Open beta 1.29 discussion

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piva
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Re: Open beta 1.29 discussion

#641 Post by piva » 16 Nov 2017 16:41

Let we see 1/20 part of truck trailer in game. :lol: :lol:
rain94
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Re: Open beta 1.29 discussion

#642 Post by rain94 » 16 Nov 2017 18:45

Gazer, I did exactly what you said and it's much better now. Thank you! :D
Last edited by ohaha on 16 Nov 2017 18:46, edited 1 time in total.
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piva
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Re: Open beta 1.29 discussion

#643 Post by piva » 21 Nov 2017 06:20

Wow! I test "deny" rule for "slow" vehicle type in cities , and I must say - that's absolutely awesome new traffic spawn feature.
At fisrt sight it looks like a bug, but when I understood how it work, I was shocked.
Thanks SCS, but I don't know, why you don't told about it. :lol:

EDIT. Special thanks to mjack, I think, that he did it. 8-)
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cip
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Re: Open beta 1.29 discussion

#644 Post by cip » 21 Nov 2017 09:49

that is great, Piva! so you discovered a secret rule that wasn't shared by SCS? maybe they didn't know that exists or they just wanted to test it more... would you share it with us when you will understand it at 100% how it works?
Enjoy driving with my Real Traffic Density for ETS2 and ATS
Enjoy listening my Real Ai Traffic FMOD Sounds for ETS2 and ATS
I have quit SCS forum...
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piva
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Re: Open beta 1.29 discussion

#645 Post by piva » 21 Nov 2017 09:53

Test mod for ATS, you can test. Here is just "disallow" rule is tested.
https://yadi.sk/d/ALpsgEHJ3PtPVu

EDIT.
Here no secrets, here SCS use new "traffic system" what you can see in map editor by "Traffic tool", but I was wonder, when I known that spawn system use this feature for AI traffic.
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cip
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Re: Open beta 1.29 discussion

#646 Post by cip » 21 Nov 2017 10:17

alright, I see what you did, however I don't trust that much these rules in traffic_rules.sii so I expect that the "deny" rule you have mentioned is different
meanwhile I've got an idea, on traffic_rules_spawn.sui we define:

Code: Select all

traffic_rule_data : traffic_rule.s_slow_no
{
	# name: "Spawn density slow"

	rule: "density"

	str_params[]: "slow"

	num_params[]: 0.0	# 0:00
	num_params[]: 0.0	# frequency
	num_params[]: 0	# count limit
}
then in traffic_lane.sii we add traffic_rules[]: traffic_rule.s_slow_no to cities and freeways, wherever we don't want slow vehicles.
I know that if we don;t include traffic_rules[]: traffic_rule.s_slow in cities should not have in theory slow vehicles in cities, in reality I can't say if it works
and to eliminate the vanishing issues when entering in cities, we can add a 0.0001 frequency in s_slow_no type
Enjoy driving with my Real Traffic Density for ETS2 and ATS
Enjoy listening my Real Ai Traffic FMOD Sounds for ETS2 and ATS
I have quit SCS forum...
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piva
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Re: Open beta 1.29 discussion

#647 Post by piva » 21 Nov 2017 10:39

This is bad solution.
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cip
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Re: Open beta 1.29 discussion

#648 Post by cip » 21 Nov 2017 13:06

arguments? :lol: I tested with buses and works fine, I have more buses in cities than on local roads and motorways, why wouldn't work for slow vehicles?
Enjoy driving with my Real Traffic Density for ETS2 and ATS
Enjoy listening my Real Ai Traffic FMOD Sounds for ETS2 and ATS
I have quit SCS forum...
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John Doe
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Re: Open beta 1.29 discussion

#649 Post by John Doe » 21 Nov 2017 18:55

Sorry, if I interfere.
Dear chipinho, i test your trafficmod and there are many buses in the places. Too many... Greyhounds and this ugly limegreen Coaches, but no School buses. To the Harvesters: in every small town in New Mexico one after the other ... more green monsters than trucks at the same time. Two oncoming Harvesters - a collision and nothing works anymore. I'm so sorry, but this is my opinion.

@ Piva, your last traffic mod 1.6 works fine in cities, on freeways and on highways. I think it was the best compromise for the game. Yes, you have him closed ... a pity, your decision.

If I had a wish ... please, think about it again ...
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piva
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Re: Open beta 1.29 discussion

#650 Post by piva » 22 Nov 2017 05:21

Arguments :lol:
Test traffic mod the same.
Test place (sec-0021+0001);-83744.7;57.2372;4485.11;-0.731456;-0.193896
g_traffic 10

1 Traffic rule "s_slow_no" - NO SPAWN IN CITIES

Code: Select all

traffic_rule_data : traffic_rule.s_slow_no
{
	rule: "density"
	str_params[]: "slow"
	num_params[]: 0.0	# 0:00
	num_params[]: 0.0	# frequency
	num_params[]: 0	# count limit
}
[ external image ]

So you can see how harvester go from/to Vegas, in this case you can see harverster in Vegas centre, becasue this rule forbiden SPAWN harvester in city area, but it can go to city.

1 Traffic rule "s_slow_no" - DENY GO TO CITIES

Code: Select all

traffic_rule_data : traffic_rule.s_slow_no
{
	rule: "actor_access"
	num_params[]: 0 	# 0 - disallow, 1 - allow
	num_params[]: 1 	# 0 - inclusive, 1 - exclusive
	str_params[]: "slow"
}
[ external image ]

Here you can see how harvesters try to turn out from the city road, so it never can be in city.

Here you can make your choice, what traffic rule you want to use in your mod.
Or you want to spawn slow vehicles on all the local roads, but he can come to city, or your slow vehicle can spwn NOT AT ALL local roads, if it doesn't have turn from local road to city - in never spawn on this road.

Anyway, thanks to SCS for this awesome spawn system in last update.
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