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MandelSoft

Stoplight Replacement Mod (SRM) Support Topic

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aaaling: that's normal. I did this for the NWM TuLEPs because just tall posts wouldn't cover this.

What I meant is why is the overhead stoplight on the far side of the intersection? If this can be on the far side, why not make Euro Variation 2 stoplights on the far side of the intersection?

Because that's hard to do for all stoplight setups. All T21 exemplars (the files that arrange the stoplight layouts) are linked to specific network tiles, so one T21 refers to one network tile (for instance, 0x00020700 would refer to the standard Road-2 x Road-2 X-intersection). For single tile networks, it's not really a problem...

Where the real problems comes is when you apply this to multi-tile networks, like the AVE-4, and especially the draggable intersection. Some intersections share the same tiles for different setups. If you take the AVE-4 x RD-2 X-intersection and the T-intersection for example, they both share the same tile where the road crosses the avenue entirely. When using the adjacent side setups, this is not much of a problem. However, with opposite side side setups, this tile would require two different stoplight layouts, both for the X-intersection as well as the T-intersection (otherwise, if you choose only one of the two setups, you get an useless stoplight or you miss one essential one, which makes no sense). And this is where the problem is: all setups are directly assigned to one transit tile, disregarding what the surrounding tiles are. This means that you can only have one stoplight setup where you actually would like to have two different setups for different situations.

There are only two ways to solve this:

  • Using offset props for the posts, as well as the stoplights themselves. This method could work, but it would require more modeling work for the stoplight models as well as the posts, more required exemplars to refer to these offset models and many more modding work to adjust all the setups. And considering that it takes over a month to get one layout set ready, you can figure how much work that involves.
  • Change the RUL2 code, so it uses different textures for different intersection setups at multi-tile networks. Possible, but highly impractical. This would require at least a load of new textures and pathing files, hundreds, if not, thousands of new lines of RUL-code and incompatibility with road texture mods and of course, the RUL2 isn't a file that you can "just" release; it would require a new NAM version or a hotfix from the NAM Team to get this file updated.

As you can see, making opposite side setups as you can find in America are technically quite hard to reproduce in SC4. Maxis was facing the same problem, and therefore most of the original stoplight setups were adjacent side setups instead of opposite side setups, despite of Maxis being American-based.

Is there a way to edit the intersections that come with this mod or create new ploppable ones (like change where the stoplights are, etc.)? If so, what is it?

These stoplights are not plopable, and never will be due to game mechanics. They are automatically placed, just like the original stoplights.

Best,

Maarten

Uh, what I mean is "are the actual intersections ploppable?" Like the ones the TuLEP extension pieces have? Can we make ploppable intersections?

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    No. That would be too much work, considering the amount of intersection setups that are possible. Also you could go in two directions here:

    • Transit Enabled Lots. These may do the job, but here are some problems with these types of lots:

      • When hovered over a puzzle piece of the same network type, the game instantly CTDs.
      • Sometimes traffic avoids them due to "Entry Costs"
      • You can only make orthagonal x orthagonal intersections with them. No diagonals are possible
      • Seperate textures must be created for the lots to use, which is not only a bit redundant, but also they aren't affected by any of the current texture override mods.

      [*]Make special puzzle pieces for them. This would require to change the RUL0 code, which is part of the NAM, and I think that's not going to happen any time soon, due to redundant functionality (I mean, why create puzzle-piece based intersections if you can drag the same intersection just fine? Only because of the stoplights).

    Both options to me are not realistic plans and I don't see such thing realised soon...

    Best,

    Maarten


    Read the Readme or drown in bugs and glitches; the choice is yours...

    Deep lurk mode: ACTIVE

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    mrtnrln, I must suggest to your mod's users that if they add the text "zzz_" to the name of their stoplight mod folders, it can resolve some of their issues ( must definitely if they use SFBT Euro road textures).


      Edited by Fresh Prince of Wmbg  

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    I've got issues with the CS§ OxO RD-2 T RD-4 junction. For some reason, when I move the camera over one of these intersections in-game, my framerate falls off until I click on the intersection to regenerate it.

    I'm using the LHD Layout with Generic signals and the Angled posts.

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    I'm getting red blue green and black surfaces on only the stoplights

    I'm using SimpleAngled ,European Variation 1,USA Yellow Small


      Edited by sitejunction  

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    Problem has reported before at page one. My comment on that:

    This issue may have to do with hardware vs software rendering. I didn't came accros this bug before and I've checked the model files if there was a missing texture (and I can assure you the textures are there). I may have to come up with software mode rendering...


    Read the Readme or drown in bugs and glitches; the choice is yours...

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    Not sure if this is a well known bug (or it's a known issue but I missed it somewhere), but:

    NewCity-Feb17001344871015.png

    Stoplight Layout Style: European Variation RHD

    Stoplight Posts Set: Stoplight Posts France

    Stoplight Signal Models: Generic large


      Edited by Oohforf  

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    Looks like I might have found another bug (sorry)!!!!

    I have tried lots of combinations, always using LHD, but tried several posts and signal sets always get same result...

    When building a cross road out of avenues of the four lights three of them face the wrong way.

    Can't find a way to paste a picture here so have added it as attachment.....

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    Not sure if this is a well known bug (or it's a known issue but I missed it somewhere), but:

    NewCity-Feb17001344871015.png

    Stoplight Layout Style: European Variation RHD

    Stoplight Posts Set: Stoplight Posts France

    Stoplight Signal Models: Generic large

    This is exactly the arch effect I have!


    Check out

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    Hey!

    I have a problem too

    The problem is that the traffic light poles are not there!

    Only the(modded) traffic lights are there ,not the poles!

    Have i install something wrong or so? :???:

    (I have install everthing in a folder which is in the script folder)

    Btw: When i have time i make a screenshot of this!

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    Oh yes that was it!

    I forget to put the stoplight exemplars post in the folder!XD

    But now i have these problems with the stoplights Us Large yellow and black too!

    (With the texture!)

    But i have a Asus Radeon HD 6670 and not a NVIDIA Z-fighting

    Have you an idea what is the problem?

    Because i want these traffic lights for a city!

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    These lights only appear at some, but not all intersections, particularly the ones with NAM turn lanes

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    I just installed and noticed that the 7-lane avenues have fewer light signals than the other avenues. Is this intended?

    stoplights.jpg

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    That's a design choice I had to make. Since both AVE-6 and TLA-7 use the same outer tiles, but different inner tiles, I can only make one stoplight setup for both networks. The limiting factor is that what happens on the inside tile will not affect the outside tile, while if I'd use the setups from the other intersections, you actually need this affecting, which is unfortunately, very hard to realize...


    Read the Readme or drown in bugs and glitches; the choice is yours...

    Deep lurk mode: ACTIVE

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    Not sure if this is a well known bug (or it's a known issue but I missed it somewhere), but:

    NewCity-Feb17001344871015.png

    Stoplight Layout Style: European Variation RHD

    Stoplight Posts Set: Stoplight Posts France

    Stoplight Signal Models: Generic large

    By the way why there are no stoplights on one-way roads ?

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    That's because OWR T21 disregard any direction of the OWR in question, so you will either end up with no stoplights or way too many stoplights facing the wrong way...


    Read the Readme or drown in bugs and glitches; the choice is yours...

    Deep lurk mode: ACTIVE

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    MandelSoft, I recently found that your mod is somewhat incompatible with Tag_one's Street Intersection Mod (SIM). At least the non-SAM portion: SIM for SAM still overrides when SAM texture pieces are used on streets and street intersections.

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    I wish that were it. No it's only affecting the street intersections : the Street Intersection Mod signs at street intersections do not show up with your mod active. The MAXIS street intersection props still show up. It only happens when your mod is in plugins.

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    Layout style: European Variation2 RHD

    Posts set: The Netherlands

    Signal models: The Netherlands Small

    downtowntimbuktunov3103.png

    This problem also appears on a TLA-5/OWR-2 intersection.

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    Great work!! finally an option to have stoplights on the left to go with left hand traffic. 

     

    I remember when I first noticed that they didn't change with the traffic direction in the default game, I thought it wouldn't matter but it turned out to be more annoying to me than I realised :)

     

    I'll be using the LHD option to do a city, I Hope you dont mind if I bump the thread with any questions/bugs spotted? (first one below)

     

    Setup

    Layout Style: European Variation 1 Left Hand Drive

    Stoplight Post Set: France

    Signal Model: UK Small

     

    Description

    On avenue-avenue intersection only the set of lights corresponding with the turning lanes seem to be facing the right direction, the other two overhead light sets and the set at the bottom of the stoplight pole seem to be the wrong way around.

     

    Pic:srmlhdpostsfrancesignal.jpg

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