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Tropod,
 
Thanks for looking into it. Just for the sake of completenes I upload the pics again, but now following your instructions - could somebody please tell me the pics are seen now by others than me?
 
The following pics are the ones for the SLR:
 
/idealbb/files/romenn2.jpg
 
 
 
/idealbb/files/hiru1.jpg
 
 
 /idealbb/files/dddd1.jpg
 
 
As I suspected it is mostly eyecandy - they didn't get it working.
 
What seems to work though is something I found on the same BBS but again one page further back (so again to the bottom and hit < again):
 
CROSSING NETWORKS!
 
/idealbb/files/koutetu.jpg
 
Seems to work:
 
Be sure to keep images below 800x600
 
Sorry for the lousy uploading earlier on!
 
---
 
Finally, you're right - the 05/29/04 download of the Overpass-AddOn indeed contained files that were dated May 30 - so that's settled too!
 
cag35.gif
 

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Date:6/1/2004 4:07:54 PM
Author:ryanb_sc4

Yup - I can see those pics fine now.
 
Wow - even if that was eyecandy, I wouldn't mind it in my city!

quote>                                                                                                                               

Your not the only one!!!!18.gif18.gif18.gif

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

Tropod: Typo. I didn't mean to say lots in that first question.

The plopping issues check out, and for the slope, well, I'll try a variety of slopes on the end tiles to see which looks best. People will still have to terraform to get the perfect height (which they should be doing anyway, to create the trench).

Thanks, Tropod. Rendering now!

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Tropod: Ok, I've downloaded the new file... but I'm still having problems. Any chance that you could tell me EXACTLY what files I need in that folder? Currently I have the NetworkAddonMod.dat file that you had in the zip that you posted a few posts up, and then the Network_Mod_Traffic_Plugin_PerfectPathfinding_HighCapacity_10xSpeeds_10xcommute.dat file. That doesn't seem right though, and I still get the missing model thing for everything in the ANT, and then the overpasses that you said were in the mod are not there, like rail over rail, etc...

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I had the same problem as Tripod when i placed the overpass. I also had 'bumpy' terrain.

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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Date:6/1/2004 3:58:33 PM
Author:caghaasnoot

What seems to work though is something I found on the same BBS but again one page further back (so again to the bottom and hit < again):
 
CROSSING NETWORKS!
 
/idealbb/files/koutetu.jpg
 
Seems to work:

quote>

 

It'll work for the pathfinding engine.  If you look carefully in-game, I'll bet you see that elevated trains disappear when they enter this lot.  Since there's no such thing as UDI or Civic Elevateds, this would be OK.  But if you had to cross two UDI-enabled transit types, UDI would fail for one of them. That's why crossing road and rail is such a pain - either UDI rail missions would fail, or else fire trucks and ambulances wouldn't be able to cross.

I've been over this with lots.  One tile on a lot can contain one transit type only.  Add more, it ignores all but the last one.  The only way around is to do what Tropod and Red (et al) are doing by converting the intersections to true networks.

As far as full functionality goes, the lot pictured cannot completely work.  SC doesn't allow it.

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Hey everyone,

(For those of you who have access to the SimMars private forum, I posted this over there so if you read it, then disgregard this post.)

If anyone is wondering where I have been, well real life has me by the B@@@ right now. Instead of celebrating my birthday (which was Sat. May 29th39.gif ) and Memorial Day on the lake, which is what I do every year, I had to move. I just got moved in today so I can get back to work on my comp. However, I won't have my cable turned on until June 15th (apparently a lot of people moved this weekend.) So here is the deal, I will still be able to BAT, and I will start finishing up the stack preparation, and create some new things. I won't be able to send or recieve (or even get on my favorite website 8.gif) until I get my Internet working. So if anyone needs to contact me PM me, or if you have my e-mail addy (that would be Redlotus and Tropod) then send me an e-mail, and I can check either form of communication from work.

Sorry I have been away, but I set my comp. back up last night, so I will still be working, you just won't hear from me that much until I get online again. (I am typing this at my parent's for all you skeptics).

I was hoping someone would be in chat right now, but that's allright, cause I still have a lot of work to do.

Anyhow, I will be back as soon as TimeWarner will get their MegaCorp Ass in gear and hook me back up, until then I will be a lonely BATter who is cut off from the world. -- We had a tornado watch and then a warning last night, and we had no clue cause or cable doesn't even work on the TV, and the air channels wouldn't come in clear enough. --sigh-- I love the real world.

Ok well I gotta go. Yall know how to catch me if you need me.

Peace Out,

The Great Chozo

( I really want the new mods, but I CANT DOWNLOAD them yet 26.gif)

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Upon close examination of the crosing networks pic that caghassnoot posted, I have come to the conclusion that the railroad isn't part of the lot. Furthermore, it isn't a new lot at all; it's the two original station lots for passenger rail and el rail sitting adjacently, with detail set to low. Sorry to burst your bubble... 15.gif

But hey, at least we can build on their work with SLR, right? 35.gif


ainsig.png
Feel brand new. Be inspired.
Nyhaven City Journal
Nuclear City - 5/8/16

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Wow, I really like the looks of that light rail setup!  I would definitely find places to use that.
 
I agree with Joexcooldude, I would love to see a real trumpet interchange in SC4, to complement our directional 3-way stack.  I think you see far more trumpets in real life anyways, especially on toll highways (I know the NYS thruway is littered with them...many double-trumpets even).
 
-Chris

Correlation doesn't imply causation, but it does waggle its eyebrows suggestively and gesture furtively while mouthing 'look over there'. - xkcd.com

Visit my SC4 City Journal, Leicester County | Index | Street Map
Buffalo and Upstate New York BATs

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    Date:6/1/2004 11:43:25 AM
    Author:galileo

    Before I start, I want to preface by saying that I've not yet had a chance to try the new 01.06.04 version of the plugin, but...

    I downloaded the 5/30/04 partial update last night and started playing with it.  I have one request:  Can the game not prompt us for road/ave or ave/road overpasses when you lay the road?  It makes sense for the road/rail and ave/rail overpasses, but (for me, anyway) ave/road intersections are pretty common, and it's an nuisance to have to answer both pop-up boxes every time.  These, I think, would be more appropriate as ploppables in the menu (much like the existing */rail overpasses are when not placing them automatigically).

    Other than that one little detail, I've thoroughly enjoyed the updates.  Keep up the great work!

    PS:  Also looking forward to that non-ortho highway interchange!  :-)
    quote>

    Point taken! The Prompt should only come up though, if the opportunity to build the item/overpass is there, otherwise normally it won't appear. But I totally understand; don't want to be bugged every single time you lay down a stretch of road etc.

     

    I can/will change this, if enough people think it should be [most likely will, since they can be built from the menu]. People give me an idea of what Overpasses they do, & do not, want to be Prompted with by the game, but rather build themselves via the [different] Overpass(es) Menu button?

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    I'm enjoying the work that's being produced here, however I have one concern... I have the Transit_BugFix_RH_ExpandedOptions.dat file installed, which includes the ave/oneway transitions. My cities kinda depend on these transitions and other intersections made possible by this modd in places, and I'm sure there are at least a few people out there who still have this file.
     
    Now, the problem is that if I place the current NetworkAddonModd file/s into my Plugins directory, those intersections are no longer possible. I wouldn'tve mentioned this, except that I see the potential for a significant problem in the future, and one you probably need to consider in the development of this modd (although I suspect you're probably three steps ahead of me in regards to considering this factor 1.gif). BTW, the game's pathfinding etc. doesn't go mad with the two mods in the plugins folder (at least on my comp).
     
    It doesn't bother me if I have to replace that file with a new version of the NetworkAddonModd (actually, I'm rather keen to use the final when it comes out) which actually includes these transitions and intersections.
     
    If there's nothing you can do about this, that's okay. I'll live without the new stuff. Just thought you'd appreciate the heads-up.
     
    - you have just read one of my longest posts on SimTropolis.

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    Date:6/2/2004 5:46:05 AM
    Author:cammo2003

    Now, the problem is that if I place the current NetworkAddonModd file/s into my Plugins directory, those intersections are no longer possible.

    Unless you can provide proof of this.........well.......

    I have the Transit_BugFix_RH_ExpandedOptions.dat file installed, which includes the ave/oneway transitions.

    Funny you should mention that. That file was actually used in the first place, and is where the Network Addon Mod continued from, thus it includes it. I assume you did not download the Network Addon Mod from the Mods section? Otherwise you would have some knowledge regarding [the use of] this [as it contains documentation outlining quite a number of things].

    I wouldn'tve mentioned this, except that I see the potential for a significant problem in the future, and one you probably need to consider in the development of this modd (although I suspect you're probably three steps ahead of me in regards to considering this factor 1.gif).

    Like I said above.........

    BTW, the game's pathfinding etc. doesn't go mad with the two mods in the plugins folder (at least on my comp).

    Well no, but the game will only read from the one file, if there are two files that contain the same TGI. This is often called a file conflict. Most times it should not cause problems, but when traffic/transit related stuff is concerned it can cause some issues because people don't bother, reading documentation &/or, removing old(er) traffic/transit files, and hence we see the kind of problems that people have been posting in this thread.

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    Incredible! Marvellous! You are crazy!!!35.gif

    Anyone have think that the highways in SC4 are too little? (to narrow...)14.gif (just two tiles width)
    4 tiles width highway would be more realistic, no?
    So now we can play on an entire region, so we have place for realism!

    Exceptional works guy!

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    Date: 6/2/2004 12:26:30 AM
    Author:


    Date:6/1/2004 11:43:25 AM
    Author:galileo

    Before I start, I want to preface by saying that I've not yet had a chance to try the new 01.06.04 version of the plugin, but...

    I downloaded the 5/30/04 partial update last night and started playing with it. I have one request: Can the game not prompt us for road/ave or ave/road overpasses when you lay the road? It makes sense for the road/rail and ave/rail overpasses, but (for me, anyway) ave/road intersections are pretty common, and it's an nuisance to have to answer both pop-up boxes every time. These, I think, would be more appropriate as ploppables in the menu (much like the existing */rail overpasses are when not placing them automatigically).

    Other than that one little detail, I've thoroughly enjoyed the updates. Keep up the great work!

    PS: Also looking forward to that non-ortho highway interchange! :-)
    quote>

    Point taken! The Prompt should only come up though, if the opportunity to build the item/overpass is there, otherwise normally it won't appear. But I totally understand; don't want to be bugged every single time you lay down a stretch of road etc.



    I can/will change this, if enough people think it should be [most likely will, since they can be built from the menu]. People give me an idea of what Overpasses they do, & do not, want to be Prompted with by the game, but rather build themselves via the [different] Overpass(es) Menu button?

    quote>

    I have been reading this thread and trying out the updates to the mods for the networks for quite some time now and I would like to congratulate you Tropod for all your dedication and hard work to this aspect of the game. That said, I really am in favor of keeping the option of whether an overpass should be added to an intersection by clicking to build it. Let's face it, at least we would know when conditions would be favorable in the game to create such an overpass. 19.gif Then we have the option of clicking to build it or just cancelling it and it becomes a typical t intersection.

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    Posted:
    Last Online: A long, long time ago... 
     
    Date: 6/2/2004 8:16:20 AM
    I really am in favor of keeping the option of whether an overpass should be added to an intersection by clicking to build it. Let's face it, at least we would know when conditions would be favorable in the game to create such an overpass. 19.gif Then we have the option of clicking to build it or just cancelling it and it becomes a typical t intersection.
    quote>

    I think it's great to prompt if it's something you're going to use a lot. For me, however, and I'm sure many others, road/avenue overpasses will most likely be a rarity as we like to have our roads and aves intersect more often than overpass so that the traffic has access. Sure, there will be times in busy places or express roads where I'll want to do that, but for every-day intersections, it will get annoying.

    I'm not sure if it does it in every situation, but at least one (the only intersection I added to my city last night), it pops up the Road/Ave prompt first, then when I cancel that it presents the Ave/Road prompt. That's fine and dandy, but it means saying No to two questions everytime you want to make a simple connection. I think most people would prefer the default to be the more common connection while having the option of laying the special tiles. If you want to know if the conditions are favorable, then you can always select the overpass from the menu and hover over the area to see if it changes color (as with the highway overpasses).


    *On another note:
    The highway menu is really long with overpass options. They're all available from the tab cycle from any tool, as far as I can tell... Is it possible for a mod to condense that menu down a little so it doesn't scroll? Not saying we should, just asking if it's possible. :-)

    Thanks Trop, Red, et al. You're wonderful.

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    Galileo, I see your point also, but my stance is to keep all the intersections consistent with the game. For example, when you are build a road to cross an intersection with a highway in the unmodded version of the game, the options pop up and you must decide whether to build on/off ramps or get them from a menu. I believe it should be this way for the overpasses as well. This is only my opinion.

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    I think personally, initially I would probably have the Prompt come up for the overpasses each time, but I can certainly see this becoming annoying as time progresses since there is now so many overpasses. Add to the fact that more may be added still down the track,, & that the single-sided onramps and offramps need be built using a menu button, I don't see how changing this would be of any big consequence really. But, my mind isn't completely made up just yet 3.gif.
     
     
    Date:6/2/2004 11:11:35 AM
    Author:galileo
    *On another note:
    The highway menu is really long with overpass options. They're all available from the tab cycle from any tool, as far as I can tell...  Is it possible for a mod to condense that menu down a little so it doesn't scroll?  Not saying we should, just asking if it's possible.  :-)

    Thanks Trop, Red, et al.  You're wonderful.
    quote>
     
    Actually; that's not the case. Some of the highway related options have their own specific menu button I believe. Something a few of us have been wanting to do is reorganise the Highways Menu, and all the menu buttons in it, to try make it a bit more user-friendly perhaps [i don't think it really is]. We are able to do this already, or wait till a later date for more interchange type junctions etc to be done. So if people want to discuss this, that'd be good I guess, get some feedback etc on it.

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    I have lots of traffic modds installed, and the network addon mod says that it conflicts with some of these and they should be removed, but my cities use these. I have one of the older versions of the network addon modd. Tripod, Can I please have the single onramps in a separate file or make a version of the N.A.M. (network addon modd) that does not include the transit bugfix. Thanks.44.gif'); height=20 alt=Insert smilie 44.gif src=https://community.simtropolis.com/assets/emoticons/44.gif width=33 border=0>

    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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    Date:6/2/2004 4:05:17 PM
    Author:Dexter

    I have lots of traffic modds installed, and the network addon mod says that it conflicts with some of these and they should be removed, but my cities use these. I have one of the older versions of the network addon modd. Tripod, Can I please have the single onramps in a separate file or make a version of the N.A.M. (network addon modd) that does not include the transit bugfix. Thanks.44.gif');' height=20 alt='Insert smilie 44.gif' src='https://community.simtropolis.com/assets/emoticons/44.gif' width=33 border=0>

    quote>

    The reason these older traffic files need to be removed, is because they WILL cause conflicts/problems/issues [whatever you want to call it] otherwise, not because they do. I do not know how many times, in how many different ways, I have said this. If you've read the Mod desciption up in mods section, &/or the documentation, you should of read where it says that the mod contains pretty much any & all previous versions of anything traffic related.

    And about seperating the mod [for whatever reason]; can't do that sorry. The newer versions of the Mod should be used, and anything old(er) should be removed. Current existing cities should not be affected [much, if at all].

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    woodb3kmaster,
     
    You are so right with your analysis of the crossing network lot! I've downloaded the lot and had a close look at it - it consists indeed of the two standard stations put into one lot. No transit enabling within the lot, the creator just made use of the SC4-intrinsic Xing in a very clever (and suggestive) way. Sorry for letting me being carried away!  
     
     

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    Posted:
    Last Online: A long, long time ago... 
     
    I've been using the latest beta - great stuff.
     
    I have a suggestion/request regarding single highway ramps.  Could we get side-versions of these, which continue straight onto a one-way road, like so:
    /idealbb/files/ramp-close.JPG
     
    Well, except maybe right up next to the highway, though that would mess up the people who sink their highways into trenches.
     
    With this method, only a few ramps need to be made, as they only have to join to one-ways.  All the existing 1-way intersections would take it from there.  We could make par-clos, etc with the one way streets.  Or draw a crossing bridge over the highway, and use the single side ramps to create a more realistically-sized diamond interchange for that matter.
     
    Here's another conceptual snapshot.  This is where a highway turns to bypass a town, while the old avenue-style road continues straight, using the one-way approach.  I'm sure it could be made prettier (and smaller) than this:
    /idealbb/files/rampY.JPG
     
    Again, my ramps are ugly, yours are better.  But that's the concept anyway, for consideration.
     

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    this may sound like a dumb question, but where can I find the actual download for the mini highway things, I can't find them in this thread anywhere, please could you tell me where to find it?
    please,
    thanks.
    ~MI6Ash~

    Former Moderator, Chat Admin, and SimMars cofounder.

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    Ok......another update;
    -Fixed some coding errors with Onewayroad over Street overpass [it was missing 3 rotations 43.gif]
    -Added Avenue over Avenue Preview Model
    -Added Road&Onewayroad over Avenue Preview Model
    From now on, when the date is used in the name of the mod [or zip file], it will be in the form of Month/Month/Day/Day/Year/Year [or MMDDYY for short].

    NetworkAddon_Beta_06.03.04_B.zip

     
    The above added preview models though; I have been having some trouble texturing them properly in Bat, & hence they don't look all the best in-game, but at least now there should not be any problems functional-wise using these particular Previews [previously, because proper sized previews did not exist for these ones, it would cause some problems]. So if anyone wants to make any alterations to these particular Preview models, by all means do [& send the files my way Tropodnam@ftc.com.au ]
     
    EDIT: Other items still need doing;
    -Proper Preview models for; the current Highway Single-Sided OnRamp & OffRamp. Models for this have now been done, though the models are still blank & not textured [anyone want to texture it?]. But at least it will help when trying to place the Ramps in-game.
     
    Come on guys [n girls], if you can BAT well, lend a hand if you can with these items, as this will lighten the load amongst the few of us who are doing this stuff [& may not be all that good with Bat, yet, with me being just one of them43.gif9.gif].

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    actually, those mini-highway ramps in BigRedFish's post don't exist yet
    as he said in his post, those pictures are just concept art.
    multi-highways are very real though ;)

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    Okay I have also been using the latest Beta and it is truely wonderful. I stummbled upon some very interesting stuff first I have and image that displays a rather odd something..... the elevated highway pillars but no highway LOL wierd so I thought I would share it.
     
    /idealbb/files/int1.jpg
     
    The second image took some time to get right and it wasn't easy this all looks like its simple to put together but trust me it's not as easy as it looks this setup will only work if you do this properly and it required a lot of time and drifferent ploping hard to explain but I love the outcome.
     
    /idealbb/files/int2.jpg

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