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Author Topic: RHW (RealHighway) - Development and Support  (Read 1167518 times)

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Offline Tarkus

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RHW (RealHighway) - Development and Support
« on: April 13, 2007, 10:10:49 PM »



The RealHighway (abbreviated RHW) is a mod which utilizes an unused, unfinished network that Maxis left in the game's files, reintegrated into SC4 by the NAM Team, to create a series of highway networks of varying widths.  Despite its name, it has evolved beyond the original scope of the project, into an all-purpose highway network.  Coupled with the Modular Interchange System (MIS), it allows for a highly-customizable and modular network with nearly complete freedom in the creation of custom interchanges. 

If you are new (or even old ;)) to the RHW, please read this post (which is at the top of every page for reference).  It will answer many frequently asked questions about the network and its future development, and it is updated regularly.  If your question isn't answered by this thread, by all means, ask. ;) 

This Overview Post Last Updated 3/2/2013--still undergoing major renovation.

CURRENT PROJECT STATUS

The RHW is now included in the NAM, with NAM 31. (download links below)
Got bugs?  Check our centralized bug report thread here


DOWNLOADS

PLEASE NOTE: In order for the actual "Click here to download" button to appear, you must be registered for and logged into the LEX.  LEX registration is separate from Forum registration.

Core File
NAM Version 31--Released March 2, 2013

Patches/Fixes
(none at this time)

Required Dependencies
None.  The RHW is now included in the NAM itself


INSTALLATION NOTES


FOR USERS OF PAST VERSIONS OF THE RHW
The new version marks the introduction of the Project 57-era RHW.  RHWs built with previous versions should generally continue to function with the Legacy Support files, and old RHWs can be updated to the new specs using the Legacy Conversion Overrides, activated by simply clicking on an existing stretch.

For those of you who haven't used the RHW since 2007, the entire mechanism for producing the RHW-4 was changed from the "side-by-side" method to a "puzzle drag method" using starter pieces, like Draggable GLR.




OPTIONAL/RECOMMENDED RHW ADD-ONS (listed alphabetically by author) Currently Outdated

Most are now outdated and incompatible, due to the transition to Project 57 specifications.



TUTORIALS AND GUIDES

RHW Interchange Guide by Haljackey, et al
The interchange guide was started by the NAM Associate and Greater Terran Region author Haljackey to show his secrets of interchange construction using the RHW, and is a great source of information.  It is also routinely updated to cover new functionality as it becomes available.

How to make a Multi-RHW with RHW 4.0 by Haljackey
Describes methods for building a "Multi-RHW" collector/distributor system with the RHW.

How To Make Smooth RHW Curves (90 Degrees) by Haljackey
Shows a way of using the existing Smooth 45-Degree Curves to build a 90-Degree Curve with the RHW-4.

Show us your . . . Intersections
An immensely popular "Show us" thread with abundant examples of RHW interchanges.  A great place to get ideas and inspiration.

Tarkus' YouTube Channel by Tarkus
Features videos showcasing RHW development and more SC4-related content

Maarten's Real HighWay Mod Tutorials: Episode 1: Basic Techniques and Tricks by mrtnrln NEW!
Great tutorial introducing the basics of the RealHighway mod by an RHW developer.

YouTube Tutorial Videos by asteconn UPDATED!
Tutorials showing how to build a variety of interchanges with the RHW, featuring audio commentary.




FAQ

1. Why doesn't the RHW show up on the Region Transport Map View in-game?  Can this issue be fixed?
2.  I can't place the RHW puzzle pieces, and I'm getting a gray mouse cursor or red arrow, or am unable to use the RHW Bridges.  What's wrong?
3.  Why am I getting RHW Version 3.0 textures showing up?
4.  When is the next version coming out?
5.  Why the name change from "Rural Highway" to "RealHighway"?
6.  Is the RHW Left-Hand Drive (LHD) compatible?
7.  What is the MIS?
8.  Can the RHW make bridges and tunnels?
9.  Why are only freight trucks able to use my neighbor connection?
10.  What's new in NAM 31's RHW Plugin?
11.  What will the next version include?
12.  What's the difference between the "S" and "C" versions of the RHW-6?
13.  What are all the networks currently included and in the works for this project?
14. What's going on with the Euro texture end of things?
15.  With multiple texture sets possibly being completed in the near future, what is the possibility of creating a SAM-type setup for the RHW?
16.  Why are the interchanges larger than Maxis?
17. Will "Maxis-styled" plop interchanges ever be produced for the RHW?
18.  What about traffic signals for the RHW?
19. How do I make Neighbor Connections with the Wider RHWs?
20. How do I make a 90-degree curve with the RHW-6S and RHW-8?  Is it possible?
21. Is it possible to build Elevated Overpasses with the Wider RHWs beyond the RHW-4?
22. I've got white arrows on the RHW Neighbor Connector Pieces.  What do they mean and how should I orient the pieces?
23. Why won't the Residential, Commercial and/or Industrial zones I have facing my RHW grow?



1. Why doesn't the RHW show up on the Region Transport Map View in-game?  Can this issue be fixed?

Yes.  jondor created a mod to allow display of RHW networks on the Region Transport Map View, which is included in RHW Version 5.0 as an optional plugin.  Read the enclosed documentation for more details.  Note that it is not compatible with any other Region Transport Map View mods.

2.  I can't place the RHW puzzle pieces, and I'm getting a gray mouse cursor or red arrow, or am unable to use the RHW Bridges.  What's wrong?

The only thing which causes this issue is outdated transit mods in your Plugins folder (old versions of the NAM, RHW, or other high-level transit mods with altered RUL files). 

For more information on this issue, please see the NAM FAQ.

3.  Why am I getting RHW Version 3.0 textures showing up?

You still have Version 3.0 (or Version 3.2) files sitting in your Plugins folder, which are overriding your Version 4.1 installation.  The file structure has changed beginning with Version 4.0, so installing it will not automatically overwrite your previous installation.  As such, you must remove/delete any previous RHW files before installing the current version (they should be located in Network Addon Mod\Rural Highway Mod--simply delete the Rural Highway Mod folder).

4.  When is the next version coming out?

NAM 31 is now available.  We will be making further improvements in the short term, to any fix user-reported issues with NAM 31.

5.  Why the name change from "Rural Highway" to "RealHighway"?

The name "Rural Highway Project" dates back to the project's origins back in 2005, well before many of the later innovations in the current mod had even been conceived.  While it can still be used in rural areas, and we are planning to extend the more "rural" features of the mod even further as development continues, in reality, it has effectively become a multi-purpose network that is also designed for building realistically-scaled highways and interchanges in urban and suburban settings as well.  There's been proposals throughout the past 4 years to change the name from "Rural Highway" to something else at various points.  RealHighway was chosen as the new name for the project as: a) it has historical precedence, having been suggested by project founder qurlix back in 2006, b) it retains the acronym "RHW", c) removes the "rural-only" stigma.

6.  Is the RHW Left-Hand Drive (LHD) compatible?

Yes, it most definitely is.  NAM 31's installer should detect your drive side and install the appropriate files.

7.  What is the MIS?

MIS stands for Modular Interchange System.  It is a feature that was introduced as part of Version 2.0.  The MIS is a new network tool for creating interchanges with the RHW.  It involves a series of draggable and small ploppable ramp segments, allowing for thousands of new interchange possibilities.  It will be continually expanded with each update to the RHW mod.

8.  Can the RHW make bridges and tunnels?

The RHW has bridge functionality, and bridges are included for all networks except the RHW-3, RHW-6C, and RHW-8C.

Functional tunnels are not possible.  They are hardcoded and there is no known way to fix it.   

While it is possible to actually build what appears to be a tunnel with the RHW, and the Maxis default slope settings for the network will allow it, the tunnel will show up missing models and will not function.  Even if proper models and paths are applied, the tunnel cannot be made to function due to the hardcoding.

As far as tunnel solutions go, some RHW Flexible Underpass (FLUPs) pieces by Chrisim and toja, including an RHW-2 portal, have been added in Version 4.0 and can be found under the Road/RHW Interface Puzzle Pieces button.  For traditional tunnel functionality, you'll also need to use another network as a workaround, or use one of buddybud's underpass lots or blahdy's Boston Big Dig (BBD) lots, which utilize the Subway network. 


9.  Why are only freight trucks able to use my neighbor connection?

In order to create a neighbor connection with the RHW-4 (or wider) or the MIS, you will need to use the Neighbor Connector Pieces.  The Readme has documentation on these pieces.  Simply place the appropriate network piece on top of the network you're trying to make a Network Connection with, and use the "NC Underground Loop" piece (the one with the blue arrow and the "N") to fill in any empty median tiles between the network carriageways.  The following diagram should also provide some guidance as to how the pieces are to be used:




10.  What's new in NAM 31's RHW Plugin?

NAM 31's RHW Plugin includes numerous features:
  • The first post-Project 57 release.
  • Multi-height networking now available.
  • Numerous new ramp interfaces.
  • The initial stages of FLEX Height Transitions and On-Slope Transitions.
  • Diagonals and orth-diag transitions for all elevated networks.
  • New ground-level FLEXFly (FLEXCurve).
  • Many new cosmetic pieces, allowing you to better control the look and realism factor on even more RHW networks.


11.  What will the next version include?

You'll just have to wait and see.  We like to surprise people. ;)  You'll probably be able to get a general drift from the development pics shown here, though.

12.  What's the difference between the "S" and "C" versions of the RHW-6 and 8?

The "S" versions is the "separable" versions--they act similarly to the RHW-4 in that the two halves of the highway do not have to be adjacent, allowing for variable width medians.  The "C" versions are the "combined" versions, which were made to address the space concerns, and only take up 3 tiles, but cannot be separated.

13.  What are all the networks currently included and in the works for this project?

Here are the basic ones, which will give you an idea of their size:

Wider RHW Types and Space Consumption
RHW TypeTile Width
RHW-21 Tile
RHW-31 Tile
RHW-42 Tiles
RHW-6C3 Tiles
RHW-6S2 Tiles1
RHW-8S4 Tiles
RHW-8C3 Tiles1
RHW-10S4 Tiles
MIS1 Tile
DDRHW-41 Tile
The RHW-4 and MIS Ramps also come in an Elevated Form at 15m, which line up with the NAM Elevated Road/OWR/Avenue puzzle pieces.

1--These networks have slight overhang onto adjacent tiles.

The network capacities with the five standard capacity levels of the NAM Unified Traffic Simulator are shown below, reflecting the changes made in Version 4.1, which has resulted in increased capacity on some networks and has made the RHW-6S more useful in particular.

[/row]
Network Type Network Width (in tiles)ClassicLowMediumHighUltra
RHW-2 12700600010,00015,00030,000
MIS 12700600010,00015,00030,000
RHW-3 13375750012,50018,75037,500
RHW-4 2540012,00020,00030,00060,000
RHW-6S 2*675015,50025,00037,50075,000
RHW-6C 310,12522,50037,50056,250112,500
RHW-8S 413,50030,00050,00075,000150,000
RHW-8C 3*10,12522,50037,50056,250112,500
RHW-10S 413,50030,00050,00075,000150,000
DDRHW-4 13375750012,50018,75037,500
* Denotes network with slight overhang extending beyond listed width.
If you have modified your simulator using the Traffic Simulator Configuration Tool (TSCT), multiply the appropriate "base" values by the Network Capacity Multiplier.

14. What's going on with the Euro texture end of things?

A new Euro/International texture set is being developed as part of the "V5-Spec" texture initiative.  It will be available upon the release of RealHighway Version 5.0.

15.  With multiple texture sets possibly being completed in the near future, what is the possibility of creating a SAM-type setup for the RHW?

There will not be a SAM-type setup for the RHW.  While it is a nice idea, it's simply not feasible, as it would require producing likely 3-4 times the number of puzzle pieces.  Considering that once the system is built out to its full extent, there will be literally hundreds of puzzle pieces included with the RHW, it would be far too much work. Not to mention it could possibly overload the IntersectionOrdering RUL (RUL 0x10000000) for a merely cosmetic modification. 

16.  Why are the interchanges larger than Maxis highway interchanges?

The RHW and its interchange system is designed primarily for the construction of at least somewhat realistically-scaled interchanges, hence the name RealHighway (consider that Maxis' intended scale is 1 SC4 Tile = 16 meters = 50 feet).  Obviously this is a game and is only made to approximate a facet of the real world, but even still, the game's default highway system and its interchanges are quite drastically underscale when compared to the game's designers' intended dimensions and to the other transit networks in-game (as much as 50% in many situations).  This also poses difficulty for any sort of interface between RHWs and Maxis Highways.

That being said, there are some setups, particularly with interchanges between two RHWs, that, right now, may seem to especially place a strain on space.  It is our intent to slowly fill this area in with creative new pieces which allow for more compact and complex interchanges while retaining some semblance of realistic scale.  The introduction of multi-height elevated networks, planned for a future release (tentatively called Version 5.0) will also have a dramatic impact.

In addition, if one is creative enough, it is possible to still make relatively compact but somewhat realistically scaled interchanges with the existing pieces.  Check out the Tutorials and Guides section for more information.

17.  Will "Maxis-styled" prefab/plop interchanges ever be produced for the RHW?

No.  The massive amount of time required in making one, the size limits imposed on them, the fact that they would duplicate already existing functionality, along with the rigid inflexibility of such setups and the massive number that would have to be made in order to account for all the networks included in the RHW renders the notion of plop interchanges impractical and unworkable. 

18.  What about traffic signals for the RHW?

Generally speaking, they will not be implemented on the default, draggable network segments.  They will be added on select RHW Turn Lane Extension Pieces (TuLEPs) and other cosmetic pieces, both planned for future updates to the mod, however.

19. How do I make Neighbor Connections with the Wider RHWs?

Place the appropriate Neighbor Connector network piece over top of your RHW where the neighbor connector arrows appear at the edge of your city tile, and then connect all RHW carriageways by placing the "Underground Loop" pieces (the little blue arrows with the "N" in the middle) in the median, if applicable.  The Readme file for the RealHighway Mod contains documentation on how to use the Neighbor Connector Pieces.

20 How do I make a 90-degree curve with the RHW-6S and RHW-8?  Is it possible?

It is possible, as the functionality was added in Version 4.0.  New fillers have been added and the existing pieces have been adjusted to be easier to use.  In addition, there is limited support for draggable RHW-8S diagonals and curves, though this functionality still has some stability issues, particularly when going from diagonal back to orthogonal.

21. Is it possible to build Elevated Overpasses with the Wider RHWs beyond the RHW-4?

Yes, as of Version 4.1, Orthogonal x Orthogonal overpasses can be built, where the Wider RHW is the lower (ground level) network.  Combinations involving diagonals are not possible at this time but planned for future updates.

22. I've got white arrows on the RHW Neighbor Connector Pieces.  What do they mean and how should I orient the pieces?

The RHW Neighbor Connector pieces should not have white arrows on them.  If you are an RHD user and are seeing them, you have Version 4.0 files still in your Plugins folder which need to be removed.  If you are an LHD user, try moving RealHighwayMod_NeighborConnectors.dat into your z-Left Hand Version subfolder within your RHW installation folder (generally Plugins\Network Addon Mod\Real Highway Mod) to eliminate them.  In order to use the Neighbor Connectors, simply follow the instructions in the Readme, or see RHW FAQ Item #9 above.

23. Why won't the Residential, Commercial and/or Industrial zones I have facing my RHW grow?

The RHW is a highway-type network, and much like the Maxis Highways, it generally does not allow RCI zoning to grow along it.  As this property is controlled by the .exe there is no way to change this.

What is Project 57?

Project 57 is an effort to completely redesign the "under the hood" workings of the RealHighway mod.  It entails the following:

  • Completely re-aligning the RealHighway's Instance ID (IID) scheme to make it function as a more coherent whole.  It will be migrated from the 0x5E range (with some pieces in 0x5D and 0x5C) to the 0x57 range (it was originally to be moved to the 0x0E range, hence "Project 0E", though unanticipated issues in development led to its migration to 0x57).
  • Reorient some network pieces for consistency.
  • Ultra-stabilization of networks.
  • Assign space and write RUL2 code and prepare the RealHighway for the inclusion of Multi-Height Networking, which will finally allow the construction of complex stack interchanges and make RHW interchanges more compact while still maintaining modularity (hopefully reducing the number of requests for pre-fab "plop interchanges", which we will not be making, now or ever).

Why are these efforts being undertaken?  What are the plans going forward?

  • The RealHighway's technical backend has become very burdensome to work with, making it more difficult to add new functionality to the mod and stabilize items.  The current RHW IID assignments are, in total, a mishmash of several different, unrelated IID schemes that are difficult to navigate and do not really mesh with what the RHW has become over the years.  After some discussion, the RealHighway Development Group of the NAM Team came to the conclusion that reassigning the IIDs, rewriting the RUL2 code, and reorienting some items would be necessary to properly facilitate some of the major functionality upgrades that were planned for releases beyond Version 5.0.
  • Project 57 is a massive undertaking, and will take some time to complete.  Because there are substantial changes to the fundamental underpinnings of the mod, it does not make sense for us to release any new RealHighway content until it is finished.
  • The NAM Team has also decided to switch from the existing "Modular NAM/Component Plugin" paradigm (in which the RHW is a separate-download plugin that requires the NAM Core/Controller to operate) to a "Monolithic NAM" paradigm, in which the RHW and other current separate-download plugins (e.g. the NWM, RAM, SAM, HSRP, etc.) will be an optional plugins included in the NAM Core itself.
  • Technically, there will be no Version 6.0 of the RealHighway Mod, at least in name.  The Project 57-era RealHighway Plugin will instead be an option included in a future NAM Core release (likely NAM Version 31).
  • Project 57 deals strictly with the RealHighway, and aside from "crosslinkage" (e.g. RHW-crossing-NWM, etc.), will not involve improvements to other NAM Plugins.
  • The entire Version 5.0 release will become the "Legacy Support" file for the Project 57-era RHW system.  A compact but very strategically-designed RUL2 code routine will convert older RHWs to the new standards, allowing you to upgrade your existing systems to the new specifications.
  • You'll be able to use the RHW just as you always have.  Most of the changes to the mod as part of the P57 effort won't be readily apparent to non-modders, aside from the vastly improved stability and addition of new functionality.

Fixes
See NAM Hotfix 301.

For Left-Hand Drive users of the mrtnrln/riiga Euro RHW Texture Replacement Mod:
See the attachment in mrtnrln's post here for a texture fix for FlexSPUI.
« Last Edit: March 02, 2013, 06:38:35 PM by Tarkus »

Sim City 4 Devotion Forums

RHW (RealHighway) - Development and Support
« on: April 13, 2007, 10:10:49 PM »

Re: RHW ("Rural" Highway) Project--Support and Development

Offline Travis

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Re: RHW ("Rural" Highway) Project--Support and Development
« Reply #1 on: April 13, 2007, 10:29:35 PM »
Hey, it's good to see the RHW project over here. I'll be tuned in for more.

Later.
« Last Edit: April 13, 2007, 10:31:15 PM by Travis »

Sim City 4 Devotion Forums

Re: RHW ("Rural" Highway) Project--Support and Development
« Reply #1 on: April 13, 2007, 10:29:35 PM »

Re: RHW ("Rural" Highway) Project--Support and Development

HabLeUrG

Re: RHW ("Rural" Highway) Project--Support and Development
« Reply #2 on: April 13, 2007, 11:07:09 PM »
yeah nice to see this project here!  ;)

Sim City 4 Devotion Forums

Re: RHW ("Rural" Highway) Project--Support and Development
« Reply #2 on: April 13, 2007, 11:07:09 PM »

Re: RHW ("Rural" Highway) Project--Support and Development

Offline Tarkus

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Re: RHW ("Rural" Highway) Project--Support and Development
« Reply #3 on: April 13, 2007, 11:11:51 PM »
Thanks, Travis and HabLeUrG!

At any rate, I have a big announcement to make.  The long anticipated fix for the RHW mod to make it compatible with the January 2007 release of the NAM has been released on the SC4D LEX!  There are a number of other new features inRHW v13 beyond the NAM-compatibility:

-Pedestrian paths removed
-Pathing fixes for Elevated Rail, Elevated Highway and Monorail crossings
-New Avenue-over-RHW, One Way Road-over-RHW and Rail-over-RHW puzzle pieces
-Working preview model for Road-over-RHW piece
-Compatibility with cogeo's Fenced GLR Puzzle Pieces.  Please see the Readme to ensure full-compatibility (a file needs to be removed).

There are still a couple issues remaining from the prior version (v12), including the infamous dual buttons and the pathing glitch on the RHW-Ground Highway connector (which can be worked around by connecting to an Avenue in between).  And do keep in mind, this is still a beta.

Enjoy!

-Alex (Tarkus)
« Last Edit: April 13, 2007, 11:23:07 PM by Tarkus »

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Re: RHW ("Rural" Highway) Project--Support and Development
« Reply #3 on: April 13, 2007, 11:11:51 PM »

Re: RHW ("Rural" Highway) Project--Support and Development

Offline meinhosen

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Re: RHW ("Rural" Highway) Project--Support and Development
« Reply #4 on: April 13, 2007, 11:21:42 PM »
Quote from: Tarkus
At any rate, I have a big announcement to make.  The long anticipated fix for the RHW mod to make it compatible with the January 2007 release of the NAM has been released on the SC4D LEX!  There are a number of other new features inRHW v13 beyond the NAM-compatibility:

Thank you!  Thank you!  Thank you!  Thank you!  Thank you!
Thanks Tarkus!
You're telling me I get to be home for more than 12 months?


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Re: RHW ("Rural" Highway) Project--Support and Development
« Reply #4 on: April 13, 2007, 11:21:42 PM »

Re: RHW ("Rural" Highway) Project--Support and Development

Offline dedgren

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Re: RHW ("Rural" Highway) Project--Support and Development
« Reply #5 on: April 13, 2007, 11:24:59 PM »
Yes!!!
D. Edgren

Please call me David...


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I'll be back!  I am back!

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Re: RHW ("Rural" Highway) Project--Support and Development
« Reply #5 on: April 13, 2007, 11:24:59 PM »

Re: RHW ("Rural" Highway) Project--Support and Development

HabLeUrG

Re: RHW ("Rural" Highway) Project--Support and Development
« Reply #6 on: April 13, 2007, 11:33:32 PM »
excellent!

man, thank you alot for this wonderfull tool! those highways just rocks!
« Last Edit: April 13, 2007, 11:38:51 PM by HabLeUrG »

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Re: RHW ("Rural" Highway) Project--Support and Development
« Reply #6 on: April 13, 2007, 11:33:32 PM »

Re: RHW ("Rural" Highway) Project--Support and Development

Offline Travis

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Re: RHW ("Rural" Highway) Project--Support and Development
« Reply #7 on: April 14, 2007, 12:10:18 AM »
IT'S HERE!!!!
Off to the LEX...

()stsfd()

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Re: RHW ("Rural" Highway) Project--Support and Development
« Reply #7 on: April 14, 2007, 12:10:18 AM »

Re: RHW ("Rural" Highway) Project--Support and Development

Offline wouanagaine

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Re: RHW ("Rural" Highway) Project--Support and Development
« Reply #8 on: April 14, 2007, 04:32:35 AM »
THANKS A LOT FOR THE HARD WORK  &apls &apls
New Horizons Productions
Berethor ♦ beskhu3epnm ♦ blade2k5 ♦ dmscopio ♦ dedgren ♦ emilin ♦ Ennedi ♦ Heblem ♦ jplumbley
M4346 ♦ moganite ♦ Papab2000 ♦ Shadow Assassin ♦ Tarkus ♦ wouanagaine
Divide wouanagaine by zero and you will in fact get one...one bad-ass that is - Alek King of SC4

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Re: RHW ("Rural" Highway) Project--Support and Development
« Reply #8 on: April 14, 2007, 04:32:35 AM »

Re: RHW ("Rural" Highway) Project--Support and Development

Offline sarungman

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Re: RHW ("Rural" Highway) Project--Support and Development
« Reply #9 on: April 14, 2007, 07:31:34 AM »
i have a problem here..... i have installed this RHW, but in the game, the road/highway doesnt appear... i'm sure it's because i dont have ANT plugin installed... so, where can i find this ANT??? Sorry if i ask in the wrong place.... &mmm
:::=:::=:::=:::=:::=:::

please wait for my return :D
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Re: RHW ("Rural" Highway) Project--Support and Development
« Reply #9 on: April 14, 2007, 07:31:34 AM »

Re: RHW ("Rural" Highway) Project--Support and Development

Offline vester

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Re: RHW ("Rural" Highway) Project--Support and Development
« Reply #10 on: April 14, 2007, 09:54:54 AM »
It comes with NAM, but you need to check it to install, as it is an optional plug-in.
« Last Edit: April 14, 2007, 10:26:36 AM by vester »

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Re: RHW ("Rural" Highway) Project--Support and Development
« Reply #10 on: April 14, 2007, 09:54:54 AM »

Re: RHW ("Rural" Highway) Project--Support and Development

Offline BigSlark

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Re: RHW ("Rural" Highway) Project--Support and Development
« Reply #11 on: April 14, 2007, 10:06:26 AM »
Great see RHW dev will be here as well, Tarkus.

I got the textures, don't have time until later to work on them, but I'll come up with something in the next couple of days.

Congrats on the release, I installed it but haven't had time to play with it. Being engaged takes up a lot of free time!

Cheers,
Kevin

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Re: RHW ("Rural" Highway) Project--Support and Development
« Reply #11 on: April 14, 2007, 10:06:26 AM »

Re: RHW ("Rural" Highway) Project--Support and Development

Offline sarungman

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Re: RHW ("Rural" Highway) Project--Support and Development
« Reply #12 on: April 14, 2007, 10:23:27 AM »
ooooo..... thanks so much vester!! i dont know if there is ANT plugin in the installer...... (gee.... i had missed that plug in from the begining..... ()sad())
:::=:::=:::=:::=:::=:::

please wait for my return :D
-AsianEvolusioner AKA Sarungman

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Re: RHW ("Rural" Highway) Project--Support and Development
« Reply #12 on: April 14, 2007, 10:23:27 AM »

Re: RHW ("Rural" Highway) Project--Support and Development

Offline bwatterud

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Re: RHW ("Rural" Highway) Project--Support and Development
« Reply #13 on: April 14, 2007, 10:59:32 AM »
w007!
(couldn't resist ::)
Now I can start that new region I've been planning for the last 2 months.   &dance &dance &dance &dance
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Re: RHW ("Rural" Highway) Project--Support and Development
« Reply #13 on: April 14, 2007, 10:59:32 AM »

Re: RHW ("Rural" Highway) Project--Support and Development

Offline joelevan

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Re: RHW ("Rural" Highway) Project--Support and Development
« Reply #14 on: April 14, 2007, 11:15:18 AM »
So...I have to ask. What is the history of the ANT and how was it discovered?

Joel

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Re: RHW ("Rural" Highway) Project--Support and Development
« Reply #14 on: April 14, 2007, 11:15:18 AM »

Re: RHW ("Rural" Highway) Project--Support and Development

Offline Tarkus

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Re: RHW ("Rural" Highway) Project--Support and Development
« Reply #15 on: April 14, 2007, 12:29:24 PM »
Thanks everyone!  I'm glad I was able to finally offer you all a solution for the NAM-compatibility issue.  The v17 release that was originally planned to solve the issue, appears to be indefinitely delayed, so it was necessary to release something to keep the project moving.  And I intend to update this thread just like I update the thread at that "other site". :D  I'll have an overview of some of the new features we're working on here shortly.

joelevan, to answer your question about the ANT, it was originally a network that Maxis was going to include (in the Rush Hour expansion, I believe), which was going to be a "Dirt Road" network.  Due to time constraints, they scrapped the idea, but they left enough data behind within the files that the NAM Team was able to actually re-enable and complete the network about 2 years ago. Instead of using Maxis' "Dirt Road" idea, however, they instead made it into the Additional Network Tool (ANT), which basically functions like a 2-lane highway, with a faster speed and higher capacity than the Road network.  So the RHW is basically an extension of this idea.

Hope that answers your question.

(And many, many thanks to whoever fixed the formatting on the LEX info for the mod :thumbsup:--I tried fixing it last night to no avail. &mmm)

-Alex

Edit:  And I should also add that I've already been working on integrating the RHW with the next NAM release, so this problem won't happen again.
« Last Edit: April 14, 2007, 01:20:38 PM by Tarkus »

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Re: RHW ("Rural" Highway) Project--Support and Development
« Reply #15 on: April 14, 2007, 12:29:24 PM »

Re: RHW ("Rural" Highway) Project--Support and Development

Offline Frankie

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Re: RHW ("Rural" Highway) Project--Support and Development
« Reply #16 on: April 14, 2007, 01:36:50 PM »
Tarkus: I noticed that RHW railraod crossings are missing something along the lines of this:




Do you think you would like to use it for the RHW?

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Re: RHW ("Rural" Highway) Project--Support and Development
« Reply #16 on: April 14, 2007, 01:36:50 PM »

Re: RHW ("Rural" Highway) Project--Support and Development

Offline Tarkus

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Re: RHW ("Rural" Highway) Project--Support and Development
« Reply #17 on: April 14, 2007, 02:02:17 PM »
Frankie, that would look great with the RHW. :thumbsup:  It is quite a bit more realistic than the crossing that is currently in there, so yes, definitely.  Thanks for bringing that up!

-Alex

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Re: RHW ("Rural" Highway) Project--Support and Development
« Reply #17 on: April 14, 2007, 02:02:17 PM »

Re: RHW ("Rural" Highway) Project--Support and Development

Offline DFire870

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Re: RHW ("Rural" Highway) Project--Support and Development
« Reply #18 on: April 14, 2007, 02:06:39 PM »
I know I already posted on the thread at ST, but I have to post it again: this is awesome!

I can't wait for the RHW-MIS to be released, so I can use proper exits instead of streets. :P
After a long absence, I'm back! And I will be starting a new MD soon.

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Re: RHW ("Rural" Highway) Project--Support and Development
« Reply #18 on: April 14, 2007, 02:06:39 PM »

Re: RHW ("Rural" Highway) Project--Support and Development

Offline Gaston

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Re: RHW ("Rural" Highway) Project--Support and Development
« Reply #19 on: April 14, 2007, 08:31:29 PM »
Very nice.   I have been waiting for this for a while now.   LOL   I followed the thread over at ST till I thought it had been forgotten about.    Thank you so much for posting here and making RHW available again to us all.


---Gaston
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Re: RHW ("Rural" Highway) Project--Support and Development
« Reply #19 on: April 14, 2007, 08:31:29 PM »

 


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