Search found 1417 matches

by Josh0
29 Mar 2016 23:51
Forum: Fixed bugs
Topic: [Fixed] [#3894][Bug 2.01] Wrong time scale Rovaniemi (FIN)
Replies: 4
Views: 1078

Re: [Bug 2.01] Wrong time scale Rovaniemi (FIN)

Wrong time (map) scale in Rovaniemi - stays at 1:19 instead of 1:3. Some places it's correct, others not. I also confirmed this. It is caused by the city-bounds box set (I think incorrectly) to a size of 100x100 units. Only the area within the city-bounds (the pink box in the picture below) will ha...
by Josh0
29 Mar 2016 21:45
Forum: Fixed bugs
Topic: [Fixed] [#3892]Invisible wall at hotel in Muckaceve (2.01)
Replies: 2
Views: 472

Re: Invisible wall at hotel in Muckaceve (2.01)

Confirmed! An invisible wall inside the hotel parking lot caused by a neighboring road prefab; the "No boundary" flag is not set. I also noticed a small texture gap outside the hotel, caused by the same road prefab. I have reported both issues in our bug tracking system, bug #3892. http://s19.postim...
by Josh0
29 Mar 2016 04:16
Forum: Gameplay issues
Topic: fresh thread: OSX, stutter/crash issues, RESOLVED
Replies: 7
Views: 1334

Re: fresh thread: OSX, stutter/crash issues, hard data

RootlessAgrarian, You can put people's text in a quote box, rather than highlighting it with a color: Quoting text in replies I am overclocking my NVIDIA driver to support the LG Ultra Wide Screen HDMI monitor, using the mac-pixel-clock patch by Floris Fredrikze and SwitchResX. Seems to work just fi...
by Josh0
29 Mar 2016 03:39
Forum: Fixed bugs
Topic: [Fixed] [#3887] [2.01] Issue at Lidl, Piatra Neamț (RO)
Replies: 3
Views: 604

Re: [2.01] Issue at Lidl Piatra Neamt

Confirmed! There is a hidden wall at the second entrance to the Lidl company yard because the road prefab in front of the entrance is missing the "No boundary" flag. I reported the issue in our bug tracking system, bug #3887. http://s19.postimg.org/l9t893a3j/2_01_Piatra_Neamt_Lidl_entrance_hidden_wa...
by Josh0
28 Mar 2016 00:43
Forum: Fixed bugs
Topic: [Fixed] [#3810] [2.01] Keflavík, lamp post in road
Replies: 2
Views: 707

Re: [2.01] Lamppost on road in Keflavík

Previously reported by me (internally), bug #3810. Thanks for your report!
by Josh0
28 Mar 2016 00:25
Forum: Gameplay issues
Topic: area around Jonkoping, something's odd?
Replies: 10
Views: 2158

Re: area around Jonkoping, something's odd?

However there is not a direct correlation between tc and framerate, sometimes it might just be 1.5 mill and there is terrible lag whereas in Spain it is sometimes above 3 mill without significant lag. Perhaps someone can elaborate a little on why that is (I'm sure Josh knows something more :P). As ...
by Josh0
27 Mar 2016 18:24
Forum: Not a bug
Topic: [2.01] Brest (belarus) road2 (rusmap) (panel)
Replies: 2
Views: 765

Re: [2.01] Brest (belarus) road2 (rusmap) (panel)

If you are referring to the construction sign which is not touching the ground, which I have noticed before as well, the issue is in RusMap. This sign is not present in the ProMods map (nor is the road open to the player).
by Josh0
27 Mar 2016 08:14
Forum: Fixed bugs
Topic: [Fixed] [#3707] [2.01] Warszawa, wrong road connection
Replies: 7
Views: 1428

Re: [2.01] Connection Road (Route wrong type)

Previously reported by me (internally), bug #3707. RadolSzczecin reported it is fixed for the next release. Thanks for your report! I noticed when you reported this issue before, [2.01] Siedlce (poland) ground and road (+ overlay area) , but the topic was moved to "Fixed Bugs" before I had a chance ...
by Josh0
26 Mar 2016 04:52
Forum: Gameplay issues
Topic: segv when interacting with Jobs Market...
Replies: 20
Views: 3054

Re: segv when interacting with Jobs Market...

RootlessAgrarian wrote:new forum thread for the SIGABRT crashes if they recur?
Probably a good idea. But only if there is some indication that they are being caused by ProMods.
by Josh0
26 Mar 2016 04:05
Forum: Gameplay issues
Topic: segv when interacting with Jobs Market...
Replies: 20
Views: 3054

Re: segv when interacting with Jobs Market...

Theory: the SIGABRT crash has always been waiting to happen, but the game wouldn't run long enough... until the SIGSEGV crash was avoided by removing the troublesome trailer...? The SIGABRT crash looks specific to the graphics h/w or s/w. I agree that the ABRT is just the next problem behind the SE...