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No, though I reduced funding on the waste to energy plant it leads to after the fact.

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Yes, that's one of the quirks of SimCity: connect a power line to an underfunded power-generating facility (power plant, WTE plant, etc.), and the power line will begin to spark and smoke. Quite illogical IMO, and it can be rather annoying.

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-=| You can choose a ready guide in some celestial voice ||| If you choose not to decide you still have made a choice |=-
-=| You can choose from phantom fears and kindness that can kill ||| I will choose a path that's clear - I will choose free will |=-

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3 hours ago, T Wrecks said:

Yes, that's one of the quirks of SimCity: connect a power line to an underfunded power-generating facility (power plant, WTE plant, etc.), and the power line will begin to spark and smoke. Quite illogical IMO, and it can be rather annoying.

Very interesting, I've never seen this happen before. All the new stuff about Fractionally Angled powerlines and being able to stick them through zones and now them fizzing out? What's next, build them high enough to make them turn into ski jumps????????

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Merry Xmas! Got snow (in your cities)?


-- 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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Cori I think your town hired the engineer my town fired

pjik66t.jpg

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I thought about this, and am still thinking about it because though I've thought about this, I still have more thinking to do as to stop thinking about it would mean not to think.

 

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I have the feeling that this guy is gonna be extasic when discovering the wide radius curves...

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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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Yeah, except for that situation where there's ONE car in front of you - driving slower than permitted on the overtaking lane. Those drivers can be very disciplined when it comes to keeping to the (wrong) lane. >:(

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-=| You can choose a ready guide in some celestial voice ||| If you choose not to decide you still have made a choice |=-
-=| You can choose from phantom fears and kindness that can kill ||| I will choose a path that's clear - I will choose free will |=-

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Sorry for being grim, but it could be a funeral procession...

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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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Or there was a snail on the lane, it happens some times

 

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Imagem

"If you fall I'll be there"
                     -The Floor

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Punch line: "Look at that 'S'-car go!"

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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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12 hours ago, matias93 said:

Sorry for being grim, but it could be a funeral procession...

Something like that happens here. When there's a fallen soldier a convoy carries the body from the airbase to the coroner's office. The stretch of highway that links the two is known as the 'Highway of Heroes'.

16158044854_f6047059e0_o.jpg

 

More info if interested:

https://en.wikipedia.org/wiki/Ontario_Highway_401#Highway_of_Heroes

 

 

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not sure whose idea it was to build 2 Chuck E Cheeses back to back to one an another but at least all the adults will be able to go get legit good pizza from the Pizza Place next door. cSrjQ6C.png

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Getting into NAM35, I trying to build road runabouts for avenues and here is what happened :

Note the name of the .bmp

ugly roundabout.bmp

Darn ! I wanted to show the image instead of the file but couldn't find a way around it. Sorry folks...


  Edited by huzman  

« Try to learn something about everything and everything about something. »
« Essayez d’apprendre quelque chose sur tout et tout sur quelque chose. »

— Thomas Henry Huxley

Paris Skyline
From left to right : the Business Center with the "Arche" in the middle, then the Eiffel tower,
followed by Napoleon's tomb in the "Invalides", next is the cathedral of "Notre Dame"
and the church of "Sacré Coeur", after it is the "Arc de Triomphe" and last is the Bastille column.

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On 21/01/2017 at 0:52 PM, simmytu said:

Edit: After a close inspection I discovered that the public transport suddenly ceased to exist for some odd reason..
Hmm looks like EA released an undocumented DLC called: City Wide Stike Add-on.

There is a bug that causes this. If one transit station reaches somewhere over 400% of capacity, the entire network using it will cease to function. You should check your stations for any that really low numbers (very common in the early days of SC4 modding). You can update them though or simply remove the offending content. More info on this problem here:

1 hour ago, huzman said:

Darn ! I wanted to show the image instead of the file but couldn't find a way around it. Sorry folks...

Possibly because it's a .BMP. The only format for uploading images should be JPEGs, which are compressed and much more efficient for bandwidth.

As for the avenue, when you connect up-supported networks, the roundabout tile converts back to regular avenue, which is what you are seeing here. You can connect roads/OWR, but only to the outer tiles.

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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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Hate when that happens, the 4x4 roundabout only connects with roads\owrs on the corners.

And about the image, you have to load it on a image server (photobucket, imgur, flickr, etc.) And to paste the image link (the one ending in the extension, please use jpg) here, where it will be converted on the image

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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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1 minute ago, matias93 said:

Hate when that happens, the 4x4 roundabout only connects with roads\owrs on the corners.

The code for making that transition is probably hideously complex. If you want to do this, drag Ave one tile from the Roundabout and use an Ave-Road/Whatever transition.

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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:

If you want to do this, drag Ave one tile from the Roundabout and use an Ave-Road/Whatever transition.

For OWR it's also possible to remove half of the Avenue and connect the remaining stub (right?)

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30 minutes ago, Yarahi said:

For OWR it's also possible to remove half of the Avenue and connect the remaining stub (right?)

I don't think so, because if you delete one of the tiles from the stub with the bulldoze tool, it will delete the roundabout. You can use the RHW disconnector, but it leaves a bit of a mess behind. Whether the pathing would work is anyone's guess. I'm also forgetting that the Ave to OWR transition no longer exists either, so that's not really an option. Best to connect to the outside and use a OWR S-Curve or some such setup.

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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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1 minute ago, rsc204 said:

because if you delete one of the tiles from the stub with the bulldoze tool, it will delete the roundabout. You can use the RHW disconnector, but it leaves a bit of a mess behind

What about the "rail to bulldose"- trick?

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Again I'd have to try it before answering, but it's possible I suppose.


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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Thanks for your tips you all.

I always wondered why SC used .bmp when it's obvious that JPEG or even PNG is better. So here's a jpg file.

So, back to drawing board and OWR

 

 

Icons.jpg


« Try to learn something about everything and everything about something. »
« Essayez d’apprendre quelque chose sur tout et tout sur quelque chose. »

— Thomas Henry Huxley

Paris Skyline
From left to right : the Business Center with the "Arche" in the middle, then the Eiffel tower,
followed by Napoleon's tomb in the "Invalides", next is the cathedral of "Notre Dame"
and the church of "Sacré Coeur", after it is the "Arc de Triomphe" and last is the Bastille column.

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3 minutes ago, huzman said:

I always wondered why SC used .bmp when it's obvious that JPEG or even PNG is better. So here's a jpg file.

Not really, it depends on what you want an image to do.

JPEGs are compressed, great for use online (smaller files). But that means hardware has to be dedicated to uncompressing them before you can see them properly. Generally speaking there is a loss of quality too.

PNG files are not commonly used for games, they are usually very large files, but can be re-sized/rescaled without loss of quality.

BMPs are most common in games. They have a balance between quality, filesize and can use dedicated alpha channels which can be very useful. That said, SC4 uses an EA/Microsoft format called FSH for compressing everything you see in game, although all source textures (like BAT models), usually start out as BMPs. Many modders prefer PNGs because the transparency is part of the image. But, having dedicated (i.e. separated) alpha channels brings many benefits and isn't really any more work to create. For example all the automated tools I'm working on rely on features supported by BMPs that aren't really possible with PNGs.

  • Like 3

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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9 minutes ago, rsc204 said:

Not really, it depends on what you want an image to do.

Aw... all right then. My only grief about BMPs is the size of them.


« Try to learn something about everything and everything about something. »
« Essayez d’apprendre quelque chose sur tout et tout sur quelque chose. »

— Thomas Henry Huxley

Paris Skyline
From left to right : the Business Center with the "Arche" in the middle, then the Eiffel tower,
followed by Napoleon's tomb in the "Invalides", next is the cathedral of "Notre Dame"
and the church of "Sacré Coeur", after it is the "Arc de Triomphe" and last is the Bastille column.

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17 hours ago, Haljackey said:

Cow!

Right out of the movie "Twister".

 

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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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Has anyone ever have this happen? Even though the grid is off there was a small area that the grid did not turn off, similar to when hovering a lot over the tiles appear but the mouse was no where near and I even used the in game camera

See the circle and water near the circle and waterfall, notice on the rock cliff no grid

41lySIw.jpg

 

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I thought about this, and am still thinking about it because though I've thought about this, I still have more thinking to do as to stop thinking about it would mean not to think.

 

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