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Everything posted by Wiimeiser
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What country is he even in? That sounds like North Korea or maybe China...
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Real Highway (RHW) - Development and Support
Wiimeiser replied to qurlix's topic in NAM & Transit Networks
Huh, I had no idea that last one existed. I'll have to try it out.- 3,919 Replies
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A situation like this is where a FLEX piece would come in handy. There's already a REW version of that piece, albeit rotated 45 degrees and in desperate need of the orthogonal configuration...
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There's actually a mod that disables the arrows; I use it myself.
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I personally think AVE-6 should have the REW's OWR-1 ramps, but that's just me...
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So once the "QC Xpress" versions of the old overpasses are done, they'll be marked as "legacy" and deprecated? Makes sense. For the S-Curve support, I assume this will allow for more functionality with the Basketweave piece, too. The only reason to manipulate pylon placement would be for, say, extender lots. Now I wonder what was even in NAM 1...
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On the subject of legacy puzzle pieces, I was wondering this about the old overpasses. What's going to happen to those? It appears cosmetics and WRHW-2 will be getting the FLEX treatment next, if I'm not mistaken. Cosmetic pieces will probably be a part of that. I see the WRCs being the next after that. Hopefully FLEX Volleyballs can be more compact (as in, placed right next to each other) and can support wider (or narrower) networks. I've been using the NAM since I think the last or second-last "modular" version, and I haven't been relying too much on the old puzzle pieces. I'd generally only use them as filler pieces.
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As a suggestion: See where the two OWRs merge then split? If you install the REW you could have the MIS continue as OWR-1 then merge into OWR-3 before splitting into two OWR-2. That's what I would do in that situation, anyway. Also, one of your OWR ramps appears to be the wrong way around (the loop on the right). Lastly, if you're really up to trying, you might be able to add in the RHW FLUPs to free up some space (is RHW-4 supported, though?)
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Apparently FLUPS works for that last one. Don't know about the other two though...
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Imminent release, I guess?
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They'll probably be out at the same time as that REW median piece that's been showcased but not released. If only I could find the original image...
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If you absolutely must have OWR-3 there and are willing to have a bit of extra space along the OWR-2 and no zones nearby, and put up with a very temperamental new feature, the new draggable tunnels might do the trick...
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Joint occupancy is a weird thing. It seems it only works when one of the two is garbage. About a decade ago I had a lot that dealt with all three utilities at once, however, while the garbage and water processing worked fine, power output was always 0 no matter what. Which begs the question of what would happen if you made a residential lot that processed garbage, would that work? Was this part of the SC4Fix dll?
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So from what I gather, it's an issue with traffic crossing a tile boundary at an angle not divisible by 45 throwing off the position that the route query calculates?
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So what exactly is the new Mac version doing to prohibit mods? I'm a Windows user, so I have no idea what goes on with Mac OS...
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IIRC he doesn't want his content distributed for free... Only for him to get shut down by selling content. For real? I guess that explains why he's a bit draconian with his copyrights...
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Terraformer would still be useful for making full regions. What this would do, though, is make it so that you don't have to make your whole port in Terraformer in advance, which is something I can definitely get behind.
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And we can modify the terrain as needed, too.
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So custom terrain brushes are possible? Square level brushes, perhaps? Maybe we could even get an ingame Harbor tool...
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discovery Modifying .sc4 savegames: It IS possible!
Wiimeiser replied to smf_16's topic in SC4 Modding - Open Discussion
Don't power plants have jobs? If so, would a building have to be a power plant and thus produce power to have jobs, not become abandoned, then not turn into something else? -
Cool! Now I wonder if we'll get MLP houses, since they're fairly similar... Would be nice to mix in with random residential...
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In terms of paths, between the SFBT and Paeng paths transitions they're all straight pieces already, so that's fine. The widths are different, though. BSC Parks paths appear to be the same width as the SFBT variable wealth and prefab paths, so that's an easy enough transition. The SFBT Sand Parks and Paeng Parks are wider, and are noticeably different widths though very similar. If I get the chance to load up the game today I'll see if I can get a screenshot.
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I rarely if ever use GLR despite always installing it, or El Rail in general. Maybe if it was easier to use and didn't mess with zoning. I wonder if the zones avoid the paths? What is even going on here? I'm guessing the billboard gets randomly placed sometimes, but what about the rest? If you're looking for something to do for a simple lot, but one that's deceptively complex, I was thinking of a transition between BSC Parks and Paeng Parks paths/grass (I actually have been for a few years now). The issue is that there are three different Paeng textures, both texture sets are swappable, Paeng Sand actually uses the beach texture for some reason, and IIRC in both park sets the path is actually a single square texture filling the whole lot and the grass is a separate texture on top of the path texture. Using SFBT Parks might be a workaround, since the SFBT Sand Parks have transitions to three of their other four sets... Also, BSC Parks and RPK extenders for placing them under elevated RHW.
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The ground looks flat, so see if a DRI works there.
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