Road Sign Signals


Adds in signals based off of (mainly U.S, but others coming in the future) road signs.

Tweaks
3 years ago
0.17 - 1.1
901

b Strange Download Problem

5 years ago
(updated 5 years ago)

Hey, I wanted to let you know that because you're using a zip program that has PK v6.3 capability, there are some zip utilities (e.g. the standard linux zip utility) that are unable to unzip text files from your archive, and thus the mod is failing to load on my system (and likely others). I know how to fix this issue for myself, but others may not, so it may be advisable to use a "legacy" or "compatibility" mode in your zip program.

If you could, please rename the title of this thread, since I started it before I figured out what was wrong.

5 years ago

I replaced the zip, I believe it should be fine now. If it still doesn't work correctly, let me know and I'll try and look into it.

5 years ago

Works great directly from the in-game mod portal, now. Thanks! That will make upgrading easier whenever you add new stuff.

I'm going to look around to see if anyone has made a "sign from signal" mod, now. Or maybe I'll make one. Cheers!

5 years ago

Having the road signs be place-able sounds interesting, maybe that'll be my next task🤔

5 years ago
(updated 5 years ago)

I just did a precursory look through the entity-inherited prototypes. I'm not seeing anything that would work to display an existing signal. I think the right approach here would be to make a generic sign that can display any signal, then it would clearly work for all of your road signs. One way we could possibly mod that would be to use a small control script that draws the signal directly; I'm pretty sure that's possible. But I think this could be a reasonable feature request to make to the devs: an entity-inherited prototype that has the ability to display signals on the ground.

Of course, and you probably realize this, if you just wanted to make entities for each picture manually, you could do that, as well.

New response