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翻訳の問題を報告
Loading with different savegames and disabling mods until it works are the standard procedures.
Notice that many mods do not support reloading from the in-game menu (different city) or the main menu (any city). So those kind of problems are expected.
Sorry for the very late reply.
I thought it was mod conflict issue, and then when I disabled the "81 Tiles" mod, the exception doesn't appear anymore. So I think maybe the assets/mod reloading (or sharing?) part is somewhat uncompatible with the 81 Tiles mod.(maybe applied twice or sth)
Forgive my poor English (as I'm non-native speaker at all), and hope my issue can be useful for you. Thanks a lot :)
1. ..at RoadBaseAI.CanEnableTrafficLights (UInt16 nodeID, .NetNode& data) [0x00000] in <filename unknown>:0
2. [LSM] PoliciesPanel not initialized yet. Initializing at 1065917
3. at RadioPanel.AssignStationToButton (ColossalFramework.UI
4. Cannot set relative position without a parent Transform. (repeated)
5. LOD has no base:(repeated)
Maybe the problem is Transport Lines Manager or Procedural Objects.. ?
Thanks you again !
PS: My game is not upgraded, only mandatory patches.
Maybe you already googled RoadBaseAI.CanEnableTrafficLights. It is a tough one. I'll take a look at game codes later today but don't expect too much.
Unfortunately the null check and try-catch is missing in that method. Obviously a dev oversight.
I was thinking I could write a small mod that adds the null check. I cannot guarantee it will solve all problems. Maybe the save is too badly damaged.
Your question about book or pdf: I suppose such short cuts are not possible. It's all about knowing the game codes (and some mod codes, too). Luckily the game is very accessible for mod activities: Visual Studio Community is free, .NET disassemblers are free and good, C# is nice to work with.
The problem here is the road segment(s) that have null NetInfo. The mod I was thinking about could either:
1. just avoid the null pointer crash, or
2. avoid the crash AND remove the faulty segment.
The problem with 1. is that the faulty segment may crash some later method during city setup.
The problem with 2. is that segment removal may confuse some later method.
As I cannot test the behavior here, I'll probably create a small mod that does 1.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1620588636
If you try the mod, let me know what is in your output_log.txt.
cout << "I've started my C++ lessons"; ;)