#Road Selector & Editor request

12 messages · Page 1 of 1 (latest)

gloomy cosmos
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So if we look at the posted screenshot, we have Thornton Street, which wraps around in a very weird way. Logistically, it would be a nightmare to navigate a road that intersects another road at two different locations.

I've tried deleting a segment of Thornton to brute force the road changing to prevent that wrap-around, and it results in the wrap around showing up in a different location and if I restore that deleted segment, it reverts Thornton to how it originally was. It's like this in other locations as well.

I would love to see a tool that would allow us to determine where a road ends and a new one begins to fix this issue.

wheat narwhal
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That makes the usage statistics useless if the road is shaped like that too

gloomy cosmos
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I didn't even think about that.

lusty ether
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Maybe a simple solution before we have an editor is to cut a road that turns more than 90° in an intersection, and some sort of formula to cut it and start a new street after the intersection if the next section is more than 110° (?) off the initial section where the road starts.

This would be helpful even with an editor, so we avoid the need to manually edit every road.

wheat narwhal
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CS1 was the same way except you could manually edit. I find it's only a few roads that get marked like this

bright girder
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this is so easy to script.

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why wont they fix this

wheat narwhal
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The games been out for less than two days. It takes a long time to code things and actually figure out how to code them to do what you want

bright girder
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im a dev myself and this looks like a piece of cake to script

wheat narwhal
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sometimes the simplest things are the hardest, besides on the huge list of things that need fixing, I doubt this is a high priority. Also they probably want to release on big patch rather than a million little ones for each little tweak

fair spoke
dire hollow