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Tropod

NAM General Discussion Thread

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

The Ped Malls aren't lots, as strange as it might seem. They're actually 4-sided ped-only network tiles, like puzzle pieces. For these, I don't believe you can set transit parameters like I/O Time Cost or fee.

You can't convert things like Cobb's pier to this format because they can't have occupants or residents, or any other lot attributes. Schmails boardwalk and Peg's lots might work, though. You just wouldn't have a park effect, which I don't think anyone cared about, anyway.

The Network Addon Mod will not do this. However, Tropod has hinted that such things might be possible in the future.

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Posted:
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Hi Tropod
This mod keeps getting better with each update. Do you think that cobble stone puzzle pieces will be possible. I don't care if they are just streets or roads.. the question is can additional puzzle pieces have different textures?
Thanks,xannepan

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What im saying is you could include a lot that is network enabled that acts as an entrance and then place it in the same menu this would allow people to just enter the lot from the street well atleast it would appear that way. Also cobb could probably creat a single pier section that was ped enabled and then just have it converted to a network tile. Also how is it you added another network Tropod or is that one a currect network?

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  • Original Poster
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    @joerg firstly the ped mall piece(s) r not a new network they r based on the road network it was done like this 4 a very particular reason though 4 the other stuff u mention I think I get what u r saying but I won't bmaking or adding nelot-based stuff 2 the mod the reason 4 this is I do not want ppl 2 b confuse nemore than they might b but i may include some pedmall based pieces that can conneck to road/street networks
    [p.s. In future, please try to avoid using run-on sentences. Can you see how awkward it can make reading something without proper (sentence) structure? It's annoying].
     
    @xannepan;
    Not sure I completely understand you. Cobble Stone Puzzle pieces; for what, Ped Malls [really need to be specific]? The Puzzle Pieces [for Road/Avenue/OneWayRoad] are model files [or S3D files]. The Ped Mall piece are also model files. So they're like any other model-based files; that being that their look can be changed.

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    Posted:
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    Tropod, they are not BAT's, they are just a standard building that came with Simcity 4.

    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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  • Original Poster
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    EDIT: I should of asked; what version of the Mod are you using? [i want/need the date; this can be found by the folder name of the mod when you unzip the downloaded file].
     
    Really?? Well that is definately odd; very very odd indeed.
    What's the name of that actual building? [the full name]. Just so I can try and pin-point where the problem might be.
    I really can't see how this might happen though. Those Road Textures that are appearing, in place of the buildings, are used for a Preview Model for Puzzle Piece stuff; and all of the references regarding it are in order, and don't seem to be conflicting with anything from the games own original files.
     
     

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

    I just wanna say what you are doing is great and amazing! One question though, I am using the 6/4/04 mod and I find it really annoying everytime I lay a road down when it asks me if I want to build an overpass. Is there someway to stop this or is there a newer mod that has fixed this(sorry if you have answered this before. I tried going back in the post to find the answer but this thread is huge!) Thanks and keep up the great work.

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    Posted:
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    Tropod; I'll try to explain. As I understand the puzzle pieces are 'composed of' models of 'bridge/raised pieces' for road/street/oneway-road.

    I was wondering if it is possible to make additional puzzle pieces for road/street/one-way-road (or maybe only roads or streets) and use very simple 'ground' model/s3d pieces of a 'cobblestone road surface' instead of a 'raised piece'?

    I hope this explains what I meant; if not please tell me so, I'll give it another try.

    -xannepan




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    Posted:
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    This is my first post on a Simtropolis forum, so if it's all screwed up, don't laugh too hard at the newbie.

    I'm 51, an attorney and an urban planner (MURP, Virginia Commonwealth University 1988). I have been addicted to Sim City since the original program, which I had on a 128K Mac.

    When SC4 was released, I was originally reluctant to shift over from the huge investment of time I'd put into 3000 building what I thought were pretty incredible cities. I bought it, but didn't spend near the time with it as with the previous version.

    The Rush Hour Expansion changed all that. I've always thought the most fascinating aspect of SC was the transportation networks, and in particular the roads and highways. I found myself spending hours creating huge cities (through every cheat I could find) just to play around with fine-tuning trips and commutes. I found myself ultimately frustrated, though, by the lack of choices Maxis provided with respect to modeling realistic intersections, interchanges and the like. I found my interest in SC4 was lessening as I simply couldn't seem to do anything I hadn't already done.

    Then I discovered this modd. Stumbled across it is more accurate.

    You folks (the ones doing the scut-work on this stuff) are Gods. I have, since installing the modd, played SC4 almost compulsively ever since. I'll tell you how bad it is- I'm doing it on a laptop as I drive the 45 minute commute to work. Your work has the potential to really take SC to the next level generally. I know it already has for me.

    I'm going to print out and read this whole thread before I post any of my specific thoughts about the modd, and about any suggestions I would have, as I don't want to take up Simtropolis' bandwidth duplicating what has been said by others. As the Governator of California once said, though, I'll be back.

    Thanks again.


    D. Edgren




    ____________________

    D. Edgren

    pC7xdO.pngiZbJCf.png

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  • Original Poster
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    @xannepan;
    Yeah, it's possible. I take it this is something you'd want as an additional item though. So if you wanted to make a 1x1 tile piece, and send it to me [Tropodnam@ftc.com.au ] I may have more of an idea at what you're looking at having [though].
     
    @dedgren;
    I take it you've read the NetworkAddonMod Disclaimer? Does this mean I am going to need to add; ....we won't be responsible for any damage done while driving, including UDI ? 17.gif
     
     
     
     
    btw; folks; I am currently trying to write up a Q&A to include for the mod, & it will cover network-based related questions. Most will be to do with troubleshooting any problems people may have with the mod, but it will also cover some other questions that seem to be commonly asked here. So basically, more stuff for people to not read 22.gif

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

    Print the thread and read it? Yikes! This thing is really long. Save a tree. ;-) On the other hand, I read the whole thing on line when it was only 19 pages long before I posted the first time... Someone should have told me to get a life. :-D

    On that note, kill the tree. And welcome dedgren!

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  • Original Poster
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    Ok, so how is this  [i can't recall who it was that specifically mentioned this idea in the first instance];
    [a cursor preview model would have to be done for this though]
     
    /idealbb/files/EIHWCCPic01.JPG
     
    I plan to do ones for different configurations; like this one; a two-sided one, a two-pronged diagonally opposite one; and a three-pronged one. At the moment this is only for Elevated Highway. Ground highway will be done after; and as for a Ground>Elevated highway; don't even bother asking [that may/may not be done].
     
     
    On a side note: Folk keep ontopic thanks. Try and reduce the thread clutter; especially when only making a one/two-line reply, to a 10 paragraph quote; it's just plain wasteful.

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    Posted:
    Last Online: A long, long time ago... 
     
    I would like to put out a big thank you to all the people working on this.  You have touched my cities so much that I had to make a whole new region just to test these out.  You have rekindled my love of Sim City and for this I thank you.

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    Posted:
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    Date:6/27/2004 2:53:23 AM
    Author:Tropod

    Ok, so how is this  [i can't recall who it was that specifically mentioned this idea in the first instance];
    [a cursor preview model would have to be done for this though]
     
    /idealbb/files/EIHWCCPic01.JPG
     
    I plan to do ones for different configurations; like this one; a two-sided one, a two-pronged diagonally opposite one; and a three-pronged one. At the moment this is only for Elevated Highway. Ground highway will be done after; and as for a Ground>Elevated highway; don't even bother asking [that may/may not be done].
     
     
    On a side note: Folk keep ontopic thanks. Try and reduce the thread clutter; especially when only making a one/two-line reply, to a 10 paragraph quote; it's just plain wasteful.

    quote>

    I was the one who mentioned this. I think this is great and will put it in my cities when i can thanx

    -MTLT

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    Posted:
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    I still don't know how to fix it. What files do I need specifically to get it to work? The June 12 update and/or the base one? Any files that I have that might interfere with this specific problem?

    Too much information! argh. [:0]

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    Posted:
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    Date:6/27/2004 2:53:23 AM
    Author:Tropod
    On a side note: Folk keep ontopic thanks. Try and reduce the thread clutter; especially when only making a one/two-line reply, to a 10 paragraph quote; it's just plain wasteful.

    quote>

    plz people (and I'm referring to the few posters above me, who quite obviously seemed to have missed this last paragraph by Tropod) keep this thread clean! The hard work Tropod is doing is being drowned in between off-topic clutter and mega-quote two-line replies... do you expect him to keep sharing this with you guys if you keep acting like that?

    anyway, keep up the good work Tropod... it seems every time I look back at this thread, you've found something new to add to this mod... you really deserve your title 44.gif

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  • Original Poster
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    Yes; I plan on cleaning out this thread, especially any/most of the non-topic related posts, & especially where long posts have been quoted where it isn't really necessary to. So in short; people can expect a few posts to [just] disappear.
     
    EDIT::: [not to big? 3.gif] Ok, well I've gone through the whole thread, & removed about 20 or so unnecessary posts [hence why the number of pages has dropped]. So if you notice your post count has droppod at all, well ya can just blame yourself can't you 3.gif3.gif. If people are going to quote someone, at least make it worthwhile; not post some crap one/two-liners in response to a 10 paragraph quote. Also; enough of the short-lenght posts; if you've got something to say/post, then make it count or actually be worthwhile posting or at least let it be for a reason [& while we appreciate all the wow type posts, I think it would be fair to say we can do without them from now on].
    This will just make things easier on us all; thank you.

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    Posted:
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    especially that triple post i have created because my computer was running way too many programs and it took a loong time.

    ps exactly what about the NAM should we post, other than suggestions and feedback?

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    Posted:
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    I think Tropod referred to unnecessary quotings of postings (including pics!), only to say That's great! or something similar. Everyone is allowed to show his/her appreciation, but it's not necessary to quote large paragraphs just to say it's cool. And even if one thinks it might be useful to repeat some sentences, please leave out the pics!
     
    On-topic: The new Pedestrial Mall add-on will be extremely useful, esp. for building old European cities. xannepan's and others historic buildings look rather odd when standing besides a normal street or road, so I like the cobblestone idea xannepan mentioned very much. 1.gif The current PedMall 3D model looks rather odd, but as Tropod said before, that's something that gonna be changed in future. Hopefully, some of the talented BATters will make some nice tiles. Since they are no lots, I suppose we can't edit them in Lot-Editor, which would have been very helpful.
     
    Anyway, great work on the single cloverleaf ramp, too! I'd love if something similar (onramps) could be done for avenues, but I guess that'll be rather unlikely. Well, at least making these onramps available for ground highways would be nice.

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    Posted:
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    I love this Netork Addon Mod and have been using some of the new things in my cities. I downloaded this a couple weeks ago, the version is: NetworkAddon_Beta_06.14.04

    Now I'm not sure if this has been covered (this thread IS rather large and I don't have the paitence to look through it) so I apologize if this has already been brought to your attention.

    problem.jpg

    As you can see, the trucks do not take that one ramp to go North (I believe it's North), and instead they travel ALL the way to that Avenue/Highway intersection and turn around to go out of the city. It appears to be a truck thing, as cars use those two ramps.

    Also, you see where the highway curves, it looks like the trucks go all the way into the center most lane to go around the curve, I don't know if it's just cuz it's a curve or if it may be a glitch or something. I do not have a pic of this particular problem, but it is strange in my opinion.

    I love this mod, it's just that this is annoying to see the trucks back track.

    I look forward to more of the interchanges that have been shown other options this mod may contain in the future. 44.gif

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

    I think one of the big requests was the parclo intersections with a normal road or avenue (not so much a freeway to freeway partial clover) - where you could have single ramps on one side and partial cloverleaf on the other. Really, I think the objective was to be able to have mixed intersection types. Not sure if that can be done.

    Great work, BTW - this has really made the city building experience much more fun!

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    Posted:
    Last Online: A long, long time ago... 
     
    /idealbb/files/There
     
    There's a problem in this cuved part. When I go UDI (literally) and drive over this curve, my car dissapears... Anybody know why? Also, my traffic doesn't want to go over it. The other lanes (the longer ones) work, but this particular part (or I would say, the shorter interchange part) is a little messed up. Is this a known issue? Can anybody fix it?
     
    Thanks, and great work, Tropod, and the other that are working on this outstanding/terrific mod(d)!
     
    EDIT: Oops.. I didn't notice that traffic problem was already known... maybe I was a little eye-closed and didn't see the avenue down at the bottom.

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    Posted:
    Last Online: A long, long time ago... 
     
    problem.jpg
    quote>

    I can confirm this bug with the latest version of the mod. However, the issue only appears to occur in one quadrant of the stack, and everything else works fine.


    Other than that, looks all good 44.gif

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  • Original Poster
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    Ok; some wise ass decided to send me some viruses, & there's only a one/two places I had shared that email. So from now on, anything that anyone wants to send to me can be emailed to: MayorTropod@yahoo.com.au  [so my previous mentioned email in this thread is no longer valid. btw, yahoo has a 100MB storage, so feel free to send numerous files there at once if need be; just be sure any one single file is no more than 5MBs, otherwise I'll just throw it away].
     
    Ok, now about those Traffic Path bugs; take it as being noted. Thanks for reporting them [in other words; we don't need/want to hear about it again; it'll be looked into].
     
     
    And now;
    [images hosted off-site: Simtropolis Picture Hosting ]
    post-2-1088414509.jpg
     
    post-2-1088414717.jpg
     
    post-2-1088414814.jpg
     
    Preview models are yet to be done though. And I have to test them out a bit still, and touch up a few other things [quite a few things actually].

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    Posted:
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    The same interchange for avenue/groud-elev. highway would be great too!
    A T-avenue highway?

    So, I let you to finish our curent works...

    Since one week, i come every day on this thread... it's the same impatience like the RH release...

    Great work!40.gif

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    Posted:
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    Sorry about the little pathfile mix-up.  I have attached a small file that should correct the problem.  Please let me know if it does or doesn't help.
     
    Thanks,
     
    -red
     
    *EDIT*  Forgot to mention that you should unzip the file into the same directory as the main mod.

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