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Yes! ...and Traffic Manager: President Edition
Traffic++ V2 and Network Extensions, are the base for TAM, we are slowly getting there, but we are still not there
Cheers!
Network Extensions and Traffic++ V2 completely replace it, I think.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=478820060
Some people were online 2 minutes ago but Steam says 8 hours.
Or it says "last online " and that's it.
So nobody cay say when he was online the last time.
Link to the discussion: https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/543703997/451850849189906161/
Unless, modders teleport the bus across instead! (taken the idea from my train station to teleport stuff instead of have them walk all over the place)
Just saying ^^
-Xiri
No roundabout is the same - in shape or size.
It's fun to drive there.
Also becuase of the serpentines, the bad roads and the lack of road signs here and there.
Pro: Actually functions a HELL of a lot better than NEP and Traffic++ combined.
Pro: Doesn't mess up any other mods because of the coding you guys did.
Con: slows processing speed of a city more than it should, not sure what line of code is causing this, but my bet is on the lane-assignment function somewhere.
Suggestion: To make TAM the very pinnacle of C:S enhancement mods, is there any way to incorporate a road colour/texture changer into TAM?
Suggestion: Delivery trucks have their own pathing right? On several stretches of road I noticed mine just randomly switching lane by making a 90-degree turn, while they had no reason to. Not sure what causes this behaviour, but might end up being something cool if you guys manage to puzzle through that AI ^^
My two cents, don't code too much though, your brain will melt!
-Xiri
Had little bugs and issues so far with beta 1.
Great work guys. =)
The requested operation caused a stack overflow.",
with this repeated constantly until I force quit:
"at ColossalFramework.UI.UIComponent.get_isEnabled () [0x00000] in <filename unknown>:0"
I don't think it's this mod causing it, but if "disabled" mods are still being loaded into the memory (which is completely broken IMO), is it possible that Network Extensions or Traffic++ is affecting it due to still being subscribed but disabled?
unsubscribed does not mean disabled
That's the workaround for now,
we will take a look a that bug soon...
There has been an update of NetworkExtensions yesterday evening, that roughly contains the same code that TAM Beta, so you might want to have only one of those two mods subscribed at the same time...
Mod link: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=478820060
We're investigating ways to add control of traffic light sequences at intersections, but it's still early days yet. We want to avoid the issues that existed with the way Traffic Manager did it (both technial and UI) and that's going to take some time to develop. That being said, we've developed some code that allows traffic light control over individual lanes rather than entire roads, and with no noticeable performance drop, so that's looking promising - not sure when the full feature will be available though.
I'm not sure if we'll see anything regarding priority routes until TAM v2. The traffic light stuff will be required before we can implement it properly.
This is what i mean by having to make silly compromises, having to funnel large residential areas to 1 or 2 streets to control the influx onto an avenue, when it would make more sense to have 5 or 6 side streets with low priority traffic slowly trickling onto the avenue.I tried the seperate mod for disabling stop lights but found that caused problems when saving the game.
Timed traffic lights can make a huge difference to the city too. Imagine the city you live in IRL with 8 second traffic lights without any advanced left turns. I don't think they were a niche thing, I think the GUI for them was probably intimidating and it took me quite a while to get the hang of it.
Thanks for all the work you've been putting into the mod.