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Sync vanilla vs. TMPE stop / yield signs #28

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FireController1847 opened this issue Feb 4, 2019 · 7 comments
Open

Sync vanilla vs. TMPE stop / yield signs #28

FireController1847 opened this issue Feb 4, 2019 · 7 comments
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analysing possibilities Analysing chances to create new features or implement changes to existing implementation enhancement Improve existing feature PRIORITY SIGNS Feature: Stop / Yield / Priority signs Usability Make mod easier to use

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@FireController1847
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I think it works programmatically, but it does not update the regular game itself. Ever since a specific update (unsure of which one), roads can be configured to have a stop sign enabled or not via the vanilla game by clicking on the road name then that little green icon in the bottom right corner of the popup (this also goes for stoplights, but that works fine). However, when you use TM;PE to set the stopsigns or yield signs, it does not update the base game or the physical sign objects.

Apologies if this has already been reported.

@FireController1847 FireController1847 changed the title Stopsigns/Yield not working Stopsigns/Yield Not Working Feb 4, 2019
@krzychu124
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Similar to #6 😉

@krzychu124 krzychu124 added the enhancement Improve existing feature label Feb 4, 2019
@originalfoo
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From TMPE wiki: https://tmpe.viathinksoft.com/wiki/index.php?title=Priority_signs#Priority_roads

  • Since the release of the Mass Transit DLC the base game contains a stop sign feature. Due to different mostly technical reasons (performance, mod inter-compatibility and functional differences) both TM:PE's priority sign and CO's stop sign feature currently work side-by-side and have not been merged into a single functional component. This however may be changed in a future version of TM:PE.
  • Reckless drivers ignore priority signs.

@originalfoo
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Also, vanilla stop signs can be used to make road prefabs show/hide additional props/decals. The UK Roads Revived networks do this: When a stop sign is added, additional decals and signposts appear at the end of the road.

So when TMPE adds its own stop or yield, the base game 'stop' must also be added in both cases.

@krzychu124 krzychu124 added analysing possibilities Analysing chances to create new features or implement changes to existing implementation Usability Make mod easier to use labels Feb 6, 2019
@krzychu124
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Would be great to have sign props at the end of the road according to setting you choose. Let's see what I/we can do 😉

@originalfoo
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Currently there's a yield flag on segments (or junctions, can't remember - it will be mentioned at cslmodding.info) and that's how things like stop signs (or in case of UK Roads Revived roads, 'Give Way' signs and decals) get added. There's no stop flag, no 'priority route' flag, and so on.

For auto-sign props, there would need to be a way to define the props per road state, which would probably be a bit of a nightmare (because you have to deal with rotation, height, and all sorts of other stuff, not to mention removing any sign/decal/etc that the road asset adds itself). In addition, there would need to be a way to keep track of the added props/decals/etc so that if junction is altered, or road moved, etc., the sign has to be updated/moved/removed as necessary.

@originalfoo
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See #49 for some initial ponder about how TMPE might be able to update signs when road/junction customisations are made.

@originalfoo originalfoo added the PRIORITY SIGNS Feature: Stop / Yield / Priority signs label Aug 12, 2019
@originalfoo originalfoo changed the title Stopsigns/Yield Not Working Sync vanilla vs. TMPE stop / yield signs Jul 28, 2020
@originalfoo
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If TMPE priority signs are sync with vanilla, it may merit an option to let user define how that happes:

  • Not linked (use vanilla stop just to toggle road meshes/props, but other than that is has no effect)
  • Link TMPE Stop and vanilla Stop
  • Link TMPE stop + yield to vanilla stop

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Labels
analysing possibilities Analysing chances to create new features or implement changes to existing implementation enhancement Improve existing feature PRIORITY SIGNS Feature: Stop / Yield / Priority signs Usability Make mod easier to use
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