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andreharv

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Everything posted by andreharv

  1. You should list the Network Extensions as a dependency
  2. Not entirely sure as I wasn't the one to write it. If I could guess, it was mentioned back when we had a more concrete idea of what we were doing and trams roads were not on that list. Sadly, I have ADD and I guess I am liable to start working on...whatever. The bike ped roads were just a matter of me saying 'what if' and then I just made them. I guess tram roads would be a plausible next step so perhaps we should say 'we won't make tram roads...unless we make them'. Short answer, the rule may be removed.
  3. Proud to announce that we (finally) released an update: Pedestrian Roads: -*New* Plain Street [G] -*New* Zonable Promenade [G/E] -*New* Zonable Pedestrian Tiny Stone Road [G/E] -*New* Zonable Pedestrian Gravel [G/E] -*New* Zonable Pedestrian Tiny Gravel Road [G/E] -*New* Zonable Pedestrian Pavement [G/E] -*New* Zonable Pedestrian Tiny Pavement Road [G/E] -*New* Support for Road Color Changer Continued (Ground / Elevated / Bridge / Tunnel) Thank you so much for your patience and continued support! Believe me when I say there is much more to come.
  4. @Tim The Terrible Welcome to the struggle. You cannot extract meshes by design. All you can do is extract the lodMesh which are lower quality but give a feel for dimensions. Textures should be ok though.
  5. I feel you on that one.
  6. Believe it or not, the 1L rail catenaries were built from scratch as well. They should be potentially replaceable with network skins if that mod is set up to handle building and prop placement. Subways will not have catenaries (I personally dislike them) but will rather have a 3rd rail (fried cims sold separately).
  7. Well the main reason is transparency. The goal of this mod (and the NExt) is to add new options in such a way that users cannot tell the difference. Ironically, we actually get the least requests for style changes when we go with the more default looking style, supposedly because it is more of what people are used to. However, we are coming to the place where we are creating all new content so there is no default to fall back on so you can expect more original work. For example, all the tunnel interiors and the 8L pillars and cables were custom designs along with all the new ped roads we are releasing. Not to mention, everything we make must connect seamlessly to the vanilla networks so they don't stand out like a sore thumb...but like everything else with these projects, they are a work in progress.
  8. @Tim The TerribleNew bridges are most def doable but there is no easy way to toggle between them so it would require cloning the network x number of times in the menu but just changing the bridge which would be kinda silly imo. Most def new elevated subway/metro will have all new everything (to your point, the existing elevated rails look like they used to carry Ford Model Ts and WWI tank parts lol.) The metro will have updated new tracks/models, etc. As far as modeling them, everything about developing this game is a PITA so don't worry. In fact, cloning the vanilla bridges for new roads was the hardest part of all because CO does not make their models available for modifications so I had to painstakingly replicate them from scratch...This alone took literally months to get right (and it's still not perfect). Looking forward, I see a great divide between players in different regions/countries and what they expect this stuff to look like. Being from 'Merica, all our public transit is either dirty or...nonexistent so I will try to keep an open mind to what people are used to and make something everyone can enjoy .
  9. I bet it is possible to make the road (non modular) just need to figure out how to control lane switching and turning. If there is a way to figure that out, making this road woudn't be very difficult. In fact, these are my favorite kind of road period...I love the side roads and how you can use them to control which roads intersect with the main road. There is one of these near where I live and while they are not the most fun to drive on, they would be very fun to play with in game. Assuming I went to scale with this picture, and there were access roads on either side, I would guess this road is about 64m across or 8 cells wide! LOL. However, I have played with making networks twice that wide so it is very possible.
  10. There were nice examples of these on a mod for CXL. With CSL, it would be a challenge keeping the service road traffic and main road separate since they would all be one road.
  11. Like the layouts. While we are rather busy atm, new ideas are always welcome and we will keep them in mind when we are not...as busy lol? aaaanyway... @elvnadusk Small town main steet would be a nice touch. However, afaik, because parking is a lane (like driving lanes or pedestrian lanes), cars must be parked in the direction of traffic. Perhaps if there is a way to hardcode the angle that cars park, they could drive into the spot and flip but I have no idea. @boformer It appears that you are describing a 2 lane 24m boulevard. I have played with this road width and with that custom zoning tool, it would work like the tiny roads do (it would be needed for any road that takes up an odd number of cells (3)). I have a lot of ideas for this road size as it bridges the wide gap between 16m and 32m roads. The majority of them would only serve for decorative purposes, with the exception of a 5 lane road, though I doubt there is much demand for that atm. By the way, I am currently flirting with right turn only roads (roads with unbroken medians at intersections)...Problem is, not sure how to stop cars from making left turns. It is a research effort I have largely on the backburner but if you have any insight into pathfinding restrictions based on road connection angles, they would be very welcome!
  12. 3 word story

    I asked Google
  13. I would imagine the models would be minimal at best...probably a line of squares. As far as tail lights are concerned, one possible reason for the lack of this is due to the fact that when a train gets to a terminus and changes direction, the tail lights would have to be converted to headlights and that may not be possible. In the vanilla game, one set of lights is off on one end of the train and the forward facing engine has its on. When the train changes direction they switch.
  14. 3 word story

    I asked him
  15. AFAIK yes, but not in the coming release. Still lots of work to be done for the merge to take place.
  16. 3 word story

    burned the cornfield.
  17. 3 word story

    there lived a
  18. Love/Hate

    Love (though it sometimes depends on my destination) Black Olives
  19. It seems like a good mod to have and if you are concerned about prop placement (or lack thereof), I am sure you will find many other uses for it as well.
  20. The speed limit signs will be removed. However, the lights stay. I imagine you can remove them, however, with network skins.
  21. Sorry, to clarify what I said earlier, this is for the gravel ped road (not the vanilla dirt road). Can't imagine it would be too much trouble to extend these to those as well in the future.
  22. I was going for the washed out look for the planks but the silly default LUT makes everything look cartoonish and brand new. I will keep that in mind and textures are always welcome.
  23. @sachizm Ok buddy, I think you just need to relax and go for a nice walk...(hehe you see what I did there?) But seriously, ped malls are next on the release list, though, as you can see, I am still creating them. While this will be the bridge to the dirt road, it is also a sneak peak at boardwalks which I plan to explore more broadly later...WIP. Bark if suggestions you have. ETA wanna say end of week. Sorry for delays RL happened...feeling better though .
  24. @Mr_Maison As mentioned, love your subway cars and I will be relying on you heavily for modeling (if you are so willing and if I can get my act together). As far as integrating rail and subway, I am somewhat of a stickler for the separation of networks. In Boston, where I'm from, there are Trams (green line) Train (amtrak) and Metro (MBTA red orange blue etc). IMHO, they all seem to serve different purposes. For example, while I imagine there may be underground amtrak stations, Im sure they are not common. Green line (tram) has numerous level crossings but those are not common or existent with above ground metro nor are they nearly as fast and they stop at all the traffic lights. All this to say, I will try to make sure that an above ground metro has a distinct AI so that it is not entirely redundant to conventional rail or tram. Also, metro would not have outside connections. @boformer <assumption> Modeling the subway will be the easy (fun) part (just requires a lot of time and a portion of my sanity) but models and textures would fill in the tunnels and train models quite nicely. Since subways are a netinfo, there should be properties to control how vehicles and pedestrians are displayed underground.</assumption> My biggest concern is the AI and the lack thereof. If I could replace the SubwayAI, I could allow for the improved metro network to connect to existing Subway or replace it altogether. Either way, I will probably be stealing a lot of code from TrainTrackAI. @hbn This will be a separate network type altogether. It is not a way to connect existing rail to subway but rather to allow subway to go above ground. I still won't connect to rail. Bridge selection would be in another mod altogether (ie Network Skins or sth) @boformer was tremendously helpful in providing me with what is required to build custom bridges but making them dynamically available would be complicated since it would involve selecting pillars and selecting the road type. For example, with the standard suspension bridge, the pillars are not a part of the road but the cables are so they both would have to be replaced if you wanted, say, an arch bridge. Bidirectional tracks are used for the stations and they seem to work nicely. The only thing I haven't tested is how traffic behaves for longer lengths of bidirectional track and to that I am not entirely sure. I have had situations where on longer stations, trains did get locked up. While some people would wise up and revise their layout, many people would just complain and say the track is 'broken'. Nonetheless, common sense goes a long way when using single rail (which might be why the devs never added it).
  25. The station track is a network type like the other types. The station building you build around it is entirely up to you (short answer...yes). The station pictured above is a proof of concept and will not be released. I will be kinda relying on generous mod creators to make stations...For now
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