Wow, I'm very happy to see my scripts are still relevant, thanks! But it can be a negative thing as well, I mean it wasn't supposed to end up this way, back then I tried to improve the script, then I tried to make a new, a more advanced ped system from scratch but didn't have enough time, and to make things even worse, the code I wrote then looks horrible to me now So happy to feel appreciated, yet the fact that everyone's focused on my work that still wasn't satisfying enough to myself, gives me this unpleasant feeling that I gotta clean up this mess, gotta finish the work I once started but I don't know when I'm going to try scripting on MTA again
Conversion of game paths to my path format sounds interesting, but making my own paths instead of converting the ones from the game was the reason I came up with my format and traffic editor to begin with. I was having trouble understanding some things in the game's format, and the paths have things like multiple nodes in a straight line, which needlessly uses more data.
Now, to the documentation details.
node_conns tells the connection ID from node IDs. That is, node_conns[node1_id][node2_id] = connection_id.
Also, node coordinates are decimal fixed-point numbers, not floats, and RX/RY each takes 2 bytes as opposed to 4. Reading the value as integer and dividing it by 1000, you get the actual value. I had some problems converting between bytes and floats, and integers were faster to process.
Finally, traffic lights. The value 3: "PED" means red for all cars, and that's when the peds cross the road. Normally it would work according to pedestrian traffic lights, but as far as I know, those are neither synced, nor scriptable - at least they weren't when I made the resource.