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Andreas Roth

The diagonal streets mod

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Just to update everyone, the zig-zag diagonal street technique is coming along nicely. It is very time consuming, and difficult to get right since we are basically trying to drill a hole with a hammer, but by golly, I'm going to make it work!!! 27.gif

In any case, once I get it to the point where there aren't quite so many obvious pitfalls, I'll post an alpha for testing. For now though, I'm still working on obvious usability issues.

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Date: 5/5/2005 5:23:16 PM Author: the7trumpets Just to update everyone, the zig-zag diagonal street technique is coming along nicely.  It is very time consuming, and difficult to get right since we are basically trying to drill a hole with a hammer, but by golly, I'm going to make it work!!!  27.gif In any case, once I get it to the point where there aren't quite so many obvious pitfalls, I'll post an alpha for testing.  For now though, I'm still working on obvious usability issues.
quote>
 
Sounds great t7t! It's just so sad there are so many limitations in the game.

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Hello,

I am still researching on it but it seems like if it is really possible to add diagonal sections to the existing street system so that only one button is needed and the ANT may not be used.


Regarding the RUL files in simcity1.dat with the Instance IDs 0x0000001 to 0x00000018, there are descriptions for every kind of network describing which puzzle pieces have to be placed when dragging roads/ rails depending on existing pieces along the stretch, the length and the direction.

I have to research lots on it but I think it's possible. A good question is which of the 18 RUL files is the one used for streets. The comments by Maxis don't tell you that. The comments make only differences bethween rail, road and highway.

- I have to find out which RUL file is used for streets
- then I have to find out which entries describe diagonal sections in the road (or ANT) file
- I have to copy and paste the diagonal descriptions into the street RUL file and to change the Instance IDs of the used pieces in the copy


Edit:
Here is a short (but bad) description about the syntax of the RUL-entries for drawable networks:

1,

,[TOP],

,[bOTTOM]


2,[CONNECTION],
,[TOP],
,[bOTTOM]

3,[CONNECTION],[iNSTANCE ID OF THE PIECE],[ROTATIONS],[FLIPS]

values for left, top, right, bottom:
0 -> no connection
1 -> sloped connection
2 -> straight connection (standard setting for connections)
(there are other (unknown or badly described connection types)

values for connection:
1 -> west
2 -> north west
3 -> north
4 -> north east
5 -> east
6 -> south east
7 -> south
8 -> south west

Line 1 describes on which side of the piece connections are possible

Line 2 describes (it is optional and can be used multiple times) on which sides other puzzle pieces have to pre-exist

Line 3 describes which texture has to be shown (can be rotated and flipped)


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Ahhh, the wonderful land of RULes 1.gif

You are right, that it should be possible in theory, but it is much more difficult in practice (I should know since I've been working on it for about a week now).

Since the street drawing tool doesn't draw diagonally, it doesn't create any 01, 03, 11, or 13 RUL sides, only 00 and 02. This means the existing RULes for the road network cannot be used, we have to basically to lay out what situations a given tile will need to be in, and how a user would draw a zigzag street to approximate that look. Then code the 00 and 02 sides in order to make it happen. It's limiting, and difficult to get right, but I am making progress.

One more thing, the position number continues for a second rotation around the center, 9-24. Unfortunately it doesn't continue for a third rotation, because that would make turning lanes a snap if it did.

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Actually, the street rules ARE a copy of the road/ant Rules, with different instanceIDs. The 01, 03, 11, and 13 tile sides and instanceIDs which don't exist are simply ignored.

In order to make this work, the street rules for all the non-orthagonal pieces have to be written from scratch. I'll post a bit more in the near future to show you how the rules are progressing.

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... and now for completely different 2.gif

<ahttp://www.simcafe.de/ant/preview.jpg align=baseline>
 
In this version the connection-tiles to the regular streets are completely rewritten as you can see.
And the Files are compressed (thanks to t7t for that Info).
But again, many of the special tiles are not done at this time, but you can play with it<- style=COLOR: #ff0000 href=http://www.simcafe.de/ant/ant_street0201.zip>->it<-
Have fun
 
 

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We certainly haven't been able to do it so far. Because of the way the rest of the transit system works, I feel fairly confident saying it's based in the exe, so we can't do anything about it. Sorry 7.gif

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Thanks Frimi and others for the great work. 44.gif
Gonna give it a go. yahoo


edit: have put the DAT-file in my ../program files/../plugin folder (same subfolder with the NAM actually) but I don't see anything happening.
ANT is still giving me roads, no streets. Can you please explain what I'm doing wrong here?

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Date: 5/12/2005 4:49:18 PM Author: raindog Thanks Frimi and others for the great work.&nbsp; 44.gif Gonna give it a go. yahoo edit: have put the DAT-file in my ../program files/../plugin folder (same subfolder with the NAM actually) but I don't see anything happening. ANT is still giving me roads, no streets. Can you please explain what I'm doing wrong here?

SC4 has to load the File after the ANT, so you have to place it in the same Directory, without renaming the original ANT and the Texture-Replacement-File, which means make sure, that first the
NetworkAddonMod_ANT_Beta.dat
is loaded and, after that,
NetworkAddonMod_ANT_Street.dat
 
AND! make sure that you have the current version of the ANT. It has different Texture-IDs
 
BTW: The planning is to make the final Version as a complete Replacement for the original ANT
 
EDIT: The current Version of the NAM (where ANT is included) you can only get here

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Thanks for the quick reply.
Only thing I needed to do was move your ant_street file to the same subdirectory of the NAM where I had placed the ant_beta file.

What can I say. Pictures say more than a thousand words 29.gif

danke1zn.jpg

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Did I miss something or can you not hook these up to the regular streets that are already in the game.  I can use the modded streets, but they won't connect to any of the regular streets, roads or avenues.  Anyway, just asking.  Great mod!
 

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Date: 5/13/2005 8:35:00 PM Author: ddra20022002
Did I miss something or can you not hook these up to the regular streets that are already in the game.&nbsp; I can use the modded streets, but they won't connect to any of the regular streets, roads or avenues.&nbsp; Anyway, just asking.&nbsp; Great mod!
quote>
As you can see in my post above ( 5/10/2005 3:53:54 Picture), for me it works fine. There is no problem with any connections. The only thing is, to make crossings with roads: It's a bit tricky.

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Still can't get these to connect to anything but themselves.  Have I installed them wrong.  They look fine in the game, they just won't connect.  Can someone tell me what might be going on.  I've read all the threads in here and still no solution.  Help!  I really want to use this mod.

 

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Date: 5/17/2005 11:22:52 AM Author: ddra20022002
Still can't get these to connect to anything but themselves.&nbsp; Have I installed them wrong.&nbsp; They look fine in the game, they just won't connect.&nbsp; Can someone tell me what might be going on.&nbsp; I've read all the threads in here and still no solution.&nbsp; Help!&nbsp; I really want to use this mod.
quote>
Have you installed the current Version of the NAM ? (where the ANT is included)
Without installing the actual Version of NAM and ANT , the Street-Mod is useless.

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Mine do connect but got some small problems as well connecting to roads.

1diagstreet4cj.jpg 2diagstreet22zi.jpg

Second problem is easy to solve just to change the ANT with normal street of course.

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Yes and for crossings it is the same. It's because not all of the Tiles are complete figured out and not all of Textures are ready. It is all Alpha. For now, you can make those Connections with single piece of road.

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ok I had the same problem of the antnetwork not conecting to other networks and I finly got realy agravated and took out ALL my plugins except the three files needed for this the ANT street the ant bata and the networkmod and it works now so there must be a conflict with another file .
   when i find out wich ill report back to tell you . Hopfuly its nothing ill mind lousing as this street mod is a good addition.

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Make sure that you have the current version of NAM and ANT. The current Version of the NAM (where ANT is included) you can only get here


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OK all I found wich file conflicts with this mod and theres accutly two files but you can keep one if you be SURE to MAKE it LOAD befor the ant namnetwork . PSSS EXTENSLIVLY TESTED THIS to be sure of my facts .
   This mod WILLNOT work with (((((Transit_supp_1_2_1))) <<< DELITE THIS FILE  This mod was part of the road fixes mad by red lotus  this was A miner bug fix for road street conections and a few visual fixes noting we cant live without .
   This file MUST BE LOADED BEFOR ANT Streets  and NAM ANT BATA.
TRANSIT_BUGFIX_RH_Expandedoptions and if you have earther of the other two files
Transit_bugfix_Rh or transit_bugfix_none RH any one of thous three files MUST BE loaded BEFOR NAM ANTSTREETS AND ANT BATA.
 this will fix it so your ant network CONNECTS to other net works .
   thank you for a GREAT mod guys and everone have fun . Ps your final version you may want to add this info into a read me.

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IT WORKS!!!!!29.gif29.gif29.gif

 
I tried the file move exalibur and it works.  Thanks for the advice.  Such a cool mod I couldn't live without it.
 
THANKS44.gif

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 well looks lik BOTH files cant be used the other file must be DELITED as well if you have it can make it so wile the networks will conect they wont have road access to REAGULAR networks like avnues.
   so If you have anyof these files they must be delited 1. Transit_Supp_1_2_1
Transit_Bugfix_RH_Expandedoptions or Transit_Bugfix_RH.
   both these files conflict with this mod .
 

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<ahttps://www.simtropolis.com/idealbb/files//lake2.jpg align=baseline><ahttps://www.simtropolis.com/idealbb/files//lake3.jpg align=baseline><ahttps://www.simtropolis.com/idealbb/files//lake1.jpg align=baseline>if you look at the STREET conection to the NEXT CITY .Soo cool . Ps and dirt street reagular street combos.

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