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Mod options - further work

See original GitHub issue

Additional stuff part of #1356

Issue Analytics

  • State:open
  • Created 2 years ago
  • Comments:5 (5 by maintainers)

github_iconTop GitHub Comments

2reactions
originalfoocommented, Mar 3, 2022

It is true 😃 First thing OptionsManager.LoadData() does is Log.Info($"OptionsManager.LoadData: {data.Length} bytes");

image

That’s not appearing in log file. The SerializeDataExtension currently skips calling it because the data is null (because creating new scenario from map):

                byte[] options = SerializableData.LoadData("TMPE_Options");
-               if (options != null) {
                    if (!OptionsManager.Instance.LoadData(options)) {
                        loadingSucceeded = false;
                    }
                }

That’s fixed by https://github.com/CitiesSkylinesMods/TMPE/pull/1425 which changes it to:

image 😃

1reaction
originalfoocommented, Mar 3, 2022

I decided not to load mod options in map/scenario editors, at least for now. We’re not saving mod options in any of the editors (once #1425 is merged) so no point trying to load something that won’t be there. Instead, default mod options (all mod features enabled) will be used.

Additionally, updated TTL mod option to allow TTL use in map/scenario editors. 😃 Will need some testing, obviously - but the tool now shows and can be used with the updated code from #1425 .

Been looking at the errors when stuff fails to load and it will require some refactoring as current approach is somewhat blunt in handling new game or new asset/map/scenario/etc (it thinks deserialization failed when in fact there was nothing to deserialize in those situations). Will work on separate PR to fix that stuff.

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