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Wiimeiser

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Everything posted by Wiimeiser

  1. We still have three expansions, including Supernatural, not counting stuff packs, if current patterns suggest anything. Then a 1-2 year gap of development time on the new base game
  2. I don't get why all hihgways have to be elevated concrete monsters and meet each other exclusively in cloverleaf interchanges. Looking at LA in Google Maps I don't see a single four-loop cloverleaf. In fact given the density of development I wouldn't be surprised if LA has never actually had a single cloverleaf within the city limits, at least not between two freeways. I'm not sure where Maxis got all their ideas from...
  3. Not sure how you'd fix the first one, except by building a ring road. For the second, it could easily be converted to a Pinavia
  4. How will cities line up? Will regions be like in The Sims 3? How will highways work? Will there even be highways? What is Quantum?
  5. If one was corrupt it won't appear in game (but WILL appear in Terraformer assuming it can load the region in the first place); I don't think the terrain actually uses a checksum...
  6. idea for large cities

    It should be like The Sims 3, that seems to work.
  7. In theory, if I kept the current EUR textures installed would they remain on older RHWs but revert to default textures when converted to P57?
  8. I doubt it'll top SC4, but the way it is now it simply can't be any worse. SC4's highways didn't even have ends or T-stacks (Did SC2K or SC3K have any?)
  9. Still want to see a pack with pink roads, blue inner lines and green outer lines.
  10. RHW bridges

    So even a dll cannot do anything?
  11. I just realised something. There are no overhanging sign packs for LHD. As far as I know (I might've missed one). And I downloaded that older tollbooth pack, but it only gave me a RHW-2 tollbooth when it said it had a RHW-4 one as well (unless I missed something, most custom tollbooth thumbnails are really vague), so I wouldn't be surprised if there was some underlying problem in the game code that makes RHW TE lots malfunction under certain conditions. Are car paths always reversible? Or is it only for non-highway networks?
  12. RHW bridges

    Fundamental impossibility. Could you please explain what that means?
  13. RHW bridges

    Could tunnels be implemented by a dll? The problem would be how to hijack...
  14. NAM General Support

    I believe the rails have to do with that infinite automata noise glitch, which is why I brought it up.
  15. NAM General Support

    Okay, a few more things I found today. Red paths for some reason Are roads actually able to have puzzle pieces? I think I heard something about how you used Rail for something. Outer corners are missing paths on OWR-4, also, the inner corners don't want to draw for some reason
  16. You could probably do the LHD feature by copying the Tag lane, flipping the main texture and then pasting the old tag lane over the new one
  17. NAM General Support

    The problem is my copy is version 1.1.613.0, which is virtually unheard of, and may be an unauthorized manufactured copy of an R&D version for all we know. We'd have to ask EA about it.
  18. NAM General Support

    I'm not getting any help on this, am I?
  19. A Question: Which of these two routes is better? Vicroads'? Which will cut through over a hundred houses, a school, and a memorial park and convert a local road to a high-speed motorway Or my revision? Which will cut through 40 or so houses and an industrial area and keep Victoria Road free for local use The area in Google Maps Street View near an intersection Their version My version (BTW, that circle's just there to represent an interchange, such as a pinavia) More info here
  20. For some reason I am unable to drag MIS under DDRHW
  21. NAM General Support

    Uploaded with ImageShack.us Regarding this, how would I find the path files in Reader? What are the IDs? Also, These are missing paths as well (Haven't tried the T-end Slip Lane, but the Highway Tram-in-Avenue interchange works.) EDIT: I was checking in SimCity_1.dat and noticed one .S3D file was a T-Stack Interchange. Those weren't in the base game, were they? EDIT2 My SimCity_1.dat is 144,547,650 bytes in size, 144,547,840 on disk. Is this right?
  22. They should add a minimap. SC4 had one and I believe SC3K did too.
  23. If so then the orange might just be for emphasis
  24. It might not be THAT useful, but some people might want to have RHW-2, RHW-3 and MIS cross a SPUI. And I'm still interested in a piece that only allows opposite-side turns like the old SPUI Base did
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