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Hey Badi-Dea,

First off, thank you for all your hard work and contributions to the community. They have really  made the game so much more fun. Especially loving the parking lot roads. There awesome!. If you don't mind, when you release the the city hall, could one of the sign variants be "courthouse". I think the building could be a great asset for that. Also, is there any way you could release a variant of it having the prison tag so that if we did decide to want to use it as a functioning courthouse, it could actually spawn prison vans. It could make it appear as if  it was actually bringing prisoners to court because it would have that designation. If not, that;s okay. The sign request is the more useful one tho I think. We have nothing on the workshop currently that looks like it could be a real urban courthouse, let alone one that is actually labeled as so. The sign varient would make that possible.

 

Either way, thanks for your work. I am looking forward to the assets release. 

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    That is actually an amazing idea @kwetzel345, I've been working on some code to bind some of the sub-building modules in other modular buildings as dependencies for others. The idea being something like: you need the Department of Education module on the City Hall in order to build the Large Classroom module in the High School. Your idea could totally work to unlock larger prison cells for police stations, and additional wings for a jail. Love it, thanks!

    I've got lots of excellent feedback about requests for the parking lot roads. I can't thank everyone enough for being so thoughtful with the comments.
    So far, the angled parking seems to be the most popular request for the parking lot roads asset. So that's where I'll start. Good thing I pretty much anticipated that and built the mesh to easily support it.
    I've decided to go with the 60° arrangement, it seems more versatile that the pictures I've seen of 45° parking.
    LKDbou4.jpg

    :???:The thing is, to parking bumper or not to parking bumper? Any angled parking in my area is only that way because its crammed into a not so great part of town with narrow streets.. so the parking bumpers were probably stolen... What do you all prefer?

    Now, the thing I really wanted to make a post about - I teased it earlier, and now I want to show it off. I've been making dozens of props over the last couple weeks, and I feel like I'm about half way done. This was the first thing I actually started working on when the road editor came out, and to be honest, I mostly wanted to do the parking lot roads because I'd thought they would have been easy compared to this and I'd be able to learn more about the editor in the process.

    The Oil Pipeline reborn as a network! :)
    No more janky snapping together (remember these were released before MoveIt!) No more dependencies!

    jLs9t8L.jpg

    The network is based on the ruined wall, as you do. But I'm curious if I can relocate it in the menus to prevent people from using the curve tool, it just makes everything look floaty since this is absolutely covered in props to randomize the detail.

    B0gfWxz.jpg

    This is a shot of some of that random detail, The two U bends are specially crafted props, but occasionally they will have a random pipe set shoved in the gap. Also, those same sets of piping can appear sans U bend. I'm really excited about how those are turning out.

    Z1zzPos.jpg

    Just like everything in the oil refinery set, night lighting is probably the most important part to achieve realistic results. I just love the look at night.

    I'm really excited about remaking the pipeline, it's been a great detail for industrial areas, but in modern times it's become too limited...

    :???:If you take a look at the 2nd picture on the pipeline set, you'll see some pretty obvious texture stretching going on, it's just the way networks work. While I don't mind, some of the more perfectionists amongst us might be bothered by it. I really like @Lost_Gecko's wall set using @Ronyx69's Network Tiling mod, do you think most players would be alright with adding another mod to make the rivet holes on these pipes more round? Is that the new normal and expected to be integral for most modded players?

    :???:Another thing, could anyone ease my mind a bit about updating an asset pack? Updating a single asset it easy, find the thing in content manager, hit the update button. Simple.
    But with a pack of assets, each asset gets it's own menu item. As far as I understand, you can pick any one of them to press the update button, but you have to add back in all of the contents of the entire package. Is there anything I'm missing? Has there been good luck with updating road assets without breaking saves? how much of a worry is there about making a change and having assets disappear in the players game?

    Thanks for reading everyone, I'd appreciate any feedback about this stuff - since I pretty much make assets only with my own use in mind, I often forget the desires of the community.

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    I love the pipe network idea! Not only will this save a lot of time, but also it will alleviate the prop limit, which is a good thing.

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    EDIT: Got the error with other objects as well - will report in the MOM threat.

     

     

     

    Love your great parking-streets, but they throw an error when trying to place the parking lots on the road.

    Whe clicking on one of your parking lot icons following error message is thrown.

    Not sure if this an issue of your parking lot or if its an issue of MOM, but I currently do not have it with other objects.


    NullReferenceException: Object reference not set to an instance of an object
      at MetroOverhaul.UI.MetroStationCustomizerUI.RestoreStationTrackStyles (.BuildingInfo info) [0x00000] in <filename unknown>:0
      at MetroOverhaul.UI.MetroStationCustomizerUI.Update () [0x00000] in <filename unknown>:0
    UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
    UnityEngine.DebugLogHandler:LogException(Exception, Object)
    UnityEngine.Logger:LogException(Exception, Object)
    UnityEngine.Debug:LogException(Exception)
    MetroOverhaul.UI.MetroStationCustomizerUI:Update()

     

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    Thanks for the report - I loaded up MOM for the first time to look into it (I'm American, that's my excuse for never using public transport :-P) I didn't have any problems at all.

    I hope you find the solution to the conflict!

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    Pretty awesome result!

    For the Network Tiling dependency, I hesitated because it can indeed feel a bit frustrating to subscribe to a new mod only for some very specific assets, but I went with it since it allows texture optimization that' totally worth it. Since it's likely to benefit most networks anyway, its use is likely to become very widespread so it's l good.

    If I'm not mistaken there's an option to disable segment bending. However I don't know how it works in practice, or if it actually refers to that situation at all.

    For prop packs I have the same concerns as you: I'm afraid you might need to update the original asset you used to include the other crp's in, otherwise everything might disappear ofpeole's cities. Couldn't confirm this 100% but I have a number of packs that need updating but are stick as they are for now.

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    @Lost_Gecko Thanks for the advice! I'll see if network tiling will make the difference!

    On 2/3/2018 at 6:34 PM, Lost_Gecko said:

    If I'm not mistaken there's an option to disable segment bending. However I don't know how it works in practice, or if it actually refers to that situation at all.

    Yeah, the segment bending just relates to how junctions are handled, and if a segment bending off that junction will bend when being drawn at a too sharp angle.

    Thanks for the input folks, I really appreciate it! But I added in the parking bumpers and they just didn't look right, either at the same angle as the parked cars or parallel to the row.

    I published two variants of the angled parking spaces for Right hand and Left hand drive. But both can be useful together for making one-way parking lots.

     

    NzpkS2j.png

     

    uK6mxUi.png

     

    I'd like to get back to working on other stuff, but so far the demand has been pretty high for parking assets - next up on the request list is other decorations that fit the theme.

    :???:What would you guys like to see? so far the list is: Parking row end caps and Motorcycle parking spaces, I'd like to add more stuff but I'm not sure what.

    Thanks for reading :-)

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    Is it too far off to request bike parking? Like shelters, markings, railings, props etc? They'd be purely decorative ofc, not sure if it'd fall under this project though

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    Hey @Badi_Dea thanks for all these amazing assets/mods. I've seen in the first page you said you added a school to your list ages ago. i just wondered if you still had plans to do this after your other projects?

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    On 2/7/2018 at 7:57 AM, alborzka said:

    Is it too far off to request bike parking? Like shelters, markings, railings, props etc?

    Not much is off the table, I'll add it to the list. Thanks!

    On 2/7/2018 at 11:04 AM, barcasam7 said:

    I've seen in the first page you said you added a school to your list ages ago. i just wondered if you still had plans to do this after your other projects?

    Yeah, I really would like to make a few more schools, the variety is really lacking, the road editor is just too much fun though lol

    thanks all!

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    Those parking lots are so cool! I really can't wait until I get to play around with them for myself, but there's so many cool pictures already! :D I just spotted someone using it in snow and figured I'd give you a heads up that the spots are covered. If you have the time at some point to update them, then I'm sure people with snowy cities would be happy. And for easy reference the vertex paint needed to remove the snow is ffff00 or 255, 255, 0. :)

    Btw it's so great to see you back, I'm a big fan of your stuff! :D

    27788367_1513767302082923_9118429656019451325_o.jpg

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    My workshop items

    Catch my latest project and future plans on my Patreon page

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    Hey @Avanya, always nice to chat with you

    Yeah, someone mentioned that in the comments - I used the don't collect snow bit, accessible from modtools, for the diagonal lines pack.
    I've been hesitant to make an update to the original set because of the volatility surrounding making changes to custom roads. If I mess something up making the update, I don't want to completely break a bunch of folks saves.

    Thanks for the encouragement!

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    Yeah, I wouldn't be comfortable updating roads either. :P I think the issues should be fixed, but I'm not really sure if packs are still a mess. @Bad Peanut might know if it's safe to update roads. But even if it is I can imagine there's a lot of stuff to import again which is never that interesting to have to do. :P

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    My workshop items

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    1 hour ago, Avanya said:

    Yeah, I wouldn't be comfortable updating roads either. :P I think the issues should be fixed, but I'm not really sure if packs are still a mess. @Bad Peanut might know if it's safe to update roads. But even if it is I can imagine there's a lot of stuff to import again which is never that interesting to have to do. :P

    As far as I'm aware as long as you keep the name, file name and asset description exactly the same to the character - including case sensitivity it *should* work. A good thing to do would be save a backup that you can revert to if it doesn't work out.  Or you can test before uploading by going into offline mode, replacing the steam file of the road you want to replace and run the game then.  That way the game thinks the replaced version is the current steam version. After just delete the steam folder for that particular asset and once you're back in online mode steam will download that asset again

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    3 hours ago, Bad Peanut said:

    As far as I'm aware as long as you keep the name, file name and asset description exactly the same to the character - including case sensitivity it *should* work.

    Funny you would say the description has to be exactly the same! I didn't consider that...

    I did a test, pretty much just as you described, with a temp workshop asset a while back. I would update the description with a revision number so I could see if it would stick around in game. Of course, when it vanished from all my saves between updates, I feared that asset packs were just janky with updates and hoped I'd never have to update one lol!

    Awesome suggestions folks! I'll have to do more testing - at worse case, I'll just update it at the same time as the new DLC comes out, and blame all the broken saves on it! :-P

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    17 minutes ago, Badi_Dea said:

    Awesome suggestions folks! I'll have to do more testing - at worse case, I'll just update it at the same time as the new DLC comes out, and blame all the broken saves on it! :-P

    actually best idea hahahahaha

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    On 13.2.2018 at 2:16 AM, Badi_Dea said:

    Awesome suggestions folks! I'll have to do more testing - at worse case, I'll just update it at the same time as the new DLC comes out, and blame all the broken saves on it! :-P

    You can always "downgrade" them back, just keep the old .crp file

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    6A9AZO7.jpgg77Vs7d.jpg

    I've had a number of requests for a lighter, not so new looking, version of the Parking Lot Roads. Here they are!

    I truly hope you guys enjoy these, it's only a minor tweak of the texture from the original pack. I was glad to lower the Road mask a little bit and let all that detail show through.
    I went with a stronger road mask in the first set because I thought they would be more flexible, since most creators like to throw decals everywhere anyway. These ^^ are actually closer to where I started this project before backing it off to look a little more stock.

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    54 minutes ago, Badi_Dea said:

    Hi everyone!

    I got a facelift... and by that, I mean that I set an avatar! I think the broken light bulb helps to explain all the Bad Ideas lol

    Speaking of bad ideas - I've been working on some realistically scaled sidewalks. I've never really liked the default globby massively thick sidewalks.

    YZD3871.jpg

    Here's a comparison of the default park, upgraded to have thinner paths.

    Erh5Wwq.jpg

    Raised pedestrian crossings are fairly common where I'm from, so I decided to spruce it up a little with a brick side texture. I'd also like to do a concrete one for less nice areas; but I have a special bridge to model for that variant.

    pm0YN1q.jpg

    Speaking of bridges, I'm liking the way this is turning out. Lots of work is still needed for it though.

    :???:I'm curious how many folks use grass sprites?
    I don't really like to use them, but it seems that most people do. I can minimize their appearance on this sidewalk quite a bit, but not completely. It also increases the chances for world holes. I'm covering the world holes with the 'skirt' that's visible in the crosswalks so it's not completely jarring.

    Thanks for reading! I really appreciate your feedback - thanks!

    1

    I can't wait for this to come out.

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    So excited for the raised crosswalks, they look amazing! We really need good crossings for the parking lot roads especially, so hopefully these can work on them to split up long parking road segments as the current crossings are a bit wide (and diagonal?). Hope to see this work on them :D

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    Your work always seem to astound me. You're continuing to push this game further and improve it. I think these look fantastic and like your parking roads will be a game changer. I applaud all your ideas as they are fantastic in my eyes. 

    P.S. I hate sprites, think they look so cartoony. 

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    10 hours ago, alborzka said:

    So excited for the raised crosswalks, they look amazing! We really need good crossings for the parking lot roads especially, so hopefully these can work on them to split up long parking road segments as the current crossings are a bit wide (and diagonal?). Hope to see this work on them :D

    heh heh, I saw your comment on steam too, I have no clue why the crosswalk mod cuts those roads diagonally, I'd assume it's because I'm using straight segment ends. I'd like to make some more detail sets for parking lot roads, but there are already so many detail oriented assets, it seems redundant. It's definitely still on the list though!

    8 hours ago, barcasam7 said:

    P.S. I hate sprites, think they look so cartoony. 

    good to know, thanks! Since this scale is quite a bit smaller than what the game was designed to handle it's a little strange trying to get all the features to play nice with each other. It's pretty much either world holes (which I think I've mitigated pretty much entirely) or grassy concrete lol.

    Thanks for the comments everyone; I really appreciate it!

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    10 hours ago, Badi_Dea said:

    heh heh, I saw your comment on steam too, I have no clue why the crosswalk mod cuts those roads diagonally, I'd assume it's because I'm using straight segment ends. I'd like to make some more detail sets for parking lot roads, but there are already so many detail oriented assets, it seems redundant. It's definitely still on the list though!

    Ah okay that would make sense why it's acting up like that haha. Tbh I was looking more for functionality and less for decoration, e.g. I hope cims actually use those crossings like they use the parking road edges, otherwise I could just add props and decals and call it a day xD that's more what I meant by hoping the crossings interact with the parking roads, either way excited to see what's next :)

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    Released the Sidewalks! I went with the concrete version first since it's probably more useful for more people. I'm gonna finish off the brick reskin for myself though.

    QUY22Ra.jpg

    I'm gonna be getting back to the network based industrial pipeline, but I'm also starting to work on blocking in something that's been on the back burner for a real long time.
    If anyone's been looking around at the some of the craziest industrial hell holes, you might recognize it.

    tJ7eZCF.jpg

    Thanks all for reading!

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    24 minutes ago, Badi_Dea said:

    Released the Sidewalks! I went with the concrete version first since it's probably more useful for more people. I'm gonna finish off the brick reskin for myself though.

    QUY22Ra.jpg

    I'm gonna be getting back to the network based industrial pipeline, but I'm also starting to work on blocking in something that's been on the back burner for a real long time.
    If anyone's been looking around at the some of the craziest industrial hell holes, you might recognize it.

    tJ7eZCF.jpg

    Thanks all for reading!

    It has finally come people!

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    Yaaaaasssssss I am in *love* with these sidewalks!!!! <3

    3 hours ago, Badi_Dea said:

    I went with the concrete version first since it's probably more useful for more people. I'm gonna finish off the brick reskin for myself though.

    Just for yourself? :(

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    8 hours ago, alborzka said:

    Just for yourself? :(

    You're right, that's not fair. When I do it, I'll put it up on the WS. What I meant is that it's such a minor alteration, I'd need to change something something else to make it feel deserving of it's own WS item, and that might be more effort than I want to devote to it.

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