Streets & Road Vehicles

P1SIM is a commercial game under development featuring traffic, logistics, city building and more.
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smallfly
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Re: Streets & Road Vehicles

Post by smallfly » 02 Apr 2014 13:12

LocoMH wrote:Alright, sounds good. I get the point - however, if you rotate those modules by 180 degrees, they're different. That could be a downside.
You can flip and rotate modules. And thats not a downside but a great feature :P
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Re: Streets & Road Vehicles

Post by rsdworker » 02 Apr 2014 13:21

smallfly wrote:
LocoMH wrote:Alright, sounds good. I get the point - however, if you rotate those modules by 180 degrees, they're different. That could be a downside.
You can flip and rotate modules. And thats not a downside but a great feature :P

sounds good feature - what about width? example some lanes are wide than others - example pathways next to road are narrow while road lanes are wide

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Re: Streets & Road Vehicles

Post by LocoMH » 02 Apr 2014 13:22

I know, I know :)
What I meant was this (same module, one rotated by 180 degrees):
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problem.png
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smallfly
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Re: Streets & Road Vehicles

Post by smallfly » 02 Apr 2014 13:29

rsdworker wrote:what about width? example some lanes are wide than others - example pathways next to road are narrow while road lanes are wide
This is just a question of pixel design.
LocoMH wrote:What I meant was this (same module, one rotated by 180 degrees):
effects_of_rotation.png
effects_of_rotation.png (121.19 KiB) Viewed 4041 times
Rotation has indeed some strange effects. I will optimize this issue. But in the end the user wants a working road. So nobody will create rotated non-fitting road pieces.
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Re: Streets & Road Vehicles

Post by smallfly » 05 Apr 2014 11:53

Here is a 6 minutes video showing the module editor and placement of diagonal roads:
https://www.youtube.com/watch?v=UjtqId4NaSc

Sorry for the sound... I dont know where the high tone comes from. Microphone recording is deactivated.
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Re: Streets & Road Vehicles

Post by rsdworker » 05 Apr 2014 12:03

smallfly wrote:Here is a 6 minutes video showing the module editor and placement of diagonal roads:
https://www.youtube.com/watch?v=UjtqId4NaSc

Sorry for the sound... I dont know where the high tone comes from. Microphone recording is deactivated.
amazing looks nice even has cars in but they just poof from road i would love play it hehe

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Re: Streets & Road Vehicles

Post by LocoMH » 05 Apr 2014 16:54

Looks really cool, thanks for giving us an insight :)

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Re: Streets & Road Vehicles

Post by smallfly » 05 Apr 2014 16:56

And thanks for the ongoing discussion.
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Re: Streets & Road Vehicles

Post by rsdworker » 05 Apr 2014 17:36

what about parking for cars that citzens own?

on street or off street?

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Re: Streets & Road Vehicles

Post by smallfly » 05 Apr 2014 17:39

rsdworker wrote:what about parking for cars that citzens own?

on street or off street?
Have a look at the top of this concept drawing:
http://www.p1sim.org/wp-content/uploads ... -city1.png
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Re: Streets & Road Vehicles

Post by rsdworker » 05 Apr 2014 18:09

smallfly wrote:
rsdworker wrote:what about parking for cars that citzens own?

on street or off street?
Have a look at the top of this concept drawing:
http://www.p1sim.org/wp-content/uploads ... -city1.png
i know that but i was wondering if there either types - like on street parking or just off street parking in P1SIM

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Re: Streets & Road Vehicles

Post by smallfly » 05 Apr 2014 18:51

rsdworker wrote:i know that but i was wondering if there either types - like on street parking or just off street parking in P1SIM
I think it looks cleaner when they use a separate parking area instead of parking on the side of the road. But its not finally decided.
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Re: Streets & Road Vehicles

Post by rsdworker » 05 Apr 2014 19:27

smallfly wrote:
rsdworker wrote:i know that but i was wondering if there either types - like on street parking or just off street parking in P1SIM
I think it looks cleaner when they use a separate parking area instead of parking on the side of the road. But its not finally decided.
ah good answer i will brainstorm this idea

on some areas with more space around like parks or no buildings near - off road parking is possible eg houses and car parks built by players or city owned

in areas where no space for parking - example city centre with office blocks around it - on street parking will be used

so add lane but similar to bus lane but put Parking words on surface of road which citzens can park along the road

the width of parking would be same size of lane

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Re: Streets & Road Vehicles

Post by glenjimen » 06 Apr 2014 22:46

In the very cool video posted showing the module editor, I noticed that in the 45 degree turn, the spacing of the paths for the lanes are not centered on the lanes. (See attached picture). Are you (smallfly) working to resolve this, or is this just how the paths look in the module editor. The paths seem to be centered for the straight 45 degree modules.

But overall, the roads look fantastic! Can't wait for the alpha testing!
Attachments
p1sim module spacing 150%.jpg
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... but what do I know? I play with trains.

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Re: Streets & Road Vehicles

Post by smallfly » 07 Apr 2014 05:36

glenjimen wrote:In the very cool video posted showing the module editor, I noticed that in the 45 degree turn, the spacing of the paths for the lanes are not centered on the lanes. (See attached picture). Are you (smallfly) working to resolve this, or is this just how the paths look in the module editor. The paths seem to be centered for the straight 45 degree modules.
This is only an optical problem of the module editor. And as you have seen the 45 degree modules work fine. They have the exact same node positions like the straight-to-diag curves on the diag end.
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Re: Streets & Road Vehicles

Post by lukasz1985 » 07 Apr 2014 08:40

I don't like it, too much freedom, no rules or other constraints for player. I could select a whole grass tiles as graphics and place paths as I want. This can make a lot of mess.

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Re: Streets & Road Vehicles

Post by smallfly » 07 Apr 2014 08:55

lukasz1985 wrote:I don't like it, too much freedom, no rules or other constraints for player. I could select a whole grass tiles as graphics and place paths as I want. This can make a lot of mess.
The module editor is a modding tool. Thus it wont be available during a multiplayer match. Due to the reasons you just explained.
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Re: Streets & Road Vehicles

Post by LocoMH » 07 Apr 2014 09:52

Two things:
If one cannot create modules during a multplayer game, couldn't that restrict the fun as you might want to create some junction or whatever, but you need a module for that?
And I was wondering how the cost of a module is determined?

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Re: Streets & Road Vehicles

Post by lukasz1985 » 07 Apr 2014 14:23

smallfly wrote:
lukasz1985 wrote:I don't like it, too much freedom, no rules or other constraints for player. I could select a whole grass tiles as graphics and place paths as I want. This can make a lot of mess.
The module editor is a modding tool. Thus it wont be available during a multiplayer match. Due to the reasons you just explained.
If it's a modding tool, then fine. But I think that a modding tool shouldn't be available from within the gameplay, it should be a separate application.

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Re: Streets & Road Vehicles

Post by Pyoro » 07 Apr 2014 14:31

lukasz1985 wrote:I don't like it, too much freedom, no rules or other constraints for player.
It's absolutely awesome, isn't it? :)

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