Cities: Skylines

Cities: Skylines

Traffic++
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FretfulShrimp  [developer] 5 May, 2015 @ 8:34am
May 5th Update - Feedback/Bug Reports
Hello everyone!

This week was short in time and was entirely dedicated to improving the road customizer tool. I've been listening to your feedback throughout the week and implemented most of the suggestions that could be done in the limited time-frame.

Multi-editing
When hovering over a road, its lanes show up in blue. Left-click selects a lane for editing, left-clicking on a previously selected lane deselects it and right-clicking clears the current selection.
The settings that are shown in the buttons are from the first selected lane. No changes will be applied to any lane until you make a change to the restrictions (clicking on any button). When you click on one of the buttons, the entire setting will be applied (not just the one vehicle you clicked) to all selected lanes.
You can safely customize intersections in-between selecting multiple lanes. When you're finished customizing the intersection, your previously selected lanes will still be there.

Customize Segment Connections
The segment connections are the points uniting two segments where vehicles can change lanes. You can now customize them to prevent vehicles from changing lanes or to limit them to only the adjacent lane.
To find these connections, hover your mouse across a road. When you hover over a connection, you'll see a blue circle. If you're not hovering over a connection, you'll see the highlighted lanes.

Feedback: Intersection Routing Colors
This update brings a change on how lane connections are colored on intersections. Previously, they were colored based on the source lane but some people said it would be more intuitive to have them the other way around. So, in this update, lane connections are colored based on their destination lane and I'd like to know your opinion.
If you've used the tool in the past week, please let me know which way you prefer. What way is easier and more intuitive to you?



Hope you like these changes! 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:

- Moved the Road Customizer Tool button to the left because it was hiding the button from Crossings mod
- All customized intersections are now visible at all times, while the tool is active
- Added support for multi-editing when customizing lanes
- Added ability to customize lane-changing nodes in road stretches
- Changed intersection lane coloring to be based on destination rather than source lanes
- Fixed a bug that prevented new connections to be stored after upgrading roads or on unconnected roads
- Fixed a bug that prevented very short stretches of road to be selected
- Fixed the vehicle restriction buttons to show correctly on all resolutions

-------------------------------------
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; 5 May, 2015 @ 1:57pm
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Showing 1-15 of 84 comments
BlackShark 3D 5 May, 2015 @ 1:26pm 
Compatibility with the mod "Crossings" is good, buttons are separate and accessible. thanks !

I'm confused with the new lane colouring logic. It uses the colour of the destination lane, and no longer the start lane. Normal or bug ?
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=437992071
FretfulShrimp  [developer] 5 May, 2015 @ 1:49pm 
Originally posted by BlackShark:
I'm confused with the new lane colouring logic. It uses the colour of the destination lane, and no longer the start lane. Normal or bug ?
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=437992071

Ah, sorry. I forgot to mention that in the post - I'll add it right away.
Some people asked for colors to be based on destination instead of source. I've made that change for this update and wanted to see what people think of it and how they would prefer it.

Depending on the feedback I'll receive this week, I may leave it this way or revert back to source-based colors. If there are many mixed feelings, I'll later add an option to toggle this behaviour.

So, try it out for a while and let me know what way you prefer. :)
𝓕𝔁 5 May, 2015 @ 1:59pm 
Great work with this update :)

Some much greatness in one go, I love it all hehe, but no seriously... the changes make a huge difference so far. I'm impressed.

I do prefer the destination colours being used for the lanes, it makes tracking the lanes easier at a glance, IMO of course... and the ability to adjust lanes in the stretches of road is very handy.

Last edited by 𝓕𝔁; 5 May, 2015 @ 2:02pm
leftbehind 5 May, 2015 @ 3:33pm 
1. The lane customisation on roads is just awesome! 10/10, would marry.

* Would like to see icon-based buttons in future (rather than current text buttons)
* Would like some at-a-glance way to see what lane restrictions are in place
* Lane arrows seem more accurate, did you tweak the angles?

2. The 'invisible intersection' (segment connections) is incredibly useful too, it's solved many nightmares on my roads already, resulting in much smoother and even more human-like traffic flow.

* Would probably look better with straight lines instead of bezier curves.
* I still hope for simpler UI (ahead only, ahead + ajacent, optional u-turn on inside lane)

3. Now that all other intersection routes are shown when editing, I think reverting to source colouring would be better. In any case the circles not being used for colouring should be white IMHO - easier on eye and not eating up available colour palette.

* Some of the colours are still a bit grim IMHO

On the whole, a truly epic release!
PsychoCheF 5 May, 2015 @ 4:06pm 
Nice work as always!
But I would prefer the lane coloring/dragging thing as the first example; based on source. Seems more logic for me.
Maybe a bit larger circles so the are easier to find and hit?
FretfulShrimp  [developer] 5 May, 2015 @ 4:18pm 
Originally posted by FX2K:
Great work with this update :)

Some much greatness in one go, I love it all hehe, but no seriously... the changes make a huge difference so far. I'm impressed.

I do prefer the destination colours being used for the lanes, it makes tracking the lanes easier at a glance, IMO of course... and the ability to adjust lanes in the stretches of road is very handy.

Thanks!
If you change your mind regarding the destination colors being better, let me know. ;)


Originally posted by aubergine18:
1. The lane customisation on roads is just awesome! 10/10, would marry.

* Would like to see icon-based buttons in future (rather than current text buttons)
* Would like some at-a-glance way to see what lane restrictions are in place
* Lane arrows seem more accurate, did you tweak the angles?

2. The 'invisible intersection' (segment connections) is incredibly useful too, it's solved many nightmares on my roads already, resulting in much smoother and even more human-like traffic flow.

* Would probably look better with straight lines instead of bezier curves.
* I still hope for simpler UI (ahead only, ahead + ajacent, optional u-turn on inside lane)

3. Now that all other intersection routes are shown when editing, I think reverting to source colouring would be better. In any case the circles not being used for colouring should be white IMHO - easier on eye and not eating up available colour palette.

* Some of the colours are still a bit grim IMHO

On the whole, a truly epic release!

Thank you!
Regarding the UI suggestions, I haven't forgot about them. Small steps, we'll get there :)

I said I would play with the colors but I haven't had the chance to do it for this update. Making "the circles not being used for colouring" white is probably a good idea.

The changes to the arrows are the ones I talked about in the other discussion. Instead of 120º for each direction, it's 150º for left/right and 60º for forward. I'm glad it's looking better. :)

Originally posted by PsychoCheF:
Nice work as always!
But I would prefer the lane coloring/dragging thing as the first example; based on source. Seems more logic for me.
Maybe a bit larger circles so the are easier to find and hit?

Thank you!
I'm not sure I can increase them too much without overlapping the adjacent circles because the hit boxes are actually a bit larger than the circles. But I'll see what I can do.
Meowstopher 5 May, 2015 @ 10:33pm 
Multi-editing is awesome! It's suddenly so much easier to keep lanes consistent along entire routes. Thank you!

As for the intersection routing colors, I preferred the old method (lines colored based on the source). The way it is now, when I pull up the routing interface, there's a disconnect between the colored circles at the source lane and the color of the line.

To me, it makes sense to track the line as if a vehicle were traveling it, meaning starting at the source. It's easy enough to follow the direction of the line from there, even in a complex intersection.

Perhaps, as a compromise and if this is even possible, a gradient could make everyone happy. Either lighter at the source and darker near the destination, or a gradient that transitions between the source and destination colors. If this second method were possible, each potential line would have a unique gradient to identify it, yet would still maintain a visual connection to its source.

Great work with this! It's amazing how much controlling traffic can change the experience of this game.
Holzer 6 May, 2015 @ 2:22am 
First: I love your mod. The latest update is great, especialy the customizable invisible intersections.

Regarding the routing colors, i liked the previous version better.

The arrows too look much better now. Question: Can you add new arrows to the game? A "halfleft" and "halfright" arrow would be great (like the "M5-2" on this graphic: http://mutcd.fhwa.dot.gov/htm/2003r1/images/fig-2d-05.gif ) , there are many intersections in my city where both a straight arrow and right/left arrow look a bit weird, halfleft/halfright arrows would be perfect here.

I used the Traffic Manager Mod quite a while and the yield/priority signs seem quite handy in theory. Practically, cars wait too long in my opinion when there is a yield sign, rendering the priority signs quite useless (traffic flows much better with no signs at all in most if not all situations). IF you plan to implement priority signs, please be aware of that.

A feature i would like to see in your mod is the removing of traffic lights. Nothing with big priority cause your mod is compatible with the remove traffic lights-mod, but it would serve my laziness very well to only have to install one mod for traffic ;)

With the fully customizable traffic lights, the traffic manager mod takes it a bit far imo. But it would be nice to have a bit more control over how the traffic lights switch. But i have no idea how to have reasonable more control without drowning in micro management. Maybe it would work if you could set percentages, for example: the standard is 50% greentime for the one road and 50% for the other on the intersection. if you see that on one road cars are clogging up and the other road is nearly empty, you can set the percentages to 40/60 or 30/70 to have the greentimes more fit to the actual traffic. Just a thought, i hope you get what i mean ;)

Keep up the great work, man!
Last edited by Holzer; 6 May, 2015 @ 2:25am
FretfulShrimp  [developer] 6 May, 2015 @ 3:19am 
Originally posted by Meowstopher:
Multi-editing is awesome! It's suddenly so much easier to keep lanes consistent along entire routes. Thank you!

As for the intersection routing colors, I preferred the old method (lines colored based on the source). The way it is now, when I pull up the routing interface, there's a disconnect between the colored circles at the source lane and the color of the line.

To me, it makes sense to track the line as if a vehicle were traveling it, meaning starting at the source. It's easy enough to follow the direction of the line from there, even in a complex intersection.

Perhaps, as a compromise and if this is even possible, a gradient could make everyone happy. Either lighter at the source and darker near the destination, or a gradient that transitions between the source and destination colors. If this second method were possible, each potential line would have a unique gradient to identify it, yet would still maintain a visual connection to its source.

Great work with this! It's amazing how much controlling traffic can change the experience of this game.

Thanks! :)
The function to draw the lines only accepts one color. I would need to rewrite the function to allow for gradients and even so I have no idea if I could do it. I haven't looked into the function. Still, I'm not sure gradients would help as it would mean double the colors in the intersection (not counting the circles, 2 colors per lane connection instead of one).



Originally posted by Holzer:
First: I love your mod. The latest update is great, especialy the customizable invisible intersections.

Regarding the routing colors, i liked the previous version better.

The arrows too look much better now. Question: Can you add new arrows to the game? A "halfleft" and "halfright" arrow would be great (like the "M5-2" on this graphic: http://mutcd.fhwa.dot.gov/htm/2003r1/images/fig-2d-05.gif ) , there are many intersections in my city where both a straight arrow and right/left arrow look a bit weird, halfleft/halfright arrows would be perfect here.

I used the Traffic Manager Mod quite a while and the yield/priority signs seem quite handy in theory. Practically, cars wait too long in my opinion when there is a yield sign, rendering the priority signs quite useless (traffic flows much better with no signs at all in most if not all situations). IF you plan to implement priority signs, please be aware of that.

A feature i would like to see in your mod is the removing of traffic lights. Nothing with big priority cause your mod is compatible with the remove traffic lights-mod, but it would serve my laziness very well to only have to install one mod for traffic ;)

With the fully customizable traffic lights, the traffic manager mod takes it a bit far imo. But it would be nice to have a bit more control over how the traffic lights switch. But i have no idea how to have reasonable more control without drowning in micro management. Maybe it would work if you could set percentages, for example: the standard is 50% greentime for the one road and 50% for the other on the intersection. if you see that on one road cars are clogging up and the other road is nearly empty, you can set the percentages to 40/60 or 30/70 to have the greentimes more fit to the actual traffic. Just a thought, i hope you get what i mean ;)

Keep up the great work, man!

Thank you!
Those arrows would certainly look very good and would probably end any oddity. I think it will give me a lot of work as I wouldn't be able to use the game's system of placing the arrows and would have to do it myself. But yeah, if I have arrows to cover the 8 directions (actually 7, there's no backward possibility) all arrow-related problems would be solved. Thanks for bringing that to my attention! :)

Regarding priority lanes and timed traffic lights, check this discussion. Bottomline: I'm not yet convinced that priority lanes are a good thing and timing traffic lights is a big no-no. Controlling which lanes get the green light at the same time is something I am considering.

As long as I don't make any other change to the traffic lights, I won't add the option to toggle them since the Traffic Lights mod is compatible. There's no point in wasting time working on the exact same thing if it isn't broken.
Riksis 6 May, 2015 @ 5:18am 
Thank you for the mod. It's the one must-have mod for me.

I'd raise my voice for source colored intersection routing as well. I find it is better for seeing at a glance which traffic goes where.
Last edited by Riksis; 6 May, 2015 @ 5:31am
arquivivi 6 May, 2015 @ 6:19am 
Another fan here voting for keeping the lane color as before. Indispensable mod btw! Thank you!
sssigi 6 May, 2015 @ 8:01am 
First off, thank you for this amazing mod!

I am however experiencing the same problems as with the last update:

- Vehicles pausing or stopping in the middle of the road
- Vehicles taking a very long time to make a stop/delivery (up to 15 seconds at max speed)
- Vehicles freezing at stop/delivery until despawn
- Game speed slowing down
- FPS dropping to below 5

Since the last official CO update I can't switch between programs anymore so i cant confirm this but the fan in my computer is likely telling me the CPU load went up.

At first I was trying to blame all this on the road anarchy mod which I used last night to make a few underpasses but it is happening in much older saves as wel. Albeit to a lesser extend...

I would like to hand you the log file but I can't find it anywhere. I switched on "view hidden files" but it's not there...

Apart from a few monitoring mods (extended building information and traffic information to name a few) I am not using any mods that tamper with the AI.

Please do let me know if there is anything I can do to help from my side!

Thank you for everything!

Regards,
Sigi.
FretfulShrimp  [developer] 6 May, 2015 @ 10:39am 
Thank you @Riksis and @arquivivi for your feedback.


Originally posted by sssigi:
Since the last official CO update I can't switch between programs anymore so i cant confirm this but the fan in my computer is likely telling me the CPU load went up.

Hi sssigi,
The problem with the update is very weird and may well be related with the AI problem. I really need to see the log to try to understand what's going on.

Am I right in assuming you've checked the locations I mention in the first post, in the instructions for bug reports?
Let me know if you can at least find the folder where it should be and what OS you're using.
Also, just to be sure, send me your save so I can test it on my side and make sure that's not the problem.
𝓕𝔁 6 May, 2015 @ 12:03pm 
@sssigi,

I may be wrong (probably am) but are you using the beta option of realistic vehicle speeds?

Whilst I can't replicate it my end at the moment, I did have an issue whereby the game speed stuck at ~1x similar to the previous version of T++, but I also had a few other mods installed which I was trying but don't normally use..

I recall toggling this option and it making a huge difference but have now gone back to my usual mods which I play with and as such, can't reproduce.. hence not bringing it up before.

FWIW, I don't use the realistic speeds option at the moment anyway, just lane changer and bus routes ;) along with a few other mods, so I am not saying its that to blame specifically, just something to perhaps try toggling to see if it does make a difference.

My current mod list is:
T++, Toggle Traffic Lights, IPT, Ped Crossings, CityCopter, Aris remove vehicles/seagulls, disable clouds, tree brush, auto bulldoze.

T++ is running as smooth as silk, with no issues I have noticed.

Last edited by 𝓕𝔁; 6 May, 2015 @ 12:07pm
leftbehind 6 May, 2015 @ 2:13pm 
@FX2K do you know if the ARIS Hearse AI works with T++, I'm planning on installing it but as it takes so long for the game to start on my old computer I'd appreciate knowing in advance if it's compatible before I spend the 45 minutes waiting for a game to load (yes, it really does take that long on my ancient hardware lol). I've spent the last few hours trimming my asset subscriptions, removing about 400 assets so I'm down to only 1,500 or so assets now. I think I need to curb my workshop addiction lol.

Next time I load game up I'll try with the realistic speeds option turned off to see how that affects things. With it enabled, I know I get significantly more road traffic due to pedestrians using their pocket cars more.
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