[REL][WIP] Project MidAtlantic 0.4.1

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markypark14
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Re: [REL] [WIP] Project MidAtlantic

#91 Post by markypark14 » 25 Jul 2021 11:49

@JustJames As Hitman says, your mod seems to be causing navcache issues when loading a profile with it. Seems to be a prefab issue in Emporia VA

Code: Select all

00:00:42.871 : Road network navigation caching started.
00:00:43.415 : Cached navigation does not match the current state, ignoring
00:02:10.375 : <ERROR> Map link conflict for 0x3D6D7704328020A2, two items are probably using the same prefab, check city assignment, list follows
00:02:10.375 : <ERROR>   item 0x35A83464D38036D4 city 'emporia_va'
00:02:10.375 : <ERROR>   item 0x3D6D7704328020A2 city 'emporia_va'
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Lightning61
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Re: [REL] [WIP] Project MidAtlantic

#92 Post by Lightning61 » 27 Jul 2021 12:48

I deleted a loose .sui file from the main directory of the mod, and the emporia error went away, and I95 now continues into NC.

I have a load on right now for Norfolk, so we'll see if things are functional.

Delivered the load and drove around a bit, and the only thing I believe to be missing is Emporia itself, (and around 6 less errors). I'll accept that and gladly use the expressway South again.
I've actually been here since 1/5/14. ;)
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MartyrKomplx
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Re: [REL] [WIP] Project MidAtlantic

#93 Post by MartyrKomplx » 28 Jul 2021 00:37

Lightning61 wrote: 27 Jul 2021 12:48 I deleted a loose .sui file from the main directory of the mod, and the emporia error went away, and I95 now continues into NC.
Which file, and what do you consider the "main directory" because what I understand the main directory is the top, where automat, Def, font, etc folders are.
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OMNI
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Re: [REL] [WIP] Project MidAtlantic

#94 Post by OMNI » 28 Jul 2021 00:40

sui files are in general, located somewhere in the def folder but I also didn't understand which file he is referring to specifically.
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Lightning61
Posts: 45
Joined: 29 Sep 2018 21:31

Re: [REL] [WIP] Project MidAtlantic

#95 Post by Lightning61 » 28 Jul 2021 05:06

MartyrKomplx wrote: 28 Jul 2021 00:37
Lightning61 wrote: 27 Jul 2021 12:48 I deleted a loose .sui file from the main directory of the mod, and the emporia error went away, and I95 now continues into NC.
Which file, and what do you consider the "main directory" because what I understand the main directory is the top, where automat, Def, font, etc folders are.
I can't remember the exact file name, but it wasn't in a folder, and appeared to be out of place, so I deleted it and repacked the mod.

I'm not so sure the truckymods file is correct, because i just re-downloaded the C2C version from the discord googledrive link, and I don't see the same loose file.

I'll load it up as-is from the discord recommended file, and see if emporia and/or the errors associated with it re-appear.

Update:
The latest googledrive file doesn't have the load cache issue, and i didn't see the emporia prefab errors right off.

The mod looks great, but continuously throws errors. It was up to 7K+ plus within around 30 minutes.
I've actually been here since 1/5/14. ;)
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dault3883
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Re: [REL] [WIP] Project MidAtlantic

#96 Post by dault3883 » 03 Aug 2021 03:26

cant wait for this problem to be fixed but until then mod deactivated
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Digital X
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Re: [REL] [WIP] Project MidAtlantic

#97 Post by Digital X » 03 Aug 2021 05:31

Main directory is also referred to as the root directory.

Where you have font, def, map etc folders.

Just downloaded it from Trucky Mods and I see this, as intended. There is no loose .sui file: https://i.imgur.com/PSu5JwX.jpg

Same as the Google Drive link in the OP, I do not see this loose file.
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Lightning61
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Re: [REL] [WIP] Project MidAtlantic

#98 Post by Lightning61 » 03 Aug 2021 17:20

Digital X wrote: 03 Aug 2021 05:31 Main directory is also referred to as the root directory.

Where you have font, def, map etc folders.

Just downloaded it from Trucky Mods and I see this, as intended. There is no loose .sui file: https://i.imgur.com/PSu5JwX.jpg

Same as the Google Drive link in the OP, I do not see this loose file.
It was definitely there, or there wouldn't have been anything to delete. Once it was gone, Emporia no longer appeared, and several of the loading errors went away also.
The rest of the mod to the North of Emporia still loaded and was driveable, but the never ending stream of errors, (whether Emporia is allowed to load or not), make this mod a no-go for me until it gets some attention.
It's a very good mod visually, so I hope work continues and it evolves into something great in the near future.
I've actually been here since 1/5/14. ;)
MattyPhobia
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Joined: 24 Jul 2021 13:57

Re: [REL] [WIP] Project MidAtlantic

#99 Post by MattyPhobia » 03 Aug 2021 19:50

there's an invisible wall on I-64 east before the junction with I-95
TMLM
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Joined: 18 Sep 2020 10:39

Re: [REL] [WIP] Project MidAtlantic

#100 Post by TMLM » 03 Aug 2021 20:47

I get a "content change detected" every time I load up the game, taking ages to load each time. Console says this:
More than one company is linked to item 0x3D6D7704328020A2, ignoring precomputed data:
item 0x35A83464D38036D4 city 'emporia_va'
item 0x3D6D7704328020A2 city 'emporia_va'
Map link conflict for 0x3D6D7704328020A2, two items are probably using the same prefab, check city assignment, list follows
item 0x35A83464D38036D4 city 'emporia_va'
item 0x3D6D7704328020A2 city 'emporia_va'

I don't know definitely whether that belongs to this mod, but I found files for the city mentioned in the mod folder, so maybe this mod causes it
Sorry for walls of texts, I often can't keep myself short...
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