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Integration of Vanilla and TMPE priority roads

See original GitHub issue

Currently when using the priority signs tool, holding shift highlights the road (or at least it should). if you Shift+click then it turns the whole highlighted road to priority road by requiring the connected roads to yield. It distinguishes between priority road and connected road by angle. This is done using SegmentTraverser class.

The vanilla game also has a feature to create priority road. but its done slightly differently. It allows you to click on a road and choose a road segment. then puts stop signs on connecting roads.

As you can see in the pictures bellow there is a disconnect between Vanila and TMPE priority roads: round about segment semi roundabouts hover issue long road hover issue long road2

Each approach has advantages and disadvantages:

  • Vanila: slower but more flexible in terms of selecting what constitutes a priority road (lets call it vanilla road selector). It also cannot add yield signs.
  • TMPE: Its faster to use but less flexible. many people will resort to deleting part of their road in order to limit the length of the priority road. also in complex situation its hard to select what is the priority road. Its also inconsistent with Vanilla.

I suggest to integrate the TMPE and vanilla approaches. We can discuss what the final solution would look like. possible solutions are:

  1. Best of both worlds: when you shift-click with TMPE priority sign tool, it modifies the path selected by the vanilla road selector.
  2. Get rid of the TMPE shift modifier key and instead change the Vanilla UI so that you can choose what to do with the priority road ( eg: yield, stop, etc), .
  3. Don’t touch the game UI. instead modify the TMPE settings in terms of what a priority road should do( eg: yield, stop, etc). in approach 2 or 3 we can also add functionality for these closely related issues: closely related issues : #541 #539 .

other related issues #29 #7

Issue Analytics

  • State:closed
  • Created 4 years ago
  • Comments:39 (9 by maintainers)

github_iconTop GitHub Comments

6reactions
ItzNxthanielcommented, Feb 20, 2020

I don’t even play this game, nor use any mods, but just some feedback. Those icons DO NOT match at all. If I used this mod, I would unsubscribe to this if those icons were posted.

4reactions
kianzarrincommented, Jan 26, 2020

screenshots show how buttons appear. Screenshot (349)\

Mass edit overlay is enable while road selection panel is active. Screenshot (348)

this work is complete. I will polish the code and put it for review.

Read more comments on GitHub >

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