Jump to content

Moonraker0

Member
  • Content Count

    336
  • Joined

  • Last Visited

Everything posted by Moonraker0

  1. Project Blue Hope - The Multiplayer Region.

    Thanks everybody, I'm glad you liked it. Maybe I'll make some more; they're fun to make.
  2. Project Blue Hope - The Multiplayer Region.

    I've just made a YouTube video involving Blue Hope.
  3. SimCity: Transit and Roading Networks

    The capability to mod new networks is definitely a necessity. You can't expect Maxis to make everything; if SC4 is any indication, it will have plenty of things missing that modders will have to add. I hope the base game at least includes most of the things people want for transportation, though.
  4. SimCity: Transit and Roading Networks

    Yes, there's no doubt that normal metros will be in there (in my mind), and it's a relief that they've added trams this time. I'm still worried about whether or not the game will have monorails at launch, as I have only seen them in that one concept art image.
  5. SimCity: Transit and Roading Networks

    I thought the "follow the leader" tool, as you call it, looked pretty smooth... and well, phenomenal. But I bet you there will be multiple tools for building free-form networks. Also, where did you see info on lane counts in networks? I'd love to see the official report on networks Phenomenal, I agree, but I wouldn't say "smooth", as I noticed visible jagged edges in the curves, like Cities XL. In CXL I always tried to make only the smoothest curves because ones with smaller radii looked so bad. I hope Maxis makes smaller curves be more smooth (made up of more pieces). I don't really get why they are like that; I remember Sid Meier's Railroads! had track curves that were completely smooth. Maybe the polygon count could be increased in the game options for more powerful computers if it's because of performance. I don't know what you mean; it's not a freeway if it has at-grade junctions, it's just a large avenue. I don't think we've seen any freeways yet.
  6. SimCity: Transit and Roading Networks

    Oh yeah, right, turning lanes are important too. I didn't think of that, but I can't imagine playing SC4 without the TuLEPs now. Hopefully SimCity allows lots of different configurations for turn lanes with various networks.
  7. So I've *kind of* got SC4 to run on 3 monitors. Adding -d:OpenGL to the target path of the shortcut and setting "Maximize across all monitors" in Nvidia's options makes region view work fine, but city view has missing textures everywhere. So close.

    1. jdenm8

      jdenm8

      Have you tried enabling CSAA?

    2. Moonraker0

      Moonraker0

      Yeah, I tried every CSAA level and also FXAA, but it either crashed the game or didn't change anything.

  8. Show us Your Interchanges!

    Here is one I just built. I honestly don't like the fact that the elevated one-way road has a one-tile curve like that; it just doesn't look right to me. I couldn't think of any other way to fit it in there, though. I guess I can't embed images that I took with Steam because they somehow don't have a file extension. http://cloud.steampowered.com/ugc/595844629119844113/9BC6052AF8AB034DE2C99EA79EECC5220B50D5F1/
  9. Show us Your Interchanges!

    Don't you mean an 8S E1? Yep. Very realistic! You could, however, use draggable type B ramps on the RHW-4, which would take away those starter stubs on the diagonal MIS and let you fit smooth curves in those loop ramps, if you want. The draggable ramps are useful for those tight places.
  10. Show us Your Interchanges!

    I think that's a Wide A1 ramp, which doesn't have a type D1 counterpart No, it's two tiles away from the (non-overhanging) tile of the RHW-6S. A type E ramp will work there, as far as I can tell.
  11. Show us Your Interchanges!

    The half-clover (fourth image) is interesting; I'll have to try that in SC4 some time. Anyway, I think people have posted screenshots of CityScape in this thread, so apparently non-SC4 stuff is okay: Cities In Motion 4-level stack Cities In Motion 3-level cloverstack These are interchanges I created with Cities In Motion's map editor on a big city I'm working on. It's nice to not have all the flyover ramp limitations that SC4 has, but there are also some limitations to CiM's highway system, as it's not the focus of the game...such as no merge space possible and no smooth curves or alternate highway widths.
  12. Show us Your Interchanges!

    Nice one, AIX. It just looks good because of all the smooth curves and slopes you used.
  13. Show us your Region!

    My Hong Kong region An older region, Blue Haven I also made a recently.
  14. Show us Your Interchanges!

    Nice DDRHW interchange, cityobserver. It inspired me to finish a DDRHW interchange of my own that I hadn't worked on in months. Had a heck of a time making it, what with all the auto-connecting and having overrides break on me, but it's finally done.
  15. Show us Your Interchanges!

    Well, there are few places in the first interchange where you can fit in smooth curves (the outer highway in the upper part of the image, for example) for RHW-4 if the lights are repositioned. Also, in the first image there is that ramp that moves over one tile abruptly, but that could be changed into a nice-looking fractional angle MIS ramp, and there's a piece for adding an additional lane like you're doing now, but at the smoother angle. The same case is true in the second image, near the bottom, where you used a lane shift/s-curve piece and then a dual RHW-4 to RHW-6s merger. In both images, I noticed that you aren't really providing any merge/acceleration lane space at all, even after the dual RHW-4 to RHW-6s mergers, which would be unsafe/problematic in real life.
  16. Show us Your Interchanges!

    Interchange in Eastern district, Hong Kong
  17. Show us Your Interchanges!

    Two shots of an anti-weaving redesign of a T-interchange which Need4Camaro suggested to me. This is my city in the
  18. SimCity: Transit and Roading Networks

    Also, concerning car transport, I think that Sims should only be able to drive somewhere if they can find parking. In Cities in Motion and SC4, cars are somehow able to originate from and park at homes and workplaces where there is clearly no parking available. This forces the mayor of a city to build parking structures if they want Sims to be able to park, which is more realistic. On-street parking can also be available for them if the player puts it in. If they can't find parking, they will have to use public transportation or other means. Also, I hope that they visibly drive into the parking spaces instead of disappearing and teleporting into them like CiM. I guess this would probably be best as a feature for some "hardcore" or "advanced" play mode, though, as it could make the game more challenging.
  19. Diagonal Fillers Maxis Sidewalk With Tree Props

    I used to use these all the time, but I just tried it now and I'm having the same problem as Paradox123, where the sidewalk half is missing. Or maybe the grass half is missing...either way, the lot has the same texture over all of it; there's no diagonal texture. Are you sure there aren't any dependencies?
  20. SimCity: Transit and Roading Networks

    Well, I hope that the game has monorails available as an option for mass transit at launch, or at least as part of a DLC if not then. The biggest failure of SC4 with monorail is that you can't just put it in the median of/over an avenue/road/highway like the common real life practice. I hate having to demolish a ton of buildings to build a monorail line next to an existing avenue, when the pylons could easily fit in the median. Of course, the same goes for elevated rail, which can be built over roads in real life. Yes, the NAM somewhat takes care of this, but only with elevated rail over a road, and without many puzzle pieces that are needed to complete most lines, causing me to have to just build an elevated line somewhere else in most cases.
  21. Wow, Simtropolis is suddenly unblocked at my school? It must be the domain name changing to "community.simtropolis.com".

    1. Kevin
    2. jacksunny

      jacksunny

      I have to try this at my school, thanks for sharing!

  22. Show us Your Interchanges!

    I just rebuilt a partial cloverfold interchange in an old major city of mine, which I haven't played for a long time. Here is a picture of it which I took after its initial construction: And now, the RHW 5-upgraded interchange: Here's another shot of it, more zoomed out: The only problem now is that the starter pieces on the type E entrances to the RHW-10 required the removal of two MIS smooth curves. But maybe there will be starterless ones at some point and I can fix that.
  23. Can't find it?... Ask here!

    Thanks VicRusty; that's the file. I don't think I would be able to use your RHW method because I can't place anything on that lot at all.
  24. Can't find it?... Ask here!

    Ok, I just ran into a problem...I plopped one building where the BAT is slightly overhanging and then another building next to it, and as tends to happen with such BATs, the first building disappeared and left a messed-up empty lot. Normally this wouldn't be much of a problem, as I could just drag streets throughout that lot and demolish them to remove it, but this is the first time this has happened to me with a ploppable lot, and because it's ploppable, I can't drag streets in it. I remember seeing a lot/BAT on the LEX that was designed to remove such lots, but I don't remember the term that the uploader used to describe these lots, so I don't know what to search for. Can someone please tell me what it's called?
  25. I take it the new forum search feature hasn't been implemented yet...

×