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Road Top Mass Transit (RTMT) - Development and Support

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Could this be the thing that makes me to enter the strange world of the BAT? Dunno, but it's really tempting!


matias93's Unexpected Mod Workshop (dev thread)             Ciudad del Lago in the making (dev City Journal)

"Let us be scientists and as such, remember always that the purpose of politics
is not freedom, nor authority, nor is any principle of abstract character,
but it is to meet the social needs of man and the development of the society"

— Valentín Letelier, 1895

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im on SC4 deluxe. old laptop but i can play banished and xcom long war on low settings, so i should be able to play tihs game.

reinstalled the game on stream and the few mods i have. NAM, radius doubler, crime doesnt pay, and simgoober dependency for rtmt. RTMT V3.50

so there's no bus stops or any stops i can put on roads. i checked all the transportation menus or w/e its called. havent played this game in years forgot what everything is called. i looked in trains, airports, freeways etc. what am i doing wrong?

i instealled rtmt and the families props that goes with it  there is the goober bus stop mod that has dependenceis, but the readme for rtmt didnt say anything about that so i didnt get them.

i installed the dependencies for simgoober bus stops from its readme, bsc essential/textures/mega props 1. still no road stops/stations.

everything'sin the plugins folder. dunno why this isnt working. i have a bunch of other stuff from the mods but cant put any stops on roads.

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Go to transit -> Other (where you'd find parking garage and Maxis bus stops). Scroll way way down. I find my RTMT stops just after NAM's diggers and raisers.

BTW, Does anyone know a faster way to page down a long submenu list? I wonder if it's possible to make a mod where holding the control key while rolling my mouse-wheel would flip a page per tick.


-- Jeff Fisher ><> Vancouver WA
"I may be pissing into the wind, but if I keep my enemies behind me and aim carefully, I can still rain on their parade."

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3 hours ago, jeffryfisher said:

Go to transit -> Other (where you'd find parking garage and Maxis bus stops). Scroll way way down. I find my RTMT stops just after NAM's diggers and raisers.

BTW, Does anyone know a faster way to page down a long submenu list? I wonder if it's possible to make a mod where holding the control key while rolling my mouse-wheel would flip a page per tick.

went through each menu in the transportation tab a million times. thought maybe it was misplaced. then checked other menus. i got another road stop mod, dedwood and something else, they work fine.

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@123asdf: From the sound of your posts, it very much looks like you've not correctly installed the v3.5 mod. Whilst it does have an installer, that is by no means the only step to installing RTMT. Since no items appear in the Misc Transit menu, almost certainly you don't have the actual lots installed, even though it appears you might have installed some of the Props for them.

Could it be that you only ran the installer "Install_RTMTV3_SingleProps_PropSet.exe" or "Install_RTMTV3_PropFamilies_PropSet.exe", but forgot to run "Install_RTMTV350.exe"? Note you should only ever install one of those first two, even then, it's likely you'll need to do some more work with the files to finish the setup. It is therefore imperative that you read the included Readme so you understand the process properly.

I would also note that there is an update (v3.6), which you should install AFTER installing v3.5:

Since this has capacities and modding more in line with modern NAM versions.

13 hours ago, jeffryfisher said:

BTW, Does anyone know a faster way to page down a long submenu list?

Mouse settings in control panel, turn on Scroll Wheel Acceleration, with a good gaming mouse that can really speed things up. You might need to download MS's driver "Intellipoint" to have this option, but that doesn't actually require an MS mouse to use.

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Head over to my Lot and Mod Shack to keep abreast of my latest developments.

Do you like custom textures, but don't like all the work involved creating them?, take a look at the Texture Automation options here. Change the look and feel of your transit networks, with the minimum of effort, for example customised versions of my Sidewalk NAM (SWN) and Terrain Grass NAM (TGN) mods, and much more besides.

New to the NAM? Check out my tutorials on YouTube. Latest upload: How to: RHW - MHO Roundabout Interchanges. (Nov 25).

p.s. - I'm MGB over on SC4D and a member of the NAM team.

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Is there a way to get RTMT without the covered area and say just the bus stop sign? I cant bring them up in lot editor to change them...

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9 hours ago, Rott said:

Is there a way to get RTMT without the covered area and say just the bus stop sign? I cant bring them up in lot editor to change them...

Sorry, I don't really understand your question. Could you explain, what covered area are you refering to? Are talking about the station shelters? 


I'm responsible for the Heretic uploads a.k.a. Heretic Projects, you may find updates about my ongoing projects into my development thread over at SimCity 4 DevotionTyberius Lotting Experiments or here on Simtropolis into the Tyberius (Heretic Projects) Lotting and Modding Experiments OR Show Us What You're Working On thread.

Now I'm part of the NAM Team and the RTMT Team.
I'm also working on some preservation and reorganization projects the behalf of non-anymore-active-developers and with the permission of the Staffs both on STEX and LEX. Current projects: SimcityPolska Restoration and WMP (WorkingManProduction) Restoration.

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10 hours ago, Rott said:

Is there a way to get RTMT without the covered area and say just the bus stop sign? I cant bring them up in lot editor to change them...

RTMT uses a series of smart props, allowing users to fully customise them without needing to resort to the LotEditor.

The RTMT install process is currently a little convoluted, but this will be streamlined in v4. In short, the base lots themselves contain a set of RTMT props, which do not link to any models. This is so that if someone doesn't install any RTMT Props, no brown boxes will appear. Likewise, it's part of the mechanism that allows users to change props at any time (PropS mode only), without having to re-plop any lots.

When you installed the SingleProps set, you would have added a series of .dat files, that link to Props. RTMT (customisable) Prop types include:

  • Bus Signs
  • Timetables
  • Phonebooths
  • Bus Shelters
  • Subway Stairs
  • GLR Shelters

You have the option to keep none, some or all of these Prop types, as you desire. Those not inside your Plugins folder will simply not appear on any RTMT lots.

So in your example of wanting just the BusSign, the only RTMT Prop file you should have is one named "RTMTV3_PropS_BusStop_#######". All others should be deleted/moved out of Plugins.

 

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Head over to my Lot and Mod Shack to keep abreast of my latest developments.

Do you like custom textures, but don't like all the work involved creating them?, take a look at the Texture Automation options here. Change the look and feel of your transit networks, with the minimum of effort, for example customised versions of my Sidewalk NAM (SWN) and Terrain Grass NAM (TGN) mods, and much more besides.

New to the NAM? Check out my tutorials on YouTube. Latest upload: How to: RHW - MHO Roundabout Interchanges. (Nov 25).

p.s. - I'm MGB over on SC4D and a member of the NAM team.

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Yeah thats more or less what I wanted, I guess the vending machine cannot be removed can it?

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That would require removing it from every lot using the Lot Editor.

One alternative is to make an override exemplar, for the original Vending Machine model, a Maxis Prop. Except link it to a blank model, which would make them all invisible. Note that this includes any and every other instance of the same model used elsewhere. So that might be a drawback to the quick and easy approach.

Ultimately, the unique prop set for RTMT was always a strong feature users like. These ancillary props are just to add some detail, but don't have the same flexibility of the main RTMT props.

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Head over to my Lot and Mod Shack to keep abreast of my latest developments.

Do you like custom textures, but don't like all the work involved creating them?, take a look at the Texture Automation options here. Change the look and feel of your transit networks, with the minimum of effort, for example customised versions of my Sidewalk NAM (SWN) and Terrain Grass NAM (TGN) mods, and much more besides.

New to the NAM? Check out my tutorials on YouTube. Latest upload: How to: RHW - MHO Roundabout Interchanges. (Nov 25).

p.s. - I'm MGB over on SC4D and a member of the NAM team.

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Ah I can change it in lot editor then? That shouldn't be too hard to do, looks like they are all under Utils_RT etc, thanks for the help.

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    There is actually a way to make a mod that will cause the vending machines not to be displayed, without using the Lot Editor and modifying the lots, which I would prefer. This is possible because the RTMT lots use the vending machines' prop-family, rather than individual props. You need to make a datfile. Here is how:

    • Open simcity_1.dat and find the three vending machines prop exemplars. Copy them to a new datfile (copy-paste or select Add to Patch and then Save recorded exemplars->Create Dat).
    • Open the new datfile, go to every vending machine exemplar and remove ONLY the "Prop Family" property. That is, the modified props will be differing only in that the vending machines won't be in the family any more.

    For gameplay:

    • When you want to plop RTMT install the mod. The modified props will be overriding the original ones. The family will now be empty, so new plops won't be getting any vending machine. Existing vending machines props in other lots (RTMT or commercial or what) won't have any problem either, they will keep displaying the vending machines, as prop-family members are selected during plop/grow, but in each lot instance they are then referenced by prop ID and are thus not getting "lost", as the props are otherwise identical.
    • For the rest of the gameplay (eg plopping other lots, for which you do want vending machines props, or running the simulator, which can cause C lots to be grown) just remove the mod. The vending machines will be again members of the family.

    A little more troublesome to use, but it's very flexible.

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    Helloooooo~
     

    So I just set up boot camp after having to update my OS to Catalina; I got windows running and I’ve reinstalled SC4 + a bajillion mods on the windows partition.

    Maybe this is just me being forgetful, but I’m pretty sure when I had the game installed on Mac, the way I had the RTMT mod + NAM installed I could plop the road bus/subway station, and it would let me keep plopping without having to reselect it in the menu. Now it doesn’t do that.

    I’m sorry if this isn’t clear enough, but is there a way to adjust this feature?

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    Sounds like you've installed the optional MML for RTMT. One of the limitations of being able to hide lots in this fashion, is that you must select the lot each time before plopping. Fix that by removing the MML folder if you'd prefer not to use it.

    Note also, just because you moved from a Mac to Windows (for playing SC4), which honestly is just the simplest solution, doesn't mean you need to re-build your Plugins. You can just copy/paste the entire folder as-is, there is no distinction between Windows/Mac when it comes to Plugins. If a mod is compatible with SC4, it will work regardless with either version. Just bear in mind some things are modded differently for the two, but this is so rare I can't even give you an actual example off the top of my head.

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    Head over to my Lot and Mod Shack to keep abreast of my latest developments.

    Do you like custom textures, but don't like all the work involved creating them?, take a look at the Texture Automation options here. Change the look and feel of your transit networks, with the minimum of effort, for example customised versions of my Sidewalk NAM (SWN) and Terrain Grass NAM (TGN) mods, and much more besides.

    New to the NAM? Check out my tutorials on YouTube. Latest upload: How to: RHW - MHO Roundabout Interchanges. (Nov 25).

    p.s. - I'm MGB over on SC4D and a member of the NAM team.

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    On 9/30/2019 at 2:12 PM, jeffryfisher said:

    Go to transit -> Other (where you'd find parking garage and Maxis bus stops). Scroll way way down. I find my RTMT stops just after NAM's diggers and raisers.

    BTW, Does anyone know a faster way to page down a long submenu list? I wonder if it's possible to make a mod where holding the control key while rolling my mouse-wheel would flip a page per tick.

    This is really old and has already been answered, but Windows includes a setting to change the number of pages each scroll with the scroll wheel scrolls down/up, afaik it works on any mouse with a scroll wheel and is built into every version of Windows at least from XP. You go to the mouse settings and then the wheel tab. I have it set at 11 currently, scrolling through a few of the SC4 menus used to require 10+ scrolls, setting it at 11 halved it for me.

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    On 12/01/2020 at 10:05 AM, junspud said:

    Windows includes a setting to change the number of pages each scroll with the scroll wheel scrolls down/up, afaik it works on any mouse with a scroll wheel and is built into every version of Windows at least from XP. You go to the mouse settings and then the wheel tab. I have it set at 11 currently, scrolling through a few of the SC4 menus used to require 10+ scrolls, setting it at 11 halved it for me.

    Wow, neat tip!  I found setting this mouse wheel tab to 9 was ideal, just as good as 11.  
    Setting it to 30 wasn't any better than 9 or 11, but 9 is three times faster to scroll through my SC4 menus.  Awesome, thank you!

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    I installed RTMT v3.50 and I'm struggling with the bus stations. Apparently, once you place the station, it blocks the traffic. Is this normal? Because I can't tell if this has any real effects.
     

    sc4_block.png

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    Bus Stations, like any station or TE lot, doesn't block traffic, but the simulator doesn't see such as actual transit networks, because they aren't. It's for this reason that you see a break in the network in those data views.

    What such stations do is transit switching, allowing sims to enter or exit the lot, via any of the transit networks it supports. Having entered a TE Lot, sims, cars and busses can either exit another side (through traffic) or switch to another transport mode.

    In terms of whether sims are using it or not, first you'd have to ask if sims were using this route previously? If not, adding a station is not enough to make them do so, it must form part of a route sims take to and from work. Further right from the section you circled are other gaps, which I'm thinking are also RTMT lots? See how the blue traffic capacity overlay does go through the gap? As soon as sims find a use for the station, you will probably find similar usage. But using the Route Query tool will give you exact figures of the traffic using such a lot.

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    Head over to my Lot and Mod Shack to keep abreast of my latest developments.

    Do you like custom textures, but don't like all the work involved creating them?, take a look at the Texture Automation options here. Change the look and feel of your transit networks, with the minimum of effort, for example customised versions of my Sidewalk NAM (SWN) and Terrain Grass NAM (TGN) mods, and much more besides.

    New to the NAM? Check out my tutorials on YouTube. Latest upload: How to: RHW - MHO Roundabout Interchanges. (Nov 25).

    p.s. - I'm MGB over on SC4D and a member of the NAM team.

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    Just now, rsc204 said:

    Bus Stations, like any station or TE lot, doesn't block traffic, but the simulator doesn't see such as actual transit networks, because they aren't. It's for this reason that you see a break in the network in those data views.

    What such stations do is transit switching, allowing sims to enter or exit the lot, via any of the transit networks it supports. Having entered a TE Lot, sims, cars and busses can either exit another side (through traffic) or switch to another transport mode.

    In terms of whether sims are using it or not, first you'd have to ask if sims were using this route previously? If not, adding a station is not enough to make them do so, it must form part of a route sims take to and from work. Further right from the section you circled are other gaps, which I'm thinking are also RTMT lots? See how the blue traffic capacity overlay does go through the gap? As soon as sims find a use for the station, you will probably find similar usage. But using the Route Query tool will give you exact figures of the traffic using such a lot.

    Oh, now that makes sense. Thank you!

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    So I have two questions for you awesome people.  

     

    #1 - I have a few brown boxes appearing every now and then when I plop a lot.  Seems like one of the GLR/bus/Sub-in-Ave. stations is missing something, and one of the bus ones is missing something.  Is there any good way to tell what is missing from what lot so I can get the proper dependency? 

     

    #2 - The readme for the RTMT3.50 install shows some props/stations and the associated prop files so we can identify what ones we like and want to keep and what ones to ditch.  Since teh 3.60 pack includes more stations, is there any way to have a list or show the pictures for each prop and associated file name so that we can determine what to remove/keep based on the style that we want? 

     

    Thanks in advance for any help!  :) 

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    15 hours ago, SongCloud said:

    #1 - I have a few brown boxes appearing every now and then when I plop a lot.  Seems like one of the GLR/bus/Sub-in-Ave. stations is missing something, and one of the bus ones is missing something.  Is there any good way to tell what is missing from what lot so I can get the proper dependency? 

    Brown boxes mean one thing, you've installed a Prop for use with a given station type and do not have the .SC4Model file or .DAT it links to installed. Check the Props folder of the RTMT install, you should only have one Prop of each type, in this case probably ...PropS_GLR_##NAME##. If you have more than one, the last one to load will be used, although it's safer to keep only one such Prop in the RTMTv3 folder in Plugins. If you let me know which you have, I can give you a specific file you need to use it.

    As for the bus stops missing something, that indicates you've both no Prop and probably no associated model for this component. This is part of the customisation included with RTMT, you don't have to use all the Prop Types, but if you do, you should have a TimeTable, BusSign and Phonebooth prop on all stations. If you can provide us with a screenshot, we can easily see anything that's missing.

    17 hours ago, SongCloud said:

    #2 - The readme for the RTMT3.50 install shows some props/stations and the associated prop files so we can identify what ones we like and want to keep and what ones to ditch.  Since teh 3.60 pack includes more stations, is there any way to have a list or show the pictures for each prop and associated file name so that we can determine what to remove/keep based on the style that we want? 

    Anything along these lines won't change before the release of v4. I do want to ensure the documentation contains such a listing, but the RTMT Themes feature will make this less important for most players. Manually setting up the Props for RTMT 4 will of course be possible, but it's more complex because many more such files are needed. Hence Themes allow during install to select from one of three pre-set curated Prop/Model sets, with everything you need (no dependencies) being handled by the installer. For more information about this feature, see the announcement on the previous page in this thread.

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    Head over to my Lot and Mod Shack to keep abreast of my latest developments.

    Do you like custom textures, but don't like all the work involved creating them?, take a look at the Texture Automation options here. Change the look and feel of your transit networks, with the minimum of effort, for example customised versions of my Sidewalk NAM (SWN) and Terrain Grass NAM (TGN) mods, and much more besides.

    New to the NAM? Check out my tutorials on YouTube. Latest upload: How to: RHW - MHO Roundabout Interchanges. (Nov 25).

    p.s. - I'm MGB over on SC4D and a member of the NAM team.

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    2 hours ago, rsc204 said:

    Brown boxes mean one thing, you've installed a Prop for use with a given station type and do not have the .SC4Model file or .DAT it links to installed. Check the Props folder of the RTMT install, you should only have one Prop of each type, in this case probably ...PropS_GLR_##NAME##. If you have more than one, the last one to load will be used, although it's safer to keep only one such Prop in the RTMTv3 folder in Plugins. If you let me know which you have, I can give you a specific file you need to use it.

    I chose to go with the prop family method, as I saw someone say that you could tailor the stops in a way based on areas of the city, etc.  If the single method is better, I have no issues swapping to that to see.  Also, does going with either mean that we cannot have multiple kinds? For example, if I wanted to use the Big blue Bus Stop along with the DPMO stop, I would assume I needed to have both in the props folder, correct? Removal of the others would mean that they would not be used and the lots plopped each time would be random between which of these 2 stops were selected. Is that correct? 

    As for the brown boxes, here is what I mean: 

    image.png

     

    Some zoomed in examples.  Probably happens 1 out of every 10 or so plops for most of them: 

     

    image.png.335b2abad77d5c0f0fb8af0aa07a93a1.png

     

    I can zoom in closer on any of them as needed if you need a closer look.  I can also provide a listing of the files in the models and props folders, respectively, if that helps.  

     

    2 hours ago, rsc204 said:

    Anything along these lines won't change before the release of v4.

    I know it's been in development a while and has a lot of things going into it, so can't even imagine how much work has gone into the new version.  Is there an estimated date for this to be released? It sounds like it will be a major change and great way of simplifying the install of RTMT.  

     

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    On 09/08/2020 at 1:03 AM, SongCloud said:

    I chose to go with the prop family method, as I saw someone say that you could tailor the stops in a way based on areas of the city, etc.  If the single method is better, I have no issues swapping to that to see.

    The Prop Family method is fully explained in the Readme:

    Quote
    • Single Props (PropS / PropAS)

      You can have one Bus Shelter model for RTMT.
      You can have one Subway model for RTMT.
      All RTMT Stations will show the same Models.
      These Models can be changed to another at any time, removed altogether or added later, without having to bulldoze the lots.

      Single Props are reasonably simple to install and offer good flexibility

    • Prop Families (PropF / PropAF)

      You can have more than one Bus Shelter or Subway model in your city at the same time, (members of a prop family).
      Once a station has been plopped, the prop selected cannot be changed (you must bulldoze it and plop anew).
      The game selects the prop(s) randomly, which can result in odd combinations. But there is a certain, yet tiring, procedure to force the game to select a specific prop.

      Prop Families are the most difficult type to both install and use during play, however they also offer the most customisation and least repetition

    As mentioned above, there are two implementations, Single Props and Family Props. The two modes cannot be intermixed, i.e. they cannot coexist in the same city. Attempting to do so, will get two or more models put together! You can have single props for Bus Shelters and Family Props for Subways (or vice versa), but not both Single Props and Family Props for the same Model. The same principal applies to GLR Shelters. Also, for practical reasons, you rather have to make this decision for your entire region, otherwise you will need to install and uninstall prop files, every time you open a city.

    Please also take into account the following:

    • Not all models are implemented as both Single Props and Family Props, some have been implemented in one of the two modes only.

    • Switching from Family Props to Single Prop mode is possible, but the reverse is not.

    So yes you can at this point switch to "Single Prop" mode, but if you do so, you wouldn't be able to return to the "Family Prop" mode later.

    To use Family Props, you need both the "RTMTV3_APropBase_" file and it's corresponding "RTMTV3_PropF_" file(/s) and the dependency (model files). For example, to include the Mydrye Subway, you would need the following files:

    • RTMTV3_APropBase_Subway_Mcdrye (This file must remain present always)
    • RoadsideSubstairs_Mcdrye_0x33317b90 (This is the "Dependency", i.e. contains the models for the following Props, it too should never be removed)
      • RTMTV3_PropF_Subway_Mcdrye_Black
      • RTMTV3_PropF_Subway_Mcdrye_DarkGreen
      • RTMTV3_PropF_Subway_Mcdrye_Metallic
      • RTMTV3_PropF_Subway_Mcdrye_SteelBlue

    It is the "PropF" files that you can use to control which Props are in the pool to be selected from. So if you only have one PropF_Subway file installed, that's the only Subway that can currently appear. If you have more than one, which appears is determined by randomly selecting between those PropF files present. Of course for the actual model to be displayed, the Dependency must be present.

    How this all works is that the APropBase files prevent Brown Boxes, because the Prop/Models are still present, they just don't appear in the Prop Families. Hence why for any PropF files you use, you can NEVER remove the corresponding APropBase files. If you save a city having done this, you'll need to replace all affected stations. If you remove the dependency, you'll get a brown box, but to correct that you just restore the dependency.

    I get this is all a bit complex. But I can't tell you what missing file has led to a particular brown box. Only that you've PropF files, for which you've not installed all the dependencies. You should carefully check each one and install any missing dependencies. Note that some of the Props included in RTMT 3 link to external dependencies, i.e. they are not part of the RTMT package, instead need downloading separately.

    But it's very important you understand the relationship between these types of files, to clearly understand how you've setup RTMT. Certainly anyone who just copies the entire Props / Model folders into Plugins is going to have a bad time. You must carefully go through them, ensuring you've everything you do need, and ideally, nothing you don't.

    On 09/08/2020 at 1:03 AM, SongCloud said:

    Is there an estimated date for this to be released? It sounds like it will be a major change and great way of simplifying the install of RTMT.  

    Like with most community projects, there is no release date. This is mostly because those of us working on RTMT do so in our free time, for example RL isn't giving me any time to look at modding activities right now. So even if I believed it could be finished in 4 weeks, I couldn't say which four weeks or if that would happen this year, next year or 2030. Once you give people a date, you set expectations that can haunt you. As such all I can say is it will be ready when it's ready. Do bear in mind, if you are using the Family Prop setup, nothing will change in RTMT 4.0, except perhaps more Prop Choices and included dependencies. 

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    Head over to my Lot and Mod Shack to keep abreast of my latest developments.

    Do you like custom textures, but don't like all the work involved creating them?, take a look at the Texture Automation options here. Change the look and feel of your transit networks, with the minimum of effort, for example customised versions of my Sidewalk NAM (SWN) and Terrain Grass NAM (TGN) mods, and much more besides.

    New to the NAM? Check out my tutorials on YouTube. Latest upload: How to: RHW - MHO Roundabout Interchanges. (Nov 25).

    p.s. - I'm MGB over on SC4D and a member of the NAM team.

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    13 hours ago, rsc204 said:

    But it's very important you understand the relationship between these types of files, to clearly understand how you've setup RTMT. Certainly anyone who just copies the entire Props / Model folders into Plugins is going to have a bad time. You must carefully go through them, ensuring you've everything you do need, and ideally, nothing you don't.

    Makes sense.  When I first installed RTMT v3.50, I went through and selected the single prop files for the signs, timetables, etc as instructed, and then used the guide to download the dependencies for the various stations I wanted to use.  I must have missed one, because I was getting a brown box for a single bus station.  As I searched, I came across the 3.60 patch, so I installed that.  With that patch came additional stations and things which I did not have any pictures of, so I could not easily pick and choose which ones I wanted to use in the city.  This need spawned the second question in my first post regarding a sheet or listing of the props/models with the associated file names so that one can easily determine which ones they would like to use in their city.  Seeing as your answer was that this is not something that is currently done, I am using a test plot and experimenting on my own to determine which files correspond to which files.  Your insight above by expanding on the relationship between the APropBase and PropF files truly helps with this.  Once I have something together, I can hopefully upload it for anyone else who may want that info.  

    That being said, I saw the dependencies in the readme for the 3.50 patch regarding what props needed what dependencies.  I did not see this in the 3.60 readme, so I assumed that the new stations included with that patch also came with the associated dependencies.  If this is not the case, then that may be part of the problem.  

    Indeed, being fairly new to the plugins area and having only played the vanilla version of the game until lately, I'm still learning how all of the overrides and things work, but it is definitely interesting and having such a great community who is willing to help and is still passionate about the game after all this time is truly amazing.

     

    13 hours ago, rsc204 said:

    Like with most community projects, there is no release date. This is mostly because those of us working on RTMT do so in our free time, for example RL isn't giving me any time to look at modding activities right now. So even if I believed it could be finished in 4 weeks, I couldn't say which four weeks or if that would happen this year, next year or 2030. Once you give people a date, you set expectations that can haunt you. As such all I can say is it will be ready when it's ready. Do bear in mind, if you are using the Family Prop setup, nothing will change in RTMT 4.0, except perhaps more Prop Choices and included dependencies. 

    Believe me, I fully understand this as I have been a part of projects like this for various things over the years myself, so I know how that can be.  RL always comes first, and I appreciate the time you've taken and the work you have done on this, as I'm sure a lot of us here do.  :) 

     

    13 hours ago, rsc204 said:

    Switching from Family Props to Single Prop mode is possible, but the reverse is not.

     

    13 hours ago, rsc204 said:

    So yes you can at this point switch to "Single Prop" mode, but if you do so, you wouldn't be able to return to the "Family Prop" mode later.

     

    So even if all RTMT lots were bulldozed in the entire region, switching back to single mode is not possible? I'm wondering if any single prop files were mistakenly left present after install and if that may be contributing to the random brown boxes now that they have been removed.  

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    On 9/30/2019 at 3:12 PM, jeffryfisher said:

    BTW, Does anyone know a faster way to page down a long submenu list? I wonder if it's possible to make a mod where holding the control key while rolling my mouse-wheel would flip a page per tick.

    Hardware. I use a mouse whose scrolling wheel can be unlocked to be free-rolling, saves a lot of tedium with navigating the extremely large transit, rail, parks and landmark menus.

    I use this one, but I'm sure there's other models available from this and other vendors.

     

    https://www.logitech.com/en-us/product/corded-mouse-m500s?crid=7

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    On 12/08/2020 at 3:24 AM, SongCloud said:

    That being said, I saw the dependencies in the readme for the 3.50 patch regarding what props needed what dependencies.  I did not see this in the 3.60 readme, so I assumed that the new stations included with that patch also came with the associated dependencies.  If this is not the case, then that may be part of the problem.

    I should for clarity state, that RTMT’s unique setup means that the Lots themselves have no dependencies. It’s specifically the Props that do. Those dependencies that are included will be in the Models folder of the download. You might have to additionally find that in other subfolders. However generally speaking I do believe those additional Props from the 3.6 add on don’t require any external dependencies to work. 

    On 12/08/2020 at 3:24 AM, SongCloud said:

    So even if all RTMT lots were bulldozed in the entire region, switching back to single mode is not possible? I'm wondering if any single prop files were mistakenly left present after install and if that may be contributing to the random brown boxes now that they have been removed.  

    If you remove all lots for RTMT from a city, save, quit SC4, then switch, before replopping everything, there is no problem. What I really meant was that once.a lot is placed using Single Mode, you can’t switch without the procedure I just described. Honestly, I’m not sure if this is really an issue, I came on board long after most things were in-place, but from my understanding this shouldn’t actually be a problem. I’ve not been able to fully test this and the optimisations I’ve implemented to the installed files used in v4, might be why my initial thoughts are this isn’t actually a problem. But since a skilled modder wrote the clause, I would want to be very certain of this before I would state it as absolute.

    in any case, it wouldn’t explain the brown boxes, because if no Prop (Exemplar) exists to link to the model, you just get an invisible model. Brown boxes can only occur when such Props are present, but the linked model is not. This behaviour is actually key to the flexible and dynamic Prop system that’s unique to RTMT.

    If you have many PropF files, there are two methods to determine which are missing the dependencies 

    • Check each PropF has it’s corresponding SC4Model or DAT file installed.
    • Temporarily remove all the PropF files (from Plugins), then test by restoring only one Prop at a time in the Plugins folder. By plopping a lot using the Prop Type currently in Plugins. I.e. if you have a BusShelter, be sure the lot you place has bus functionality. Now it’s only possible for that singular Prop to appear. Whilst a little tedious, if only one BusShelter (Prop) exists, you won’t get mixed up with the random selection. In other words, now you have full control of which Prop appears, despite using PropF mode. This will eventually help you to find the one or more PropF files that are missing the models.

    of course, other tools exist that can scan your Plugins folder and help find such missing files. But the second (recommended) method, is the most user friendly method, even if it means moving files and restarting the game a lot. 

    • Thanks 2

    Head over to my Lot and Mod Shack to keep abreast of my latest developments.

    Do you like custom textures, but don't like all the work involved creating them?, take a look at the Texture Automation options here. Change the look and feel of your transit networks, with the minimum of effort, for example customised versions of my Sidewalk NAM (SWN) and Terrain Grass NAM (TGN) mods, and much more besides.

    New to the NAM? Check out my tutorials on YouTube. Latest upload: How to: RHW - MHO Roundabout Interchanges. (Nov 25).

    p.s. - I'm MGB over on SC4D and a member of the NAM team.

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    Ok so I downloaded a mod for bus stops (RTMTV3)  etc that can be placed over roads as pictured.  They work great however every time you want to plop one you have to go into the menu, select it, place, then move your cursor along the road and have to go back into the menu, select it, place it again, rinse repeat.  This is driving me insane.

    The in game bus stop you select it and it stays on your cursor until you have finished placing multiple stops along a road. Is there any way to make the bus stop stay on your cursor until you have finished placing the whole route without having to continually select it from the menu?  Is there any way to hot key it?  Or is there another mod I can download that will place bus's (subway/stations) over the road for the same result that doesn't require me to continuously select the item from the menu ie make the stop stay on my cursor until finished placing? 

     

    bus stop.jpg

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    Cheers MissE !

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    This usually happens when a mod has a Menu Management Lot (MML). I have never tried RTMT, so I'm not sure. But unless the Readme says something different (check it first), it should be safe to remove this MML (after removing all instances of this lot in your cities); all this does, other than that, is that all bus/subway/whatever stops in your menu are back again and can't be hidden anymore.

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    11241036 Lotting/Modding Thread - Support for all of my uploaded plugins

    Visit my CJ Maxiland, where I'm taking on an enlarged version of Timbuktu!

     

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    7 minutes ago, 11241036 said:

    This usually happens when a mod has a Menu Management Lot (MML). I have never tried RTMT, so I'm not sure. But unless the Readme says something different (check it first), it should be safe to remove this MML (after removing all instances of this lot in your cities); all this does, other than that, is that all bus/subway/whatever stops in your menu are back again and can't be hidden anymore.

    Wow thanks heaps. I removed the file called RTMTV3_MML and that fixed it, now I can plop to my heart's content!!  This bus stop is so much better than the game ones to place as they go over roads and streets, one ways and avenues.  No more zoning around them.  I only installed the simplest version I could work out from the mod, ie the RH drive single prop installation but it is super nice. 

    I am new to this so need all the help I can get.   That worked a treat! 

     

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    Cheers MissE !

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    10 hours ago, Missecho said:

    No more zoning around them.

    Almost... Because a lot can't achieve road access via a road-top stop, you must still take care how you place the stops and zone adjacent to them. I try to place my RTMT stops on the stems of T intersections so the lots on either side can face the crossing road. Where I do get stuck having a zone facing a stop, I use the ctrl key to widen the zone so it gets some real road contact. Sometimes the builder divides my zone, resulting in one slot with a no-road zot. When that happens, I ruthlessly de-zone and draw my double or triple wide zone again (rinse repeat as many times as necessary)... Or I give up and place a civic building (or other ploppable) that I need anyway.

    If you are new to RTMT, then after running some time from the clock, look over your city with an eye for no-road zots on lots facing your stops.

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    -- Jeff Fisher ><> Vancouver WA
    "I may be pissing into the wind, but if I keep my enemies behind me and aim carefully, I can still rain on their parade."

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