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@Tropod

Nah, your engineers are just thinking out of the box. They're telling you, mod the ANT to allow boat traffic, add water textures, and solve the surface water problem. Of course, if your engineers are building roads down the side of sink holes, what do they know.

Great pics!!!17.gif

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Well, I'm not sure we can have 2 networks running the same directions with one on top of the other... As far as I know, the way SC4 works, we can't do that... Tropod, or someone working on this stuff, correct me if I'm wrong...

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Date:6/9/2004 7:17:30 PM
Author:Pkmnrulz240

Well, I'm not sure we can have 2 networks running the same directions with one on top of the other... As far as I know, the way SC4 works, we can't do that... Tropod, or someone working on this stuff, correct me if I'm wrong...
quote> 

Not sure about that.  I am still planning to test the theory out as soon as I can get my current project completed.

Speaking of which, I have a quick update for the diag/orth stack intersection.  I've managed to create most of the paths (only the paths for the weave lanes haven't been written) and I have cleaned up the look a little bit.

/idealbb/files/Update6904.JPG

I've still got a lot more work to do on the appearance, but I feel that it's already much improved since the last time I posted an update.

Anyway, I am currently working on the alpha-testing of the path files.  Once I've got completely functional, I just need to turn it over to Tropod to incorporate into the main mod.  It shouldn't be too much longer before this is ready for beta release.29.gif

Tropod:  I've gotta say, excellent work on the puzzle pieces.44.gif

-red

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    Date:6/9/2004 7:17:30 PM
    Author:Pkmnrulz240

    Well, I'm not sure we can have 2 networks running the same directions with one on top of the other... As far as I know, the way SC4 works, we can't do that... Tropod, or someone working on this stuff, correct me if I'm wrong...
    quote>

     EDIT: hehe Red; gee I love my dial-up 5.gif

    Putting aside whether it would be possible or not, some additional special puzzle pieces would be needed so that the two different networks could split and seperate somewhere, somehow, visually speaking. Those good with Batting would most likely have to help in this area, though it may depend.

    Now, as for this working though; well this is something I have not specifically looked at [yet]. Theoretically though, I really can not see any reason why it would not be possible, using these puzzle pieces stuff/method. How it would actually work in practice though, well I am not sure. It is something I'm keen on trying/testing out 2.gif.

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    tropod the puzzle pieces were working fine for me until i downloaded the newest update and i followed the instructions like you said any help?
     

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    Posted:
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    mikeyb66: Regarding the Viaduct Rail: If there's enough interest, I'll finish my preliminary BATting. If I can do it in puzzle-piece manner, I'd love it!

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    a rail viaduct would be very cool!
    something i'd definately want to see
     
    in the mean time more fun with the puzzle pieces: 9.gif
    /idealbb/files/overpass21.jpg
     

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    Date:6/10/2004 12:58:31 PM
    Author:frogface

    a rail viaduct would be very cool!
    something i'd definately want to see
     
    in the mean time more fun with the puzzle pieces: 9.gif
     
     

    quote>

     

    Are you trying to hint at something 19.gif20.gif 3.gif...18.gif17.gif

    It'd be nice to do puzzle pieces for any/most combinations, but right now more focused on ones that follow the grid [this includes the underneath section].

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    WOW WOW WOW!!! sorry just had to say that, this is so cholked full of cool thingys. I just cand wait to download all of them!!44.gif44.gif

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    hhmm...I'm surprised anyone hasn't mentioned anything about this yet; I've only just really realised myself;
    /idealbb/files/PuzzlePiecePic_CongetionDataView.JPG
     
    Not really sure why it does this [or rather, doesn't show it on all pieces-the Congestion Overlay]; same thing happens with the Road ones as well. It doesn't seem to have any affect on anything though, least none that I could find.
    Another odd this too, with the Route Query Tool; [anywhere] in the middle of this extended overpass, the Route query doesn't seem to show both directions of traffic for the avenue, like it normally would if you queried a section of avenue on the ground; you have to actually query the other half that's going in the other direction to get its number of users etc.
    These are a little odd, but it shouldn't be any big love-loss for anyone; and I doubt it's something that can be resolved. Least I got to this before someone else did, even if it probably can't be fixed 3.gif5.gif.

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    If there is not any problem with this, so release it!!! =DDDDD
    Can't wait to build elevated avenues!!
    Thanks everyone that are working hard on this new intersections!!

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    If there is not any problem with this, so release it!!! =DDDDD

    Unless I missed something, it's out already...

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    Date:6/10/2004 12:58:31 PM
    Author:frogface

    a rail viaduct would be very cool!
    something i'd definately want to see
     
    in the mean time more fun with the puzzle pieces: 9.gif
     
     

    quote>                           

    until then Frogface i guess are Sims are gonna have to have a really fast car to get over that intersection9.gifand i cant wait to watch the traffic on something like that11.gif

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    Seeing as i requested a viaduct i've started work on a viaduct puzzle piece. Here it is so far, still work in progress. Need to add a bit more detail and find out how to make the black an allpha channel.

    Here you go:

    /idealbb/files/Viaduct1.jpg

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    Posted:
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    Hi!
    I've downloaded your lastest Network Addons Modd, when i see the pics posted here, i ask me how do you extend your overpasses?

    Thank you for your answers!

    PS: Great job! Thank to all the guy who worked on this!35.gif

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    Posted:
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    Quite a nice mod you got there frogface 29.gif.
    But I do have two questions.
    1) After I switched the Darkmatter transit mod and all other transit fixes against the pathfinding plugin file included in the network addon tool my commute time skyrocket from 10 minutes to around 40 minutes and mass transit usage dropped nearly 70%. Was that supposed to do that? I used NetworkMod_Traffic_Plugin_PerfectPathfinding_HighCapacity_10xSpeeds_10xCommute.
     
    2)I have no idea what the extra road tool in the highway section does except being  normal road. Can someone explain that to me?

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    Posted:
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    Date:6/10/2004 1:23:49 PM
    Author:Tropod

    Date:6/10/2004 12:58:31 PM
    Author:frogface

    a rail viaduct would be very cool!
    something i'd definately want to see
     
    in the mean time more fun with the puzzle pieces: 9.gif
     
     

    quote>

     

    Are you trying to hint at something 19.gif20.gif 3.gif...18.gif17.gif

    It'd be nice to do puzzle pieces for any/most combinations, but right now more focused on ones that follow the grid [this includes the underneath section].

    quote>

    oh LOL no, now that i see it it was only a coincidence that the road underneath happens to be diagonal... or is it 38.gif9.gif

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    @Mr. Beer;
    The extended overpasses are not in the Main Mod, yet. There is a reason for this. When I'm happy with the Puzzle Piece [as that's what it actually is] stuff, it will be included/merged with the Main Mod, and an update done to the Mods page.
     
     
    @Ettis;
    1) Any time the Traffic files are changed, you should give the game ample time [minimum 1 year game time] to update everything, especially with the PerfectPathfinding ones.
    2) Read the documentation that came with the mod regarding this, that's what it's there for, so I don't have to keep answering the same questions like this over and over again 21.gif

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    Tropod.
    1) I have run the game at least for 50 sim years and with every city in my region.
    2)I've read it but cant find anything except this. Think of it as a limited access road/highway; or a service road, slip road, or alley-way. That's abit vague if you ask me... Can someone fill it in?

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    Tropod, I asked that because I was thinking of reducing menu clutter in completely different categories.  Namely, I was thinking of having like one menu entry for Oppie's canal sets or Peg's pond kits or Peg's RTKs and then just scrolling through the different pieces.

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    Date:6/11/2004 10:42:54 AM
    Author:Ettis

    Tropod.
    1) I have run the game at least for 50 sim years and with every city in my region.
    2)I've read it but cant find anything except this. 'Think of it as a limited access road/highway; or a service road, slip road, or alley-way.' That's abit vague if you ask me... Can someone fill it in?

    quote>

    1) Ok, I'll look into this.

    2). uumm......*scratches head*........the ANT item is actually an additional network that Maxis left unfinished [& in-active] in the games files. Basically it's still in BETA, as mentioned in the documentation. It's actually a seperate network from any of the other networks [seperate even from road network-even if it does 'look' the same] with its own capacity and speed. The intent is to change the textures on them at least, so as to differentiate it from the other networks. Read the Technical notes if you're still wanting more info on it, or search these Modding Forums.

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    Date:6/11/2004 10:45:52 AM
    Author:Equinox

    Tropod, I asked that because I was thinking of reducing menu clutter in completely different categories.  Namely, I was thinking of having like one menu entry for Oppie's canal sets or Peg's pond kits or Peg's RTKs and then just scrolling through the different pieces.

    quote>

    Sorry, Eq, but the file that Tropod referred to earlier (the one that allows tab-switching) only works with the transportation network elements.

    I do remember taking a close look at the toll booths to see what enabled them to automatically switch to the correct lot/building.  The only thing I could find was that the Lot Resource Key was the same in all of the buildings' exemplars.  Unfortunately, I was never able to duplicate the effect using different lots/buildings.

    -red

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    Ok; since this is something that I had been curious about, and since I'm sure I'm not the only one who is interested in this, I DID A TEST [ok, ppl got that, a test? I do not want to have to answer an onslaught of stupid questions regarding this; I am posting this for the benefit of knowledge for the fact that this is indeed possible];
     
    Using the Puzzle Piece method that I've created, I have managed to do the following;
     
    RailxRoadxDualUse.jpg
     
    The two different networks are actually sitting on the same tile.
    UDI seemed to work, for both cars on the road [using a police car] & also for the Train on the elevated section [the elevated rail, is actually groundrail elevated]. With the UDI car though, I could not steer off the road, though this is understandable considering this would be treated like a highway interchange [& as such, the UDI car is pretty much stuck to the road on straight sections]. How the UDI would work with this when it comes to an intersection though, I'm not sure.
     
    One thing here that bothers me is; the Route Query Tool only shows the number of road users, doesn't seem to show the number of rail users [though the Train stations still show this]. Whether there is a way to overcome this somehow, I don't know. 
    Also, I have not tested this for [specific] network capacity, volume/congestion, or traffic pollution and the like. In any event though, I personally think this is rather interesting.

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    Posted:
    Last Online: A long, long time ago... 
     

    Looks great tropod. I gonna try this to. Great things can happen if you would enable one way roads with the puzzle-mod! We could build double-decker roads! 9.gif

    Or can you only put 2 different network types on top of each other?

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    Posted:
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    Tropod just strap some supports on it and you have yourself a beautiful masterpiece

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    Man, that mod must be cool yet to difficult to install.

    Edit: since I'm new to this, why is it important to install one of the

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    Smurfer . . . . . . that looks very good! When I saw the first pics, I thought that the ramps were just U-turn ramps. Now, as progress is coming along, I see that the on-ramps and off-ramps are at about the same place. IMO - that's a little dangerous for the Sims, isn't it? Having to cut across three lanes of high-speed freeway traffic . . . . . . yikes!

    Just my $0.02 USD worth. I can't wait for the first release!

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