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Could you add zonable pedestrian paths as well? Possibly with service vehicle entrance allowed? I'm asking here albeit it should be a separate mod :)

Theres already a mod for that no? Zonable Pedestrian paths?

Traffic++ has those, both in gravel and concrete.
Personally I prefer a less resource-hungry and less savegame-breaking mod like the Network Extensions mod for custom roads, though.

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Traffic++ is too heavy mod just for zonable ped paths.

There used to be a separate mod "zonable ped paths" or similar but it's been looong deprecated.

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    I can't confirm nor deny there will be pedestrian paths. Sorry I can't really answer that. :P

    Grass medians will likely be there once we have the basic concrete ones setup.

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    Regarding the Some Roads incompatibility, since Traffic++ works just fine I suspect something tab-related is at fault.

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    Just noticed that the 1-cell roads had their status changed to "on hold"  :(

    Did you run into any fundamental issues, or did they just get down prioritized?

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    I am not entirely sure about 1 cell, last time I checked they were working but not yet with tunnels or bridges. Right now there's a focus on getting all the elevated versions in there, we have good progress on actual tunnel interiors.

    Also, I don't know if this rumor was spread here as well, but we are currently working on merging the mod with T++. I can't really go into the details but you may understand that's been taking up a lot of our attention. :) In the future this will mean all the functionality from NEXt and Traffic++ will be combined into one big modular release. Makes it closer to NAM than we've ever been...

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    I don't know if this rumor was spread here as well

    Been following that project on Github pretty much since it started but I didn't wanna shout about it before you were ready to announce ;)
    Looks very intriguing indeed!

    A few people have voiced worries about putting lots of stuff in one package, but I'm all for it personally. I'd rather have a few well maintained but large mods than a large number of random stuff that may or may not be updated and compatible.

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    I was a bit concerned as well at first, but merging the two into the one framework should actually improve things, we can remove a lot of redundant stuff etc. And there will be plenty of time to test everything. I do believe the total size may become pretty big. There's quite a lot of network options already when you add up all the different road types...

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    Also, I don't know if this rumor was spread here as well, but we are currently working on merging the mod with T++.

    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.

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    If you're using the American Roads mod, that's the mod that changes the vanilla lane colors to a more American standard yellow lines on roads.  Road Color Changer will deepen the pavement color to a more asphalt black color.

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    My question is not about American Roads mod. Road Color Changer not change texture color for network extensions roads and this is my problem.

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    I haven't tried Color Changer, but I've definitely seen people modding the colors without problems. The textures should support that as far as I can tell.

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    Also, I don't know if this rumor was spread here as well, but we are currently working on merging the mod with T++.

    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.

    It will obviously include the improvements with the performance which have so far not been included in official T++, so I don't think there's going to be any problem on that front.

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    Also, I don't know if this rumor was spread here as well, but we are currently working on merging the mod with T++.

    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.

    It will obviously include the improvements with the performance which have so far not been included in official T++, so I don't think there's going to be any problem on that front.

    Now we just need the intersection signal tools from Traffic Manager and life will be sooooo much easier.  I know they're supposed to work together, but I have lots of problems with TM's signals resetting on each reload, but I simply won't give up Lane Customization.

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    We have had discussions and ideas on the team about different traffic lights, priorities and features, that would include smaller mods like Toggle Lights. Stuff like that is more longterm though, from what I've seen it takes a lot of development time and I certainly can't guarantee it will be there any time soon (also not really up to me).

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    I'm actually the other way around with support of Traffic Manager over Traffic++.  Toggle lights and establishing "traffic signs" in absence of those lights is more important than individual lane customization, even though there is a more bare bones feature of lane customization exists in Traffic Manager.  I know Traffic Manager with Enhanced AI coupled with Network Extensions seems to do better than Traffic++ for my current needs at this time.  A lot of roads established in Traffic++, mostly bus lanes has been superseded by AD bus lanes (I know the CO bus lane roads seemingly carry everything still regardless).

    Just seems like a lot of unnecessary bloat has grown into Traffic++ and effects performance, giving plenty of people reservations on why NetEx is merging with Traffic++.  I suppose since the Traffic++ code is being reworked for better optimization, so I'll give a critical fresh look once this work is done.

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    It will obviously include the improvements with the performance which have so far not been included in official T++, so I don't think there's going to be any problem on that front.

    Ah, okay. That sounds promising.

    I had tried both, Traffic++ and Traffic Manager, but in the end, I had the feeling that all those adjustments just shifted traffic issues around instead of solving them. They worked for some time, until the game's inane native traffic AI adjusted and rendered all improvements for nothing (really, it's as if the game notices "hey, what is that unexpected traffic flow; let's send everything we have there!). I have since learned how to choose and connect the normal game roads in a way that everything flows. My only issue is the retarded highway AI. My biggest ingame traffic jam is just because the center lane gives Cims the plague, or so it seems. I'm happy CO gave us now passing lanes for emergency vehicles (they call them "bus lanes"), which is at least something.

    Anyway, I'm very happy for two-lane highways - best thing since sliced bread, and I have to experiment more with four-lane ones. CO's AI for the use of two lanes in one direction is superior to the one for three lanes (with two lanes, trucks use the right lane, which helps with flow), so I hope this translates to the four-lane highway. I also love those new avenues (turning lanes!), so I'm very happy with the current state of affairs and am only missing some tunnels and bridges.


      Edited by Turjan  
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    What's the compatibility with post TM/NEP merger, I don't really want to remake half my city since I have added rather complex light timings in.

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    Im back to traffic++ after f***** one city gamesave up with TM.

    Since i care to put the right mods together everything works ok.

    Traffic ++ is more compatible with other mods then TrafficManager is thats why im back to it because i like to have my 50+ mods installed and running.

    Most important thing is turn off the T++ AI.

    Lane customation if you use network extensions is a must - alot very stuiped connections if putting roads together that cause alot trouble and hightraffic.


      Edited by OwiHH  

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    @Zdza: Wanted to confirm this myself...

    TAM inherits all roads placed with NExt and T++ for any existing save.

    So you deactivate T++/NExt, activate TAM, and just load the game as usual. Haven't encountered any problems so far.

     

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    Toggle traffic lights and lane turning customization are kind of basic traffic mod material that I do hope those are included :)

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    Lane control is already part of T++ integration in TAM :)

    Toggle lights is on the to-do list though I haven't had any issues using the existing mod for it...

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    New highways and tunnels have been added to Next. :)

    I have some random clips down below...


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    After much deliberation I finally decided to help out modelling new roads. So far I have only helped with texturing because meshing networks is still a bit beyond my grasp. But I intend to have a go at this starting next year :)

    Screen%20Shot%2012-30-15%20at%2001.31%20

    Screen%20Shot%2012-30-15%20at%2001.31%20

     

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    Guys, I know you are busy with current plan and I wait with impatience 1-tile roads. But what do you think of this kind of road set? I mean a boulevard-like street with shoulders.

    Does it worth to be implemented or it would be better to just build 3 parallel roads?

    finch-avenue-remix.thumb.png.675635bb52a

    http://streetmix.net/-/309493

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