Coder Social home page Coder Social logo

victorphilipp / cities-skylines-traffic-manager-president-edition Goto Github PK

View Code? Open in Web Editor NEW

This project forked from imarbot/skylines-traffic-manager-plus

149.0 21.0 54.0 9.1 MB

Cities: Skylines Traffic Manager: Traffic President Edition

Home Page: http://steamcommunity.com/sharedfiles/filedetails/?id=583429740

License: MIT License

C# 100.00%

cities-skylines-traffic-manager-president-edition's People

Stargazers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

Watchers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

cities-skylines-traffic-manager-president-edition's Issues

Save/Load timed traffic light programs

Traffic light step sequences (so called programs) can be stored and retrieved to/from a global storage location. Stored programs are classified by junction type (number of connected roads) for compatibility reasons. Stored timed traffic lights can be retrieved for being reused on other junctions.

This feature would also be able to store the associated lane arrows and custom lane connections together with the timed traffic light configuration. When applied to a junction all customizations would then be applied together.

The copy & paste feature would be affected by this feature: It could also be extended such that lane arrows and lane connections could also be copied & pasted.

Says incompatible with another mod

Says that with my other mods and without them. Even tried removing all mods except this one from the directory and get same result. Only thing that seems to work is toggling the traffic lights. Any ideas? Tried downloading the source and recompiling but my virtual studio always has errors. And visual studio can't load the tmf playground? Required for building?

Vehicle Restrictions not working.

I have no DLCs or other mods.
Vehicle restrictions do not seem to work on roads and are ignored by traffic (save file can be sent if useful).

Large framerate decrease when TM:PE menu is open

I've noticed that ever since installing TM:PE, when I click on the button to open the menu, the graphical framerate drops significantly.

If I close the menu again, FPS returns to normal.

Is it possible the menu is drawn in a way that doesn't render well?

Powerful lane changer as in Traffic++

It would be nice to have a powerful "drag & drop" lane connector as in Traffic++.
There are certain situations where a manual lane changer is very powerful and cannot be replaced with an automatic solution.

TM:PE integrates an improved lane selection algorithm. Normally, there is no need to manually define lane changing policies since the system is designed to let vehicles automatically choose the "best" path in terms of traffic density & speed**. Additionally, you can enable the highway rule system to implement a fully-automatic, real-life based set of lane splitting/merging rules on highways. If enabled, entry and exit lanes on highways are automatically detected and vehicles behave according to these rules (read the manual for further explanation).

The highway rule system is very well done! But I want to have something similar for inner town/city traffic. Since inner town traffic can get much more complicated, with 6-way intersections, various merging and splitting scenarios, an automatic solution just can't get player's intention in every case.

One improvement to the T++ lane connector would be to pre-connect every lane with the default connection.

A manual lane-changer (like in T++) would interfere with TM:PE's AI. That means that a long test run is necessary in order to guarantee correct behaviour of both the AI and the lane changer (I am currently quite busy with my studies - I am currently finishing my final thesis and this requires a lot of time).

Implement it as an experimental option that can be disabled and let the community test it.
I bet that a lot of people are willing to test it and give feedback. I am definitely in.

No U-turns anymore

My TE:PE 1.8.16 is configured so that the U-turns are generally enabled. The Advanced AI is enabled too.
Recently I noticed that my traffic doesn't make any U-turns anymore. For example, the bus lines are drawn using the U-turns, but in fact all the buses search their way in a "standard" C:S way.

Here is a screenshot:

20170422163140_1

And the logs:
output_log.txt

TMPE.log.txt

Highway AI - problems with on ramps close to off ramps.

If you have the highway logic turned on, and have an on ramp closely followed by an off ramp, vehicles that enter the highway on the onramp will always follow the off ramp.

This seems to be because a vehicle can't go straight ahead on the exit lane to the off ramp.

This means some vehicles are forced to take considerable detours instead of just continuing on their way.

No cims are spawning with TM:PE installed

When TM:PE is installed (and all other mods disabled) no cims are appearing in a new city. All residences always have 0/x households, nobody has any workers, ....

tmpe bug

Advanced Parking AI

Cars are able to look for alternative parking spots in a broader vicinity.
Feature must be coordinated with RushHour mod: Improved parking AI of RushHour has to be disabled if Advanced Parking AI is activated.

[GER] Vorschläge / Ideen für den Traffic Manager Mod

Erstmal ein Hallo an die Community und Victor.

Mein Name ist Tommi und ich bin leidenschaftlicher Cities Spieler erster Stunde. Arbeite mit der Traffic Mod sehr Intensive, und von daher fallen mir hier und da immer mal wieder sachen ein die man einbauen könnte.

Ps: Die links funktionieren nur wenn man sie in die URL kopiert ...

Idee Nr.: 1:

Wer kennt diese Schilder nicht https://goo.gl/UUF0BC . Meine Idee wäre solche Schilder einzubauen, um auf viel befahrenden Straßen von LKWs entwas ruhe einkehren zu lassen.

Ich weiß leider nur nicht ob von Autos viel Lärm ausgeht und sich dies lohnt.

Idee Nr.: 2:

Eine Copy/ pase sowie eine Preset Funktion für den Linienverbinder einzubauen.

und zu guter letzt...

Idee Nr.: 3:

Eine Stay in Line https://goo.gl/Tri1SY Funktion mit einzubauen.
Zugegeben diesen Effekt lässt sich auch mit den Linienverbinder ermöglichen, ist aber etwas fummelig wenn man fünf bis zehn Note Points durchgehen muss. Da fällt mir gerade beim Schreiben ein, wenn die oben genante Funktion eingebaut ist mit Preset und Copy/ pase, bräuchte man dies auch nicht mehr.

Hiermit wünsche ich euch ein schönen Abend und eine schöne Weihnachtszeit.

Gruß
Tommi

Ps: Die links funktionieren nur wenn man sie in die URL kopiert ...

Dynamic lane selection

Vehicles enroute should consider using alternative lanes.

Currently, path-finding predetermines the path a vehicle will take down to the individual lane. Dynamic lane selection will allow vehicles to switch to free lanes on-the-fly.

"Disable spawning of pocket cars" feature kills rush hours

Hallo :)
seems that the "Disable spawning of pocket cars" feature works too well,
it also seems to kill the spawning of the "Rush hour" mod which is pretty bad.
I love too see and handle crazy amounts of traffic on my roads, which is what Rush hour together with your mod is so great for.
That is what this game for me is about.

Tested with a small town (6k) and the Show More Limits mod.

During regular hours the citizen instances count is around 3,5k.
During rush hours with "Disable spawning of pocket cars" off, it is around 6k.
During rush hours with "Disable spawning of pocket cars" on, it is around 4,5k.

Huge difference in traffic volume!!!!

Yet I love the "Disable spawning of pocket cars" feature.
All the spawning of cars at a train station or harbor is so stupid.
So don't just remove it... there must be a way to make it compatible!!!

Traffic light bug at one way train track

Hello,
I am not sure if this is a problem with TM:PE or a problem with "One-Way Train Tracks [New version]", or maybe both.
I basically tried to help someone build a longer section with a one-way train track.
since the game by default does not support semaphores for such situations, i tried to make a workaround with timed traffic lights to ensure the there is never a deadlock.
The setup goes like this:

' = ' are two one way tracks ... the default one of the game
' - ' is a two way single track ... the one from the mod
(R) red light
(G) green light

step1: ====(G)------(R)====
step2: ====(R)------(R)====
step3: ====(R)------(G)====
step4: ====(R)------(R)====

Step 2 and step 4 are the most important ones.
These steps must be timed carefully such, that if a train enters the single track, it must get enough time to leave the single track again before the train from the opposite direction can enter.

I expected the traffic light to be relevant only for the train entering the single track.
But the problem is that the train stops and waits at the end of the single track, no matter what the traffic light says, and no matter if there is another train waiting for the opposite direction or not.
====(R)-------->BLOCKEDTRAIN>(G)====

Happens only if I play with traffic lights though. Without any setup everything flows until the deadlock occurs.

Also there is a minor glitch for such an intersection.
If I change the mode of the traffic light, there seem to be two traffic lights overlapping each other.

It would be awesome if such setup could actually work :)
It should in theory.

I opened the issue in both repos.
bloodypenguin/Skylines-MetroOverhaulMod#14

Regards

Egi

Highway AI - 3 lane highway roundabouts have exits from the inner lane.

When placing a large roundabout, the default makeup is 3 lane highway.

When adding on ramps / off ramps in a square configuration, the 'exit' lane is shown as the inner most lane - meaning exiting traffic has to cross all 3 lanes to exit the roundabout.

Can supply a screenshot of this if required.

Bug when intersection without pedestrian crossing

Hi,

I have a save where I have multiple crossings where the lights for the pedestrians never go green. I want them to use the pedestrian bridge. But they still seem to be queuing for it. Is this a bug?
Windows 10 64-bit, CS: 1.4
And I also have Traffic++ V2 installed
all my subs from workshop: http://steamcommunity.com/id/thibaultmol/myworkshopfiles/?browsesort=mysubscriptions&browsefilter=mysubscriptions&p=1
Link to save file: https://drive.google.com/file/d/0B0rhFYAkXDVJUHd6b01TLVdrM1k/view?usp=sharing

Thanks

Speed limits: Cannot set / save values

v1.8.8:

Can't select the "Road type" in the default speed limits dialog. Can only see the "Dam" road type. Left and right arrows do nothing.

I also notice that the limits I set are not saved in the game. I usually make my highways 140 - and default them to that - but they're all currently 100.

Idee: Andere Textur für Kreuzungen ohne Zebrastreifen. Zusammenarbeit mit NetworkSkins?

Hey! Das Feature, Fußgängerwege an Kreuzungen zu kontrollieren, ist dir sehr gut gelungen.

Noch cooler wäre es, wenn sich die Texturen auch ändern würden, also in etwa so:

Kreuzung

Dazu wären einige zusätzliche Texturen nötig, und man muss den Rendering-Code verändern. Was hältst du davon?

Ich plane, so ein Feature auch irgendwann in der Zukunft in NetworkSkins einzubauen, inklusive verschiedener Stile (Zebrastreifen, normaler Übergang, Mittelinsel). Es wäre natürlich perfekt, wenn das direkt mit deinem Mod verlinkt wäre, sodass es nicht rein visuell ist.

Make despawn time configurable

"Instead of simply disabling despawning, a Despawn Sensitivity Slider that goes from Game Default (despawn time) to disable despawn. Some way to set the time before a vehicle despawns. For example, I have timed lights but busses etc won't wait for the light, they despawn after a while so if we could set a slider to increase the time it takes before a vehicle despawns (with the max being never despawn) that way we could have more control rather than just a toggle."

see http://steamcommunity.com/workshop/filedetails/discussion/583429740/1456202492177066731/

Add dedicated semaphore for U-turn.

It would be useful in some junctions to be able to change mode to four semaphores:
right-hand traffic: u-turn, left, forward, right
left-hand traffic: left, forward, right, u-turn

TTL - copy settings from normal to bus lights

I'd love to see an enhancement for timed traffic lights.
If I put a TTL on an intersection, then upgrade a street to one with a bus lane,
i get a separate set of traffic lights for the bus lane.
By default these a now red for every TTL step.
Would it be possible that by default, these get the same configuration as the normal traffic lights?

Regular cars on "Zonable Pedestrian Paved Tiny Road"

I use TM:PE together with Network Extensions 2.
My issue is that I still see regular cars on the "Zonable Pedestrian Paved Tiny Road".
My expectation was, that TM:PE would respect that roads.
I also tried vehicle restrictions and banned everything and also cleared all traffic afterwards.
Still cars drive on that roads.
I tried vehicle restrictions on other roads as well, yet without any effect.,
Could it be that they don't work anymore?

Single cars / trains get stuck forever

Sometimes, for no apparent reason, a single car or train gets stuck forever. This causes major traffic jams and brings the city to a halt. I'd very much appreciate having some way to despawn just the car / train causing the problems. Here is an example of such a situation. The car in the blue circle is stuck. It's destination is the building to the right of it (opposite to the one demanding for police). Maybe something is wrong with the advanced parking AI?

image

Pressing the reset stuck vehicles / cims button doesn't help.

I've enabled all features, very high simulation accuracy, all improved KI options + parking KI, as well as realistic speeds.

Let me know if there is more I can do to help!

Automatic timed traffic light step setup

The step sequence of a timed traffic light can be created automatically based on the lane arrows that are present at the corresponding junction. The algorithm has first to find compatible traffic light states (green/red) and then build steps that incorporate these.

Network Restrictions not working.

Hi,

I'm unable to use network restrictions. The UI for it doesn't come up.

This happens if I load from a save, or into a new game, or whatever. The exception gets thrown from the same HasJunctionRestrictions function, but called from a few different places.

Here is the relevant log output:

NullReferenceException: Object reference not set to an instance of an object
  at TrafficManager.Manager.JunctionRestrictionsManager.HasJunctionRestrictions (UInt16 nodeId) [0x00000] in <filename unknown>:0 

  at TrafficManager.UI.SubTools.JunctionRestrictionsTool.RefreshCurrentRestrictedNodeIds () [0x00000] in <filename unknown>:0 

  at TrafficManager.UI.SubTools.JunctionRestrictionsTool.Initialize () [0x00000] in <filename unknown>:0 

  at TrafficManager.UI.TrafficManagerTool.Awake () [0x00000] in <filename unknown>:0 
UnityEngine.GameObject:Internal_AddComponentWithType(Type)
UnityEngine.GameObject:AddComponent(Type)
UnityEngine.GameObject:AddComponent()
TrafficManager.LoadingExtension:EnableTool()
TrafficManager.LoadingExtension:SetToolMode(TrafficManagerMode)
TrafficManager.UI.UIBase:Show()
TrafficManager.UI.UIBase:ButtonClick(UIComponent, UIMouseEventParameter)
ColossalFramework.UI.UIComponent:OnClick(UIMouseEventParameter)
ColossalFramework.UI.UIButton:OnClick(UIMouseEventParameter)
ColossalFramework.UI.MouseHandler:ProcessInput(IInputTranslator, Ray, UIComponent, Boolean)
ColossalFramework.UI.UIInput:ProcessMouseInput()
ColossalFramework.UI.UIInput:Update()

Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    🖖 Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. 📊📈🎉

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google ❤️ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.