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Tropod

NAM General Discussion Thread

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Last Online: A long, long time ago... 
 
Since there seems to be interest, I went and made a s3d model of a ramp intersecting with a one-way, in which the cars continue going parallel to the highway (like in my conceptual drawings).  It uses the same dimensions as the current single ramps, so it can just be bolted on to those existing multi-part models.  It looks like this at the moment:
 
/idealbb/files/offramp1.JPG
 
 

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Very Cool BRF this will make things a bit easier. The road that goes undernieth the highways and the EI Subway in my images up top from Tropod's new Missing thumb network tile is hard to make work when having may things crossing it, But this should make it much easier as you can move away from the ramp and then have the road cross undernieth sections without ramps. Thanks for your effort,  this should make a fine addition to this Mod.
 
GE1.gif

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Posted:
Last Online: A long, long time ago... 
 
Date:6/2/2004 3:54:56 PM
Author:ryanb_sc4

I tell you what - I can't wait to see this stack that The Great Chozo is coming up with.  It's gonna be great!

quote>

I can't wait to see it either Ryan. I have no internet at my house for the next week and a half, because I just moved. I posted about this so if you read it then there is no reason for me to explain. Tropod knows my situation, and I am working on this right now, I just won't be able to get it to anyone until I get online again.

If you can be patient with me right now, then I promise you will have a high quality product when I am able to send it to our resident geniuses (yall know who you are 2.gif)

T.G. Chozo

(gotta go make some Mars Monorail and El Stations, oh I guess I should do the tracks as well 9.gif)

BTW: Red, I need to talk to you about how we are going to do some of the transit stuff for Mars. I know what we are doing with the highways, after playing with that file you sent me, but I need to ask you a few things about the other networks. I am very short on internet time right now, so if I catch you in chat while at work I will talk to you, otherwise I will send you an e-mail in the next few days.

Cheers

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Posted:
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TGC - I know how you feel about not having the Internet. I'm moving in mid-July (luckily, 4 miles north of my current position) - and IDK how long I'm gonna be w/o the Internet.

You just take your time on that jewel of a stack interchange, and I, along with the rest of the SimCity world, will wait patiently.

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  • Original Poster
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    Ok, well I've updated the mod in the Mods section, with updated documentation as well:  Network Addon Mod Details . I have only done this mainly because so much has been added, and it has been nearly a month since the last public update, too.
    Some stuff still needs rectifying/changing/etc though.
     
    Those of you who have sent me any files [bigRedFish, & ardecila?] I will set about getting them in the game, if possible [& when I can too, asap hopefully].
    Also, anyone who sends me [or others] anything; please be sure to include your ST member name, so we know who has sent what, thanks.
     
     
    This is just one of the many things/overpasses I'm having fun playing with now
     
    /idealbb/files/AvexAveOverpassInterchangeJunction.JPGhttps://www.simtropolis.com/idealbb/files/AvexAveOverpassInterchangeJunction.jpg>
     

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    Posted:
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    /idealbb/files/AvexAveOverpassInterchangeJunction1.jpg
     
    Tripod, How did you get an avenue to intersect like that? (the one below the overpass)

    Why does one drive on a parkway and park on a driveway?

    Why is delivery by boat called a cargo and one by land called a shipment?

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    It's called practice..........or is that practise 17.gif
    In any event, simple; a portion of those sections there are actually onewayroads.
    Many moons ago, the7trumpets added onewayroad to avenue transitions/conversions. It has been available for ages.
    Some stuff folk have just gotta figure out for themselves 2.gif

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    Posted:
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    Will it ever be possible to make this stuff compatible with the Transit Bugfix and the Transit Supermodd? Or at least the Bugfix. I would really, really love to have all these extra features in my game, but not at the expense of having bad pathfinding, etc.

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    Posted:
    Last Online: A long, long time ago... 
     
    Date: 6/4/2004 10:18:43 PM
    Author:
    Will it ever be possible to make this stuff compatible with the Transit Bugfix and the Transit Supermodd? Or at least the Bugfix. I would really, really love to have all these extra features in my game, but not at the expense of having bad pathfinding, etc.
    quote>

    TMU,

    The pathfinding mod is included with the Network Addon. There are two subfolders in the zip (or there were with the version I have): Automata and Pathfinding. They were both optional pieces, but they are there. It was the first pathfinding mod I used and I'm loving it. It's made SUCH a difference to my traffic patterns... they actualy make sense now.

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    Oh really! I read the first part of the readme and it said that it was not compatible with any of the transit mods, so I ditched it. Thanks for the info. *goes to download it and try it out*9.gif

    EDIT: OK, what is with the yellow caution strips under the above-ground rail overpass? It looks exremely cheesy. Very good work on the rest of it though.19.gif

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    Posted:
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    Tropod ... i hate to clutter this thread with such a silly question ... however ...
    I have been refraining from using these mods long-term because it seems as if the hi-efficiency pathfinding modd included just doesn't measure up to DM's supermod.  How can I make the supermod compatible?  Are they one and the same?  Am I just going crazy? 

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    Doesn't measure up??42.gif
    The mod contains a lot more Traffic Options than DM's supermod. I don't know how/where you would get this from, especially considering some of the differences between the set of files the two different mods contains.
    I have no problem with any comparisons, but you really need to be a lot more specific with your comparison, and actually make an individual file comparision if you're going to make any kind of comparision at all. This'll actually give me more of an idea of what you're actually using/doing. But perhaps you're not letting the game run long when you use one of the Traffic file? I can tell you now though, any of those PerfectPathfinding files [in the NetworkAddon Mod] runs the game's Traffic AI a lot more accurate than any of DM's pathfinding files, you can't get any more accurate with these. So like I said, I don't know where/how you'd get this from.42.gif

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    was that done with peg's things? If so as I can't get them anymore, Is the anything that you can download that does the same?8.gif

    Why does one drive on a parkway and park on a driveway?

    Why is delivery by boat called a cargo and one by land called a shipment?

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    Yeah, those are Pegasus's lots, but you could do it using normal 1x1 plazas as well; just build a road along the edge of the drop and plop the plazas so that they are facing the road.

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    Posted:
    Last Online: A long, long time ago... 
     
    I was wondering if this mod is compatible with the roadtop mass transit mod. If not could it be made compatible.   Also does the update include stack interchange that was shown a page or two ago.  because I want it!!!!!!!!!!!

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    Posted:
    Last Online: A long, long time ago... 
     
    Thanks for making additions to the mod. I use the new intersections in most of my cities.

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    Posted:
    Last Online: A long, long time ago... 
     
    Date:6/5/2004 6:03:59 PM
    Author:qwerty697

    I was wondering if this mod is compatible with the roadtop mass transit mod.
    quote>
     
    It's compatible with the RoadTop MT.  At least, it works for me.
     
     

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    Posted:
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    Date: 6/5/2004 6:27:26 PM
    Author:

    Date:6/5/2004 6:03:59 PM
    Author:qwerty697


    I was wondering if this mod is compatible with the roadtop mass transit mod.
    quote>


    It's compatible with the RoadTop MT. At least, it works for me.


    quote>

    Yea, I can second that confirmation. No problems here. 1.gif

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    Posted:
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    Casper,
     
    That isn't possible from what I have gathered from Tropod and others working on these transportation mods. The game engine's pathfinding only allows bi-directional roadways to connect to other cities. This so commuters can travel back and forth.
     
    -Swamper77

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  • Original Poster
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    Edit; image removed for the greater good hehe3.gif

    This is still in the experimental stages. Traffic seems to work just fine [& yes, including UDI]. The way this will work is by placing/using Puzzle Pieces for each/most section(s) of the overpass. This will effectively allow you to build long stretches of an overpass [or bridge, however you may perceive it]. It will/should also allow players to have different networks going underneath [at different parts of the overpass].

    Now, because of the way this would & need to function, there will be a special/particular way in which these will need to be dealt with by the player when using Puzzle Pieces. But for now I

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    Posted:
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    Looking very good tropod, it would be great to have puzzle pieces, would the ramps be made of the individual sections as well or just be a whole piece and we select the parts in between. Another thing, you dot have any without the road underneat, is this something you're working on/towards? Keep up the good work, this is sure to be great.

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    This looks absolutely amazing one thing after the other just when you think its good it gets better. I know this will come in very handy as you will not have to have separate overpasses any longer improving your city's looks. I can't wait to see the finsihed version in my cities. Tropod keep up the great work.

    GE1.gif

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    Posted:
    Last Online: A long, long time ago... 
     
    Tropod, make sure you remember to put some supports in that bridge. It seems kind of funny looking at the moment, but this is a great breakthrough. I look forward to seeing the final version.

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