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Road Top Mass Transit (RTMT) - Development and Support

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Hi Cogeo,

Sorry for the delay in posting pics, but work has taken its toll lately...
 
HPL_SLU_2S.jpg
 
Would it be possible to do something like this?
Basically it is the same thing You have already done for the UK, just flip the text and it should be able to work out...
 
The bus seen under the bridge is a Scania CN94 by the way, quite common in Sweden and has been made available in various versions on the STEX by S.A.C. (Sorry if that was a bit OT...)

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    One moment, this looks like a bus lane to me, not busstop markings. And there is no yellow dashed line around the blocked area, like in the image above. And the marking say BUSS in white letters, not BUS in yellow (this means that I can't just flip the text and have the work done).

    Please note that the RTMT package is not (nor it relates in any way to) the Bus-Lane Mod, and they don't work in combination either. Mine are not networks, they are transit-enabled (roadtop) lots that use some textures for the road pavements and the markings. Could you post some pics of busstops (not bus lanes) please?

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    Oh, but this is NOT a buslane, it is indeed a busstop for one of the four mainlines here in Stockholm, but I can supply some more busstop photos in a few days if You like.
    The standard busstop here in Stockholm is just a sign and possibly a weathershelter.
    The red concrete in the picture is simply there to show that this is a busstop and that it is served by one of the four main busroutes.
     
    The buslanes here in Stockholm are no different from the other lanes for cars except for the markings BUSS in the street.
     
    I just meant to give You an idea of what I meant earlier in the discussion about Your UK markings.
    And I still mean that I could settle with the markings flipped to make it reasonable for all of us as I don

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    As I suggested in the STEX comment, you should add the overlay texture in the Berlin set to something more German. 2.gif Here's what German bus stops typically look like:

    FreeFree
     
    As you can see, there is only the word BUS, either horizontally or vertically. For the subway stations, you could use the word U-BAHN, or maybe the German U-Bahn logo, although you won't find something like this at subway stations (there's only a U sign on a post).
     
    ubahnlogo8eg.jpg  Freehttp://img429.imageshack.us/img429/3636/bus35lo.th.jpg>

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    Andreas, this would be much easier to do. The UK markings are too large, and therefore needed some weathering, otherwise they would look not well integrated with the road textures. These ones are pretty small, so this is not needed (at least to that extend). I will start making them asap.

    Just one question, should the letters be placed at the start of the busstop area or in the middle. A pic showing a bus shelter as well would help more.

    Also, it would be nice if someone made the translation to German for the menus and lot titles, so as to have a complete German localisation.

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    p5110018.jpg

    I mentioned on the STEX that the UK bus stops needed a 2x1 or 3x1 lot to avoid hypothetical traffic jams.

    Is it possible to release just the road texture (left-hand UK) so we can use the bus stops of our choice?

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    Date: 11/26/2005 6:20:50 PM Author: bode

    I mentioned on the STEX that the UK bus stops needed a 2x1 or 3x1 lot to avoid hypothetical traffic jams. Is it possible to release just the road texture (left-hand UK) so we can use the bus stops of our choice?
    The 2x1 lots will be released soon, but beware the access blocking (no-car zots) problem is harder to cope with (for the 1x1 lots the problem is virtually solved if you build your busstops next to a crossrod).
     
    What do you mean by release just the road texture, the textures are already released. If you want to use the textures in some of your own lots, this is absolutely possible, the road markings are normal overlay textures and you can see them in the Lot Editor. You can use the one-way textures that is texture 0xC0FFFF70 (one-way/bus) or 0xC0FFFF7A (this is for one-way/bus-subway, but as the pack has no marking for subways, the bus and bus/subway textures are the same).

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    anywhere i can download this off site, i seem to be unable to download it here. I always get an error.

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    Below are the replies to the STEX comments on the Roadtop Mass-Transit Package . This is for saving space and reducing the number of messages.

    @kurtangletn, theterminizer: This plugin won't replace the previous lots (this would be IMPOSSIBLE, once a lot has been plopped its props, textures etc CANNOT be changed), but you can have both plugins (ie CJM's & this one) in the same city and use both old & new stations.
    @spicytimothy: The dependencies are listed in the props table; dl'em to get rid of the brown boxes.
    @Kakaze: Some models have not been included cause they are not mine. These are the standard terms of use of most creators. Would you like the others using your models without you getting any credit?
    @mjgawthrop, bleakstyle, joeynymets: The no-access zot, a feature of ALL roadtop stations till now (incl the ingame tollbooths) has not been solved in this version. Many modders have attempted to solve it but they couldn't. Check the documentation for workarounds.
    @Marc Collins: What are you talking about? The game calculates the fares based on the distance traveled (passenger-kilometers), not the number of transit switches, and this is also mentioned in the documentation. This is the normal setting for all transit buildings (they have the Transit Switch Fare property set to 0), except tollbooths. If you see that any of these (or any other) stations charges for the through traffic please let me know.
    @MrArok: Your configuration is correct. The increase in commute time is most probably due to your city's growth (esp if pop increaqses without new zones, ie taller/bigger buildings) or due to commute to another city.
    @quino: The capacities/usage issue in covered in detail in the documentation.

    The package has been updated on Jan 28, 2006, now containing also 2x1 Bus and Bus/Subway Stations for Roads. This results in more realistic layouts (bus stops are not usually placed directly opposite each other). Also, a German translation has been included. Go Get It!

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    Very nice mod, although, I have noticed a (visual) conflict with the NAM turn lanes, both ATL and RTL. When one of these stations is plopped in the same tiles as the turn lane, the turn lane texture gets overwritten by the station texture. I'm not exactly sure what is meant by overlay textures, but it sounds like you could just apply the road surface text on top of whatever texture was there already, to let the turn lane show through. Is this doable?

    (There was also an issue with the avenue median when plopping a station at a 4-way ATL intersection that was partially resolved by redrawing the intersection, but not completely. Half the median (turn lane) *outside* the station became govered with median grass. This might not be fixable, or might be more a NAM problem than a RTMT problem.)

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    Date: 2/10/2006 11:04:15 PM Author: Keiran Halcyon Very nice mod, although, I have noticed a (visual) conflict with the NAM turn lanes, both ATL and RTL.  When one of these stations is plopped in the same tiles as the turn lane, the turn lane texture gets overwritten by the station texture.
    quote>

    Keiran,

    The NAM textures will not replace the textures that appear on transit-enabled lots. They never have because they are network textures, not textures used on lots. However, there have been times where the paths from the NAM override the transit-enabled tiles if the conditions are right.

    -Swamper77

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    Yes, I know that the NAM contains only network tiles, and that these stations are TE lots. Too bad the textures can't be shared between the two. (And yes, the paths within the tiles do conform to the turn lane configuration, despite the turn lane not appearing visually.)

    Although, and I know this is the wrong thread to ask this in, but could the turn lane overrides be modified to exclude the turn lane when there is a TE lot near enough to conflict with it?

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    There is no way to detect lots or any non-network flags through RUL code. As for alternatives:

    Theoretically we could create an obscure RUL pattern that looks and functions the same as orthogonal road, add it to the NAM road rules so it registers, then use it as the TE lot's RUL code. The turning lanes wouldn't function because it is a different RUL pattern. But that's only theoretically. In reality, I can't really see any way to put such a pattern in a small space, or on something as touchy as a TE lot.

    Wait a second; I think I know how to do it for 2x1! I'll be back in the morning...
    -qurlix

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    Ok, I got it. It was even easier than I expected. In my diagram I am using part of the ISAT Pipeline Set by Madawac /StephHerb as the before (ie what a traditional TE lot does) and the Abstract Tunnel by Stardog13 as the after showing my new fix.

    tenstall5yc.jpg width=640 alt=Image Host

    As you can see in many places the pipeline disrupts the turning lanes, but the turning lanes conform to the tunnel.

    I accomplished this by simply transit enabling them for two roads that end on the lot rather than one road going through the lot. (02000000, 00000200 instead of 02000200, 02000200)

    The transit still works fine:

    tenstb4after8ks.jpg width=336 alt=Image

    Then it's just a matter of adding custom paths that match that of a normal orthogonal road, and you're set. Though people may be confused at why road cannot be dragged all the way through... I'd personally rather be confused than have graphical errors.

    Unfortunately, there is no way to get it to work on 1x1 without modifying the NAM. But that can be done too.

    -qurlix

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    Posted:
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    can anyone tell me how to get rid of the brown box, please. Thanks...

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    Originally posted by: qurlix Ok, I got it. It was even easier than I expected. In my diagram I am using part of the ISAT Pipeline Set by Madawac /StephHerb as the before (ie what a traditional TE lot does) and the Abstract Tunnel by Stardog13 as the after showing my new fix.

    tenstall5yc.jpg%20width=640%20alt=Image% 

    quote>

     

    Your pics didn't host properly.. just fyi (may be just too old).. lol.. didn't realize how old this thread was.. thought these were pretty new. 4.gif

    Originally posted by: teckwei83 can anyone tell me how to get rid of the brown box, please. Thanks...quote>
     

    Read here.. you should at least read ONE PAGE of the thread before posting!! LOL

    Originally posted by: cogeo 

    @spicytimothy: The dependencies are listed in the props table; dl'em to get rid of the brown boxes.

    quote>

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    Great work Cogeo!!! You've made some great mod's and additions and the language convertability.. what a nice and thoughtful addition.. Looking forward to using them in my cities! 4.gif 

    OOps ... didn't realize I had dbl posted.. anyways.. GREAT JOB!! 

    PS: I asked this in the comments, but probably should have asked here. You list the "german" "uk" etc lots.. are these needed if I only want the standard appearance? Sorry if you answer this in the readme as I just dl'd it.. I noted it is not mentioned in the "dependency" section of the "Description". Thanks.

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    @SC4BOY: The links in the Lot Description are not Dependencies, they are "Add-ins", ie additional and optional stuff. You can install them if you like them. I would recommend that you install the Additional SUbway Props and/or the Berlin set, as the initial release contains only two subway station props.

    @teckwei83: The only dependencies this pack is using are the prop models. As a result the list depends on the props you have chosen.

    Installation of this package is a bit complicated but this is because the multiple options to choose amongst. Installation consists basically of three major steps (please check the readme for more details):

    1. Configure the main folder. For most of the plugin options here you need only one datfile, and you need to delete the rest.

    2. Configure the Props subfolder. Decide the appearance you wish, eg which prop models to use, have or not have a bus-sign or a timetable or a phonebooth, and if you prefer a single-prop (the same single model throughout your cities) or a prop-family (multiple, different models) configuration for the busstop and subway props. You will need to delete most of the datfiles here, leave only the ones you want to use.

    3. Install dependencies. Check your Props subfolder. For the props you have chosen, check the table in the readme, and check if they require any dependencies. They are really few, but I couldn't include them in the package. Some of these depencencies are not prop-packs, they are model files contained in other BATs or Lots. If you do not want these BATs/Lots to be installed you can install the model files only. This won't create additional buttons in your cluttered Misc Transit Menu.

    Pls PM me if you still encounter problems.

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    I've noticed two strange issues with this mod:

    First, firetrucks seem to exhibit a strange behavior when passing though them. It is as if they are a bus pulling into the station. They stop, about half a block before they get to the fire, and then dissapear.

    Second, When I place them atop one-way streets, a lot of the time it will change the direction that segment of street was pointing in. I align the arrow on the lot properly in the direction of travel of the road, but that doesnt seem to matter. It seems to leave E->W roads alone, and change W->E roads to the other direction.

    Anyway, I dont know if there's anything to do to fix them, but I'd be interested to see if you can duplicate these issues.

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    ^^ what he said on the one ways i find that so anoying i have to use the side street to add the subway without messing up the cyclone system wich keeps on criss crossing all over itself in a really cool way i made - to good to loose! - here in london uk substops have nothing but a scrolling sign telling info on the stop just above and before the stairs thats about all!

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    @wschalle: The problem of messing up the oneway roads' direction is known from version 1, and common to all roadtop lots. There does not seem to exist a solution. What can be done: plop the station before laying the (oneway) road if possible, otherwise you can repair (reverse) the section that was affected. Also make sure the stations on your oneway roads are placed in the "correct direction" (the lot's arrow must match the traffic flow, and the road markings, if used, must be readable from the passing cars. Otherwise not only they won't serve any passengers, they will also block the road traffic!

    I would also advise that you check the readme, it has a section containing tips and workarounds about the stations' placement.

    The problem with the firetrucks you mention is something I hear of for the first time. Could you post a pic, it would be more helpful. You don't need the camera tool (it's also slow to open and the firetruck may disappear in the meanwhile), you can take an instant shot by pressing the Prt Sc button, this captures the whole screen and copies the contents in the Clipboard; subsequently you can paste the image to MS Paint or any other image processing program. I can't reproduce this, does it relate to some specific network type (street, road etc) or station type (bus, subway, combo)? But still, I can't explain this, firetrucks aren't something special, they use the same paths as the "normal" car traffic.

    As it is the first time I hear of this, I would like to ask you to check if you have configured your installation as needed. For each of the file types under the "main" RTMTV3 folder you will need to keep only one file and delete the rest (the road markings are optional). So please check if these are all OK.

    It would also be good to check if your NAM installation is OK. For example, there are some UK plugins, intended only for left-hand driving installations. Also please check if you have an old "forgotten" version of NAM, or old traffic mods like the transit supermod, the transit bugfix, the traffic cop etc, they are not compatible to NAM and cause problems.

    Sorry for not replying immediately, I just realised that you had posted here.

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    Thank you for a great plugin. I love it.

    I do have one problem. I cannot get the subway portion of the combination bus/subway 1x1 tile to work. The tile works fine for bus traffic. The individual subway tile works by itself and the individual bus stop tile works.

    I deleted all normal subway stations and re ran my subway lines. Once I was using all the combination bus/sub stop subway traffic went to zero. Added in only the road top subway stop and the useage came back up.

    Even if I cannot get the combo station to work I still love it.

    Thanks again

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    why are the stops and the details in the game all in german. I cant read this stuff.

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    jimuna23, this is because you have installed the german locale file and deleted the english one.

    Please delete RTMTV3_Locale_DE.dat and install RTMTV3_Locale_US.dat instead.

    post-45188-0-14396200-1357339277_thumb.j

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    I commented in the Stex. Been using this since it was first out (years ago I believe). This modern version is a PIA to install, frankly. Its a crime against the quality of the work! Its a great great mod. So here are my hopefully helpful suggestions:

    1. Do nothing. Only the weak-willed or newbies won't be able to figure out how to install it properly.

    or

    2. Create 2 simplified versions: Left Hand and Right Hand, and put the NAM stuff and prop/model variations in separate plugins.

    or

    3. Use a scripted installer to do the heavy lifting (like the current NAM incarnation. A very nice installer).

    I think this deserves #3. I'd do it for you but its been years since I wrote an installer script. Surely, SURELY someone will rise to the occasion?

    -Smack

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    Congrats on the NAM installer Andreas. Scripting gets easier every time you do it. You did a quality job with that! If that's your first installer, you're a natural.

    I hope you take my comment as constructive Cogeo. I'm really happy to see how far this mod has come over the intervening years!

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