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FPS Camera mod for Cities: Skylines

Home Page: https://steamcommunity.com/sharedfiles/filedetails/?id=2764243667

License: MIT License

C# 100.00%
cities-skylines steam-mod

citiesskylines-fpscamera's Introduction

Cities: Skylines - First Person Camera Mod v2

This is an updated version for First Person Camera: Updated by tony56a

First Person Camera is a lightweight mod that attaches an extra Camera Controller to the original Cities: Skylines game to enable users to view their cities in first person perspective.

Refer to the wiki page for instructions and guide on how to use the mode as well as how to contribute to the development.


The mod can also be downloaded on Steam Workshop.

citiesskylines-fpscamera's People

Contributors

alexanderdzhoganov avatar asu4ni avatar edvinalestig avatar kianzarrin avatar rob-williams avatar tony56a avatar

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citiesskylines-fpscamera's Issues

Barges

Hi, very nice mod, thank you very much for doing it!

Would it be possible to follow barges (spawned using the Barges mod) the same way as for people and other vehicles? It works fine for ferries but when you click on the camera icon on the vehicle popup dialog for a barge nothing happens (to be precise, the vehicle popup dialog is simply closed).

Many thanks!

Support following vehicles only in Walk-Through mode

Request from therealGN on Steam

Feature Description

In Walk-Through mode, add an option to allow following only vehicles/citizens

Proposed Solutions

A simple solution would be to draw random follow targets out of the pool of all vehicles instead of the pool of all citizens.

The cursor position doesn't always register properly

The issue was raised by dalearends on Steam.

The original comments:

I tried this one and had to go back to the old one. This one, for some reason, really messed up the detection of the cursor position. When I tried TM:PE (stable), most of the buttons in the control couldn't see that the cursor was in it. The cursor positioning was extremely iffy on the menu (on the left) that shows the various conditions. Selecting zoning areas by marquee wasn't properly tracking the cursor either.

I recorded a clip that shows how the cursor position doesn't always register properly. On the TM:PE panel, the buttons should highlight and be active whenever the mouse is on them. The same goes for the resources menu. With the zoning, as soon as the mouse enters the zone areas they should highlight (in fill mode selection). The video is at FPCamera.mp4

FollowCam: preemtive look rotation

Feature Description

#42

normally ppl will look where they go. if they turn right first they look right and then they turn not the way around.
It would be nice for this tool to do the same.

Proposed Solutions

it should be as easy as getting direction from future frames.

Illustrations

refer to #42

Following Public Transport of external connection displays wrong destination info "(circular)"

For example, focusing on the top right corner of the UI:

Screenshot (271)

There is this [Destination] (circular) string. This same string is also seen when I enter 1st-person mode for eg external connection public transport vehicles But when I enter 1st-person mode for eg a delivery van, it shows an actual name at the (circular) position.

Perhaps it may be better to rephrase it as To: [place].


Also, depending on the actual intentions, for public transport vehicles, maybe it is OK to print either the destination name or the name of the next stop in the line.

Entering 1st person mode retains UI info panel

For example:

Screenshot

After I enter 1st-person mode of this vehicle, the UI becomes this:

Screenshot

Having the UI info panel still appearing, this is kind of ruining the 1st-person camera vision... This is especially true after I unpause it, in which the info panel will start "glitching" and jump up and down at the left side of the screen. I understand this "glitching" behavior can be due to camera rending math not being accurate, but I will have to pause the game to freeze the camera, so that the info panel stops jumping and I can click on the X to close it.

Look Ahead by Path

image
ExperimentMod.zip
As I discussed I have written a test mod that can use PathUnit to calculate certain distance ahead by seconds/meters.
Now I want to bring this mod to FPS camera to calculate look ahead. this is much more reliable than target pos which was not meant for this.

Improve camera positioning for following vehicles

I am using the Steam version on 14 Mar. (or 13 Mar depending on the timezone, you get it)

For example:

Screenshot

From the blue highlights of the parked car on the left, we could see that the 1st-person camera is placed inside the vehicle model. This means I can no longer select anything outside the vehicle, because the raytracing means that it will always hit the vehicle that I am already inside of.

mouse-move camera rotate around object with an radius

Hi,
I hope this mod have this type of camera rotation like GTA game, which I move the camera around the object instead of the real first-person view.

I suggest maybe implement a camera distance from to the object. Setting it greater than zero to achieve this effect.

Thanks.

Bug when vehicles are despawning in first person mode

When vehicles are meant to be despawning the camera does not exit first person mode and causes the 'vehicle' to jump back and forward. I have attached the output log and compatibility report as well as linked a video showing the issue.

This is the main error that I believe is linked:

1,961,153ms | Exception caught
in CustomBehaviours.LateUpdate
System.NullReferenceException: Object reference not set to an instance of an object
at FPSCamera.UI.CamInfoPanel._UpdateStatus (FPSCamera.Cam.Base cam) [0x00000] in :0
at FPSCamera.UI.CamInfoPanel._UpdateLate () [0x00000] in :0
at CSkyL.Game.Behavior.FpsBoosterLateUpdate () [0x00000] in :0
at BehaviourUpdater.Utils.SafelyIterableList`1[UnityEngine.MonoBehaviour].CallLateUpdate () [0x00000] in :0

I can supply further information if required including the save file

Video showing issue: https://youtu.be/Nl4OBB8oOHA

first person mod bug.zip

(I somehow messed up while creating which is why I haven't added any labels)

Support road snapping/clipping

Request from Bluntie on Steam

Feature Description

We have ground clipping/snapping. Supporting road clipping/snapping would be great.

Would it be feasible in any way to make it so you can walk on bridges instead of clipping through them?

This mod is using somthing from the old First Person Camera: Updated mod

Bug Description

Crash without dialog box after successfully finishing the loading procedure.

Bug Reproduction

Steps to reproduce the behavior:
I have unsubscribed from and started to use this mod, but it seems, that this has an issue. The game crashed right after the loading after the successful loading of 10-12 seconds. I tried dozen times, from 10 it crashed 9 times. This is what I have found in output TXT:

Exception while updating CustomBehaviours System.TypeLoadException: Could not load type 'FPSCamera.VehicleCamera' from assembly 'FPSCamera, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'. at BehaviourUpdater.Utils.SafelyIterableList`1 [UnityEngine.MonoBehaviour].CallUpdate () [0x00000]

It is repeated million times in OUTPUT.TXT

I asked Krzychu1245 (author of PFS Booster) to check the output TXT and he thinks that this First Person Camera uses the same assembly name which confuses the old mod and tries to access something, which obviously fails as the new FPSCamera code is different than the original one.

Expected behavior

It should not crash.

Screenshots

Since the crash is not producing a dialog box, it is not possible to show. Otherwise, my city looks good, I love to work on it and I am building a METRO line fully rendered.

Log files

[https://drive.google.com/file/d/1LfOzAE5VCIXNFeCpGl8iU-xvuD54-vwq](https://steamcommunity.com/linkfilter/?url=https://drive.google.com/file/d/1LfOzAE5VCIXNFeCpGl8iU-xvuD54-vwq
HiresScreenshot 126
)

Mod Options is slightly blue

It has been a while. When I revisited the game + the mod options recently, I noticed that the mod options of this mod is slightly blue. EG, usually the mod options UI text is white, but the options UI text of this mod has the blue color.

Screenshot

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