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Everything posted by Eggman121
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@Lucario Boricua I did do some work on more realistic Rail slope grades as part of the major update to RRW as part of NAM 37. Just wondering if you are using the NAM 37 RC and associated RRW update? As for the RRW texture side of things, I am still trudging thorough the reskin project to bring it up to NAM 37 standards. One option floated is to have a reskin that has both the look of maxis rail and have the function of the RRW. For most users that will be handy in giving the RRW the same style as the default maxis rail with just the gauge and pathing the only difference as part of the RRW standard. I can't thank @rsc204 and @rivit enough for the individual inputs that they have made in this area. Hopefully the new skinned textures with a couple of extra sets will make it in the final Reskin package to fully convince Maxis Rail users to use the RRW. I am happy to help out to put Catenary poles on the RRW but wires will have to wait till the next phase comes in. It is still quite experimental but I have found a way to make new networks using novel methods. They won't be draggable but rather flex pieces that have new functionality. I am quite excited about this stepping stone. So exepect a new network or two in NAM 38. -eggman121 (NAM Team Member)
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rivit's Street and Rail Mods - Support Thread
Eggman121 replied to rivit's topic in NAM & Transit Networks
Thanks @rivit for the information. I really appreciate you dropping in to explain the Load order. This should help us get a better understanding and thus a solution to the Maxis vs RRW setup. Much Appreciated. -eggman121 (NAM Team Member) -
Windows 10 Problem Reporting Thread
Eggman121 replied to rsc204's topic in SC4 Bugs & Technical Issues
I got a digital license ages ago from GOG and my recommendation would be to get a digital license from... (Unfortunately) Origin with your CD key (AFAIK you don't have to pay if you put in your CD key). If a sale comes up (they do come up every now and than) Than I would recommend Getting a GOG copy. Also, I would need confirmation on this but the CD key Route for Origin does not have the same patch restrictions as the paid counterpart??? (Other users would have to comment on this since I don't know the exact answer) Shame you can't play at this point in time. You have been a very big part of the community of SC4 for a while now. I hope that you can sort something out. -eggman121 -
Very bad. I myself live in country Victoria between Bendigo and Melbourne. I am on top of a plateau with bush surrounding. So, us in central Victoria are quite scared about what may happen if a fire starts (A fire broke out not far from I live from a lighting strike Yesterday). Unfortunately fires a endemic of our country... But not this severity. Take care for anyone living in an emergency zone! -eggman121
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Real Highway (RHW) - Development and Support
Eggman121 replied to qurlix's topic in NAM & Transit Networks
You can make one using the FLEX-HT and a L1 starter piece. -eggman121 (NAM Team member)- 3,919 Replies
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discovery Modifying .sc4 savegames: It IS possible!
Eggman121 replied to smf_16's topic in SC4 Modding - Open Discussion
Thanks for the reply @smf_16 I have made a basic city using just maxis pieces to see how well a stock city goes with programmatically upgrading it to NAM 36 (Particularity the Real Railway). Which is the best way to send the city too you? Either way I will probably send it tomorrow by a method preferred by you. -eggman121 -
discovery Modifying .sc4 savegames: It IS possible!
Eggman121 replied to smf_16's topic in SC4 Modding - Open Discussion
Hello @smf_16 I have been following this thread with quite a keen interest. I am curious of how your work could help users that install the latest NAM when they eventuate to update the standards to new content? On main player here is the Real Railway component that uses find that if they have quite an established city that quite a bit of work needs to be done to update the rails. My question is is that is it possible to replace network tiles base on its IID allocation? One example is the Maxis Rail IID is 0x03031500 to 0x03031504 (Orthogonal Piece) and the RRW IID is 0x5d540000 to 0x5d540004 for the same tile. Any information about if this would be possible would be greatly appreciated. You have certainly made a great discovery here and have opened the door to many new possibilities. -eggman121 (NAM Team Member) -
@Simmer2 Great work. Reminds me of this transmission tower when I go to see relatives in the north of Victoria. This image is from google maps and the location is south of Mildura (Victoria Australia). You have captured this scene beautifully with your screenshots. -eggman121
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I have made a mockup of what you are thinking of here @Cyclone Boom and @CorinaMarie However, these developments will not make it into the NAM 37 cycle! To cover the whole RRW a new set of Model Files would have to be made and in addition the likes of @Simmer2, @rivit and @rsc204 would have to be consulted. These members have a big sway in term of what happens for the RRW. The nuts and bolts side of things... I have made these by using a HD texture on a flat plane at 0.1 m above the rail base. I had to do alot of hard yards to get the Retexturing or Reskin files in place so this would add more complexity to the concept. Not achievable over night. Alot of work has gone into the RRW by making the whole system a drawn and/or "Flex" system. It all goes into the hierarchy of stuff to work on. I am not oppose to the idea but I would like to lay down the facts before continuing. -eggman121 (NAM Team member)
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How to get RRW to show up in the game?
Eggman121 replied to luvs2draw's topic in NAM & Transit Networks
As the main developer of the RRW, I should give my 2 cents here. The RRW does not automatically override the Straights and diagonals. You have to draw out the track again. Curves and turnouts that are based on the Puzzle Pieces should conform however. The minicurves will replace the standard switches and curves that you draw. Here is the official documentation for the RRW for people using it for the first time... https://www.sc4devotion.com/namdoc/feature-guides/realrailway/realrailway.html I should probably start a support thread here on ST but I am mainly based for NAM work at SC4D. Thanks for choo-choo choosing the RRW mod . A major expansion to the mod is in the works. Can't wait for it to get completed. -eggman121 (NAM Team Member) -
I have taken a look at the concept and found an old image of one of the Elevated street Models shown below... I agree with @Tarkus That bridges are not built to to street standards these day but in the Ye Olde days stone masonry bridges where prominent in Europe and some earlier lines like the Bendigo Line near my Area. I do consider the E-Street to add some variety to overpass's for Maxis Networks. Predominately Rail Bridges as an example. I don't anticipate that the E-street will be released soon so if you have some BATing skills maybe an overhanging Bridge BAT used in tandem with the road Viaducts may be the best way forward for now. -eggman121 (NAM Team Member)
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simcity 4 Sharing Plugins Folders - Discussion
Eggman121 replied to Haljackey's topic in SC4 - Custom Content
This is a very murky area. While content is free to download there is no implied free range GNU license or something that effect. Content is made in good faith as a bartering system, (content is shared). But the creator has rights to the content that they created. Usually an attributed association is needed to acknowledge the creator of a piece of work. So you should respect the work of others. Personal opinion but free does Not mean complete ownership. A licence at best. -eggman121 (NAM team member) -
Quite correct. The DBE has the pieces required to complete the crossing. With the Diagonal Bridge Enabler activated you can find the pieces in the Rail menu. -eggman121 (NAM team member)
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Suppose I should show the REW stuff here as well. Here is the new experimental workings of the REW as well as some Flex overpass stuff. Still a bit of stuff to get right but this functionality should be available in NAM #37 -eggman121 (NAM Team Member)
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As of 6 of September 2018 there is a flash sale for SC4 as part of the Back to School sale at GoG. -75% off Handy if anyone want to get their hands on a DRM free copy of SC4. -eggman121
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Hi I have started Pre Planning of the new implementation for the monorail network and will include most of what you have mentioned and more. Please be aware that NAM 38 will be the earliest that the new monorail implementation will debut. There is a bit of work involved in getting the network to scratch. -eggman121 (NAM Team Member)
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I have tested the setup and it resolves by just clicking the RHW tool on the affected piece. Post back if you have any more issues regarding this matter. -eggman121 (NAM Team member)
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1) Anticipated with Flex FA in a future NAM edition. 2) Also anticipated as as part of Flex FA for the RHW as well as FTL enhancements. 3) On the drawing board but models pending. -eggman121 (NAM Team Member)
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Such a setup will be available once the REW and FTLs work together to make such pieces. NAM 38 is probably the best bet. -eggman121 (NAM team member)
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You need java for the NAM controller to install properly. If you are having CTD issues this patch may help If you encounter any other issues please let us know. -eggman121 (NAM Team member)
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Nice use of the FlexTrack component of the RRW! -eggman121 (NAM Team Member)
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You have to use the rail tool and click on the crossings for the automata to use the ERRW. This is due to needing a rail code in the piece.... Just like the level crossings. So all you have to do is place a blank rail tile on the crossing networks and the passenger automata will start using the network. Please Refer to this video... -eggman121 (NAM Team member)
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I'm sure that can be arranged. -eggman121 (NAM team member)
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KotCity 0.49.3 (last updated 4/13/2018): an open source city simulator
Eggman121 replied to kotcity's topic in City-Building Games
Hey Kotcity. I have been lurking in the shadows as I work on NAM 37 (Which will take priority) but am still keen on lending a hand to Kotcity. Thinking about the grid situation I think the best implementation is that grids can be drawn onto the map at various angles. That way you can have most of what has been previously made ported over to the new setup. Those are my thoughts for now. I am really keen to see the progress and I am glad kotcity is progressing quite well. Once NAM 37 is done I think I should have some breathing space for Kotcity. -eggman121 (NAM Team Member) -
Advanced Road Building for City-Building Games (Concept)
Eggman121 replied to Googlefluff's topic in City-Building Games
Thanks for the notification @CorinaMarie You could do something in that space with Flex Technology @Googlefluff The up and coming REW will have that fuctionality for most of the mod. A transport fever style thing would work. I really should play with my copy to see if any concepts can be ported over -eggman121 (NAM Team Member)
