Cities: Skylines

Cities: Skylines

Traffic++
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FretfulShrimp  [developer] 27 Apr, 2015 @ 4:54pm
April 27th Update - Feedback/Bug Reports
Hello everyone!

Here I am again with another update. I've made lots of changes, mainly in the AI, that were too complex and spread out to be able to put inside a beta test option. They shouldn't cause crashing issues but keep an open eye for strange behaviours (e.g., vehicles disappearing).
Now to the fun part:

One-way Busway
It's the one-way version of the busway added in the previous update. It's on the beta test option, something that I have to review. The beta test option was created because, in the last update, I changed the way roads were loaded. Now that I know it works fine, I'm not sure there's a point in keeping it. It stays on this update but I'll think about it on the next.

Services Overlay in Pedestrian Roads
This is something that was missing from the start and, in this update, I took a new approach that really paid off.
I will continue to work on these roads because they still don't connect correctly with bridges and I don't really like how big they are (though I'm not sure I can do anything about that).

Road Customizer Tool
This is the gem of the update. As it stands, it allows you to customize vehicle restrictions on each lane and gives you full customization of lane connections on intersections.
Now, this is a very raw version of what it aims to be. There are a few more things that will be customizable in future versions, such as toggling zoning, parking spaces and setting lane speeds. I also want to add an option to save your customized road so that it shows up on the roads panel and can be laid out just like any other.
There are two things that I wanted to make for this update but I couldn't: multi-editing and seamless UI. I didn't have the time to even start the first, so you have to edit each lane, on each segment, one at a time. The UI has proven to be a real PITA and I lost two nights of work and have nothing to show for it. I want to use the same panels as the roads (and any other placeable) with some nice icons but I haven't quite understood how the UI is set up. The UI in this update is basically my debug UI. It's functional, just not very pretty.
It's use is pretty straight forward but I'll write a manual on a discussion shortly.


Hope you like it! If you have any problem with this update please follow the instructions below (the pop-up error alone is mostly useless). For any other feedback just leave a comment. Thank you!


Change Notes:

- Added the one-way busway (beta test option)
- Removed the two-way busway from the beta test option
- Services Overlay in Pedestrian roads are now working
- Added the Road Customizer Tool (beta test option)
- Added an option to allow citizen vehicles on pedestrian roads
- Fixed all left-hand driving issues
- Fixed a bug on Ghost Mode that caused it to crash if the map had busway bridges
- Fixed most common crashing issues caused by mod incompatibilities
- Added a warning pop-up box when incompatibilities are detected


Bugs and workarounds reported in this update:

- After upgrading roads, intersection customizations are not getting stored.
--- Workaround: let the game run for a bit (a few seconds should do it) and the new connections should be stored now. It might not work if the intersection is in a remote place and not used by any vehicle.

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Instructions for bug reports:

Windows:
1 - Go to the log folder at <SteamFolder>\SteamApps\common\Cities_Skylines\Cities_Data
2 - Upload the file "output_log.txt" or its contents to a service like dropbox, google drive, pastebin, etc...
3 - Leave a comment with the link and what the problem is. Please be specific and provide a list of the mods you were using at the time.

OS X:
1 - Go to the log folder at ~/Library/Logs/Unity
2 - Upload the file "Player.log" or its contents to a service like dropbox, google drive, pastebin, etc...
3 - Leave a comment with the link and what the problem is. Please be specific and provide a list of the mods you were using at the time.

Linux:
1 - Go to the log folder at ~/.config/unity3d/Colossal Order/Cities: Skylines
2 - Upload the file "Player.log" or its contents to a service like dropbox, google drive, pastebin, etc...
3 - Leave a comment with the link and what the problem is. Please be specific and provide a list of the mods you were using at the time.
Last edited by FretfulShrimp; 30 Apr, 2015 @ 11:48am
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Showing 1-15 of 130 comments
leftbehind 27 Apr, 2015 @ 6:05pm 
Need to hide vehicles when editing roads/intersections. Particularly so for intersections as there is often traffic over the circles you need to click on (so when clicking the info panel for a vehicle pops up and closing the info panel closes the road/intersection editing mode).

Also, spotted a weird lane direction arrow - will post screenshots later.

There's no visualisation of what roads/intersections I've edited until I go in to edit them. Maybe when road menu is opened any customised roads/intersections could be highlighted or something?

It's not clear that right-click 'exits' the current 'depth of action'. I suppose docu will mention this.

more to follow...
leftbehind 27 Apr, 2015 @ 6:05pm 
It would be nice to see what default intersection connections are when editing an as-yet unedited intersection. Maybe as dashed greyscale lines showing the game default connections? Currently I have to imagine what they are, which on a complex intersection can be a bit unreliable, it means when I start adding my own, I might have overlooked one of the default connections.

It would be useful to have a way to toggle display between default interconnections and my customised version, so I can toggle back and fourth between the two to spot if I've missed anything (this could be for a specific lane or the whole intersection, whatever makes more sense).

more to follow...
leftbehind 27 Apr, 2015 @ 6:09pm 
It would be nice to be able to revert a road/intersection back to it's default settings. For intersections I assume just removing all the lines (not clear that clicking an existing route a second time cancels it) leaving just a bunch of empty circles will do the trick? As for roads I assume just allowing everything will do the trick? Would be nice to have some less manual method though.

If a road is customised, maybe flood fill the lane outline so it's very obvious that the lane has customisations applied?

more to follow...
leftbehind 27 Apr, 2015 @ 6:17pm 
I'm still in the process of experimenting with lane customisations, so can't say too much more on that aspect yet, however I have a concern over how granular the options are... IMHO they should be grouped in to 'vehicle classes' if possible, for example:

Cargo:
- Vans
- Trucks
- HGV's

Emergency Services:
- Police
- Fire
- Ambulance

Public Service:
- Hearse
- Dumpster

etc....

If the UI was sort of like a tree-view component, so I could expand/collapse branches to show and edit in more detail it would be great. For example, I could just tick Emergency Services and it would be equivalent to ticking Police, Fire and Ambulance. Or I could expand the branch and just choose specific child nodes.

The other benefit of this is that if I choose a specific 'transport class' (all it's child nodes), for example Public Services, it might be possible to add an icon/colour/whatever to the road or something so that in normal game view I can see that it's a public service road?
leftbehind 27 Apr, 2015 @ 6:23pm 
Further to last comment about transport classes, I'm struggling to envisage a scenario where I might want just Police, for example, and none of the other emergency services to use a specific road. Do we *really* need all that extra granularity on the front-end UI? Surely we could just have options like:

Public Transport
Private Transport
- Cars
- Bikes
Emergency Services
City/Public Services
Freight/Cargo/Haulage (whatever word makes more sense to people)

Anyway, will upload screenies and then get back to testing :) So far I'm loving the new features though :D
leftbehind 27 Apr, 2015 @ 6:40pm 
Screenie of lane arrow going wrong. Black arrows depict lane directions. There is a 1-way street coming from bottom, a 1-way street going to the top-right, and a 2-way street coming from the left.

http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=433482045
Last edited by leftbehind; 27 Apr, 2015 @ 6:43pm
leftbehind 27 Apr, 2015 @ 6:42pm 
Image showing problem with traffic getting in the way of editing lane routing. I imagine a busy road would incur same problem with lane editing as well.

http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=433482395
Silen 27 Apr, 2015 @ 6:49pm 
Just started the game and wondered why buses would stop at bus stops forever (~1-2 mins per bus per stop). Now I figured out traffic++ got updated so this might be related. Anyone having the same issue?

EDIT: Just turned traffic++ off and buses worked fine. Turned it on again and buses are stuck at bus stops again for a huuuge amount of time.
Last edited by Silen; 27 Apr, 2015 @ 7:43pm
zach 27 Apr, 2015 @ 7:15pm 
Oddly enough my game is now running at an extremely slow timespeed, no matter the setting. Checked the mod's settings and the time feature is turned off. Any reports of this? Traffic++ is the only mod I have that's been updated since this has happened.
leftbehind 27 Apr, 2015 @ 7:19pm 
Yes, my game is also running much slower than usual (at least when loading a game). I installed a few other assets as well, and am just in process of re-testing with those assets unsubscribed to see if it was them or T++.
Silen 27 Apr, 2015 @ 7:32pm 
As far as I know the speed of C:S is adjusted to your computer performance, so if your city gets bigger or a mod consumes more performance the game might run slower.
leftbehind 27 Apr, 2015 @ 7:44pm 
I think it's more the fact that I have over 1500 workshop items installed that's making it grind lol.

I've just checked bus stops and buses are functioning normally, taking no longer than usual at bus stops.

It is possible that change in traffic AIs has caused a mass-recaculation of routes while loading game, and that the new updates are a fraction slower than the native AI code... but that fraction multiplied by many thousands of vehicles and civilians can add up.

Once the game settled, performance is back to normal - for me at least. It just seemed to take a lot longer than usual to actually load the savegame.
leftbehind 27 Apr, 2015 @ 8:17pm 
Need to test the lane customisation at different screen resolutions / aspect ratios. Due to a blunder with my game config, I'm currently locked in 800x600 resolution (4:3 aspect ratio). The vehicle type menu that appears bottom left is partly off the screen prevening me from accessing all options. I imagine 21:9 aspect ratio will also cause problems (it looks like you did your own testing at 16:9 ratio which is what I normally use as well).
leftbehind 27 Apr, 2015 @ 8:22pm 
I'm struggling with the combination of intersection routing and lane customisation, because I can only see fragments of my settings at once. For example, when doing intersectoin routing, I can't see any of the customisations (or even defaults) of nearby intersections - and the arrows painted on the road surface aren't specific enough for me to fully know what they mean; I definitely need to see the routing of at least all the adjacent intersections to the one I'm editing, and ideally the intersections that are adjacent to those as well (so 2 degrees of separation away from the edited intersection).

...I also need to see what types of vehicles can go in each lane on the roads linked to those intersections. For example, if I'm trying to weave a bus route through a set of intersections, I need to know which lanes are bus lanes, and so on. This reinforces my worry that the lane customisations are currently too granular, there's no easy way to visually depict what is allowed on each lane. If they were less granular, icons could be drawn on roads (eg. a bus, a truck, a car, a bike...) or the lanes could be colourised (bus = red, bike = pedestrian grey, car = charcoal, service = green, cargo = blue... or wahtever..)
Last edited by leftbehind; 27 Apr, 2015 @ 8:28pm
leftbehind 27 Apr, 2015 @ 8:28pm 
When doing intersection routing, would it be worth setting line colours by the destination rather than the source? So instead of having several colours going to a specific destination (based on the source colour), all lines to that destination would be the same colour? When dragging new line it would be white, when given a destination it takes that destination colour.

Also, whenever I'm actively editing a source node (ie. able to place a route from that node to a destination) would it be possible to mark the lanes and intersection routes to two degrees of sepraration away? So if I've got A1 goes to B1 and B2, lanes B1 and B2 will be marked and the paths followed through the next intersection, lanes and subsequent intersection? That way I can visually see the local path that I'm working with.

A classic example is I just made the inside lane of a 3-way (highway) roundabout only connec to the inside lane all the way round it. So anything on that lane would be trapped there for all eternity lol. If the path highlighted when editing one of those nodes, I'd get instant visual feedback alerting me to that blunder.
Last edited by leftbehind; 27 Apr, 2015 @ 8:34pm
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