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OVERVIEW

The Network Widening Mod (abbreviated NWM) is a mod which extends the game's Road and One-Way Road networks through override network technology to create a system of variable width surface streets. In effect, it is the surface street equivalent of the RealHighway (RHW) mod.

The first release was the result of over 3 years of effort, which required overcoming a number of technical difficulties and conundrums, including the creation of new Traffic Simulator Plugins to properly handle the NWM, and difficulties with the existing Road Turning Lane plugin.

This Overview Post Last Updated 07/27/2014

Since the NAM 31.0 release in March 2013, the NWM has been included in the NAM itself.  It will no longer be offered as a separate download.  NWM development is largely on hold until the NAM 34 development cycle.  The NAM may be obtained from the following distribution sites:

 

Simtropolis (STEX)---------- (coming soon)

SC4 Devotion (LEX)--------Windows|Mac (coming soon)

ModDB------------------------Windows|Mac (coming soon)

Fixes
None.

More information coming to this post


  Edited by Tarkus  

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    Given the popularity of the NWM here at ST, I've decided to start a (long overdue) "mirror" development/support thread here.

    Development has been a bit slow as of late with RL, and will continue to be slow for a little while due to even more RL, but I would like to share some development screenies and information about some new features that will be part of the next release, NWM Version 2.0.

    As per usual with all NAM items, there are no release dates or timelines for release for the next NWM--we like to surprise people, and asking won't make the release happen any sooner.

    The next NWM release will feature the addition of three new networks: the 4-lane Narrow Medianless Avenue (NMAVE-4), the 7-lane Turning Lane Avenue (TLA-7) and the 6-lane Avenue (AVE-6).

    The NMAVE-4 is a single-tile network produced by popular request. It is Road-based and with the NAM Unified Traffic Simulator, it will have the same capacity as the TLA-3 and ARD-3 networks that exist in the current public release. Screenies of it in action:

    nwm100220101.jpg

    nwm100220103.jpg

    The TLA-7 and AVE-6 will be the first of the long-awaited triple-tile NWM networks. They are also Road-based and with the NAM Unified Traffic Simulator, due to how the capacity calculations work, they will have 375% of the capacity of a Road. They will also have TuLEPs, but I'm not quite ready to show them to the general public yet.

    Here's some images of them:

    nwm052420101.jpg

    nwm010720111copy.jpg

    nwm05132010.jpg

    And one of the most requested features will be part of the next release as well--diagonal functionality for multi-tile NWM networks. All 5 existing dual-tile networks (TLA-5, MAVE-4, MAVE-6, OWR-4 and OWR-5), as well as the two new triple-tile networks will have draggable diagonal functionality in the next release. Here's a look at that:

    nwm092820101.jpg

    nwm100420101.jpg

    nwm111920102.jpg

    nwm010420111.jpg

    nwm010420112.jpg

    nwm01032011.jpg

    It's unknown whether or not there will be intersections for the diagonal dual and triple-tile networks . . . there's quite a lot of work involved in that, between texturing, pathing and RULing. Might be a job for another release (especially since this project's short-staffed). :lol:

    Folks have also been asking about elevated functionality . . . probably not yet, but it's planned to be looked at after Version 2.0 is completed.

    -Alex (Tarkus)


      Edited by Tarkus  

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    Hi alex.

    I just put in the new Mave6 fix up, and it solved the weird pathing problems I reported. I think we can consider this fixed.

    Something of note: I replaced a crosstown Maxis ground level highway a MAVE6, and it seems to be the ideal answer. I am coming to the conclusion that in-town highways will be a thing of the past as the NWM development continues.

    I am sorry you are short of staff and wish I could help, but there would be too much learning curve, and I might just up and die on you, anyway.

    The whole NWM is a superb idea, and what we have so far is a job well done. Best wishes for the future.

    John.


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    Any possibilities to add some "Network Lengthening Mod" features? I bring this up because I don't have an option to extend my large One-way avenues crossborder--not sure if the mod has any RHW/NWM transitions--that way, I could use RHW-10 to provide intercity connections for OWR-5.

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    I posted this on the nam requests, but I though it would suit this thread better. I think the mod is fantastic, and I agree that highways in the middle of citys will be a thing of the past. I think it would be great to see transitions between OWR3 and MAVE6, and also a transition for between OWR3 and RHW6S and also MAVE6 and RHW6S. :idea:

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    John, thank you for the very kind words on the NWM--I'm very glad to hear the fix did the trick, and that the new networks are proving to be useful! Fortunately, in recent weeks, I've had a couple more folks come on board the NWM in some capacity, and once I get my big comprehensive exam out of the way, development should be full steam ahead.

    dragonxander, I've been thinking about that very issue . . . it's endemic to the game's default 2-lane One-Way Roads as well. I think a series of Neighbor Connector puzzle pieces along the lines of what's currently in the RHW would probably do the trick . . . the only caveat is that you'd have to have a couplet of One-Way Roads and the row/column of SC4 tiles next to the border between the couplet would need to be filled with Underground Loop Connectors and could not have buildings over it.

    pimmapman, thanks for the kind words--I'm really glad you're enjoying the NWM. We are looking at adding a few more transitions in the next release . . . I have textures already for Dual-OWR-3/MAVE-6 . . . could probably adapt those for those RHW transition instances. That'll probably be one of the final phases of development for NWM Version 2.0. I'll be in better position to assess how things are going once I'm back to modding on a more regular basis again . . . right now, the main projects are getting the diagonal intersection/crossing functionality in place for single-tile networks, and then putting the finishing touches on intersection functionality (esp. T-intersection functionality) on the new triple-tile networks.

    Here's kind of a general status on how certain future features that have been oft-discussed on the forums both here and at SC4D:

    Triple-Tile Network Functionality: The TLA-7 and AVE-6 are definitely happening. They will feature limited draggable diagonal capabilities (ability to curve, but no intersections).

    Dual-Tile Diagonals: Expected to be in the same state as the triple-tile diagonals: draggable and with the ability to curve, no intersections. There's a lot of pathing and texturing involved.

    Diagonal intersections: Likely for some single-tile networks, unlikely for dual-tile networks, and very unlikely for triple-tile networks.

    Transitions: Still taking stock. Some textures developed, implementation improvements underway (you'll be in for a welcome surprise there). Likely going to be an incrementally-added feature. Graphical artificating glitch still being researched, may result in de-wealthification of puzzle pieces.

    Elevated functionality: Planned, but no clear idea at this point as to what point in development. This includes both elevated versions of NWM networks and NAM Road/OneWayRoad/Avenue/Rail viaducts-over-NWM (the latter is more likely to happen sooner).

    GLR/Tram/NWM Dual-Networking: Not even on the developmental radar yet. This will probably be a job for the T-RAM folks rather than an NWM-initiated project. Intersections between NWM networks and GLR/Tram dual-networks is probably more likely to happen sooner than any sort of NWM-style network with tracks on it, but still don't expect anything soon.

    Dual-tile NWM/Maxis networks ending at Maxis/NWM single-tile networks: Substantial progress has been accomplished on this front, which will make it into Version 2.0. Maxis Avenues, in the current developmental build, can end at NWM single-tile networks. Dual-tile NWM networks, where practical (i.e. no MAVE-6s ending at Road), can generally end at Maxis or NWM single-tile networks. Will probably be an incremental thing.

    Single-tile NWM networks End-T-intersections with Streets: Definitely happening in Version 2.0.

    Interfacing with SAM Street Variations: Planned, some work already done. Requires a fair bit of texturing, crosslinking/file architecture logistics to be worked out. May be part of next release.

    Interchanges for Maxis Highway: Basic diamond interchanges may happen, though it is unclear when (likely not Version 2.0). Any other sort of interchange design: highly unlikely.

    Better interfacing with RHW networks for Texas-style frontage roads: Being studied, not likely to happen this version.

    Automata weirdness on TLA-3: Being examined. Nothing conclusive yet.

    -Alex (Tarkus)

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    Well, the NWM's hit a little bit of a milestone. One year and one week ago (May 9, 2010) marked the release of NWM Version 1.0, so a belated happy birthday to the mod! The Windows version has also recently surpassed the 25,000 download mark on the STEX as well--thank you to all who have supported the NWM!

    As a belated birthday present for the mod, here's another little peek at its next full successor, NWM Version 2.0.

    nwm031620111.jpg

    -Alex (Tarkus)


      Edited by Tarkus  
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    I have just attached another "path fix" to the first post of the thread. It corrects an issue with the MAVE-4 and MAVE-6 "Long-T" intersections with OWR-3. (Thanks to Kitsune at SC4D for reporting it!)

    These patches will get merged into the mod itself with the Version 2.0 release.

    -Alex (Tarkus)

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    I can use this, and keep it up, I love your work. :thumb: I can't wait for the release of 2.0, I'm sure it can make my cities look better. :D


      Edited by Aaron Graham  

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    Hi guys, Im kinda new here and I'm looking for a tutorial on how to use this NWM since the the only tutorial video I can find on SC4Devotion has long been unavailable. Any help would be greatly appreciated.

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    Hi guys, Im kinda new here and I'm looking for a tutorial on how to use this NWM since the the only tutorial video I can find on SC4Devotion has long been unavailable. Any help would be greatly appreciated.

    I couldn't find a tutorial anywhere, but I will just tell you the basics of what to do.

    The NWM icon should be in your roads menu. Clicking it will allow you to plop puzzle pieces. Puzzle pieces are the starter pieces for the different NWM networks. You can use the tab and shift + Tab keys on your keyboard to go through the different network puzzle pieces. When you find the one you want, plop it where you want your network to begin. Then to drag the network out, select the Maxis One-Way Road if it is an OWR Network, click and drag from one end of the puzzle piece. If it is not an OWR, use the Maxis Road to drag out the network. When you are done, delete the puzzle piece.

    If you have ever used the RHW, this is pretty much the same thing.

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    A little peek at what we're up to right now NWM-wise . . . getting the OxD intersections in place for the single-tile networks.

    nwm060520111.jpg

    -Alex (Tarkus)

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    So will there be tuleps for all of these networks? Especially the new triple tile networks?


      Edited by pimmapman  

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    Hi gents,

    I used a MAVE-6 to replace a badly overloaded AVE-4 and it worked, but now it too has some overloaded sections. My solution is to create a relief road taking a lot of the traffic on a bypass to the north end of my city. I want to create an interchange in the MAVE-6 to another MAVE-6 which will go from the east-west link, just outside my downtown, to the north end where there are a lot of attractive industrial jobs. A lot of this traffic is coming in from an adjacent city, which is also heavily industrialized, so the traffic is two way.

    I put in a monorail for relief between the cities, but once the monorail traffic reaches the terminus and transfers to the bus lines, my poor MAVE-6 starts wavering between orange and red on the flow diagram. All the links and paths are working correctly. So a couple of questions:

    1. Do MAVE-6 direct intersections work properly?

    2. What do you suggest for the intersection if not?

    While I am here, I want to note that the wild 45o pathing errors still exist when some things touch the MAVE. I currently have some car and bus paths wandering across my city and the farm lands and petering out once we get to undeveloped area. I hope this will be fixed in the next release. If you would like another screenshot, I'll make one for you.

    I hope your next update will be soon, Alex, because I really need this package extended and fixed. I am not a highways in the city type. The Maxis highways are ugly, and the RHW is too much civil engineering for my casual playing style. The NWM may provide the needed in-town expressways.


    Beware: Emancipated user.  No Windoze for me.
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    Every minute of hate in which one indulges oneself is sixty seconds of happiness lost.
    Music expresses that which cannot be put into words and that which cannot remain silent. -- Victor Hugo
    If you always do what you've always done, you'll mostly get what you've always got.
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    So will there be tuleps for all of these networks? Especially the new triple tile networks?

    We'll be adding TuLEPs for the triple-tile networks. The TLA-5 can already utilize the existing Avenue TuLEPs, and ditto with the TLA-3, AVE-2 and ARD-3 being able to use Road TuLEPs. TuLEPs for any MAVE or OWR-type networks are still on the drawing board, and I don't expect them to really begin development until after the next NAM and NWM release cycle.

    1. Do MAVE-6 direct intersections work properly?

    Yes. Here's an older development screenshot from just before the Version 1 release showing that intersection.

    trafficlights-1.jpg

    The T-intersection works as well.

    While I am here, I want to note that the wild 45o pathing errors still exist when some things touch the MAVE. I currently have some car and bus paths wandering across my city and the farm lands and petering out once we get to undeveloped area. I hope this will be fixed in the next release. If you would like another screenshot, I'll make one for you.

    The commute arrow issue that I put the patch out for? I've heard rumors of isolated incidences of other folks still having it, but have yet to be able to replicate it myself. As I am now done for the term at uni as of this afternoon, I'll take a closer look at it and perhaps post some "fix candidates" to see if we can figure something out.

    I hope your next update will be soon, Alex, because I really need this package extended and fixed. I am not a highways in the city type. The Maxis highways are ugly, and the RHW is too much civil engineering for my casual playing style. The NWM may provide the needed in-town expressways.

    We're definitely still going full steam ahead. :) I'll be keeping this thread and the one at SC4D up to date with our latest developments.

    -Alex (Tarkus)

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    Thanks, Alex. The reason I asked about the intersection is that considerable urban renewal has to take place to implement what I want to do.

    Later: I checked to see if I had that patch. The December patch was in my downloads but not in my plugins. I must have missed it when I rebuilt my plugins last month. So I put it in and this is the result:

    NWMPathProblem.jpg

    This is one of BSC's monorail station, but the same thing happened with the Maxis station as well. Seems that if there is an overload of pedestrians between two TE lots across a MAVE-6, the inquiry tool either fails or the pathing is wrong. ShowPaths did not show the error.

    BTW, have you ever gone into piping mode while ShowPaths was on? Interesting.


      Edited by A Nonny Moose  

    Beware: Emancipated user.  No Windoze for me.
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    This is going to be good, I really want my NWM AVE's to have turns instead of having to convert it back to and avenue to make a curve on them.


    8304485626_1c64b9f489_t.jpg

    Formerly known as Zulu2065

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    Haida County's Department of Transportation ordered some new interchange expansion, but they found that the fake wear on the street had not been done properly:

    haidacountymar122213095.png

    You can see that, though the yellow lines are in the right place, the "turn" wear at the intersections with the TLA-3 is not. It makes it look like the traffic coming off the MIS (I'm referencing the one on the far right) can make a right turn into opposing traffic on the westbound lanes. On closer inspection, flipping that texture across the x-axis (the center of the TLA-3) would fix the issue.

    Actually, the county has since incorporated (as Copper Creek-Haida, two cities), but they're trying to order six-lane curves for their highway but finding that ORDOT (their contractor) doesn't sell them yet. (Can you tell I want RHW 5 already? XD)


      Edited by Tracker  

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    On closer inspection, flipping that texture across the x-axis (the center of the TLA-3) would fix the issue.

    A simple enough fix--count on it in the next release. 8)

    Knocking out some more intersections . . .

    nwm070720111.jpg

    nwm070720112.jpg

    Making it so triple-tile networks can end at dual-tile networks . . .

    -Alex (Tarkus)

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    Thought I'd give an update here on the NWM and a possible "scale-back" on the feature list for the next version. The single-tile diagonal intersection progress, while it has been going well, has just been a tremendously massive undertaking because of just how many freaking intersection combinations there are. We're literally talking about hundreds of intersections--about 60-80 per network with 6 networks (TLA-3, AVE-2, ARD-3, OWR-1, OWR-3, NMAVE-4), so 360-480 intersections total. The work's not difficult, just time-consuming--time-consuming enough that if I were to go through and complete it, it'd push the release back quite a bit farther yet.

    I know folks are anxious for a release--even us NAMites are--and the other components in progress right now are much farther along. So here's what I'm planning to do: stop work on further diagonal intersections for now, offer what I have done on that front "as-is" as an "unsupported" feature (much like the Inside DRIs in the RHW), and finish up some of the less-exhaustive NWM features in progress and release a still fairly substantial NWM 2.0 update. There won't be much rhyme or reason as to which diagonal intersections are covered or not covered--it'll mostly be what I managed to get done so far, though fairly universally, OWR-1 intersections, DxD intersections, diagonal T intersections, and stuff involving other NWM networks and RHW networks other than the RHW-2 are not covered.

    And we'll still have the two initial triple-tilers, the NMAVE-4, some other new intersection combos, and a heretofore-yet-unannounced "secret weapon" that will greatly ease the construction of NWM networks. The remainder of the diagonal intersection work will be a running "work-in-progress", that will be incrementally expanded with smaller NWM updates going forward.

    -Alex

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    That sounds good, but I do really want diagonal for most NWM roads. It's very unrealistic and annoying to have to convert a 6 lane avenue or 4 lane into some regular avenue just to make a diagonal or turn. So please do diagonal and I think it will be good for the six lane AVE with the median too. They don't need to be curve pieces, but that would be nice, but I really want median 6 AVE to turn diagonal.


      Edited by Zulu2065  

    8304485626_1c64b9f489_t.jpg

    Formerly known as Zulu2065

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    That sounds good, but I do really want diagonal for most NWM roads. It's very unrealistic and annoying to have to convert a 6 lane avenue or 4 lane into some regular avenue just to make a diagonal or turn. So please do diagonal and I think it will be good for the six lane AVE with the median too. They don't need to be curve pieces, but that would be nice, but I really want median 6 AVE to turn diagonal.

    Just read a few posts up. :golly:In the second post of this thread, I posted several images of this functionality and stated that it'll be in NWM Version 2.0. That won't be changing as those features are already very stable and will only need minor tweaking on their paths at most.

    Just the ability to have intersections with the single-tile networks that involves at least one of the networks in the intersection be at a diagonal will be curtailed.

    -Alex (Tarkus)

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    I'm getting a bit anxious about this release now lol, it's great stuff and I will wait to have it! As always take your time!

    Will there be any OWR splitters? Specifically, OWR-4 to two parallel OWR-2's? Thanks!


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    That sounds good, saw one of those in Seattle.


    8304485626_1c64b9f489_t.jpg

    Formerly known as Zulu2065

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    Will there be any OWR splitters? Specifically, OWR-4 to two parallel OWR-2's? Thanks!

    In the specific case you mentioned, yes, as of about 5 minutes ago.

    nwm072420112.jpg

    This also will be in the new release:

    nwm072420111.jpg

    -Alex (Tarkus)

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    Wow, that looks awesome! I've been wishing for this for a while. I'm really looking forward to the new release (I know you don't say when exactly, so I'll be patient). :)

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    Is there any chance of having the same transition above, except for Mave6 to rhw6S?

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    Being able to split a MAVE6 into two 3lane one ways? That looks great! Will there be tulep pieces for all of your new NWM pieces?


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    Is there any chance of having the same transition above, except for Mave6 to rhw6S?

    It's on the long-term list, but it's very unlikely to be in the upcoming NWM Version 2.0 release.

    Being able to split a MAVE6 into two 3lane one ways? That looks great! Will there be tulep pieces for all of your new NWM pieces?

    There will be TuLEPs for the new triple-tile networks (TLA-7 and AVE-6). The other new network, the NMAVE-4, will not be getting TuLEPs as of yet.

    The following networks will have TuLEPs upon the next release cycle:

    TLA-3 (using Road TuLEPs)

    AVE-2 (using Road TuLEPs)

    ARD-3 (using Road TuLEPs)

    TLA-5 (using Avenue TuLEPs)

    TLA-7

    AVE-6

    The following networks will not have TuLEPs upon the next release cycle, and will not receive them until later:

    OWR-1

    OWR-3

    OWR-4

    OWR-5

    MAVE-4

    MAVE-6

    NMAVE-4

    The standard OWR-2 is in the same boat--its TuLEPs are still on the drawing board.

    -Alex (Tarkus)

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