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Real Highway (RHW) - Development and Support

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where I can download the new version of Real Highway Version 4.2

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where I can download the new version of Real Highway Version 4.2

It hasn't been released yet, and it is version 5.0, not 4.2.

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No, it's version 4.2.

Jacksuny is correct. The most current public version of RHW is Version 4.1. Version 4.2 is still in development, and it has been redesignated to 5.0 due to the intensive upgrading that is being done. Check back through this topic, and you'll see it is the case.


A wise man once said, "I am not yet a wise man..."

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Hey Tarkus, the ELRHW4 inside exit ramp is (in my game at least) no longer there from the last version. Will you guys consider putting it back in? My compact interchnges loved it.

Thanks, Alex


Hellur?

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Hey Tarkus, the ELRHW4 inside exit ramp is (in my game at least) no longer there from the last version. Will you guys consider putting it back in? My compact interchnges loved it.

There never was an Elevated RHW-4 Inside Exit Ramp. There is a ground one, and I don't recall that one going missing. We probably will have an Elevated RHW-4 Inside ramp in a future release, however. The existing models we have for the outside one could easily be ported over.

-Alex (Tarkus)


  Edited by Tarkus  

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Introducing Secret Weapon #3 . . . modularity and overrides taken to a new level . . .

Enjoy! ;)

-Alex

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Whoa, now I really feel bad for the current SPUI. I like using it in unconventional ways...

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I just wonder what'll happen to the SPUI piece we have now...

After FlexSPUI was introduced a couple of alpha builds ago, the "Old SPUI" has been placed in "Legacy Support". The models, textures and paths have been moved into a separate .dat file, and the RUL entries commented out. This means that any existing "Old SPUI" instances you've placed will remain in tact (the textures will look a bit out of place--as they're legacy, there wasn't really any reason to revamp them to V5-Spec), but if you want to construct any new SPUIs, you'll need to use FlexSPUI.

-Alex (Tarkus)

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I'd like there to still be a piece that allows MIS to join only the opposite side of an avenue at-grade, do you think it would be useful?

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I don't know if this was asked before but will there be wide curves for elevated RHW? Like the 90° FLUP for MIS?


  Edited by De Ja Vu  

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I'd like there to still be a piece that allows MIS to join only the opposite side of an avenue at-grade, do you think it would be useful?

Potentially, but we probably won't have anything on that front until after 5.0.

I don't know if this was asked before but will there be wide curves for elevated RHW? Like the 90° FLUP for MIS?

Such pieces are planned, but they will not make it in until after 5.0.

-Alex (Tarkus)

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As we approach the release of RealHighway Version 5.0, there are some considerations of which current users of RealHighway Version 4.1, and anyone interested in downloading RealHighway should be aware.

For Current RealHighway Version 4.1 Users

While 99% of RealHighway Version 4.1 content will continue to function identically in Version 5.0, there are some items which had implementation changes that will affect their future operation. Most will be supported by a Version 4.1 "Legacy Support" file, which will allow existing instances of these items to continue to function, but some cannot be supported in this manner. Below is a list detailing these items and what will be happening with them.

1) The RHW-8S and 10 Type B Ramp Interface Puzzle Pieces

The versions of these items will be lengthened by one tile in Version 5.0 (going from 3x2 to 4x2), to conform with their draggable counterparts, and other Type B Ramp Interfaces. Existing instances of these pieces currently built will continue to function with the Legacy Support file, but the 3x2 version will no longer be able to be built.

2) RHW-6S and 8S Diagonal and Orthogonal-Diagonal Transition (Curve) Puzzle Pieces

The puzzle piece versions of these items will be discontinued in Version 5.0. Draggable functionality will replace them. The Legacy Support file will enable existing instances to continue functioning, though the RHW-6S version will show Version 4.1 textures, and its footprint is different from the new draggable version (the puzzle pieces are on a dual-tile shared-tile setup, as opposed to the overhanging single-tile setup of the draggable version). Thus, it is recommended that current RealHighway users avoid building the RHW-6S version in order to minimize the need to retrofit their highway systems upon upgrading.

3) ERHW-4-over-Avenue Single-Point Urban Interchange (SPUI) Piece

This item has been rendered obsolete by the development of FlexSPUI. The Legacy Support file will enable existing instances of the old SPUI to continue to operate, though it will continue to display Version 4.1 textures. Thus, it is recommended that current RealHighway users avoid building the old SPUI in order to minimize the need to retrofit their highway systems upon upgrading.

4) RHW-6C Draggable Diagonals and Curves

The existing implementation of the RHW-6C draggable diagonals and curves in Version 4.1 uses an IID scheme that can cause wealth-level glitching. In order to fix this issue, the IID scheme had to be changed for Version 5.0. Because of the nature of the issue and its solution, it will not be possible to continue supporting instances of RHW-6C curves and diagonals built with Version 4.1, and they will need to be rebuilt with Version 5.0. It is strongly recommended that current RealHighway users avoid building RHW-6C draggable diagonals and curves until after they upgrade to Version 5.0 in order to minimize the need to retrofit their highway systems.

For Prospective RealHighway Users

For those of you who are not yet RealHighway users, but are considering becoming one, first of all, thank you for your interest in the mod! However, that said, because of the items mentioned above, we advise that you refrain from downloading the current RealHighway Version 4.1 release, and instead wait until we have released the Version 5.0 upgrade.

In previous cases in which the RealHighway and the Street Addon Mod were about to be updated to a new version, we had locked the files shortly before the new release to prevent new users from downloading the old version. As this policy had been controversial in the past, and it is not realistically feasible now given the removal of locking functionality on the STEX at Simtropolis, we are instead simply advising new users to wait to download the mod.

Does this mean we're really close to release, or you will actually be giving out a release date or timeline for release?

The "no release date" policy serves to protect both the NAM Team and the general public, and we will not be changing it. While it may aggravate some, it is much less aggravating than announcing a release date and then overshooting that date by a long shot would be, which is a very real possibility considering that these projects are the product of an all-volunteer development group. And as with any piece of software, unexpected technical issues can arise during development and testing.

This sort of announcement, in order to provide the smoothest transition, needed to be made at a point far enough in advance of an upcoming release in order to prepare the existing user base, but close enough to the release that the information is accurate. RealHighway Version 5.0 is currently in its 7th full developmental build, and at the point at which no new features are likely to be added. Most NAM projects of this type go through about a dozen builds before release.

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Would it be a possibility, not for the coming up rhw release, but for a later release, to have the option of barriers for the rhw2 and rhw3? I've recently been in Brittany, France, and they have some 2 and 3 lane highways with barriers.

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Some fantastic work going on here. I know I say it quite often, but I really love what you guys have been doing!!

I have a question, will the 22.5 meter ERHW have a basic interface of its own? Specifically, can it be dragged over an elevated light rail network?

Thanks.


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Would it be a possibility, not for the coming up rhw release, but for a later release, to have the option of barriers for the rhw2 and rhw3? I've recently been in Brittany, France, and they have some 2 and 3 lane highways with barriers.

There's already a mod to put barriers on the RHW-2 on the STEX, by Xyloxadoria, which can be found here. Nothing's been done with the RHW-3 since it hasn't been released yet.

Some fantastic work going on here. I know I say it quite often, but I really love what you guys have been doing!!

I have a question, will the 22.5 meter ERHW have a basic interface of its own? Specifically, can it be dragged over an elevated light rail network?

Thanks.

Thanks for the kind words! :golly: As far as the 22.5m ERHW--or, as it will be known in Multi-Height RHW terminology, "Level 3 (L3) ERHW"--the only content for it in Version 5.0 will be transitions to/from ground-level and 15m (L2) so there's ways to get on and off the top deck of the DDRHW. There won't be a draggable network yet, though once we get to that point, we are planning to allow it to cross over elevated light rail.

-Alex (Tarkus)

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I hadn't realized that the mod doesn't have an option for barriers on the RHW-2.

That said, it's not a priority to give the RHW-2 barriers right now.

-Alex (Tarkus)

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Ok - here are 2 screen shots. I have an avenue which turns into RHW, my lanes are arrowed correctly (as I see it).

In "city two" in the traffic view, it shows traffic movement to "city one" -- but in "city one" there is not any movement.

When I drag an RHW lane across the existing lanes, it will go only so far and then the drag line turns RED. This tells me that there is some sort of issue...but if I pick a different spot on the same stretch of RHW and drag a segment, it works.

I have had these connections work before, but, not every time.

citytwo.jpg

cityone.jpg

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Currently: Viewing File: Old Police Precinct
 

Ok - here are 2 screen shots. I have an avenue which turns into RHW, my lanes are arrowed correctly (as I see it). In "city two" in the traffic view, it shows traffic movement to "city one" -- but in "city one" there is not any movement.

Did you place the neighbor connection pieces on both sides of the connection?

When I drag an RHW lane across the existing lanes, it will go only so far and then the drag line turns RED. This tells me that there is some sort of issue...but if I pick a different spot on the same stretch of RHW and drag a segment, it works.

Do you mean it goes across part of the highway but not the other? If you left a starter piece in place, that could be the issue. The RHW won't drag across a starter piece.


A wise man once said, "I am not yet a wise man..."

Endless Road 4.jpg

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@Tarkus, on the release after the RHW you are working on or maybe on the one you are working on, I wonder, for those small 2 lane highways, could you make color variations to them? Like, um, you know those roads that are in the country that are grey/white, could you do that? I would be nice to have those regular black/grey highways, but for realism, I'd like the grayish roads like this: 5140152443_9929a7017d.jpg


  Edited by Zulu2065  

8304485626_1c64b9f489_t.jpg

Formerly known as Zulu2065

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@Tarkus, on the release after the RHW you are working on or maybe on the one you are working on, I wonder, for those small 2 lane highways, could you make color variations to them? Like, um, you know those roads that are in the country that are grey/white, could you do that? I would be nice to have those regular black/grey highways, but for realism, I'd like the grayish roads like this: 5140152443_9929a7017d.jpg

That looks somewhat concrete-ish. I have been playing around with producing a concrete texture set for the RHW--I've made a Photoshop script to "concretify" the existing textures to minimize the amount of work needed. It'll probably come out some point after RHW Version 5.0. I've also undertaken similar efforts to try to produce dark asphalt and Euro/International textures for the RHW.

-Alex (Tarkus)

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I was also working on a texture mod to change to textures to something similar to that. Tarkus advised me to wait until RHW 5.0 comes out though because there are texture/pathing changes that would make my mod useless when the next version comes out.

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That sounds good. Will I be able to choose which texture to use for a road, but I can still use the other at the same time? Because I've noticed in cities that some major highways are concrete, and others are dark, and the smaller ones are the greyish ones that you plan to come out with. Maybe I could switch the different colors through the tab? That would be nice.


8304485626_1c64b9f489_t.jpg

Formerly known as Zulu2065

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That sounds good. Will I be able to choose which texture to use for a road, but I can still use the other at the same time? Because I've noticed in cities that some major highways are concrete, and others are dark, and the smaller ones are the greyish ones that you plan to come out with. Maybe I could switch the different colors through the tab? That would be nice.

Switching through TAB would mean making separate networks for every single pavement type--a SAM-type setup, essentially. That would entail writing tens of thousands of lines of code and duplicating many puzzle pieces, which is not feasible, unfortunately.

-Alex (Tarkus)

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Oh jeeze, you guys know how to tease the dickens out of me! First of all, let me say that the NAM project as a whole is in my opinion, the single most important thing that makes SC4 worth playing these days. It's success is the main reason why SC4 still retains such a loyal following so many years after it's initial release. Even with all the other lots and upgrades, the game truly wouldn't be the same without this vastly superior transit network system. I applaud all of your efforts and hard work, and appreciate your kind generousity in sharing your successes with the fans at large!

Now, I've just gotten back into the game myself, and spent the past couple of weeks piling on every upgrade I can get my hands on! I've had some compatibility issues (who hasn't) and was prevented from diving into a full scale superhighway building progect when the RWH module of my game wouldn't drag the highways out from the starter pieces. I fixed it by hidding my pluggins folder from the game, reinstalling just the NAM (the full set of everything) and then copying the whole thing into the main pluggins folder, overwriting any and all files in there. I got it all fixed just last night, only to come on here and read that you have an imminent update pending, and I should hold off again! Ah well, my sims have survived on busses, avenues and HSR thus far, they can wait a few more simyears.

Anyway, please keep up the terrific work! I am extatic about those SPUI's, I'll be using them all over the place! I live in Phoenix AZ, and that is almost exclusively the kind of interchange we have...


  Edited by Ronwe  

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