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andreharv

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About andreharv

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  1. @Evil.Iguana Thanks for reaching out in such a thorough and professional way. Please feel free to release the roads with the reskins. That is not a problem
  2. That's right, Bad Peanut. We have some goodies in store for you soon folks so stay tuned! Special shoutout to @Bad Peanut for crushing the roadblock that was holding up the quad tracks (that corner offset thing). We are making progress every day. Just a lot of work. The main focus around quad tracks is express lanes. There will be 4 platform 'Express' stations and 2 platform 'Local' stations where the inner 2 lanes are bypass only. These stations will require 2 lines for local and express traffic. Ideally you would connect busy neighborhoods with Express stations and sprinkle Local stations along the way. At Express stations, cims will decide whether to take the inner express train or outer local train based on how many local stations are in between. Sometimes cims will even take an express line to the next Express station some distance away, turn around and take a local line back one or two stops rather than toughing it out on the local line the whole way. This kind of stuff makes me giddy. I am also continuing to work on the ped path generator to improve the no ridership situations. P.S: I will be posting a pic of the Express station later. The Local station pic was posted a page or 2 back and it hasn't really changed much since then.
  3. Spent my entire adult life prowling these here forums. I would like to be added also Name: andreharv Gender: Male Sign: Taurus
  4. Yes, flat because an actual 3d shape of so many pits would increase the tris count of the tunnels 20-100 fold. Because many (if not most) do not regularly go into first person camera mode to enjoy the tunnels, it wouldn't be a wise move. Though not an expert (like at all), normal mapping may give a slight 'illusion' of depth to the textures but it's a bit early to tell.
  5. If I ever get the time to update the concrete tunnels to the style I would like, I would probably go for that (dirty concrete / honeycomb). I played with wire textures but realized from your pictures that black or dark brown wires would be best as they are subtle and give a better illusion of depth as a texture (not meshing wires). The original concrete texture was just to get the original tunnels done but yes, they do need a makeover. If a brave soul may venture to create such textures (1024x1024) I could probably implement them rather quickly. Also while I'm here, a bit on what I am working on right now: Ridership has been an issue ever since the update came out a month or two ago. The main issue is that cims are really getting penalized for walking to the edge of the stations before descending the stairs. In a way to combat this, cims will have to enter the station from the middle. I am going to first get an update out that achieves this and then I will update the model to reflect the change (just need to get something out). Also, angles are acting strange when people switch between different stations. I am working on fixing this as well. Once I get both of these going OK, I will update...Then it's back to NExt2 for the additional roads mod integration, THEN I can continue working on quad tracks. Thanks for being patient.
  6. The real reason why trams and metro do not intersect is because their tracks are different heights. AFAIK it would look tacky and unrealistic. Train tracks can not intersect tram...presumably for this reason. I notice this issue @j4lambert. Sadly I'm afraid it cropped up after a dev update because I remember this issue came up since the update and using an earlier version of MOM (from January) does not reverse this issue. I'm sure it's fixable (somehow). Will just take some investigation. *EDIT @j4lambert It looks like it has something to do with an update to TM:PE. Once I unsubbed it, the issue resolved itself. TMPE was updated on June 1
  7. Hey y'all. I have been spending a lot of time on bugfixes and optimizations (still am) but I thought I would take a moment and share (one of) the things I am working on at the moment. Quad Tracks will finally allow your metro trains to somewhat intuitively overtake each other. Trains that do not stop at the station will automatically go to the inner express lane. This will greatly improve the overall flow of your metro traffic by allowing more of your trains to maintain a top speed longer. You can branch one and two lane tracks off for more local traffic. I have plans for the side platform version (pictured below) with outer stops, island platforms with inner stops, and a main dual island platforms (stops on all tracks). Sorry for the dim pics...They're teasers...yeah...
  8. @Delta2k5Thanks for the heads up. I sent a message to this person. Most likely didn't follow the instructions...Sadly one of the reasons I was dreading the road editor. Lot of great creations don't get me wrong but it is like the wild west out there. Anyway, it's been nearly a week since I put up the poll to see what I was going to do about those New Roads for Network Extensions (If you don't know what I am talking about, go to my previous post where I was talking about it, click the link, and vote). So far it looks like the consensus is to bake the roads into the existing mod. Thanks to those who shared their output. I should have an update with the roads soon. I will update them to add elevated and tunnel for the non tiny roads later...and update the crappy icons too...later. But for now it is mainly to get people unbroken.
  9. Well dang...I should've added that as an option to the poll...I guess I'll do it now.
  10. I put up a poll regarding the now abandoned 'New Roads For Network Extensions 2' mod. CLICKY HERE TO VOTE!
  11. Needed a clickbaity title . Anyway, would you like me to incorporate all the roads from the now abandoned 'New Roads For Network Extensions 2' mod into Network Extensions 2? Or would you rather me put them in a new mod called 'Network Extensions Plus'? On the one hand... A separate mod will allow me to have a higher level of flexibility in taking requests for road variations. NExt+ will focus on adding public transport/bike capabilities to existing roads in NExt2, similar to what it is currently doing now. I would focus on new road types in NExt2 while adding the flurry of 'can I have a bike lane in...' requests for NExt+ (if you get what I mean). On the other hand... Keeping the roads together will allow me to keep all your favorite roads in one place. There are also a couple of the roads that accidentally found their way into the original mod and thus I would not have to worry about figuring out how to corral those people into a separate mod.
  12. VERSION 8.0 RELEASED! Nothing super sexy here. Mostly fixed stuff that went south after the ParkLife update. -Fixed broken pathing (cims not entering the stations) -Fixed station track selection bug -Fixed large airport slope too steep -Increased island platform track to 19m to make it compatible with @BadPeanut island platform station train track (train converter) -Cities transfer to MOM seamlessly from vanilla. -Ghost Mode allows users to unsubscribe from MOM without trashing their city. Enable Ghost Mode from the options and then load and save your MOM enabled city. After your MOM enabled city/cities have been saved under Ghost Mode, feel free to unsubscribe. -Asset Editor now has station tracks added to the track option menu -Station Length range increased. Now from 88m to 192m. Default now 144m. -Default station depth lowered from 12m to 15m. -Station Bend slider now initially points to 0. Still defaulted to 0. -You may now adjust your station options using the keyboard. Simply click on the slider or option title in the station options menu and use the arrow keys to see changes in real time. Left/Right arrow: Increment slider left or right. Up/Down: set slider to min/max. RCTRL: Set slider to default. -Fixed (or reduced) cims clipping through the ground to get to stations. -Fixed Level crossing LOD weirdness. -Fixed large airport metro stations (again). -Fixed some visual weirdness when placing one way tracks. -MOM/Tram crossings are no longer possible. -Fixed various stations that were having problems. If you notice any other stations that act strange or don't work please let me know here. -Rail costs reexamined adjusted
  13. You may be able to do this already with the new ParallelRoadTool. I am not sure how it handles collision mechanics but I would suspect at worse, you may need anarchy on as you use it.
  14. Happy Friday. Getting close to an update release here. But before I do, I would like to open up a beta for those who don't mind doing a bit of testing for a good cause. Beta can be found HERE. It is still considered WIP so please, your feedback would be most welcome. Thanks for your ongoing support! Also, if you wish to help and test, please unsubscribe MOM before you do. Thanks!
  15. I also work full time (I am cheating right now and writing this)...That said I am not by the code at the moment but off the top of my head... 1. Yes. You hit the left/right arrow, the distance between the preview blue road indicators get wider/narrower. Perhaps up/down arrows could work for elevation. This is just because some people are not as good with numbers and would rather just see the effects on screen before dragging. 2. This will take some investigation but I'm sure it is probably straightforward. 3. This one is kinda weird but it involves the TerrainManager. TerrainManager has a method to get the terrain height at a given position. As you are creating your parallel roads, the m_position property on the nodes connected to the segment you are creating could possibly have their y set to either the surface terrain at that position (from the TerrainManager) or the y of the m_position of the original road. This is just an educated guess though. Perhaps the parallel roads follow the terrain now. If that is the case, making them stick to the elevation of the original road should be pretty straightforward as well. 4. It would be all the segments drawn from that drag. I don't know exactly how the simulation knows how many segments and nodes were created during a drag. You will have to step out of that method and see what is calling it. If you dragged a road with 5 segments and 6 nodes, then the undo button should remove 5 segments and 6 nodes. Perhaps I could work on this one first. Undo is especially crucial when there is a lot of stuff that is autogenerated. It's also a plus because unlike MoveIt, this mod only creates segments (and nodes) so hitting undo will just be responsible for removing roads (most likely). I will take a deep dive into the code on this one. 5. I figured as much
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