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boformer

Network Skins Beta Testers needed!

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2015-12-30_00001.thumb.jpg.da0103924768c

Network Skins Module 2 is ready for release!

But before I release it to the public, I need some testers who test the mod in different environments.

To enter the beta test, just add me as a friend on Steam and open this page.

Especially interesting to me:

  • Build a large road system with many different Network Skins settings.
  • Let the simulation run for a while.
  • Use mods like No Pillars, Road Anarchy, Network Extensions or Traffic++.
  • Save and load the game, restart the game and load. Are the trees and street lights still in place?
  • It would also be great if someone could try loading a game without Fine Road Heights (unsubscribed, not only disabled).
  • Uninstall the mod and load the save. Is it corrupted?
  • Does it work on Mac/Linux?

Before you subscribe to the beta, unsubscribe from the Pillar Changer mod. Network Skins replaces that mod.

After the beta test (in about 48 hours), I will upload the mod as an update for Pillar Changer, so you have to subscribe to it again.

Please send me the feedback here or on steam!

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This mod is great! :thumb:

 

So far I have 2 issues....

The streetlights do not snap to a bridge with the 2 way road.

Screenshot-18.thumb.jpg.9dc77a46f33868a1

Screenshot-19.thumb.jpg.c81177dc4ece26fb

 

And the elevated stations seem to be stuck with default lighting. It would be nice if we can use this mod in the editor. That way we can change the street lights of any assets we make with roads attached.

Screenshot-11.thumb.jpg.c612c0e7f83ffb89

 

I'm liking the fact that both left and right versions of a tree can be configured through the menu

Screenshot-4.thumb.jpg.894bad5c4d576808e

 

Awesome mod!

So far no crashes. I can get to main menu fine. Multiple restarts of the saved game is solid. I will try it without the fine road heights mod next. But I'm concerned about the elevated stations that use it.

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    3 hours ago, Mr_Maison said:

    The streetlights do not snap to a bridge with the 2 way road.

    Screenshot-18.thumb.jpg.9dc77a46f33868a1

    Screenshot-19.thumb.jpg.c81177dc4ece26fb

    strange.

    3 hours ago, Mr_Maison said:

    And the elevated stations seem to be stuck with default lighting. It would be nice if we can use this mod in the editor. That way we can change the street lights of any assets we make with roads attached.

    I will add an extra XML file for that (maybe auto-generated), like the Pillar.xml and the SubBuildings.xml

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    I would love to try this one out (invite sent, Bo) - looks really promising!

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    8 hours ago, Mr_Maison said:

    This mod is great! :thumb:

     

    So far I have 2 issues....

    The streetlights do not snap to a bridge with the 2 way road.

    Screenshot-19.thumb.jpg.c81177dc4ece26fb

     

    I can't reproduce this issue.

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    Trying out the mod and things are going well one question is it possible to have other lights have other colours or is it hardcoded into the game?  Reason I ask is I like the look of the Sodium lights but the design of the light poles makes them look unusual if they are placed on the side of the road..  Other than that and can't wait to see what else you have planned for this mod..

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    I've been using Network Skins for several hours in combination with NExt and Sharp Junction Angles including saving, loading and exiting the game and it works like a charm. What I did was mostly upgrading existing roads with new trees and lights. The only thing I came across was the issue Mr_Maison described where the lights on a 2-lane road viaduct are offset, but with a much smaller gap that was hardly noticable - about 20-30 centimetres.

    Fantastic job and a great new year's present to play with in 2016! :3

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    6 hours ago, boformer said:

    I can't reproduce this issue.

    Actually I went back in game and that issue was gone. IDK I guess it's one of those glitches that happen. If it happens again, I will take note of what I did before it occurs. I'm wondering if it have anything to do with using the overlap function of no pillars mod. I noticed it after placing the elevated stations and going back and forth with the roads. Trees started showing up in the middle of roads and tracks (as usual). But going out and restarting the game seem to fix the bridge offsets.

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    4 hours ago, ghosty20 said:

    Trying out the mod and things are going well one question is it possible to have other lights have other colours or is it hardcoded into the game?  Reason I ask is I like the look of the Sodium lights but the design of the light poles makes them look unusual if they are placed on the side of the road..  Other than that and can't wait to see what else you have planned for this mod..

    I plan to add a feature that allows modelers to make their own street lights. I'm just not sure what is more important: custom street lights or custom road textures.

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    @boformer I would love to see custom road textures first, American Road textures always give me an error on load. 

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    9 hours ago, boformer said:

    I plan to add a feature that allows modelers to make their own street lights. I'm just not sure what is more important: custom street lights or custom road textures.

    Was more of a case of modifying the current light sets to change what type of light emanates from them..  Such as the standard light used on the six lane roads being cold neutral white, could become that Sodium Orange that the avenue lights have..  Just wondering if it is possible or is it hard coded so that the type of light emanating from a certain type of light pole can not be changed..  Hopefully what I just wrote makes sense.. lol :D

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    13 hours ago, ghosty20 said:

    Was more of a case of modifying the current light sets to change what type of light emanates from them..  Such as the standard light used on the six lane roads being cold neutral white, could become that Sodium Orange that the avenue lights have..  Just wondering if it is possible or is it hard coded so that the type of light emanating from a certain type of light pole can not be changed..  Hopefully what I just wrote makes sense.. lol :D

    Oh, that's possible.

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    I've been playing around with the mod for a while now (I only tested it with a save game - no issues loading it), and my impression is that it is a very tidy piece of programming. I didn't run into any bugs or weird stuff, and everything worked as one would expect it to work. I haven't tried out each and every road or tree type (simply too much), but it seems to work well with both vanilla and Network Extension roads, both when laying new roads and when upgrading existing roads - applies to default and elevated roads as well as bridges.
    Mod-wise, Traffic Manager didn't cause issues either, removed traffic lights and lane changes (done with both types) work and remain in place after reloading the city. Road Anarchy worked, and so did Force Level Up or the Eyedropper.
    Uninstalling the mod simply reset the roads to default, and after re-installing it again all road customizations returned as well.

    Two things:
    - it would be nice to be able to reset all settings (per road type) back to default in one click;
    - custom pillars remain in place after uninstalling the mod - is that expected behavior?


    Lastly, as far as custom street lights or street textures are concerned, personally I really prefer the latter!

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    2 hours ago, Judazzz said:

    custom pillars remain in place after uninstalling the mod - is that expected behavior?

    Yes.

    Thanks for your feedback! I will release the mod soon :)

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    Congrats. I'll probably have to wait a bit to try it out, as my game is a bit unstable at the moment (which is also the reason why I didn't participate in the test), but this definitely looks like an excellent addition!

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