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FX2K

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"I still have a week of work." Is what he posted to one of the comments on youtube today.

He said he's working on lane restrictions (such as bus only, car only...) - it seems this mod is suffering from a bit of feature creep which is delaying the release, but I'm sure it'll be done eventually :)

That's a shame.. well its not for features I guess... ahh well, not this weekend then.

Just found the comments, looks like those wanting a toggle for crossroads will be happy bunnies

Implemented add/remove crosswalk, working on reversed timers for each traffic light in timed traffic lights, have to implement lane restrictions (zonable/pedestrian/service/cars/cargo)
 

Daimond

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Since creator is looking for input on the UI, my input is this.
1 - Make the UI drag able, as I play on Multi-monitor, and if static, where you place it is not where it may end up on my screen. Also have it remember where last placed.
2 - layout is fine as is, just change main menu colours to match game colours. (but over all fine if they stay as is)
3 - The lane change icons, the arrows need to be 2x thicker, over all size is good. and brighten the red arrows slightly, as they fade in to the over all button little.

That's my only 2 cense with what I have seen. As have not seen all current sub menu's or future ones.
 

oakshios

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I asked him today, on his reddit post (which is what he actively monitors the most frequently), if we could expect release this coming week and he said Friday is his target as of now.
 

Myquandro

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To me it seems more like "better late and complete then today and incomplete". If that would be the case then I would rather have the current version today and have a more complete version in two weeks then having to wait a week just to get all functions at once.
But either way I'm looking forward to and appreciate the work he's putting into this.
 

Sotrax

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I asked him today, on his reddit post (which is what he actively monitors the most frequently), if we could expect release this coming week and he said Friday is his target as of now.
It's like living in a horror story. NOO. :(
What am I doing the 3 days off? I don't want to do useful things like clean my flat, communicate with friends or even bother with some glowing strange thing outside, some call it sun I think.
Crap.
 

cpy

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It's like living in a horror story. NOO. :(
What am I doing the 3 days off? I don't want to do useful things like clean my flat, communicate with friends or even bother with some glowing strange thing outside, some call it sun I think.
Crap.

It's not glowing, it's nuclear fusion, that spits deadly radiation and can kill you if you are long enough outside and looking into it directly will make you blind in minutes. It's constantly "exploding" nuclear bomb that heats us, imagine being 50cm from campfire and feeling the heat, now this campfire is 150 000 000km away and burns like a bitch. If you wonder how bigass nuclear bomb exploding would look like, just look into the sun.

Now i really could use some traffic manager mod to enjoy cities skylines while hiding from deadly radiation from our visible nuclear reactor.
 
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Vimes

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I often feel humbled when I read of the mods created and shared by others - simply amazing work. I just hope that the creator manages to release this soon, seems that Friday might be possible, without finding any last minute bugs etc. Also I do hope that feature creep does not delay the release but merely presents an opportunity for further development and additions, which would give the opportunity to take feedback into consideration.
 

cbethax

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Hi guys, sorry for the delay, I'm busy here helping my gf's parents on the house renovation this weekend. I noticed that implementing crosswalks and road/lane restrictions is pretty easy and I want to add it to the mod, since it will be harder to work on features after release. I'm 100% sure that bugs will pop and I'll have to get on fixing them before I start working on more features. Next Friday as release date is a last resort, I want to catch as many bugs as possible before releasing it, since most of the users are not the best at reporting bugs well. No offense, even qualified QA engineers can't report bugs correctly most of the time, you need to know how the code works, so you can isolate what's causing the bug. Every bug report's reproduce steps that don't have a 100% reproduce rate are most probably not the correct steps to reproduce the bug, and only cross part of the bug's reproduce steps. With a game as complex as C:S, making a bug report with 100% reproduce rate is almost impossible if you don't have previous experience. My idea is to catch issues at the core logic, and have the users only report cosmetic issues.
 
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oakshios

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Thanks for the details. We are all eagerly awaiting and if the wait leads to a better user experience then, hoorah! You are doing this for the love of the game. Don't let us take that from you with our comments.
 
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Glowstrontium

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Next you'll have added 3 & 4 laned one-ways, 2 laned highways, pedestrian roads and guided busways LOL - not that I'm complaining, it's better to have a single NAM-like "mega-mod" than lots of small ones which add different features, all of which are incompatible with each other unless the authors each write specific patches (which quickly gets out of hand).

Traffic++ had many issues caused by premature releases, and because Steam just automatically updates mods without any user input, a lot of people got upset that their saves became broken.
 

OBV

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Hi guys, sorry for the delay, I'm busy here helping my gf's parents on the house renovation this weekend. I noticed that implementing crosswalks and road/lane restrictions is pretty easy and I want to add it to the mod, since it will be harder to work on features after release. I'm 100% sure that bugs will pop and I'll have to get on fixing them before I start working on more features. Next Friday as release date is a last resort, I want to catch as many bugs as possible before releasing it, since most of the users are not the best at reporting bugs well. No offense, even qualified QA engineers can't report bugs correctly most of the time, you need to know how the code works, so you can isolate what's causing the bug. Every bug report's reproduce steps that don't have a 100% reproduce rate are most probably not the correct steps to reproduce the bug, and only cross part of the bug's reproduce steps. With a game as complex as C:S, making a bug report with 100% reproduce rate is almost impossible if you don't have previous experience. My idea is to catch issues at the core logic, and have the users only report cosmetic issues.


hello
what other features do you think introduce?