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Offline-Only Mod: "UniDirectional Networks (UDoN)"  1.9 / 1.7

   (211 Reviews)

7 Screenshots

About This File

One Way Roads and Freeways Elevated and Ground Level

 

NEW USERS TO THE SITE BE AWARE YOU MUST BE REGISTERED AND LOGGED IN TO BE ABLE TO DOWNLOAD THIS OR ANY MOD.  THIS IS A REQUIREMENT I HAVE NO CONTROL OVER.

 

Will add more detail Later on.. but welcome. Mod was Created so with new data and the use of foundation improvements built into 10.1 (YOU MUST HAVE 10.1 but in offline mode)

 

9/3/2014 - 1.9 Minor / Major Update from 1.8 to fix some problems with Upgrades and Downgrades that were being explored from version 1.8 with Yayie and HinataaHyuga.  Those have now been completed and seem to be stable enough to update and release to the general public as a fix.

 

2.0 is currently in planning mode with 5 and 6 lane ave with zone and express ways for greater regional interactions.

 

8/20/2014 - 1.8 MAJOR Update Release to work with New Akar and Akar Roadsets along with a number of improvements and changes by members of the SUGC.  Icon and Graphic Improvements by Ban, Script and Upgrade Improvements by Yayie and HinataaHyuga with Regional Additions which in Akar now have a new menu structure to make the Regional Aspects easier to understand.

 

8/22/2014 - 1.9 is in the works to fix some bugs and issues.   Reported problems due to Bi-Level Mod by max due to using an UDON path to create his.  He is working on a fix.  Upgrade and downgrade side effects being worked on introduced in 1.8.  5 and 6 lane roads are being looked at to introduce into version 2.0 .  Instructions are simple drop it into the same folder as it was originally listed and REMOVE the old one.  I keep all my versions of updates online and in the download button so you may go back if you have issues that you find a little overwhelming due to new directions and changes being looked at.  However we are on top of them as a group and working to make all of them play nice with each other which was the whole reason for Akar and the SUGC team being formed to begin with.

 

8/14/2014 - 1.7 was uploaded and all other files tested ok even though someone reported issues.

 

Today 7/7/2014 - Version 1.6 has incorporated our new Icons and Images into our mod to make the game easier and more similar to the unification of graphics and style to be that of Maxis and the Original games look and feel.  Thank you Banwashere (Ban) for the hard work and dedication for becoming our community artist and champion of our new efforts in creating an identity as our graphic artist and champion of our new identity and graphic art on this subject and with all our mods that have been release and our future releases to the community.  These will be added to Akar and each individual mod as are required and represent the first update of many in a series that will unify mods and our interfaces.  We are very happy to have him on board and the quality that his talents will bring to our mod community and in general to our future developments. Both Regional and UDONS updated to 1.6 for that specific update.

 

 

Today 6/23/2014 - Version 1.5 Uploaded Online Beta Testing edition.  (May Cause Roll Backs At 20 Minute Points) Uncertain need more testing have at it.  ( DO NOT USE WITH EXTENDED BOUNDARY OR ALL RCI PLOP AT THIS TIME IT WILL ROLLBACK IF YOU DO). CoTs may be required EP to prevent Roll Backs .. do not yet know for certain.

 

Today 5/17/204 we have been listening and watching so many people so there have been reports of issues and odd behavior which we have now been able to contribute to some ODD corruption of the actual installation unfortunately.  Some crashes and issues have and are not the mod but brought out by the mod itself.  Uninstalling mods one at a time can temp solve the issue however the ultimate fix was installing a clean copy of the game unfortunately... I would put the percentage at less than .5% of the installed base have reported this drastic step but wished to be as honest as possible with you incase you have any issues.

 

OMG there is so much that needs to be said and needs to be given out on this mod and its features but MOST of the features speak for themselves.. THERE ARE TRICKS to use

 

Connections can be tricky.

 

HOWEVER .. I NEED TO THANK ALOT OF PEOPLE LIKE IT OR NOT OR THIS WOULD NOT BE POSSIBLE.. since that can't happen in the normal way THANK YOU EVERYONE WHOM HELPED MAKE THIS HAPPEN.

 

10.1 made it possible by adding some foundations that have and were needed to even allow ONE WAY possible.  SO THANK YOU MAXIS and UPDATE TEAMS for adding the core code that make it possible to do this type of mod and make it a reality that took 6 months.  FEW will every realize how much it took or what went on onto make this happen.

 

AS I have already been reminded there are many many details I need to post on use to help you all and I will over this weekend.

 

THIS IS AN OFFLINE ONLY MOD DO NOT USE ONLINE

 

---------------------------------------

 

 

CREATIVITY is key.. how you build and what order you build things is what matters

 

There are some aspects to how you use the direction of drawing as the direction of the one way.  Make sure you build ELEVATED prior to Transitions or it will not connect but practice makes perfect

 

10.1 added new paths to the game that allowed this to be possible.

 

As mentioned by Niclistin on Reddit one of the mod testers like buggi and yuttho.. there are ALOT of aspects to this mod that take time to use and understand but the complexity is beyond imagination .. REALISTIC is not the word for it.

 

2 Lane Roundabout

4 Lane Roundabout

2 Lane, Low Density One Way Street

4 Lane, Medium Density One Way Street

4 Lane, High Density One Way Road

1 Lane Freeway Ramp

1 Lange Ground to Elevated Freeway Ramp

1 Lane Elevated Freeway Ramp

2 Lane Freeway Ramp

2 Lane Ground to Elevated Freeway Ramp

2 Lane Elevated Freeway Ramp

2 Lane Freeway

2 Lane Ground to Elevated Freeway

2 Lane Elevated Freeway

4 Lange Freeway

4 Lane Ground to Elevated Freeway

4 Lane Elevated Freeway

 

If you DO NOT use a roundabout but use a 2 or 4 lane ELEVATED you can manually make an Elevated ONE WAY and actually intersect with it (trick)

 

TIP and Suggestions: Camera Angle, Angle of Road draw and stretching out the draw before going to desired position can help you draw things the way you wish.. going big and back to smaller size in circles and turns.  Going UP with M or DOWN with N can help connectors.  Remember to use your transitions sometimes its just a matter of drawing it a longer distance so the engine thinks its smother than it really is.  We have to work with the engine not against it to get things to work and function.

 

XoXiDe

UdoN Connection Chart.pdf

56ad33dad3b19_UdoNConnectionChart.JPG.fd9b3c76dc78f50bc53b387fada0da44.JPG


What's New 1.9 / 1.7   View Changelog


Released

  • Offline-Only Mod: “UniDirectional Networks (UDoN)” Version 1.4
  • (1.4 is Improved Icons Graphics Per Request Easier to Read)
  • 1.5 Online Beta Testing - Buggy MAY cause rollbacks at the 20 minute increamental points. Most likely the hybrid paths for elevated. Save game often if you wish to try it out at all. So at your own risk for 1.5 beta. CoTs maybe required for online use. Unknown at this point since I have the expansion.
  • 1.6 Released 7/7/2014 ( Update all Icons to be More realistic to Maxis Style, you can still use default regionals to work with this mod for udons to function solo and exclusive) and regional roads 1.6 for also new icons for those roads used in region with new icons that make and feel like all others :) ENJOY
  • 1.7 with Yield Signs are now added.. others are remaining for other purposes as we transition changes.
  • Minor Update to add UDoN's to Regional for Expanded Boundary Mod.
  • Also known as ONE WAY's and Freeways using Unidirectional Paths
  • 1.8 - Major Update to UDoN's from the SUGC Team Members
  • Fixed Upgrade and Downgrade Features
  • New JPG Descriptions and Icons thanks to Banwasher
  • New File Name format and load Order for AKAR and AKAR Road Sets
  • Manjor Improvements and additions From Yayie and HinataaHyuga for Regional AKAR Addons
  • 1.9 - HinataaHyuga has fixed the upgrade downgrade feature that was problematic from version 1.8
  • 2.0 - Now in planning for 5 lane and 6 lane ave with zone versions of road and expressways.
  • The trick to make a transition from a raised elevated freeway to the ground: you need to use a default-height elevated path in between!
  • There have been many updates to make this a reality and over 2 months of effort
  • Minor changes to graphics for some of those whom enjoy signs to be the same verbage, changed most icons in menu and re packaged to fix some graphic glitches
  • Like 25
  • Yes 2
  • Thanks 2



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@everyone sorry very long crazy week for me

 

1.8 has some new potential issues due to changes that were tried in the upgrade down grades.  If you downgrade to far you will create some new effects we didn't as a group see until afterwards.  1.9 is currently in the works along with we are trying to add a 5 and 6 lane version of udons for both zoneable and non zoneable freeways with elevations.

 

This would be a 5 and 6 lane avenue wide version vs a road size structure across

 

we feel with regional additions this will allow people to create more realistic freeways and variants with the new elevated regionals that are being added.

 

Since Regional behaviors are Wonki at best we are doing our best to make a version that continues with the feel of the original game without requiring N and M keys.  So our efforts are on creating 2 static heights for regional actions that would allow ground height 1 and height 2 with transitions possible to make some trumpts, clovers, turbines and other such structures in the region which should make life a little easier and more creative for everyone.

 

We are pushing our stuff well past what was intended by the original design of not only udons but the game and regional play making it more useful. 

 

Although I describe all regional play to be on BROKEN terrain, most efforts actually function better than original expected.

 

ORION is something I should have explained better.  DATA LAYER MAPS are not exactly broken but compressed.  If you were again to draw a huge square and plop in something that was to influence land value you would notice that the scale of where you place the park is reflected on the data map accordingly and as a result will impact that area that you place the information accordingly.  This does have side effects however reading the map is very possible to know where things are including resources.  So please keep that in mind.

 

XoXiDe

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@everyone Bi Streets by max are being fixed but you must talk to him.. He used a substitution method in his initial version rather than making a new path type which would have been optimal.  The team him are working on resolving that issue.

 

Akar is ali's work and he is doing his best to keep up with changes and growing the teams size to handle these changes as quickly as possible.  Low Rest may be more difficult to continue to support without new menu code added to make them scrolling at the main icon level.  Ali and others are looking at options.

 

Our intention was never to work on as much or as quickly as we currently are as a group, however things have opened up as a result of our Initial offerings that we have gone in many new directions at once.  As a result sometimes feature creeps generate or create side effects and even problems with compatibility ... this is the reason I keep all my versions online and let you as users go back to older versions while we figure out the best way to handle something that encompasses all versions into the next 2.0 or inclusive version of the mod.

 

Many of the efforts of everyone OVERLAP and also are working together to figure out new ways to use the code and also blueprints of those efforts to create new ideas such as bi level roads which are hybrids of the udons in a non udon sense.

 

but like with our recently upgraded pedestrian paths that's a NEW path type not a recycling of an old or existing path.  I and others specifically do that to not cause problems or conflicts with others mods however something's are just flat out oversight during development of new mods since they offer new options and we like to get them out to you to test and play with to evolve into something new or better.

 

The whole point of making things public vs private was to increase the speed and also share the information quicker and faster with those involved.

 

This has worked much better than I or Oppie could have expected but it comes with the price of OShiznick we created a new problem without realizing it.  We are 25 member strong now.. and that's a lot more creativity and direction to go in.  But that also means without some Quality Assurance and checking we introduce problems.  As a result of this we have added teams 2 - 6 which encompass each level that maxis would do in its own testing to try and figure out problems or bugs so fix before we make major releases.

 

Elric, Sky and even Dizzy along with others like Yutho are going to be testing and streaming our beta's and alphas so we can watch for behaviors and debug faster but the process is not something that takes minutes more like hours or days to resolve sometimes.

 

So patience and realize we are looking at a lot of information and levels to try and not only fix the bugs we introduce but come up with new ideas to expand your creativity and use of that new territory introduced by Orion.

 

XoXiDe

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Thanks for the good work xoxide and teams. I, for one, will wait for the update of this mod and other mods made by your teams. Keep up the good work man. :)

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heya...  this may be a silly question, but does this file - 009_OFFLINE_DLC_UI_OBJECTS_SUGC_TEAM1_20140818_1_8_UDoN.package -replace any previous files or is it something new/additional?   The files I had from the previous version are:

 

OFFLINE-ONLY_UniDirectionalNetworks.package

OFFLINE-ONLY_UniDirectionalNetworksWithYieldSigns17_new_image.package

RegionalUDoN.package

 

Does that new file supersede any of those? I'm on a Mac so no mod manager.  Sorry for my confusion!

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Keep only one version. Don't remove the old versions, move them somewhere so that you can revert to a previous version if you have trouble. Well, you don't even need to do that if you use Time Machine.

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Keep only one version. Don't remove the old versions, move them somewhere so that you can revert to a previous version if you have trouble. Well, you don't even need to do that if you use Time Machine.

 

So, just to be clear, there should only be one UDoN package file?  (I'm not asking about versions so much, but which actual files should we be using for UDoN 1.8, and which do we no longer need).

 

Here is what we see on the download screen for the current UDoN version:

 

gwMPCQz.png

 

Do we use all of these?  Or does the 1.8 package at the top supersede the other two OFFLINE-ONLY packages in the middle?  Sorry... still a bit confused :P

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Keep only one version. Don't remove the old versions, move them somewhere so that you can revert to a previous version if you have trouble. Well, you don't even need to do that if you use Time Machine.

 

So, just to be clear, there should only be one UDoN package file?  (I'm not asking about versions so much, but which actual files should we be using for UDoN 1.8, and which do we no longer need).

 

Here is what we see on the download screen for the current UDoN version:

 

gwMPCQz.png

 

Do we use all of these?  Or does the 1.8 package at the top supersede the other two OFFLINE-ONLY packages in the middle?  Sorry... still a bit confused :P

 

Same question I asked a wile ago hehe in PM, its the top one you use, The others are for "archive" :)

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when I select file to download on the top of list, after adfly waiting link moves me to forum not to download -.-

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when I select file to download on the top of list, after adfly waiting link moves me to forum not to download -.-

 

You need to be logged in to Simtropolis in order to download mods.

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Keep only one version. Don't remove the old versions, move them somewhere so that you can revert to a previous version if you have trouble. Well, you don't even need to do that if you use Time Machine.

 

So, just to be clear, there should only be one UDoN package file?  (I'm not asking about versions so much, but which actual files should we be using for UDoN 1.8, and which do we no longer need).

 

Here is what we see on the download screen for the current UDoN version:

 

gwMPCQz.png

 

Do we use all of these?  Or does the 1.8 package at the top supersede the other two OFFLINE-ONLY packages in the middle?  Sorry... still a bit confused :P

 

Same question I asked a wile ago hehe in PM, its the top one you use, The others are for "archive" :)

 

 

Thanks - goodness that's confusing!  I thought old ones would be kept under archived versions on the main page rather than still on the current download page.

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HAHAHA TOLD YOU JEFF ITS CONFUSING! ;) /LÖVE

 

tha0ther1 use the top one, only that one =) note that one ramp maybe broken...

 

@smalljude xoxide has toooo much todo no free time to cleanup 4now, but now there are more then 1 post tell u all what file to use so... :)

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This mod is great.  Thanks for all of the hard work.  I have been having alot of fun experimenting with different configurations, but i am not sure how to raise/lower the elevated segments.  Is this possible?  Thanks in advance!

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This mod is great.  Thanks for all of the hard work.  I have been having alot of fun experimenting with different configurations, but i am not sure how to raise/lower the elevated segments.  Is this possible?  Thanks in advance!

Yes, N lowers and M raises while holding the mouse button; Remember,it always lowers and raises the MIDDLE of the segment you have drawn, not the ends (which is a true PAIN half the time). In order to get EVEN gradients, you have to do a workaround. You draw multiple roads to create one road, deleting the end piece each time and starting from the correctly-leveled/stepped piece to progress where you are going. Then, when low enough or high enough, draw from the connecting road to the road you're creating for the very small, final pieces; always draw FROM where you are going on the final segments.

 

You can click on straight, curve, serpentine, box, and circle buttons when drawing roads to draw those patterns, as you know, but, in order to get a perfect curve, "straight line", OR circle, HOLD SHIFT before letting go of the mouse button. The serpentine is sometimes great when going up or down gradients, as you can hold SHIFT to draw a straight line in one direction (or tap/cycle for freeform) and then cycle/rehold shift to freeform or make a straight line in another direction, all connected. When serpentine works right (with mods)  you can raise the entire segment together after you have drawn the same road in multiple directions INSTEAD of having to create a segment at a time. If not using shift with serpentine, you can BACK UP if you start going a direction you don't want to go, kind of like using an eraser and starting from a previous point. With both curve and serpentine, they will curve the exact arch you draw your mouse, as if you was using your mouse to draw on your mouse pad. I have a precise trackball that is so awesome to use for this; no matter what, don't release the mouse until you are satisfied with the pattern OR are confident you can delete parts of the segment and start from that point.

 

In order to use partial pieces of tunnels and bridges, you need a mod called Bridge & Tunnel Mod V1.2, It's a mod that goes along with UDoN and allows you to delete sections of bridges and tunnels where you would usually be forced to delete the entire segment. I hated when I had drawn the perfect bridge and accidentally deleted an end piece that I couldn't draw from or connect to; this mod did the trick!

 

Also, in the original posting of this reply, I realize now that I may not have addressed your actual question yesterday. To get a freeway from elevated to ground, you use the "freeway transition". You can also "cheat' and use a one way street to go from elevated to ground, or vice versa. To go from 6 steps up (6 presses of "M" after you dragged the first segment of the elevated freeway) to 4 clicks up, drag the 4-stepped freeway with enough space between its starting piece and the end piece of the 6 to put a transition in between; then, connect them. Like I said above, always draw the segments you're stepping up or down to and then connect FROM them to where you are.

 

Keep in mind that FOUR (4) steps above a road is the minimum height required to cross over it. Since freeways can't be zoned, you want to use as little of them as possible at ground level AND draw them above other roads.

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This mod is great.  Thanks for all of the hard work.  I have been having alot of fun experimenting with different configurations, but i am not sure how to raise/lower the elevated segments.  Is this possible?  Thanks in advance!

Yes, N lowers and M raises while holding the mouse button; Remember,it always lowers and raises the MIDDLE of the segment you have drawn, not the ends (which is a true PAIN half the time). In order to get EVEN gradients, you have to do a workaround. You draw multiple roads to create one road, deleting the end piece each time and starting from the correctly-leveled/stepped piece to progress where you are going. Then, when low enough or high enough, draw from the connecting road to the road you're creating for the very small, final pieces; always draw FROM where you are going on the final segments.

 

You can click on straight, curve, serpentine, box, and circle buttons when drawing roads to draw those patterns, as you know, but, in order to get a perfect curve, "straight line", OR circle, HOLD SHIFT before letting go of the mouse button. The serpentine is sometimes great when going up or down gradients, as you can hold SHIFT to draw a straight line in one direction (or tap/cycle for freeform) and then cycle/rehold shift to freeform or make a straight line in another direction, all connected. When serpentine works right (with mods)  you can raise the entire segment together after you have drawn the same road in multiple directions INSTEAD of having to create a segment at a time. If not using shift with serpentine, you can BACK UP if you start going a direction you don't want to go, kind of like using an eraser and starting from a previous point. With both curve and serpentine, they will curve the exact arch you draw your mouse, as if you was using your mouse to draw on your mouse pad. I have a precise trackball that is so awesome to use for this; no matter what, don't release the mouse until you are satisfied with the pattern OR are confident you can delete parts of the segment and start from that point.

 

In order to use partial pieces of tunnels and bridges, you need a mod called Bridge & Tunnel Mod V1.2, It's a mod that goes along with UDoN and allows you to delete sections of bridges and tunnels where you would usually be forced to delete the entire segment. I hated when I had drawn the perfect bridge and accidentally deleted an end piece that I couldn't draw from or connect to; this mod did the trick!

 

Also, in the original posting of this reply, I realize now that I may not have addressed your actual question yesterday. To get a freeway from elevated to ground, you use the "freeway transition". You can also "cheat' and use a one way street to go from elevated to ground, or vice versa. To go from 6 steps up (6 presses of "M" after you dragged the first segment of the elevated freeway) to 4 clicks up, drag the 4-stepped freeway with enough space between its starting piece and the end piece of the 6 to put a transition in between; then, connect them. Like I said above, always draw the segments you're stepping up or down to and then connect FROM them to where you are.

 

Keep in mind that FOUR (4) steps above a road is the minimum height required to cross over it. Since freeways can't be zoned, you want to use as little of them as possible at ground level AND draw them above other roads.

 

Thanks for the tips!  

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 is there some mod that can not work together with this mod because it seems mine is not work properly the regionals are working fine but missing  an icon on the menu with the regular udon option.

 i have installed akar project + OFFLINE-ONLY_UniDirectionalNetworks , OFFLINE-ONLY_UniDirectionalNetworksWithYieldSigns17_new_image , 009_OFFLINE_DLC_UI_OBJECTS_SUGC_TEAM1_20140818_1_8_UDoN and the RegionalUDoNfor the roads .

the only thing i now for sure is that akar project this , Not compatible with boc , udon-addon and  bridge and tunnel mod so looked for them mayby it was inthere delleted them if they where but still not working properly.i have a original simcity limeted edition + COT limeted edition + DLC packes my version of Simcity ( looked at the properties of the file "simcity.exe") 10.2 i have no idea what i`m doing wrong here or is it that the patch i need to downgrade to 10.1 like everybody said "u NEED 10.1 to get it to work" now i`don`t think this one is the problem because before that i had the same isseu.

Now i found this 000 Akar2.0.1.2.1.0.5+Bridge&Tunnel tryed it but it made no diffrents still udon regual roads did not work.

 

Can some body help me with this.

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 is there some mod that can not work together with this mod because it seems mine is not work properly the regionals are working fine but missing  an icon on the menu with the regular udon option.

 i have installed akar project + OFFLINE-ONLY_UniDirectionalNetworks , OFFLINE-ONLY_UniDirectionalNetworksWithYieldSigns17_new_image , 009_OFFLINE_DLC_UI_OBJECTS_SUGC_TEAM1_20140818_1_8_UDoN and the RegionalUDoNfor the roads .

the only thing i now for sure is that akar project this , Not compatible with boc , udon-addon and  bridge and tunnel mod so looked for them mayby it was inthere delleted them if they where but still not working properly.i have a original simcity limeted edition + COT limeted edition + DLC packes my version of Simcity ( looked at the properties of the file "simcity.exe") 10.2 i have no idea what i`m doing wrong here or is it that the patch i need to downgrade to 10.1 like everybody said "u NEED 10.1 to get it to work" now i`don`t think this one is the problem because before that i had the same isseu.

Now i found this 000 Akar2.0.1.2.1.0.5+Bridge&Tunnel tryed it but it made no diffrents still udon regual roads did not work.

 

Can some body help me with this.

 

remove:

  • OFFLINE-ONLY_UniDirectionalNetworks
  • OFFLINE-ONLY_UniDirectionalNetworksWithYieldSigns17_new_image

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Darkdc...Some solutions for you. 

 

1. use only 009_OFFLINE_DLC_UI_OBJECTS_SUGC_TEAM1_20140818_1_8_UDoN - delete OFFLINE-ONLY_UniDirectionalNetworks , OFFLINE-ONLY_UniDirectionalNetworksWithYieldSigns17 and RegionalUDoN

 

2. you need update 10.1 and above for udon to work

 

3. Akar2.0.1.2.1.0.5+Bridge&Tunnel - is NOT compatible with AKAR as it changes the UI, i have both AKAR and this mod but i change load order of these mods when i want 2m, 20m and 40m roads bridges and tunnels, they cannot coexist, one will load before the other depending on the load order in your SimCityData Folder 

 

Hope that helps

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I have NO Problem with akar,  009_OFFLINE_DLC_UI_OBJECTS_SUGC_TEAM1_20140818_1_8_UDoN, and the Bridge & Tunnel piece mod I linked. Yayie hit the nail on the head with my setup. Of course I have 20 other mods that have nothing to do with UDON or roads or etc but they dont' conflict or help akar/udon's operation.

 

The main thing, along with akar, is to have akar's roads mod (the scripts for that mod installed in SimCItyUserData\Packages) installed with akar itself. YOu CAN use the  ONLINE udon (where it went from UDoN Download page, IDK) WITH akar but it's pointless as akar is only offline; you just keep Akar's Road scripts where said but DON"T put the actual Roads Mod in SimCItyData. I have SimCity 2013 Mods Switch btw, which EVERYONE should have if they install more than 1 mod or ANY offline-only mods like akar.

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1) one thing I noticed was I downloaded the most recent version of this (009_OFFLINE_DLC_UI_OBJECTS_SUGC_TEAM1_20140818_1_8_UDoN) - and I was previously using 0SP_OFFLINE-ONLY_UniDirectionalNetworksWithYieldSigns17

 

the new one doesnt allow me to upgrade 'oneway streets' to 'oneway streets without traffic lights' - so Ive gone back to the old one. because removing traffic lights is really useful for me.

 

2) transitioning between avenues (the best example being the city entrances) to freeways or oneway streets is really ugly. would it be possible to make some kind of transition piece with avenue on one side - and then 2 stubs for oneway on the other ? the junctions that automatically get drawn look really weird and ugly.

 

something along the lines of this, I guess - 

 

http://img707.imageshack.us/img707/7728/ave6transitions.png

 

unless theres some secret trick to make smooth transitions from avenues to two directions of oneway that Im not aware of ?

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By way of a "Thank You" gift, we'd like to send you our STEX Collector's DVD. It's some of the best buildings, lots, maps and mods collected for you over the years. Check out the STEX Collections for more info.

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More About STEX Collections