kianzarrin / NodeController

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Can cul-de-sac nodes be altered? #8

Closed originalfoo closed 4 years ago

originalfoo commented 4 years ago

This is what I'm referring to:

image

Are there any properties that can be changed there? It would be great if we could somehow increase size of that end node to make more 'bulbous' turning circle for vehicles.

Some images from the internets:

image

Some way to offset it left or right (depending on RHT / LHT) would be super-cool:

image

kianzarrin commented 4 years ago

cool. Maybe I can patch GetEndRadius().

The original purpose of this mode is to give user control over the functionality the game already has but does not let user to access for the sake of automation. Namely to give user the power to control node type and corner offset manually. It was not my intention to create new functionality. It is more a proof of concept project for me to inspire people. maybe I merge it with TMPE or NS2. or maybe I move it to a new direction. we will see how it goes.

kianzarrin commented 4 years ago

In any case I think CS should be able to curve zones. like SimCity. Building textures could be curved to fit (I don't know if sim city does this though). building capacity can be adjusted according to the area of the curve.

originalfoo commented 4 years ago

If you start altering building capacity you'll get collision with mods like Ploppable RICO, Realistic Population, and many others.

kianzarrin commented 4 years ago

Are they not using harmony?

originalfoo commented 4 years ago

The two I mentioned are I think; check with algernon in TM:PE discord as he's current maintainer of those mods. If you can get compatible with those, then any older mods that do similar can just be replaced with the newer mods.

kianzarrin commented 4 years ago

If you

That's a big IF ! I feel like a one man army here and could use a little help.

originalfoo commented 4 years ago

I've been starting to learn Harmony but I'm still complete noob compared to stuff you are doing.

kianzarrin commented 4 years ago

My node controller mod has all sorts of patches. from dead simple to complicated ... from prefix/postfix to transpiler. have a look over there.

NS2 is really hard to read and I don't like that. My code is easy to read and is using layers of abstraction so the purpose of each line is obvious and there is not too much repeated code.

I also have a decent TranspilerUtils that does most of the job.

originalfoo commented 4 years ago

Yes, I noticed the clarity of code in this mod. Dymanoid's mods are another good example of rapidly comprehensible code. I wish TMPE was more like that.

kianzarrin commented 4 years ago

I have something like this. image

I think I also saw raduis somewhere in the code. i will try that out too.

kianzarrin commented 4 years ago

i set raduis to 30 and this is what I got: image same effect as the previos post. not worth it.

kianzarrin commented 4 years ago

@aubergine10 CS does not have code for you to create a big node circle. writing a mode for this is a big undertaking and should be part of a dedicated mod.