STEAM BETA PATCH 1.0.7c now available! (read before downloading!)

  • We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

TornPr1nc3

Second Lieutenant
1 Badges
Feb 24, 2015
136
11
  • Cities: Skylines
Windows 7 with some custom maps, saves, assets, and mods. The previous issue of not seeing any buildings is gone, but in a city of roughly 70k, the frame rate dropped by about half from when I had it last loaded and this was with nothing running in the background. Will try a fresh start to see if that changes anything, but thought it was worth noting.
 

yupog2003

Corporal
11 Badges
Jan 29, 2015
39
0
  • Cities: Skylines Deluxe Edition
  • Cities: Skylines
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Cities: Skylines - Natural Disasters
  • Cities: Skylines - Mass Transit
  • Cities: Skylines - Green Cities
  • Cities: Skylines - Parklife Pre-Order
  • Cities: Skylines - Parklife
  • Cities: Skylines Industries
  • Cities: Skylines - Campus
Simcity 2013 invade my cities skylines!!
 

Attachments

  • 2015-04-01_00001.jpg
    2015-04-01_00001.jpg
    324,6 KB · Views: 78

co_damsku

Developer
16 Badges
Nov 22, 2010
570
144
  • Cities in Motion
  • Cities in Motion 2
  • Crusader Kings II
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Divine Wind
  • Heir to the Throne
  • Magicka
  • 500k Club
  • Magicka: Wizard Wars Founder Wizard
  • Pillars of Eternity
  • Stellaris
  • Tyranny: Archon Edition
  • BATTLETECH
  • Surviving Mars
  • Cities: Skylines
Windows 7 with some custom maps, saves, assets, and mods. The previous issue of not seeing any buildings is gone, but in a city of roughly 70k, the frame rate dropped by about half from when I had it last loaded and this was with nothing running in the background. Will try a fresh start to see if that changes anything, but thought it was worth noting.
Could you please link us to your log file? Thanks.
 

TornPr1nc3

Second Lieutenant
1 Badges
Feb 24, 2015
136
11
  • Cities: Skylines
Excellent. I shall return with the log then!

Edit: Nevermind my error report. I checked the log and it appears it was a broken asset which was causing the dramatic framerate drop. I loaded without it and it was fine. Worth noting though I suppose though since it could be something others experience. Would be really useful to have a way to automatically disable or unsub from broken assets.
 
Last edited:

Zed68

General
7 Badges
Aug 26, 2014
1.857
880
  • Cities: Skylines Deluxe Edition
  • Cities: Skylines
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Cities: Skylines - Natural Disasters
  • Cities: Skylines - Parklife Pre-Order
  • Cities: Skylines - Parklife
Reporting...

Old saves load flawlessly, the few cusom buildings I have are still there.
I have a few mods running and none of them seems to have any problem for the moment.

It seems that the building variety problem is fixed.

I ran tests for 4x4 level 5 high residential, using 11 custom assets. All of them grew in my test map.

So this is a BIG positive for me.


Only things negative (but actually those are not emergencies... just quite worrying for custom asset builders) : color variation problem still not fixed.

During my test all the custom buildings grew in only one color. Even funnier, one that grew in a particular color before now grows in another... and the color changes if I remove some custom assets... but still only one color at the time.

Also... Custom assets seem to be all growing... but some grow about three times more than others. Same lot size, same level, just not using the same template when created.
 

Pallidum

Potato Designer
73 Badges
Jan 14, 2013
421
273
  • Crusader Kings II
  • Pride of Nations
  • Warlock 2: The Exiled
  • Victoria 2: A House Divided
  • Victoria 2
  • Sengoku
  • Semper Fi
  • Victoria: Revolutions
  • Naval War: Arctic Circle
  • Magicka
  • Leviathan: Warships
  • Lead and Gold
  • Heir to the Throne
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Divine Wind
  • Europa Universalis III Complete
  • Europa Universalis III
  • Crusader Kings II: Sword of Islam
  • Cities in Motion
  • Paradox Order
  • Crusader Kings II: Charlemagne
  • Cities: Skylines
  • Cities: Skylines Deluxe Edition
  • Europa Universalis IV: El Dorado
  • Magicka: Wizard Wars Founder Wizard
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: The Old Gods
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Cities: Skylines - Snowfall
  • Age of Wonders: Planetfall
  • Warlock: Master of the Arcane
  • Crusader Kings II: Legacy of Rome
  • Europa Universalis IV: Wealth of Nations
  • The Showdown Effect
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Europa Universalis IV: Res Publica
  • Crusader Kings II: Sunset Invasion
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
Excellent. I shall return with the log then!

Edit: Nevermind my error report. I checked the log and it appears it was a broken asset which was causing the dramatic framerate drop. I loaded without it and it was fine. Worth noting though I suppose though since it could be something others experience. Would be really useful to have a way to automatically disable or unsub from broken assets.

Do you know which asset it was that was broken?
 

co_damsku

Developer
16 Badges
Nov 22, 2010
570
144
  • Cities in Motion
  • Cities in Motion 2
  • Crusader Kings II
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Divine Wind
  • Heir to the Throne
  • Magicka
  • 500k Club
  • Magicka: Wizard Wars Founder Wizard
  • Pillars of Eternity
  • Stellaris
  • Tyranny: Archon Edition
  • BATTLETECH
  • Surviving Mars
  • Cities: Skylines
First report :)
**** CRASH ****

Hi,

I took a quick look at the save game. It loads fine for me, then I let it run a couple of minutes, and load it again, and it keeps working fine. At least, it seems I was unable to reproduce the crash you have on my machine.
The most likely reason for that is I did not download the assets you are using, namely:
-Crematory (upgraded)
-DP's 4x4 P. Lot w/ Fence Middle
-Local fire station
-Rural Station
-Sunken Plaza
-Suburban pool and picnic (4x4)
-Solar Civic Amenity Site
-1x1 Swing Park
-Gap-Fill Steetside Park
-m-pool

One of these assets causes the error "Mesh.vertices is too large. A mesh may not have more than 65000 vertices." in your log. This is not good, as the mesh failed to be created, the simulation data for that model is likely to be corrupted, so it may work for a while but when you look at that asset closely in your city, or when you mouse hover it i.e, that might result in a crash.
Also, unrelated but important, your log refers to an asset which is loaded but apparently not currently in your city (the Space Needle) has about 10 times the amount of vertices a LOD should have, if this building is placed anywhere, it will hurt the performances quite a bit but also, when batched with the other LODs may cause memory spikes. If you were close to run out of memory, this asset could be guilty of a crash.

If you are into investigating stuff, you could try to disable the assets I listed above + the space needle from your content manager and load the city. This will cause those buildings to disappear (and the log will report Unknown prefabs, which is normal) but it would be interesting to know if the crash still happens on your machine under these circumstances.
Remember not to override the save after disabling the assets are they will be gone for good if you save again while they are disabled. :)
Cheers
 
  • 2
Reactions:

Brazilian Joe

Captain
17 Badges
Mar 29, 2010
357
229
  • Sword of the Stars
  • Cities in Motion 2
  • Cities: Skylines Deluxe Edition
  • Cities: Skylines - Campus
  • Cities: Skylines Industries
  • Shadowrun: Dragonfall
  • Shadowrun Returns
  • Cities: Skylines - Parklife
  • Cities: Skylines - Parklife Pre-Order
  • Cities: Skylines - Green Cities
  • Cities: Skylines - Mass Transit
  • Cities: Skylines - Natural Disasters
  • Stellaris Sign-up
  • Cities: Skylines - Snowfall
  • Cities: Skylines - After Dark
  • 500k Club
  • Cities: Skylines
hmmm, I have several reports in my output.log of "Mesh.vertices is too large. A mesh may not have more than 65000 vertices." How do I work out which assets are causing the problem?

Eg:

Resolving legacy prefab: Recycling Center_Data -> 406590781.Recycling Center_Data [Serialization]

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebug.gen.cpp Line: 56)

Loaded simulation data from: Beckland City 162_Data [Serialization]

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebug.gen.cpp Line: 56)

Resizing terrain detail buffers [Core]

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebug.gen.cpp Line: 56)

Mesh.vertices is too large. A mesh may not have more than 65000 vertices.

(Filename: Line: 840)

Mesh.normals is out of bounds. The supplied array needs to be the same size as the Mesh.vertices array.

(Filename: Line: 892)

Mesh.tangents is out of bounds. The supplied array needs to be the same size as the Mesh.vertices array.

(Filename: Line: 915)

Mesh.uv is out of bounds. The supplied array needs to be the same size as the Mesh.vertices array.

(Filename: Line: 951)

Mesh.colors is out of bounds. The supplied array needs to be the same size as the Mesh.vertices array.

(Filename: Line: 989)

Failed setting triangles. Some indices are referencing out of bounds vertices. IndexCount: 158400, VertexCount: 0

(Filename: Line: 1161)

LOD vertex count high (11955 > 2080): 410998698.OCP Building_Data [Core]

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebug.gen.cpp Line: 56)

Mesh.vertices is too large. A mesh may not have more than 65000 vertices.

(Filename: Line: 840)

May I suggest improving logging to state the name of the mod the mesh came from?

If not too hard, maybe a new 1.0.7d beta could help matters in this regard.
 

Brazilian Joe

Captain
17 Badges
Mar 29, 2010
357
229
  • Sword of the Stars
  • Cities in Motion 2
  • Cities: Skylines Deluxe Edition
  • Cities: Skylines - Campus
  • Cities: Skylines Industries
  • Shadowrun: Dragonfall
  • Shadowrun Returns
  • Cities: Skylines - Parklife
  • Cities: Skylines - Parklife Pre-Order
  • Cities: Skylines - Green Cities
  • Cities: Skylines - Mass Transit
  • Cities: Skylines - Natural Disasters
  • Stellaris Sign-up
  • Cities: Skylines - Snowfall
  • Cities: Skylines - After Dark
  • 500k Club
  • Cities: Skylines
Are we supposed to get a fix for that 'not all modded buildings loading' issue?

In which even if you have a large library of custom buildings, it only uses a handful and repeats them all over, as in vanilla game mode.

Finally: There are assets without images in the ploppable menus (parks, roads). Is it a problem with the modder's packaging or it's a bug?
 

Zed68

General
7 Badges
Aug 26, 2014
1.857
880
  • Cities: Skylines Deluxe Edition
  • Cities: Skylines
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Cities: Skylines - Natural Disasters
  • Cities: Skylines - Parklife Pre-Order
  • Cities: Skylines - Parklife
Are we supposed to get a fix for that 'not all modded buildings loading' issue?

In which even if you have a large library of custom buildings, it only uses a handful and repeats them all over, as in vanilla game mode.

Finally: There are assets without images in the ploppable menus (parks, roads). Is it a problem with the modder's packaging or it's a bug?

It seems to be fixed actually.

I ran some tests, added 11 custom buildings to level5 high residential and went full speed. All of them grew.
Doing the same test with version 1.06b only 4 custom grew and only four CO original buildings grew. I think the customs are ok now, just the color variations are left to fix.
 
  • 1
Reactions: