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NAM: Requests

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Not only the bridge road/rail, but a bridge road/road would be very interesting... let's say... one way on top and another on the bottom. Of course, this would require several adds. Some new (como se diz rotat

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Is someone have an idea for my request ? 31.gif
If someone tell me why I can make it myself, I can try 35.gif !
Thank you again ...

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I have a request for the next edition of the NAM.  What I have found to be the most useful for developing alternative transportation has been the GLR and Ped Mall pieces.  What I request for the next version of the NAM is more GLR on Ped Mall puzzle pieces and more Elevated Rail on Ped Mall puzzle pieces, particularly so that you can make turns with both systems.  Currently that is the biggest limitation with the Elevated Rail pieces and it would be a nice improvement for the GLR.

I would also like to request, if possible, to pair the monorail with Ped Mall tiles, the same way that the Elevated Rail puzzle pieces are.  That would be of great benefit to me as well and would probably make the Monorail as the other major elevated rail system much more useful.

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Just wanted to drop in and ask what the status was on A43. (a way to put down multi-highways directly, instead of the current method)

I saw it mentioned a few times through out the thread, but never saw a yeah, we're working on it or a nope, ain't gonna happen..

take care!
-/\/itro-

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I'm curious how many people there are anymore on the NAM team. I think we need a NAM contributor roll call...but that's not really appropriate for this thread. I'll try to answer these as best as possible. Any modders, please correct me on any errors I have in what is being worked on or not.

Also, if I say Not being worked on, that doesn't mean it won't be worked on eventually. I'm just stating what has been done so far.


List starting with simzebu on page 17:

-Road Over Blank Terrain w/o Supports- Possible, Very simple, Not being worked on.

-Bridge Puzzle Pieces- Useless due to the terrain conformity of puzzle pieces.

-Highway Ramp Pieces- Possible, Lots of work required, Status unknown (Last seen with Tropod)

-Roundabout Puzzle Pieces- Possible, Lots of work required, Not being worked on.

-Eight Laned Road- Requires incredible amounts of work, not to mention would most likely disrupt another network.

-Ped Mall Tile w/Tower Base Texture- Possible, Incredibly simple, Not being worked on

-Concrete Beneath Elevated Highway- Would require a change to an existing network that only a majority of people are fine with.

-Rail to GLR Transition- Puzzle piece would not work correctly, would require a lot. NAM does not contain lots.

-Double-Decker Monorail-Road Pieces- Possible, Lots and lots of work, Not being worked on

-Exit ramp toll booth- Requires a lot. NAM does not contain lots.

-Double-Decker Road-Road Bridge/Pieces- Yields indistinguishable traffic, messed up paths, and incredible amounts of work.

-More variations of GLR on pedmall- Possible, Medium amount of work, Not being worked on

-Monorail over pedmall- 100% complete!

-A43 Placeable Multi-Highways- I've never heard of this...it could be done draggably or puzzle pieced, but either way it'll be quite a bit of work. Not being worked on.


That's all I can say.
-qurlix

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I'm no BATter, a complete $%&^! on automata and path finding and on a range from 1 to 100 my LE knowledge is about 5.

Yet I read somewhere that transition road -> pedestrian malls does not work wäithout a MT piece. I haven't use the pedestrian pieces a lot yet I would saz due to my small experience this is ok.

So how about a transition piece road->pedestrian? with path for cars, busses and trucks only thru following road/onewayroad/street/avenue but pedestrian path to all adjoining tiles? The perfect design for this piece would be a pedestrian crossing (missing anyway in the game!).

Bernhard 44.gif

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Well, sims that are already just walking could transfer, but sims driving cars couldn't switch to walking on a puzzle piece. It is perfectly possible with a TE lot, but the NAM has always had the silly tradition of not having any lots whatsoever...to allow for maximum customization...or something...

But anyone could make it independently. I myself have neither graphical skills nor a functioning copy of the LE, so I unfortunately can't.
-qurlix

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Date: 12/16/2005 5:46:04 PM
Author: qurlix

-'A43' Placeable Multi-Highways- I've never heard of this...it could be done draggably or puzzle pieced, but either way it'll be quite a bit of work. Not being worked on.

-qurlix
quote>

it was mentioned in the first post on this thread..

~~~~~~~~~~~~~~~~~~~~~~~~
A43) Cactaur55
A way to lay down the half ground highways, aka multi-highways, directly? This could probably be done through a simple set of highway puzzle pieces.
~~~~~~~~~~~~~~~~~~~~~~~~


I guess it was brought over from an old thread and got forgotten about. Anyway, since it's not being worked on currently, consider this a request...

Also, I probably don't fully get what it takes to do things like this. But you guys added the ability to split an avenue into two one-ways, right? (or was that Rush Hour that did that?) Would the same thing apply to this?

thanks!
-/\/itro-

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How about making these ramps for the ground highway aswell? I would really love that, and I don't think it's really that hard but I might be wrong? 3.gif

Pleeeease? 43.gif

Northcote01.jpg

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Custom Interchange: Overpass/Underpass with roundabout.

This may seen a bit of a low priority idea but I'll put it forward anyway. A ground highway perpendicular onramp for avenue, but instead of the avenue going straight across the top with turning crossovers, there could instead be a roundabout on top, with the four arms of the onramp making up the parallel routes, and the avenue the perpendicular paths. This could also be adapted for roads with a smaller roundabout, and foir elevated highways with the roundabout underneath the highway.

It's more of an aesthetic idea, but It would go nicely with the avenue roundabouts if and when they are completed.

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Date: 12/14/2005 2:12:06 PM Author: Easim
Is someone have an idea for my request ? 31.gif
If someone tell me why I can make it myself, I can try 35.gif !
Thank you again ...
quote>
 
Try this:
<ahttps://www.simtropolis.com/idealbb/files//thatguy.JPG align=baseline> The Avenue transition is needed because there is not a highway/road T intersection yet (hint hint)

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djnitro: I'm pretty sure that was Rush Hour, but either way that would've been a lot easier since both an Avenue and a One-Way tool exist, whereas only double-sided highway tools exist. There is a small chance that the new network RULs we are experimenting with could allow this, but preliminary tests are indicating it unlikely. It is possible with puzzle pieces, but would require a lot of them.

Jerebannus XVI, pjot, metasmurf, spotdrey, Dr. Frickenstein, tenpoints: Ok, roundabout-based interchanges and/or interchanges including roundabouts...added to the feasible request stack.

christhebull: A T-intersection for highway, eh? This is technically partially done, as the model has been made. I should go find RunningNaked (If you think I'm typing that whole name, you're wrong)

Buggi: That's really funny...5.gif...I should probably explain.

The NAM slowly came to a halt over the past three months. Not being a major contributor, I wasn't exactly in the loop, and I couldn't exactly pinpoint why, though I'm sure the gradual retirement of most of the senior members was a big problem, especially Tropod. As for right now, I know smoncrie is experimenting with the new draggable systems. I'm doing a little bit of that and a little bit of other stuff (work with pedmalls, GLR in avenue). But I can assure you the gears have been greased, the splines reticulated, and the NAM machine is rolling again.44.gif

-qurlix

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just a simple request...well...not that simple but sounds simple lol...How bout puzzle piece intersections so you can add turning lanes to certain directions or use the default lights.

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Date: 1/1/2006 7:28:56 PM
Author: qurlix
djnitro: I'm pretty sure that was Rush Hour, but either way that would've been a lot easier since both an Avenue and a One-Way tool exist, whereas only double-sided highway tools exist. There is a small chance that the new network RULs we are experimenting with could allow this, but preliminary tests are indicating it unlikely. It is possible with puzzle pieces, but would require a lot of them.
quote>

I see what you're saying, Since there was already a one-way tool, hooking that up to aves was a piece of cake, but there is no pre-existing one-way-highway tool. Pardon my ignorance on this, but couldn't the ANT network be used for this? It seems like more people would use multi's than use the ANT for anything.

of course, I could be completely wrong, too. 1.gif
-/\/itro-

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qurlix: I didn't mean the roundabout part of the interchange, I meant the ramp. A ramp that becomes a one-way instead of a ramp coming into a oneway that's already there.

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Date: 1/2/2006 5:11:45 AM Author: djnitro
Date: 1/1/2006 7:28:56 PM Author: qurlix djnitro:&nbsp; I'm pretty sure that was Rush Hour, but either way that would've been a lot easier since both an Avenue and a One-Way tool exist, whereas only double-sided highway tools exist.&nbsp; There is a small chance that the new network RULs we are experimenting with could allow this, but preliminary tests are indicating it unlikely.&nbsp; It is possible with puzzle pieces, but would require a lot of them.
quote> I see what you're saying, Since there was already a one-way tool, hooking that up to aves was a piece of cake, but there is no pre-existing 'one-way-highway' tool. Pardon my ignorance on this, but couldn't the ANT network be used for this? It seems like more people would use multi's than use the ANT for anything. of course, I could be completely wrong, too. 1.gif -//itro-
quote>
there is a project in development called the Rural HighWay Mod (RHW). it's in this forum. if you can't find it, just search for it.

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i was wondering if it is possible to have a modd where busses would stop automatically at street/road/avenue corners to allow passengers to board or unboard without the need for a 1x1 bus stop tile to be laid?

i thought that since many bus stops are simply a pole in the ground there is no need for a tile to be taken up messing up the placement of big lots, i know there is a bus stop inside a avenue peice but i thought a simple mod would be easier for the people who cant be bothered with placing loads of bus stops everywhere, like me.

possible???

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there is a Road Top Mass Transit Mod (RTMT) that will allow you to place bus stops and subway stations directly on top of streets, roads, and avenues. just search for it on the STEX or the forums.

good luck44.gif

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thanks i didnt know that the was also a tile for subways in roads, nice one!

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pjot: Ok, I get it...I didn't think of that, I just thought you wanted a ramp that could connect to a roundabout. (Theoretically such a oneway ramp should be able to do this, anyway) I'll see if I can make the ramp without new models, then I could finish it quickly; either way, added to the feasible request list on my desk.

prince_of_sims: Well, I could've done a plug! I think they want a network exactly like the existing highway, anyway.

djnitro: I suppose in the political world I should abstain from the this decision for conflict of interest but I don't want to risk interfering with the RHW by using the ANT tool. Then again, the RHW might use an ANT variant of the draggable experiments, leaving the plain ANT open for your suggestion. Oh, sorry, I'm rambling. I guess we'll just have to see with this stuff.

Emozo: While it's not possible to make them stop at corners, it is possible to make them stop wherever they choose: (ie someone pulling the brake signal)
stoplessbusmod2ii.jpg
Though this would require twice the current number of Traffic Plugin files, upsets the current transit-strategy balancing, and is somewhat cheat-like.

-qurlix

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Date: 1/2/2006 10:22:49 PM
Author: qurlix
djnitro: I suppose in the political world I should abstain from the this decision for 'conflict of interest' but I don't want to risk interfering with the RHW by using the ANT tool. Then again, the RHW might use an ANT variant of the draggable experiments, leaving the plain ANT open for your suggestion. Oh, sorry, I'm rambling. I guess we'll just have to see with this stuff.
-qurlix
quote>

No problem at all, man. Just asking questions. 1.gif No offense meant to the RHW team either, Didn't know you guys used the ANT network for that.

Looking forward to see what you guys come up with on this though...

Take care!
-/\/itro-

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I don't know if this is the correct thread, but I would like to post an idea.

I think what NAM needs is the ability to make easily new puzzle pieces. The main problem now (please correct me if I'm wrong) is that there is only one RUL file (that with instance 0x10000000) that needs to be modified so as to include the extra stuff for the new puzzle pieces, ie someone needs to merge his stuff with the one and only RUL file. This causes among others maintenance problems, eg if there are two modders who wish to make extra puzzle pieces should cooperate in order to merge their add-ins.

I'm not proficient with these scripts, but I think that someone who is, should check if it is possible to make them more modular, that is define the extra stuff in external RUL files. I do not if this is feasible, but I wish it is. I have seen some include and dofile commands in some LUA scripts and it would be interesting to see if such a technique could also be applied in this case as well. If this is feasible, NAM could reserve a range of IDs, say some 256 IDs (two hex digits), assigned to RUL files that do not make any puzzle piece available (but do not cause problems either). Then modders would override these files with their own, which do define new puzzle pieces.

Of course, some sort of management of the IDs must be established. Modders should request IDs from the NAM team, which should reserve and assign them.

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