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Turning Lanes - Feedback and Testing

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can we please stick with ATL related chat if you want to mention about having a sudicide lane please go request it
in the general modding request thread

https://www.simtropolis.com/idealbb/view.asp?topicID=54151

its not the matter of it not happening but its the matter of finding a texture artists that would want to do that work. we are limited in that department.

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zdog720:  I could probably create the textures, even though all I have is MS Paint.  The thing I don't know how to do is make the FSH files and get them with the right instance groups (or whaterver they're called, I don't know a thing about modding). 

If anyone else is willing to give me a hand with the modding, I'll attempt to create some textures for a suicide lane, ZIP them up, and send them for the FSH creation, and integration into a mod.
 

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you need to download the lastest version of NAM to get it to work it has ATL now

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Ive got the same problem. But some cars do go over the lane and make there left turn. So maybe i do have the up to date NAM.

Whats the URL of the nam? i need to download it again just to be safe!

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

Hi I just download the new Updated! Network Addon Mod June 2005 New Beta and I having problem with the ave part of the left hand turn lanes there on opps side of the road that USA travels on hehe. The Left turn lanes are on worng side of the road can you please fix this mod thanks. I think it's and awesome idea 1.gif

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Date: 6/15/2005 3:15:27 PM Author: robertmc8 Hi I just download the new Updated! Network Addon Mod June 2005 New Beta and I having problem with the ave part of the left hand turn lanes there on opps side of the road that USA travels on hehe. The Left turn lanes are on worng side of the road can you please fix this mod thanks. I think it's and awesome idea 1.gif
quote>
 
if you have the US version of SC4 , you need to remove the following file as per the readme
 
NetworkAddonMod_LEFT_HAND_VERSIONS_ONLY_Required_Additional_Plugin.dat
 
hope this helps...
 
 
 

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If we are having these problems with the turning lanes textures... why not make them ploppable like you have done with the elevated rail lines, evelated road networks, GLR etc. ?

Just a suggestion...
 
Nealos101.

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I've got a problem with some ATL functionality. I don't know if it's cause by the puzzle piece or not.

 
<ahttps://www.simtropolis.com/idealbb/files//ATL.jpg align=baseline>
 
As you can see all the paths go to the Commercial building to the left there. One coming for the avenue on the right turns right, makes a U-Turn at the next road and head back that way.
 
And also, in at least UDI, there's no way to turn left from the puzzle piece, you can only go straight because of the change in the ATL.

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Date: 6/16/2005 10:11:23 PM Author: kassarc16
As you can see all the paths go to the Commercial building to the left there. One coming for the avenue on the right turns right, makes a U-Turn at the next road and head back that way.
And also, in at least UDI, there's no way to turn left from the puzzle piece, you can only go straight because of the change in the ATL.
quote>

Kassarc,

It seems the one of the ATL pieces is missing a path for the turn. I'll check the paths and repair the problem. Once I have done that, I will ship the path fix to Tropod since he is maintaining the ATL and NAM functions. I must have missed one while I was working on them, sorry about that15.gif. I am the one who is responsible for the ATL pathing, since I finished them up.

-Swamper7715.gif

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Thanks for a quick response. Any insight on the not turn from puzzle piece at that intersection? Would there we anyway to fix it or should we avoid setups like that?

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I originally posted this in NAM discusion but Tropod has pointed me here. In the 2 most recent NAM releases (060805 & 061705) I'm unable to lay avenues as shown in yellow:
<ahttp://www.eddiemsc4.pwp.blueyonder.co.uk/images/Avenue.jpg align=baseline>
 
In the most recent version (061705), removing ATL solves the problem.
Eddie.

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Date: 6/17/2005 3:00:01 PM
Author: kassarc16
Thanks for a quick response. Any insight on the 'not turn from puzzle piece' at that intersection? Would there we anyway to fix it or should we avoid setups like that?
quote>

Without getting into the technical details; set-ups like that should be avoided, because of how the different network files related to those items work. It is essentially a conflict issue with how they interact with each other. Some conflict issues like that have already been resolved, but others such as this haven't (yet). We'll have to wait & see what happens.

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Attempt number something-a-rather to post this 34.gif45.gif........

For some reason I can't seem to attach a file at the moment. So,



EDIT: linke should work now!
 File has been superseded & is no longer valid.


The above file addresses the issue outlined in an above posters image regarding two avenue x avenue junctions, so they should now work. You should remove the previous file of the same name before using this file. And be sure this file is removed when the next NAM version is released (whenever that may be).


Regarding other issues;
Paths:
I've noticed that Paths for left hand versions appear not to be working properly. A solution to eventually fix this issue for the current intersection will hopefully get addressed (most likely in the next NAM).


Graphical:
If you have a Graphical conflict with the Avenue + Intersection & any other network item, that won't go away even *after* trying to draw the intersection a few times, please post the issue so it can be looked into. Hopefully we can get an idea of the severity of these & address them.

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Posted:
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@Tropod,
There's none of the link missing.2.gif
EDIT: All Ave x Ave junctions work now thanks.
Eddie.

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I treid the link and it does not work! 45.gif

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The previous file in my previous post above is no longer valid.




Please note: Because of one of the internal files this contains, chances are it will not be compatible with anything else released (in other Network Threads), unless it too contains the changes (it may, it may not ~ it really depends). You should remove the previous file of the same name before using this file. And be sure this file is removed when the next NAM version is released (whenever that may be).


The above file (should) fix several current Graphical conflict issues that exist between AvenuexAvenue intersection when in close proximity to Interchange-Base Items (such as those pictured below for example ~ should also include puzzlepieces, overpasses & possibly others). Paths at this time are still the same. However, some of them may have been fixed due to some of the adjustments made. So for any AvenuexAvenue + Intersection, just make sure you redraw them using the attached file before posting a problem.



Before

<ahttps://www.simtropolis.com/idealbb/files//HWxAvenRamp_AvenxAven_Before.JPG align=baseline>


After


<ahttps://www.simtropolis.com/idealbb/files//HWxAvenRamp_AvenxAven_After.JPG align=baseline>


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Hammering out the bugs aren't ya?

A few questions:
 
Regarding the too-close to other interchange scenario. Is it possible, with a new texture, to create a shortened 1-tile ATL there? Or is this a all-or-nothing thing?
 
Secondly, are we going to see the straight T-intersection ATL's soon? It doesn't SEEM like it should be too difficult, just a matter of copying 3 parts of the 4-way and modding it to work, though I've no clue about the internal workings of this great mod.

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I guess theoretically a shorter version could be done for these cases, but there is a point at which it becomes all-or-nothing. The issues involved with doing that though, are a whole other matter. The more complex these things become, the more likely they are at being more buggy overall when it comes to different scenarios. I think at this time it's probably best if any current issues are resolved first, & then take it from there.
As for Straight T-Intersection; as far as I am aware, proper textures have not been done for it (unless I've missed them somewhere?). As for implementing it; well 7th has pretty much done all the coding for a lot of AvenuexAvenue junctions, but the coding is currently commented out for whatever reasons (I couldn't say off-hand why exactly ~ could very well be because of a lack of textures).


and aye, am trying to hammer out the bugs 2.gif. To bad a can of bug spray couldn't do it for us 17.gif

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I can't really see the point in having a tee-section ATL. The only thing you would need is a left turning lane for those turning of the main avenue onto the tributary avenue.

Unless you're meaning like this:
atltee1nc.gif
then I can see your point.

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Insert_name_here:

That is exactly what I would be looking for in a T turning lane section. This kind of intersection is especially common, although most times it widens up slightly so that you can have two through lanes and a turn lane on the top side, not a thru onyl and a thru+turn. The game is limited in this manner and can't do that, though, so we'd take what we can get.

There are several potentially useful T intersections depending on which way traffic goes. If it is heavily biased for left or right turns, the orthogonal road in your diagram could be expanded to five lanes instead of just being four. However, this is a manual and not automatic thing and I wouldn't see it being feasible unless it's done in a puzzle piece manner (which is unlikely).

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Need some help please...

I just downloaded / installed the new NAM and am experiencing the same problem shown above in Bratzo's 06/09 post with respect to my avenue intersections that are already in existence. 

For example, I'll open a city with avenues already in place, bulldoze the intersection, rebuild the intersections which now have left turn lanes, and then the sidewalks appear in front of the turning lanes as shown in Bratzo's earlier post.  Even if I bulldoze a significant chunck of the streets going away from the intersections and rebuild, the problem persists.

Also, does the new NAM change the medians of the avenues (the landscaping, etc.)?

Thanks!  

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I removed the all the previous files that were associated with the old NAM update.  Would that take care of the old ATL files?  I apologize for my lack of technical knowledge here, but I'm not even sure I know exactly what the ATL files are.  Thanks for your help.

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tropod, your most recent update, 6/21/05 made my avenue intersections look like this:

<ahttps://www.simtropolis.com/idealbb/files//heh....jpg align=baseline>
 
what am i doing wrong? my NAM says 06.08.05 i checked the IID's of the FSH's of your file with the IID's of FSHs in the NAM... it seems to me that your FSHs completely replace the intersection FSHs that are in the NAM.... can you tell me what I'm doing wrong?

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Date: 6/26/2005 1:49:42 AM Author: prince_of_sims

tropod, your most recent update, 6/21/05 made my avenue intersections look like this:

what am i doing wrong? my NAM says 06.08.05 i checked the IID's of the FSH's of your file with the IID's of FSHs in the NAM... it seems to me that your FSHs completely replace the intersection FSHs that are in the NAM.... can you tell me what I'm doing wrong?
quote>

Prince of Sims,

It looks like you are using my Avenue Sidewalk Mod. Tropod added some textures to the NAM, which my Mod does not cover. I will be adding to it later, as I am in the middle of some work with new intersections he is creating....

-Swamper77

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hey!!! i just downloaded the new NAM and i have never downloaded the turning lanes mod, and know i have this!!!:

<ahttps://www.simtropolis.com/idealbb/files//New%20City-13%20Feb.,%20011119821345.JPG align=baseline>
 
Can anyone help me with this???

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