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Re: [Mod][RELAUNCH+POLL] StreetsMod [1.5] – create modern ci

PostPosted: Sat Apr 02, 2016 09:50
by Arcelmi
I've made a traffic barriers model with Blender.
The file is in one of the next posts.

Re: [Mod][RELAUNCH+POLL] StreetsMod [1.5] – create modern ci

PostPosted: Sat Apr 02, 2016 19:30
by Hybrid Dog
Arcelmi wrote:I've made a traffic barriers model with Blender.
Did l import it correctly?
Image

Re: [Mod][RELAUNCH+POLL] StreetsMod [1.5] – create modern ci

PostPosted: Sun Apr 03, 2016 10:38
by Arcelmi
I've export it incorrect...
I'm going to add the correct file soon.

Re: [Mod][RELAUNCH+POLL] StreetsMod [1.5] – create modern ci

PostPosted: Sat Apr 30, 2016 05:00
by TailsTheFoxDoes MT
I can't code. But i could probably make textures. As long as the textures don't have transparent parts, because i don't have game maker any more. And i can only do it on weekends!!

I didn't work much on this skin, but i can make WAAAAYYY!!! better ones!!!:
Teletron(fixed)
So if you need skins, im at your service as long as no transperency is needed!!! And i can do blocks. :)

Re: [Mod][RELAUNCH+POLL] StreetsMod [1.5] – create modern ci

PostPosted: Mon May 09, 2016 09:59
by webdesigner97
I'm currently working on the new version for this mod and the development is making some good progress.
The ToDo-list is very long, it already has 4 pages for the asphalt and roadworks related nodes. It does not contain accessories, signs, trafficlights and the new features yet, so in the end, it will become much larger...

The next release will be a major release, so the version number will rise to 2.0.x. I started from scratch to finally make the mod easier to maintain. The old versions were hard to maintain and adding new features was more like a puzzle than real coding, so StreetsMod 2.0 gets a modular structure and an API that makes it easier to add content. Also, it might be important to notice that there won't be support for maps created with the 0.x or 1.x lines of this mod, so the new release will only work for new maps. This step was necessary because I had to get rid of the chaos of aliases introduced in the 1.x series.

I'm pretty sure that the development will still take 2-3 months... Until then, have fun with the current version of StreetsMod: 1.5!

Re: [Mod][RELAUNCH+POLL] StreetsMod [1.5] – create modern ci

PostPosted: Mon May 09, 2016 13:25
by Hybrid Dog
Where can l find the todo list?

Re: [Mod][RELAUNCH+POLL] StreetsMod [1.5] – create modern ci

PostPosted: Mon May 09, 2016 13:40
by webdesigner97
Hybrid Dog wrote:Where can l find the todo list?

I've got it on a piece of paper on my desk ;) if you're interested, I'll create a digital one asap.

Re: [Mod][RELAUNCH+POLL] StreetsMod [1.5] – create modern ci

PostPosted: Mon May 09, 2016 13:42
by benrob0329
Cool! I'll have to do a review of it when it comes out!

Re: [Mod][RELAUNCH+POLL] StreetsMod [1.5] – create modern ci

PostPosted: Mon May 09, 2016 14:10
by Hybrid Dog
webdesigner97 wrote:
Hybrid Dog wrote:Where can l find the todo list?

I've got it on a piece of paper on my desk ;) if you're interested, I'll create a digital one asap.

yes, thanks

Re: [Mod][RELAUNCH+POLL] StreetsMod [1.5] – create modern ci

PostPosted: Mon May 09, 2016 19:58
by philipbenr
+1 @ HybridDog's comment

Re: [Mod][RELAUNCH+POLL] StreetsMod [1.5] – create modern ci

PostPosted: Mon May 09, 2016 21:06
by webdesigner97
There you go, I created a simplified and shortened todo list focusing on the features, it does not contain every single texture, nodebox, model, etc., but it should be ok for a rough overview: todo.txt. I hope I didn't forget anything esssential, it's getting late and I'm tired ^^

Matrix Display

PostPosted: Tue May 10, 2016 15:19
by Hybrid Dog
l added a digiline controllable matrix screen, it can be used for displaying custom pictures. (l have seen such kinds of displays in real life)
Image
Here's the luacontroller code used to display this smiley:
Image
Note that animations are possible, you only need to program them on the luacontroller.
There's the commit:
https://github.com/HybridDog/streets/co ... 04ab31bb1e

Re: [Mod][RELAUNCH+POLL] StreetsMod [1.5] – create modern ci

PostPosted: Tue May 10, 2016 20:27
by webdesigner97
Wow, this looks very cool! I'm too tired to look at the code right now, but the concept looks great! Very useful for the section of active traffic accessories!

Re: [Mod][RELAUNCH+POLL] StreetsMod [1.5] – create modern ci

PostPosted: Tue May 10, 2016 20:43
by cheapie
I just made these for my fork. You're welcome to "steal" (:P) them if you want, of course.

Image
Image

Re: [Mod][RELAUNCH+POLL] StreetsMod [1.5] – create modern ci

PostPosted: Wed May 11, 2016 20:07
by webdesigner97
Not bad! I'll just them as a visual reference, I don't like "stealing" ;)

@Hybrid Dog: I'm still trying to understand the code, but I'm sure I'll get it soon :) From what I can see, this seems to be very flexible and extensible, it's really inspiring...

Re: [Mod][RELAUNCH+POLL] StreetsMod [1.5] – create modern ci

PostPosted: Thu May 12, 2016 15:23
by snowflake
cheapie wrote:I just made these for my fork. You're welcome to "steal" (:P) them if you want, of course.

Image
Image



is this update added in the download link.. or not..

i like this..

Re: [Mod][RELAUNCH+POLL] StreetsMod [1.5] – create modern ci

PostPosted: Thu May 12, 2016 15:26
by cheapie
snowflake wrote:
cheapie wrote:I just made these for my fork. You're welcome to "steal" (:P) them if you want, of course.

Image
Image



is this update added in the download link.. or not..

i like this..


It's only in my fork for now, but it sounds like this version might be getting it at some point.

Re: [Mod][RELAUNCH+POLL] StreetsMod [1.5] – create modern ci

PostPosted: Thu May 12, 2016 21:14
by webdesigner97
@cheapie&@snowflake: Yep, it will.

Re: [Mod][RELAUNCH+POLL] StreetsMod [1.5] – create modern ci

PostPosted: Sun May 22, 2016 13:54
by webdesigner97
Listen, roadbuilders!
The next release allows you to be more creative than ever before. Urban roads have never been so beautiful and feature-rich!
Image
Contens may change. This is not a full representation of what's included in the final release. Everything is WIP.

Re: [Mod][RELAUNCH+POLL] StreetsMod [1.5] – create modern ci

PostPosted: Sun May 22, 2016 19:25
by philipbenr
Looking good. I like the crosswalks and parking slots

Re: [Mod][RELAUNCH+POLL] StreetsMod [1.5] – create modern ci

PostPosted: Sun May 22, 2016 21:14
by webdesigner97
philipbenr wrote:Looking good. I like the crosswalks and parking slots

Thank you, this really motivates me!

Re: [Mod][RELAUNCH+POLL] StreetsMod [1.5] – create modern ci

PostPosted: Sun May 22, 2016 21:16
by webdesigner97
I decdied to set up a little devblog to make it easier for interested people to follow the development. I'll announce new posts in it here. Let's start with the first one:

Devblog | Topic: Getting rid of craft recipes

Re: [Mod][RELAUNCH+POLL] StreetsMod [1.5] – create modern ci

PostPosted: Mon May 23, 2016 02:13
by cheapie
webdesigner97 wrote:I decdied to set up a little devblog to make it easier for interested people to follow the development. I'll announce new posts in it here. Let's start with the first one:

Devblog | Topic: Getting rid of craft recipes


I ended up doing something similar for mine, but slightly different. Here's how mine works, if you're interested (or want to "borrow" some ideas):

Dye can be crafted into "ink cartridges" (and they can be refilled with more dye, too). These go into a "printer" along with paper, and it makes "marking overlays" that are basically just the marking itself, using an interface similar to moreblocks' circular saw. Each marking takes a different amount of "ink" from the cartridge. These overlays can be placed on any node, but if they are placed on asphalt or crafted (shapelessly) with it, they turn into an "asphalt with marking" node. This way, another marking can be placed on top of that one.

Image

Re: [Mod][RELAUNCH+POLL] StreetsMod [1.5] – create modern ci

PostPosted: Mon May 23, 2016 06:15
by webdesigner97
I like the idea of using paper as medium for independent markings and the automatic transformation into asphalt with markings. But I'm pretty sure I'm not going to add the ink cartridges. We've got enough trouble with them in real life ;)

Re: [Mod][RELAUNCH+POLL] StreetsMod [1.5] – create modern ci

PostPosted: Mon May 23, 2016 07:17
by Thomas-S
I really look forward to the new release. The new features seem to be really interesting.

Re: [Mod][RELAUNCH+POLL] StreetsMod [1.5] – create modern ci

PostPosted: Mon May 23, 2016 15:12
by snowflake
Thomas-S wrote:I really look forward to the new release. The new features seem to be really interesting.


Yeah... , Same i like all the ideas , looking forward for further ideas

Re: [Mod][RELAUNCH+POLL] StreetsMod [1.5] – create modern ci

PostPosted: Mon May 23, 2016 15:19
by benrob0329
Perhaps something other than a printer, as a lot of mods add a printer.

Re: [Mod][RELAUNCH+POLL] StreetsMod [1.5] – create modern ci

PostPosted: Mon May 23, 2016 16:04
by webdesigner97
benrob0329 wrote:Perhaps something other than a printer, as a lot of mods add a printer.

Technically it is a printer ^^ how else should the paint be put onto a surface? ^^ At least I didn't call it "printer", but "workshop" ;)

Re: [Mod][RELAUNCH+POLL] StreetsMod [1.5] – create modern ci

PostPosted: Sat May 28, 2016 01:20
by cheapie
Some more features that are done already and will (most likely) be in the release:

  • Lots of kinds of markings (way more than older versions of streets)
  • Markings placeable on any surface, and up to two on asphalt
  • More kinds of traffic lights (arrows, pedestrian signals, etc.)
  • More commands for traffic lights
  • Flashing beacons
  • Railroad crossing equipment
  • Lane use signals
  • Asphalt workshop (but working now)
  • Sign workshop improvements

Those of you that have seen my "roads" modpack might recognize a few of these...

Re: [Mod][RELAUNCH+POLL] StreetsMod [1.5] – create modern ci

PostPosted: Sat May 28, 2016 01:36
by snowflake
cool