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Everything posted by Eggman121
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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
The roadmap is looking really promising. I really appreciate how much time you have invested in this. Thinking about the structure of the grid I am thinking of adjustable grids. I think it would be cool if you could place down grids on various angles and then it would almost be like a gridless environment. This I think would allow for easier implementation to a gridless Kotcity 2.0 Thinking about the NAM aspects of the project I think I could sort out a solution for the transport side of things. Would you be willing to let me know the programming languages for Kotcity so I can sort out some of the implementation for the transport network? Sorry if I have asked this before. I am thinking to make things simple for the transport side of things, Intersections would rely on a grid while curves could be free flowing morph curves. Really keen to see where this project goes. -eggman121 (NAM team member) -
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 am on board and am an active NAM team member. I am just wondering how you are going to implement the transport stuff. Here are my thoughts... You could do a hybrid between how we do things in the NAM and make curves like in C:SL. The NAM relies on the use of static pieces tied together to make a whole piece by either Puzzle, Draggable or flex. Cities Skylines uses on the fly morph models for making curves as far as I can tell. So my thinking is that you could use static pieces for Road intersections and Railway turnouts since the geometry is very hard to change on the fly. Morph models would be desirable and I have an old spreadsheet and a Surveying book on how to make these curves in terms of code. So I would need to at least learn a little bit about the coding for Kotcity. That way we have the best way of making an awesome out of the box transport system. On Idea that would help. Have you thought of a grid that can change size? For instance, You could set the grid from 16 meters to 8 or 4 meters and that would allow you to place content based on the size of the grid. I have used one of the alpha versions and am quite impressed. I know it is still elementary but the fundamentals have to be done right. I'm sure you know that already -eggman121 (NAM Team member) -
Slowly starting work 'again' on the wires. I have started fresh to make sure the fundamentals are right. All the content is true 3d and the models can have different textures to emulate different styles of the various catenary poles found around the world. I am starting with the Minicurves and will cover other items as I progress. -eggman121 (NAM team member)/ (Contributor to the RRW reskin Project)
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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
Hi KotCity As a modder for SimCity4 and a part of the NAM team I am just wondering if I could be of assistance. Depending on how you plan to impliment you traffic network I could help you out on that part. I am working now so I will give a more detailed response after work. -eggman121 (NAM team member) -
Too true. Just don't get burnt out. NAM 37 is going to have a few neat features. I am currently working on some stuff to enhance the RHW as well as the up and coming REW -eggman121 (NAM Team Member)
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Entry 5 - Railyard and Roundhouse
Eggman121 commented on MiCephia's City Journal Entry in KNOWS_OWNING --- AN ODE TO THE MODDERS
Lovely work here If you would like the unconverted rail yard to come up to RRW specifications you should get the NCD Texture pack found on this link... Anyway. I hope you are enjoying the RealRailway experience. Very good entry to your CJ -eggman121- 9 Comments
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I have just looked at the repository and I suggest you find the Piece with the IID of 0x26392004 That is the texture instance of the piece. Try looking for that piece and if there are any more difficulties please let me know. IIRC there may be some updated textures missing in the Base textures file for the RRW. -eggman121 (NAM Team member/ RRW main developer)
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Revisiting Prop Pox and Prop Theory
Eggman121 replied to simmaster07's topic in SC4 - Custom Content
@simmaster07 This will go down in history as the best cure for SimCity 4! I would be surprised if anyone can rival this work. This definitely outranks any of the work I have done being an active developer of the NAM team and all. I think the whole community appreciates the effort you have put into these finds for SC4. I use to dread CTD's and Pox but you have definitely saved heartache of many people. We really can't thank you enough to bring us a solution for this pox problem -eggman121 (NAM Team Member) -
A new piece coming to the RHW in the not too distant future @Tyberius06 Thanks for the comments The RRW is a real beast now and there is no stopping the continuation. Am so glad you enjoy its flexibility! -eggman121
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[Ended] SimCity 4 on sale at GOG.com
Eggman121 replied to markussaage's topic in SimCity 4 General Discussion
I think it all depends on the exchange rate since the price quoted is in US DOLLARS. As for linux the GOG version has no issues running on WINE. In fact it is one of the better versions to run on Linux. -eggman121 -
The setup you are trying to make has some pieces as 3 levels on the same tile. I would try something more simplistic for the RHW. We (The NAM Team) are considering the prospect of making such situations possible but that is a while away in a future NAM edition. -eggman121 (NAM Team Member)
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If TTR was to come into development it would be a 2 tile network with Diagonals using the dual diagonal Piece. As @Tarkus mentioned above the pathing issue is really the sticking point here. I have tried my best to try to mitigate path jumping but to do that one has to make sure exits and entrances of the paths exit on dedicated tile sides and that is not an easy feat. -eggman121 (NAM Team Member)
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Real RailWay (RRW) Reskin 3rd Party Lot Support
Eggman121 commented on Eggman121's file in Dependencies
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I have been working on this side project for a while now. These props are True 3d meaning they are much more easier to work with. The project will take its time however but I am confident it will see the light of day Very much still a Work in Progress. What do others think? -eggman121
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How do I take screenshots on SimCity 4 instead of the ingame camera?
Eggman121 replied to Jiwoahn's topic in SimCity 4 General Discussion
There is also an open source program called greenshot which is a snipping tool that has a variety of functions like controlling which part of the screen is grabbed and many other features. the functions can be initiated by the print screen button on your keyboard when in game. Other than that print screen can be used as aforementioned by @Cyclone Boom -eggman121 -
Catenary types for Rail systems in different localities
Eggman121 posted a topic in SC4 Modding - Open Discussion
Hello everyone. As a side project, (one of the Many) Some of you may know that I am working on a catenary mod for the Real Railway or RRW. This mod will be a substantial upgrade to the existing catenary mods out there and I plan to unify all the various sets into one Mod. Now what I am wondering and asking from the community is to post or lend me co-ordinates on google maps the various types of catenary pole styles out in Particular Europe and Japan. Here are some of the workings I have done so far... So as you can see there are a variety of poles that I have worked on with Uki Sim providing some of the pole textures. I have however had to make the poles from scratch. You will also note that there is actual wire above the track. This is still very much a work in progress and I will try to make the poles but as a community this is what I need from you to provide examples of. STR and DTR ortho Poles. End of track poles. Turnout poles for various turnouts like... DTR to STR DTR with STR branch off DTR with DTR Branch off Complex Turnouts The wire is basically a 3D flat plane with the wire texture attached. I was keeping this project private but alas I need some examples of poles to get the project moving forward. That is even if the project has too be put in the public domain. -eggman121 (NAM Team Member).- 8 Replies
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Catenary types for Rail systems in different localities
Eggman121 replied to Eggman121's topic in SC4 Modding - Open Discussion
Ohh that is an excellent reference for the Mod. Although there won't be zigzagging of the wire due to implementation complexity but the rest is excellent information that will come in handy for technical composing. Thanks for getting this to my attention. -eggman121- 8 Replies
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Catenary types for Rail systems in different localities
Eggman121 replied to Eggman121's topic in SC4 Modding - Open Discussion
I must say @matias93 that the poles shown are very similar to those in Australia especially in Sydney. @rivit may be able to give an opinion here. This exercise is very useful in the way that I can group some localities and make some standard sets. The poles look quite plain in geometry as well making them easier to model. Thanks for the input. This will go really well with my understanding of rail systems from around the world -eggman121 (NAM Team Member)- 8 Replies
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Catenary types for Rail systems in different localities
Eggman121 replied to Eggman121's topic in SC4 Modding - Open Discussion
Thanks for the reply @rsc204 Yes indeed the solution is a T21 method. I only have lots lined up to hide the centenaries by using the spaceport property so there can be electrified and un-electrified sections if desired. Lots will also be made for stations but apart from that This Mod is completely T21 based. I have already done the mechanics that you set out (I have a feeling you where reading my mind ) and Having true 3d Sprites removes the need to rotate and re-BAT models. The wires are also on two 3d Planes and that removes the complexity of the wires which is why this project has been shelved for some time. This post was more to get opinions of different poles that are in certain localities. I the mechanics are all set up for new pole types and All I need to do is provide the IIDs. I think I am in the position to handle the T21s and If you have some poles that you would like included I would be delighted to add them. -eggman121 (NAM Team member)- 8 Replies
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rivit's Street and Rail Mods - Support Thread
Eggman121 replied to rivit's topic in NAM & Transit Networks
Love your work @rivit and @rsc204 This is an outstanding achievement! I wonder how the other secret project is going along with @Simmer2 ? Anyway. Keep up the good work! I can't wait for the final product of our work. -eggman121 (NAM Team Member) -
Great work Simmer2 This reminds me of some of the Steel work Trains that go through Melbourne. -eggman121
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Great work on the interchanges You have certainly put the flex fly piece too good use! eggman121 (NAM team member)
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Hello @Tyberius06 and @Haljackey I was silently looking at this on my phone but could not answer till now. Thanks @Tyberius06 for the tutorial! I am planning on making flex Pieces for NAM 37 for the RRW so no more complicated patterns will be required. Indeed the whole Real Railway system can move away from Static Puzzle Pieces once NAM 37 comes out. I do have some good news for NAM 36 however... I have fixed up the INRULs so such a setup will be possible once NAM 36 comes out. Hope that answers some questions. -eggman121 (NAM Team Member)
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Hello There are plans to make shorter transitions using Flex FA Real Highway Eventually. The HSR you have also mentioned is up for a major transformation. Alas all of this work will take time. We only have 3 main active developers and with so many projects on the list things will take their time. The current build of the NAM is slowly taking shape. We hope to get it out as soon as we can but we need to test it thoroughly to make sure it has no major problems. -eggman121 (NAM Team Member)
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Arrandale - Update 3 - Station area
Eggman121 commented on Allein's City Journal Entry in Commonwealth of SimNation
Excellent work with the FlexTrack turnouts. You will be pleased to know that new possibilities are in the works. Thanks for showcasing -eggman121 (NAM Team Member)
