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FX2K

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As I suspected, the author of Traffic++ has stated "The Lane Changer mod is incompatible, as will be the Traffic Manager.".

Aye, just saw that reply on the workshop...not to worry.
Just need to wait for this mod now to see which is the most suitable for my intentions.
 

cbethax

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Things got a little delayed, but my hope still is that I will pack everything until midnight, got really stuck with the road restrictions, about 80% of the implementation is there, but there are big problems with combining a segment and 'invert' segment (NetSegment.Flags.Inverted), and the UI needs a lot of work to function properly, so I commented all of it and I'm leaving it for a later time. Fixed a lot of minor issues, added some extras to timed traffic lights, so it's more easy to do them properly (individual counters on each light). Left hand drive still hasn't been worked on, but implementing it is easy and is a matter of ~1 hour testing. I've been working for the past few days on exporting the save data to an XML file, so in case something fucks up, it doesn't screw your whole savegame. Everything works, with the only thing remaining is the lane flags. Expect the release after about 6-8 hours IF nothing major doesn't pop up.

As for the compatibility with Traffic++, even if my intention was to make it compatible, it's impossible. Especially when the PathFinder is used. If there's no base API on which mods to extend, there's no way to make 2 mods that use the PathFinder and do not conflict with each other. Even if there is, both mods will need a big refactoring. The PathFinder by itself was not made to be modifiable and if an API is to be made, it has to have a totally different structure, not a simple execute mod function here, execute mod function there.
 
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Glowstrontium

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This is why Simcity 4 ended up with the NAM - there was originally a mod called the "Transit Bugfix", which basically mainly consisted of pathing fixes and such. People wanted overpasses, but as there can only be one controller file loaded, it would mean that anyone who made a mod for that would have been incompatible with the transit bugfix. At that point, the NAM was born it built up from there to what it is today.

The direction Skylines will go in will depend on how modders deal with the situation - It could either result in different incompatible mods being released side-by-side, implementing similar features in their own way, or modders working together to combine the best from them all.
 
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cbethax

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I'm delaying the release for tomorrow, since I found some bugs with the main menu that are headache inducing but need to be fixed if you don't want to be frustrated when changing between tools. Good news is, the xml save is working perfectly. In case something fucks up badly, you just have to delete it and the save game resets to normal.
 
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Gordon Dry

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So this would be a good base ("NAM-like") for other mods to be implemented than being separate - if other modders are willing to share their ideas and not to bake their own tiny buns to create a "one-feature-but-incompatible" mod.
So if something is incompatible, the modder should be so kind and let it be implemented here if suitable.
 
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WillFa

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So this would be a good base ("NAM-like") for other mods to be implemented than being separate - if other modders are willing to share their ideas and not to bake their own tiny buns to create a "one-feature-but-incompatible" mod.
So if something is incompatible, the modder should be so kind and let it be implemented here if suitable.

While this is the mod that I'm most looking forward to, and Cbethax seems to be the most diligent, ethical, competent programmer (though I haven't actually read his code to confirm this), I'm not sure this is really a platform base...

There are definitely 4 mods that I'd like to collaborate with each other to form a base framework though. I'd like to see Mod Corral get absorbed into Sapphire. This would give modders a quick and easy way to attach their UI elements without always reinventing the wheel, and lets them be skinnable too.
I'd like ARIS Overwatch to also be part of that base framework since it's focus is to be low impact and keep mods from stepping on each other's ... toes. (Though I'm not sure how well he succeeds at that at this point)
And then of course, I'd like this to play nice with that because from all the videos I've seen of CBethax's work, it is definitely my Holy Grail mod at the moment.
 
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ItalianGuy

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Can you explain what do you mean?
He means that with the other mod you can enable and disable destinations.

Use case:
5 ways intersection (imagine south, east, west, north-east and north-west branches). User wants to stop the flow from south to west. With the UI as it is now he can't, because the lane arrow would point to the left for both the west branch and the north-west branch. With the other mod all the branches are colored and the user can click on them to allow/deny traffic. But lanes are assigned automatically.

I suggest some possible changes for the UI of Traffic Manager:
  • Select "Change lanes" (i don't remember the label), select the street, and up to 6 buttons appear ("Manage lane 1", "Manage lane 2", "Manage lane 3" etc.). When the user clicks on a button, marks similar to the priority sign UI appear, with a blue circle for ALLOW and a white red-barred circle for DENY; the user clicks on the marks to change them.
  • A new tool called "Manage destinations" (or something better). The user clicks on the button, then selects the street and those marks appear but this time apply to the entire street.
I prefer the first solution because would be less error-prone, and the user experience would become more immersive.
 

iladrion

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Really nice to see this finally being published.

I will test this with a new city tonight, as my older cities are incompatible due to the traffic++-mod. Would really be nice, to see compatibility here later.

The description of this mod says, traffic manager should be incompatible with IPT (Improved Public Transport), on the other side wrote the author of IPT, that he could not find any incompatiblities.
 

Myquandro

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I'm testing this mod now and I've already got one problem, when I use priority signs the lane that has to give right of way waits too long to start moving again. There is a gap of about a second in which there is enough room for the car to start moving and it actually starts moving. This behavior makes it a system which is unsuitable for any situation that is busier then a country road.
 
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