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Featured Cities Xxl Community Mod 2.10

Cities XXL Community Patch, previously known as the UIM.

  1. eric_jeppesen

    eric_jeppesen Skilled Worker

    Joined:
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    Here comes the logs, and thx a lot!

    [16:00:39] LUA csScriptManager.cpp ( 523) Error LayerScript:ClearAll() called
    [16:00:39] LUA csScriptManager.cpp ( 523) Error LayerScript:ClearAll() called
    [16:00:39] LUA csScriptManager.cpp ( 523) Error LayerScript:ClearAll() called
    [16:00:41] LUA csScriptManager.cpp ( 523) Error PanelMgr:ClearAll calls PanelMgr:ClearMainMenu
    [16:00:42] LUA csScriptManager.cpp ( 523) Error LayerScript:ClearAll() called
    [16:00:42] LUA csScriptManager.cpp ( 523) Error LayerScript:ClearAll() called
    [16:00:42] LUA csScriptManager.cpp ( 523) Error LayerScript:ClearAll() called
    [16:00:42] LUA csScriptManager.cpp ( 523) Error LayerScript:ClearAll() called
    [16:00:52] LUA csScriptManager.cpp ( 523) Error PanelMgr:ClearAll calls PanelMgr:ClearMainMenu
    [16:00:55] LUA csScriptManager.cpp ( 523) Error PanelMgr:ClearAll calls PanelMgr:ClearMainMenu
    [16:00:55] LUA csScriptManager.cpp ( 523) Error LayerScript:ClearAll() called
    [16:00:55] LUA csScriptManager.cpp ( 523) Error LayerScript:ClearAll() called
    [16:01:15] LUA csScriptManager.cpp ( 523) Error LayerScript:ClearAll() called
    [16:01:15] LUA csScriptManager.cpp ( 523) Error LayerScript:ClearAll() called
    [16:01:15] LUA csScriptManager.cpp ( 523) Error LayerScript:ClearAll() called
    [16:01:15] LUA csScriptManager.cpp ( 523) Error LayerScript:ClearAll() called
    [16:01:27] LUA csScriptManager.cpp ( 523) Error PanelMgr:ClearAll calls PanelMgr:ClearMainMenu
    [16:01:27] LUA csScriptManager.cpp ( 523) Error LayerScript:ClearAll() called
    [16:01:27] LUA csScriptManager.cpp ( 523) Error LayerScript:ClearAll() called
    [16:01:27] LUA csScriptManager.cpp ( 523) Error LayerScript:ClearAll() called
    [16:01:27] LUA csScriptManager.cpp ( 523) Error LayerScript:ClearAll() called
    [16:01:30] LUA csScriptManager.cpp ( 523) Error LayerScript:ClearAll() called
    [16:01:32] LUA csScriptManager.cpp ( 523) Error LayerScript:ClearAll() called
    [16:01:32] LUA csScriptManager.cpp ( 523) Error LayerScript:ClearAll() called
    [16:01:32] LUA csScriptManager.cpp ( 523) Error LayerScript:ClearAll() called
    [16:01:38] LUA csScriptManager.cpp ( 523) Error PanelMgr:ClearAll calls PanelMgr:ClearMainMenu
    [16:01:38] LUA csScriptManager.cpp ( 523) Error LayerScript:ClearAll() called
    [16:01:40] LUA csScriptManager.cpp ( 523) Error LayerScript:ClearAll() called
    [16:01:40] SCRIPT csLuaState.cpp ( 346) ErrorBuild LUA_ERRRUN : runtime error ([string "data\design\script\siminfo\xxlcm_highlightservices.lua"]:168: bad argument #1 to 'GetBuildingInfo' (bad argument) stack traceback: [C]: in function 'GetBuildingInfo' [string "data\design\script\siminfo\xxlcm_highlightservices.lua"]:168: in function 'HideMetroLine' [string "data\design\script\siminfo\xxlcm_layerscript.lua"]:42: in function 'ClearAll' [string "data\design\script\siminfo\newsiminfos.lua"]:336: in function 'ClearAll' [string "data\design\script\interface\highlightmgr.lua"]:73: in function 'RequestNewHighLight' [string "data\interface\panels\constructionmenu2\constructionmenu2.lua"]:287: in function 'ClosePlacementCalledFromGame' [string "CONSTRUCTIONMENU2:ClosePlacementCalledFromGame();"]:1: in main chunk)
     
  2. Altiris

    Altiris Governor

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    eric_jeppesen likes this.
  3. eric_jeppesen

    eric_jeppesen Skilled Worker

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    40
  4. ewood14

    ewood14 Vagabond

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    I a bit of a newby with modding. Where exactly do I put this dependency file once it is downloaded?
     
  5. ronrn

    ronrn Governor

    Joined:
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    To install mods, create a folder called "Mods" and place it here and put the .patch files in this folder.

    c:\Programs\Steam\steamapps\common\Cities XXL\Paks\Mods
     
    kipate likes this.
  6. UniqueMix

    UniqueMix Vagabond

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    Can somebody explain me: where should I install the patch? I have tried like with UIM but I got a crash. And even don`t call me stupid
     
  7. MilkyMiloNZ

    MilkyMiloNZ Skilled Worker

    Joined:
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    Run the exe file in the folder that is downloaded when you download the patch. It installs itself.
     
  8. Drazicdesign

    Drazicdesign Ambasidor

    Joined:
    Aug 24, 2014
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    3,220
    Hello,
    Open your eyes, :D:p
    and read the instructions,

    otherwise just read the previous post

    False,
    What you say is valid for Cities XL
    Here you are on the subject of Cities XXL, there is no .exe file
     
  9. secpol

    secpol Governor

    Joined:
    Oct 11, 2014
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    574
    @Altiris
    Why in Cities XXL Community Patch 2.08 shader #furniture_transparent_v1.fx absolutely identical shader #furniture.fx in game (XXL)?

    Can add Ambient Occlusion in shader #furniture_transparent_v1.fx as in Shader pack for modders 2.0?

    Or the game (XXL) is not supported in furniture AO?
     
  10. Altiris

    Altiris Governor

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    AO is not the problem, but the transparent settings do not work in XXL, the original furniture shader is put in it's place so mods using the transparent one do not crash. The transparency does not work but at least they do not crash.
     
    secpol and Mr.X² like this.
  11. secpol

    secpol Governor

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    You could not add support AO in shader #furniture_transparent_v1.fx in Cities XXL Community Patch, because it's not there?

    Code:
    #include "Common.fxh"
    
    ///////////////////////////////////////////////////////////////////////////////////////////////////
    #ifdef _GLOBAL_NL
    #define _NIGHT_LIGHTNING
    #else
    float IsNight;
    #endif
    
    #define SHADOW_CASTER
    
    #ifdef _GLOBAL_SPEC_REFL
    float        SpecPower    =    15;
    #endif // _GLOBAL_SPEC_REFL
    
    float         SelfIllumFactor = 0;
    
    // Samplers definitions
    #define DIFFUSE_MAP
    #define NORMAL_MAP
    #define OPACITY_MAP
    #define SPEC_LEVEL_MAP
    #define SELF_ILLUM_MAP
    #include "IncSamplers.fx"
    
    #ifdef _SCATTERING
    #    include "IncScattering.fx"
    #endif
    #include "IncVSIn.fx"
    #include "IncVSOut.fx"
    #include "IncFilteringSettings.fx"
    #include "IncReflection.fx"
    #include "IncOpacity.fx"
    
    ///////////////////////////////////////////////////////////////////////////////////////////////////
    float4 PS(VSOut In, uniform int AlphaTestThreshold) : COLOR0
    {
    #ifdef _NIGHT_LIGHTNING
        float2 WorldUV;
        WorldUV.x = In.WorldTan2.w;
        WorldUV.y = In.WorldEyeVec.w;
    #endif   
    
        float3 WorldEyeVecNorm = normalize(In.WorldEyeVec.xyz);
    
    #ifdef _GLOBAL_NM
        In.WorldTan0    = normalize(In.WorldTan0);
        In.WorldTan1    = normalize(In.WorldTan1);
        In.WorldTan2.xyz    = normalize(In.WorldTan2.xyz);
        float3 Kn = float3(1,-1,1) * (tex2D(NormSampler, In.Tex01.xy).agb * 2 - 1);   
        float3x3 WorldTanMatrix = { In.WorldTan0, In.WorldTan1, In.WorldTan2.xyz };
        float3 WorldNorm = normalize( mul(Kn, WorldTanMatrix) );
    #else
        float3 WorldNorm = normalize(In.WorldTan2.xyz);
    #endif //_GLOBAL_NM
       
        float3 Kd            = tex2D(DiffSampler, In.Tex01.xy);
        float Ko            = tex2D(OpaSampler, In.Tex01.xy).r;
        float3 KSelfIllum    = Kd * tex2D(SelfIllumSampler, In.Tex01.xy) * SelfIllumFactor;
       
    #ifdef _NIGHT_LIGHTNING
        KSelfIllum += ComputeNightLightning(Kd, WorldUV)*((WorldNorm.z+1.0)*0.8);
    #endif       
       
    #ifdef _GLOBAL_SPEC_REFL
        float3 ReflMask        = tex2D(ReflMaskSampler, In.Tex01.xy);
        float3 Kslevel        = tex2D(SpecLevelSampler, In.Tex01.xy);
        float3 ReflVec        = reflect( -WorldEyeVecNorm, WorldNorm);
          float3 Krefl        = ComputeReflection(ReflVec);
        float3 rgb = Lighting(WorldNorm, WorldEyeVecNorm, Kd, SpecPower, Kslevel, Krefl * ReflMask * (1.0-IsNight*0.8), POS_FOR_LIGHT);
    #else
        float3 rgb = LightingNoSpecNoRefl(WorldNorm, Kd, POS_FOR_LIGHT);
    #endif // _GLOBAL_SPEC_REFL
    
        rgb = rgb + KSelfIllum;
    
    #ifdef _SCATTERING
        rgb = ApplyScattering(rgb, saturate(In.Fex), In.Lin, saturate(In.Haz), length(In.WorldEyeVec.xyz));
    #endif
    
        float4 rgba = float4(rgb, Ko * AlphaValue);
        Dx11AlphaTestThreshold(rgba, AlphaTestThreshold);
        return rgba;
    }
    
    
    ///////////////////////////////////////////////////////////////////////////////////////////////////
    technique t0 <string RenderOrder = "OpacOrAlpha"; >
    {
        pass p0
        {
            VS_COMPILE_COMMAND VS();
            PS_COMPILE_COMMAND PS(AlphaThreshold);
           
            SetBlendState( BSAlphaBlending, float4( 0, 0, 0, 0 ), 0xffffffff );
        }
    }
    
    
     
  12. Altiris

    Altiris Governor

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    No, AO support was not added because it's purpose is a transparent furniture shader. AO on a furniture shader would be a huge waste of resources.
     
    secpol likes this.
  13. secpol

    secpol Governor

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    Bad news:cry:
    And if instead of #furniture use #building (I tried the game does not display an object) is it possible to solve at the code level?
     
  14. Altiris

    Altiris Governor

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    Yeah it's possible, it just wasn't done in the transparent shader.. I think you're missing my point.. getting lost in translation or something....
     
    secpol likes this.
  15. secpol

    secpol Governor

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    @Altiris
    Is there a limit for export in 3ds Max on the number of polygons in CitiesXL Viewer?
     
  16. Skater27

    Skater27 Executive

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    I have the interface scale set to 100. Is there any way to make the community mod any larger?
     
  17. OmniusPrime

    OmniusPrime Elite

    Joined:
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    Here's my season 2 final episode. The new updates to the CM made my final two cities more interesting as I was able to use more old XL mods. One thing that would tempt to come back to build another city would be to get the CM to do everything the old XL UIM did. I used the crime and leisure and health enhancement mods that don't quite function properly in XXL with the CM and I'd love to see those two cities operate with a CM that would make them work in XXL the way they did in XL with the UIM. I've taken XXL as far as I can and now it's time to try some other games. I really enjoyed XXL far better than SimCity Incomplete or Skylines.

     
  18. Krupnoklipac

    Krupnoklipac Vagabond

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    I tried version 2.08 and 2.08b and every time i click to build an blueprint, those 2 buttons at top of the building menu will disappear and i have to restart the game.
    -building zone filter
    -switch between zoning and building alone
    I dont use any mods that add/change blueprints

    Any solution please?
     
  19. OmniusPrime

    OmniusPrime Elite

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    Krupnolipac,
    This happens regardless of CM version or even without CM. It's a bug in the game. If you open up the building filter before you try to build a Blueprint building the filter will stay open, but permanently. You don't have to restart game, just reload saved game file.
     
  20. Lesley Sweeting

    Lesley Sweeting Vagabond

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    this stupid mod doesn't even WORK, it just crashes the game all the time!
     

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