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FX2K

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Can someone explain me what this question means?

"What other features do you think < you will > introduce?"
So pretty much asking for a list of features the author want's / intends the mod to have.
 

SoJiro_xD

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I am really looking forward to this mod... what I think could also be useful in this mod is a traffic management system for those freaky trains and metros...
If a train/metro station is used by two or three lines the trains should arrive in turns not -like now- mostly blockwise... Something like signal lights, changing state rotational every 2 seconds would be nice :) But propably hard to implement and would pospone release too far :(
 

V10lator

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I hope it's in feature freeze and will be released soon. As others said features can always be added with updates. On the other side people should stop asking for release dates, it's done when it's done or do you want a buggy release?

BTW: @cbethax I think you know a lot about the APIs for car AI now. Did you ever think about splitting your mod, like having a core and then plugins? I mean this part of the games API seems to be the most conflicting (when we're at it: Does this work with Traffic++?) but your core mod could basically be an API over the API, abstracting away all the conflicts and as a result allowing others to write plugins for it, too. That would be a nice new developer ecosystem but I don't know if it's possible at all. Anyway, if it's possible please write it down and don't look at the note till the version you're working on right now is released. ;)
 
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FX2K

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<snip>
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.<snip>

A mod currently on the workshop Traffic ++ has recently added bus lanes, but it also retextures the roads and looks pretty awesome.

Is this something you plan to do also or will they just be regular roads working as bus lanes etc?
If not, do you think your mod will be compatible with it?

D76l20k.jpg


I realise you are delaying the lane restriction (just saw on reddit) so perhaps something to think about.
For those that didn't see it:

I'm trying to pack everything in a working condition for Friday. I even cancelled one of the features 'road restrictions' - speed limits, bus lanes, etc., because making the UI there is again tricky and it would take me a few weeks to make it look okay.
Basically, the mod has a lot of potential for a lot of features, but my main goal for now is to clear the bugs I know and implement LHD.

http://www.reddit.com/user/svetnah
 
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Stuaz

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Kinda glad he is being sensible and restricting what he releases :)

A mod currently on the workshop Traffic ++ has recently added bus lanes, but it also retextures the roads and looks pretty awesome.

Is this something you plan to do also or will they just be regular roads working as bus lanes etc?
If not, do you think your mod will be compatible with it?

I realise you are delaying the lane restriction (just saw on reddit) so perhaps something to think about.
For those that didn't see it:

That looks really good - does it actually work? :) I have seen the Traffic ++ mod but I didn't like that you had to always have it with saved cities or they stop working...
 

FX2K

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That looks really good - does it actually work? :) I have seen the Traffic ++ mod but I didn't like that you had to always have it with saved cities or they stop working...

It does yes, although the 2 lane smaller road isn't working properly yet for left side driving, traffic still wants to stay on the right, but that should be fixed soon according to the author. The one in the screenshot works perfectly so far.

Admittedly, I haven't used it much for the same reason as you, save dependency, but also because I didn't really need the pedestrian path side of things. I thought I would use it, but never really did.
Now it has proper bus lanes which look awesome too I want to use it... but I want to use this traffic mod too (possibly more so) when released. So I am still patiently waiting before I decide which (if they conflict) or both if they don't.
 
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Glowstrontium

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I'd be very surprised if it doesn't conflict - it conflicts with lanechanger, and apparently most other mods that touch roads. Even though the author of Traffic Manager intends to include lane-based restrictions in the future, I'm not sure if he plans to add custom textures (or if that's even possible on a per lane basis). Different road types on the other hand (which is how Traffic++ handles things)(pedrestrian roads, 4-laned one ways .etc) haven't been mentioned, and I doubt they'll be added to this mod because of the save-compatibility issue.
 

V10lator

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do you think your mod will be compatible with it?
I'm in contact with the author of Traffic++ (he's helping me learning C# and the APIs). I asked him about that:
00:34 - V10lator: btw, another thing: There's this guy writing that badass street tool (changing lanes, removing amples, timing amples, ...) which I surely want to install as soon as it's released... so my question is: Are you in contact with the author to ensure it's compatible with traffic++ and/or merge the two mods?
00:37 - jfarias: Not yet. I'll wait to see if it's compatible or not and then we'll see how it goes.
 
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Glowstrontium

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Well I'd be very surprised if there would be no issues, especially since he added [Added realistic vehicle and citizen speeds (beta test option)] in the latest update.

This is the age old problem with having no suitable api - should Traffic Manager support Traffic++, or should Traffic++ support Traffic Manager? Once one author starts adding compatibility patches for specific mods, people will expect them to make one for everything and straight away after every update.
 

V10lator

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This is the age old problem with having no suitable api - should Traffic Manager support Traffic++, or should Traffic++ support Traffic Manager? Once one author starts adding compatibility patches for specific mods, people will expect them to make one for everything and straight away after every update.
And this is the reason I already cried for a community made abstraction layer, basically a new API sitting between mods like this and the CO API, allowing easy registering of new road types across all mods that should care, for example.
 
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Glowstrontium

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And this is the reason I already cried for a community made abstraction layer, basically a new API sitting between mods like this and the CO API, allowing easy registering of new road types across all mods that should care, for example.
Ultimately, something like this will be needed - the more mods there are out there, the worse the problem will get. This mod is epic, and myself and I'm sure many others will not want to play without it. Having to choose between mods that add good content isn't something I would like to see happen long-term for this game.

Its not only roads that are a mess, mods are adding buttons and shortcuts all over the place and conflicting, the parks and uniques menu is getting overloaded with iconless assets, and the workshop doesn't provide any way to change the load order of mods, which has been known to cause issues.
 
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