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0 Clean SlateAbout Oliver199
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Try using the Realistic Highway Mod (RHM): http://xlnation.net/node/356
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If you are missing any information in the thread linked above, feel free to send me (or any of my colleagues) a PM. We will edit as fast as possible.
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It surely isn't possible to connect Metros and Railways because crossing files for railway tracks are missing actually.
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I wish we had some sort of Real Highway Mod like SC4 does, 2 by2 you can do, rural highway, 4by 4, 5 by 5 but no 3 by 3 separated instead of an expressway, that would be cool Forget it! For that you need to build whole new models, but even if we would be able to create them the interchanges have .layout files which could be layed from here to the moon and back. So there is actually no way to create new highways for the game.
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My special wishes? Ski GEM! And this with all the 4 slopes (green, blue, red, black) in the three different wides (20,40,60) as MC promoted some time ago. Would be really great! And another special wish/question: Is there any .actor for chairs and telecabins which could ride on the actually unanimated lifts? @anton: I guess you found this files in gfx folder? Not sure, BUT there is no .class and no .layout file for any overground station. I will talk with some texture modders to unpack these files.
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The sentence "Compatible with all other mods" is often just a standard sentence without any meaning. Nearly every modder use it, maybe also because it is a part of the CXS modding threads schedule. Most times it isn't really approved. Anyway, you should try to remoe all mods except the unlocker than you can see whether or not this is the problem.
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The sentence "Compatible with all other mods" is often just a standard sentence without any meaning. Nearly every modder use it, maybe also because it is a part of the CXS modding threads schedule. Most times it isn't really approved. Anyway, you should try to remoe all mods except the unlocker than you can see whether or not this is the problem.
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Thanks for your effort? I hope to see more from the Ski GEM. Just a question: Aren't there chairs riding on the chairlift?
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Lol, is this a offshore oil platform? Bit absurd to place it on land, isn't it? But it looks great and I still can't understand why some of this buildings are locked (I know, some of them miss parameters, thumbs etc...) And yeah, screens of the Ski GEM wouldn't be a bad idea.
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Yes, but the skiers are skiing upwards instead of downwards, aren't they? Am I going right when I think that there are 4 skilifts? A monocable gondola detachable, a skilift (detachable POMA version...), a chairlift and which is the 4th?
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It surely will. This is a quiet good system. Also when I think that 2GB DDR2 are a bit to small for playing on high settings.
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A .layout file of a highway interchange is unbelievable long. It's quiet a lot of work to create a new one. And no, there weren't new interchanges in the beta.
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FHI doesn't told us about any Limited Edition. So nobody knows, but it doesn't seems like there will be one.
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One question I have is did they change how traffic reacts at a stop light. In 2009, Traffic moved one lane at a time, even if there were two or more lanes (such as avenues). Did they change that to be reflective of real life? There is a improvement with the trafficlayer. Before stoplights the traffic turns into a darker color. For example: The traffic on a street is yellow at all. Than it will be red in the area before the crossing. But the graphical bug which you meant isn't solved, sorry.
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I will answer some of your questions. @ACEH: Yes, this is true. But there is only one skin for the double decker subway at the moment.Short and long trains got several skins for every roadtexture. The bus skins are also changing by choosing a new road type. @lacivian: No, there won't be turning lanes. The streets are the same, except the few special streets which are added for every new road texture (extra wide avnues or streets with some grass beside them). And here a little description for this what I found out about modding while the beta (copied from the official forums, so maybe some of you have known the text yet) I unpacked the beta when I get it and I studied the new structure really well. What I can say: It's well structured now, in .class .layout and .sgbins are no changes, but what has really changed is the script (the .lua files). Some of the "dangerous" .luas are deleted (like rightsmgr.lua) and the complete scriptfolder is restructured. There are some new .luas, which weren't able before, but many others disappeared. The interface is also scripted in a other folder now - we don't know where at the moment. Maybe Globex knows a bit more.
