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Everything posted by andreharv
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Network Extensions Project
andreharv replied to GC_Vos's topic in Cities: Skylines Modding - Open Discussion
Sadly, @BadPeanut is absolutely right. Network skins is by far the closest it gets to what you are talking about. Everything we make is 'rigid' in that it is limited in the number of visual changes that can take place while playing the game. The only thing that comes close (and probably sometime in the distant future) would be a road selection gui in which you can choose your roads entirely categorically. Features that are available can be selected from a drop down menu while features that haven't been implemented in the specified combination would be grayed out. This would not add anything new to the game. It would just be a new way for people to select what was already available to them.- 813 Replies
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Network Extensions Project
andreharv replied to GC_Vos's topic in Cities: Skylines Modding - Open Discussion
Hi everyone! Good news and some kinda blah news. Which do you want first? Ok I'll decide. Good news: I fixed the immediate issues with this mod. Namely the disasters tab now shows up, the asymmetrical roads can have their directions changed like the other roads and the roads can now be repaired normally after a disaster. Ok the blah news is that since I am not the publisher of the mod, I had to publish a new copy. You can snag it HERE. But you must first unsub from the original Network Extensions. Depending on communications with Katalyst6, this may be temporary...maybe not. Thanks for understanding- 813 Replies
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Additional Public Transit
andreharv replied to andreharv's topic in Cities: Skylines Modding - Open Discussion
Nah...that options panel is a bit misleading. I mean sure make sure it is checked but when you go into the game, try to run a stretch of metro track and you will see small dialog box toward the right side giving you some options.- 1,259 Replies
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Network Extensions Project
andreharv replied to GC_Vos's topic in Cities: Skylines Modding - Open Discussion
No. Indeed it is not. It is @MarioBro14. Apparently, Katalyst6 made him an author and left him in charge of the hordes of comments on Steam. So basically here's the thing. As I mentioned before, my hands were a bit tied with this release because I am not able to personally update the mod. There are issues that need to be addressed but the publisher (Katalyst6) has been kinda scarce. I have been tempted to branch this off into a new mod so that I can regularly update it but I realize that even so, I am only one man and between this and Metro Overhaul Mod, it may not make the update schedule any quicker. Nonetheless, I want everyone to know that one way or another things will get worked out ;). Stay tuned...- 813 Replies
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Additional Public Transit
andreharv replied to andreharv's topic in Cities: Skylines Modding - Open Discussion
@Delta2k5Those tracks sound amazing BTW. I need that in my life! On the other hand, the sirens with those added affects by CO sound really weird (unless they have fixed it)...makes the already bad sound of emergency vehicles sound like dying and suffering animals as the pitch modulates rapidly- 1,259 Replies
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Additional Public Transit
andreharv replied to andreharv's topic in Cities: Skylines Modding - Open Discussion
That's great to know! (both the rig specs and the draw distance). I know on low quality settings the draw distance is shortened considerably and then lods after that. I keep my lods pretty reasonable imho. For example, by far the biggest tris hog atm is the steel bridge at 5100 tris exactly (I have not cut a lot of corners with these models. I'm like a kid at christmas...once I develop something cool, despite the pricetag, I don't want to put it back or settle for something cheaper). Yet, I would forecast that the lod tris count should be <100 tris. I still have a ways to go with the lods though (I honestly hate making them). As a general rule, I will let people know again at launch that concrete uses roughly half the tris of steel so people with perf concerns may want to stick to that (again, lods will be reasonable either way). *Period*Enter*Tab* By the way, I must say that I am really glad I started this alpha. You guys have been amazing at pointing things out have been really patient with the release schedule and lack thereof. I am catching the vibe that you guys would prefer a completed project than something released now which is what I want. I will talk with @BloodyPenguin some more about a few issues with the logic issues discussed like @rovapasi1's. Thanks guys. You all are the best! I will try to get the bridge finished up today. How is the color? Saturation of the green/blue for the steel tracks? Suggestions always welcome.- 1,259 Replies
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Additional Public Transit
andreharv replied to andreharv's topic in Cities: Skylines Modding - Open Discussion
@Mr_Maison Yeah I can see why CO didn't make their tracks this way. All of the steel tracks take up at least a couple thousand tris/segment The see through ties are about 1000 tris alone...I was thinking of making a low tris version later... ...As a side note, after seeing @Tim The Terrible's rails, I may need to redo those as well as the third rails (though that is going to probably cost another 1000tris/segment too. One of the challenges of modeling is figuring out where to maximize details that people typically look at and minimize unseen parts to offset the cost. Honestly I don't have a good grasp of how much tris counts impact performance nor do I have a legacy machine to test with (i7 47690k, 32gb ram, 8gb vram, ssd) so if people have concerns please let me know.- 1,259 Replies
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Additional Public Transit
andreharv replied to andreharv's topic in Cities: Skylines Modding - Open Discussion
ooooh yeah lol. ok the clipping thing is a regression. I had a quick fix for the ground clipping through the tracks. I will fix this in a soon to come update.- 1,259 Replies
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Additional Public Transit
andreharv replied to andreharv's topic in Cities: Skylines Modding - Open Discussion
@Delta2k5:I will be sure to look into the sliders. Could you explain where you see texture flickering?- 1,259 Replies
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Additional Public Transit
andreharv replied to andreharv's topic in Cities: Skylines Modding - Open Discussion
@donoteat: Thank you for the advice! This bridge somewhat based on the manhattan bridge (obviously just the subway portion). I will take a closer examination at structural accuracy. **EDIT** forgot to mention that like the manhattan bridge, I also wanted to make this look somewhat reasonable for stacking other roads on top. Obviously this would be up to the player to accomplish but I wanted it to look somewhat reasonable when they did (which potentially would make the ceiling load bearing). @Mr_Maison: Yes! I kinda realized that recently. As you suggest, I will cut it in half...no taller than 3 feet/1m I just need to go through each mesh and retrofit. Thanks for the feedback.- 1,259 Replies
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Additional Public Transit
andreharv replied to andreharv's topic in Cities: Skylines Modding - Open Discussion
Hey guys updated MOM alpha: https://www.dropbox.com/sh/wnmxric8n6irthy/AADqOBupvMdPckKmGn4T-wuQa?dl=0 1.6 support and rough draft of steel bridge (nodes and pillars not done)- 1,259 Replies
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Additional Public Transit
andreharv replied to andreharv's topic in Cities: Skylines Modding - Open Discussion
Yeah let me know if stuff is broken. Here is a little something I've been screwing with while looking about other compatibility issues...- 1,259 Replies
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Additional Public Transit
andreharv replied to andreharv's topic in Cities: Skylines Modding - Open Discussion
Hey guys...I tried. After a brief talk with @BloodyPenguin and lots of hours, I have decided that I will have to once again delay the release. I literally have to leave for my flight in an hour. However, as promised, I will release 'something' so here's an alpha update. This update introduces ground and elevated steel tracks as well as updates to the existing tracks. In addition, there is a new gui that is meant to toggle fencing on the tracks. We are still working through this one so it may not be very accurately worded but you'll get the idea. In the assets folder you will find some updated and existing assets. As always back up your stuff and leave delicious feedback! Oh yeah...lighting for tunnels and lit rendered underground stations as well so get your first person camera fired up and take a look! I'm so tired. https://www.dropbox.com/sh/wnmxric8n6irthy/AADqOBupvMdPckKmGn4T-wuQa?dl=0 Oh and if you have questions, I will try my best to answer but I will be somewhere in the mountains for the next few days (till saturday) eating turkey and snowboarding...Good times. I have some instructions on how to install HERE- 1,259 Replies
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Additional Public Transit
andreharv replied to andreharv's topic in Cities: Skylines Modding - Open Discussion
@haus5: Welcome! Rendered stations are not something that everyone would appreciate or utilize. It almost always requires a free camera mod such as First Person Camera which allows you to move the camera underground and follow vehicles in first person/over-shoulder. Once upon a time long ago (like a year lol) may people were complaining that when they would follow a vehicle and it went into a tunnel, they would just see a lot of blue and it would look really weird. I will put a link to other mods that I would suggest (personally, I hate dependencies so I won't say they are required). But many other mods like fine road heights, move it!, and road anarchy are needed to enjoy the full capabilities of what this mod has to offer (simply put, they make the game a lot more fun to play, period enter tab)...Ok that was a lot of explaining for just one of your questions but I was meaning to post this as we inched closer to release. I didn't even get to your first question...We'll release...Soon. Ok before the end of the month. There are some exciting things that @BloodyPenguin and I have in the works and we are now going over what to include in first release and what to push for later. Personally, I'm aiming for before Thanksgiving as I will be leaving town for a few days.- 1,259 Replies
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Additional Public Transit
andreharv replied to andreharv's topic in Cities: Skylines Modding - Open Discussion
We have developed a fenceless version. It is developed, though I'm not sure how it will be selected/accessible. I'll have to confirm with @BloodyPenguin but I'm pretty sure it will be available...maybe.- 1,259 Replies
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andreharv replied to andreharv's topic in Cities: Skylines Modding - Open Discussion
Great question. They probably won't be ready in time for release but we will bump it up in the priorities since that station is one of a kind and I want more like it to be made- 1,259 Replies
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Additional Public Transit
andreharv replied to andreharv's topic in Cities: Skylines Modding - Open Discussion
Hi everybody! Glad to see the enthusiasm is still high and testing is still happening :). @BloodyPenguin and I have been working feverishly to make sure that everything is good for first release which will come soon and I know it will come soon because we are running out of things to do/fix for first release so the only thing to do after that is release. I was going to release another alpha but we are going to focus on releasing the modwithin a week. I hate teasing yall (but I secretly do doe) I want to show off another pet project that got tossed my way. Essentially, all tracks on your subways will have rendered underground platforms. A lot to iron out but what you see is what I know (except for the green floors and ceilings...that was fixed lol...It also just rained in the picture and since it rains vegetable oil in this game, the stairs look greasy)...also proof I fixed the crisscross station track missing...thing. This is a curved station I subbed off the workshop. The otherwise invisible curved track will be made into this.- 1,259 Replies
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Additional Public Transit
andreharv replied to andreharv's topic in Cities: Skylines Modding - Open Discussion
I fixed the crossovers yesterday- 1,259 Replies
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Additional Public Transit
andreharv replied to andreharv's topic in Cities: Skylines Modding - Open Discussion
Sorry dude...it's way too realistic and nice- 1,259 Replies
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Additional Public Transit
andreharv replied to andreharv's topic in Cities: Skylines Modding - Open Discussion
You would want this mod if you wanted a visual and functional overhaul of the existing metro systems. As well as elevated and bridge sections, it also offers rendered tunnels if you like using a camera tool to go to street level or follow vehicles. In addition it will include a tool that will allow you to sink your existing metro station's tunnels to a specific depth or stretch them to be longer. Future releases will offer different visual themes as well as single tracks/stations...But to each his/her own. If this neither interests you nor fits your city plans, the game is full of other options...this is merely an improvement on one of them. In any case, please, check out the rest of this topic and welcome to the discussion!- 1,259 Replies
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Additional Public Transit
andreharv replied to andreharv's topic in Cities: Skylines Modding - Open Discussion
@Tim The Terrible Saturation, check...I want those rails! @Delta2k5 Pillars, got it. Widths are 12m for backwards compatibility reasons but I will tinker with it and see what works...wait. They are both 12m wide and 12m in the air. You can easily set the height in the simulation. I even situated the concrete base to be comfortably visible at 9 and 12m, although if you are on bumpy terrain, tall truck clipping may occur so you would just have to use some judgement there. Sadly I realized that there is still a lot to do with this steel version and there is still more work to do on the concrete so I am going to shelve this version for now so that we can have the concrete version ready for release, though I really REALLY appreciate your comments. Thanks guys!- 1,259 Replies
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andreharv replied to andreharv's topic in Cities: Skylines Modding - Open Discussion
@Tim The Terrible: As I said, awesome work! I am now realizing that stations like that are what will allow the single track mod to reach its full potential. Glad to see what you have done! @TransitAuthority: Sad to say, I'm the guy to blame on that one. Fortunately, it is just a visual bug and will be corrected in the next update. TBH, there are a lot of vanilla things in this game that will probably be begging for a makeover after it is all said and done. If there isn't one in the works for vanilla rail in the next few months, I will put my hand to it ;). In the meantime, rest assured that the single track textures will be fixed in due time. @Everyone Else: It's nice to see that you guys are finding solutions to some of your station problems. Ultimately, I am going to have a lot of these issues automated in a UI like the one that exists for station tracks and depths. Bloody penguin is also working on something that will allow vanilla stations to be retrofitted into metro stations. Hopefully we can get this all packaged in a neat and inviting way :). In other news, I have been silent because I have been working feverishly on the Steel/Wood version which I previewed in an above post. I guess it wouldn't hurt to share a couple more pics from my steam page...Anyway, I am currently working on the tunnel and once I get that done (prob sometime later this week), I will upload it for you guys to check out. I am realizing that this is taking a longer time than I had originally expected but I also realized that most people want a finished and polished product. I could see CO putting this kind of work into an expansion and they have a team. Since I am largely working solo on this (on my free time), and because I am kinda OCD about the details, things might be sluggish at times. This is my #1 pass time though so please rest assured that I will be working on this till completion, with or without regular feedback in the posts. Thanks for your continued support and patience. You probably won't regret this !- 1,259 Replies
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andreharv replied to andreharv's topic in Cities: Skylines Modding - Open Discussion
I am not entirely sure but I am leaning toward yes, I will keep them compatible. There was a change I wanted to make but it is not that important, at least not enough to temporarily break everything. That being said until release, the program is still in Alpha. Since there will be a crazy amount of new stuff to add to the release over the coming months, it may be an ongoing beta which basically means that there shouldn't be any sweeping game-breaking changes but there will be a lot of moving parts. Anyway, always back up your cities, especially if you want to use a city you like.- 1,259 Replies
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andreharv replied to andreharv's topic in Cities: Skylines Modding - Open Discussion
I didn't make the trains so I would have to ask @BloodyPenguin. As far as the station tracks are concerned, that is is by design. Just access the ground version (any version you can get in ModTools) and then use pgup and pgdn to get the flavor you want. I don't have icons for them in the asset editor which is just from my procrastination but when I get the icon it will work that way too.- 1,259 Replies
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andreharv replied to andreharv's topic in Cities: Skylines Modding - Open Discussion
It's big because it is going to accommodate one way stations on the sides...which are still in the worx- 1,259 Replies
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