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Everything posted by Moonraker0
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SimCity: Transit and Roading Networks
Moonraker0 replied to alvinheriadi's topic in SimCity (2013) General Discussion
Yeah, I noticed the unrealistic rail turn in the video. I hope they don't have it like that in the final game. If they have curved roads, I assume they also have curved railways, so there wouldn't need to be a problem there; just curve the rail switch however you like. That would make the most sense. -
Here's one of mine that used to be a half clover, then I turned it into a roundabout, but I rebuilt it because of the weaving.
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More of the same city tile I showed earlier. The sun begins to rise... Day breaks... The whole city tile: Sorry for posting so many images; I've seen this thing where someone made it an album in the post with thumbnails, but I can't find any option to do that.
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Here's a new suburban area I've been working on. I made a video of it for YouTube, but the video has this weird jittering problem, so I'm going to hold off on uploading it until I get this resolved with Microsoft tech support.
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No doubt. I've made a few things like this with railways in the highway's median. My visit to Chicago was part of the inspiration. Here's one I made recently: This elevated version is older:
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Cartographer29, I was going to say, if you want to get rid of the rail crossing you could also push back those ramps a few tiles if possible and elevate the RHW-4 over the RHW-2, thereby keeping the rail pretty much level through the interchange and avoiding the crossing. But I guess that making the rail overpass more realistically sloped like that would be at the expense of the highway's slope being more sudden. Just a thought.
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It's been quite a while since my last post in this thread. Here is downtown Linealta:
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They come with the game.
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Another interchange, and another first for me, putting zones/development inside the interchange. This is going to be a very densely developed city in the future.
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Here is an interchange I recently completed. I think it's my first free-flowing diverging interchange. I didn't use all smooth curves because I wanted it to be as compact as possible.
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I saw a picture of an interchange with the RHW today, and it appears to have an NWM OWR-3 tunnel in it (as in on-slope and not a ramp). Can someone tell me where to get that tunnel? It doesn't appear to be on the LEX, STEX, or Google search. Image
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That's a pretty nice city you've got there. I found some pictures I took that are before and after, three actually: Here's another city:
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Here I've built my first complete four-level stack interchange. It sure took a long time to make!
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SimCity: Transit and Roading Networks
Moonraker0 replied to alvinheriadi's topic in SimCity (2013) General Discussion
Yes, the interstates in the U.S. are freeways with "free-flowing" interchanges. "Highway" can be used for normal roads (usually large or faster ones) or freeways, but "freeway" is non-ambiguous. There's also "expressway", which varies by the country to mean either limited access with interchanges or just a large road with fewer driveways and intersections. -
SimCity: Transit and Roading Networks
Moonraker0 replied to alvinheriadi's topic in SimCity (2013) General Discussion
Yeah, I like the game's graphics, but I would have preferred something more photorealistic, like the Enodo Urban Life System. Highways can have intersections, driveways, etc. Where I live, there is a road designated as a state highway, which is five lanes including a center left turn lane. Freeways/motorways are the kind that's free-flowing. -
It's so beautiful...and realistic! Here is something I just made. I made a plan this time: And the interchange:
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Here are some pictures of a suburban area between two major cities. I don't know if I've posted any shots of these areas before; it's been a few months since I played this city.
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Failed to create D3D device (portrait mode)
Moonraker0 replied to Moonraker0's topic in Cities XXL Technical Issues
Well, I've pretty much figured out that the problem is that SoftTH expects the game to be running at the resolution it adds (800x600). I can't think of any way around that; old versions of SoftTH allow adding multiple new resolutions, but they have to be configured differently and I think it would mess something up with Nvidia Surround that way. I've posted on the Nvidia forums asking if there's any way to add 800x600 with the Nvidia drivers in portrait mode; it would be a lot simpler to be able to do that instead. Hopefully that gets a helpful reply, because I don't know of any other way around this. I think the issue with the cities also has something to do with the textures, as the messed up graphics (weird multicolored lines everywhere in all directions) only happens with texture detail on high, and setting it to low just makes it freeze at a full loading bar without doing that. The SoftTH log says "WARNING: emulating managed cube texture with D3DUSAGE_DYNAMIC", but I don't know exactly what that means. -
Failed to create D3D device (portrait mode)
Moonraker0 replied to Moonraker0's topic in Cities XXL Technical Issues
Oh, wow. I actually found a workaround. I honestly never thought I'd see the day...but I've got it all working right now. The key is for the resolution of 800x600 to be available to the game, as no matter what resolution you set it to, it always starts in 800x600 and then switches to the resolution you set (or so it seems). The workaround I found involves a third-party program called SoftTH (Software TripleHead), which is free. Here are the steps you must take: With Nvidia Surround (or Eyefinity, though I don't use that so I can't confirm if it works) enabled as it normally would be, download SoftTH version 2.08 and extract the archive to the folder in which you installed Cities XL. d3d9.dll should go in the same folder as CitiesXL_2012.exe (if you're using 2012). Download the SoftTH Config Tool (put the .exe wherever you want) and run that. It should show one big display, "Primary Head", with your full screen resolution (all monitors). Change the resolution for "Primary Head" to 800x600 pixels. Click "Save" and save the config.SoftTHConfig file to the Cities XL installation directory (where you put d3d9.dll). Now run the game. It should initialize and start to make its normal sounds/music, but the game won't show up (your desktop is visible). Pres Esc twice, and you should be taken to the main menu. If this has all worked so far, you should be able to go into the options menu and set the resolution of the game to your desired multi-display resolution. You need to keep SoftTH's d3d9.dll in your game directory, because (as I mentioned earlier) the game initializes at 800x600 every time. It should keep running at your full multi-display resolution after being launched, though. What I noticed is that it never shows the intro videos (just your desktop), so you need to press escape two times to skip them or wait for them to end, then it will show the main menu. EDIT: Dang, I found out after I posted this that it works fine up through the planet screen, but as soon as the city loads, the video is completely messed up and frozen. I need to experiment more with this. -
Failed to create D3D device (portrait mode)
Moonraker0 replied to Moonraker0's topic in Cities XXL Technical Issues
Yeah, it's disappointing; I guess they're never going to fix this since they have gone so long without patching it. I would almost be okay with rotating my monitors to play it in landscape mode, but they don't fit on my desk that way. I also tried putting them in landscape orientation with Nvidia Surround disabled, launching the game, then switching back to portrait in the Nvidia control panel with the game running in windowed mode; it doesn't crash, but it does not show the list of portrait mode resolutions in the options after that, still the landscape ones from when it was launched. It seems like, when set to windowed mode, it initializes in fullscreen 800x600 and then switches to the window, or at least tries to. I've just been either playing it on my laptop, or using an HDMI cable to play on the TV nearby, but it's too much of a hassle to disable Surround for this game, since you have to re-configure everything when you turn it back on. -
Cool, the park looks great, and I like the way the highway is one continuous smooth curve/loop.
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SimCity: Transit and Roading Networks
Moonraker0 replied to alvinheriadi's topic in SimCity (2013) General Discussion
Now that I see it paused, it does look like the tram-avenue has dedicated tram lanes (judging by the yellow lines). I wonder what other options there will be for tram roads? There should also be options for shared lanes for trams. -
Nice, I've never tried that myself. It could be useful in some situations, though.
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I just saw this one. I really like it because of the good eye-candy lots and the large avenue and highway. It looks very realistic overall. @Haljackey, Ion_Cannon: I stopped using the Maxis highways a long time ago, but I do miss that 4-level stack above all else. I've tried a few times to make one with the RHW (4 levels with sunken tunnels, raised ground and flyovers), but with the current version the slopes make them way too huge to be space-efficient in a city and I always end up changing it to another type of 4-way interchange. It seems, however, that a new RHW release, perhaps the next one, is going to make building complex things like stacks much easier.
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