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On 10/29/2015 at 1:45 AM, Turjan said:

Not too happy about this. T++ made my game sluggish, so I got rid of it after a short try. On the other hand, your mod doesn't have these issues.

Yeah same. If you have optimized it/are optimizing it it's fair enough though.

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What a great mod you made! Know what would make your mod even better? Extra wide rural roads (4 dirt lanes, wide gravel sidewalk (or narrow with poplars) and wide suburban streets (2 paved lanes, wide paved sidewalk, street parking, parking strip (gravel, grass, or bushes) sure would!


Ocram's Razor: Though "more things shouldn't be used than are necessary," they're just too fun to pass up! Expect many verbose arguments from me. I will try to write abstracts before or short summaries after from now on.

Words to live by:
"Now there are varieties of gifts, but the same Spirit. But to each one is given the manifestation of the Spirit for the common good. For to one is given the word of wisdom through the Spirit, and to another the word of knowledge according to the same Spirit; to another faith by the same Spirit, and to another gifts of healing by the one Spirit... But one and the same Spirit works all these things, distributing to each one individually..." 1 Corinthians 4-11

"Do not worry about tomorrow; for tomorrow will care for itself. Each day has enough trouble of its own." Matthew 6:34
"Do not judge so that you will not be judged. For in the way you judge, you will be judged; and by your standard of measure, it will be measured to you." Matthew 7:1-3

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Personally I hope the NExt and T++ stay separate.

I want to continue using NExt, but I want nothing whatsoever to do with T++.

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7 minutes ago, Matthias King said:

Personally I hope the NExt and T++ stay separate.

I want to continue using NExt, but I want nothing whatsoever to do with T++.

They don't plan to unite them. They want to merge T++ and TM:PE, though :)

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1 hour ago, boformer said:

They don't plan to unite them. They want to merge T++ and TM:PE, though :)

They can always make a "Brand" name for all related mods. I don't like huge mods where I'm only interested in a very limited amount of features. So it's great that Next will stay separate.

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That's good to hear. I must have misunderstood. I'm glad they're staying separate. My computer can't take much more, and T++ implementation surely would have killed the game for me.

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14 hours ago, boformer said:

Your expectations are too high.

Figured as much, given what you posted in the other thread about how roads are drawn and textured.

Especially since trams are dlc-only and there seem to be sufficient non-tram roads at this point.

 

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That looks awesome. Would you be able to do one with a grass center divider. Thanks for all your work!

1L-center divider-2L

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A  2|4 and 2|6 would be nice too.

They are very awesome! Good work:D:D:D


It must be something like this  :rofl:

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    YAY +20 for 2+1 and 3+1 :D

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    Oh man, my transport networks going under another NeXT revamp, plz.

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    Game is crashing with this mod now. Anyone else have this issue?

     

    Nevermind - paging file fixed my issue.

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     I see very many new types of roads in progress. Why does it take so long to integrate this new road types into the game/ mod ? Please do not get me wrong, but what is the reason?

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    It must be something like this  :rofl:

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    Maybe Andre can answer this better but the short answer is it's a lot of work. To give you an example you need all of the following textures for just one road type:

    Screen%20Shot%2004-09-16%20at%2006.39%20

    And that's not even covering the meshes, coding and UI required...

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    @mikamaty Good question...You want the long answer or short answer?  I'll compromise and give the medium answer:

    1. First and foremost, all textures, models, and code must be made from scratch.  I am a jack of all these trades but a master of none and CO is not planning on giving up the models any time soon.  Each of us on the team have our specialties but this thing takes some serious collaboration.

    2. I can be a perfectionist (sometimes)...sorry.

    3. Testing...lots of testing.

    4.  I have horrible ADD and you said it yourself...lots of new roads in progress.  I kinda finish things in 'groups' which leads me to...

    5.  There are really only 3 people working on this.  When I was working on the NAM, it took a year (12 months) to build 3 Maxis interchanges.  This game is a lot easier to mod but there still a lot of things to consider.

    6. RL

    7. Many (not all) of our roads introduce or require new mechanics to overcome limitations of the current game. If you want examples of this, I have plenty.

    So sit tight, stay tuned and will be looking forward to more goodies...Soon :).

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    Ok ;) Thank you for the fast answer.


    It must be something like this  :rofl:

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    I'd like examples of ways you overcame limitations! I love behind the scenes stuff, and you guys are doing amazing things with this games. I have to say your mod is my favorite of them all. I even look at the page almost everyday to see if there's an update. Really excited for those asymmetrical roads! I plan on donating soon! Thanks for all the hard work!

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     Can you please list me on which new road types you are working yet/soon?


    It must be something like this  :rofl:

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    @Derek114811 Unfortunately, the process of doing this is usually not very sexy, either to implement or to explain in layman's terms but essentially, it involves finding the part of the code that handles the feature in question, copying it, modifying it, and then somehow getting the game to read the modified code rather than the game's original code.  This means that the modified code is usually very similar but with minor changes.  Not a coding expert along those lines but I believe that is the general gist.  

    @mikamaty You can find the official list of upcoming features on the mod's steam page here.

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    @andreharv And the inofficial? :D

    I think you are working on many more new road types. But I do not want to torment you. You must know that I am very curious.:ducky::ducky::ducky::ducky::ducky:


    It must be something like this  :rofl:

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    Nah...the suspense makes it fun.  Besides, personally all those scattered ideas in my head need to make sense to me (and the rest of the team) before I could possibly post it.  Hope you understand ;).  Just be patient and stay tuned.

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    Well I guess I could show one more thing I am working on.  Still deep in development, it is a 16m ped road with an inset bike road in the middle.  So far the ground version is near complete.  Like the 8m, it will only allow service and emergency vehicles (some of these pics are older and don't reflect this)...anyway...

     

     

     

     

     

    2016-03-06_00005.jpg

    20160310233441_1.jpg

    2016-03-06_00006.jpg

    2016-03-03_00002.jpg

    20160311192003_1.jpg

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    Very much looking forward to textured ped-malls. I love the 1 tile thick alleys you guys do. Really helps with European style tight lanes. I just wish it was possible to have the corners symmetrical to have real wall to wall. I'm a bit OCD and it drives me nuts.  

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    Not sure if this has been addressed yet. Kinda skimmed the thread but it' s a bit long.

    Anyway, would it be possible to make all roads be able to create a neighbor connection? Some of the NeXt roads don't make a connection when dragged to the edge of the map. They run off the edge but the purple connection arrow doesn't show up on some.

    I noticed this is also the case with some of the vanilla roads.

    It seems only one-way road types, including one-way highways can make connections. I guess because the game was originally made so that only highways could be used to make connections so CO never bothered making a two-way connection for roads.

    However train tracks and ship and air lanes use two way connections so perhaps those can be adapted. Would be nice to make small country roads act as neighbor connections in addition to the highways.

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    This mod is awesome, and I am intrigued to see how you handle the bundles mentioned in that thread on the paradox forums, even animation bundling was mentioned by the devs! Exciting :D

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    That's interesting...we were reading that same PDX forum at the same time.  We have developed a lot of stuff and there is plenty of stuff on the drawing board but most computers have 8 or less gigs of ram so one of our main focuses atm is with optimizations and bundling will hopefully help us achieve that.  Animations seem nice...I can see the possibilities now but I would be getting like a year ahead of myself :rofl:

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