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NetworkSkins.UI.UINetworkSkinsPanel

This is not part of my GUI. This UI namespace and UINetworkSkinsPanel is not present in NS2 so you must have NS1 somewhere in some shape or form.

zJ1GPZj.png

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I've double-checked, I do not have NS1 anywhere (even checked the folders on disk - local and workshop).

I also disabled NS2 - yet the error still appears in the log. Maybe its some other mod that copied the code from NS1?

I'm currently trying to track down which mod might contain that code.

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    Maybe some other mod references the panel and NetworkSkins.dll. Numerous mods have built in support for NS. Again, the message is harmless if the mod performs the correct checks before enabling its NetworkSkins integration.

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    Zoo street light on a raised (city) park path is rotated by 90 degrees (so it faces sideways, rather than in to the path).

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    Applying traffic lights to Parking Lot Roads results in lights facing away from the road rather than in to the road.

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    @boformer I didn't find any new bug by now - just a question: Were you be able to take a look at NS2 X Parallel Road Tool Beta?

    I'd like to expand my test city but would like to use the templates I created using it to speed that process up a bit ;)

    If still that issue persist I gonna deactivate NS2 for the time beeing :)

     

    Thank you for your hard work!

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    I'm not sure if this is a bug or a feature, but thought I'd flag it up as potentially unexpected mod behaviour - here's what I did:

    • Placed some elevated City Park ped path - ugh, don't like those lights...
    • Open "lights" panel in NS2 and choose a fancy "old french lamp"
      • (note: Keep lights panel open during next steps)
    • Try upgrading path - game won't let me upgrade ped path to path of same type (ugh, can this be changed?)
    • Ok, I'll upgrade to some other path first and then upgrade that back to city path later... * upgrades to amusement park path *
    • Selects city path again and upgrades, expecting it to now have old french lamps
    • It gets the lights of the amusement park ped path ... wait, what?!

    Based on my workflow at the time, I was like "Why have you switched to a different street lamp?"

    It's like when I switched to amusement path, the lights select panel thought I'd selected a different light (amusement park light) for the city park ped path...?

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    Just noticed comment on R69 discord that NS2 should be ready next week... Would it be possible to change the way the road color thing works?

    Currently the palette updates every time I select new road or change color, which is somewhat annoying.

    Would it be possible to require manual intervention to put a color on the palette? Like clicking the larger color preview swatch or something? That way it keeps me in control over my color palette, rather than just random stuff appearing in there without me noticing.

    To reiterate an earlier comment:

    Quote

    Also, I've experimented more with the color swatches and would definitely prefer it if adding to the palette was manual. I currently have an entire palette of dark swatches. It would be great if the initial swatches were pre-defined (eg. bus road red, bike lane green, few asphalt/concrete colors) and there was some way I could override those swatches with own colors (eg. click the large preview swatch showing current color to "copy" it, then click a smaller swatch to "paste" the color on to that swatch). It would also be nice to toggle the color chooser; once I've got my swatches set up I could hide the color chooser so only the swatches are displayed.

     

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    On UK Roads Revived roads, changing street lights sometimes results in lights facing wrong way like so:

    backwards.jpg.34441810698c3addeeab6ec343d33f3f.jpg

    Not sure if it's asset or prop problem. The light facing wrong way is "LPS Street Light" which I think comes with base game. The road is a 1-lane slip road from the UK Roads Revived Motorways pack (it has some dependencies, I think the lights it uses are in the 'essentials' pack listed on asset 'required items' list).


      Edited by aubergine18  
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    On 10.5.2019 at 12:39 PM, Delta2k5 said:

    Were you be able to take a look at NS2 X Parallel Road Tool Beta?

    Not yet, but it's on the agenda

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    Is there a difference between the light props bundled with the mod and the original "Modern Lighting Pack" they came from?

    Also, catenary options don't seem to be showing for rail tracks from the Railway collection - I assume that it's because those assets have their catenary set by a dedicated "Railway Replacer" mod, but just flagging it up just in case.

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    13 hours ago, aubergine18 said:

    Is there a difference between the light props bundled with the mod and the original "Modern Lighting Pack" they came from?

    Yes, the ones included with the download have their light effects included in the .crp file, they just work.

    The old ones had their light effects defined in a proprietary XML file that was parsed by NS1. NS2 no longer supports these xml light definitions. That was before light effects could be added in the asset editor.

    13 hours ago, aubergine18 said:

    Also, catenary options don't seem to be showing for rail tracks from the Railway collection - I assume that it's because those assets have their catenary set by a dedicated "Railway Replacer" mod, but just flagging it up just in case.

    It's already tracked on GitHub, those catenaries and tracks will be supported

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    Saw this up on Steam yesterday, thanks for the all the hard work!

    I see it's incompatible with Parallel Road Tool; do they conflict if both installed and enabled or is it just that you can't use both tools at the same time when making a new road or something?

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    1 hour ago, Ryno917 said:

    Saw this up on Steam yesterday, thanks for the all the hard work!

    I see it's incompatible with Parallel Road Tool; do they conflict if both installed and enabled or is it just that you can't use both tools at the same time when making a new road or something?

    They are since if you read the post the link goes to, Network Skins 2 uses a newer version of Harmony and as such some mods will not work properly..

     

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    Looks pretty cool! If only the road editor was this nice.

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    10 hours ago, ghosty20 said:

    They are since if you read the post the link goes to, Network Skins 2 uses a newer version of Harmony and as such some mods will not work properly..

     


    I don't really know what all that means (coding is as foreign to me as Mariana's Trench); what is the nature of the conflict, in practical terms? Does one of them have to be disabled for the game to work properly? Do they just throw empty errors with no real damage? Can the PRT still be used, and then use NS2 to change the appearance of the road afterward?

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    4 hours ago, Ryno917 said:


    I don't really know what all that means (coding is as foreign to me as Mariana's Trench); what is the nature of the conflict, in practical terms? Does one of them have to be disabled for the game to work properly? Do they just throw empty errors with no real damage? Can the PRT still be used, and then use NS2 to change the appearance of the road afterward?

    You don't have to disable parallel road tools but that one simply won't work. You can still select roads, parallel road tools also previews the setup you created but it will lay just the main road down. That's all. Nothing else.

    NS2 will still work as intended ;)

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    7 hours ago, Delta2k5 said:

    You don't have to disable parallel road tools but that one simply won't work. You can still select roads, parallel road tools also previews the setup you created but it will lay just the main road down. That's all. Nothing else.

    NS2 will still work as intended ;)

    Ah ok, so NS2 being enabled prevents PRT from laying the parallel road. Got it. Thanks :)

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    A few updates were released for NS2, including bug fixes and new functionality. It is now very stable and will soon replace NS1!

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    Amazing! Thanks for you continued work; not just on this, but everything for the community. You've changed this game massively.

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