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Remove Crosswalk decals when crosswalk disabled #27
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The Junction Restrictions allow you to disable individual crossings and junctions, but the stripe decals still remain. I assume you mean the stripe decals should also disappear? Those decals are triggered by a flag on the road prefab instance IIRC. So in theory changing that flag should make them disappear? I've seen mods that remove all the crossing decals, which I assume they just delete them from the prefab definitions or something during game load? But what would be ideal is to find out what causes the game to toggle the decals on and off at junctions, and modify that so that if Junction Restrictions have disabled a crossing then that individual crossing should have its decal removed. Note: Traffic lights (especially timed ones) also need to account for the removal of a crossing, as does the pathfinder. |
Yeah, that's what I meant. The striped decals should disappear. |
I am not sure if we can remove them but replacing with transparent blank decal could be easier. I will try to find in code where and how these decals are selected and rendered. |
Just plopable asphalt? |
Ploppable asphalt needs careful positioning to avoid it overlapping other road parts of the road texture, such as 'stop lines'. |
Possible addition to the feature, often times in the U.S. people are allowed to cross even without the crosswalk lines being painted on the road. It's be awesome if we could make crosswalk lines optional in its entirety. |
So the three states would be:
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This mod, although broken, apparently found a way to hide the crosswalk decals at junctions (but not at tunnels): https://steamcommunity.com/sharedfiles/filedetails/?id=1147015481 |
Boformer has indicated he might have a way to remove the crossing decals per segment. He's working on a new version of Network Skins. IMO we should collaborate as we can already achieve removal of the 'path' part of it but not the visual, and network skins will be the opposite - removing visual but not path. |
From #129:
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From #129 (translated):
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Kian is close to having solution for this: kianzarrin/myrepo#1 |
Can we close this. I have posted this mod that fixes this issue: |
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From my comment in Discord:
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While not the primary goal of TM:PE, it's been long-standing feature request (eg: VictorPhilipp/Cities-Skylines-Traffic-Manager-President-Edition#16) from users and it's regularly been mentioned in various suggestion/improvement threads over the years, so there is user expectation that when crossing is disabled in TM:PE the visual stuff on the road should update. There's a similar trend with speed limit sign props - where users have asked if we can make those reflect the speed set by TM:PE speed limit tool. (see: #49, #124 for some recent discussion on that). Also, we already alter lane arrows when TM:PE changes lane routing at junctions, so there is some precedent of us altering or affecting the visible stuff on the map. |
@aubergine10 PS:I talked to NS2 last night and he said he likes to merge my mod as it is into his mod (it will use harmony though). And he has future plans to create user UI that generates Network skins without crosswalks. |
Yes, precisely that. We check to see if any NS mod (v1 or 2, assuming they both update the cc: @boformer |
The only possible issue I foresee is if users start getting confused that hiding crosswalk in NS2 doesn't 'disable' the actual pedestrian crossing. |
In my opinion texture changes caused by TMPE adaptions, should be performed by TMPE. |
@Sipke82 |
A shared git module perhaps? |
There are few cases to cover. The best option would be to separate responsibility (TMPE - manages paths, NS2 - manages textures). Use observer pattern or similar to notify about changes.
Synchronization problems to solve. I think that will be the hardest part.
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If both mods have it there's also the issue of duplicate data in the save (NS2 saving that it's hidden the crossing lines, TM:PE saving that the actual crossing path is disabled). There's also the issue that a user hiding crossing lines in NS2 might not want the actual crossing path removed (example: #27 (comment)). My suggestion would be:
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I think @krzychu124 has the best solution: if both mods are installed, then NS2 can handle it, but if not, TM:PE should handle it. It'd make no sense to make the mod an external dependency. If people don't want it installed, then why should TM:PE miss a feature because of it, you know? I think to solve the synchronization, you should try your best to work with their team to get the mods to work together. If TM:PE is installed first, then it should move them to NS2 as NS2 has a more fleshed out implementation. TM:PE's should be a "backup" per-say. |
Kian's crosswalk decal hiding mods which might get merged in to TMPE once we move to Harmony 2 properly:
Will keep this #27 open until integration. |
Hide crosswalks mod will probably be a part of AR(Advanced Roads) mod. Closing for now. |
I know we can disable crosswalks programmatically, but it doesn't remove it from the road junction itself. Is that possible?
Somewhat leaving this for future note, also somewhat leaving this for my own purposes.
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