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5 minutes ago, ohdude said:

Hi there!!

First of all sorry if this is not the correct forum for asking a question.

I have an issue related to GLR AVENUE STATIONS connected to GLR MODULAR AVENUE PUZZLE.

The problem is that the TRAM Automata dissapears just before arriving to the station and even i experimented CTD. Why it is happening and how can i solve it?

Thanks for the help!!

 

OHDUDE

Hi,

For activating the automata I think you need to draw OWR inside the station like so, both directions.

60ce74e2cecb7_Screenshot2021-06-19175024.jpg.dcdc0fdfb752d2bc8b0dd7152add359d.jpg

 

Next, regarding CTD, download SC4Fix if you do not already have it:

 

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Hey @Flann! Thanks for you time answering.

I have installed the SC4fix for a long time so i'm gonna try to draw OWR inside the station like so, both directions, as you say *:D.

 

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Hi all,

I'm seeing trouble with LHD RRW B2 Wye and Turnout FLEX pieces. There seems to be a part of the path missing.

Fresh SC4 and NAM 41, US English Locale and US RHD NAM options (kinda default!) and the paths are complete:

RHD_B2_Wye_and_Turnout.jpg.0a39ea15d016dfd319a9b3529a827e85.jpg

Same setup but UK Englsh [sic] locale and US LHD NAM options, paths missing on the 'Y' split and left hand side of the turnout:

LHD_B2_Wye_and_Turnout.jpg.2fbc4446e36b93ef07fd12cb38b6dd18.jpg

For the turnout, I can draw it just fine with my LHD setup, though.

LHD_B2_Turnout_Plop_and_Drawn.jpg.096b59e614556c6ca13fb9843381a935.jpgT

Any questions or suggestions are very welcome.

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On 09/06/2021 at 2:29 PM, Haljackey said:

If you want to see it in action, I made a video tutorial of how to use it with the RHW on-slope transitions. The same method can be applied to the FLEX OnSlope Transitions FLEX-OSTs) as well.

 

 

Hey @Haljackey. Thanks for this video. It sure helped a lot to see it in action.Using RHW in anger for the first time, I was trying to pass RHW-2 over rail and it just would not go. Overrode the higher level network to RHW-4 like you did and it works like a charm.

Using RHW-2 as an overpass seems a dark and scary place! I guess it's to do with RHW-2 being the base, like FLEXFly not able to cross RHW-2. I'm learning and being inspired so much by your "Show us your...." posts and U-Drive videos. :thumb:

Thanks again!

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3 hours ago, Henry Crun said:

Hi all,

I'm seeing trouble with LHD RRW B2 Wye and Turnout FLEX pieces. There seems to be a part of the path missing.

Fresh SC4 and NAM 41, US English Locale and US RHD NAM options (kinda default!) and the paths are complete:

RHD_B2_Wye_and_Turnout.jpg.0a39ea15d016dfd319a9b3529a827e85.jpg

Same setup but UK Englsh [sic] locale and US LHD NAM options, paths missing on the 'Y' split and left hand side of the turnout:

LHD_B2_Wye_and_Turnout.jpg.2fbc4446e36b93ef07fd12cb38b6dd18.jpg

For the turnout, I can draw it just fine with my LHD setup, though.

LHD_B2_Turnout_Plop_and_Drawn.jpg.096b59e614556c6ca13fb9843381a935.jpgT

Any questions or suggestions are very welcome.

-- 

Dave

Thanks for the update Dave

Attached are the Pieces for the RRW LHD.

I had a feeling that some pieces where missing.

Please test and if they work Please let me know so I can incorporate the paths into the next NAM.

Also let me know if any other paths are missing.

Paths are attached to this post.

-eggman121 (NAM team Member)

 

RRW-LHD-Paths-0.1.zip

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1 hour ago, Eggman121 said:

Thanks for the update Dave

Attached are the Pieces for the RRW LHD.

I had a feeling that some pieces where missing.

Please test and if they work Please let me know so I can incorporate the paths into the next NAM.

Also let me know if any other paths are missing.

Paths are attached to this post.

-eggman121 (NAM team Member)

 

RRW-LHD-Paths-0.1.zip

Hi @Eggman121

Thanks so much for your help. The B2 turnout works perfectly. :8)

The B2 Wye FLEX piece still has parts of the path missing. I've tried to highlight them below with wonky MS Paint skillz! :D

 

B2_Wye_patched.jpg.80e35884ad6e51db15157714f07c1891.jpg

Thanks again for your (speedy!) help.

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5 hours ago, Henry Crun said:

Hi @Eggman121

Thanks so much for your help. The B2 turnout works perfectly. :8)

The B2 Wye FLEX piece still has parts of the path missing. I've tried to highlight them below with wonky MS Paint skillz! :D

 

B2_Wye_patched.jpg.80e35884ad6e51db15157714f07c1891.jpg

Thanks again for your (speedy!) help.

-- 

Dave

Thanks for the pickup.

I had work this morning so sorry for the delay.

Attached is the updated version.

Of course, If there are any other issues please let me know.

-eggman121 (NAM Team Member)

RRW-LHD-Paths-0.2.zip

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  • 7 hours ago, Eggman121 said:

    Thanks for the update Dave

    Attached are the Pieces for the RRW LHD.

    I had a feeling that some pieces where missing.

    Please test and if they work Please let me know so I can incorporate the paths into the next NAM.

    Also let me know if any other paths are missing.

    Paths are attached to this post.

    -eggman121 (NAM team Member)

     

    RRW-LHD-Paths-0.1.zip

     

    6 hours ago, Henry Crun said:

    Hi @Eggman121

    Thanks so much for your help. The B2 turnout works perfectly. :8)

    The B2 Wye FLEX piece still has parts of the path missing. I've tried to highlight them below with wonky MS Paint skillz! :D

     

    B2_Wye_patched.jpg.80e35884ad6e51db15157714f07c1891.jpg

    Thanks again for your (speedy!) help.

    -- 

    Dave

    Hi @Eggman121

    I noticed @Henry Crun's post and thought I would check the left-hand behavior. I did notice the same issue with the B2 WYE as Henry Crun's post above. I also noticed a path 'switch' in the R2 turnout. It looks like the right-hand paths were being incorporated after dragging the turnout.

    Comparing the three turnouts:

    iPprkyql.png

    Zooming in on the R2

    osWaDGyl.png

    I haven't noticed any other issues...

     

    Edit: Ah, I see you just posted while I was typing... I'll check the new file...

    New file seems to have fixed the issue with the WYE turnout. *:thumb:

    fgWK4uVl.png?1

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    Endless Road 4.jpg

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    1 hour ago, CaptCity said:

    I noticed @Henry Crun's post and thought I would check the left-hand behavior. I did notice the same issue with the B2 WYE as Henry Crun's post above. I also noticed a path 'switch' in the R2 turnout. It looks like the right-hand paths were being incorporated after dragging the turnout.

    Comparing the three turnouts:

    iPprkyql.png

    Zooming in on the R2

    osWaDGyl.png

    I haven't noticed any other issues...

    Looks like the original Paths for the R2 Switch have not been adjusted for LHD yet. I will fix them now.

    I had to edit the geometry of the R2 Curve and switch to avoid the kinked bend on the diagonal section.

    Thanks for the pickup.

    -eggman121 (NAM Team Member)

    Edit: @CaptCity & @Henry Crun I have updated the file to include the R2 paths that were redundant from previous builds.

    The Rail Item have been suffering in terms of LHD support since I use RHD in my cites even though I am in Australia which LHD.

    Suggestions about items that can be improved are always welcome. So if there are any issues please let me know. Thanks.

    zzz_RRW-LHD-Paths-0.3.zip


      Edited by Eggman121  

    File Update
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  • 1 hour ago, Eggman121 said:

    Looks like the original Paths for the R2 Switch have not been adjusted for LHD yet. I will fix them now.

    I had to edit the geometry of the R2 Curve and switch to avoid the kinked bend on the diagonal section.

    Thanks for the pickup.

    -eggman121 (NAM Team Member)

    Edit: @CaptCity & @Henry Crun I have updated the file to include the R2 paths that were redundant from previous builds.

    The Rail Item have been suffering in terms of LHD support since I use RHD in my cites even though I am in Australia which LHD.

    Suggestions about items that can be improved are always welcome. So if there are any issues please let me know. Thanks.

    zzz_RRW-LHD-Paths-0.3.zip

    Looks like the file did the trick. Thanks.

    oTqeBZBl.png

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    4 hours ago, Eggman121 said:

    I had work this morning so sorry for the delay.

    Absolutely no need to apologise @Eggman121. I don't get this level of support (and at a weekend!) from our Tier-1 support partners that I have SLA contracts with.... :D

    3 hours ago, Eggman121 said:

    Looks like the original Paths for the R2 Switch have not been adjusted for LHD yet. I will fix them now.

    I had to edit the geometry of the R2 Curve and switch to avoid the kinked bend on the diagonal section.

    Thanks for the pickup.

    -eggman121 (NAM Team Member)

    Edit: @CaptCity & @Henry Crun I have updated the file to include the R2 paths that were redundant from previous builds.

    The Rail Item have been suffering in terms of LHD support since I use RHD in my cites even though I am in Australia which LHD.

    Suggestions about items that can be improved are always welcome. So if there are any issues please let me know. Thanks.

    zzz_RRW-LHD-Paths-0.3.zip

    I tried play RHD as more content seemed to work but I just can't stop drawing the OWR roundabouts LHD

     

    I concur with @CaptCity that this patch fixes the reported issues. This is  a screenshot of a train going through the Y in the area I am trying to tidy up. The B2 turnouts fit more with my idea of the high-speed TGV system than the tighter turnouts. It makes me so happy watching them, like being a kid with a train set again.:rofl:

    B2_Working.jpg.9a905a180f787019cdcf46718de78756.jpg

    Thanks so much for your effort and help. Very, very much appreciated.

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    5 minutes ago, Henry Crun said:

    Absolutely no need to apologise @Eggman121. I don't get this level of support (and at a weekend!) from our Tier-1 support partners that I have SLA contracts with.... :D

    I tried play RHD as more content seemed to work but I just can't stop drawing the OWR roundabouts LHD

     

    I concur with @CaptCity that this patch fixes the reported issues. This is  a screenshot of a train going through the Y in the area I am trying to tidy up. The B2 turnouts fit more with my idea of the high-speed TGV system than the tighter turnouts. It makes me so happy watching them, like being a kid with a train set again.:rofl:

    B2_Working.jpg.9a905a180f787019cdcf46718de78756.jpg

    Thanks so much for your effort and help. Very, very much appreciated.

    -- 

    Dave

    Glad you are enjoying the rails of the Real Railway Mod. I always get a kick when people use some of the items I was involved in making *:thumb:

    I hope you can enjoy what is in store in the future. *:party:

    -eggman121 (Stephen) (NAM Team Member)

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    Hello! Me again! 

    Flushed with the success of tidying up my messy RRW junctions, I thought I'd have a go at getting rid of some road traffic on a main avenue thoroughfare by using the Tram In Avenue. I'd used it before but this time I needed to use the Tram through a couple of Avenue roundabouts. The straight-through roundabout piece has a strange path that cycles from white to pink on one side. The 90o roundabout piece has an arrow pointing in the reverse direction. Both are what would be the left hand direction in my LHD setup.

    Here's the pieces in my standard RHD test setup:

    RHD_TramInAvenue.jpg.c7c6bb20b3cd425b4c7c799a486651c6.jpg

    And the pieces in my normal LHD UK English setup:

    LHD_TramInAvenue.jpg.6d9d861dce7e789d1579b9d717861e57.jpg

    I've tried to highlight the areas with my yellow lines again. *:D  Many thanks.

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    Dave

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    Is it possible to add a base texture to the hybrid rail? I think it's great but the grass surrounding it looks out of place IMO in cities, compared to say light rail.

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    12 minutes ago, junspud said:

    Is it possible to add a base texture to the hybrid rail? I think it's great but the grass surrounding it looks out of place IMO in cities, compared to say light rail.

    I think there was a HRW reskin kit released by @Eggman121. With that one you might be able to create custom version where there is base texture for the tracks.

    - Tyberius06

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    I'm responsible for the Heretic uploads a.k.a. Heretic Projects, you may find updates about my ongoing projects into my development thread over at SimCity 4 DevotionTyberius Lotting Experiments or here on Simtropolis into the Tyberius (Heretic Projects) Lotting and Modding Experiments OR Show Us What You're Working On thread.

    Now I'm part of the NAM Team and the RTMT Team.
    I'm also working on some preservation and reorganization projects the behalf of non-anymore-active-developers and with the permission of the Staffs both on STEX and LEX. Current projects: SimcityPolska Restoration and WMP (WorkingManProduction) Restoration.

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    The function that allows regulär rail lines to do this is not something that works outside of the rail network. So whilst it’s possible; it requires that a base be manually added to every HRW texture as an override. 

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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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    On 13/07/2021 at 7:11 PM, Henry Crun said:

    The straight-through roundabout piece has a strange path that cycles from white to pink on one side. The 90o roundabout piece has an arrow pointing in the reverse direction.

    Something is definitely wrong. What's odd is that for the textures, the same piece is used 4 times, just rotated and flipped to create the 2x2 centre part, so at first glance it'd appear the pathing would also be just a single path. Clearly that isn't the case, so it's just a case of digging out the paths and fixing up whatever is wrong with it. Well done for spotting these, I use TiA a lot and for years never noticed either problem and I am usually pretty hot of fixing up the LHD paths. I'll post a patch once I've resolved the problem.

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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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    @Henry Crun: So I've found the paths in question and rather than fix the LHD paths, I've just re-made them from the RHD ones (just quicker in practise):

    TiA_Roundabout_LHDFix.dat

    I've tested them and now they work properly for Automata / UDI, although functionally they were previously working. I still can't believe I never noticed this myself, as others in the team have already mentioned, please do keep any such reports coming, fixing these things is the easy part, knowing they aren't working isn't often so obvious. I think I'm the only LHD player in the NAM Team too, but RL has kept me out of development recently, so it's less likely these problems get spotted. We're only too happy to fix such things and thanks for your assistance so far with that. IT should be noted this particular bug has probably been present for at least 10 years, since this feature was added.

    @Tarkus / @Eggman121 / @Flann if one of you could help get this fix into the next release I'd be grateful, thanks. Note I couldn't be bothered to find out which 2 of the 7 paths were the culprits, so I just re-made all 7 of them, but that shouldn't cause any problems if overwriting the originals.

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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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    On 16/07/2021 at 8:48 PM, rsc204 said:

    @Henry Crun: So I've found the paths in question and rather than fix the LHD paths, I've just re-made them from the RHD ones (just quicker in practise):

    TiA_Roundabout_LHDFix.dat

    I've tested them and now they work properly for Automata / UDI, although functionally they were previously working. I still can't believe I never noticed this myself, as others in the team have already mentioned, please do keep any such reports coming, fixing these things is the easy part, knowing they aren't working isn't often so obvious. I think I'm the only LHD player in the NAM Team too, but RL has kept me out of development recently, so it's less likely these problems get spotted. We're only too happy to fix such things and thanks for your assistance so far with that. IT should be noted this particular bug has probably been present for at least 10 years, since this feature was added.

    @Tarkus / @Eggman121 / @Flann if one of you could help get this fix into the next release I'd be grateful, thanks. Note I couldn't be bothered to find out which 2 of the 7 paths were the culprits, so I just re-made all 7 of them, but that shouldn't cause any problems if overwriting the originals.

    Hi @rsc204. Thanks so much for the fix. Works perfectly! No re-plopping of the roundabout pieces either. :thumb:

    A city shot of the Big City tile showing the avenue network that I needed to address:Cityview.jpg.93208e17f49b7778523a9358edd76a70.jpg

    You can see the right angle roundabout at the top left corner of the triangle and the straight-through roundabout mid right. Both let the tram traffic flow through now. *:8)90degree.jpg.81c16170f919998efe728fdaa7abc83a.jpg

    Thanks again to you and the NAM team for all the effort making this work so well.

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    Hi guys.
    So I'm trying to build a train collector for a transit HUB, and it crosses an Avenue.
    I thought on raising the avenue.
    Thing is... HOW?
    Any ideas? 
    The ramps are 15M.
    60f4ec04e1462_TwinRivers-Feb.29001626663540.png.d6c6609c4e6056aa0c71c4e2df2cfc3d.png


    Railway enthusiast...
    Park designer...
    Suburb Rat...

    The S.M. Machine

     

     

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    20 minutes ago, Paulo S.M. said:

    Hi guys.
    So I'm trying to build a train collector for a transit HUB, and it crosses an Avenue.
    I thought on raising the avenue.
    Thing is... HOW?
    Any ideas? 
    The ramps are 15M.
    60f4ec04e1462_TwinRivers-Feb.29001626663540.png.d6c6609c4e6056aa0c71c4e2df2cfc3d.png

    Bring the avenue down using FLUP puzzle pieces and then the rail can go over avenue. 

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    20 minutes ago, monkeywater said:

    the rail can go over avenue. 

    Overpass... no way then?
     


    Railway enthusiast...
    Park designer...
    Suburb Rat...

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    49 minutes ago, Paulo S.M. said:

    Hi guys.
    So I'm trying to build a train collector for a transit HUB, and it crosses an Avenue.
    I thought on raising the avenue.
    Thing is... HOW?
    Any ideas? 
    The ramps are 15M.
    60f4ec04e1462_TwinRivers-Feb.29001626663540.png.d6c6609c4e6056aa0c71c4e2df2cfc3d.png

    Draggable elevated avenues (like you've got started here) can cross the RRW, but your alignment here is too tight.  The avenue alignment is set to cross an RRW piece which is part of the turnout/switch.  You'll have to provide one tile of separation between the RRW and the avenue in order to cross the RRW over a plain diagonal piece.

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    I'm sure I found this issue discussed somewhere but couldn't find that thread. I've tried demolishing and putting this avenue wide radius curve back but it still does the same. Is there a fix for this?

    Munich-Mar. 1, 601626682813.png

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    There is no fix for the "commute arrow cascade", as it is known, but as best as our research has turned up, it's visual, not functional, and is effectively harmless.

    -Tarkus

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    4 minutes ago, Tarkus said:

    There is no fix for the "commute arrow cascade", as it is known, but as best as our research has turned up, it's visual, not functional, and is effectively harmless.

    -Tarkus

    I see. Thanks for the info!

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    For how long ago you chaned it? It needs a bit, till the System realised, that the Road no longer exist.

    *Edit* here is one more Example for it. After a few Month (in Game Time) it was gone.

     


    <<< German , so excuse my English. I forgot the most over the Years. Sad, if you cant spell a Language every Day.

    Feel free to ask away, i´ll answer any Questions you are asking for. But you must be warned, i bite ;-)

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    7 minutes ago, City_Slider said:

    For how long ago you chaned it? It needs a bit, till the System realised, that the Road no longer exist.

    maybe for a few seconds. It's a vital roadway that's why I need to bring it back. Also, I've seen this on another spot and the city neighboring it.

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    Look one the Posting above ;-)


    <<< German , so excuse my English. I forgot the most over the Years. Sad, if you cant spell a Language every Day.

    Feel free to ask away, i´ll answer any Questions you are asking for. But you must be warned, i bite ;-)

    URL: https://simforum.de/index.php?forums/18/

    Oliver

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    7 minutes ago, City_Slider said:

    Look one the Posting above ;-)

    Oh yeah, I missed that link from your post. But that's a different case I believe. I know, that happens when you demolish a path for cars, bus, ped, trains, etc. But I have a different case with that wide radius avenue. That "commute arrow cascade" as @Tarkus already mentioned in this thread won't go away. I suspect it's a bug caused by NAM

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    But we still need your support to stay online. If you're able to, please consider a donation to help us stay up and running. This helps sustain a platform where we can share our community creations for years to come.

    Make a Donation, Get a Gift!

    Expand your city with the best from the Simtropolis Exchange.
    Make a Donation and get one or all three discs today!

    STEX Collections

    By way of a "Thank You" gift, we'd like to send you our STEX Collector's DVD. It's some of the best buildings, lots, maps and mods collected for you over the years. Check out the STEX Collections for more info.

    Each donation helps keep Simtropolis online, open and free!

    Thank you for reading and enjoy the site!

    More About STEX Collections