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@kirgam:

Even if creating the texture, it would be pretty hard to stick the electric bus to the electric enabled lines only without letting them wander away to conventional roads - I guess

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Hopefully this will stop the crashing I experience with the GLR/rail intersection pieces. If that won't stop, then Enrion won't be what it's supposed to be.


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quick question and idk if it has been addressed...will the draggable glr be able to be dragged across street/road/ave as rail is?

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I think so, since, as I understand it, the draggable GLR will be accomplished by applying overrides to the EL Rail network (sort of like RHW did to ANT). So any crossings that EL Rail can do, Draggable GLR will be able to do.

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this train set in the middle of the road is going to be a major breakthrough...since most cities...(like the city i grew up in, Phoenix) have this kind of set up for rail.

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You guys don't forget the diagonal puzzle-pieces??? As it is a European common, the Trams.. It is necessary you don't forget to make diagonal possible, otherwise we can't work outside the grids....

9.gifevil:

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EJC has a totally correct point!! and a diagonal crossing of roads, i missed that in the NAM..

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well if the draggable works like im thinking where it is like el rail, then diagonal should be completely possible.

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hawkpride147:  You're exactly right.  Having tested it myself, the dragging mechanism for the Draggable GLR works almost exactly like the normal El-Rail network.  It basically just uses a starter piece, which you drag El-Rail out of and it converts it to GLR.  So the functionality is very much the same, and it does diagonals with ease. It's rather nifty . . .

-Tarkus

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Tarkus do you have any screen shots of the intersections with diff types of roads for GLR?

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hawkpride147, as requested, here's a pic:

glrintersectionssy7.jpg

-Tarkus

Edit:  Now a "Citizen" of the forums with this post . . .

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I assume that if you "T" one GLR line into another a small wye-style junction is created?

What about when lines cross? Is the so-called "grand union" formed or is it just a 90 degree crossing?

BigSlark-asking all those pesky, frustrating questions that hopefully make someone think. And yes, I'll give you homebrew before I ask questions if you show up at my door.

Still fueled by energy drinks,

BigSlark signing off

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Very nice! It's great to see this coming along! Now, we won't be keeping the textures like that for the release will we? Since they aren't one-ways, the stop lines don't have to be all encompassing right?

And on a related note, can one way intersections and crossings be functionally fixed using a puzzle piece with a definite direction? Since the NAM has ramps that have to be placed right, can the same be applied to other pieces, and keep correct textures and stop points?

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That brings up a question I want to ask. Is there a way to get rid of the cement on the sides until there is development next to it, so we can have the Rural pieces? Or would it be better to have a separate starter piece for only Rural?

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Aaah! Jaggies!!! Run!!! 17.gif

I guess it will look better developed, but it would be good to be able to have the "rural" textures.

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Why do I get the feeling that if I try this in Enrion, the game will collapse?


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well.. I actually already did understand the dragable GLR was diagonal possible.. but, my question was mentioning the following pic;

namglrinavenue01jh0.jpg

will these puzzle pieces in the future be available for diagonal city-building??

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My guess, is no. Have a look at the picture in Andreas' post. If you look at the diagonal, you will see the space in between the two lanes is smaller than on the orthogonal avenues.


PCk4tXG.jpg

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Yeah, GLR-in-avenue will be somewhat limited. Even on the straight pieces, there's barely room for stations anymore, and diagonals are even more delicate, esp. since they are two tiles wide.

I assume that draggable rural GLR would be possible as well, but memo will have to answer that question. The best way would be to use those "conditional" textures Maxis is using for roads, so the concrete only appears next to zones, but unfortunately, GLR between two one-way roads would be blank as well. At the moment, I'm starting to think that the concrete should only appear directly below the tracks, leaving the rest blank. This might look decent both in urban and rural developments - but obviously, someone has to create all the textures for it...

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Are ebina's GLR track mod textures satisfactory for the rural GLR? The rural GLR textures contained in her pack have cement under only the tracks, and do not have the sawtooth effect. They might work.

- Allan K.

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What all else is needed to do before this is released?


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Have the textures changed?

The old GLR was cool, but the sunken GLR didn't match. Another thing I miss is the crossbucks and guards at railroad crossings. Well, I've only seen the GLR in Avenue shot, so I'm supposing I'm wrong.

I'm on an older computer now (boo!) even though I have the same connection (I think)


~ COMING SOON! Exciting new projects! ~

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There is one opinion I have... you always design your GLRs the European way... in the median, separate from the roadway.  Why not make it a little more Americanized (as in a "streetcar" system?)?  As in--a road lane is shared with the streetcars, special stoplights are installed for streetcars... you know what I mean.  I've ridden streetcars in Toronto and I think there should be a "real" American GLR system.

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Draggable GLR looks fantastic. I can't wait to see that concept applied to the elevated road, elevated one-way road and elevated avenue puzzle pieces.

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