Cities: Skylines

Cities: Skylines

Highways over Wall - Ramp Without Shoulder - Adaptive Network Road
Počet komentářů: 80
SimoG  [autor] 20. říj. 2023 v 12.53 
@Nerdy, I see it. all that remains is to wait for a possible update of the two mods although I now see it as unlikely.
Nerdy 20. říj. 2023 v 12.23 
@SimoG FYI: On my search regarding the problem where some IMT markings are not being loaded when loading into the save, I discovered a thread on macsergey's discord, where another user noticed the same issue when using AN roads (BIG Urban in his case). So it seems to be a problem with roads dependent on/using AN in combination with IMT.
Nerdy 20. říj. 2023 v 12.03 
@SimoG Works like a charm :) Thanks a lot!
SimoG  [autor] 20. říj. 2023 v 10.51 
@Nerdy: Lod issue fixed
Nerdy 25. zář. 2023 v 11.18 
@SimoG 1. Yeah... Finding out which one or which combo is the "fun" part...

2. Looking forward to this (final?! :D ) update. But take your time.

Thanks again for all your work and time. :)
SimoG  [autor] 24. zář. 2023 v 14.53 
@Nerdy 1. Probably a mod conflict, the tricky part is understanding which ones :-D

2. Thanks. Then it is definitely a problem of LODs imported incorrectly by the editor. I'll fix it as soon as possible.
Nerdy 24. zář. 2023 v 14.25 
@SimoG 1. Weird. Now that you wrote this, there was a similar problem in the past regarding the IMT markings, but i can't remember which mod it was...It's strange that it's only affecting your highways though.
2. This happens only where this specific road is used. Ingame it's the "Ramp narrow over wall", so the one without shoulder. It only happens where this road connects to another type of road. See screenshot
3. If I'm not mistaken, I only noticed this on your highways over walls. Almost exclusively placed them in ground mode, rarely elevated, so the LOD shouldn't be the concrete wall showing when the segments are elevated. But, as I said, I can live with this one :) apparently did so for years :D
SimoG  [autor] 24. zář. 2023 v 11.08 
@Nerdy 1. I honestly have no idea. I have also noticed this problem (but it also happens to me at intersections of vanilla roads). Even simply with move it by selecting a node and moving it vertically by 1 click and putting it back in place makes them reappear. I think it's a bug in some mod because there isn't a parameter that can be set in the editor that acts on them, at least not one accessible from the interface.

2. Strange that custom node are affected. Does this happen on all my roads or just this specific one? It's possible it's just an isolated bug. Sometimes the editor has problems importing lods with a new model.

3. It's been happening since the first release of my highways :-)
Never found a solution. It seems that the lod shader does not use one of the textures, the one that adjusts the "intensity" of the concrete. Similar to the problem that the slopes have a lighter asphalt color, even though I entered the same values as the other segments, CSL simply ignores them.
Nerdy 24. zář. 2023 v 8.15 
2. The LODs for the above mentioned nodes don't exist/are buggy/i don't know, as they only show the ugly blue below the world map, when reaching the distance where the game switches to the lower LOD of this road. Again, all affected nodes are 'custom'-nodes.

(3. A more global "issue" with the 'over concrete wall'-roads. Their LOD is way worse than the ones on your other highways, as it shows this "massive" white border when reaching the distance where the LOD is lowered. But that's just some minor inconvenience I can live with.) :chuchelcrazy:

As C:S2 is almost here, I can imagine that there's not much incentive for you to invest even more work and time into this, but I would be very happy if you know at least a solution to the first 2 points or have any idea what else can cause this.
Nerdy 24. zář. 2023 v 8.15 
Hey @SimoG I really appreciate your work on these roads. I've been using them almost since their release by now. Since you updated them I noticed some issues though:
1. IMT settings on nodes where this road is used aren't shown after loading into the save. They only show up after using Node Controller and clicking on these nodes. In most cases adjacent nodes that where customized also update and show their marking again. This happens only where this specific road is used (e.g. this highway ramp connects to one of your highways or a vanilla street). As this only happens on said intersections, this can't be related to 'bend'-nodes, I think, as these are always 'custom'-nodes. Is this an issue solely related to this type of road or an issue with Node Controller not loading the corresponding values correctly or both?
kawa 19. srp. 2023 v 2.09 
Thanks for the update ! I noticed something was different in my game !
SimoG  [autor] 15. srp. 2023 v 11.06 
@Cardona Thank at you for the tests you have done.
Cardona 15. srp. 2023 v 10.50 
I managed to fix it, I changed all the bend nodes for custom or middle.
Cardona 15. srp. 2023 v 10.39 
Thank you for the explanation. It is rare to use roads with AN had not noticed this spectrum.
SimoG  [autor] 15. srp. 2023 v 10.35 
@Cardona ok, thanks. Then this is correct behavior, because bending nodes and bending segments are deactivated in my Highways. So forcing them obviously doesn't show anything, except the decoration of AN. I decided to disable this type of nodes deliberately, just because AN fills them but then doesn't manage them so yoy can't remove unwanted elements. Technically, bending nodes serve to join two inverted segments of an asymmetrical road. For example, to trace the median S line on the ground or the center island: https://i.postimg.cc/WprJcvxj/Immagine-2023-08-15-192723.jpg and are always two, one for each direction.
Cardona 15. srp. 2023 v 10.12 
Before the update the bend nodes worked, the road extension with the guardrails.
Cardona 15. srp. 2023 v 10.10 
In normal gameplay no, I noticed about 4 to 6. Some are correctable, but others are not. There is a case that the node does not exist modeled.
I forced the bend nodes, on all roads, to be able to verify if the problem was some configuration.
SimoG  [autor] 15. srp. 2023 v 7.06 
@Cardona A question, are you forcing bending nodes with Node Controller? Because trying the bending nodes for me they are not activated simply by tracing the road.

https://i.postimg.cc/09V9V4rN/Cities-Skylines-2023-08-15-16-02-1.png
SimoG  [autor] 15. srp. 2023 v 5.52 
@Cardona Many Thanks for the sceens. Very useful. but it's very strange, because I have deactivated the bending nodes in all my roads, so they should appear as normal nodes, the same ones that appear in the intersections. precisely because I had also noticed this behavior during the tests but it was solved. Maybe some interference from a mod? however now I open CS and check
Cardona 15. srp. 2023 v 3.14 
No bugs found:
Old Roads
2199880699
2199877133
2199872638
2199856423
1932306577
1395455108
1343099397
3020141438
3020141438
https://sp.zhabite.com/sharedfiles/filedetails/?id=3020536661

New roads
3020141438

I haven't tested the tunnels, but I noticed when I zoomed out of the camera they turn blue nodes.
I focused on Bend nodes because the base game creates middle, Custom and Bend nodes.
I hope this will help you fix

I have the move it export xml with all the roads, except tunnels, in the modes, terrain, elevated and bridge.
Cardona 14. srp. 2023 v 16.06 
I can try tomorrow to post printscreens of the bugs reported. Summing up the blend nodes have all the bridge models crammed together. The blue nodes is not a road error, it's from the Direct Connect Roads mod
SimoG  [autor] 14. srp. 2023 v 15.57 
@Andrey Ok, I finally be able to open the old savegame but I haven't noticed any obvious flaws in my intersections except for few blue nodes with some completely random adaptive settings, as @sternenstaub70 defined them in his comment, so I turn to him too. This is not a bug of these new highways but of the previous ones. They are bending nodes that the new highways don't use (and the old ones shouldn't have used either). However, using the Node controller mod, they are preserved in the save. Unfortunately, need manually intervene on them, changeing the node type with the mod or by retracing one or both segments directly connected to it
SimoG  [autor] 14. srp. 2023 v 15.29 
Andrey but with decor, you mean the road marking or other type of elements (like sound barriers and guardrail)? Anyway from the description it seem the normal game behavior. For examble it also happens with the default bridge railings that the node length changes their appearance. However, I've been trying to open a save from over a year ago for a while to see what happens. even if it is so old that it is giving me quite a few problems :-D
Andrey 14. srp. 2023 v 15.16 
@SimoG I can't send a screenshot yet, but through experience, I found out that this mixed decor bug appears on the road segments node! That is, with the help of Adaptive Networks, you can not include the entire decor, but it will still be on the node between the segments! If the node is stretched - the deocor will be stretched, if the node is zero - the decor will be displayed in a super-shrunk format. I hope you can figure out what the error is from the description and fix it... This is clearly some kind of bug.
SimoG  [autor] 14. srp. 2023 v 14.02 
@Andrey Are you using Adaptive Network Mod? Anyway can you give me some screen to better understand the context and above all which combinations of roads give this problem? Thanks
SimoG  [autor] 14. srp. 2023 v 13.59 
@sternenstaub70 yes, I noticed some drawbacks too, but I don't think it's a problem with my highways but more an interference from some previous settings applied to the old ones by mods such as node controllers. Instead the blue segments could be bugs that I missed. Anyway I hope it wasn't too annoying and that the additions I made can make up for it :-D

Possibly give me some screenshots if it happens again. Thanks
Andrey 14. srp. 2023 v 13.51 
Dude! The new things in the update themselves are cool! But it's all buggy! If only you could see what my cool highway exits have become! All kinds of bridge supports and noise protection panels were mixed there at once, at a regular highway exit! Please, I beg you, fix the bugs! I've been building my city using your assets for two and a half years!
Arbaux 1. čvn. 2023 v 12.18 
@SimoG maybe, but nvm i make exits with use of ones with emergency lane
SimoG  [autor] 20. kvě. 2023 v 14.15 
@Arbaux really strange. I have not touched nothing. Maybe a problem with some mod
Arbaux 20. kvě. 2023 v 1.33 
i cant find this road anywhere but it worked a week ago
Shane_UK10 3. kvě. 2023 v 7.26 
I wonder if you were ever tempted to do some normal roads over concrete? Sometimes you need a normal one way two lane road over concrete to put into intersections where it joins the minor road.
Plazmafield 17. zář. 2022 v 7.22 
:) Fortunately I use AN. I appreciate the added convenience of automatic road markings because I spend a lot of time doing that with intersection marking tool. I literally have template/asset defaults I've created to match the markings of these assets in particular. Yeah... it's a mess, I'm trying to figure out which mod it causing no vehicle traffic inflow (only service and cargo deliveries are inflowing... no dummy traffic etc. Anyway, yeah, DLC additons break a lot of things. I try to do what I can to help, but I can only do so much since I'm not savvy on everything).
SimoG  [autor] 17. zář. 2022 v 5.46 
@Plazmafield Ah, well you've found the cause. With the mods now is a mess :-D Better to wait a couple of weeks that everything to stabilize again.

Yes. They are all settable through the Adaptative Network mod. So you can leave the classic bridge or activate the alternative ones of your choice. The acoustic barriers with birds are typical of my parts (but also in Spain from what they told me in a comment) These too can be activated at will with AN . The biggest change is the automatic road marking in the nodes, which goes from vanilla connection groups to AN's custom group, so who not using the mod will no longer be able to have them. Decision made because in this way they are a little more flexible and above all they do not risk interactions with other roads with rails...
Plazmafield 16. zář. 2022 v 19.09 
Hey, just a follow up. I found the issue. The issue was with a moon mod I had with respect to the flashing. The timing of when I was removing these networks coincided with sunrise so it was just unfortunate timing as to what I thought was causing the problems. I'm not sure which mod(s) were causing the lane arrow flashing but I fixed that too. :) Anyway, thought I'd let you know
Plazmafield 16. zář. 2022 v 17.16 
If you would like me to send the video recording to you, I'd be happy to do that. Idk, you might find it helpful at least in knowing a bit of was I was encountering
Plazmafield 16. zář. 2022 v 17.15 
Also, btw, I was forced to remove 800+ assets because of the new LSM just not being the same in loading in as many assets. I just want to tell you that I removed almost all my roads but chose to keep these because I absolutely love them.
Plazmafield 16. zář. 2022 v 17.13 
@SimoG Also, I took a look at your WIP models and I have to commend you on them. They look great. I presume they are intended to be an adaptive network for the bridge variation of these networks? In particular, I really like the one with the birds on it, that one is so unique, I don't think I've seen something like it on the workshop.
Plazmafield 16. zář. 2022 v 17.11 
@SimoG I have a video recording of some of the issues I was encountering. I did determine a certain lighting effect was triggered around the 81 border limit by these, but I've yet to determine the reason for the flashing arrows. All I know is that when I deleted every road that wasn't vanilla, it stopped flashing. This was on the Gondola Islands map at the only road entrance that I was working
SimoG  [autor] 16. zář. 2022 v 14.56 
@Plazmafield thanks for the report. I haven't had a chance to try the new patch for myself yet. However, I have been working on a new update for a long time, there is still a bit of patience before I have finished it, so I do not think I will be able to fix it quickly, in case I also find the issue. In practice, they are an open construction site :-D

A small preview a couple of new Adaptative Network features I've add:

https://i.postimg.cc/csbj0Yz5/Screenshot-57.png
https://i.postimg.cc/T2qCLWkx/Screenshot-200.png
Plazmafield 16. zář. 2022 v 13.57 
@SimoG I think there are some bugs/compatability issues with the new DLC. You can still place them and all, but the Screen does some funky stuff with these placed.
SimoG  [autor] 16. lis. 2021 v 8.51 
@Woozie Thanks.
Woozie 16. lis. 2021 v 6.55 
@SimoG one way 3 lanes elevated.
SimoG  [autor] 16. lis. 2021 v 4.37 
@Woozie one way or two way version?
Woozie 15. lis. 2021 v 17.00 
@SimoG there is still an issue with Intersection Marking Tool on elevated 3 lanes road - one point is missed.
SimoG  [autor] 24. zář. 2021 v 5.55 
@ 2HELMETS I don't know, I haven't tested it.
2HELMETS 23. zář. 2021 v 18.24 
Does roads united core work with this?
SimoG  [autor] 23. zář. 2021 v 15.21 
@leoxmogox Several streets in the collection do not have the shoulder. but not all, the Asymmetrical ones to have the entry/exit lanes only on one side, need to have the shoulder on the other. Unfortunately CSL not support truly asymmetrical roads most wider only on one side therefore it is not possible to remove it, at least keeping the central barrier aligned with the other roads.

However I am working on a new update using also the Adaptative Road mod, which allows to do some interesting things.
Leox 23. zář. 2021 v 14.13 
Hello, I love the collection.
Are you planning to make a network pack without emergency lanes?
SimoG  [autor] 6. zář. 2021 v 2.36 
@Petar Trajkov I suggest you to use the Node Controller v3 mod. It allows you to change this parameter (and many others) to any value of your choice directly in-game. Thus the road is better suited to the situation :-)