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That looks really good.
The new one cell street are really nice. Can't wait too try that avenue design myself!

Ps. Any idea when Next will implement that zone offset fix that Boformer had made?

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    Thanks! It's a bit wonky but it takes up little space.

    Not sure if Katalyst knows the fix he's probably already working on it...

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    Saw previews of the mod before, it looks very promising!

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    @boformer to be honest I think we'd be better served by your 'zoning increments' solution than the SHIFT+upgrade thing that came out with NExt yesterday, and I'm not only saying that because it's currently incompatible with Fine Road Heights haha. The true offsetting capability seems to be way more flexible than what's just been implemented. 

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    Why Fine Roads Heights againg? Guys, could you just merge NExt and FRH into one single mod to eliminate incompabilities? They are both essential.

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    1 hour ago, hitzu said:

    Guys, could you just merge NExt and FRH into one single mod to eliminate incompabilities? They are both essential.

    I don't agree with that. FRH is more essential (and it does not break savegames when you uninstall it).

    5 hours ago, Koesj said:

    @boformer to be honest I think we'd be better served by your 'zoning increments' solution than the SHIFT+upgrade thing that came out with NExt yesterday, and I'm not only saying that because it's currently incompatible with Fine Road Heights haha. The true offsetting capability seems to be way more flexible than what's just been implemented. 

    I helped Katalyst to implement the feature. Adding support for FineRoadHeights is trivial, I'm sure he will fix that soon.

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    4 hours ago, boformer said:

    I don't agree with that. FRH is more essential (and it does not break savegames when you uninstall it).

    Then could you just not update mods that would lead to conflicts (especially trivial to fix) with major mods 'cause you know it is updated automatically without player's permission leading to the impossibility to play as usual. Please.

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    I'm not sure one can predict conflicts with every other mod before updating them. When you're modding you know you're risking issues.

    Either way it's not my call so I can't really comment on it.

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    Poor FRH always conflicts with some other "road mod" after their update. :)

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    2 hours ago, hitzu said:

    Then could you just not update mods that would lead to conflicts (especially trivial to fix) with major mods 'cause you know it is updated automatically without player's permission leading to the impossibility to play as usual. Please.

    What are you referring to?

    Just a little background on this: FineRoadHeights is one of those mods that completely replaces a component of the game (in this case the network tool). That means that other mods won't recognize this new tool. This affects Sharp Junction Angles, Network Skins and Network Extensions.

    To support FineRoadHeights, you have to write quite a lot of extra code that leads to potential new bugs or slows down the game.

    One way to solve this would be a new "FineRoadHeights 2.0" that uses Detours instead of replacing the whole tool.

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    1 hour ago, boformer said:

    What are you referring to?

    Sorry for the misconception. By "you" I didn't mean personally you. Language barrier is still a thing to me.

    1 hour ago, boformer said:

    ust a little background on this: FineRoadHeights is one of those mods that completely replaces a component of the game (in this case the network tool). That means that other mods won't recognize this new tool. This affects Sharp Junction Angles, Network Skins and Network Extensions.

    Yeah, I'm aware of this. But in the situations without an alternative I can only accept what I can get. All these mods as well as Configurable Slope Limiter mod and Traffic++ are essential for me and an unexpected loss of compatibility among them cuts the ability to play with existing saves.

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    46 minutes ago, hitzu said:

    Sorry for the misconception. By "you" I didn't mean personally you. Language barrier is still a thing to me.

    Yeah, I'm aware of this. But in the situations without an alternative I can only accept what I can get. All these mods as well as Configurable Slope Limiter mod and Traffic++ are essential for me and an unexpected loss of compatibility among them cuts the ability to play with existing saves.

    But Network Extensions still works, or not? It's just the zone fix tool that's broken.

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    3 minutes ago, boformer said:

    But Network Extensions still works, or not? It's just the zone fix tool that's broken.

    ... Now I'm confused. I didn't launch the game in fear of breaking saves waiting for the fix.

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    The zone fix tool can be disabled in options, too.

    With it disabled I can use FRH and NExt together without issues.

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    11 hours ago, hitzu said:

    Language barrier is still a thing to me.

    OT I know, but this surprises me. Your English is very good! :)

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    12 hours ago, hitzu said:

    ... Now I'm confused. I didn't launch the game in fear of breaking saves waiting for the fix.

    If you only read up on changes from time to time, like I do, you wouldn't have noticed a thing :D. I guess the incompatibilities only play out when you actually try to use the novel functions. And I would notice, as I got an exception from TLM (unrelated).

    In general, I'm quite happy about how smooth the game has become when it deals with exceptions.

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    4 hours ago, Kaputnik said:

    The zone fix tool can be disabled in options, too.

    With it disabled I can use FRH and NExt together without issues.

    Thank you. I gonna try :)

    2 hours ago, Ryno917 said:

    OT I know, but this surprises me. Your English is very good! :)

    Thanks, but my limits are somewhere just above the intermediate level and I have to simplify my minds.

    36 minutes ago, Turjan said:

    In general, I'm quite happy about how smooth the game has become when it deals with exceptions.

    I don't get what exeptions are you talking about? :)

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    1 hour ago, hitzu said:

    I don't get what exeptions are you talking about? :)

    System exceptions, for example, the ones recorded by "Isolated Failures".

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    Ooh!! I like the new road textures and types, one question I notice you have trees on two of those is it possible for them to be on the 3 and 4 lane small roads and the 8 lane road in the large roads section? Or is it not possible because the lanes are taking up all the available road real estate?

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    One selfish question about the beautiful brick streets: Would it be possible to have brick sidewalks and normal street surface? I'm thinking of the Boston staple design of public space... 8)

    Great addition anyway!

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    4 hours ago, Simulanten said:

    One selfish question about the beautiful brick streets: Would it be possible to have brick sidewalks and normal street surface? I'm thinking of the Boston staple design of public space... 8)

    Great addition anyway!

    I think adding too many variations is a bad idea. Visual variations like that, with no additional features, should be handled by a mod like NetworkSkins. I'm thinking about the integration right now.

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    17 hours ago, GC_Vos said:

    dscn1490.jpg

    Hi ya'll,

    Lazarus*Man here.

    @GC_Vos Looking at this photo gave me an idea.  I wonder what your roads would look like if a normal (XYS) map was applied.  That would look super awesome!

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