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We all know that UDoN have problems. Well, it works one way as promised but there's something that needs to be "refined" the bugs out of it.

Images below are UDoN 1.9 Alpha, may differ once the actual update is released.

 

Special Thanks to Banwasher who discover the bug that leads to this 1.9 updates.

 

I open this thread in Concept and Experiment because I need to know what users wants and help me experiment with it and share their experience. If this thread is misleading in any way, please move it to Mod Discussion Thread

 


 

The Problem #1

 

vyIFUZ3.png

 

Unable to draw one way streets underneath the bridge.

  • Currently we have no explanation why a normal streets can be drawn underneath the Elevated Freeway or Ramps and not the one way streets. We assumed that's because one way streets was engineered the same way as those elevated. The question is, is it broken? Not broken but bugged. Something that we yet to understand why.


 

The Problem #2

 

yUYeN3p.png

 

Maglevs or EL Train or Subways "glitched" out using the elevated pathways.

  • It happens when an EL train or a Maglev tracks connected with to the elevated Ramps or Highways, the Maglevs/El Train will go on the Elevated Highways thinking it was its tracks. This is because the Elevated Highways and Ramps was based upon Maglev's Track's principal.


 

The Problem #2 - Solution

 

W7AoqVL.png

  • We have a solution for this, by "Disable the Connectors" it self.  What it does, it removes the blue lines that was portrayed a pathways for the Maglevs pathways. Therefore, Maglevs no longer recognize the Elevated Highways or Ramps as its path. See Picture 2 and 3

 

p2WMvYl.png

 

  • Maglev EL Train Bug Solved
  • Water/Power/Sewage works on Disabled Connectors Freeway, as well as cars and other services.

 

  • This solution comes with a price, In this case I use 4 Lane Elevated Highway, with Connectors I could linked it with 1 or 2 Lane Elevated Ramps. With Connectors Disabled, Ramps or Transitions roads no longer able to connect with the Elevated Highway. Users may need to connect those ramps/transitions before Disable the Connectors.

 

Type of Roads Using the same connectors mechanics.

  • 1 and 2 Lane Transitions Ramps,
  • 1 and 2 Lane Elevated Ramps,
  • 2 and 4 Lane Transition Highway,
  • 2 and 4 Lane Elevated Highway

 


 

The Problem #1 - Solution

 

z3DsQnw.png

 

  • With The Problem #2 Solution, it also solved give us a temporary solution for the one way Streets to be able to drawn underneath the Disabled Connectors 4 Lane Elevated Freeway.
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    It comes with a downside

     

    ijKAATp.png

     

    The left Elevated Highway is with the connectors and the right is without the connectors. Users may need to use the Arced/Curve tool to avoid this glitched until we fix graphical issue.

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    Thanks Yayie for opening up a discussion on UDoN's bug, I think we have reached a point where we can further improve the quality of this mod.
     

    For those who likes to build tall highway interchanges will know the limitation of the mechanic mainly because the toughest part is always bringing down the highway. The engine doesn't like it when you try to bring the highway/ramp down if its elevated by 6 - 8 clicks of 'M'. No problem if its at 4-5.

    By disabling the connector, I have managed to bring these highway/ramp down much easier. I am not sure if I'm the only that uses this trick because I've tried many other techniques, it just wouldn't go lower!

    Will post some screenshots later on how I use it.

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    Note: This could be done in v1.7 and below. Currently, 1.8 does not have the downgrade to remove connector option. We are considering to add it back into v1.9

     

     

    biDLJ6V.png

    lKqPnMQ.pngDXUmCS8.png21M4HcL.pngsVeGFdi.png

    Qp7OUg2.png

    zHJFhzM.pngrpmudSg.png

    U63m2mM.png

    qGlduUB.png

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    Thanks for this yayie, and thanks for the mini-tutorial Ban :) glad to see these problems solved.


    Just an uninteresting person that plays video games for your falsified amusement.

    http://www.youtube.com/c/CapTon

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    Thanks for this yayie, and thanks for the mini-tutorial Ban :) glad to see these problems solved.

     

    You are welcome Cap. The problem isn't solved though. We are still testing 1.9 alpha. You may wanna test it as well with 1.7 and compare it with 1.9 alpha and let us know what you think.

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    Update : 22 Aug 2014

     

    • 4 Lane Elevated Freeway with Disabled Connectors Attached with 2 Lane Elevated Ramp + 2 Lane Transitions Ramp with Connectors are still able to carry on Traffic. Despite the odd graphic glitch.

     

    Will continue adding disable connectors on :

    • 1 and 2 Lane Transitions Ramps,
    • 1 and 2 Lane Elevated Ramps,
    • 2 and 4 Lane Transition Highway,
    • 2 Lane Elevated Highway
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    @ Ban: How did you the highway so high,  if i try to do that the bridge come not higher than the standaard height

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    @all team members do not get to far away from the original design or scope.  It was done that way for a reason.  Any major changes to the code that change it from original behavior would be not acceptable to myself or those whom worked on the project for 9 + months.

     

    I would find it acceptable to offer it as a A or B version so users could choose.

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    @johan its possible to go VERY tall to be hones with even one of my original mods that came out many months ago.. the limits of height and angle are something that are adjustable for both online and offline game play.

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    The elevated freeway under the "Regional UDoN" menu doesn't actually create an elevated freeway, right? You guys are relying on the regional bridges mod or the bridge and tunnels mod to create elevated freeways outside of the 2K boundary, right?

     

    I also have not figured out a way to do elevated off/onramps outside of the 2K boundary. Am I just doing it wrong?

     

    EDIT: Oh never mind. It seems I didn't have UDoN 1.8 properly installed. Now regional elevated freeways work properly.

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    @johan its possible to go VERY tall to be hones with even one of my original mods that came out many months ago.. the limits of height and angle are something that are adjustable for both online and offline game play.

    Your mod will not work atm  

     

     

    dt-1214088269335.png

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    if it doesn't work that's due to realistic bridges or some other mod being present.

    Only one mod can exist that uses the same values since one will always take a priority over the other depending on load order

     

    Jeff

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    @all I have received a TON of email from the community so many subjects lately directly.  THANK YOU ALL OF YOU FOR PARTICIPATING in this great new social experiment we call the SUGC ..  Those whom wish to participate as I have said in private are welcome to contact the core team members and get into the group chats we have going on nearly daily.

     

    When I brought some of this from devtest with some other devtest members into the public (thank you PInky, Pro and Craft) we knew we would be creating something that was essentially Devtest 3.0 in the form of SUGC teams 1 - x

     

    We only thrive and benefit when everyone tries or does their part to help the community by working together.  Our teamwork and our Idiology is unique from other groups and processes put in place with the support of Maxis and the Developers whom answer our questions to bring greater quality, new ideas and greater flexability along with less bugs that will impact the entire game as a side effect of one value changing.

     

    TEAMS 5 and 6 are part of the new teams which are DOCUMENTS and STANDARDS then TESTING AND QA for mods that are developed.   We are working with the communities best streamers and players to bring specific talent to the group to increase quality and prevent problems like above where things in 1.8 changed from 1.7 and now have to be re implemented in 1.9 to fix the new feature creeps.

     

    We are all working hard to bring QUALITY over QUANTITY with DIVERSITY and nearly endless directions and ideas to drive this new machine we are building.

     

    I ask you to participate and realize that we have intentionally designed the teams and group to operate on MAJORITY RULE and VOTE system.  If you wish to present an IDEA to change something you must present an idea that we can bring to the entire group to vote on whom are members at the time of the vote.

     

    We are trying to not only be innovative but we are trying to be fair and use equality and respect as the major baseline for everyone's participation.

     

    Thanks for listing to this mini rant.  I'm very proud of what has been done and all the members whom have worked 1000's of hours already in 1.5 months to achieve what we have and bring us to where we are today and this will NOT stop any time soon.

    XoXiDe

    Jeff

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    Maybe not the best topic to ask, but Xoxide's rants is asking for it.  :lol:

     

    What are the plans for team 5? I know I'd like to see more tutorials on the web. I'd also like to see some documentation concerning property IDs. Is there going to be a SUGC website or some other way of communicating any of such information? And what else is involved in team 5?

     

    Great to see so many people working together on udon!

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    @rereticulated I'm not sure I'm asking for anything but I tend to have a lot of information to share due to my role on the teams and in general.. so sorry I guess.

     

    Teams 5 Document and Standards will deal with consistency of information released with mods for mods on web pages, unified SUGC formatting, Documentation and Tools for installation of mods (we have a new installer now finished by markus which you will all see very soon), looking at research projects for collecting requested information and a laundry list of informational and the way information is used to standardize formats of nearly all information for publication.

     

    The reality is as we make more mods and work on more projects its harder for the modders to keep track of the details that get put on web pages and in the community to answer questions as well as push out correct documentation on those mods or changes to everyone is aware of what is new and  why.

     

    Its now only 4 days old the team we formed it on Thursday of last week.  So its going to take about 2 weeks to get up to speed however they are also working on a community MOD Prima Compendium so everyone will have a resource book to reference its currently over 300 pages in size.

     

    I do not think I could touch on everything since the teams are growing at such a quick pace however we are bring as many people whom catch our eye and or ask to be involved and have more than enough things for everyone to get involved in to not only help improve the game they enjoy but also increases the quality of all levels that relate to those mods in every way for the communities benefit.

     

    I also am very pleased with majority of individuals playing not only nice in the sandbox but also by building playgrounds that benefit everyone.  We are bring a Cloud Server online with 22 tb of storage and features of IRC and REVISION Control, WIKI and KB systems, Graphic arts and Copyrighting information to protect things that need to be yet over varience for those whom wish to use them legitimately. Private folders and shares and Dedicated Email addresses for everyone on the SUGC Teams so they may talk and collaborate without having information on any of the major providers or without risk of having information beta's and test code in the hands of drop box or others.

     

    We are trying very hard to make sure these teams are developed and designed to fit that of a Indie Game Development company with the resources to make GOLD STANDARD mods of quality with technical and informational support to back it.

     

    We hope the community receives this in the way we are presenting it with open arms since all of this is ultimately for the community for any one person of the SUGC.

     

    Jeff

    XoXiDe

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