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About Tarkus

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  1. The old puzzle pieces are actually still there, albeit the puzzle-based height transitions have been under a separate option (unchecked by default) since NAM 33 (Additional Features and Customizations > Real Highway Options (click the "+" to expand) > Legacy Deprecated Height Transitions). There will always be some way to access them for those who absolutely have to have them, but we are focusing on draggable and FLEX items from here on out, and there are no plans to add any new features in conventional puzzle piece form. The reason we started making the old puzzle pieces harder to reach is because ready access to both the old and new systems created substantial user confusion in the NAM 31/32 era. The main reason we no longer see conventional puzzle pieces as viable for future development is because we began to get a lot of combination complaint/requests awhile back. People thought there were too many puzzle pieces to navigate, but at the same time, they had a pretty substantial wishlist of things they wanted to see added to the NAM. Unless we found an alternate solution, that meant even more puzzle pieces, which was the exact opposite of what was desired. FLEX pieces--which are plopped like puzzle pieces, but can be overridden by multiple networks (similar to the FLEXFly system, first added to NAM 28/RHW 4.0 in 2010)--ended up being the solution that allowed us to add features while reducing puzzle proliferation. Each FLEX item has a "base" configuration, but plugging another override network into one of the ends of a FLEX item can transform it to match that override network (see my early demo on the height transitions here). The result of that with the height transitions is that we've been able to use just 4 FLEX pieces to cover the same functionality that would require somewhere around 60 conventional puzzle pieces. In the near future, it's also going to allow us to finally offer full plop interchanges for the RHW. -Tarkus
  2. If TuLEPs don't intuitively make sense right now, I wouldn't even worry about trying to learn how to use them. One of the main features for the upcoming NAM 36 release is FLEX Turn Lanes (FTLs), which will more or less render the whole TuLEPs system (including the existing slip lanes) obsolete. I did a series of preview videos on the FTLs, which are all in this playlist. Part 2 covers the new FTL slip lanes. -Tarkus
  3. It sounds like you have one of the Road Retexture and Cosmetic Mods included in the NAM installed. Both the North American and Euro versions omit the crosswalk lines on Road intersections, but they are included on many Avenue intersections. If you want the original Maxis versions back, just remove that portion of the mod (it'll be a subfolder in Plugins\z___NAM\Road Textures). It's possible we may change this design in a future release. -Tarkus
  4. The Money Tree was, to my knowledge, off the long-dead (and plagiarism-filled) official Maxis exchange. I've heard it had some modding issues. There are better options out there as far as money cheats go--I'd recommend checking out the SC4 Extra Cheats DLL instead. The Moolah cheat is very handy and easy to use. -Tarkus
  5. Regarding the RD-6, it does not have the ability to make sharp 90° bends. The single-tile NWM networks can, and of the dual-tile networks, just the RD-4 and TLA-5 have the ability to do so. The OWR-4, OWR-5, and RD-6 lack sharp 90° bends, as do the triple-tile networks (TLA-7/AVE-6). The reason the RD-4 and TLA-5 got the functionality is due to them having the same number of lanes per direction as the Avenue network, which also has the ability to build those sorts of curves. I've been hesitant to extend it to the other networks with more lanes per direction, but don't consider the matter of whether or not they will ever be added a closed one. @Haljackey's suggestion is the best right now. -Tarkus
  6. The RHW system is a completely different beast from the game's default Elevated and Ground Highways (AKA Maxis Highways). There are no pre-built or automatic interchanges with it (though pre-built ones will be coming to the RHW with the QuickChange Xpress system in a future NAM release). -Tarkus
  7. MAVE was actually the abbreviation for "Medianless Avenue", which was the old name for the "Road" networks in the NWM (RD-4, RD-6, and NRD-4--though the ARD-3 has always been the ARD-3). We ditched the MAVE designation a few years back, because people kept getting the MAVE-6 and AVE-6 confused, which greatly complicated support and general questions about the mod. The other designation for the Maxis Avenue that has been thrown around internally among NAMites is just plain "AVE-4" (to go along with AVE-2 and AVE-6--networks where opposing directions of traffic are separated with a physical median). There have been intermittent discussions over the years about potentially implementing a Road-based override network that looks like the base Avenue, but uses a split-tile diagonal setup like the TLA-5, instead of the Avenue's shared tile setup. (There's also even been prototypes of a RD-4-styled Avenue replacement, since RD-4 uses shared-tile diagonals). -Tarkus
  8. Here's the conclusion on the FLEX Turn Lane preview trilogy. There's also a playlist here with all three videos. Certain folks who are still sort of mad at us for doing things to certain older features may sort of like us again after this. In any case, hope you enjoy. -Tarkus
  9. Part 3 of the NAM 36 FLEX Turn Lanes preview is now live, featuring a new "secret weapon" . . .

    1. Fantozzi


      These prefab intersections are great for a CBU (country bumpkin user) like me who gets easily overstrained by complex traffic tasks. So I have examples/solutions ingame (some prefab 'how to ..'). Should be very handy for newcomers.

  10. You're welcome. And yes, additional lane control configurations are still planned, including turn restrictions (which, if you're clever, you can kind of do with the initial version in some instances). We'll have more on that after NAM 36 releases. I'm really pretty excited about this project and where it can go. The "secret implementation" is pretty wild, but it's been shelved for long awhile now, needs a lot more TLC before we can unleash it. Thanks! And to answer your question, here's a little peek at what is planned going forward with the Viaduct Rails on the styling front. -Tarkus
  11. If I knew what those unstable GLR arrangements were, I could take a look at some point. Draggable GLR is actually the first override network ever implemented--June marks the 10th anniversary (!)--so you're right that the codebase doesn't take advantage of all the things we've learned about that technique since. I personally haven't really had to dip into the old static puzzle pieces in my GLR experience, but admittedly, my usage of that feature is pretty limited to date. I am skeptical of the idea that we'll completely eliminate the need for puzzle pieces, but I am on board with avoiding creating new ones, except in extreme circumstances, as well as trying to minimize the need to use them in most ordinary situations. As I don't particularly enjoy making them (the RHW Filler Pieces really sucked any remaining joy out of the puzzle piece creation process for me), that suits my developmental proclivities quite well. -Tarkus
  12. FLEX Turn Lanes Preview, Part 2 now up


  13. There won't be any more RHW fillers, either--those things are pure evil. (Speaking from experience--they tried to kill me!) As we finish the FLEX conversion of existing RHW components, there will be progressively less need to use them. We're actually only about 50-60% of the way through that process, so there's still some big improvements to come: Height Transitions: Complete--aside from additional adjacency stability for OnSlopes) Ramp Interfaces: Mostly Complete--just a handful of more specialized ramp interfaces are left (along with the Fractional Angle ones) Wide-Radius Curves: Partially Complete--initial Multi-Radius Curve (MRC) work has replaced the puzzle pieces for the narrower RHW networks, save for the S-Curves. Development continues on furthering this coverage. Getting this in place will go a long way toward limiting the need for RHW fillers. Width Transitions: In Development--there's a good chance this will be complete by NAM 38 at the latest. This is one other area that, when completed, will remove a lot of the need for fillers. Specialized Intersections (SPUIs, DDIs, Volleyballs etc.): In Development. The SPUI is already FLEX, but has been out of sorts since we switched to the Project 57 codebase. That'll be fixed by NAM 37. We're looking at the other setups getting new treatments as well. Fractional Angle RHW (FARHW): In Development (Hiatus)--Shadow Assassin started on this awhile ago, and did leave us his files, so it's quite likely to return to activity again at some point. Neighbor Connections: In Planning--this one won't take long to knock out once the initial implementation has been devised. Cosmetic Pieces: Proposed--Ganaram started looking into this prospect two years ago. The FTL system actually provides us somewhat of a template (and RHW FTLs are indeed planned). As far as the rest of the NAM: RRW: Basically complete after the RRW viaducts come out in NAM 36. GLR: The original puzzle pieces have been obsolete since NAM 21, with the advent of Draggable GLR. Wide Radius Curves/Fractional Angles: Mostly converted as of NAM 31. There still needs to be some work done with the One-Way Road and Avenue setups. Turn Lanes/TuLEPs: Will be fully replaced with the FTL system in NAM 36. NWM: Most of the existing puzzle pieces became obsolete with the advent of Draggable Width Transitions in NAM 30/NWM 2.0. There's just a small number of not-yet-converted transitions, and the Wide-Radius Curves left, and they're in progress. Elevated Road/OWR/Avenue Viaducts: The main thing here is adding support for overpasses involving diagonals, as well as diagonal height transitions. Dual Networking: The process of converting the Dual Networking setups to FLEX or draggable treatments started back with NAM 32. It's slowly progressing. SAM: The only puzzle pieces here are the Wide-Radius Curves, and with draggable versions for the default Street network in place, and (AFAIK) the texture work made, it's mostly just a matter of finishing the code. FLUPs/URail: This one has been proposed for a long time. There's a very promising potential implementation, but I can't discuss it. RuRP (Rural Roads): This plugin is kind of an oddball, as it includes Road Cosmetic Pieces and SAM curves--all puzzle-based. The SAM part is getting done (see notes on the SAM above). The Road Cosmetic Pieces, as they include a number of intersections, will probably get a starter piece/draggable treatment at some point--the NWM could provide a codebase for it. CAN-AM: Kind of forgotten. Theoretically, this one would be surprisingly easy to pull off, however. And one last thing . . . Part 2 of the FTL preview: -Tarkus
  14. If someone puts together the models, it would actually be relatively to just take the existing GLR code and port it to cover the L1 El-Rail. There would be some crosslink things with some of the other plugins that may be a bit more complicated, but it'd be worth it in the long run. On another note, in case anyone is wondering what's up with the FLEX Turn Lanes (FTL) project, which will be part of the upcoming NAM 36 release, here's a preview (well, the first part of a trilogy of previews) . . . Hope you enjoy. -Tarkus
  15. NAM Version 36 FLEX Turn Lanes Preview, Part 1 now up--check it out here