Open originalfoo opened 5 years ago
As an example of 'disabled' lane:
That's a two-lane road which transitions to a three lane asymmetric road going under the viaduct. I've used lane connectors to 'disable' the middle lane (nothing connects to it) and put a fake median over it where the viaduct pillar is. (Lots of decals and other detailing was added later to make it look like a single road).
Regarding lane direction, some related issues:
Regarding lane direction: Through messing with ModTools, I found that lane direction (or, at least, lane arrows) was controlled or at least influenced by m_direction
and m_finalDirection
in the NetInfo.Lane
class. I note that the specific class is already being accessed by the speed limit manager, and that tool itself allows per-lane settings. I'm not completely sure which of the two mentioned variables are used in determining traffic direction though. I'm of the mind that m_finalDirection
is the most important variable but can't help thinking m_direction
factors into things as well.
I'd like to add that this did not change the direction that the translucent arrow pointed on one-way roads.
btw, I like that picture. Feels distinctly British.
From REV0:
Some crazy idea not sure its relevance, so id like to hear your inputs
A function that disables lanes in networksUse: Rail networks and bridges. Instead current approach of making bridges as standard 2 lane 2 way, some networks (overpasses) would be made as bidirectional tracks. User then use tmpe or a fork mod to disable any lane they dont need; so 1 network can be used as 2 way 2 lane, 1 way 2 lane or 1 way on 1 lane and 2nd lane would be bidirectional. Same idea applies on tri and quad tracks
I should be asking a separate mod for railway networking at this stage lol
Network is bare bone in this game so sometimes stuff like this come to my head, irl there is no uni directional track unfortunately
An example of a taxi lane (this one created in-game with invisible taxi stand asset):
Building Spawn Points mod allows spawn/despawn points to be set per builting. Some can be placed far from building, eg. shops in a mall could have their cargo spawn/despawn points in a loading bay lane. Could do similar with garbage, etc.
Vehicle types that spawn worker cims (eg. hearse, ambulance, police, fire, etc) still need to be close to target building.
Changing any road properties require creating new NetInfo
variant, as any change to existing one will update all instances and future builds.
I've already created simple prototype mod that can clone and change network properties (like lane type, direction etc.), save and then recreate previously saved variants of the original road. Save process was build with fall back behavior in mind so e.g. when you create new variants but then you forget to enable/subscribe the mod game will load original ones (mod knows they should be altered on load => no mod, no alternative settings) - that will prevent issues like we see with NExt2 when you forget to subscribe it or something is broken with a mod.
It's not that far from usable version but still requires some improvements to UI as it might be a bit too complicated to use.
That sounds awesome, would love to test! Is that the mod some of the 'blank road' networks in workshop mention "direction change mod ready"?
Yeah, I started working on it because of request from the author of blank roads networks, but it should work with all assets (at least for changing basic things)
Is the mod able to add/remove lanes, or does it only alter the existing lanes?
wouldn't changing lane direction mess up the props? I have code in my Adaptive Network mod to switch prop fields between forward/backward.
@krzychu124 I can't use many of the features inside,I don't know why this is the case, but I still want to use this mod
wouldn't changing lane direction mess up the props? I have code in my Adaptive Network mod to switch prop fields between forward/backward.
I think we are talking about lanes without props, like vehicle, bike or parking one.
@krzychu124 I can't use many of the features inside,I don't know why this is the case, but I still want to use this mod
@CNColorful share logs as always, preferably create "new issue" via this interface
Because GitHub doesn't support my video files, I send them by email
------------------ 原始邮件 ------------------ 发件人: "CitiesSkylinesMods/TMPE" @.>; 发送时间: 2022年2月11日(星期五) 凌晨0:42 @.>; @.**@.>; 主题: Re: [CitiesSkylinesMods/TMPE] Lane customiser: Direction, and type (#515)
wouldn't changing lane direction mess up the props? I have code in my Adaptive Network mod to switch prop fields between forward/backward.
I think we are talking about lanes without props, like vehicle, bike or parking one.
— Reply to this email directly, view it on GitHub, or unsubscribe. Triage notifications on the go with GitHub Mobile for iOS or Android. You are receiving this because you commented.Message ID: @.***>
从QQ邮箱发来的超大附件
新建压缩(zipped)文件夹.zip (43.85M, 无限期)进入下载页面:https://mail.qq.com/cgi-bin/ftnExs_download?k=77626139f8637ac97f673a0a42300a1b0c56050851565c0c1504055f011d0c045a504c5b55560a195e56520a5c550c520b51595a642a38e4fadfc9e8ddfbcd1c420b1149015411fafcde9f85b41e425d48625c&t=exs_ftn_download&code=8ba9d084
I don't need video, we need log files, output_log.txt and TMPE.log. Video showing the problem only show us the problem, but won't tell use what is wrong with your installation
Where should I go to find what you need?
------------------ 原始邮件 ------------------ 发件人: "CitiesSkylinesMods/TMPE" @.>; 发送时间: 2022年2月11日(星期五) 凌晨0:56 @.>; @.**@.>; 主题: Re: [CitiesSkylinesMods/TMPE] Lane customiser: Direction, and type (#515)
I don't need video, we need log files, output_log.txt and TMPE.log. Video showing the problem only show us the problem, but won't tell use what is wrong with your installation
— Reply to this email directly, view it on GitHub, or unsubscribe. Triage notifications on the go with GitHub Mobile for iOS or Android. You are receiving this because you were mentioned.Message ID: @.***>
is this?
------------------ 原始邮件 ------------------ 发件人: "CitiesSkylinesMods/TMPE" @.>; 发送时间: 2022年2月11日(星期五) 凌晨0:56 @.>; @.**@.>; 主题: Re: [CitiesSkylinesMods/TMPE] Lane customiser: Direction, and type (#515)
I don't need video, we need log files, output_log.txt and TMPE.log. Video showing the problem only show us the problem, but won't tell use what is wrong with your installation
— Reply to this email directly, view it on GitHub, or unsubscribe. Triage notifications on the go with GitHub Mobile for iOS or Android. You are receiving this because you were mentioned.Message ID: @.***>
------------------ 原始邮件 ------------------ 发件人: "CitiesSkylinesMods/TMPE" @.>; 发送时间: 2022年2月11日(星期五) 凌晨1:14 @.>; @.**@.>; 主题: Re: [CitiesSkylinesMods/TMPE] Lane customiser: Direction, and type (#515)
Here: https://github.com/CitiesSkylinesMods/TMPE/wiki/Share-your-Cities-Skylines-log-file
— Reply to this email directly, view it on GitHub, or unsubscribe. Triage notifications on the go with GitHub Mobile for iOS or Android. You are receiving this because you were mentioned.Message ID: @.***>
------------------ 原始邮件 ------------------ 发件人: "CitiesSkylinesMods/TMPE" @.>; 发送时间: 2022年2月11日(星期五) 凌晨1:14 @.>; @.**@.>; 主题: Re: [CitiesSkylinesMods/TMPE] Lane customiser: Direction, and type (#515)
Here: https://github.com/CitiesSkylinesMods/TMPE/wiki/Share-your-Cities-Skylines-log-file
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I suggest using web interface, not via email reply, because it does not work well :/
Do I need to resend a copy? in GitHub?
------------------ 原始邮件 ------------------ 发件人: "CitiesSkylinesMods/TMPE" @.>; 发送时间: 2022年2月11日(星期五) 凌晨1:24 @.>; @.**@.>; 主题: Re: [CitiesSkylinesMods/TMPE] Lane customiser: Direction, and type (#515)
I suggest using web interface, not via email reply, because it does not work well :/
— Reply to this email directly, view it on GitHub, or unsubscribe. Triage notifications on the go with GitHub Mobile for iOS or Android. You are receiving this because you were mentioned.Message ID: @.***>
There is no attachment in case you've sent any. I suggest just using Github and drag&drop files
ok.i have sent it
------------------ 原始邮件 ------------------ 发件人: "CitiesSkylinesMods/TMPE" @.>; 发送时间: 2022年2月11日(星期五) 凌晨1:30 @.>; @.**@.>; 主题: Re: [CitiesSkylinesMods/TMPE] Lane customiser: Direction, and type (#515)
There is no attachment in case you've sent any. I suggest just using Github and drag&drop files
— Reply to this email directly, view it on GitHub, or unsubscribe. Triage notifications on the go with GitHub Mobile for iOS or Android. You are receiving this because you were mentioned.Message ID: @.***>
Is that right?
------------------ 原始邮件 ------------------ 发件人: "CitiesSkylinesMods/TMPE" @.>; 发送时间: 2022年2月11日(星期五) 凌晨1:30 @.>; @.**@.>; 主题: Re: [CitiesSkylinesMods/TMPE] Lane customiser: Direction, and type (#515)
There is no attachment in case you've sent any. I suggest just using Github and drag&drop files
— Reply to this email directly, view it on GitHub, or unsubscribe. Triage notifications on the go with GitHub Mobile for iOS or Android. You are receiving this because you were mentioned.Message ID: @.***>
@aubergine10 should we close this considering that krzychu is already working on a new mod?
If there is no functional difference between the new mod and the old mod, it does not need to be closed. Most users with this mod are used to using it发自我的手机
If there is no functional difference between the new mod and the old mod, it does not need to be closed. Most users with this mod are used to using it
It will be (when I find a lot of free time to fight with bugs) a completely new mod. That task is way too complex to include it into TM:PE and there is also no reason to do so. You might thing it is "just a lane type change" but reality is the new mod needs to generate new assets on the fly based on the road you want to change lane type, store changes and restore (generate again) when you load the savegame. If something go wrong, at best you will see bunch of errors, at worst you won't be able to load savegame at all.
That's too bad, I can't load the game now, so will the old mods remain optimized for a while? I'd like to take a look at some of the features of the new mod发自我的手机-------- 原始邮件 --------发件人: Krzysztof @.>日期: 2022年3月3日周四 01:42收件人: CitiesSkylinesMods/TMPE @.>抄送: CNColorful @.>, Mention @.>主 题: Re: [CitiesSkylinesMods/TMPE] Lane customiser: Direction, and type (#515)
If there is no functional difference between the new mod and the old mod, it does not need to be closed. Most users with this mod are used to using it
It will be (when I find a lot of free time to fight with bugs) a completely new mod. That task is way too complex to include it into TM:PE and there is also no reason to do so. You might thing it is "just a lane type change" but reality is the new mod needs to generate new assets on the fly based on the road you want to change lane type, store changes and restore (generate again) when you load the savegame. If something go wrong, at best you will see bunch of errors, at worst you won't be able to load savegame at all.
—Reply to this email directly, view it on GitHub, or unsubscribe.Triage notifications on the go with GitHub Mobile for iOS or Android. You are receiving this because you were mentioned.Message ID: @.***>
An option to customise lanes:
For example, consider the following 'roundabout' near a train station:
The medium 4-lane roads have cycle lanes either side, but the smaller roads of the 'roundabout' are parking lanes (primarily due to the fact that the road assets I use don't have 1-way roads with cycle lanes). Here, I might want parking around the park, a taxi rank near the station, and a cycle lane around the outer edge.
The UI would be via what is currently Parking Restrictions tool. It could get renamed Lane Customisation tool.
This could later be extended to allowing normal road lanes to be enabled/disabled and have lane direction toggled maybe?