= StreetsMod relaunch: ToDo = == Legend == ✓ | Done ... | In Progress - | Not Done * | Comment == 1. General = ✓ create a new folder structure that is: easy to understand, easy to extend, easily configurable (important later on...) ✓ find suitable licenses for media/code: CC-BY-SA 3.0 seems to be fine for media, not sure which license I should choose for the code though... ✓ create new 16px textures; many people asked for it... ? use kaeza's intllib - use Rubendwardy's achievements == 2. API == ✓ create a simple API that makes registration of road surfaces and markings easier by automatically registering all needed combinations of surfaces and markings ✓ enable the developer to register a whole set of surfaces and their markings or vide-versa using two functions: streets.register_surface() and streets.register_marking() == 3. Nodes == ✓ adapt all existing nodes to the new API and finally find a good naming convention for the nodes, e.g. ":streets:surface_surfacecolor_marking_markingcolor_x" === 3.1 Road surfaces === ✓ standard asphalt (black) ✓ colored asphalt (red, yellow, blue) to mark special areas, like bike paths etc. === 3.2 Road markings === ✓ The following nodes are available in white and yellow ✓ Arrows: left, right, straight on, straight on + left, straight on + right, straight on + left + right, left + right ✓ Middle lines: solid, dashed, double solid, double dashed, double mixed ✓ Side lines: solid slim, solid thick, dashed slim, dashed thick, outer edge thick, outer edge thin, inner edge thick, inner edge thin ✓ Others: Parking, Forbidden area, crosswalk === 3.3 Roadworks === ✓ Overriding markings: all from 3.2 but only in yellow ✓ drawtypes: raillike (for middle lines) or nodebox (Minetest lacks a drawtype that combines raillike and facedir) - Roadwork related accessories: Fences, pylons, lights, Vertical bars, etc. === 3.4 Concrete === ✓ nothing new here: concrete blocks and walls as known from 1.5 and below ✓ use walls API for concrete walls === 3.5 Passive road accessories === ✓ find a style that is not too country specific but still easy for everyone to understand * Possibly include the old signs, but maybe with some country specific? I'd love to have at least some of the most common USA ones in there. (cheapie) * Let's forget to be un-country-specific. Let's include US and EU ones, that should satisfy many players. We can make the sign workshop use tabs to organise them into categories and a dropdown to select the set to be used. (wd97) ✓ Warning signs: "!", lava, water, construction area, curves, railroad crossings, crosswalks, "Baken" ✓ Traffic: "STOP", "Railroad", "Give way", "right of way", "Priority", "One way", "roundabout (a square of course)", "dead end", "Parking" - Writable using signs_lib (hopefully?): city entrance/exit, street name, guideposts * Especially in this category, the list of signs is subject to change. If something is not possible due to graphical or technical limitations, it won't get implemented. * Spontaneous ideas of mine are possible and very likely... ✓ Traffic barriers ✓ delineators === 3.6 Active road accessories ✓ Traffic guidance system for highways, controllable via digilines * = streets/laneuse ✓ Trafficlight (off, red, yellow, green) ✓? (ambiguous) Trafficlight (off, red, yellow) ✓ Compact and portable trafficlight (e.g. for roadworks) ✓ Blinking light (off, yellow) ✓ bollards === 3.7 Railroad crossings === ✓ Controllable barriers (manual (punch) or mesecons) ✓ Blinking lights (off, red) with single or double lamps === 3.8 Bridges === - Drawbridges. Definetely cool, but not easy to implement because of lack of facedir for many nodes and brdiges thicker than 1m... This one needs a seperate plan * Might be best in a separate mod (cheapie) * Would be the best solution... (wd97)