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Found 22 results

  1. Hey guys! so with the hint of a road modding tool in the next DLC arriving, and presuming it's something like Network Extensions let's discuss what roads would be cool to add! I've looked at the source code of Network Extensions and I've looked at their textures etc so I want to make a start at creating textures for roads. for that i need suggestions! Rules: Use https://streetmix.net/new to visualise your road. I won't even consider ones that are just some random description For roads you want to zone on: use either 16m wide roads or 32m wide roads as those are the two widths that work with zoning. For highways you can use any width lanes for cars, trams, buses etc should be 3m in width. parking should be 2m wide sidewalks should be at least 2m wide (maybe 1.5m at the smallest) and this is for either side of the road, so at least 4m of sidewalk altogether! try and keep in mind that it's not about creating new types of prefabs like MOM, it's for reskinning like we do with Network Skins! Here's some examples of Vanilla Roads visualised in StreetMix a 16m Wide Basic Road: And a 32m Wide Medium Road You can click on the above links to be taken to a template in streetmix. Give me inspiration!
  2. Hello everyone, I open this new topic to let you know about my new project to create new textures for road networks in general (road, street and NWM). The same subject is opened on SC4D: Swiss Network Textures. There is very little full texture play to exploit them in the LE, which is why I start this work. I create textures for Swiss (CH) networks but also European because we use almost identical road signs. My main goal is simply to make textures overlays for the LotEditor (LE), I do not want to create textures for all NAM networks, but only a few in particular. In the future, when my pack is downloadable, you will be able to do what you want with the textures: modifications, mods, additions, etc ... My pack is basic and contains only simple orthogonal textures. Maybe in the future I will follow up with the diagonals, it takes a lot of time. For each type of network I assigned a code to identify more easily the types of textures / networks. I put most of the existing networks, Maxis and NAM, but I may have forgotten others. Here are the codes: Pictures: M01a : Click here M01b : Click here M02a : Click here M02b : Click here N07 : Click here N13 : Click here N20 : Click here P22 : Click here I apologize for presenting the Excel table in two parts, I have not found a better solution than that for now, I will see in the future if I find a more ergonomic solution in order to have the table with the links To see the pictures included in it. If you have any criticisms or suggestions you can let me know. Thank you for your attention, Aka
  3. Car Ferry Terminal

    Version 1.0.0

    1,126 Downloads

    Car Ferry Terminal, by Mattb325. --------------------------------------- While I quite like the look of the Maxis Car Ferry Terminal, after almost 15 years of seeing the same ferry building in game, it's time for an upgrade. This is a fictional building which I made for that purpose. While the lot conforms to the existing Maxis Car Ferry Terminal, it does not replace the in-game building. It is also slightly easier to place along the shore line - if you have ever placed the in-game version, you will have no problems using this lot as the principles are identical. Additionally, it uses standard maxis pavement textures (rather than a batted base like the in game version) so the lot will blend in with any sidewalk mods that you have. Just like the ingame lot, this lot is transit enabled for road, and as long as you draw the road into the lot, cars will drive through the building. Car Ferry buildings are a great alternative/supplement to bridges, and I use them to ease congestion on the road network. Please note the Car Ferry Terminal is a separate network from the Passenger Ferry Terminal. Ferries that leave from a passenger ferry terminal do not use a car ferry terminal and vice versa. Now, this is no different from the function in the vanilla rush-hour game, but as there are so few custom ferry terminals available for download, it is important to point out. Therefore, I recommend placing this at least twice in any city tile (on opposite shorelines) to get use. The ferry terminal is a modern building with a bar and restaurant on the upper levels. It has similar stats in terms of capacity and monthly cost to the Maxis Car Passenger Ferry Terminal, but provides a few more jobs. It is also limited to a maximum of 16 terminals per city tile and both this building and the in-game car ferry terminal count towards the 16 terminal number. Obviously it is found in the water transit section of the transportation menu and obviously it can only be placed in a city where in-game water is present; it does not work on canals or ploppable water. It has been tested to work in Vanilla (Rush Hour) and various NAM releases, up to NAM 35. --------------------------------------- STATS: Lot size : 3x5 Plop Cost: §150 Bulldoze Cost: §10 Occupant Groups: Transportation, Strikable Transit, Ferry, Car Ferry, Water Transit Catalog Capacity: 1,000 Wealth: Medium Wealth Demand Created: Jobs§§§: 1, Jobs§§: 8, Jobs§: 18. Pollution: Air 1 over 1 tiles, Water 1 over 1 tiles, Garbage 1 over 0 tiles Power consumed: 10 MwH Water consumed: 38 Gallons/Month --------------------------------------- NOTE ABOUT DARK NITE vs MAXIS NITE: This download contains TWO file types in two seperate folders; one for dark nite users (and other night-time darkening mods, such as Gizmos night-mod) and one for the standard Maxis nite. You must choose only one file - depending on which version you use. If you are unsure whether you have a night-darkening mod installed, then choose the Maxis night version. If you use the dark nite version, you will need a dark nite mod. (http://community.simtropolis.com/files/file/23089-simfox-day-and-nite-modd/) --------------------------------------- DEPENDENCIES: This file requires the following dependency: http://community.simtropolis.com/files/file/27915-cruise-ship-terminal/ You can delete the main model and lot files if you wish not to use the cruise ship terminal, but be absoluetly sure to keep the two files marked 'Mattb325_RetainingWall-xxxxxxxx' If you do not download these, the ferry building will appear to float above the water. --------------------------------------- To install, simply unzip the contents of this file into your plugins folder. Thanks.
  4. Hello everyone, I'll ask you with 2 question. Can we create network from scratch now or in the future? If available, will it included in the NAM? I hope you make solutions to above questions (especially first question). I'm not arrogant or have the knowledge. I know this is difficult. But, starter pieces system has some minuses, like must place the starter piece. Thank you.
  5. Replies: korver: Thanks, really glad your enjoying it. As for the road network I'm surer there is many places that use a similar design in the real world though admittedly I haven't seen it either. If you like the road network though you should be happy with the below entry! Entry 3: Adding more infrastructure! So, basically this was the whole point with this city, to try and create a functioning densely populated island city that relies entirely on road, plane and boat for transit (no trains, subway etc). As such, since the last entry I've been doing a lot of road work starting, with this small spur in the industrial/incinerator area which had this issue. So, a bit of shifting stuff aroudn and some small scale demolition and we have this distribution spur which, is a much better solution to the traffic. Next up was the entrance area, where we needed to put in a large scale split to facilitate traffic heading north. A much larger project than the one before and massively oversized for the state of the city at the moment but at least it should hopefully be futureproofed for a little while at least. Random overview of what the city looked like at that point. Right before it saw some large scale growth that meant I needed to make a few changes to the interchange. The other reason for this highway interchange being completed now is to help facilitate the first high rise development outside the city centre in the district centre of Pranada. Finally for this entry we have the biggest roadwork project, the re introduction of the harbour splitter, which, was present in the previous version and seemed to work really well so was always going to be in this one as well. The difference however is that I changed the way the connect to eachother and added a third harbour to the system for the local freight that doesn't need to use the highway to get to them (located immediately right of the interchange. Some bits of the system look a bit unusual but basically I designed it so that they get relatively equal usage, hence why some of the road types are a bit odd in choice as they make the journey times for the different sides more or less equal. At least it seems to be working ta the moment but we'll have to see as volume increases. Though, seeing as we did have an issue already when building it that meant I had to build this small local only harbour on the otherside of the city, we could be seeing more harbours in the network in the future. For now though, that's a lot of road so we'll end it here with the usual current overview Till next time!
  6. So I started building RHW(new to RHW btw) to reduce regional traffic then I notice that the trucks are constantly changing lanes or doing a zigzag movement........please help!!! Here's a photo https://www.dropbox.com/s/6gij4k6il26idqj/20170329_232144.jpg?dl=0
  7. Now I stopped modding for a while and decided to "play" the game. I forgot how additcing it was. While working on my city, I decided to a bit vertical and build a residential zone on a hill. The main type of transportation is currently trams, going to the local train station and cims are being distributed to the rest of the city. Railwhales are pretty good handling the high amount of cims and their train variants are hauling cims to the main station or nearby stations connected to metro networks. The concept is working but I intend to improve it, thus this idea came up. The main issue with trams is the fact that they do not cover the same zone as metro network. Trams works fine on a street level, but when you want to deliver "transport" to a small district, they fail, even if you create walkways between streets and through apartments to increase the accesibility. Metro does that well. You can transport crapload of people between districts and since it's underground there's no traffic. I like metro because of this. The problem with metro though, just like train stations, you can't build them on slope. Even if you do, they will look weird just like below (ignore the budget, free public transportatin is killing it) So that's where this idea came in; funicular. Funiculars are basically sloped trains or metros, consider how you will. While they are not widely popular around the world, they still have use. I live in a country which most of the cities are built around hills and thus we use funiculars a lot. There are 2 cases I'd like to talk about: 1. Istanbul, where funicular is still used but somewhat integrated into metro network. 2. Lausanne, where funicular line is upgraded into Metro network. So while the system is currently a metro network (with metro cars and all that, it actually operates on old funicular line) I know that it's imposible to build slope train stations (smh), but stops can be added on sloped roads if it's bus or a tram station. So 2 possiblity comes to mind: a. Create a new road connection (just like tram only roads) call them funicular line. Since they are roads, stops can be added on sloped terrain. There will 3 issues to settle: 1. Underground stops 2. Adding proper stations 3. Giving them same coverage as metros b. Use existing metro network. This one is better but a bit hairy because of: 1. Will require MOM mod. So it will not be compatible with existing cities or will require to destroy metro tunnels and rebuild (some issue I had in my playthrough, they clip the terrain when there are too close to the ground level) 2. Will require underground metro depots for funiculars. 3. New stations will have to be made, which they wont be long default stations but much shorter so it won't look weird on sloped terrain. (4 or 5 units long perhaps) 4. I don't usually care how tracks look like so current MOM style would be fine. Cars have to be modeled, obviously.
  8. I have a large monorail network between 2 cities- one residential, another industrial/commerical. The monorail works inside each city map- but no passengers are using the neihbor connection connecting the residential to the industrial monorail network.... Some help please? BTW, I also have a SHR network going on a similar line to the monorail. I find that freight seems to not use the surface rail much.... I wonder if I should remove the surface rail to concentrate on monorail.
  9. The Backbone of Ariosa

    :::News Flash::: Citizens are welcoming CityCorp Inc. (SNSE: CTYC §789.99) to Ariosa. This is in response to the failed city of Newtchester. Ariosa is east of Newtchester, and currently the Capital of Arios. Much more to follow in the next few months as this development takes place. Dear Editor of Ariosa News Line, We hope that our citizens are as excited as we are at the town meeting spot. We barely have a government and this opportunity is coming to us. For now i wanted to address the Newtchester rumor. Yes they failed CityCorp. However, it was not due to radioactive waves nor was it because of a citizen called Vu. It was because the people revolted, and the held strikes. We have been told that this will improve our lives. And our children's lives. We don't even have a school, how can you expect us not to grab this opportunity? Mr. Speaker; Ariosa Town ____________________________________________________________________________________________________________________________________________________________________ CityCorp Instuctions to the People of Ariosa: The next step is to plan out the backbones of your town, and to make a larger amount of land around you dedicated to farmland. SimNation gives federal funding to farmers and it will boost your Treasury. Please register your home with CityCorp at www.citycorp.com/register_sm.snajax by the end of the week. Below is the basic layout of the city network. This will take time, and we will grow your city over a period of underestimated time. Please read our online material, from the login page ater registering your home. As you can see Norta Upon Ariosa is the next planned phase, currently this is your main business district: The homes here will be moved to Norta, and for your convenience a train will transport you between the two areas. All other homes will be allowed to upgrade to MRS(§-§§) with options for §§§. Thank you, and do not forget to register your homes soon! CityCorp Inc. Property, do not share or transmit to non-related parties.
  10. Weird Freight Transport !

    Weird freight Transport ! Lately I spotted some perculier freight transport directions ! Recently an new industrial area without freight station has been added. Normaly freight goes the shortest way to the nearest border. Maybe road traffic will take over but yet we see this traffic patern ! My new industrial estate ! Freight truck leaves to the left to the old estate where freight is loaded ! Freight is loaded and the train takes his cargo all the way back to the first picture where it´s ?!? make a perculier move ??? Would the same freight patern apply for the old estate ? Same freight station, but a different traffic patern, how perculier ?!? This estate is more near the left tile border so the logical route ! Weird, programing would this occur with a normal 90 dgr railway bridge ? Simcity 4 dated and addition of NAM it´s most likely ! Nice to see goods distributed this all over the map, obviously the local market shouldn´t be forgoten, we know more money is made exporting, the game knows nothing else ! Hope you enjoyed this CJ and see you back next time !
  11. It must begin. Sorry.
  12. As pictured, I have a diagonal avenue that will hopefully cross a diagonal RHW. In addition, I hope to include an on-ramp and off-ramp. Is this even possible?
  13. I am a longtime fan of SC4, however due to college I haven't been able to play in past year. I am so excited that I have time to pick up and rebuild old cities using the new feature of NAM 34 (I have 32 pre). In the process of me installing the new NAM, I a required to update my version of SC4 to 1.1.638.0 . Unfortunately, the link sends me to sc4devotion.com, which has been under construction for the past week. Is there any other place I can find the update so I can get back to enjoying SC4??? I am dying to use the new RHW 4s Flex fly !!!!!
  14. While making videos about this game I have time and time again come to the problem of handling traffic. Like I explained in one of my videos the problem always comes form the fact that the traffic is asymmetrical while we all try building cities in some sort of a symmetrical fashion. There is only a limited number of network connection between the map you are playing and the outside game world where the traffic comes from and goes to. While you can make zones and buildings almost everywhere. It becomes inevitable that you will end up with bottlenecks inside your cities or at the highway entrance and exit to them. After working on this design for a while now I have made a video in which I explain how it works and I have uploaded the save file with this highway network built to the Steam workshop under the name Perafilozof's Highway Prototype. Now in order to get constructive criticism and actual real game testing, in various maps and by different players with different play styles, I am challenging you, other players, to use this design and build cities that are going to brake it. Yes, I actually want you to build cities that will make it hard for this design to handle the traffic so I can improve upon it. You can post your ideas or comments about this on the videos comment page, workshop page or here in this thread.
  15. First of all, a great hello to the awesome community of Simtropolis and to you Noony Moose because I'm sure you're going to be one of the firsts to solve this. Well. Uninstalled NAM so to reinstall it and use the Euro Textures. I like them because they feel more consistent, IMO. For some reason everything worked well but RHW curves and lane shifts still have the american yellow inside line textures and obviously it looks pretty strange. Any opinions? Thanks in advance, dudes.
  16. Hey guys, Although I've been playing Simcity 4 for years, I still haven't succeeded in creating the transport network that really works. Most of my highways and avenues are barely used while low speed streets are always clogged with "local sims stewing". Furthermore, I prefer to have shops and offices located on busy roads with high traffic volume but when starting a new city it's nearly impossible for me to determine exactly which location is going to become a busy intersection or which road is gonna have high traffic volume. Could you give some advice? Thank you!
  17. Hi everybody. As you may see. I am newcomer here in the community. Maybe I shouldn't post this here, but well, here I am. I don't know if this mod actually exist but it'd be wonderful (in my opinion) if there was a mod which made the grass of the lots and networks completely transparent, so the blend much more with the terrain and to eliminate diagonal networks jagged edges. Does this exist? Thanks in advance. Oh, and I forgot another thing. I'd love a water mod that matches the color of Pegasus' ponds. It would look more realistic IMO. Oh, and I forgot another thing. I'd love a water mod that matches the color of Pegasus' ponds. It would look more realistic IMO.
  18. As 2nd special I decided to show you my extremly bad skills in working with the RHW. So I just build a RHW 4/ RHW 6s intersection (with the new NAM 32 pre release) without any tutorial, experiences or anything else:D It should work, but I'm sure it's the worst way to build a T intersection. I mmp'd the pond just because there was so much useless, free area. PS: Yeah, the bad photoshop work is on purpose, just to fit in the rest of this special of nonsense, the text is there to underline my stupidity in transportation systems too (The turbo roundabout is part of the NAM32 pre-release, you can download it on ModdB, nothing is ready yet and support: http://sc4devotion.com/forums/index.php?board=449.0, I hope I'm allowed to show the pictures, although I don't know why I shouldn'to.O) Replies feeroz123: Thanks, the open area isn't even real on purpose, it's just a thing of the tree controller I use Ace❤: Thanks and you're right, especially along the tracks some scrub and pebble would be nice, but I didn't thought about it... Huston: Thanks and yes, I thought the tree controller would be enough but it looks kinda blank as I take a look on it right now....the next time it will be better
  19. First Things First, I am running Simcity 4 Deluxe through wineskin on Mac OS X Lion, and this is the only problem that has really annoyed me so far that has stopped me from playing. Anyway, heres the main bit. It claims I have not got Simcity 4 Rush Hour installed, even though I am playing on the region New York, which got added in Rush Hour, I have ran it on the same wrapper that i run simcity 4 deluxe on, earlier in the day, i installed the updates to fix street lights and stuff sucessfully so I do not know what has happened here, please help. P.S I have got another problem, it is sort of annoying but I can live with it, when ever i go to the mayor mode menu thing and click road, it crashes, highways and all that work but an ordinary road wont work, any ideas? P.P.S Another Annoying bug i can live with, the my sim bit and the how your cities doing, like land value and stuff like that are stuck open, and are blocking any interaction with income menu and stuff like that so the game is a bit harsh on me, I have posted a picture below so you guys can see what i am talking about.
  20. Hi! Most of you probably don't know me. (Unless this becomes some kind of incest thing that only me and some of my friends follows) My name is [insert name here] and I like roads. And Tokyo. So I thought I'd combine it and put it into SC4! So to help out mandelsoft a little (apparantly struggling with school, NAM and overall stress), I took on an apparantly not requested, but hopefully interesting project of making Tokyo textures for the Network Addon Mod! So far I've only completed one out of like 25 000 tiles, so unless I get some help, don't expect this to be out in two months. Anyway, here it is. Only a crossing between an orthogonal road and a diagonal single lane one-way road. Nothing special. Apart that it's a puzzle piece. http://postimg.org/image/l70ayw2jb/ Sorry, I don't know how to get the image directly into the update. Feel free to let me know. Tell me what you like and what I should change. Thank you in advance!
  21. In SCP I see a label for network associated the different streets and avenues.Has anyone figured out how to add/remove agents to these networks? Is that even how it works? I would like to play around with some of the oil/garbage service roads and make them so that they carry other agents like ambulance/police/fire/etc. Also curious if water/power agent are added the same way. I was just curious if anyone had any information about these types of additions.
  22. Which plugin (NAM, NAM essentials, ...) could I install to introduce the NAM-functionalities in my Simcity 4 (non Deluxe Edition)? The downloads I found only work for Deluxe Edition and/or Rush Hour.
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