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csl-traffic's Issues

Duplicate road prefabs ?!

source: http://steamcommunity.com/workshop/filedetails/discussion/409184143/615085406663557559/

Snippet of problem:

Small Busway OneWay Tunnel: Small Busway OneWay Tunnel: Duplicate prefab name
Small Busway OneWay Slope: Small Busway OneWay Slope: Duplicate prefab name
Small Busway Bridge: Small Busway Bridge: Duplicate prefab name
Small Busway Elevated: Small Busway Elevated: Duplicate prefab name
Small Busway Tunnel: Small Busway Tunnel: Duplicate prefab name
Small Busway Slope: Small Busway Slope: Duplicate prefab name
Small Busway OneWay Bridge: Small Busway OneWay Bridge: Duplicate prefab name
Small Busway OneWay Elevated: Small Busway OneWay Elevated: Duplicate prefab name

Log file: https://gist.github.com/anonymous/36109a530a19b4830c58

Almost as if the plugin is re-initialising (looking at code it should already handle that scenario...?) or there's two instances running?

Replacing road causes stuck vehicles and unable to save

I've asked him to list what mods he had active when it happened.

QBasicer has Cities: Skylines 2 minutes ago
Hey there,

In my town, there's a road that if you upgrade it with the latest Traffic++ with Road Customer enabled, a random sampling of the traffic stops and does not move again. Saving the map spins forever, and the game hangs on exit.

It works fine with no mods enabled. I'm not sure this is specific to Traffic++ since I saw this with another mod (and Traffic++ disabled), but I don't really know what's going on.

To reproduce, find the road circled in red in the save, and upgrade it to a 6 lane with trees.

The save is at http://stewart.vectec.net/cache/trafficplusplus.tar.gz (Screenshot, jpeg, and save game inside)

Warn if vehicle restrictions block access

I've been doing some pretty heavy vehicle restrictions & intersection editing around one of my districts and inadvertently blocked hearse access to several areas. Tracking down the problem has taken me over an hour...

Is there some way we could get an info overlay to show where certain vehicles can get to? Or an automatic warning if I make a customisation that blocks a certain type of vehicle from reaching where it needs to go?

RC button hides/breaks Terraform Tool button

Not been able to reproduce this one, but here is details from user:

user said:

Since your last update, it seems that your UI icon "took" Terraform Tool's icon place. I can't find the icon to terraform, is it normal or not?

I asked some details, user replied:

I play at 1920*1080. I have 3 icons on the right : budget, politics, and road customizer. I had 3 icons too before : budget, politics, and terraform.

So I guess Traffic++ icon took Terraform's icon place.

I also noticed that those f*cking seagulls are back to achieve my ears.
I used (and still use) ARIS mod to remove those damn birds.

So your guess that something might be conflicting with mods and prevent them to load is credible.

Tell me if I need to give more informations.

I asked:

@Sharblue are you using a custom skin (like Sapphire UI stuff)? I'm using 1600x900 resolution (my gfx card can't handle 1920x1080) and not able to reproduce problem :/ As for the seagulls, I'd check with Soda (ARIS mods author) to see if he's heard about any similar issues with that mod not working; his mods are generally very reliable. What other mods do you have installed? Also, is there anything in your log file (see here for log file locations: http://steamcommunity.com/workshop/filedetails/discussion/409184143/613958868376457349/ ).

User replied:

Well, tbh, I have a huge list of active mods.

Automatic Bulldoze
Enable achievements
Ambiant occlusion
Sun shaft
Tree brush
Post process FX
All areas purshasable (25)
Extanded public transport UI (I feel he's the guilt...)
Traffic report tool
Automatic line color
Toggle traffic lights (work great, even with Traffic Manager)
Simple Clock
Disable clouds
Slow speed
Editor terraform tool
Area enabler (starter)
Terraform tool
ARIS Skylines Overwatch
ARIS Remove Seagulls
Traffic Manager
Improved Public Transport
Chirpy Banner
Mod Corral
Automatic emptying
District UI Tweaks
Multi tracks stations enabler
City Vitals Watch
Traffic++ (with road customizer tool checked)
Extended building information tool
Precision Engineering
Better SMAA
One way street arrow
Building Eye dropper tool

Log file (link to download is directly below the bold filename text): http://uptobox.com/l3rlqledvpbv

Discussion URL: http://steamcommunity.com/workshop/filedetails/discussion/409184143/613956964601171090/?tscn=1432747271#p1

Terrain height conflicts with RC tool

(just creating separate ticket for this)

On high terrain, the RC tool breaks in two ways...

First, above a certain altitude the overlays do not appear.

Second, higher still and the tool ceases to work completely (the UI for selecting vehicle restrictions does not even show).

Another user has also run in to this bug on a mountainous map; likely that more people will run in to same problem as they install more complex maps.

Intersection lane routing for new roads not working

Steps to reproduce:

Out in the middle of nowhere, draw a new cross roads, ie. a + shape, with those roads not connecting to anything other than the intersection at the centre of cross roads.

Do some random lane routing - road arrows don't update

Exit edit mode, then go back in to edit mode and the custom routing was not stored.

What should happen:

Lane arrows should update when creating new routes, the routes should be saved.

Small UI inconsistencies

Hey!

I noticed that your UI panel is a bit inconsistent with the ones that the game provides as default. I haven't looked in detail at it yet, but I noticed the following:

  • The left/right arrows are placed a bit higher
  • The tabs are a bit smaller and the borders are somewhat blurry
  • The asset buttons are placed lower

And then a small incompatibility and a bit of self-advertising here. But since your UI hierarchy is a bit different from the game, a part of my mod does not pick up your panel correctly. The idea is that my mod patches the panels in a way that it allows scrolling with the mouse wheel. I do that in 3 phases, and it fails with one phase in your UI:

  • On each UIScrollablePanel within TSContainer, get the parent UIPanel and hook onto eventMouseWheel (here)

Apparently the parent of the UIScrollablePanel you use, is not a UIPanel. These panels are e.g. RoadsSmallPanel, RoadsMediumPanel, RoadsLargePanel, etc.

The only effect is that scrolling does not work when hovering below or above the left/right arrow buttons, while this does work with the default UI. It's not a big deal, since it works on the rest of the UI. I'm just wondering if you can take a look at it and see if you can replicate the default UI a bit more.

Mouse over/out RC button deselects active tool

Steps to reproduce:

Open transport menu, subway. Select subway tube tool. Move mouse over towards bulldozer button, crossing over the RC button en route. As soon as the mouse leaves RC button, underground view is disabled.

Also had a user report that it breaks the terraform tool - most likely same issue, moving over then out of the RC button, without clicking, deselects the currently active tool.

Question: Save button on Options screen

Is it necessary to Save on the options screen? I imagine most users might not spot the button as all similar UI commits on change (eg. main game Options screen).

Idea: Ability to tweak lane direction arrows

After seeing this and realising why it's happening...

http://steamcommunity.com/workshop/filedetails/discussion/409184143/613958868376457349/?tscn=1432706434#c615085406651546382

...and then thinking of loads of other scenarios where things like this will happen and how much of a PITA it will be to make it 100% reliable, I started wondering if we can give the user the ability to tweak lane direction arrows?

It would work by clicking on the lane arrow itself to toggle it between feasible states based on it's current destinations. So if it's showing a left turn, that could potentially be ahead-only, clicking the lane arrow would toggle between left turn and ahead only.

This would give user ability to fudge arrow to correct mode by clicking it.

Better beziers on lane routing

Image (via reddit) showing several issues with current curves:

255710_screenshots_2015-05-20_00001

Straight segment intersections are particularly grim (although there's a curved one near bottom of image that also goes a bit weird).

There was a discussion about using the intersection of the angles of the road in relation to each other or centre of intersection as the point to set the bezier - possibly that would help in these situations?

New road types and associated ideas...

I asked the internets what they thought pedestrian roads should look like, here's some of the better suggestions....

This is my personal favorite (Firshergate, Preston UK), primarily because I think it will link up well with normal roads. Note also the non-zebra pedestrian crossing (would tie in nicely to a T++ implementation of crossings feature as we could use different texture for pedestrian roads).

fishergate-new

Note also that it's flat - no curbs to trip people up.

http://news.images.itv.com/image/file/500959/stream_img.jpg

http://www.blogpreston.co.uk/wp-content/uploads/2014/06/fishergate-trees630.jpg

http://ichef.bbci.co.uk/news/660/media/images/69356000/jpg/_69356421_69356416.jpg

This one is a bit more basic, but the lines of bricks either side of the central road serve to break it up in to 3 sections (pedestrian, pedestrian+vehicle, pedestrian) so as not to make it look like a massive slab of concrete...

bergen_marken1

Similar to above:

bsa_img_0336_gr

Cobble stone, also using strips of brick to split the road in to distinct areas:

img_45a50a6d97631

Ornate road - sort of thing you might find in CBD, plazas, etc - potential use as zoneable bus lane (restrictions: bus, hearse, trash, emergency-only)?

region capture 7

As for the existing pedestrian road design, best use of it I've seen so far is as a service road in a big airport complex (using lots of custom assets to make the airport seem bigger - eg. additional terminals, fuel storage, etc). So maybe the current pedestrian road texture gets used for a new service road (restrictions: trucks, emergency-only, hearse, trash)

Issue selecting pedestrian roads with TM installed

from Lurker673 via /r/CitiesSkylines/ sent 19 minutes ago

Possible bug? I had traffic++ and traffic manager going. All vehicles were traveling on my pedestrian roads. I was unable to select the pedestrian road to select allowed vehicles. I disabled traffic manager and now I am able to select pedestrian road to choose allowed vehicles (all vehicles were set to on by default).
I am using a Europe city that I started a day before you released this update to traffic++. I didn't even download traffic manager for the first time until after updating to this newest version of traffic++.
edit for clarification: pedestrian ROADS, not PATHS.

http://www.reddit.com/r/CitiesSkylines/comments/36weay/release_traffic_speed_limits_vehicle_restrictions/crhznjc?context=3

Compatibility issues with this and other mods that replace tools.

More specifically, I have a mod that replaces NetTool, and If both mods are installed, there's a high chance of your modified Transport Tool not kicking in. There's a much easier way to modify the tools, which I use, which should give less compatibility issues. I'll submit a pullreq soon that implements it.

Train tracks selectable

(just creating separate ticket for this)

With road customiser tool active, train tracks are selectable; undesirable as currently we can't customise them.

bbcode for mod description page

WIP - don't publish yet

[h1](Works with 1.1.0 update) Traffic++ adds new roads, vehicle restrictions, speed restrictions and lane changing. [/h1]

23 May: Hotfix – FIXED wrong lane use in highways, public transport bug, vehicle speeds
22 May: Major update - improved UI, new features, bug genocide ([url=http://steamcommunity.com/workshop/filedetails/discussion/409184143/613958868360178102/]notes/feedback[/url]) 

[url=http://steamcommunity.com/workshop/filedetails/discussion/409184143/613958868363471744/]Report a Bug[/url] • [url=http://steamcommunity.com/workshop/filedetails/discussion/409184143/613956964601171090/]Compatible Mods[/url] • [url=http://steamcommunity.com/workshop/filedetails/discussion/409184143/613958868364656280/]FAQs[/url] • [url=https://github.com/joaofarias/csl-traffic]Source Code[/url] • [url=https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=B72Q93A45QU8G]Donations Welcome![/url]

[h1][b]New Roads:[/b][/h1]
[list]
[*] [b]Rural lane[/b] – 15 km/h zonable gravel road which allows buses and service vehicles ([url=http://steamcommunity.com/workshop/filedetails/discussion/409184143/613958868363997338/]config options available[/url])
[*] [b]Suburban street[/b] – 15 km/h zonable concrete road which allows buses and service vehicles ([url=http://steamcommunity.com/workshop/filedetails/discussion/409184143/613958868363997338/]config options available[/url])
[*] [b]Small Busway[/b] – 80 km/h red non-zonable tarmac road which allows buses and emergency vehicles (one-way and two-way versions included)
[*] [b]Large Busway[/b] – 60 km/h large zoneable road with outer red lane busways
[*] More planned for future releases ;)
[/list]
[h1][i][b]Caution:[/b] If used, the custom roads will be included in your save games... which means you'll need Traffic++ to load them without errors. If you want to disable Traffic++, but still open those save games, enable [url=http://steamcommunity.com/workshop/filedetails/discussion/409184143/613958868363997338/]Ghost Mode[/url].[/i][/h1]

[h1][b]Road Customiser:[/b][/h1]
[list]
[*] [url=http://steamcommunity.com/workshop/filedetails/discussion/409184143/613958868364613457/]Vehicle restrictions[/url] – select lanes then choose which vehicles can use them
[*] [url=http://steamcommunity.com/workshop/filedetails/discussion/409184143/613958868364613457/]Speed limits[/url] – select lanes then choose a custom speed limit
[*] [url=http://steamcommunity.com/workshop/filedetails/discussion/409184143/613956964594991573/]Lane changer[/url] – select intersection then edit the traffic routes
[*] Can't find the button? [url=http://steamcommunity.com/workshop/filedetails/discussion/409184143/613958868364656280/]See FAQ[/url].
[/list]

[h1][b]Other Features:[/b][/h1]
[list]
[*] [url=http://steamcommunity.com/workshop/filedetails/discussion/409184143/613958868363997338/]Ghost Mode[/url] – this disables the mod, but leaves behind just enough code to load saves/maps/assets that use custom roads.
[*] [url=http://steamcommunity.com/workshop/filedetails/discussion/409184143/613958868364656280/]Multi-track stations[/url] (by [i]Sims firehouse[/i]) – allows train station assets to have multiple platforms ([url=http://steamcommunity.com/sharedfiles/filedetails/?id=442585236]like this one[/url]), no need to use the separate [url=http://steamcommunity.com/workshop/filedetails/?id=442957897]Multi-track Station Enabler[/url] mod as Sims kindly gave us the code to put in Traffic++!
[*] [url=http://steamcommunity.com/workshop/filedetails/discussion/409184143/613958868363997338/]Realistic speeds[/url] – makes vehicles and pedestrians use more realistic speeds (for experienced mayors!)
[*] [url=http://steamcommunity.com/workshop/filedetails/discussion/409184143/613958868363997338/]Prevent vehicle despawn[/url] – prevent vehicles from disappearing in traffic jams (for experienced mayors!)
[/list]

[h1]Known Bugs / Gripes:[/h1]
[list]
[*] Loading maps through the pause menu is currently not working.
[*] Tunnels: New roads (busway, etc) turn in to normal roads in the tunnels, and the customisation UI appears above ground when setting restrictions and editing intersections
[*] Vehicle restrictions: The custom vehicle assets from workshop aren't observing vehicle restrictions
[*] Bridges: The join between suburban streets and bridges is grim; use a short stretch of normal road before the bridge
[*] Wrong road textures used when zoomed out
[*] Some workshop mods are incompatible with Traffic++ ([url=http://steamcommunity.com/workshop/filedetails/discussion/409184143/613956964601171090/]List here[/url])
[*] [url=http://steamcommunity.com/workshop/filedetails/discussion/409184143/613958868363471744/]Report a Bug...[/url]
[/list]
I hope you enjoy this mod. Have fun! 

[url=http://steamcommunity.com/workshop/filedetails/discussion/409184143/613958868364656280/]FAQs[/url] | [url=https://github.com/joaofarias/csl-traffic]Source Code[/url] | [url=https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=B72Q93A45QU8G]Donations Welcome![/url]

Icons...

This is the sort of thing we'll get by using in-game models/textures...

bus

Not too bad that one, but others are much more difficult to do - particularly cars.

However, I'm happy to pay for some royalty free icons which would give much crisper UI like this...

http://graphicriver.net/item/isometric-white-garbage-truck-in-front-view/6503976

http://graphicriver.net/item/isometric-hearse-in-front-view/6494458

http://graphicriver.net/item/isometric-fridge-truck-in-front-view/5306512

http://graphicriver.net/item/isometric-trucks-firefighters-police-ambulance/5209554

http://graphicriver.net/item/isometric-firefighter-tank-truck-in-front-view/5161048

http://graphicriver.net/item/isometric-firefighter-truck-in-front-view/5064408

http://graphicriver.net/item/isometric-pick-up-truck-with-tarpaulin/4941783

http://graphicriver.net/item/isometric-police-car-in-front-view/4592956

http://graphicriver.net/item/isometric-white-van/4040677

http://graphicriver.net/item/isometric-set-of-military-buses/3838306

I can do some limited editing (colour tweaks mostly) to make them more closely resemble the in-game vehicles if needs be, and I can certainly get them to uniform sized transparent PNGs. IMHO even though they differ a bit from the in-game ones, having nice clear clean and crisp icons will look much better overall, and they are all still instantly recognisable.

Removing wires on train tracks?

Would you guys be interested in including such a feature in a future Traffic++ release? I did some research on this and managed to make a track prefab without the catenary wires or gantries (poles):

    // Catenary wires are the last node / segment
    int nodeToRemove = trackPrefab.m_nodes.Length - 1;
    int segToRemove = trackPrefab.m_segments.Length - 1;
    trackPrefab.m_nodes[nodeToRemove] = null;
    trackPrefab.m_segments[segToRemove] = null;
    removeNull(ref trackPrefab.m_nodes);
    removeNull(ref trackPrefab.m_segments);

    // Gantries are props named "RailwayPowerline"
    foreach (NetInfo.Lane lane in trackPrefab.m_lanes)
    {
    FastList<NetLaneProps.Prop> proplist = new FastList<NetLaneProps.Prop>();
    foreach (NetLaneProps.Prop prop in lane.m_laneProps.m_props)
    {
        if (prop.m_prop.name == "RailwayPowerline") continue;
        proplist.Add(prop);
    }
    lane.m_laneProps.m_props = proplist.ToArray();
    proplist.Clear();
    proplist.Release();
    }

This was built off the way SomeRoads creates new roads. Problem is I can't figure out how to edit the existing prefabs (so that stations, existing track and the like are affected). Maybe this would be useful for you to start from? If not and I'm off base, no worries, I'll keep hacking on it -- just think it'd be cool to have a button to disable the wires now that there's diesel trains out there in the Workshop

Suggestion: Ghost Mode warning

If possible add a warning when game starts if the mod is running in Ghost Mode. I suspect a lot of people (myself included) use the mode when trying out things like Traffic Manager or other road-related mods, and then probably forget to disable Ghost Mode afterwards.

Enhancements to existing features

Due to a brief moment of masochistic insanity, I watched a several "lets play"-style videos featuring T++ and noted the areas of confusion when using the mod.

A recent example: https://youtu.be/o28KxLhg1LM?t=8m54s

Based on this and other feedback, I've compiled the following suggestions...

Lane changer (intersection routing)

General:

  • For un-customised sources, show the game default destinations via thin grey-ish bezier lines
    • they would disappear (on a source by source basis) when customisations are applied
    • they reappear (on a source by source basis) if customisations are subsequently removed
  • Would be useful to have a way to instantly clear custom routes at an intersection without needing to manually click each existing route

Example: I've customised destinations for one source on a one-way 2-lane road, the other source still indicates its game default connections.

Editing an intersection:

  • Show source circles by default when hovering mouse over intersection (remove the big blue circle step) – allows user to instantly edit intersection without needing to click blue circle first
    • The blue circle could be retained (but not need clicking) simply to emphasise/visualise that an intersection is present (it would disappear while editing the intersection)
  • Make destination circles white to clearly differentiate from coloured source circles (bonus: also avoids using up the list of random colours)
  • Make "drag line" (bezier that follows mouse cursor) white – colour cue to connect white line to white destination circle
  • Make coloured "placed lines" (those connecting a source to destination) appear above the "drag line"

Switching between source & destination mode:

  • When a source is selected, dim (or thin?) - rather than hide - the other source circles
  • With source already selected, if the mouse hovers over a source within the current intersection:
    • Un-dim the source circle the mouse is hovering over
    • If it's the currently selected source: allow left-click to de-select it (same effect as right-clicking), then un-dim all other source circles in the current intersection
    • If it's a different source: dim or hide the "drag line" and allow left-click to switch to the new source
  • The right-click approach should be retained as existing users will be used to it

Switching between intersection / lane editing modes:

  • Constrain white "drag line" to editable area of intersection (eg. you can't drag it over a lane outline or in to a different intersection; it will terminate at the edge of the editable area of the current intersection)
  • When mouse is outside the editable area of the intersection, dim the white "drag line"
  • General UI works as if user wasn't editing an intersection:
    • Hover over road to see it's lanes, click to select/deselect lanes
    • Hover over different intersection to see it's source circles, click one to start routing mode for that intersection

Lane customisation:

Selection modifiers:

  • Ctrl+click = constrain selection toggle to hovered segment of road
  • Shift+click = select all lanes on hovered road
  • Alt+click = inverse selection for hovered road

Customisation state:

  • Empty lane outline = not customised
  • Filled lane outline = vehicle restrictions are customised
  • Dashed lane outline = speed limits are customised

Road customiser button:

Could this be enabled by default in mod options for new users?

Things for me to do:

  • Finish new version of user guides (in progress)
  • New TM & mods slides making it clearer they are 'third party' mods

Bus stops freak near intersections?

I'm not quite sure if this belongs here, if it is the wrong place, please accept my sincere apologies.
The reason I downloaded this mod in the first place was that I wanted to have zoneable pedestrian roads and the original mod that provided only this functionality was taken down.
I already had the Traffic Manager mod installed (I used it to heavily mod all my intersections to look nicer and to get the traffic sorted as early as possible) so I was very happy to see that you joined forces and made the mods work in parallel.

However, I noticed that when I do the same intersection customization with Trafic++ (every lane on basically every intersection), that many buses started to take extremely weird routes because, as it seems, they are no longer abe to go straight if the stop is too close to the intersection and the right lane only allows for right turns.

I have checked with the traffic manager in a different savegame and the buses simply disobey the rules and go straight on a right-turn-only lane ;-) (which in this case is very good for me).
As it is not possible to use the lane changes in Taffic Manager if Traffic++ is enabled in the content manager, I find myself in a dilemma: I want zoneable pedestrian paths, but also the Traffic Manager mod behaviour as described above.

Currently, I favour not having the pedestrian paths. Would it be possible to put the pedestrian path logic into a seperate mod again? All answers/any help is greatly appreciated! :-)

source: http://steamcommunity.com/workshop/filedetails/discussion/409184143/613956964603725678/#p2

Idea for performance tuning

Note: This is based on my somewhat vague comprehension of how pathfinding, etc., is working.

Have a status byte on each lane? (not sure of correct terminology) which can be used to determine what additional checks might be required when that lane is being considered for a route:

  • 1 = some customisations present (see other bits to determine which)
  • 2 = speed customisation
  • 4 = vehicle customisation
  • 8 = intersection lane routing

Unrelated to pathfinding:

  • 16 = emergency protocol (see later)

So in the pathfinder, it could quickly work out if it needs to do additional checks (is first bit set or not) and if not skip all the more advanced logic.

From what I can see the vast majority of intersections/lanes within a city are not T++ customised, people tend to be using them in mostly localised fashion to deal with specific traffic issues, so skipping extended logic should have a noticeable affect on performance?

Emergency Protocol

I threw this in randomly above... Idea is that if an emergency mode (flashing lights) vehicle is about to enter a segment, the emergency protocol bit is set on the relevant lane. AIs processing vehicles on that lane would instruct them to make way for the emergency vehicle:

  • vehicles pull to side of road as if parking/delivering/collecting (should already be code in AI for this sort of movement?)
  • vehicles also removed from 'the grid' – not sure of correct term; but ARIS Enhanced Hearse AI does something like this to prevent Hearses collecting dead from blocking traffic

The result is that vehicles move out of the way to let the emergency vehicle through. Could even go so far as to alert upcoming intersections to gain temporary 'right of way' for next leg of route.

URGENT: Trucks/trains not spawning since 1st Jun update

https://www.reddit.com/r/CitiesSkylines/comments/384zvw/update_traffic_bug_fix_release/crseye6

Issue: No cargo trucks spawning into town or from factories.
Noticed it within 10 mins of my save file, with a small town. Trucks that were in the save, just drive through my small town, but no more spawn. Created a new town, and this time l noticed no trucks at all.
.
I don't have any of the mod options enabled, but tried the road customizer anyways to see if it would fix it, but no dice. Even bought out the two regions and demolished my highways and re-created them. This only started when the mod updated about a hour ago.
.
Have the very same issue. No cargo traffic whatsoever. Taffic++ is the only mod that I have installed. No heavy traffic ban in any of my districts.
.
Was just playing a new city and thought it was weird no log trucks were driving through my forestry area. Hopefully it gets resolved soon
.
Well, this update has been a tragedy for my city. Absolutely no trucks driving around, and no cargo trains/ships are coming in (which could be because there are no trucks to pick up the cargo anyway). Hopefully this is fixed quickly
.
I came here because just recently my shops are running out of goods to sell. Then I noticed no cargo trains. Then I noticed no trucks! What the heck happened?

Certain vehicles seem to be breaking...

Save game load error

I'm fairly certain that this isn't to do with T++ or TM, however if you are able it would be useful if you could cast your eyes over it...

Save A: this one crashes on load

http://steamcommunity.com/sharedfiles/filedetails/?id=451590687

Save B: this earlier save loads ok

http://steamcommunity.com/sharedfiles/filedetails/?id=451592413

Both are the same map/game. Save B was created a day or two before Save A. When loading Save A all kinds of breakage happens, such as that mentioned in closed issue #42

If there's some way to determine what is actually going wrong, it would be very useful as I can report back to others who are having same issue.

System.NullReferenceException: Object reference not set to an instance of an object

Object reference not set to an instance of an object [System.NullReferenceException]

Details:
No details
System.NullReferenceException: Object reference not set to an instance of an object
at CSL_Traffic.CustomPathFind.GetLaneDirection (Position pathPos, .Direction& direction, .LaneType& type) [0x00000] in :0
at CSL_Traffic.CustomPathFind.PathFindImplementation (UInt32 unit, .PathUnit& data) [0x00000] in :0
at CSL_Traffic.CustomPathFind.PathFindThread () [0x00000] in :0

More infos: http://www.reddit.com/r/CitiesSkylines/comments/36i9dg/hotfix_traffic_for_cs_110_patch/crfnx2r?context=3

Settings Tab

Looking at comments on steam/reddit and also several PMs, it seems people want things like despawn blocker to be togglable in-game.

I was thinking maybe a settings tab on the road customiser? Possibly with nested levels of settings (as time permits) such as:

  • Difficulty
    • Traffic Jams
    • Traffic Pace
  • Pedestrian Roads
    • Bus Stops (what most people are focussing on when using the 'disable central lane' option)
    • Allow trucks
    • Allow residents
    • Note: the global options would still exist and be used by default, the in-game options would override them

Despawn and speeds would be rebranded as difficulty settings...

Traffic Jams

  • Easy (more despawn)
  • Normal (game default)
  • Hard (no despawn)

Aside: Auto-despawn of confused vehicles is available via ARIS Remove Stuck Vehicles mod, as is manual despawn of any vehicle (via vehicle info panel).

Traffic Pace

  • Easy (fast vehicles/pedestrians)
  • Normal (game default)
  • Hard (realistic speeds)

Install manually

I know this is not exactly a discussion to be held here, but I tried to install this mod manually moving it into
~/Library/Application Support/Colossal Order/Cities_Skylines/Addons/Mods/CSL-Traffic
and the game doesn't show it in the mod list. What am I doing wrong?

Error log

Since latest update (the one that fixed crash bug and some performance issues) I'm seeing lots of this in the log file...

Traffic++: Queueing prefabs for loading...

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

Traffic++: Prefabs queued for loading.

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

ArgumentException: An element with the same key already exists in the dictionary.
at System.Collections.Generic.Dictionary`2[System.Type,ToolBase].Add (System.Type key, .ToolBase value) [0x00000] in :0
at ToolsModifierControl.CollectTools () [0x00000] in :0
at ToolsModifierControl.GetCurrentToolTransportTool [0x00000] in :0
at CSL_Traffic.Initializer.Update () [0x00000] in :0

(Filename: Line: -1)

NullReferenceException: Object reference not set to an instance of an object
at CSL_Traffic.Initializer.ReplaceTextures (System.String fileName, Folder textureFolder, UnityEngine.Material mat, TextureType textureTypes, Int32 anisoLevel, FilterMode filterMode, Boolean skipCache) [0x00000] in :0
at CSL_Traffic.Initializer.ReplaceLODTextures (System.String fileName, Folder textureFolder, UnityEngine.Material mat, TextureType textureTypes, Int32 anisoLevel, FilterMode filterMode, Boolean skipCache) [0x00000] in :0
at CSL_Traffic.Initializer+<>c__DisplayClassc.b__8 () [0x00000] in :0
at CSL_Traffic.Initializer.Update () [0x00000] in :0

(Filename: Line: -1)

BusLaneText: BusLaneText: Duplicate prefab name
at PrefabCollection`1[PropInfo].InitializePrefabImpl (System.String collection, .PropInfo prefab, System.String replace) [0x00000] in :0 [Core]

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

NullReferenceException: Object reference not set to an instance of an object
at CSL_Traffic.Initializer.ReplaceTextures (System.String fileName, Folder textureFolder, UnityEngine.Material mat, TextureType textureTypes, Int32 anisoLevel, FilterMode filterMode, Boolean skipCache) [0x00000] in :0
at CSL_Traffic.Initializer.ReplaceLODTextures (System.String fileName, Folder textureFolder, UnityEngine.Material mat, TextureType textureTypes, Int32 anisoLevel, FilterMode filterMode, Boolean skipCache) [0x00000] in :0
at CSL_Traffic.Initializer+<>c__DisplayClasse.b__9 () [0x00000] in :0
at CSL_Traffic.Initializer.Update () [0x00000] in :0

(Filename: Line: -1)

Zonable Pedestrian Gravel: Zonable Pedestrian Gravel: Duplicate prefab name
at PrefabCollection`1[NetInfo].InitializePrefabImpl (System.String collection, .NetInfo prefab, System.String replace) [0x00000] in :0 [Core]

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

NullReferenceException: Object reference not set to an instance of an object
at CSL_Traffic.Initializer.ReplaceTextures (System.String fileName, Folder textureFolder, UnityEngine.Material mat, TextureType textureTypes, Int32 anisoLevel, FilterMode filterMode, Boolean skipCache) [0x00000] in :0
at CSL_Traffic.Initializer.ReplaceLODTextures (System.String fileName, Folder textureFolder, UnityEngine.Material mat, TextureType textureTypes, Int32 anisoLevel, FilterMode filterMode, Boolean skipCache) [0x00000] in :0
at CSL_Traffic.Initializer+<>c__DisplayClasse.b__9 () [0x00000] in :0
at CSL_Traffic.Initializer.Update () [0x00000] in :0

(Filename: Line: -1)

Zonable Pedestrian Pavement: Zonable Pedestrian Pavement: Duplicate prefab name
at PrefabCollection`1[NetInfo].InitializePrefabImpl (System.String collection, .NetInfo prefab, System.String replace) [0x00000] in :0 [Core]

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

Zonable Pedestrian Elevated: Zonable Pedestrian Elevated: Duplicate prefab name
at PrefabCollection`1[NetInfo].InitializePrefabImpl (System.String collection, .NetInfo prefab, System.String replace) [0x00000] in :0 [Core]

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

Small Busway: Small Busway: Duplicate prefab name
at PrefabCollection`1[NetInfo].InitializePrefabImpl (System.String collection, .NetInfo prefab, System.String replace) [0x00000] in :0 [Core]

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

Small Busway Bridge: Small Busway Bridge: Duplicate prefab name
at PrefabCollection`1[NetInfo].InitializePrefabImpl (System.String collection, .NetInfo prefab, System.String replace) [0x00000] in :0 [Core]

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

Small Busway Elevated: Small Busway Elevated: Duplicate prefab name
at PrefabCollection`1[NetInfo].InitializePrefabImpl (System.String collection, .NetInfo prefab, System.String replace) [0x00000] in :0 [Core]

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

Small Busway OneWay: Small Busway OneWay: Duplicate prefab name
at PrefabCollection`1[NetInfo].InitializePrefabImpl (System.String collection, .NetInfo prefab, System.String replace) [0x00000] in :0 [Core]

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

Small Busway OneWay Bridge: Small Busway OneWay Bridge: Duplicate prefab name
at PrefabCollection`1[NetInfo].InitializePrefabImpl (System.String collection, .NetInfo prefab, System.String replace) [0x00000] in :0 [Core]

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

Small Busway OneWay Elevated: Small Busway OneWay Elevated: Duplicate prefab name
at PrefabCollection`1[NetInfo].InitializePrefabImpl (System.String collection, .NetInfo prefab, System.String replace) [0x00000] in :0 [Core]

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

Large Road With Bus Lanes: Large Road With Bus Lanes: Duplicate prefab name
at PrefabCollection`1[NetInfo].InitializePrefabImpl (System.String collection, .NetInfo prefab, System.String replace) [0x00000] in :0 [Core]

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

Large Road Bridge With Bus Lanes: Large Road Bridge With Bus Lanes: Duplicate prefab name
at PrefabCollection`1[NetInfo].InitializePrefabImpl (System.String collection, .NetInfo prefab, System.String replace) [0x00000] in :0 [Core]

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

NullReferenceException: Object reference not set to an instance of an object
at CSL_Traffic.Initializer.ReplaceTextures (System.String fileName, Folder textureFolder, UnityEngine.Material mat, TextureType textureTypes, Int32 anisoLevel, FilterMode filterMode, Boolean skipCache) [0x00000] in :0
at CSL_Traffic.Initializer.ReplaceLODTextures (System.String fileName, Folder textureFolder, UnityEngine.Material mat, TextureType textureTypes, Int32 anisoLevel, FilterMode filterMode, Boolean skipCache) [0x00000] in :0
at CSL_Traffic.Initializer+<>c__DisplayClassc.b__8 () [0x00000] in :0
at CSL_Traffic.Initializer.Update () [0x00000] in :0

(Filename: Line: -1)

Large Road Elevated With Bus Lanes: Large Road Elevated With Bus Lanes: Duplicate prefab name
at PrefabCollection`1[NetInfo].InitializePrefabImpl (System.String collection, .NetInfo prefab, System.String replace) [0x00000] in :0 [Core]

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

Traffic++: Ambulance initialized.

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

NullReferenceException: Object reference not set to an instance of an object
at CSL_Traffic.Initializer.ReplaceTextures (System.String fileName, Folder textureFolder, UnityEngine.Material mat, TextureType textureTypes, Int32 anisoLevel, FilterMode filterMode, Boolean skipCache) [0x00000] in :0
at CSL_Traffic.Initializer.ReplaceLODTextures (System.String fileName, Folder textureFolder, UnityEngine.Material mat, TextureType textureTypes, Int32 anisoLevel, FilterMode filterMode, Boolean skipCache) [0x00000] in :0
at CSL_Traffic.Initializer+<>c__DisplayClasse.b__9 () [0x00000] in :0
at CSL_Traffic.Initializer.Update () [0x00000] in :0

(Filename: Line: -1)

Traffic++: Bus initialized.

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

Traffic++: Cargo Truck initialized (Lorry).

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

NullReferenceException: Object reference not set to an instance of an object
at CSL_Traffic.Initializer.ReplaceTextures (System.String fileName, Folder textureFolder, UnityEngine.Material mat, TextureType textureTypes, Int32 anisoLevel, FilterMode filterMode, Boolean skipCache) [0x00000] in :0
at CSL_Traffic.Initializer.ReplaceLODTextures (System.String fileName, Folder textureFolder, UnityEngine.Material mat, TextureType textureTypes, Int32 anisoLevel, FilterMode filterMode, Boolean skipCache) [0x00000] in :0
at CSL_Traffic.Initializer+<>c__DisplayClasse.b__9 () [0x00000] in :0
at CSL_Traffic.Initializer.Update () [0x00000] in :0

(Filename: Line: -1)

Traffic++: Cargo Truck initialized (Van).

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

NullReferenceException: Object reference not set to an instance of an object
at CSL_Traffic.Initializer.ReplaceTextures (System.String fileName, Folder textureFolder, UnityEngine.Material mat, TextureType textureTypes, Int32 anisoLevel, FilterMode filterMode, Boolean skipCache) [0x00000] in :0
at CSL_Traffic.Initializer.ReplaceLODTextures (System.String fileName, Folder textureFolder, UnityEngine.Material mat, TextureType textureTypes, Int32 anisoLevel, FilterMode filterMode, Boolean skipCache) [0x00000] in :0
at CSL_Traffic.Initializer+<>c__DisplayClassc.b__8 () [0x00000] in :0
at CSL_Traffic.Initializer.Update () [0x00000] in :0

(Filename: Line: -1)

Traffic++: Cargo Truck initialized (Donut Van).

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

Traffic++: Cargo Truck initialized (Bugspray Van).

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

Traffic++: Cargo Truck initialized (hotdog-van).

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

Traffic++: Cargo Truck initialized (Tractor).

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

Traffic++: Cargo Truck initialized (Forestry Truck).

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

Traffic++: Cargo Truck initialized (Oil Truck).

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

Traffic++: Cargo Truck initialized (Ore Truck).

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

Traffic++: Fire Truck initialized.

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

Traffic++: Garbage Truck initialized.

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

Traffic++: Hearse initialized.

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

Traffic++: Police Car initialized.

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

Traffic++: Bus Line initialized.

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

NullReferenceException: Object reference not set to an instance of an object
at CSL_Traffic.Initializer.ReplaceTextures (System.String fileName, Folder textureFolder, UnityEngine.Material mat, TextureType textureTypes, Int32 anisoLevel, FilterMode filterMode, Boolean skipCache) [0x00000] in :0
at CSL_Traffic.Initializer.ReplaceLODTextures (System.String fileName, Folder textureFolder, UnityEngine.Material mat, TextureType textureTypes, Int32 anisoLevel, FilterMode filterMode, Boolean skipCache) [0x00000] in :0
at CSL_Traffic.Initializer+<>c__DisplayClassc.b__8 () [0x00000] in :0
at CSL_Traffic.Initializer.Update () [0x00000] in :0

(Filename: Line: -1)

NullReferenceException: Object reference not set to an instance of an object
at CSL_Traffic.Initializer.ReplaceTextures (System.String fileName, Folder textureFolder, UnityEngine.Material mat, TextureType textureTypes, Int32 anisoLevel, FilterMode filterMode, Boolean skipCache) [0x00000] in :0
at CSL_Traffic.Initializer.ReplaceLODTextures (System.String fileName, Folder textureFolder, UnityEngine.Material mat, TextureType textureTypes, Int32 anisoLevel, FilterMode filterMode, Boolean skipCache) [0x00000] in :0
at CSL_Traffic.Initializer+<>c__DisplayClassc.b__8 () [0x00000] in :0
at CSL_Traffic.Initializer.Update () [0x00000] in :0

(Filename: Line: -1)

NullReferenceException: Object reference not set to an instance of an object
at CSL_Traffic.Initializer.ReplaceTextures (System.String fileName, Folder textureFolder, UnityEngine.Material mat, TextureType textureTypes, Int32 anisoLevel, FilterMode filterMode, Boolean skipCache) [0x00000] in :0
at CSL_Traffic.Initializer.ReplaceLODTextures (System.String fileName, Folder textureFolder, UnityEngine.Material mat, TextureType textureTypes, Int32 anisoLevel, FilterMode filterMode, Boolean skipCache) [0x00000] in :0
at CSL_Traffic.Initializer+<>c__DisplayClasse.b__9 () [0x00000] in :0
at CSL_Traffic.Initializer.Update () [0x00000] in :0

(Filename: Line: -1)

NullReferenceException: Object reference not set to an instance of an object
at CSL_Traffic.Initializer.ReplaceTextures (System.String fileName, Folder textureFolder, UnityEngine.Material mat, TextureType textureTypes, Int32 anisoLevel, FilterMode filterMode, Boolean skipCache) [0x00000] in :0
at CSL_Traffic.Initializer.ReplaceLODTextures (System.String fileName, Folder textureFolder, UnityEngine.Material mat, TextureType textureTypes, Int32 anisoLevel, FilterMode filterMode, Boolean skipCache) [0x00000] in :0
at CSL_Traffic.Initializer+<>c__DisplayClassc.b__8 () [0x00000] in :0
at CSL_Traffic.Initializer.Update () [0x00000] in :0

(Filename: Line: -1)

NullReferenceException: Object reference not set to an instance of an object
at CSL_Traffic.Initializer.ReplaceTextures (System.String fileName, Folder textureFolder, UnityEngine.Material mat, TextureType textureTypes, Int32 anisoLevel, FilterMode filterMode, Boolean skipCache) [0x00000] in :0
at CSL_Traffic.Initializer.ReplaceLODTextures (System.String fileName, Folder textureFolder, UnityEngine.Material mat, TextureType textureTypes, Int32 anisoLevel, FilterMode filterMode, Boolean skipCache) [0x00000] in :0
at CSL_Traffic.Initializer+<>c__DisplayClasse.b__9 () [0x00000] in :0
at CSL_Traffic.Initializer.Update () [0x00000] in :0

(Filename: Line: -1)

NullReferenceException: Object reference not set to an instance of an object
at CSL_Traffic.Initializer.ReplaceTextures (System.String fileName, Folder textureFolder, UnityEngine.Material mat, TextureType textureTypes, Int32 anisoLevel, FilterMode filterMode, Boolean skipCache) [0x00000] in :0
at CSL_Traffic.Initializer.ReplaceLODTextures (System.String fileName, Folder textureFolder, UnityEngine.Material mat, TextureType textureTypes, Int32 anisoLevel, FilterMode filterMode, Boolean skipCache) [0x00000] in :0
at CSL_Traffic.Initializer+<>c__DisplayClassc.b__8 () [0x00000] in :0
at CSL_Traffic.Initializer.Update () [0x00000] in :0

(Filename: Line: -1)

NullReferenceException: Object reference not set to an instance of an object
at CSL_Traffic.Initializer.ReplaceTextures (System.String fileName, Folder textureFolder, UnityEngine.Material mat, TextureType textureTypes, Int32 anisoLevel, FilterMode filterMode, Boolean skipCache) [0x00000] in :0
at CSL_Traffic.Initializer.ReplaceLODTextures (System.String fileName, Folder textureFolder, UnityEngine.Material mat, TextureType textureTypes, Int32 anisoLevel, FilterMode filterMode, Boolean skipCache) [0x00000] in :0
at CSL_Traffic.Initializer+<>c__DisplayClasse.b__9 () [0x00000] in :0
at CSL_Traffic.Initializer.Update () [0x00000] in :0

(Filename: Line: -1)

Simulation error: Object reference not set to an instance of an object
at NetManager.SimulationStepImpl (Int32 subStep) [0x00000] in :0
at SimulationManagerBase`2[Manager,Properties].SimulationStep (Int32 subStep) [0x00000] in :0
at NetManager.ISimulationManager.SimulationStep (Int32 subStep) [0x00000] in :0
at SimulationManager.SimulationStep () [0x00000] in :0
at SimulationManager.SimulationThread () [0x00000] in :0 [Core]

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

NullReferenceException: Object reference not set to an instance of an object
at CSL_Traffic.Initializer.ReplaceTextures (System.String fileName, Folder textureFolder, UnityEngine.Material mat, TextureType textureTypes, Int32 anisoLevel, FilterMode filterMode, Boolean skipCache) [0x00000] in :0
at CSL_Traffic.Initializer.ReplaceLODTextures (System.String fileName, Folder textureFolder, UnityEngine.Material mat, TextureType textureTypes, Int32 anisoLevel, FilterMode filterMode, Boolean skipCache) [0x00000] in :0
at CSL_Traffic.Initializer+<>c__DisplayClassc.b__8 () [0x00000] in :0
at CSL_Traffic.Initializer.Update () [0x00000] in :0

(Filename: Line: -1)

NullReferenceException: Object reference not set to an instance of an object
at CSL_Traffic.Initializer.ReplaceTextures (System.String fileName, Folder textureFolder, UnityEngine.Material mat, TextureType textureTypes, Int32 anisoLevel, FilterMode filterMode, Boolean skipCache) [0x00000] in :0
at CSL_Traffic.Initializer.ReplaceLODTextures (System.String fileName, Folder textureFolder, UnityEngine.Material mat, TextureType textureTypes, Int32 anisoLevel, FilterMode filterMode, Boolean skipCache) [0x00000] in :0
at CSL_Traffic.Initializer+<>c__DisplayClassc.b__8 () [0x00000] in :0
at CSL_Traffic.Initializer.Update () [0x00000] in :0

(Filename: Line: -1)

NullReferenceException: Object reference not set to an instance of an object
at CSL_Traffic.Initializer.ReplaceTextures (System.String fileName, Folder textureFolder, UnityEngine.Material mat, TextureType textureTypes, Int32 anisoLevel, FilterMode filterMode, Boolean skipCache) [0x00000] in :0
at CSL_Traffic.Initializer.ReplaceLODTextures (System.String fileName, Folder textureFolder, UnityEngine.Material mat, TextureType textureTypes, Int32 anisoLevel, FilterMode filterMode, Boolean skipCache) [0x00000] in :0
at CSL_Traffic.Initializer+<>c__DisplayClassc.b__8 () [0x00000] in :0
at CSL_Traffic.Initializer.Update () [0x00000] in :0

(Filename: Line: -1)

NullReferenceException: Object reference not set to an instance of an object
at CSL_Traffic.Initializer.ReplaceTextures (System.String fileName, Folder textureFolder, UnityEngine.Material mat, TextureType textureTypes, Int32 anisoLevel, FilterMode filterMode, Boolean skipCache) [0x00000] in :0
at CSL_Traffic.Initializer.ReplaceLODTextures (System.String fileName, Folder textureFolder, UnityEngine.Material mat, TextureType textureTypes, Int32 anisoLevel, FilterMode filterMode, Boolean skipCache) [0x00000] in :0
at CSL_Traffic.Initializer+<>c__DisplayClasse.b__9 () [0x00000] in :0
at CSL_Traffic.Initializer.Update () [0x00000] in :0

(Filename: Line: -1)

NullReferenceException: Object reference not set to an instance of an object
at CSL_Traffic.Initializer.ReplaceTextures (System.String fileName, Folder textureFolder, UnityEngine.Material mat, TextureType textureTypes, Int32 anisoLevel, FilterMode filterMode, Boolean skipCache) [0x00000] in :0
at CSL_Traffic.Initializer.ReplaceLODTextures (System.String fileName, Folder textureFolder, UnityEngine.Material mat, TextureType textureTypes, Int32 anisoLevel, FilterMode filterMode, Boolean skipCache) [0x00000] in :0
at CSL_Traffic.Initializer+<>c__DisplayClassc.b__8 () [0x00000] in :0
at CSL_Traffic.Initializer.Update () [0x00000] in :0

(Filename: Line: -1)

NullReferenceException: Object reference not set to an instance of an object
at CSL_Traffic.Initializer.ReplaceTextures (System.String fileName, Folder textureFolder, UnityEngine.Material mat, TextureType textureTypes, Int32 anisoLevel, FilterMode filterMode, Boolean skipCache) [0x00000] in :0
at CSL_Traffic.Initializer.ReplaceLODTextures (System.String fileName, Folder textureFolder, UnityEngine.Material mat, TextureType textureTypes, Int32 anisoLevel, FilterMode filterMode, Boolean skipCache) [0x00000] in :0
at CSL_Traffic.Initializer+<>c__DisplayClasse.b__9 () [0x00000] in :0
at CSL_Traffic.Initializer.Update () [0x00000] in :0

(Filename: Line: -1)

NullReferenceException: Object reference not set to an instance of an object
at CSL_Traffic.Initializer.ReplaceTextures (System.String fileName, Folder textureFolder, UnityEngine.Material mat, TextureType textureTypes, Int32 anisoLevel, FilterMode filterMode, Boolean skipCache) [0x00000] in :0
at CSL_Traffic.Initializer.ReplaceLODTextures (System.String fileName, Folder textureFolder, UnityEngine.Material mat, TextureType textureTypes, Int32 anisoLevel, FilterMode filterMode, Boolean skipCache) [0x00000] in :0
at CSL_Traffic.Initializer+<>c__DisplayClassc.b__8 () [0x00000] in :0
at CSL_Traffic.Initializer.Update () [0x00000] in :0

(Filename: Line: -1)

NullReferenceException: Object reference not set to an instance of an object
at CSL_Traffic.Initializer.ReplaceTextures (System.String fileName, Folder textureFolder, UnityEngine.Material mat, TextureType textureTypes, Int32 anisoLevel, FilterMode filterMode, Boolean skipCache) [0x00000] in :0
at CSL_Traffic.Initializer.ReplaceLODTextures (System.String fileName, Folder textureFolder, UnityEngine.Material mat, TextureType textureTypes, Int32 anisoLevel, FilterMode filterMode, Boolean skipCache) [0x00000] in :0
at CSL_Traffic.Initializer+<>c__DisplayClasse.b__9 () [0x00000] in :0
at CSL_Traffic.Initializer.Update () [0x00000] in :0

(Filename: Line: -1)

NullReferenceException: Object reference not set to an instance of an object
at CSL_Traffic.Initializer.ReplaceTextures (System.String fileName, Folder textureFolder, UnityEngine.Material mat, TextureType textureTypes, Int32 anisoLevel, FilterMode filterMode, Boolean skipCache) [0x00000] in :0
at CSL_Traffic.Initializer.ReplaceLODTextures (System.String fileName, Folder textureFolder, UnityEngine.Material mat, TextureType textureTypes, Int32 anisoLevel, FilterMode filterMode, Boolean skipCache) [0x00000] in :0
at CSL_Traffic.Initializer+<>c__DisplayClassc.b__8 () [0x00000] in :0
at CSL_Traffic.Initializer.Update () [0x00000] in :0

(Filename: Line: -1)

NullReferenceException: Object reference not set to an instance of an object
at CSL_Traffic.Initializer.ReplaceTextures (System.String fileName, Folder textureFolder, UnityEngine.Material mat, TextureType textureTypes, Int32 anisoLevel, FilterMode filterMode, Boolean skipCache) [0x00000] in :0
at CSL_Traffic.Initializer.ReplaceLODTextures (System.String fileName, Folder textureFolder, UnityEngine.Material mat, TextureType textureTypes, Int32 anisoLevel, FilterMode filterMode, Boolean skipCache) [0x00000] in :0
at CSL_Traffic.Initializer+<>c__DisplayClassc.b__8 () [0x00000] in :0
at CSL_Traffic.Initializer.Update () [0x00000] in :0

(Filename: Line: -1)

NullReferenceException: Object reference not set to an instance of an object
at CSL_Traffic.Initializer.ReplaceTextures (System.String fileName, Folder textureFolder, UnityEngine.Material mat, TextureType textureTypes, Int32 anisoLevel, FilterMode filterMode, Boolean skipCache) [0x00000] in :0
at CSL_Traffic.Initializer.ReplaceLODTextures (System.String fileName, Folder textureFolder, UnityEngine.Material mat, TextureType textureTypes, Int32 anisoLevel, FilterMode filterMode, Boolean skipCache) [0x00000] in :0
at CSL_Traffic.Initializer+<>c__DisplayClassc.b__8 () [0x00000] in :0
at CSL_Traffic.Initializer.Update () [0x00000] in :0

(Filename: Line: -1)

NullReferenceException: Object reference not set to an instance of an object
at CSL_Traffic.Initializer.ReplaceTextures (System.String fileName, Folder textureFolder, UnityEngine.Material mat, TextureType textureTypes, Int32 anisoLevel, FilterMode filterMode, Boolean skipCache) [0x00000] in :0
at CSL_Traffic.Initializer.ReplaceLODTextures (System.String fileName, Folder textureFolder, UnityEngine.Material mat, TextureType textureTypes, Int32 anisoLevel, FilterMode filterMode, Boolean skipCache) [0x00000] in :0
at CSL_Traffic.Initializer+<>c__DisplayClasse.b__9 () [0x00000] in :0
at CSL_Traffic.Initializer.Update () [0x00000] in :0

(Filename: Line: -1)

NullReferenceException: Object reference not set to an instance of an object
at CSL_Traffic.Initializer.ReplaceTextures (System.String fileName, Folder textureFolder, UnityEngine.Material mat, TextureType textureTypes, Int32 anisoLevel, FilterMode filterMode, Boolean skipCache) [0x00000] in :0
at CSL_Traffic.Initializer.ReplaceLODTextures (System.String fileName, Folder textureFolder, UnityEngine.Material mat, TextureType textureTypes, Int32 anisoLevel, FilterMode filterMode, Boolean skipCache) [0x00000] in :0
at CSL_Traffic.Initializer+<>c__DisplayClassc.b__8 () [0x00000] in :0
at CSL_Traffic.Initializer.Update () [0x00000] in :0

(Filename: Line: -1)

NullReferenceException: Object reference not set to an instance of an object
at CSL_Traffic.Initializer.ReplaceTextures (System.String fileName, Folder textureFolder, UnityEngine.Material mat, TextureType textureTypes, Int32 anisoLevel, FilterMode filterMode, Boolean skipCache) [0x00000] in :0
at CSL_Traffic.Initializer.ReplaceLODTextures (System.String fileName, Folder textureFolder, UnityEngine.Material mat, TextureType textureTypes, Int32 anisoLevel, FilterMode filterMode, Boolean skipCache) [0x00000] in :0
at CSL_Traffic.Initializer+<>c__DisplayClassc.b__8 () [0x00000] in :0
at CSL_Traffic.Initializer.Update () [0x00000] in :0

(Filename: Line: -1)

NullReferenceException: Object reference not set to an instance of an object
at CSL_Traffic.Initializer.ReplaceTextures (System.String fileName, Folder textureFolder, UnityEngine.Material mat, TextureType textureTypes, Int32 anisoLevel, FilterMode filterMode, Boolean skipCache) [0x00000] in :0
at CSL_Traffic.Initializer.ReplaceLODTextures (System.String fileName, Folder textureFolder, UnityEngine.Material mat, TextureType textureTypes, Int32 anisoLevel, FilterMode filterMode, Boolean skipCache) [0x00000] in :0
at CSL_Traffic.Initializer+<>c__DisplayClasse.b__9 () [0x00000] in :0
at CSL_Traffic.Initializer.Update () [0x00000] in :0

(Filename: Line: -1)

NullReferenceException: Object reference not set to an instance of an object
at CSL_Traffic.Initializer.ReplaceTextures (System.String fileName, Folder textureFolder, UnityEngine.Material mat, TextureType textureTypes, Int32 anisoLevel, FilterMode filterMode, Boolean skipCache) [0x00000] in :0
at CSL_Traffic.Initializer.ReplaceLODTextures (System.String fileName, Folder textureFolder, UnityEngine.Material mat, TextureType textureTypes, Int32 anisoLevel, FilterMode filterMode, Boolean skipCache) [0x00000] in :0
at CSL_Traffic.Initializer+<>c__DisplayClassc.b__8 () [0x00000] in :0
at CSL_Traffic.Initializer.Update () [0x00000] in :0

(Filename: Line: -1)

NullReferenceException: Object reference not set to an instance of an object
at CSL_Traffic.Initializer.ReplaceTextures (System.String fileName, Folder textureFolder, UnityEngine.Material mat, TextureType textureTypes, Int32 anisoLevel, FilterMode filterMode, Boolean skipCache) [0x00000] in :0
at CSL_Traffic.Initializer.ReplaceLODTextures (System.String fileName, Folder textureFolder, UnityEngine.Material mat, TextureType textureTypes, Int32 anisoLevel, FilterMode filterMode, Boolean skipCache) [0x00000] in :0
at CSL_Traffic.Initializer+<>c__DisplayClasse.b__9 () [0x00000] in :0
at CSL_Traffic.Initializer.Update () [0x00000] in :0

(Filename: Line: -1)

Simulation error: Object reference not set to an instance of an object
at NetManager.SimulationStepImpl (Int32 subStep) [0x00000] in :0
at SimulationManagerBase`2[Manager,Properties].SimulationStep (Int32 subStep) [0x00000] in :0
at NetManager.ISimulationManager.SimulationStep (Int32 subStep) [0x00000] in :0
at SimulationManager.SimulationStep () [0x00000] in :0
at SimulationManager.SimulationThread () [0x00000] in :0 [Core]

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

Simulation error: Object reference not set to an instance of an object
at NetManager.SimulationStepImpl (Int32 subStep) [0x00000] in :0
at SimulationManagerBase`2[Manager,Properties].SimulationStep (Int32 subStep) [0x00000] in :0
at NetManager.ISimulationManager.SimulationStep (Int32 subStep) [0x00000] in :0
at SimulationManager.SimulationStep () [0x00000] in :0
at SimulationManager.SimulationThread () [0x00000] in :0 [Core]

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

Simulation error: Object reference not set to an instance of an object
at NetManager.SimulationStepImpl (Int32 subStep) [0x00000] in :0
at SimulationManagerBase`2[Manager,Properties].SimulationStep (Int32 subStep) [0x00000] in :0
at NetManager.ISimulationManager.SimulationStep (Int32 subStep) [0x00000] in :0
at SimulationManager.SimulationStep () [0x00000] in :0
at SimulationManager.SimulationThread () [0x00000] in :0 [Core]

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

Simulation error: Object reference not set to an instance of an object
at NetManager.SimulationStepImpl (Int32 subStep) [0x00000] in :0
at SimulationManagerBase`2[Manager,Properties].SimulationStep (Int32 subStep) [0x00000] in :0
at NetManager.ISimulationManager.SimulationStep (Int32 subStep) [0x00000] in :0
at SimulationManager.SimulationStep () [0x00000] in :0
at SimulationManager.SimulationThread () [0x00000] in :0 [Core]

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

Simulation error: Object reference not set to an instance of an object
at NetManager.SimulationStepImpl (Int32 subStep) [0x00000] in :0
at SimulationManagerBase`2[Manager,Properties].SimulationStep (Int32 subStep) [0x00000] in :0
at NetManager.ISimulationManager.SimulationStep (Int32 subStep) [0x00000] in :0
at SimulationManager.SimulationStep () [0x00000] in :0
at SimulationManager.SimulationThread () [0x00000] in :0 [Core]

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

Simulation error: Object reference not set to an instance of an object
at NetManager.SimulationStepImpl (Int32 subStep) [0x00000] in :0
at SimulationManagerBase`2[Manager,Properties].SimulationStep (Int32 subStep) [0x00000] in :0
at NetManager.ISimulationManager.SimulationStep (Int32 subStep) [0x00000] in :0
at SimulationManager.SimulationStep () [0x00000] in :0
at SimulationManager.SimulationThread () [0x00000] in :0 [Core]

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

Simulation error: Object reference not set to an instance of an object
at NetManager.SimulationStepImpl (Int32 subStep) [0x00000] in :0
at SimulationManagerBase`2[Manager,Properties].SimulationStep (Int32 subStep) [0x00000] in :0
at NetManager.ISimulationManager.SimulationStep (Int32 subStep) [0x00000] in :0
at SimulationManager.SimulationStep () [0x00000] in :0
at SimulationManager.SimulationThread () [0x00000] in :0 [Core]

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

Simulation error: Object reference not set to an instance of an object
at NetManager.SimulationStepImpl (Int32 subStep) [0x00000] in :0
at SimulationManagerBase`2[Manager,Properties].SimulationStep (Int32 subStep) [0x00000] in :0
at NetManager.ISimulationManager.SimulationStep (Int32 subStep) [0x00000] in :0
at SimulationManager.SimulationStep () [0x00000] in :0
at SimulationManager.SimulationThread () [0x00000] in :0 [Core]

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

Simulation error: Object reference not set to an instance of an object
at NetManager.SimulationStepImpl (Int32 subStep) [0x00000] in :0
at SimulationManagerBase`2[Manager,Properties].SimulationStep (Int32 subStep) [0x00000] in :0
at NetManager.ISimulationManager.SimulationStep (Int32 subStep) [0x00000] in :0
at SimulationManager.SimulationStep () [0x00000] in :0
at SimulationManager.SimulationThread () [0x00000] in :0 [Core]

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

Simulation error: Object reference not set to an instance of an object
at NetManager.SimulationStepImpl (Int32 subStep) [0x00000] in :0
at SimulationManagerBase`2[Manager,Properties].SimulationStep (Int32 subStep) [0x00000] in :0
at NetManager.ISimulationManager.SimulationStep (Int32 subStep) [0x00000] in :0
at SimulationManager.SimulationStep () [0x00000] in :0
at SimulationManager.SimulationThread () [0x00000] in :0 [Core]

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

Simulation error: Object reference not set to an instance of an object
at NetManager.SimulationStepImpl (Int32 subStep) [0x00000] in :0
at SimulationManagerBase`2[Manager,Properties].SimulationStep (Int32 subStep) [0x00000] in :0
at NetManager.ISimulationManager.SimulationStep (Int32 subStep) [0x00000] in :0
at SimulationManager.SimulationStep () [0x00000] in :0
at SimulationManager.SimulationThread () [0x00000] in :0 [Core]

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

Simulation error: Object reference not set to an instance of an object
at NetManager.SimulationStepImpl (Int32 subStep) [0x00000] in :0
at SimulationManagerBase`2[Manager,Properties].SimulationStep (Int32 subStep) [0x00000] in :0
at NetManager.ISimulationManager.SimulationStep (Int32 subStep) [0x00000] in :0
at SimulationManager.SimulationStep () [0x00000] in :0
at SimulationManager.SimulationThread () [0x00000] in :0 [Core]

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

Simulation error: Object reference not set to an instance of an object
at NetManager.SimulationStepImpl (Int32 subStep) [0x00000] in :0
at SimulationManagerBase`2[Manager,Properties].SimulationStep (Int32 subStep) [0x00000] in :0
at NetManager.ISimulationManager.SimulationStep (Int32 subStep) [0x00000] in :0
at SimulationManager.SimulationStep () [0x00000] in :0
at SimulationManager.SimulationThread () [0x00000] in :0 [Core]

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

Simulation error: Object reference not set to an instance of an object
at NetManager.SimulationStepImpl (Int32 subStep) [0x00000] in :0
at SimulationManagerBase`2[Manager,Properties].SimulationStep (Int32 subStep) [0x00000] in :0
at NetManager.ISimulationManager.SimulationStep (Int32 subStep) [0x00000] in :0
at SimulationManager.SimulationStep () [0x00000] in :0
at SimulationManager.SimulationThread () [0x00000] in :0 [Core]

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

Simulation error: Object reference not set to an instance of an object
at NetManager.SimulationStepImpl (Int32 subStep) [0x00000] in :0
at SimulationManagerBase`2[Manager,Properties].SimulationStep (Int32 subStep) [0x00000] in :0
at NetManager.ISimulationManager.SimulationStep (Int32 subStep) [0x00000] in :0
at SimulationManager.SimulationStep () [0x00000] in :0
at SimulationManager.SimulationThread () [0x00000] in :0 [Core]

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

Simulation error: Object reference not set to an instance of an object
at NetManager.SimulationStepImpl (Int32 subStep) [0x00000] in :0
at SimulationManagerBase`2[Manager,Properties].SimulationStep (Int32 subStep) [0x00000] in :0
at NetManager.ISimulationManager.SimulationStep (Int32 subStep) [0x00000] in :0
at SimulationManager.SimulationStep () [0x00000] in :0
at SimulationManager.SimulationThread () [0x00000] in :0 [Core]

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

Simulation error: Object reference not set to an instance of an object
at NetManager.SimulationStepImpl (Int32 subStep) [0x00000] in :0
at SimulationManagerBase`2[Manager,Properties].SimulationStep (Int32 subStep) [0x00000] in :0
at NetManager.ISimulationManager.SimulationStep (Int32 subStep) [0x00000] in :0
at SimulationManager.SimulationStep () [0x00000] in :0
at SimulationManager.SimulationThread () [0x00000] in :0 [Core]

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

Simulation error: Object reference not set to an instance of an object
at NetManager.SimulationStepImpl (Int32 subStep) [0x00000] in :0
at SimulationManagerBase`2[Manager,Properties].SimulationStep (Int32 subStep) [0x00000] in :0
at NetManager.ISimulationManager.SimulationStep (Int32 subStep) [0x00000] in :0
at SimulationManager.SimulationStep () [0x00000] in :0
at SimulationManager.SimulationThread () [0x00000] in :0 [Core]

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

Simulation error: Object reference not set to an instance of an object
at NetManager.SimulationStepImpl (Int32 subStep) [0x00000] in :0
at SimulationManagerBase`2[Manager,Properties].SimulationStep (Int32 subStep) [0x00000] in :0
at NetManager.ISimulationManager.SimulationStep (Int32 subStep) [0x00000] in :0
at SimulationManager.SimulationStep () [0x00000] in :0
at SimulationManager.SimulationThread () [0x00000] in :0 [Core]

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

Simulation error: Object reference not set to an instance of an object
at NetManager.SimulationStepImpl (Int32 subStep) [0x00000] in :0
at SimulationManagerBase`2[Manager,Properties].SimulationStep (Int32 subStep) [0x00000] in :0
at NetManager.ISimulationManager.SimulationStep (Int32 subStep) [0x00000] in :0
at SimulationManager.SimulationStep () [0x00000] in :0
at SimulationManager.SimulationThread () [0x00000] in :0 [Core]

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

Simulation error: Object reference not set to an instance of an object
at NetManager.SimulationStepImpl (Int32 subStep) [0x00000] in :0
at SimulationManagerBase`2[Manager,Properties].SimulationStep (Int32 subStep) [0x00000] in :0
at NetManager.ISimulationManager.SimulationStep (Int32 subStep) [0x00000] in :0
at SimulationManager.SimulationStep () [0x00000] in :0
at SimulationManager.SimulationThread () [0x00000] in :0 [Core]

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

Simulation error: Object reference not set to an instance of an object
at NetManager.SimulationStepImpl (Int32 subStep) [0x00000] in :0
at SimulationManagerBase`2[Manager,Properties].SimulationStep (Int32 subStep) [0x00000] in :0
at NetManager.ISimulationManager.SimulationStep (Int32 subStep) [0x00000] in :0
at SimulationManager.SimulationStep () [0x00000] in :0
at SimulationManager.SimulationThread () [0x00000] in :0 [Core]

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

Simulation error: Object reference not set to an instance of an object
at NetManager.SimulationStepImpl (Int32 subStep) [0x00000] in :0
at SimulationManagerBase`2[Manager,Properties].SimulationStep (Int32 subStep) [0x00000] in :0
at NetManager.ISimulationManager.SimulationStep (Int32 subStep) [0x00000] in :0
at SimulationManager.SimulationStep () [0x00000] in :0
at SimulationManager.SimulationThread () [0x00000] in :0 [Core]

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

Simulation error: Object reference not set to an instance of an object
at NetManager.SimulationStepImpl (Int32 subStep) [0x00000] in :0
at SimulationManagerBase`2[Manager,Properties].SimulationStep (Int32 subStep) [0x00000] in :0
at NetManager.ISimulationManager.SimulationStep (Int32 subStep) [0x00000] in :0
at SimulationManager.SimulationStep () [0x00000] in :0
at SimulationManager.SimulationThread () [0x00000] in :0 [Core]

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

Simulation error: Object reference not set to an instance of an object
at NetManager.SimulationStepImpl (Int32 subStep) [0x00000] in :0
at SimulationManagerBase`2[Manager,Properties].SimulationStep (Int32 subStep) [0x00000] in :0
at NetManager.ISimulationManager.SimulationStep (Int32 subStep) [0x00000] in :0
at SimulationManager.SimulationStep () [0x00000] in :0
at SimulationManager.SimulationThread () [0x00000] in :0 [Core]

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

Simulation error: Object reference not set to an instance of an object
at NetManager.SimulationStepImpl (Int32 subStep) [0x00000] in :0
at SimulationManagerBase`2[Manager,Properties].SimulationStep (Int32 subStep) [0x00000] in :0
at NetManager.ISimulationManager.SimulationStep (Int32 subStep) [0x00000] in :0
at SimulationManager.SimulationStep () [0x00000] in :0
at SimulationManager.SimulationThread () [0x00000] in :0 [Core]

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

Simulation error: Object reference not set to an instance of an object
at NetManager.SimulationStepImpl (Int32 subStep) [0x00000] in :0
at SimulationManagerBase`2[Manager,Properties].SimulationStep (Int32 subStep) [0x00000] in :0
at NetManager.ISimulationManager.SimulationStep (Int32 subStep) [0x00000] in :0
at SimulationManager.SimulationStep () [0x00000] in :0
at SimulationManager.SimulationThread () [0x00000] in :0 [Core]

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

Simulation error: Object reference not set to an instance of an object
at NetManager.SimulationStepImpl (Int32 subStep) [0x00000] in :0
at SimulationManagerBase`2[Manager,Properties].SimulationStep (Int32 subStep) [0x00000] in :0
at NetManager.ISimulationManager.SimulationStep (Int32 subStep) [0x00000] in :0
at SimulationManager.SimulationStep () [0x00000] in :0
at SimulationManager.SimulationThread () [0x00000] in :0 [Core]

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

Simulation error: Object reference not set to an instance of an object
at NetManager.SimulationStepImpl (Int32 subStep) [0x00000] in :0
at SimulationManagerBase`2[Manager,Properties].SimulationStep (Int32 subStep) [0x00000] in :0
at NetManager.ISimulationManager.SimulationStep (Int32 subStep) [0x00000] in :0
at SimulationManager.SimulationStep () [0x00000] in :0
at SimulationManager.SimulationThread () [0x00000] in :0 [Core]

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

..... and it goes on like that for many pages...

Null reference error / no roads but pipes?

since the update 2 hours ago (~2:00 PM, Friday, April 3, 2015, GMT+2) the mod stopped working. when creating a road it made water pipes, but still zonable.

Then from the 2k4 city upgrade I got null reference errors. Any way to fix this or revert to the prev version? because the options button is also gone so no way to enable ghost mode :/

Suggestion: Revert to vanilla roads on save

I've been trying to track down the relentless assumption that all bugs in the game are caused by Traffic++. For example, I've seen error messages that clearly indicate they are caused by other mods such as 81 Tiles, and yet people still say it's Traffic++ and then get angry when unsubscribing Traffic++ doesn't solve the problem.

The I realised the root of this issue is one simple statement on the T++ description page:

This mod adds new components to the game which means that maps saved with this mod CANNOT be opened without it! You don't need to start a new game to use this mod but you should backup your save file beforehand.

Everyone assumes that whatever error they get is because of that.

So....

Is it possible to revert the custom roads to vanilla roads on save, and then back to custom roads on load?

A list of the affected roads would be included with the save, to allow fast re-customisation on load. It's a shame you can't just edit the segments directly to change their type at the data level, as that would remove the need to destroy/rebuild roads on upgrade. :/

This would eradicate the long running issue of T++ breaking saves that used T++ if when loaded T++ is not there. More importantly it will break the perception that all errors are caused by T++.

Cargo Truck AI error / flying vehicles

http://www.reddit.com/r/CitiesSkylines/comments/37niqx/bug_from_new_update/

[System.NullReferenceException]
Details: No details System.NullReferenceException: Object reference not set to an instance of an object at TrafficManager.CustomCarAI.CalculateSegmentPosition (UInt16 vehicleID, .Vehicle& vehicleData, Position nextPosition, Position position, UInt32 laneID, Byte offset, Position prevPos, UInt32 prevLaneID, Byte prevOffset, UnityEngine.Vector3& pos, UnityEngine.Vector3& dir, System.Single& maxSpeed) [0x00000] in :0 at CSL_Traffic.CustomCargoTruckAI.CalculateSegmentPosition (UInt16 vehicleID, .Vehicle& vehicleData, Position nextPosition, Position position, UInt32 laneID, Byte offset, Position prevPos, UInt32 prevLaneID, Byte prevOffset, UnityEngine.Vector3& pos, UnityEngine.Vector3& dir, System.Single& maxSpeed) [0x00000] in :0 at CSL_Traffic.CustomVehicleAI.UpdatePathTargetPositions (.VehicleAI vehicleAI, UInt16 vehicleID, .Vehicle& vehicleData, Vector3 refPos, System.Int32& index, Int32 max, Single minSqrDistanceA, Single minSqrDistanceB) [0x00000] in :0 at CSL_Traffic.CustomCarAI.SimulationStep (.CarAI carAI, UInt16 vehicleID, .Vehicle& vehicleData, .Frame& frameData, UInt16 leaderID, .Vehicle& leaderData, Int32 lodPhysics) [0x00000] in :0 at CSL_Traffic.CustomCargoTruckAI.SimulationStep (UInt16 vehicleID, .Vehicle& vehicleData, UInt16 leaderID, .Vehicle& leaderData, Int32 lodPhysics) [0x00000] in :0 at CarAI.SimulationStep (UInt16 vehicleID, .Vehicle& data, Vector3 physicsLodRefPos) [0x00000] in :0 at CargoTruckAI.SimulationStep (UInt16 vehicleID, .Vehicle& data, Vector3 physicsLodRefPos) [0x00000] in :0 at CSL_Traffic.CustomCargoTruckAI.SimulationStep (UInt16 vehicleID, .Vehicle& data, Vector3 physicsLodRefPos) [0x00000] in :0 at VehicleManager.SimulationStepImpl (Int32 subStep) [0x00000] in :0 at SimulationManagerBase`2[Manager,Properties].SimulationStep (Int32 subStep) [0x00000] in :0 at VehicleManager.ISimulationManager.SimulationStep (Int32 subStep) [0x00000] in :0 at SimulationManager.SimulationStep () [0x00000] in :0 at SimulationManager.SimulationThread () [0x00000] in :0

(low priority) Right turning dedicated lanes block cargo deliveries

If you create right turning (dedicated) lanes - with either TM or T++ - it appears that the commercial buildings behind the intersection will not receive goods. What's worse it'll cause random commercial abandonment throughout the city (I'm not sure exactly why). It's not distance or traffic jams - the businesses simply stop ordering goods.

Took me 2 cities and several weeks to see why certain commercial buildings kept running out of goods. They were all placed on 6 lane high traffic roads. To alleviate the traffic I usually split the intersection as to create dedicated left, forward and right turning lanes. Just to clarify - while the traffic on the roads was high it was free flowing - absolutely no jams or even slowdowns.

I finally cracked the issue on a new town as commercial began massively abandoning after I applied the intersection lane split. I've then redone the intersection as to only have a dedicated left turning lane - ie. lanes: left, forward, forward/right and the commercials came right back.

I had both TM and T++ installed (and so used the T++ lane changer) on the latest city where I confirmed the issue. The same thing happened a while back on a city I only had Traffic Manager installed and used it's own lane changer to do the same split.

https://forum.paradoxplaza.com/forum/index.php?threads/psa-not-enough-goods-to-sell-tied-to-traffic-changing-mods-traffic-and-traffic-manager.859104/

Null object error, many textures missing, all bridges dissapeared

Not sure if this is T++ related or just lack of RAM...

https://gist.githubusercontent.com/aubergine10/5995898e5a3d5913ef38/raw/T++%20bug

I'd changed T++ options:

  • Disabled Realistic Speeds
  • Disabled Enhanced AI
  • Prevent Despawn was disabled already (I've never enabled it)

Loaded game, and on start of game got the null object error. Noticed that all road textures were missing (including normal roads) and bridges were missing (normal highway bridges).

I have a strong suspicion that it was lack of RAM, as I had screen recording software open but not recording (first time trying to screen record in game). I noticed that the screen recorder had quit by the time the save had loaded.

Other things I'd changed since last game: Unsubscribed about 500 workshop assets (none related to roads or bridges) - partial list here: http://steamcommunity.com/sharedfiles/filedetails/?id=449978312

CustomTransportTool detouring?

Quite a few people are trying out a new mod and asset combo that enables double platform rail stations. Mod is here: http://steamcommunity.com/sharedfiles/filedetails/?id=442957897

Sims Firehouse wrote on Steam:

Sims firehouse [author] 10 hours ago

Traffic++ uses a CustomTransportTool class which completely overrides the original TransportTool class. I only detour a method call to my FakeTransportTool class, but the Traffic++ completely rebuilds the TransportTool. Then of course it will not be compatible with any other mod that alter the TransportTool class.

Sims firehouse [author] 10 hours ago
This is the point of conflict, the GetStopPosition method used in the TransportTool class.

Traffic++ : https://github.com/joaofarias/csl-traffic/blob/master/CSL-Traffic/Tools/CustomTransportTool.cs#L451

This mod: https://github.com/SkylinesSimsfirehouse/Skylines-MultiTrackStationEnabler/blob/master/MultiTrackStationEnabler/FakeTransportTool.cs#L8

Low LOD textures for busways shows default

When zooming far out, the textures for all forms of busways revert to the default texture for that road type. So the red lane colour disappears.

Illustration

From what little I know about game engines I'm going to assume that roads has a high-resolution texture for closeup, and a low-resolution texture when distant, and only the high-resolution texture is being set.

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