安裝 Steam
登入
|
語言
簡體中文
日本語(日文)
한국어(韓文)
ไทย(泰文)
Български(保加利亞文)
Čeština(捷克文)
Dansk(丹麥文)
Deutsch(德文)
English(英文)
Español - España(西班牙文 - 西班牙)
Español - Latinoamérica(西班牙文 - 拉丁美洲)
Ελληνικά(希臘文)
Français(法文)
Italiano(義大利文)
Bahasa Indonesia(印尼語)
Magyar(匈牙利文)
Nederlands(荷蘭文)
Norsk(挪威文)
Polski(波蘭文)
Português(葡萄牙文 - 葡萄牙)
Português - Brasil(葡萄牙文 - 巴西)
Română(羅馬尼亞文)
Русский(俄文)
Suomi(芬蘭文)
Svenska(瑞典文)
Türkçe(土耳其文)
tiếng Việt(越南文)
Українська(烏克蘭文)
回報翻譯問題









The new version aims to do a few things:
1. Immediate reinterpretation of the game world with almost no extra burden on the system
2. Allow other mods to use its data, instead of collecting the data on their own
#2 is the more important part. Currently, mods either collect data on their own with varying degrees of efficiency or modify the code behind the game. The former would cause your system to slow down more than necessary. The latter would cause your game to break, as many players are experiencing right now.
If other mods can start using the new overwatch module, players should be able to enjoy a very noticeable improvement in both performance and reliability from the mods. However, it is unlikely that a game running with mods will outperform a game running without mods.
The new overwatch library puts nearly 0 burden on the C:S engine and has an immediate reaction time. The new one can guarantee that, if the game engine knows something occurred, it will as well.
When the release day comes, I'll post an announcement under the deprecated mods, as well as on /r/citiesskylines and /r/citiesskylinesmodding
I'm restructuring the entire approach at the moment, and I'm very close to releasing a city overwatch library that adds nearly no burden on the game engine, i.e., extremely high efficiency. This library will be the foundation of the new versions of seagull remover and SOM.
(Filename: Line: 25)
Function class SoundChannelInstance *__cdecl SoundChannel::operator ->(void) const may only be called from main thread!