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// this is the entire source of https://steamcommunity.com/sharedfiles/filedetails/?id=405810376
using System;
using System.IO;
using System.Reflection;
using ICities;
using UnityEngine;
namespace MaxAreaMod
{
@originalfoo
originalfoo / decruft.html
Last active March 5, 2019 18:27
Cities: Skylines Log File Decrufter
<html>
<head>
<title>Log decrufter</title>
<script>
function decruft(doc,errs)
{
let log = doc.value;
let lines = log.split("\n");
@originalfoo
originalfoo / roads.md
Created July 17, 2018 17:27
Types of road
You're getting some DirectX 11 errors; upgrade to most recent stable graphics card drivers (direct from manufacturer website) and if that doesn't help add the -disable-d3d9 launch parameter (see Appendix A in Troubleshooting FAQ at http://steamcommunity.com/sharedfiles/filedetails/?id=426212120 ).
The asset "super bus depot" is giving all kinds of weird errors I've never seen before; possibly a broken asset - consider unsubscribing it.
In fact, I'll keep a record of the errors here in case anyone google searches them:
[code]
Loading custom asset super bus depo from 'super bus depo' [CustomAssetMetaData, 7dcd92898900e7ae5a62dca94132cc60, in package ''456266509' [C:\SteamLibrary\steamapps\workshop\content\255710\456266509\super bus depo.crp]' (5864328, 2048)] [Modding]
Warning: texture atlas shader ** not found.
<!-- the 'name' properties are just for human readability -->
<!-- incompatible/required items -->
<mod id="" name="" state="active">
<incompatible>
<mod id="" name="">disable</mod>
<asset id="" name="">disable</asset>
</incompatible>
<required>
<mod id="" name="">enable</mod>
This file has been truncated, but you can view the full file.
Initialize engine version: 5.0.1p4 (d5a3c6c514e1)
GfxDevice: creating device client; threaded=1
OpenGL:
Version: OpenGL 2.1 [2.1 NVIDIA-10.2.7 310.41.25f01]
Renderer: NVIDIA GeForce GT 640M OpenGL Engine
Vendor: NVIDIA Corporation
VRAM: 512 MB
Extensions: GL_ARB_color_buffer_float GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_seamless_cube_map GL_ARB_shader_objects GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_comp
This file has been truncated, but you can view the full file.
Initialize engine version: 5.0.1p4 (d5a3c6c514e1)
GfxDevice: creating device client; threaded=1
OpenGL:
Version: OpenGL 2.1 [2.1 NVIDIA-10.2.7 310.41.25f01]
Renderer: NVIDIA GeForce GT 640M OpenGL Engine
Vendor: NVIDIA Corporation
VRAM: 512 MB
Extensions: GL_ARB_color_buffer_float GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_seamless_cube_map GL_ARB_shader_objects GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_comp
This file has been truncated, but you can view the full file.
Initialize engine version: 5.0.1p4 (d5a3c6c514e1)
GfxDevice: creating device client; threaded=1
Boolean HIDBuildMultiDeviceList(const UInt32 *, const UInt32 *, int): Couldn’t open IOHIDManager.OpenGL:
Version: OpenGL 2.1 [2.1 NVIDIA-10.2.7 310.41.25f01]
Renderer: NVIDIA GeForce GT 640M OpenGL Engine
Vendor: NVIDIA Corporation
VRAM: 512 MB
Extensions: GL_ARB_color_buffer_float GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_seamless_cube_map GL_ARB_shader_objects GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_
@originalfoo
originalfoo / blackbox.js
Created January 28, 2012 07:42
Blackbox - rough draft...
/*
(Apologies if my explanation is a bit pants - this is my first gist!)
Sometimes I'm looking through a script and spot a pattern of very similar, but not identical, code.
In the following examples:
*** = a parameter that is always the same value on every use of the pattern
_n_ = a parameter that has different values on at least some uses of the pattern