-
Notifications
You must be signed in to change notification settings - Fork 85
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Sync vanilla vs. TMPE stop / yield signs #28
Comments
Similar to #6 😉 |
From TMPE wiki: https://tmpe.viathinksoft.com/wiki/index.php?title=Priority_signs#Priority_roads
|
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. |
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 😉 |
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. |
See #49 for some initial ponder about how TMPE might be able to update signs when road/junction customisations are made. |
If TMPE priority signs are sync with vanilla, it may merit an option to let user define how that happes:
|
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.
The text was updated successfully, but these errors were encountered: