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andreharv

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Everything posted by andreharv

  1. @wojtasonOk dude this is freaking awesome! I guess I've been baffled by how tutorials of how to do this are pretty common but nobody wanted to publish what they did (or I am not seeing them)...but this will save people lots of time and they look wonderful. Keep up the good work ;).
  2. Ok thanks. I wasn't aware of the assets that utilized this so I will get that patched up.
  3. Ok guys just posted an update. -Integrated Metro (ie International Airport Metro) support -Third rail visual enhancements -Fences and third rail separate models for easier developement of hotswap support -More stable spawn point algorithm -Better scenario support
  4. Is this something that all of a sudden happened or are you using the mod for the first time?
  5. The European station was updated a few days ago and I personally noticed this afterwards.
  6. Have you heard of Move It? It would have allowed you to do this in a couple minutes. It looks great but there are tools that allow for awesome manipulation. Check that mod out. FreshPopcorn also has a video on youtube that also goes over some essentials of highway junctions.
  7. Just a PSA: Update 5: -Underground station tracks can now be rotated! Thanks to scoobyduped (Steam) for the idea. -All tracks use better models. Thanks to @Tim The Terrible for the rail models. -Tracks no longer can join in ways that will make an invalid junction. Many were having issues.
  8. @jan.gI would have loved to make this but currently I there are some limitations in the game that would make things a bit difficult, namely that you cannot select one lane of a 2 lane one way to junction with. It will always junction with them both and it is not possible to specify the route a train would take except through a station so they will kinda do whatever they want. I haven't explored it fully yet so I might be missing something.
  9. @wasmic: I'm from Boston so I am pretty familiar with what the Green Line is about. Just don't really have the time to start a 'tram overhaul'. There are still more refinements that need to be done to MOM before I can switch onto another project. Honestly, I wouldn't be opposed to a 'TOM' lol...it would only make sense and the refinements that we do to it could encompass light rail to the fullest. Does that sound better? @alkiskan: Forgive me for asking but would you be building these things? Or are you simply suggesting them? As far as programming, texturing, and modeling, we could always use good talent but suggestions are plentiful.
  10. Uhh yeah...boformer. No @Tim The Terrible's tracks are definitely a thing. They will be replacing those long balloon looking tracks that I copied off of CO, not an option in Network Skins. However, one thing network skins will be used for in the future will be for third rail replacement with (drumroll)...caternaries! This will accommodate the niche of LRT which AFAIK falls somewhere between metro and tram.
  11. LA Expo Line (WIP)

    @Tim The Terribleplease send me those spectacular rails and I will put them in MOM right away. I am currently getting the 3rd rails separated from the tracks for easy toggle...ability..and while I am at it I can update the rails too. If you send me the models and textures I would love that and I would include you as a contributor to MOM. Just send them to andreharv@yahoo.com (if you are willing to share) and leave me a message on steam when you do. I just ran across this thread yesterday and it looks very impressive. Keep up the good work!
  12. I would suggest chatting with @BloodyPenguin on this. He has worked with both mods and may be able to bridge the gap better than I could. In fact the original 81 tiles and really weird issues like this for other things and one by one he fixed them so he might be able to give you some pointers.
  13. @sokayha I will look into this, though I am not sure why that would be. @SamsamTS I will sub when I get home. This needs to be supported by this mod...somehow! @Mr_Maison: I don't care what they say about you, you're alright. But seriously, you're fine. Most of the things I have been hearing are in regards to pathfinding which we are working on which reminds me... Since yall are around I was wondering if you could test something for me. I was having issues earlier with setting station depths. As I may have explained, this is a somewhat tedious process that is done when placing a metro station in which the mod finds all paths (metro or ped) that exist at or below the level of the highest metro path and pushes them down to the level you indicate. That part is pretty straightforward. The part I guess I was having issues with was generating a square staircase of ped paths to fill the gap between the entrance of the station and the metro station tracks that got pushed down. I finished this algorithm months ago but sometime since then, CO produced a patch that made all pedpaths gravitate to roads and rendered my beautiful invisible ped paths into jumbled spaghetti (since the metro stations need to be placed next to a road). It was weird...like the closer the station was plopped to a road, the more jumbled the invisible ped paths got. This wasn't as bad on shallower stations, but on ones deeper than 21m, it looked like there were some inconsistencies (sometimes worked sometimes didn't depending on road interference. Anyway, I think I fixed it and released in a small patch this morning. Could you confirm that stations deeper than 21m are taking in and letting out passengers? If they are, you may notice in underground mode that the cims are descending down a circular staircase. That is an indication that it is working OK. If you have a deep station where trains are stopping but nobody is getting on or off, then this applies to you. You will need to replace the station for the fix to take effect. Thanks!
  14. Hey guys! I got reports that trains are not showing up in the train menu after the update. This was the case for me so I will look into this with @BloodyPenguin. In the meantime, unsub/resub Train Converter and that will fix the problem. *EDIT*I talked with him and he said that it is supposed to disappear from the rail menu. @wojtason if you unsubscribe and resubscribe the trains will go back to the rail menu. If you place them from the rail menu, are they indeed rail stations?
  15. hahaha yeah I have to admit that was a regression. I will get that too.
  16. Thanks guys I will be correcting the flickering issue now.
  17. @wojtason: I am utterly shocked that this has not come up more often . With the development of trams and their single tracks, I was able to create the single rails you see above. I also was able to use it to create the lines in the Promenade as well so yes, they use the same system and yes, as @Tim The Terrible pointed out, they are separate meshes. I took about 4 hours one day to brain storm this very issue and concluded that my knowledge on pathfinding and path logic would need to improve or more dev tools would have to be available for me to do the whole lane departure line...thing correctly. First of all, it would be a tedious undertaking because for each road, I would have to create new segments (think like tracks) for each lane for each combination of highway intersection...but if it was that simple, I would get right on it. The issue, without getting too technical, is that each dotted line can be assigned a position on the road and assigned rules of how they connect to other roads in junctions (similar to trams) but these positions and connection rules are set in stone. So if that same lane departure you had came off the left side instead of the right, the lines on the right side would cross all the traffic to get to the other side which, you guessed it, looks terrible. So I decided that instead spending a ton of time working on something I either couldn't finish until I learned more or told people they had to build all their exits on the right (which is a ridiculous request), I would put it off until I can figure out more about how NetSegments, NetNodes, and NetManager works. Also with what I learn from these, I may be able to create (at least the illusion of) divided highways but we'll see. I too am not satisfied with using a line drawing tool and trying to sketch out prop lines, but for now, you just gotta rock what you got (didn't rhyme but you get the point).
  18. Thanks guys. I stayed up till 6:30 getting the release out. Then went to Church a hot mess, a birthday party got home at about 1:30 and crashed. I will be back this afternoon after work to sort out these issues...well right after I sort out why the latest update from CO kinda screwed up NExt...just such perfect timing. Anyway, I will go through each of your comments and fix stuff as I see it.
  19. Sorry to hear that. A picture would help quite a bit
  20. Awesome guys! I will look over all your comments concerns and complaints tomorrow so I can critique what I can. Some of the AI stuff will have to wait till BP gets back (I think he is out of town). Keep the feedback comin
  21. It brings me great pleasure to introduce the METRO OVERHAUL MOD Asset creators, feel free to release your stations, vehicles, and other goodies. It is nearly 6am and I feel...sleepy. Should be largely similar to the last alpha. Oh and THANK YOU GUYS for your patients and support, helping me to test the crap out of this thing. I am really appreciative. So I'll let you get to it...here are the high points: * First release comes with a concrete and steel style each with fenced and fence-less versions * Steel bridge uses same pillar as concrete bridge. This was just to allow me to release the mod. I will be giving it a more fitting pillar later. *Ok that's all I have for now but please hit me up if you have any questions and...enjoy!
  22. I would have to let this rattle around in my mind. I would really like a way to be able to easily switch or assign a station to an appropriate type, though at the moment, @BloodyPenguin says it is not possible. However, that's where it ends for me. I don't really see the benefit of having the two types share one track. Visually, if the caternary was left, what about the third rail? If the station isn't connected to the MOM tracks, which I would assume would be most of the time, any changes you make to the appearance would stand out when connected exclusively to vanilla rail. Also, realistically if you have two different networks going to the same station, I would think it would probably make sense to have them each have their own station track. Personally, as I had mentioned before, I neither find the idea of mixing transport types feasible or practical. For now, I think the MOM conversion tool will be suitable until more MOM exclusive stations and transfer stations are made.
  23. Hmm...seems like you may have answered your own question...Well partially anyway. Now that things are settling down over on the NExt2 page, I have been working on getting things finished up for first release of MOM. So the second half of the answer (you answered the first half) is that I have to do the part of the mod I have been putting off which is LODs (I barely know how to do them well and the game doesn't seem to be very consistent when it comes to roads for some reason). Nonetheless I am aiming to get this on the workshop TOMORROW or some ridiculous hour of the night TONIGHT! There were a couple of things I wanted to do before releasing that simply won't make it (till later). Steel bridges will have to share the same pillar as the concrete bridge (I will make a new one later but it too may be concrete as well). Also, I wanted to extend the track style chooser to stations and depots but there is some additional coding that @BloodyPenguin won't be able to tackle till perhaps next week. Otherwise, the release will be much like the last alpha I released. I slightly improved the architecture of the steel bridge and fixed (most) of the clipping of the ground tracks. Stay tuned
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