. 8:39 
I recently cannot load any game at all. [LSMT] Cannot generate font mesh error starts to spam log on startup. NullRef at ColossalFramework.UI.UIDynamicFont/DynamicFontRenderer.ParseColor (ColossalFramework.UI.UIMarkupToken) <0x000c8>

I can't put my finger on it. What does trigger that error ?
Output log:
https://drive.google.com/open?id=1QO7ubCCDGPSxyNetqCYiDCxYVCgjeWbb

Thanks!
thale5  [ophavsmand] 14. apr. 2020 kl. 8:22 
@shanttk91 Like blueshift1980 said. I haven't released new features recently, so the mods are the same, except for logging.
blueshift1980 8. apr. 2020 kl. 12:58 
shanttk91 - scroll up a bit. Did you read the description?
shanttk91 6. apr. 2020 kl. 12:55 
whats the difference between the testing mod and the actual mod? does the actual mod load games faster just wondering? lol