[RELEASE] Traffic++: Speed limits, vehicle restrictions, and more...

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Stuaz

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With regards to save games, we are doing everything possible to ensure compatibility. We have implemented import routines for the Network Extensions Project roads, T++ roads, and T++ road customisations (speeds, lane changes, vehicle restrictions). We are hoping to do similar import for those using SomeRoads mod as well, but not sure if we'll get that for initial release. For those using Improved AI++ mod, that will be included too, but without the settings slider (it can be added if there are sufficient requests).

For those considering using the current T++, I would suggest waiting for the new mod; the current T++ has some performance issues which are mostly resolved in the new mod (and also every feature in the new mod is optional so you can disable any feature that causes fps drop).

Would love to see a little run down of some of the things you and the Network Extensions guys are up to :) Maybe a screenshot or two *hint hint*
 

Actonsheep

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Aubergine - is there any chance you could release a new version of T++ with the full set of custom car AI classes set to public (I think only CustomGarbageTruckAI is in the currently released build)?

I'm working on a mod and want to be able to support T++ as well as vanilla, but can't inherit from your custom classes. I've done the development using a custom csl-traffic.dll, but obvs that won't work for a release and I'd rather not implement a hack.

Ta.
 

aubergine18

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Closed beta testing of the new mod starts tomorrow - there are a few spaces left; friend me on Steam (aubergine18) and look in my workshop for "Beta" mod if you want to take part.

I promised some info on the new mod, here's a screenshot to whet your appetite :)

RePRDLH.png

@Actonsheep I'll see if we can set the classes to public, also we've asked CO/PDX if they can update the vanilla game so that they are set as protected (rather than private) by default.
 
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aubergine18

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Each time we update the mod it's visibility settings get reset to Public (rather than Friends Only), weird Steam glitch. If you want in to the beta see my previous comment :)

One of our testers was playing round with tunnels and made this vid:

 
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Glowstrontium

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Each time we update the mod it's visibility settings get reset to Public (rather than Friends Only), weird Steam glitch. If you want in to the beta see my previous comment :)

Ah, makes sense - the Steam Workshop has quite a few glitches and oddities that can be extremely annoying for both creators and users at times. As for the beta testers, I'm sure you already have enough by now :). I usually use left-hand traffic as well, which often suffers from glitches that are seemingly not even present in RHT cities which most people use (Traffic Manager's AI was particularity bad for this, but that doesn't appear to be part of this project at this time).
 

Culinia

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We are expecting the TAM mod soon?

This morning I tried to play a new city and presented with an error message.

Broken assets:

TAM Prop: BusLaneText: Duplicate prefab name [BrokenAssetException]

Details:
No details
BrokenAssetException: Broken assets:

TAM Prop: BusLaneText: Duplicate prefab name

I tried to disable the Traffic++ mod and it stopped the error message :(

Tried to reinstall all assets/mods = same result.
 

aubergine18

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As we're still beta testing / bug fixing the main TAM mod, we thought we'd drop an early December surprise and publish some of the completed bits to Network Extensions Project, including the new highways, rendered tunnels and Mac/Linux support :)

Get it while it's hot: http://steamcommunity.com/sharedfiles/filedetails/?id=478820060

We're also looking for the best videos of the new roads / tunnels, etc., for the TAM launch movie...

@Culinia thanks for the error report, we'll look in to it.