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Skylines modtools
Skylines modtools









  1. SKYLINES MODTOOLS HOW TO
  2. SKYLINES MODTOOLS MODS
  3. SKYLINES MODTOOLS SOFTWARE
  4. SKYLINES MODTOOLS CODE

  • Hard Mode - More challenge for experienced players.
  • SKYLINES MODTOOLS MODS

    In the game's main menu, they are found in the Content Manager in the MODS section, where they may be turned on or off. Gute jagd, Alles! (Good hunting, Everyone.There are a few "built-in" mods that come with the game. Porting projects can often lead to significant insights and improvements in code.

    SKYLINES MODTOOLS SOFTWARE

    There is another general lesson for software types here. A simple unzip worked fine, and all I lost was about 3 Km of surface cruising.Īlso, I have saved submerged, next to other ships, next to dead ships I torpedoed. I have already encountered the dreaded load crash. Some may be corrupted (non-loading), but most are fine.

    skylines modtools

    What I have is the one click (like SC4Chkpt.exe) tool to easily create lots of checkpoints. So, given that the coders are probably collecting Social Security. * Although this problem occurs to most players, it is neither repeatable nor happens more than 10% of saves. The only way there could incur so little delay in game play is multi-threading the save. Why? It is blazing fast saving and multi-buffered despite the amount of data it needs to save. * I do believe the game is multi-threaded. This would account for all the voodoo and a lot of smart players failing to nail it.

    skylines modtools

    If 3 threads, 1000 bug states to investigate. If 2 threads, 100 bug states to investigate. If I have a single threaded 10 statement program. Personally, being in systems I consider that one reason no one has nailed the cause in 15 years: * Don't save until the captain's log credits your tonnage. Much superstition has grown among players, as one would imagine over a game released in 2005 which has been to YingYang and back with overhauls mods of overhaul mods: Once this happens the captain/career/campaign will not load and crashes the game. In SC4, this would be not be the city tile, but the entire region. It is not a single patrol or save which gets corrupted, but the entire captain/career. * Data fidelity is the key value proposition in checkpointing.įirst, I now understand of what players complain about. * But it is the nth TLM which is actually used to both create the checkpoint and name it (the fail safe).

    SKYLINES MODTOOLS CODE

    * The first TLM which occurs is sufficient to trigger the checkpoint code path. writeĪn improved design of FAIL SAFE Checkpointing has been implemented and validated for Silent Hunter III.

    SKYLINES MODTOOLS HOW TO

    MULTIPLE BUFFER FLUSH PROBLEM = How to correctly handle TLMs for the first and nth. Which is how to deal with the multiple buffer flush problem?īUFFER = Tech speak for an area of memory which holds data from your game to be flushed to disk as a save.įLUSH = The act of writing said buffer to disk.

    skylines modtools

    The fail safe timing window solution for checkpoints has led to yet another innovation. News from an unnamed source at UBoat Research Park in Hamburg What is wrong with extending residential access with ped walkways? After all these are just pieces of asphalt and tiles that one can easily drive their cars through, right? Are there any technical limitations due to which this has not been implemented yet? I don't quite understand why residential areas can't work in the same fashion and, like I said, I find it very limiting. Industry will develop perfectly well in an irregular quarter which is, for instance, delineated by irregular roads.Īs far as commercial goes, one can build large 3x3 businesses along, say, FAR networks, as long as empty gaps between a lot and road are supplemented by ped walkways. This is not the case with industry or commercial. Something which is perfectly possible in real life.

    skylines modtools

    This means that we are unable to build a 3x3 or even a 2x3 residential blocks next to curvy roads, FAR pieces and other non-orthogonal networks. If I'm not mistaken, a large residential building connected to just a single road tile will always fail or won't be developing at all. A lot without a road access will, unsurprisingly, fail. When building residential zones, I always find it annoying and extremely limiting to be forced by strict road-access requirements for all of the residential lots.











    Skylines modtools