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qurlix

Real Highway (RHW) - Development and Support

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Either way, that would be a nice touch for regular crossings. I like how it has the 2 track sign on it too. Quite realistic.

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Originally posted by: bwatterud I have a weird problem with the RHW. First of all, no one is using it, even though it is the easiest way to get to the city where everyone works (the other route is passenger rail). Secondly, the few times I've seen automata on the RHWs, it is going very slowly, like the speed of a street, or even slower. I'm going to try re-installing the mod tomorrow, but if anyone has ideas before then, let me know.quote>

I posted this bug in the "bugs and questions" thread, but no one answered, so I'll try my luck here. I've re installed the mod, but haven't had a chance to play the game, and won't untill at least tomorrow afternoon.

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Originally posted by: LivingInThePast ....Well, IMHO, RHW-4 and up should not cross railroad tracks, they should run below as the RHW goes over.quote>

Why? I've seen 4 lane Rural Highways cross railroad tracks, the Trans Canada in the praries does it a few times...


Known as Kitsune on sc4e. NAM Team Member.

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Well, that rail crossing gantry looks nice.  But look at what I've made:

hovfreewayql9.jpg

Yep, it's a concrete freeway texture with a reversible HOV lane!  Notice that the plain color between the left shoulders and the HOV is for a Jersey barrier.  The space on the outside could be used for high-mast lighting (on one side, or just regular side lighting on both sides).  If there is a way to make the direction of the HOV based on the commute direction, that would be good.  Or this could be improvised possibly by making it a one-way road, if the time-based option is not possible.  The textures are based on Dexter's new concrete Avenue textures.

This link includes pictures to how the HOV lane could be connected to other roads (but does not show HOV > Mainline connections): http://houstonfreeways.com/images/preview/ch6_72.pdf


Transgender fashionista, lifelong player of city-building games. Trans rights are human rights.

Get social with me: Website and Blog | Instagram | YouTube | Twitter

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OMG OMG OMG I love that crossing, if it doesnt work out for RHW you should modd it for avenues. those fugly ancient 50s wig wags need to go

If anything you could stand to extend the length of the gantry  so it completely covers the road tile.  I've seen some really long ones in Webster, TX, and also in Gulfport, MS

As for the flashers, I wouldnt worry about it seeing as maybe it would be a good thing they didnt work.  Ive noticed my game does goofy stuff like not initiate the animation till the train has past, or they will go on and off randomly....

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@Hamster: The make two dings as it goes by, make two dings as it goes up. That's how I experience.


~ COMING SOON! Exciting new projects! ~

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I've gotten the signal complete except for texturing.  Here is a test shot with the signal on an adjacent park lot:

rhwcrossingkv2.png

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Those gantries sure look good but .... 30.gif

highway ... railroad ... crossing ...????? 41.gif

use it for avenues, because ....

even a rural highway shouldn't have a railroad crossing IMHO ... 20.gif

Bernhard 44.gif

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Very impressive! I can't wait until these get released. I assume they have to be on their own seperate lot and not automatically appear as a prop when the crossing is made?

I also agree with hamsterTK, long ones that cover the entire roadway would be awesome.

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Nardo: I agree, controlled access highways shouldn't have level crossings: it's just asking for trouble. However, they do exist. There are a couple level crossings on the Trans-Canada Highway near Moncton, New Brunswick, and again in Drummondville, Quebec. Besides, it's good to have the ability to build level crossings on this network, just for the sake of more flexibility.

I continue to follow this project with interest. The new developments have been excellent so far, and I look forward to an updated release. Keep up the good work!

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Beautiful work on the gantries, but I do agree with common opinion that they should go across the whole road tile, like real ones. Instead of looking like it only goes over one lane.

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Originally posted by: 755 I've gotten the signal complete except for texturing.  Here is a test shot with the signal on an adjacent park lot:

rhwcrossingkv2.png

quote>

 

I agree - over both lanes, but not necesarily over opposite direction.

A small detail - that you may want to catch sooner (rather than later) :

It looks to me like you have them facing the rear of departing traffic?

As in your signal is facing away from the tracks -

and on the opposite side of the tracks from the traffic's "Stop Line".

Is that a Left-Hand-Drive texture on the road?

-NetPCDoc

No detail is too small to be micromanaged.

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That's probably because that's how the texture was made. If you're implying that the shot was faked, you're dead wrong. I've crossed RHW and rail, and trust me, that's what it looks like (without the gantries...which look great by the way).

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Originally posted by: MaybeMemories06 Beautiful work on the gantries, but I do agree with common opinion that they should go across the whole road tile, like real ones. Instead of looking like it only goes over one lane.quote>

Something closer to this perhaps:

rhwsignalagainhv1.png

Given the variations that exist in the real world, I will try to have a few different versions available.  I am also not sure how these will eventually be released:  as part of some larger project such as the rural highway or ground light rail, as unrendered BAT files (for greater customization), or as prop files.

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bwatterud: i wasnt trying to be mean that u faked it was jus that the center track looked funny...my bad if ya took it the wrong way

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Oh. Well it does look kind of funny now that you mention it. It might be fixed in a later version.

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It was a good idea to extend that rail gantry, to make it look more realistic.  Speaking of gantries, I made something else for the RHW (or mainly with the RHW in mind, due to the placement of the signs and the tag readers): a model of an electronic toll gantry.

Electronic Toll Gantry

I may add more detail to it, such as cameras for video toll/violations.  Download it here.  Feel free to use it however you wish.


Transgender fashionista, lifelong player of city-building games. Trans rights are human rights.

Get social with me: Website and Blog | Instagram | YouTube | Twitter

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Posted:
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Tarkus, the one doing what looks like a majority of the work on the RHW is out until after the holidays. But he did say that he would have some sort of an update for us when he got back. (No this is not a dying project like the NAM seems to be. Expect something in maybe a week and a half from either Tarkus or Quirlix.)

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  • Original Poster
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    The next major release is pretty much dependant on Tarkus' content...you can look at his projected timelines for that. There will, however, be a minor release (v17) right after the next NAM release. The main reason for this release is that the new NAM will not contain the RHW (this is due to many reasons we have discussed) and older versions of the RHW will not function with the new NAM.

    Projected content for version 17:

    -Fix to make compatible with NAM_20

    -Simplified ANT tool makes it impossible to draw diagonals incorrectly

    -No more multiple icons!

    -Fixed path bug that caused drawing to slow down considerably on some computers

    -Revised textures for street intersections

    -An intersection or two that were essential (*cough* roads *cough cough*)

    -Special way to make neighbor connections work!!

    -Maybe a few more of the "NETWORK over RHW" puzzle pieces, if I have time 2.gif

    Happy holidays.

    qurlix

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    It's not that it wasn't "allowed" in the next NAM, but we decided that it's just a bit too early to include it into the next NAM version. And if the RHW team makes a lot of progress after the release of NAM #20, I don't see a problem to include it and release a #21 soon as well. 2.gif

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  • Original Poster
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    Well, seeing as the NAM release is no longer secret...  (though where did people hear it would be out Sunday?)  Anyway, here is the more official version of the announcement.

    The RHW Team would like to announce that the new NAM release (version 20) is not compatible with any currently available versions of the RHW mod.  Please remove all RHW files before using the new version of the NAM or it may not function correctly.

    Meanwhile, RHW v17 will be released very shortly.  Although this release is primarily to fix NAM_20 compatibility issues as well as bugs from older versions, it will contain several new elements. (see above post)

    Sincerely,

    The RHW Team

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    YAHOO all this NAM thing is making me go very crazy.

    I have an announcement to make.  In order to make the RHW a little more realistic, and to keep the Simtropolis Custom Road Sign Team alive, I will be making RHW highway signs for you all who are realism freaks and want a few signs here and there.

    There will be different types of signs (ground signs, exit signs, distance signs, etc.) that use prop families to give variety in these signs, unlike before.

    This newfound project is not in any way associated with the Rural Highway project.  I will be making a new thread for these signs.  Some of the signs will be transit-enabled, some not.

    I may also make other stuff for the RHW such as weigh stations (called scales here in BC), rest areas, and other RHW related stuff.

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    Posted:
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    Originally posted by: qurlix
    Well, seeing as the NAM release is no longer secret...  (though where did people hear it would be out Sunday?)  Anyway, here is the more official version of the announcement.

    The RHW Team would like to announce that the new NAM release (version 20) is not compatible with any currently available versions of the RHW mod.  Please remove all RHW files before using the new version of the NAM or it may not function correctly.

    Meanwhile, RHW v17 will be released very shortly.  Although this release is primarily to fix NAM_20 compatibility issues as well as bugs from older versions, it will contain several new elements. (see above post)

    Sincerely,

    The RHW Team

    quote>
     

    DISCLAIMER: In no way rushing anything. Just seeking to make an informed descision.

    How long does it usually take to make these projects compatible? Are we talking a week, month, 6 months, longer?

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    Before installing the new version, will I have to bulldoze any old RHWs in my cities, or will it just update?

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