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andreharv

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Everything posted by andreharv

  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. I am currently turning some of my attention toward additional public transit options, especially in the rail variant and I would like you to vote on your favorite ideas for what I should work on. I intend on making all of these at some point but from this poll I will know the order. Of course if your longstanding request is not on the list, just blurt it out and I will take it into consideration. An explanation of the choices (in order of estimated completion time): 1. Single Rail Tracks/Stations: Pretty self explanatory. This will allow one way single tracks to be placed and can branch or terminate original 2 way rail. 1L rail stations could allow for Island Platform or Split Platform stations. 2. Rendered Rail Tunnels: Similar to the custom roads in the Network Extensions Project, this would allow for existing rail tunnels to be visible and with a free camera mod, traversable. If above ground metro gets off the ground (pun intended), the existing tunnels would be rendered as well. 3. High Speed Rail (new network type): After some preliminary tests, this network would share many of the same properties as the regular train but with slightly higher acceleration and a higher top speed. Much higher @ 300km/h, twice the current train's speed. That would allow for a coast to coast trip through the whole map in about 90-120 seconds (depending on curves and elevation changes). The system would also get a thorough visual makeover. I think I would base it loosely off SC4 HSRP since that looks sweet. I'm debating as to whether to make it maglev but you guys could help me decide that later. Disadvantages would include wider turn radius and decreased slope tolerance so that the train can maintain speed (in current tests, the train would slow down to a crawl at sharp turns), no level crossings (pretty sure the gates wouldn't be able to close in time anyway...someone would die), and the cost will be astronomical (I'm predicting 3x convensional rail costs in all aspects). 4. Above Ground Subways/Metro (pretty much new network type): What would make this so time expensive is that it would more than likely require an overhaul of subway and rail AI to pull off. In addition, I would make it a goal (but not a promise) that the system would be able to be a direct modification to the existing subway network, rather than a new network, with the hopes that existing subways could be salvaged. Additional details would be that subway is currently 100km/h which is 2/3 the speed of conventional rail. This will probably not change for the above ground version. Also ground and elevated versions would both be cheaper than subway versions but not sure by how much. Additionally the metro will not have an overhead wire but instead will have a third rail (obviously they will terminate at level crossings so cims don't fry :D). 1 is Done (hey that rhymes). I am happy to announce the release of the One-Way Train Tracks Mod. 2. Not started. 3. Not started. 4. 96% Alpha HERE (11/30/16 8:20)
  3. 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.
  4. Spent my entire adult life prowling these here forums. I would like to be added also Name: andreharv Gender: Male Sign: Taurus
  5. 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.
  6. 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.
  7. 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
  8. 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...
  9. @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.
  10. Well dang...I should've added that as an option to the poll...I guess I'll do it now.
  11. I put up a poll regarding the now abandoned 'New Roads For Network Extensions 2' mod. CLICKY HERE TO VOTE!
  12. 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.
  13. 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
  14. 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.
  15. 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!
  16. 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
  17. @STApps: Welcome to Simtropolis! This is lazarus-man continuing our conversation from Reddit. To recap, my ideas (with clarifications) are: 1. Instead of the slider I mentioned before, keyboard controls would be a nice addition (using arrow keys to control separation in real time. 2. Controlling the offset of the cursor to the roads being placed (cursor on original/cursor in middle). 3. Uniform height vs conform to terrain (Not entirely sure how to but have an idea). 4. Undo button 5. Also blue outline of parallel road (not sure if you were already planning this for later). I am probably not going to be much help till next week. I have two mod updates (MOM and NExt2 to release before ParkLife) and I am going to be out of town for the holiday weekend. @reasonably1 seems to be making some progress on the UI so that may be your best bet. I'm not sure what else you were planning to get out for version 1.0 or what you need help with other than the UI. Perhaps I could look at reusing the in game menus for the nth selection...just let me know
  18. I have to put this project oh hold temporarily while I get out a much needed MOM bugfix update. Then I will need to update this mod to get it ready...er for the next EP. I will pick up where I left off after that and will keep you all posted.
  19. @alborzka: Thanks! Have been testing Revo's HAUPTBAHNHOF with promising results. I will check out martiausberlin's Berlin Hauptbahnhof when I get home.
  20. I don't fully remember what I did (or what I promised to do) but @j4lambert is partially right in that train tracks are going back to vanilla prices. I don't know how, when, or why we saw the need to change them but I don't deem it necessary for MOM to alter them so they are going back. As far as the metro prices. If my foggy Monday brain is serving me correctly, metro is going to be reduced drastically in price. It probably won't go back to vanilla prices because then it would just be ridiculously cheap. For example, passenger rail ground is $60/unit and tunnels are $360/unit. Metro tunnels are $100/unit so if scaled like vanilla ground would be a whopping $17/unit? So I may have been leaning toward making metro and trains similar in price. The next update will (try) to be out before the end of the month and it will focus on fixing common bugs. I may not get to all of them (ok I won't) but I will share what I am currently working on: (Currently working on): Make loading cities with vanilla metro less painful when starting the mod for the first time: I did not realize how painful it is to get an existing city ready for MOM. It didn't seem so painful when I tested it but that was like a year ago and a lot has happened to this game since then. All metro tracks will be properly lowered Stations will be retrofitted to the lowered depth. I think I will allow track lengths to remain the same for all our sanity sake (when converting vanilla plopped stations to MOM) (May take a bit longer but equally important): Needs to be extensively tested but I am working on a 'Ghost Mode' in which I will try my best to convert the loaded city back to pre-MOM status so you can safely unsubscribe from MOM without ruining your lives indefinitely. All above ground stations and depots will disappear. All lines will probably disappear too Modifications to stations (depth, length, angle, bend) and autogenerated ped paths, if I play my cards right, will remain but the station tracks themselves and tunnel tracks will switch back to vanilla when the mod is unsubbed. This requires a lot of work. The release date of this update will probably be closely tied to this. *EDIT* Expanded track options panel in Asset Editor to include side, island, and single platform station tracks. *EDIT* Reduced or eliminated situations where cims clip through the ground to get to underground metro station tracks. Fixed issues with one way tracks not playing nice together and other visual bugs Fixed level crossing LOD weirdness Station length range increased; Upper limit increased from 144m to 192m. Default station length increased to 144m (from 88m) Default station depth = 15m (from 12m) Station bend slider is now pointing to 0 instead of 1 (even though value was still 0) MOM/Tram crossings are no longer possible Fixed large airport metro stations (AGAIN)...sorry guys Fixed various other stations that are totally awesome but this mod has some kind of incompatible code which I can fix. If you have a question about a particular station, PLEASE LET ME KNOW! Fixed weird gap in floor of some single underground MOM tracks (Probably won't make this update unless yall really want it asap and don't mind waiting another week): Will add feature to allow adjustments to stations using keyboard so you can see changes in real time rather than moving a slider and hoping it works lol. (Probably won't make this update unless yall really want it asap and don't mind waiting another week(ish)): May add feature to modify existing stations' sliders instead of making the user place a new one every time they want a change. (Probably won't make this update unless yall really want it asap and don't mind waiting yet another week): May consider adding a feature to remember attributes of a given station so that if it collapses, the rebuild button will restore the slider properties that the station had. If there are any other glaring problems, great or small, that have kept you up at night, and are not listed here, please do. I may have fixed it and forgot lol...Or I need to add them to the list. Thanks for your patience and support!
  21. Thanks everyone! I will keep you posted as things develop. @Badi_DeaLike I said, I will be investing more efforts into the mod so yes these features are all written into the mod. There are no additional props used (yet). One purpose of this mod is to attempt to build meshes that save players their props to use for other things. Perhaps not a one size fits all but hopefully one size fits most? Could you clarify what you mean by 'the mipmapping looks different'? I haven't worked with any mipmaps. The LODs are far from complete. Feedback would be appreciated
  22. Thanks guys. I'm glad this project has some shock and awe left lol. With less than a month until C:S 3rd birthday, I wanted to share some progress I have been making as well as some future plans. In the past two weeks I have been making fairly steady progress on extended sidewalks and median connectors (please ignore the blue stuff). Most of the transitions are complete. We are making progress everyday! Please note I took it upon myself to add a solid white line to the basic roads. I would've loved to have this done by March 10th but I still have a lot of work to do so I won't bet my life on that. With the advent of the road editor, most individual variations of roads can be readily made. For this mod to justify it's existence, I have decided to focus more on the mod side. For now, I am focusing on the appearance of the roads and minor AI changes. My ultimate goal will be to one day use these median connectors to build divided intersections and thus, proper two way divided highway. I still plan on creating a 3+4, 3+5 and 5L oneway (maybe). Don't want to say too much. Just, happy Thursday!
  23. @Badi_Dea Good question! So essentially this tool will allow you to select roads that are variations of roads that already exist. For example, take the 3+3 ave with median. It will have its icon still in the large roads menu. However, the Road Tool will allow you to choose whether it has grass, trees, parking, etc. Here's a pic (kinda ugly) that demonstrates this (please ignore the minor glitching)... As you can see, in the foreground, the 3+3 ave doesn't have parking but instead has grass and extra pavement. Further down you see the 3+3 with parking. Even further you will see a 2+4 with trees. The base roads will be accessible from the menu still but the grass/trees/xtra pavement/whatever will be from the RoadTool. If you want to add a turning lane then you would have to select a 3+4 or 3+5 road and put it at the intersection (these roads will be in the works soon). Unfortunately, this does leave a weird gap between roads of different median widths...UNTIL NOW (or a maybe later). OH SNAP SON! So OTHER than the road tool, I am also working on smooth transitions. These smooth transitions will only occur when there are two NExT or vanilla roads where one transitions to another. Add a level crossing or a third road and the transitions will disappear. In the picture above, you can pair the road tool extra pavement with the median transitions to get something kinda nice. When it is all said and done, all NExT roads and/or vanilla roads will have smooth transitions. This does not include highways which would be a lot more complicated for 3 or more way junctions.
  24. @YP Justice Can you be specific or explain what exactly you mean? I have never heard of that (interested to learn )
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