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Stoplight Replacement Mod (SRM) Support Topic

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Maarten, it sounds great. Will this work in software rendering? I currently have a hardware rendering problem. I do have a DIV 1080p monitor.


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Hi Maarten, great mod!

I noticed a couple things when I tried it out in my city. The large American yellow traffic signals I'm using have this strange artificacting or something on them; I'm convinced it's a graphics rendering problem. I'm using an ATI Radeon HD 6870 1 GB, and I'm thinking the game may have finally found a way to reject the fairly new GPU (only about a year old). Would rendering in software mode help? I'm afraid that might compromise the HD rendering for the mod. Could using the smaller yellow lights or a different signal set altogether possibly produce a solution?

Also, in the bellow pic (which shows both issues), some of the lights don't line up properly. I can get them to line up by dragging the road all the way across to make it a 4-direction intersection (which I was going to do for this one anyway) but I'm wondering if there's any way to fix either of these issues?

For your mod, I'm using the following setup:

Stoplight Layout Style: European Variation 1

Stoplight Posts Set: Maxisesque

Stoplight Signal Models: USA Yellow Large

mrtnrlntrafficmod.png

Thanks in advance.


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I have the same z-fighting problem as you, The Jazzmaster. Using the USA Yellow Small set works fine for me, so I’d recommend that.


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  • Original Poster
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    For your mod, I'm using the following setup:

    Stoplight Layout Style: European Variation 1

    Stoplight Posts Set: Maxisesque

    Stoplight Signal Models: USA Yellow Large

    mrtnrlntrafficmod.png

    There is only one solution to fix this rendering issue that I know of: https://www.sc4devotion.com/forums/index.php?topic=14332.msg412671#msg412671

    As for the bugged setup: this is one of those bugs of which I really thought it was fixed, but did slip right through anyway. Fix will be uploaded immediately.


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    There is only one solution to fix this rendering issue that I know of: http://sc4devotion.c...12671#msg412671

    Nah, the HD6870 doesn't have that functionality. I should know, I have one. The CSAA Equivalent is only available on the HD 7000 and HD 6900 cards.

    I'd send that off as an error report to AMD stating that it didn't occur in the last build. They'll probably fix it.

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    Posted:
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    Scandinavian, RHD

    StoplightPosts_Sweden

    Stoplight_signalmodels_scandinavian

    HMf1W.jpg

    RFFz2.jpg


      Edited by metasmurf  

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    This issue may have to do with hardware vs software rendering. I didn't came accros this bug before and I've checked the model files if there was a missing texture (and I can assure you the textures are there). I may have to come up with software mode rendering...


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    Posted:
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    This issue may have to do with hardware vs software rendering. I didn't came accros this bug before and I've checked the model files if there was a missing texture (and I can assure you the textures are there). I may have to come up with software mode rendering...

    I suspected that. Unfortunaly I can't play in hardware mode due to having a laptop with a crappy inbuilt graphics card, and the game is barely playable in hardware mode.

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    Looks like I'll consider this to be beta software. Will it be in the next NAM broadbrush update? (V31)


    Beware: Emancipated user.  No Windoze for me.
    The teacher opens the door but the student must enter himself. - Ancient Chinese Saying

    Every minute of hate in which one indulges oneself is sixty seconds of happiness lost.
    Music expresses that which cannot be put into words and that which cannot remain silent. -- Victor Hugo
    If you always do what you've always done, you'll mostly get what you've always got.
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    "We have met the enemy, and he is us" - Walt Kelly

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    I'm not sure. Alex (Tarkus) let me know that he's willing to work on the opposite-side stoplight setups, but considering current NAM developments, this might take a while...

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    Posted:
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    Found another bug you didn’t fix:

    ZjX4u.jpg

    EDIT: I’m currently using “USA_Yellow_Small” for the stoplights, the “Scandinavian” post layout, and the “Maxisesque” post models.

    EDIT 2: Yet another bug, using the same set as detailed above:

    MzXOH.jpg


      Edited by aaaling  

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    Posted:
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    Found a bug that only happens at a AVE-6 x AVE-6 intersection:

    29633561.jpg

    Using: Scandinavian RHD layout; Maxisesque posts; and Scandinavian stoplights

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    Why can some setups (Scandinavian) have overhead stoplights on the opposite side of the intersection, while the Euro Variation 2 cannot have the lights on the opposite side?

    EDIT: Why does the Euro Variation 2 layout create a portal effect for OWRxAve?


      Edited by aaaling  

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    Sorry, I don't know exactly what you mean. Can you provide pictures to support your statements? This way I can see if this is normal or not...

    For the overhead stoplights on the opposite side of the road, here:

    MzXOH.jpg


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    The NWM intersections need a little work,namely T intersections with non-NWM networks, also some diagonal avenue intersections. Ill post an example.post-338182-0-97506000-1340842993_thumb.

    ATM im on an empty city tile just plopping down random intersections, im not done yet. :P

    Found another one, Interections where 1 tile NWM networks meet 2+ tile NWM networks are buggy too.


      Edited by CAPCADETAWESOME  

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    The NWM intersections need a little work,namely T intersections with non-NWM networks, also some diagonal avenue intersections.

    That's a TuLEP crossing. Completely different.

    (I gotta try this thing...)

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    Posted:
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    The NWM intersections need a little work,namely T intersections with non-NWM networks, also some diagonal avenue intersections.

    That's a TuLEP crossing. Completely different.

    (I gotta try this thing...)

    Im not using a TuLEP, I don't really use those. This is with a TLA-5 /standard Ave T intersection.

    EDIT. Forgot to upload the pic, derp.


      Edited by CAPCADETAWESOME  

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    aaaling: that's normal. I did this for the NWM TuLEPs because just tall posts wouldn't cover this.

    CAPCADETAWESOME: That's indeed a bug. What layout set are you using?


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    aaaling: that's normal. I did this for the NWM TuLEPs because just tall posts wouldn't cover this.

    What I meant is why is the overhead stoplight on the far side of the intersection? If this can be on the far side, why not make Euro Variation 2 stoplights on the far side of the intersection?


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    Is there a way to edit the intersections that come with this mod or create new ploppable ones (like change where the stoplights are, etc.)? If so, what is it?

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    aaaling: that's normal. I did this for the NWM TuLEPs because just tall posts wouldn't cover this.

    What I meant is why is the overhead stoplight on the far side of the intersection? If this can be on the far side, why not make Euro Variation 2 stoplights on the far side of the intersection?

    Because that's hard to do for all stoplight setups. All T21 exemplars (the files that arrange the stoplight layouts) are linked to specific network tiles, so one T21 refers to one network tile (for instance, 0x00020700 would refer to the standard Road-2 x Road-2 X-intersection). For single tile networks, it's not really a problem...

    Where the real problems comes is when you apply this to multi-tile networks, like the AVE-4, and especially the draggable intersection. Some intersections share the same tiles for different setups. If you take the AVE-4 x RD-2 X-intersection and the T-intersection for example, they both share the same tile where the road crosses the avenue entirely. When using the adjacent side setups, this is not much of a problem. However, with opposite side side setups, this tile would require two different stoplight layouts, both for the X-intersection as well as the T-intersection (otherwise, if you choose only one of the two setups, you get an useless stoplight or you miss one essential one, which makes no sense). And this is where the problem is: all setups are directly assigned to one transit tile, disregarding what the surrounding tiles are. This means that you can only have one stoplight setup where you actually would like to have two different setups for different situations.

    There are only two ways to solve this:

    • Using offset props for the posts, as well as the stoplights themselves. This method could work, but it would require more modeling work for the stoplight models as well as the posts, more required exemplars to refer to these offset models and many more modding work to adjust all the setups. And considering that it takes over a month to get one layout set ready, you can figure how much work that involves.
    • Change the RUL2 code, so it uses different textures for different intersection setups at multi-tile networks. Possible, but highly impractical. This would require at least a load of new textures and pathing files, hundreds, if not, thousands of new lines of RUL-code and incompatibility with road texture mods and of course, the RUL2 isn't a file that you can "just" release; it would require a new NAM version or a hotfix from the NAM Team to get this file updated.

    As you can see, making opposite side setups as you can find in America are technically quite hard to reproduce in SC4. Maxis was facing the same problem, and therefore most of the original stoplight setups were adjacent side setups instead of opposite side setups, despite of Maxis being American-based.

    Is there a way to edit the intersections that come with this mod or create new ploppable ones (like change where the stoplights are, etc.)? If so, what is it?

    These stoplights are not plopable, and never will be due to game mechanics. They are automatically placed, just like the original stoplights.

    Best,

    Maarten


    Read the Readme or drown in bugs and glitches; the choice is yours...

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