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SimCity 4 Devotion Custom Content Showcase => Network Addon Mod (NAM) => NAM How-Tos and Tutorials => Topic started by: Chrisim on May 11, 2008, 04:53:35 PM

Title: GLR & Tram-Avenues Gameplay: Basics & Tricks
Post by: Chrisim on May 11, 2008, 04:53:35 PM
This thread is a tutorial. For GLR support, help and new functionality requests, please use the thread "GLR & Tram-Avenues - Help and Development" (http://sc4devotion.com/forums/index.php?topic=4622.0)!

Constructing GLR or Tram-Avenue networks is simple as long as you know some basic rules and a few tricks. In this tutorial thread I list some basics and best practises for GLR-beginners and give some tricks from & for more experienced players (look for the word "Trick"). If you know further tricks, please share them with us.

NOTE: a bug exists in the Windows version of SC4 that causes the game to crash to desktop (CTD) when a puzzle piece of a certain network is moved over a TE-lot that is transit enabled with the same network. When you select a puzzle piece, simply by chance the cursor may be located over a TE-Lot - Boom. We cannot prevent this - you can just reduce the number of crashes by careful city building.

Be familiar how to select traffic menu items:
When you select a traffic menu button, e.g. the GLR starter pieces or the tram-avenue puzzle pieces, the first puzzle piece is selected and can be plopped.  click POS1 or END to rotate or flip it. More network puzzle pieces are available: click TAB to select the next puzzle piece (or SHIFT-TAB to select the previous one).

Make sure to have the latest Network Addon Mod (NAM) installed (presently the April 2008 version).

I hope you find this GLR & Tram-Avenues Gameplay: Basics & Tricks useful. Some tricks were taken from various postings of GoaSkin, Andreas and others in various threads - thank you! I am sure that there are further tricks around in your mind - please share them with us and post your tricks. I may include some to update this gameplay tutorial.

Table of Contents:
1. Draggable GLR
2. GLR Puzzle Pieces
3. GLR Stations and other GLR TE-Lots
4. GLR bridge
5. Tram-Avenue Puzzle Pieces
6. Tram-Avenue Stations and other Tram-Avenue TE-Lots
7. Tram-Avenue Roundabouts and Station
8. New Stuff
9. Other tricks
10. Problem solving

The GLR stations shown on the pics below are the BSC SFBT GLR Tram Mod stations and their extensions. Many thanks to daeley and mikeseith from the BSC for developing the original Light Rail Mod. Also thanks to the SFBT members GoaSkin, ArkenbergeJoe and Andreas for their development, modifications and betatesting. The new GLR-avenue stations have been announced in the SFBT thread and shall be published soon.
Title: 1. Draggable GLR
Post by: Chrisim on May 11, 2008, 05:15:01 PM
Note: this tutorial was created with an old version of the NAM, and features may have changed with newer versions

Two ways exist to build Ground Light Rail (or better Tram in English and German) in SC4. Trams can be dragged or puzzle pieces can be set.
Our clear recommendation is to use dragged GLR: it is much easier to build, there are certain tram tiles that exist for draggable GLR only and the risk of CTD is much reduced.

You find the starter piece for draggable GLR in the Traffic - Misc menu:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FMXCRMSn.jpg&hash=969303c7a37c03fd9cee7ab3deca9eb67069e49e) (dragTram1.jpg)
Rotate it until the arrows point into the direction you wish to drag:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FmzQ1gQz.jpg&hash=b7fde481dced6a00382c9b894ebd8c3a3f1f0848) (dragTram2.jpg)
and select the Elevated Rail (also in the Traffic - Misc menu):
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F0bMaunD.jpg&hash=d789aca362e4125d2c053c3301b584d75f7bfb80) (dragTram3.jpg)
Click on the tile of the starter piece that had shown the arrows and drag (while keeping the mouse button pressed):
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FZpL1Lsu.jpg&hash=e0323a019bfff8795508fbb828d3966d73538eac) (dragTram4.jpg)
It does show elevated rail in the preview, but when you stop, the GLR track will be build:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F9OwqKh4.jpg&hash=88bc4eb0867a5ccaf8c374918c9b4231d25ab49f) (dragTram5.jpg)
You can drag across several (but not all) other networks and intersections will be created automatically (e.g., for road, street, oneway, ...)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F59xJva4.jpg&hash=906bd391e337c58f2bb4c5c001ce9a276bb6ee9f) (dragTram17.jpg)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F3cSHc6i.jpg&hash=ae1e5bd38e8cad207049184f07b7c0b45c42d40d) (dragTram18.jpg)

You cannot simply drag into the opposite direction.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FoC87MN8.jpg&hash=f11e8a2a07ec5949c09baf53a4d0cb7543e56e85) (dragTram6.jpg)

Trick: Make sure that the dragged GLR track is at least 6 tiles long (8 tiles with starter piece). Then you may bulldoze the starter piece (both tiles!)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FSLiB0mn.jpg&hash=659f7db3eff7c30e00e26b4de76c4499d388a274) (dragTram7.jpg)
(a piece of elevated rail or a diagonal road piece may possibly appear - simply bulldoze it)
and you can drag into the other direction
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Fk0vkwcF.jpg&hash=0f35a60ef8bcfabbfb4082059ab30d6020d1c98a) (dragTram8.jpg)
Now you can drag more tracks form each tile in any direction.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Fn6eIowP.jpg&hash=4870f46a3aaf65b0628e517e7e6090a2083c1460) (dragTram9.jpg)

If the tracks reverts to elevated rail, the track was too short. Simply plop a starter piece on either end (overlapping one piece)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FfM2iCYy.jpg&hash=fdcb60edf5e7d39e9bd68bb54e6c81f4bf083fb3) (dragTram10.jpg)
and the elevated rail track will become GLR track.

Trick: There are several starter pieces available! Use TAB to select diagonal or rural starter pieces. Most helpful are the loop starter piece and the elevated to ground rail connector puzzle piece. The last piece of the Tram-Avenue is also a GLR starter piece.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FWKNg7gS.jpg&hash=2f32247494a631c6cd703b09821e0df69517ea31) (dragTram11.jpg)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FkCtDJnN.jpg&hash=2ede98ed9aef78735a1666dc8909e2fca23ace41) (dragTram12.jpg)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FR3M2WN0.jpg&hash=dffa7187f2b3396ba0e918a796167705a63894c8) (dragTram16.jpg)

Trick: For short tracks, plop the starter piece, rotate it into the opposite direction and plop it again
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Fv1Hi2Rb.jpg&hash=26c24bdb967e3da26b75b527c08a47de08bb2549) (dragTram13.jpg)
Now you can drag in both directions (starting from the outer tiles).
Disadvantage: you cannot build a junction or a station on starter pieces (and puzzle pieces) - three tiles are blocked if you use this trick.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FZQFsl4S.jpg&hash=d66ca7c123149d36aac1ff7f68fe4253a1ca1d2b) (dragTram14.jpg)

Trick: For very short tracks, plop the starter piece (left), bulldoze the outer end (the one without arrows in the preview) and a strange diagonal road is displayed (second from left), move one tile and drag the elevated rail over the strange diagonal road (drag at least three tiles long, see third from left) and you get a short GLR track. Now you can drag in both directions (starting from the outer tiles).
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F50BKEYf.jpg&hash=fb2839574a375a8aae6dbc1c024e7d28f1af8147) (dragTram0.jpg)
Disadvantage: you cannot build a junction or a station on starter pieces (and puzzle pieces) - one tile is blocked if you use this trick.

You can create GLR connections to neighboring cities by dragging, as for other networks.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FXyShlMI.jpg&hash=06695c04e711e20f60d6b8b5a4134dd3367b6fa6) (dragTram15.jpg)

(note to myself: images now on imgur.com - if they get deleted, the originals are archived in my folder SimCity4\NAM\T-RAM\Tutorials\HowToBuildGLRandGLR-avenues\GLR_gameplay\Bilder)
Title: 2. GLR Puzzle Pieces
Post by: Chrisim on May 11, 2008, 05:18:32 PM
There are only a few reasons why you may need GLR puzzle pieces. It is recommended to avoid their usage, because crashs to desktop (CTD) occur when a GLR puzzle piece is moved over a GLR station (or other GLR TE-Lots).

You need GLR puzzle pieces for pedestrian zones (e.g., in town centers), because the draggable GLR does not contain ped paths: no Sim can cross a draggable GLR. The NAM Team is considering to add starter pieces for GLR in ped malls for future releases.
These are the available textures for GLR puzzle pieces in ped malls:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FHqbf2kW.jpg&hash=16379b66e19384afc3db2e0e2f5e954e84609822) puzzleTram_1.jpg

You also need GLR puzzle pieces for very short connections, always for one tile and in certain cases for two and three tiles connections.

You also need GLR puzzle pieces for some intersections with other networks, e.g., for GLR below elevated highway, and for on-slope puzzle pieces.
Use the T onslope puzzle piece to create GLR overpasses:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FwOi2Rr3.jpg&hash=e22efd266e9314256ad0f663e61c5d0221ea3237) puzzleTram_2.jpg

For GLR to cross ground highways, use the ramp to elevated rail on each side and connect them across the highway by elevated rail.

Puzzle piece sets have the behavior to rotate automatically until a matching position has been found. If the RUL configuration does not allow a valid direction, the cursor becomes red and placing is impossible.
Title: 3. GLR Stations and other GLR TE-Lots
Post by: Chrisim on May 11, 2008, 05:25:30 PM
Often a confusing and annoying (even painful) topic.
Problem 1: Crashs to desktops (CTD)
Problem 2: Some GLR stations are not properly modded and may behave strangely.

Approach to Problem 1: Be careful to avoid crashes. Save the game very often (it's a good idea to use Daeley's Save Alarm Mod (http://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=78)).
CTD happen when a puzzle piece of a certain network is moved over a TE-lot that is transit enabled for the same network.
Note: when you select a puzzle piece, simply by chance the cursor may be located over a TE-Lot - Boom
When you use draggable GLR, the only used puzzle pieces are the starter pieces. So the chance of CTD is low - but it will happen if you are not careful.

Solution to Problem 2: Use properly modded GLR stations only, for example those from the BSC SFBT GLR Tram Mod (http://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=879). If your station does not show the behaviour described below, please first verify whether you have the latest version installed. Verify also, whether the NetworkAddonMod_GLR_Stations_Patch (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=862) is installed (stations downloaded from http://kurier.simcityplaza.de do not require this patch). Then, you may ask in the support thread (see link in first post).

The GLR stations can be selected from the "Misc. Transportation" menu. A GLR station can be set ontop of dragged GLR, but not on top of GLR puzzle pieces.

Recommended method: Placement on dragged GLR track
Simply plop the station on top of the previously dragged GLR track (left figure). In this case, there is no need to "activate" the station.
If the track on either side of the station is less then 6 tiles long, it will revert to elevated rail (middle figure). In this case, be extremely careful when plopping the starter puzzle piece next to the station, pointing away from the station (right figure). If you touch the station with the starter puzzle piece, the game will crash!!!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F2CXz7Oi.jpg&hash=6817b60d7c2d9c4ac0ce93653c1e1c311f490c58) (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Fmb9Wv1a.jpg&hash=fcbaaa996736e883441a29bd8039b81b84fa4776) (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FvS5DeDu.jpg&hash=a81374e302c19ee0e0031dd9f08a17ca79cdaf4d)
glr_regular_3.jpg glr_regular_4.jpg glr_regular_5.jpg

Alternative technique, not recommended: Placement between GLR puzzle pieces
You cannot plop a station on top of GLR puzzle pieces (top left figure, below). You must leave a gap of 5 tiles (station length plus one tile at each end). Plop the station in the center of the gap (top right figure). Be extremely careful when plopping GLR track puzzle pieces on the tile to the left and right of the station (bottom left figure) - without touching the station, otherwise the game will crash !!!
Finally you have to activate the station (bottom right figure): use the el-rail tool and draw it "through" the station (along all tiles of the station) to ensure that tram automata can pass the lot. Alternatively, save the city and exit it (to region), after re-start the tram automata will work.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FCWsmkI1.jpg&hash=8c17b248c4c7eb9006c92e697fc363bb0c6750c1) (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FljPuYwY.jpg&hash=28e8686644627a69e55231bd833dcfa185fbf63c)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F7NdD41Y.jpg&hash=47e252543107a2bb45c92d5d3a799bf2babb8d8c) (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FWzFlJv8.jpg&hash=0fe06bd626dc23d5edf9f3ebf1c2e4b907f30e0c)
glr_regular_6.jpg glr_regular_7.jpg glr_regular_8.jpg glr_regular_9.jpg
Title: 4. GLR bridge
Post by: Chrisim on May 11, 2008, 05:28:26 PM
Available thanks to Smoncrie! Starting from a GLR starter piece or dragged GLR track, simply drag elevated rail to the other waterside. A window opens - select the right bridge "GLR bridge".
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F2fcJWps.jpg&hash=b2ddc919397ce05ea09287b9e17a4cae4dc22b36) glr_bridge_1.jpg
Don't be confused by the preview display of elevated rail, when you click "OK", the GLR bridge will be build.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FVWFFc1V.jpg&hash=38133a20e78629141cde920e9b0019e49c28f9aa) glr_bridge_2.jpg
Use a GLR starter piece to convert the elevated rail track to GLR track.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Fd4EsUw6.jpg&hash=a558e48823a0e18b6c0540a5dc70de2660071956) glr_bridge_3.jpg
Title: 5. Tram-Avenue Puzzle Pieces
Post by: Chrisim on May 11, 2008, 05:37:57 PM
Tram-avenues are dual network puzzle pieces and must be plopped. Tram-Avenue Puzzle Pieces may be moved over tram-avenue stations without CTD because the latter are modded using the oneway network. Therefore, the risk of crashs to desktop is reduced, but does exist: if you move a tram-avenue puzzle piece over a normal GLR station, the game will crash.

It's not that hard to use the GLR-in-Avenue puzzle pieces, but it requires some time and patience. We suggest the following procedure: Place a regular avenue and then lay out the zones as desired.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Fk8lmbAu.jpg&hash=7ced94c0aecf626d3f98036f968abac8be69a8f2) tramAvenue6.jpg
Keep in mind that tram-avenue stations will block access to the adjacent residential lots, so make those larger as the station (usually 2x2 tiles), or with an offset. Once the zones are layed out, you can plop tram-avenue puzzle pieces on top of the avenue. Remember to leave gaps of 2x2 tiles for tram-avenue stations. If you would try to zone the area next to a tram-avenue, the arrow will point away from it:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FQFjB324.jpg&hash=2a4ee6654fd9f4a8c95502a025875bb36f4d339d) tramAvenue7.jpg

Trick: plop tram-avenue puzzle pieces on avenues, otherwise T21-props (traffic lights and similar) are often not displayed.

When bulldozing tram-avenue or close to tram avenue, it does often happen that a tram-avenue puzzle piece reverts to elevated rail. In this case simply plop the puzzle piece again.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FAORugNN.jpg&hash=0ef46dfb52422643fa2c17f34720913c155514e4) tramAvenue8.jpg

The following puzzle pieces (and flipped and rotated versions) exist in the tram-avenue rotation ring:
The first four puzzle pieces are for orthogonal and diagonal tram-avenues with junctions:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FdcAQNFm.jpg&hash=7d07efa1630e1086c2dbbf43e4cf9fe3b86175d9) tramAvenue1.jpg

The next puzzle pieces straight tram-avenues with intersections (road, street, oneway, avenue):
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FPmnr0Bo.jpg&hash=c87b25cd948b7d208b63d6c3e22ce04995051004) tramAvenue2.jpg

Next, there are two avenue junctions with tram-avenue turning left or right, followed by three tram-avenue junctions:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FdiLQxqC.jpg&hash=3db60975d67ddba1e24a842de270ac88cb7f05cc) tramAvenue3.jpg

Next, there are six GLR entries/exits to tram-avenue:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Fhx1Iobe.jpg&hash=0307bd47042e2a4fbd19c0ad6876e4e35574d7c9) tramAvenue4.jpg

Finally, there are six further GLR entries/exits to tram-avenue:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FbUraApc.jpg&hash=e91a0638c58bca7baf4b0f87b1e33b9cf51cf8f1) tramAvenue5.jpg


The highway above tram-avenue roundabout is another new puzzle piece (NAM April 2008). You find it in the menu Traffic - Build roads - Avenue Intersections. Use the TAB key several times until this particular roundabout is active:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Fl4MO9I0.jpg&hash=bff896064dc12d0d49173c581378dc9383d90dab) glr_ave_hwy_roundabout.jpg

Why do Sims don't use the tram of the tram-avenue, but do often prefer to drive by car?
Since the distance is the same for cars and trams along tram-avenues, Sims prefer to drive their own car.
Trick: Plan your network in such a way that tram distances will be shorter than car distances, then Sims will start using the tram when there is enough demand.
Title: 6. Tram-Avenue Stations and other Tram-Avenue TE-Lots
Post by: Chrisim on May 11, 2008, 05:42:07 PM
When plopping GLR-avenue puzzle pieces, leave a two tiles wide gap, bulldoze the avenue if present and plop the regular GLR-avenue station (left). Finally, use the oneway road tool and draw it "through" the station (through all four tiles, through two tiles and then through the other two tiles!) to ensure that tram automata can pass the lot. Alternatively, save the city and exit it (to region), after re-start the tram automata will work.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FBMnceqy.jpg&hash=d4e87b43605df97b1ff484f6d482354284b1db8d) (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Fp78TmmD.jpg&hash=717b84b35ce4fcc91cbb30011e010735ccc24fb9) (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FExUWVbg.jpg&hash=a09e652b7d216395ae4aec4a006121c706d54f82)
glr_ave_regular_3.jpg glr_ave_regular_4.jpg glr_ave_regular_5.jpg
These stations are published as part of the updated BSC SFBT GLR Tram Mod (http://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=879).

Note! The bug in SimCity that causes the game to crash when hovering a puzzle piece over a transit enabled lot has been circumvented for these GLR-avenue tram stations. No crash when using GLR or GLR-avenue puzzle pieces only. However, there are a few oneway road puzzle pieces in the game, when hovered over such a station the game will crash. This will rarely happen - why would you use a oneway puzzle piece next to such a station?

When zoning, keep in mind that tram-avenue stations will block access to the adjacent residential lots, so make those larger as the station (usually 2x2 tiles), or with an offset. Stations block commercials as well, but luckily, they won't get "no road" zots and abandon, since they don't spawn any sims, but only receive commuters. So the stations won't affect commercial development, only residentials.

There are some tram-avenue stations available for download (e.g. at Simtropolis) that are not properly modded - therefore they will not work properly or you may experience problems. Use the latest versions from the LEX at http://sc4devotion.com or the Kurier at simcityplaza.de
Title: 7. Tram-Avenue Roundabouts and Station
Post by: Chrisim on May 11, 2008, 05:46:45 PM
The Tram-Avenue Roundabout Station displayed below are published as part of the BSC SFBT GLR Tram Mod (http://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=879).
First, you need to plop the GLR-avenue roundabout from the NAM: select the menu Traffic - Build roads - Avenue Intersections and use the TAB key several times until this particular roundabout is active. Plop it and bulldoze the center four tiles (top left figure). Now you can plop one of the new GLR tram stations into this roundabout. Be careful to rotate it correctly (top right figure)!
Finally, use the oneway road tool and draw it "through" the station (through all four tiles, through two tiles and then through the other two tiles!) to ensure that tram automata can pass the lot (bottom figures). Alternatively, save the city and exit it (to region), after re-start the tram automata will work.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FQQYO7hY.jpg&hash=66ff4afff536365dcd8e515d718629d3be4dee5e) (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FU9SOfmU.jpg&hash=3b03f9385f7139f495ade267649a538638b42510)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FidpA848.jpg&hash=b592ba36eca6eac859de8458dccd50c8c157c142) (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FnScEi0w.jpg&hash=77c3411a139ecc5797fb12bd1e8bb040bc57ca59)
glr_ave_roundabout_3.jpg glr_ave_roundabout_4.jpg glr_ave_roundabout_5.jpg glr_ave_roundabout_6.jpg

If you are concerned for the Sims: they do not wait for the traffic light to turn red, they just cross but never get killed ;)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FkGv5F6c.gif&hash=384597eed7f75e48a27d5cc2a0b8437f15de1bf9) TodesmutigeSims.gif
There have been discussions about creating ped underpasses, but so far they have not been created.

In the past, some people thought that it would be impossible to build GLR stations inside a tram-avenue roundabout. The station is a TE-lot and the roundabout a puzzle piece, good prerequisites for a crash. These concerns were unjustified. It works fine because of the way the roundabout is generated (it's not a "normal" puzzle piece) and due to the modding of the station (using oneway, so the two are modded with different networks preventing crashs).
Title: 8. New GLR Stuff
Post by: Chrisim on May 11, 2008, 05:50:25 PM
may or may not be published with a future NAM ...
(this is a place holder)
Title: 9. Other tricks
Post by: Chrisim on May 11, 2008, 05:53:05 PM
GLR track inside highways
With the present NAM, it is possible to build GLR inside highway. However, there are severe limitations: only for straight GLR in highway, no curves, no highway puzzle pieces, no exits ...
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FKc2ZIf0.jpg&hash=f6764db96118a6737e30aa455cfc08c61f14873d) glr_hwy.jpg
First, drag a straight ground highway.
Plop a GLR starter piece a few tiles behind one end of the highway and drag the GLR towards the highway and over the complete length of the highway. The red turns green when you drag it beyond the other end of the straight highway. One side of the highway survives.
Bulldoze the GLR track.
Drag a straight ground highway parallel and just next to the existing one tile wide highway.
Repeat the second operation (plop a GLR starter piece and drag it along the middle tile of the three tiles wide highway).
Connect the highway ends with oneway roads.
Title: 10. Problem solving
Post by: Chrisim on May 11, 2008, 05:56:10 PM
Problem: Gap in path
If trams do not use a track (visible from tram automata or the yellow line traffic information from the route query), and if you have installed the "Extra Cheats Plugin from Maxis" available at http://kurier.simcityplaza.de/details.php?file=727 , you may display all paths (including GLR paths) and search for gaps.
Click Control-X and a small window opens in the upper left corner. Type the F1 button and a list of available cheats is shown
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FeDJXPNR.jpg&hash=2c8aef1d862a22b873e449da1f03f64a9c67b124) pathTrick_1.jpg
Click on "DrawPaths" and type Return. Now paths are displayed:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FJSjWRzd.jpg&hash=c21572f1c9174a3891ffc65cec879bc0755ccbef) pathTrick_2.jpg
Note the gap on one tile. Here, the GLR station was plopped partially on dragged GLR track. On the other side GLR puzzle pieces had been inserted. The user did not activate the station and therefore the gap exists.
The quickest way to solve such activation problems is to save the city and exit it (to region), after re-start it will work.
Title: Re: GLR & Tram-Avenues Gameplay: Basics & Tricks
Post by: threestooges on May 11, 2008, 11:08:08 PM
Excellently done, and very thorough. This will be a good source for the newcomer to GLR and is good for those who have used it already. Thanks especially for the trick regarding using the GLR bridge.
Title: Re: GLR & Tram-Avenues Gameplay: Basics & Tricks
Post by: CabraBuitre on August 06, 2008, 05:15:29 PM
Awesome... just found this tutorial!  It will be very helpful!!
Title: Re: GLR & Tram-Avenues Gameplay: Basics & Tricks
Post by: WC_EEND on October 19, 2008, 12:08:42 PM
i don't have the GLR in avenue starter piece, al the rest i have
Title: Re: GLR & Tram-Avenues Gameplay: Basics & Tricks
Post by: sim-al2 on October 19, 2008, 12:44:46 PM
There is none: You have to plop them one by one. ::)
Title: Re: GLR & Tram-Avenues Gameplay: Basics & Tricks
Post by: Crissa on January 17, 2009, 03:25:55 PM
Do the GLR-in-roundabout add more distance to the avenue than the tram?  If so, it might be a good way to bump up travel distances to slow avenue traffic down to encourage tram use...

-Crissa
Title: Re: 5. Tram-Avenue Puzzle Pieces
Post by: z on March 30, 2009, 03:26:23 AM
Lots of good info here!  :thumbsup:  But there's one error I'd like to correct, which also makes Crissa's question above moot.

Quote from: Chrisim on May 11, 2008, 05:37:57 PM
Why do Sims don't use the tram of the tram-avenue, but do often prefer to drive by car?
Since the distance is the same for cars and trams along tram-avenues, Sims prefer to drive their own car.
Trick: Plan your network in such a way that tram distances will be shorter than car distances, then Sims will start using the tram when there is enough demand.

Things are actually a lot more complicated than that in the traffic simulator.  There are a certain proportion of Sims at each wealth level who prefer to drive, a certain proportion who prefer mass transit, and a certain proportion who prefer the fastest route.  These proportions are flexible; how flexible they are and what the proportions themselves are vary by traffic simulator.  But other things being equal, Sims prefer to travel by the faster of the two methods (car or mass transit); the greater the speed difference, the stronger the preference.  Again, what is meant by "other things being equal" depends on the traffic simulator being used.  However, the trams travel at the speed of el rail (the underlying network), which is much faster than cars, so if given a choice over a route covered by trams, Sims will choose the trams.  But if they have to take a route that is only partially covered by trams, then whether or not they take them will depend a lot on the availability of mass transit for the rest of their route.  In other words, you can encourage tram usage by setting up more bus stops, commuter rail, and subway lines in the rest of your city.
Title: Re: 5. Tram-Avenue Puzzle Pieces
Post by: Chrisim on March 30, 2009, 02:24:19 PM
You are right that the details are more complex, but I always prefer simpler rules for building cities: if a road connection is shorter or similar distance, I do not see much tram usage. Of course, if distances are long between living and working quarters, the different speeds make a difference, but often the distances are not so long and it does not matter too much. Therefore the simple trick: Plan your network in such a way that tram distances will be shorter than car distances, then Sims will start using the tram when there is enough demand.
Title: No tram automata
Post by: pierreh on April 16, 2009, 10:25:38 AM
I have built the beginning of a tram network in an already built-up city, using mainly tram-in-avenue puzzle pieces, with a short section of tram-in-road and two short sections of plain (off roads) GLR. Nearly all stations are on the avenues, using the "GLR Modern Short White" station. (Two stations are on the plain GLR sections). I have installed RTMTV3 and the 3.51 Patch to get the latest T-RAM stuff. The tram lines are being used, as shown by the traffic queries. But no tram automata run anywhere; tracks look deserted. I must have overseen something but I cannot see what it could be.
Title: Re: GLR & Tram-Avenues Gameplay: Basics & Tricks
Post by: Chrisim on April 16, 2009, 11:16:35 AM
One possibility: a conflict between two tram automata. Which skins / automata do you use? For example, if you use the SFBT BSC GLR Tram mod and also a mod that replaces the default elevated train automata, the latter will only show when you remove the file SFBT\GLR Tram Mod\BSC_SFBT_glr_light_rail_no_el-train_automata.dat
Another possibility: although traffic queries indicate tram usage, it might be too little for automata to appear. Check the numbers.
Title: Re: GLR & Tram-Avenues Gameplay: Basics & Tricks
Post by: pierreh on April 17, 2009, 02:13:02 AM
The first possibility was indeed the case: I found the file \BSC_SFBT_glr_light_rail_... and removed it. Tram automata started immediately to run; actually they are long 'trains' of up to 6 cars, but I will deal with that later and experiment with other skins. Thanks a lot for the help - by the way I found out later last night that there is a support thread for GLR and tram-avenues, where I should have posted my request.

I seize then the opportunity to express how much I appreciate this site and all its contents, especially its forums. It is really great to benefit from the knowledge of so many experienced users. Many thanks and congratulations to all!
Title: Re: GLR & Tram-Avenues Gameplay: Basics & Tricks
Post by: ramseyazad on April 17, 2009, 06:39:15 AM
I have learned that holding ctrl while zoning allows me to zone after building the glr/ave network.   I don't know if this works for you all, but I hope it's helpful to some.
Title: Re: GLR & Tram-Avenues Gameplay: Basics & Tricks
Post by: mike3775 on April 17, 2009, 06:50:44 AM
It does work sometimes, but other times at may not

I have found that as long as there is not another road/street/ave above and to the side of where you are zoning it will allow you to zone, but if you have an intersection it will screw it up unless you leave the immediate area next to the intersection blank
Title: Re: GLR & Tram-Avenues Gameplay: Basics & Tricks
Post by: mitch9521 on April 29, 2009, 03:59:15 PM
can someone send me the link for this mod. ive looked everywhere for it and cant find it.  >:(
Title: Re: GLR & Tram-Avenues Gameplay: Basics & Tricks
Post by: lf420 on April 29, 2009, 09:47:09 PM
Quote from: mitch9521 on April 29, 2009, 03:59:15 PM
can someone send me the link for this mod. ive looked everywhere for it and cant find it.  >:(

It's not a stand alone mod. It's a part of the NAM.
Title: Re: 3. GLR Stations and other GLR TE-Lots
Post by: aaaling on May 16, 2009, 04:43:20 PM
Quote from: Chrisim on May 11, 2008, 05:25:30 PM
Often a confusing and annoying (even painful) topic.
Problem 1: Crashs to desktops (CTD)

Approach to Problem 1: Be careful to avoid crashes. Save the game very often (it's a good idea to use Daeley's Save Alarm Mod (http://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=78)).
CTD happen when a puzzle piece of a certain network is moved over a TE-lot that is transit enabled for the same network.
Note: when you select a puzzle piece, simply by chance the cursor may be located over a TE-Lot - Boom
When you use draggable GLR, the only used puzzle pieces are the starter pieces. So the chance of CTD is low - but it will happen if you are not careful.

Alternative technique, not recommended: Placement between GLR puzzle pieces
You cannot plop a station on top of GLR puzzle pieces (top left figure, below). You must leave a gap of 5 tiles (station length plus one tile at each end). Plop the station in the center of the gap (top right figure). Be extremely careful when plopping GLR track puzzle pieces on the tile to the left and right of the station (bottom left figure) - without touching the station, otherwise the game will crash !!!
Finally you have to activate the station (bottom right figure): use the el-rail tool and draw it "through" the station (along all tiles of the station) to ensure that tram automata can pass the lot. Alternatively, save the city and exit it (to region), after re-start the tram automata will work.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg87.imageshack.us%2Fimg87%2F5315%2Fglrregular6em7.jpg&hash=8e9a4ca360734be2a230970c8cb4d9e7256f5be4) (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg87.imageshack.us%2Fimg87%2F9574%2Fglrregular7jc7.jpg&hash=e7dd0c2c17a9971f8587285dcbb1f36b8d802789)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg517.imageshack.us%2Fimg517%2F8556%2Fglrregular8tn9.jpg&hash=e335a1a62b14400b7460b3735f9dbcf4fa27edcf) (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg517.imageshack.us%2Fimg517%2F5498%2Fglrregular9fw1.jpg&hash=6e4571ed713eefe9b83a3736acfc48623985af74)

For Cogeo's stations, you CAN plop them on puzzle pices.
Title: Re: GLR & Tram-Avenues Gameplay: Basics & Tricks
Post by: allan_kuan1992 on May 17, 2009, 01:08:40 AM
Now those stations are from the pre-draggable era so you might have issues using them in combination with draggable GLR.

- Allan Kuan
Title: Re: GLR & Tram-Avenues Gameplay: Basics & Tricks
Post by: Urbane Planner on December 22, 2009, 11:18:32 PM
I have a problem with draggable GLR.  I cannot make T-junctions or 90-degree turns with it, even after I delete the starter piece.  What do you think may be the problem?
Title: Re: GLR & Tram-Avenues Gameplay: Basics & Tricks
Post by: Andreas on December 23, 2009, 04:48:38 AM
It's a bug in the current controller that will be fixed with the next update. As a workaround, use the puzzle pieces. :)
Title: Re: GLR & Tram-Avenues Gameplay: Basics & Tricks
Post by: Chrisim on March 06, 2010, 01:00:53 PM
Tram-in-road and tram-on-street stations exist, but there are apparently no tram-on-road stations. Well, in fact there are dozens (if not hundreds) of tram-on-road stations:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FQY7pbRst.jpg&hash=605d98c234b0f1f533665748d70ab2b4a9666511) (http://i.imgur.com/QY7pbRs.jpg)  (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.ld-host.de%2Fuploads%2Fthumbnails%2F735efc2d88e05a0dec1250d8ead97332.jpg&hash=1cf3b13d2018ffdcb412ba75f2ce04238d56614b) (http://www.ld-host.de/uploads/images/735efc2d88e05a0dec1250d8ead97332.jpg) (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.ld-host.de%2Fuploads%2Fthumbnails%2F08ddeb10fd00411a28c75ff9ab64e043.jpg&hash=1908f3e629e869c7c12a7465a8bff1e64f9dd858) (http://www.ld-host.de/uploads/images/08ddeb10fd00411a28c75ff9ab64e043.jpg)
TramOnRoadStop1.jpg...

Yes, these are normal GLR/tram stations. They can be used for tram-on-road due to this NAM puzzle piece:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F30yaMmft.jpg&hash=c92f96465bada58c3149909dce1607389c0cc10f) (http://i.imgur.com/30yaMmf.jpg) TramOnRoadStop0.jpg


First plop a tram station:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FLVnUK6Vt.jpg&hash=eef9b4498b6ea25f56158ba04a349c875c79cbd4) (http://i.imgur.com/LVnUK6V.jpg) TRAM22.jpg
Next plop the puzzle piece on both ends:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FV6aBwXbt.jpg&hash=b3bbcebfa97fdbb407c73d655d3b29de570f46b2) (http://i.imgur.com/V6aBwXb.jpg) TRAM33.jpg
Drag onewayroad outwards and back inwards as shown on the next two pictures:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F5QPEPIAt.jpg&hash=4c26618e48bef378308b58ab5de6ded16b4df5c3) (http://i.imgur.com/5QPEPIA.jpg) (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FXAA3l8ht.jpg&hash=9efa01313779a167694e4435acb8f09a8f677397) (http://i.imgur.com/XAA3l8h.jpg)
TRAM34.jpg TRAM35.jpg
Connect by onewayroad:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FCDWpAiBt.jpg&hash=e692dc416dfe78116818ff96af2807aef4830db0) (http://i.imgur.com/CDWpAiB.jpg) TRAM36.jpg
Bulldoze the outer part of the onewayroad
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FmhFVvNAt.jpg&hash=a9317e530d4a27b8ff659ce91b7bb4649ab74bea) (http://i.imgur.com/mhFVvNA.jpg) TRAM37.jpg
and repeat these steps on the other side.

You cannot directly connect the avenue on the side, but you may connect avenue via two onewayroads:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FrFyyQN9t.jpg&hash=19168aa42175cfe2600af85e915e72f0a642ea52) (http://i.imgur.com/rFyyQN9.jpg) (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FZbekLT4t.jpg&hash=839c142af17e5b2157b16a3dfc6934fc691fdccf) (http://i.imgur.com/ZbekLT4.jpg)
TRAM38.jpg TRAM39.jpg
You can build similar stops for the tram-in-road, and you can create such a roundabout:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.ld-host.de%2Fuploads%2Fthumbnails%2F5ee76d4a1a2b946e404cb5e02d1fb6c3.jpg&hash=335a4651c863a99017575f2e1fc44bfe7eb3b813) (http://www.ld-host.de/uploads/images/5ee76d4a1a2b946e404cb5e02d1fb6c3.jpg)
Title: Re: GLR & Tram-Avenues Gameplay: Basics & Tricks
Post by: z on March 06, 2010, 01:17:12 PM
Quote from: Chrisim on March 06, 2010, 01:00:53 PM
Tram-in-road and tram-on-street stations exist, but there are apparently no tram-on-road stations.

There are quite a few ready-made tram-on-road stations in the RTMT Interim T-RAM Stations (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1986) pack.  SimFox is brewing up more as I write this...

You can also take any tram-in-road station and convert it to a tram-on-road station by taking the puzzle piece that's at the beginning of the tram-on-road tab ring and placing it at each end of the station.


Title: Re: GLR & Tram-Avenues Gameplay: Basics & Tricks
Post by: Chrisim on March 06, 2010, 02:06:57 PM
In real life, I live in an area with many tram-in-road, tram-on-road and tram-on-street stations, and those game stations I created or helped to create have a counterpart in real life. The tram-on-road system has two road lanes in each direction, and cars on both lanes drive fast and can't easily stop. Therefore, real tram-on-road stations are separated from the road system, either the way I described (widening to three tiles with tram station and two onewayroads) or as Z described:
Quote from: z on March 06, 2010, 01:17:12 PM
You can also take any tram-in-road station and convert it to a tram-on-road station by taking the puzzle piece that's at the beginning of the tram-on-road tab ring and placing it at each end of the station.
The latter exist in my real life - and the reduction to one car lane does often create traffic jams (unfortunately for me - I am a car driver usually).

I am not aware of real life counterparts of the type of tram-on-road stations from the RTMT pack (with two car lanes running straight through a tram station). I believe that they are considered too dangerous in my country. It explains why I do not use these game stations and I had forgotten about them, sorry. Well, there is much diversity in this world, and probably real counterparts exist somewhere, and the SC4 player who lives in such an area will like them ...
Title: Re: GLR & Tram-Avenues Gameplay: Basics & Tricks
Post by: WC_EEND on March 06, 2010, 02:54:15 PM
Quote from: Chrisim on March 06, 2010, 02:06:57 PM
I am not aware of real life counterparts of the type of tram-on-road stations from the RTMT pack (with two car lanes running straight through a tram station). I believe that they are considered too dangerous in my country. It explains why I do not use these game stations and I had forgotten about them, sorry. Well, there is much diversity in this world, and probably real counterparts exist somewhere, and the SC4 player who lives in such an area will like them ...

There's actually a version of one of those stations not far from where I live (only one car lane passes trough the station though, the other passes next to it and speed is restricted to 30kph so it's quite safe actually)
Title: Re: GLR & Tram-Avenues Gameplay: Basics & Tricks
Post by: z on March 06, 2010, 02:57:38 PM
Yes, Chris, what you describe is the way it's done in sane cities.

And then there's Boston.  This is Huntington Ave. from Google Maps; it's just a few blocks from where I used to live.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg96.imageshack.us%2Fimg96%2F5480%2Fhuntington.jpg&hash=fd3868c313b8bd96b5bd50f305cfd8868065c060)

In other shots, you can actually see the trams, right in the middle of traffic.  There is no change to the layout of the streets or the tracks at stops.  The stops are marked only by signs on the sidewalk.  This is actually more dangerous than the RTMT stations, as the cars aren't really sure where the tram stops are.  And the pedestrians have to risk life and limb to cross Boston traffic to board and get off the trams.

But that's Boston for you.  ::)
Title: Re: GLR & Tram-Avenues Gameplay: Basics & Tricks
Post by: LoneWolfiNTj on December 24, 2010, 08:51:18 PM
First of all, thanks to Chrisim for this fascinating and useful tutorial.
I have a few things to add, though, based on my experiences over
the last few days (as of Dec 24, 2010).

Firstly, there are some non-obvious things that can stop GLR from working.
(You can place stations and rails, but the paths won't connect.)  One of these,
I found the hard way.  I just started using GLR in my SC4 cities a few days ago.
For the first 2 days, I couldn't get any paths to connect.  (In U-Drive-It, the
trains would just go up *to* a station then disappear.)  I tried everything,
to no avail.  In desperation, I tried DLing and adding stuff at random: props,
textures, plugins, etc.  Nothing helped, until I DLed and ran the "SC4BAT"
update (I think I found it on the EA site, if I remember right).  Suddenly my
GLR started working!  Apparently this update is absolutely essential for GLR.

Another thing: most of the instructions say "drag EL rails from GLR rails
through the GLR stations".  But for most stations, this just will not work!
If you try, the cursor turns red and says "unsuitable location to build
network".  I've found that most of the stations I've tried work OK if you
just build rails up *to* the station, provided you then "Save and Exit To
Region" before testing them (with traffic-query arrow or U-Drive-It).
You'll find that the connections then work fine.

Also, I've found that some stations (eg, the Tonkso GLR station, which
I like a lot both for its simple looks and ease of plopping) only work with
puzzle pieces, not dragged rail.  You can use dragged in your system,
but the tiles that touch the station need to be puzzle pieces.  You can
either plop the station and put GLR puzzle pieces up to them (but don't
move cursor over station, or game will CTD and you lose you work, as
Chrisim pointed out!)...  or, MUCH preferred, build all the rails first,
with puzzle pieces on the spots you want the stations, then just plop the
stations right on top of rows of 3 straight puzzle pieces, save and exit
to region, and reenter city.  Easy as pie!  That's my preferred way to build
GLR of the methods I've tried so far.

(Or, you can use mostly dragged GLR, cut holes for stations, plop the
stations in the holes.  But this can cause a whole host of other problems,
such as rails reverting from GLR to EL.  And for some stations, this
approach simply doesn't work.  Personally, I don't like or recommend
this approach.  Though perhaps for some stations it works better than
others.)

Oh, and one last thing: the ground at the ends of GLR stations must be
very level.  If it's even slightly bumpy, the rails won't actually connect.
I've found that on a couple of my stations, nothing worked until I
demolished the station and surrounding rails and flattened the land
with the "Level" tool.  Then the GLR station/rail connections worked.
Title: Re: GLR & Tram-Avenues Gameplay: Basics & Tricks
Post by: fatjuice on March 17, 2013, 09:06:42 AM
Hi guys!

The part 7.! about the GLR avenue station - the other stations show just fine and everything works, but when i plop as instructed, the staion doesnt show... ? thankx
Title: Re: GLR & Tram-Avenues Gameplay: Basics & Tricks
Post by: Rexregum on January 07, 2014, 11:37:12 AM
 :) Thanks for all the great work in both creating the NAM and explaining how to use it.  I do have one question about intercity connections for TRAM in AVE.  How can I create such a connection?  Currently, at the border of towns I use the avenue tram to subway tool to make the connections.  That is the avenue connects as normal to the other city while the TRAM becomes a subway connects to the other city and then pops back up from subway to tram in the neighboring city.

I have included a map of the old Los Angeles Pacific Electric rail lines, that were GLR in the streets.  When driving in LA you occasionally drive across the old abandoned lines.  These lines were bought and destroyed by the tire and petrol companies in Southern CA.  Sadly the old system is far superior to what we have today in LA.

Title: Re: GLR & Tram-Avenues Gameplay: Basics & Tricks
Post by: nannette sarile on November 02, 2015, 05:11:59 AM
Why are the images not available?
Title: Re: GLR & Tram-Avenues Gameplay: Basics & Tricks
Post by: art128 on November 02, 2015, 05:52:56 AM
Quote from: nannette sarile on November 02, 2015, 05:11:59 AM
Why are the images not available?

That's because image hosting websites either died or deleted all the pictures. Not much we can do except hope for someone's backup..
Title: Re: GLR & Tram-Avenues Gameplay: Basics & Tricks
Post by: nannette sarile on November 02, 2015, 07:00:23 AM
Quote from: art128 on November 02, 2015, 05:52:56 AM
Quote from: nannette sarile on November 02, 2015, 05:11:59 AM
Why are the images not available?

That's because image hosting websites either died or deleted all the pictures. Not much we can do except hope for someone's backup..

Thanks for the reply!

The last time I checked this tutorial, maybe last week, the images are still available. But upon checking today, all of them are deleted.
Title: Re: GLR & Tram-Avenues Gameplay: Basics & Tricks
Post by: Mikey Knox on November 25, 2015, 07:42:40 AM
How can i connect the GLR Bridge to Tram in Road, i cant figure it out

http://i.imgur.com/JVYH1QV.jpg
Title: Re: GLR & Tram-Avenues Gameplay: Basics & Tricks
Post by: feyss on November 25, 2015, 07:59:57 AM
You need to drag the elevated rail on two tiles after the bridge. Then, you build a road crossing this elevated rail just after the bridge and you bulldoze it without touching the elevated rail. After that, you can connect it with the puzzle piece  :thumbsup:
Title: Re: GLR & Tram-Avenues Gameplay: Basics & Tricks
Post by: Mikey Knox on November 25, 2015, 08:06:15 AM
Perfect, thx :thumbsup:
Title: Re: GLR & Tram-Avenues Gameplay: Basics & Tricks
Post by: willyart on March 18, 2016, 03:20:04 PM
I would like to see your tutorial, but I cannot see any of the images, making it difficult to read.

Is there a technical issue with the images?  If you would check into it I'd really appreciate it. - Bill
Title: Re: GLR & Tram-Avenues Gameplay: Basics & Tricks
Post by: mgb204 on March 18, 2016, 03:47:04 PM
I don't know which image hosting site these pictures were on, but a number of them have pulled images or reverted to non-free accounts only over the years. Often that leads to images going missing, sometimes en-masse.

Not a lot can be done about it, but most of the information in tutorials is usable without images. If you get stuck or need clarification on a specific point, feel free to ask too :).
Title: Re: GLR & Tram-Avenues Gameplay: Basics & Tricks
Post by: willyart on March 18, 2016, 04:43:41 PM
Ok - thanks so much, I'll do that.
Title: Re: GLR & Tram-Avenues Gameplay: Basics & Tricks
Post by: Sean Taylor on September 08, 2016, 06:45:51 PM
Can you build Underground GLR? There are FLUP pieces that seem to lead underground but I cannot figure out how to continue underground? Are their underground stations? Trying to build a replica of the under construction Ottawa LRT.

Thanks.
Title: Re: GLR & Tram-Avenues Gameplay: Basics & Tricks
Post by: APSMS on September 08, 2016, 07:54:32 PM
Hi Sean,
For GLR, it's just a reskin of the El-Rail network. You can either convert it to subway (to go under buildings and such), or you can use the FLUPs, as mentioned. FLUPs have their own limitations (like you can't build on top of them, but they are fully UDI enabled.

To answer your confusion, you simply use the same FLUP pieces that you use for roads. They are also pathed for GLR, and so will work seamlessly. IIRC they are available in the road menu. You can run UDI GLR through them if you are concerned they won't work or aren't connected correctly.
Title: Re: GLR & Tram-Avenues Gameplay: Basics & Tricks
Post by: mgb204 on September 08, 2016, 08:12:59 PM
I don't know of any stations for the TRAM FLUPs pieces currently, although if it's anything like URail (may not be), it would be a cynch to make them. Really these pieces are most useful when you want a tram route under roads/avenues, there is a reasonable amount of pieces for that. But if you are looking to go under buildings or other ploppables, it's easier to just switch to a proper subway using one of the TRAM to Subway pieces. All the ramps have both versions, so that's GLR, TiA and ToR that are supported.
Title: Re: GLR & Tram-Avenues Gameplay: Basics & Tricks
Post by: Seaman on September 09, 2016, 04:44:16 PM
There is a "sunken" GLR station, to be used in a 15m trench (http://community.simtropolis.com/files/file/19941-sunken-passenger-or-glr-station/ (http://community.simtropolis.com/files/file/19941-sunken-passenger-or-glr-station/)). Maybe yo can lead the GLR out of a tunnel, into this station and back in the tunnel. I do something similar with the heavy rail network in my downtown area as well.
Title: Re: GLR & Tram-Avenues Gameplay: Basics & Tricks
Post by: mgb204 on September 10, 2016, 01:39:21 AM
Thanks Seaman, that's a GLR station I didn't know about.

For Sunken GLR, you can also use the BriPlazza multi-purpose stations from the NAM:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi991.photobucket.com%2Falbums%2Faf39%2FMGB204%2FBriplazza_zpsfholcbwe.jpg&hash=08f30cb6f3d31a6df328c3c70778861d7c543ac3)

When I first read your post however, I was thinking about NOBs Sunken GLR (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2510), which is also well worth checking out.
Title: Re: GLR & Tram-Avenues Gameplay: Basics & Tricks
Post by: Chrisim on September 26, 2016, 01:45:56 PM
Quote from: nannette sarile on November 02, 2015, 05:11:59 AM
Why are the images not available?
Quote from: willyart on March 18, 2016, 03:20:04 PM
I would like to see your tutorial, but I cannot see any of the images, making it difficult to read.

Is there a technical issue with the images?  If you would check into it I'd really appreciate it. - Bill
It is easier now to read the tutorial (http://sc4devotion.com/forums/index.php?topic=4623.msg146658#msg146658) after re-uploading the images. This time I used imgur.com, hopefully it will last long.
Please note that this tutorial was created with an old version of the NAM (in 2008), and features and details may have changed with newer versions, and there are new options. I just re-uploaded the old images, but I have not updated the tutorial because I am not an active SC4 player anymore ... however it is great that SC4 has still so many players - and it is fantastic that NAM development is still ongoing
Title: Re: GLR & Tram-Avenues Gameplay: Basics & Tricks
Post by: Tarkus on September 26, 2016, 01:57:17 PM
Chris, it's fantastic to see you around.  Thank you for all your efforts, both with the NAM and with restoring this tutorial! :thumbsup:

-Alex
Title: Re: GLR & Tram-Avenues Gameplay: Basics & Tricks
Post by: Flamesofshadow on March 01, 2017, 04:24:45 PM
as ive only recently begun playing SC4 and using the NAM version 35 and ccannot find good tutorials for everything maybe someone can answer these questions.

Does anyone know how to get the tram in avenue to subway/Urail transition piece to work properly? the issues with it are that seemingly no roads of any kind can actually connect with it or with the elevated rail to tram in avenue transition [the ELR to tram in avenue transition works with straight on connections but when the Tram in avenue to subway is on the end it cannot] (tested on regular avenue continuing after the transition, roads and streets connected after and to the sides of the transition) except other tram in avenue pieces all the regular pieces say "not suitable to build" and wont connect [i did somehow at one time manage to get the regular avenue to connect but before and after it wouldn't].
The second issue with it is i don't know how to run the subway rails to make the connection work as it is in the center line between two grid lines and the subway cannot line up except for perpendicular crossings.
the third issue is that the Tram in avenue to subway transition seemingly has no pathing for the subway section so i'm unsure if it would still work or not as it seems to be the only way i can actually get an elevated rail in avenue to get a neighbor connection as no NAM neighbor transition pieces work at all.

the tram in avenue to tram in road conversion pieces (the ones that allow branch offs of road and splits the rail to left or right with road on other) seem to extend in a way that prevents a tram in road to subway conversion as it moves the "hitbox" best way i know to describe it but if you move a road and a tram piece side by side after using the transition piece in tram in avenue it makes the piece count as far longer than it is meaning i cannot use stations or the previously mentioned subway transition because it thinks its still on that tile.

 
Title: Re: GLR & Tram-Avenues Gameplay: Basics & Tricks
Post by: mgb204 on March 02, 2017, 03:05:13 AM
Find a blank part of your city and follow these instructions.

Place the TiA to Subway piece. On the end which would be subway, you can drag an avenue freely. If not, you are perhaps using the TiA to FLUPs piece, found in the Tram FLUPs menu. The subway converter is a separate item (looks identical), but is found towards the end of the Misc Transit menu.

Connecting up the TiA part is simple enough, but you can't drag a network from this side. That's because TiA is a puzzle-piece network, you need to place a TiA piece up against it. It's also possible to drag Avenue away from but not into this side, then with the El-Rail tool selected, click on each tile of the Ave to convert to TiA. Similarly, the Elevated Rail over Ave piece can be placed right up against the TiA to subway piece, but it must not be placed upon an existing network.

Yes the subway is in the middle between two tiles, because otherwise it would look odd. But when you switch to subway view, you'll see the subway connector is not in the middle (not possible), it might look a little odd, but it functions fine. You won't see the pathing on below ground networks. How then do you know it works? Use the route query tool once it's all built and provided sims want to use this connection, you should see traffic using it.

As for your last point about the TiA to TiR split preventing stations or subway conversion pieces, I'm not really sure where your problem comes from. Check once more you are not talking about the TiR to FLUPs piece, because those are totally different to TiR to Subway. But again it's totally possible to connect things right up together, if that's not working, you are placing some parts incorrectly I guess? You know a picture showing the problem would probably help to see exactly where the issue is here.
Title: Re: GLR & Tram-Avenues Gameplay: Basics & Tricks
Post by: Flamesofshadow on March 02, 2017, 09:03:35 AM
the piece i'm using is not the FLUP version its the one from the lower misc transport section, for the roads not connecting part the avenue going off the subway end still doesn't work it just says its "unsuitable to build", and for the branching streets/roads off the sides of both the TIA->SW and the ELR->TIA pieces have the same issue as it will not let roads connect which is odd, it could possible be because i am running the EL to TIA into the TIA to SW piece which shouldn't effect the connections of roads but apparently is somehow.


one thing i cant figure out which does partially apply to the Tram in road/avenue pieces but also most of the NAM pieces in general is why can none of the pieces connect to neighbors? i have tested using the neighbor connector pieces in the NAM but they are virtually useless as they don't actually work and they dont have pieces for the thram/EL rail in road/avenue and because all the Tram in and elevated rail in pieces are puzzle types instead of drag-able pieces so even they cant go to neighbors without annoying layouts that tend to crash the game.
Title: Re: GLR & Tram-Avenues Gameplay: Basics & Tricks
Post by: mgb204 on March 02, 2017, 02:05:07 PM
Try placing the TiA->Subway piece on flat land, even a slight bump (could be invisible) may be enough to cause problems. Use stubs (single clicks with a tool such as Road or Rail) to level off the space for both the transition and and extra tile for the connecting avenue. Such TE-based pieces have no slope tolerance whatsoever.

As for branching roads, do you mean to say you want to make additional connections to these pieces? Puzzle Pieces and TE lots are static, they will only do what they are designed to do. The behaviour you are looking for only exists with Flex pieces, which neither of these transitions are. So in short, can't be done.

Neighbour connections are a funny one. All Maxis networks except OWR have neighbour connections by default. This is because all NC's must be Bi-Directional, hence why both the NWM and RHW need special neighbour connectors. Because each side of these networks is just a single direction.

Indeed NCs for puzzle-based networks won't just simply work like regular networks. In the case of some, take the Viaduct Rail for example, make the connection with Rail first, then place the viaducts on top. A similar workaround won't work for TiA however, because it's two networks in one, both GLR (i.e. Elevated Rail) and Ave. You can't make two networks use one NC piece like this, the game was never designed to work like that. As such, a TiA neighbour connection is unlikely to ever happen. Just split the two somehow before the border of the city. For example, use the piece that splits TiA into Road and GLR. On one side, have a station on the GLR section, so it looks like they split for a reason. Often times within SC4, you have to make such compromises, there is only so much Magic even the NAM team can produce. We're ultimately limited by the code of the original game, which we don't have complete freedom to alter as we may wish.

As for crashing the game, you might want to take a look at this little gem (http://community.simtropolis.com/files/file/30883-sc4fix-third-party-patches-for-sc4/), PP over TE lot CTDs will be a thing of the past.
Title: Re: GLR & Tram-Avenues Gameplay: Basics & Tricks
Post by: Dantes on July 07, 2017, 01:55:49 PM
Quote from: Chrisim on March 06, 2010, 01:00:53 PM
Tram-in-road and tram-on-street stations exist, but there are apparently no tram-on-road stations. Well, in fact there are dozens (if not hundreds) of tram-on-road stations:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FQY7pbRst.jpg&hash=605d98c234b0f1f533665748d70ab2b4a9666511) (http://i.imgur.com/QY7pbRs.jpg)  (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.ld-host.de%2Fuploads%2Fthumbnails%2F735efc2d88e05a0dec1250d8ead97332.jpg&hash=1cf3b13d2018ffdcb412ba75f2ce04238d56614b) (http://www.ld-host.de/uploads/images/735efc2d88e05a0dec1250d8ead97332.jpg) (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.ld-host.de%2Fuploads%2Fthumbnails%2F08ddeb10fd00411a28c75ff9ab64e043.jpg&hash=1908f3e629e869c7c12a7465a8bff1e64f9dd858) (http://www.ld-host.de/uploads/images/08ddeb10fd00411a28c75ff9ab64e043.jpg)
TramOnRoadStop1.jpg...

Yes, these are normal GLR/tram stations. They can be used for tram-on-road due to this NAM puzzle piece:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F30yaMmft.jpg&hash=c92f96465bada58c3149909dce1607389c0cc10f) (http://i.imgur.com/30yaMmf.jpg) TramOnRoadStop0.jpg


First plop a tram station:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FLVnUK6Vt.jpg&hash=eef9b4498b6ea25f56158ba04a349c875c79cbd4) (http://i.imgur.com/LVnUK6V.jpg) TRAM22.jpg
Next plop the puzzle piece on both ends:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FV6aBwXbt.jpg&hash=b3bbcebfa97fdbb407c73d655d3b29de570f46b2) (http://i.imgur.com/V6aBwXb.jpg) TRAM33.jpg
Drag onewayroad outwards and back inwards as shown on the next two pictures:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F5QPEPIAt.jpg&hash=4c26618e48bef378308b58ab5de6ded16b4df5c3) (http://i.imgur.com/5QPEPIA.jpg) (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FXAA3l8ht.jpg&hash=9efa01313779a167694e4435acb8f09a8f677397) (http://i.imgur.com/XAA3l8h.jpg)
TRAM34.jpg TRAM35.jpg
Connect by onewayroad:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FCDWpAiBt.jpg&hash=e692dc416dfe78116818ff96af2807aef4830db0) (http://i.imgur.com/CDWpAiB.jpg) TRAM36.jpg
Bulldoze the outer part of the onewayroad
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FmhFVvNAt.jpg&hash=a9317e530d4a27b8ff659ce91b7bb4649ab74bea) (http://i.imgur.com/mhFVvNA.jpg) TRAM37.jpg
and repeat these steps on the other side.

You cannot directly connect the avenue on the side, but you may connect avenue via two onewayroads:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FrFyyQN9t.jpg&hash=19168aa42175cfe2600af85e915e72f0a642ea52) (http://i.imgur.com/rFyyQN9.jpg) (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FZbekLT4t.jpg&hash=839c142af17e5b2157b16a3dfc6934fc691fdccf) (http://i.imgur.com/ZbekLT4.jpg)
TRAM38.jpg TRAM39.jpg
You can build similar stops for the tram-in-road, and you can create such a roundabout:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.ld-host.de%2Fuploads%2Fthumbnails%2F5ee76d4a1a2b946e404cb5e02d1fb6c3.jpg&hash=335a4651c863a99017575f2e1fc44bfe7eb3b813) (http://www.ld-host.de/uploads/images/5ee76d4a1a2b946e404cb5e02d1fb6c3.jpg)

Hello  &ops
I am sad, this do not work  ()sad()
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FGgRotfI.jpg&hash=25f96fe39fd489487248a0d146e9d845cbd3ec18)
If I destroy the red area the puzzle pieces destroy too.  :'(
Title: Re: GLR & Tram-Avenues Gameplay: Basics & Tricks
Post by: eggman121 on July 07, 2017, 01:59:01 PM
Try the disconnector in the RHW menu.

That will stop the destruction of the Lot.

-eggman121
Title: Re: GLR & Tram-Avenues Gameplay: Basics & Tricks
Post by: Dantes on July 07, 2017, 02:41:11 PM
I am sorry I have no RHW. I use from simcitykurier NAM 30 from 26.12.2011  :-[
Title: Re: GLR & Tram-Avenues Gameplay: Basics & Tricks
Post by: Tarkus on July 07, 2017, 03:31:24 PM
NAM 30 hasn't been supported for a long time (it's 6 years old), and there's little we can do to help users still running old versions.  I would strongly recommend upgrading.  In any case, I've tried it just now with the development build of NAM 36, and the tutorial works fine. 

-Alex
Title: Re: GLR & Tram-Avenues Gameplay: Basics & Tricks
Post by: Andreas on July 08, 2017, 12:54:11 AM
I just gave it a try with NAM30, and it works fine. But I think I know what you were doing wrong, Dantes, you used Road to drag the stubs as described in the tutorial. You need to use OneWayRoad, though!
Title: Re: GLR & Tram-Avenues Gameplay: Basics & Tricks
Post by: mgb204 on July 08, 2017, 12:59:25 AM
I just posted this on your MD thread, but thought it might be useful to others too:

(https://farm5.staticflickr.com/4265/34981686963_ccb3bb84c1_o.gif)

This shows how to drag the OWRs correctly. I note you don't have a nice tight 90° bend, this might be caused by using road instead of OWR, but you may simply not have dragged the OWRs far enough to connect properly. Note I'm using LHD here, so you may need to reverse the direction of the OWRs if you are using RHD.
Title: Re: GLR & Tram-Avenues Gameplay: Basics & Tricks
Post by: Dantes on July 08, 2017, 03:28:32 PM
Yes, it was the one way street problem! This GIF is so helpful! Thank you!
Here the first result
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FF5SAWmE.jpg&hash=29285d8d5ca3a6c43efd11fa262d9091eade810b)
Title: Re: GLR & Tram-Avenues Gameplay: Basics & Tricks
Post by: DudeBroChill on November 05, 2018, 02:42:59 AM
Is there a way to do the tram in avenue and have it go over water? I have an avenue that has the tram in it and working on both sides of a river, but I cannot figure out how to change the bridge to one with the tram in it.
Title: Re: GLR & Tram-Avenues Gameplay: Basics & Tricks
Post by: mgb204 on November 05, 2018, 03:28:14 AM
At present there are no Tram in Avenue bridges, so it won't directly cross water. There is a Tram in Road bridge, alternately bridges for OWR/Ave/GLR all exsit. Some form of transition to suitable networks before the bridge would be in order here. Bearing in mind, you must have a tile of space between bridges.