SC4 Devotion Forum Archives

SimCity 4 Devotion Custom Content Showcase => Network Addon Mod (NAM) => NAM Creations => Topic started by: Jonathan on August 19, 2007, 02:07:34 AM

Title: High Speed Rail Project (HSRP)
Post by: Jonathan on August 19, 2007, 02:07:34 AM
The new HSR Project uses starter piece technology to add two new model variations to the game, HSR (elevated High Speed Rail) and GHSR (Ground High Speed Rail), this means that monorail is left alone and can coexist along side HSRP.

Please read this post first before asking questions, but if the answer is not here feel free to ask.

DOWNLOADS














CORE
HSRP Windows Version 1 (Beta) Windows    LEX (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1609)    --- Updated 14 January 2009
HSRP Windows Version 1 (Beta) MacOS   LEX (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1608)    --- Updated 14 January 2009
DEPENDANCIES
Network Addon Mod January 2009 Windows   LEX (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=851)    --- Release 14 January 2009
Network Addon Mod January 2009 MacOS   LEX (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=852)    --- Release 14 January 2009
PATCHES & UPDATES
HSRP Preview Files   Attachment (http://sc4devotion.com/forums/index.php?action=dlattach;topic=2089.0;attach=6891)  --- Release 23 February 2010 NEW!!
Shinkansen Monorail mod (bullet train) fix for HSRP   Attachment (http://sc4devotion.com/forums/index.php?action=dlattach;topic=2089.0;attach=3521)    --- Release 12 June 2008
EXTRAS
HSRP Refurbished Hub Windows by Andreas and 3ddz   LEX (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1610)    --- Updated 14 January 2009
GHSR Stations And Hubs by cogeo   STEX (http://www.simtropolis.com/stex/index.cfm?id=19866)    --- Released 4 June 2008
HSR Large Station by tadasu   STEX (http://www.simtropolis.com/stex/details.cfm?id=20139)    --- Released 26 July 2008
High Speed Rail Station Pack  by Xyloxadoria   STEX (http://www.simtropolis.com/stex/details.cfm?id=20450)    --- Released 27 September 2008
NDEX ITS HSRP Terminus Station by ill tonkso   STEX (http://www.simtropolis.com/stex/details.cfm?id=22760)    --- Released 31 October 2008
HSR Bridge Pack by choco   LEX (http://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2002)    --- Released 7 March 2009 (Updated 13 April 2009)
HSR & GHSR Catenary Mod HD version by plundere   STEX (http://www.simtropolis.com/stex/details.cfm?id=21936)    --- Released 25 June 2009

RECOMMENDED
Any Slope Mod that includes monorail (Like Ennedi's NHP slope mod)
Monorail train skin that goes well with HSRP and monorail.

Also the Bullet Train Mod (BTM) and it's patch attached to this post, goes very well with the HSRP, giving a different type of HSR and having a more realistic train, that fits in with both HSRP and BTM.

INSTALLATION

1) Remove (uninstall) the original HSRP
2) Install the Network Addon Modd April 2008 (see links above)
3) Install the new HSRP (see links above)
4) Install the refurbished HSRP hub (see links above)
5) Enter SimCity 4
6) Redraw any monorail or HSRP lines you had before installing this project (use cheats to avoid losing money)
7) Enjoy

FAQ

1) Why is the cursor greyed out or red when I try to plop puzzle pieces?
The reason why this happens is because you have an old Controller in your plugins folder, you need to remove it and install the latest NAM (see links above)

If you have datpacked you NAM files (including plugins) delete it and do a clean install of the NAM and do NOT re-datpack it!!!

2) There are no pylons/supports under my old monorail track, why is this?
You have to redraw all your old monorail tracks, and the pylons will reappear, they is no way around this, but in future versions of the new HSRP you will not have to do this.

The reason they dissapear, is because the new mod removes the pylons from the entire monorail network (that includes HSR and GHSR) and then the pylons are added back in using T21s, which will only appear on the specific networks tiles built after the specific T21s were added to the game, in this case when you installed HSRP.

3) Why are the canteneries (overhead wires) missing from HSR and GHSR?
These were left out to allow a quicker release, but they also happened to be a quick way of telling which HSRP modd is installed, this can be quite helpful when troubleshooting problems, but don't worry they will be added in next time, when there's more time and most people who use HSR should be using the new version

4) My HSRP hub doesn't work, it has lots of jobs but sims don't use it to travel on HSRP, why?
I don't know much about Transit Enabling Stations, but I think this is because the Transit Switch Cost is too high, this has been fixed an the the downloads on both the LEX and STEX updated.

5) I run MacOS and so I can't use installers, how can I get the HSRP hub?
At the moment you can't, try using FileJuicer I believe.

6) One or two of my lots that are unrelated to HSRP or NAM change to HSRP textures in certain zooms, why and can this be changed?
If you are still getting this problem then you need to redownload and reinstall the HSRP, as this has been fixed (as of 14 January 09)

VIDEO TUTORIAL - By ErwinNegentig (Uploaded with permission by HalJackey)
[flash=640,385]http://www.youtube.com/v/nEtQ0B-xdxg&hl=en_GB1&hd=1[/flash]
Title: Re: Ground High Speed Rail
Post by: MIncroabl on August 19, 2007, 02:37:38 AM
I could probably help you out with the T21 exemplars at some point. I've been working on a mod to add bases to the el-rail with T21s, here (http://sc4devotion.com/forums/index.php?topic=1275.80). So, I've become quite familiar with them. I won't promise anything, though, as that mod is a priority at the moment.
Title: Re: Ground High Speed Rail
Post by: Jonathan on August 19, 2007, 10:06:07 AM
The type 21 exemplars need to add the monorail supports back to the monorail as the monorail supports have to be removed to be able to use GHSR. The end product has to look like the monorails do currently if you could give me help and what to do, I will try to do it myself, so as to save your time, and let you get on with your own modd.
Title: Re: Ground High Speed Rail
Post by: jplumbley on August 19, 2007, 10:29:38 AM
Hello Warrior,

Glad to see you've popped up here for help.  I find it easier to find what I need here.

About T21s.

What you need to do is start by making a Lot using LE to place the props.  Then go into iLive Reader and open an existing T21 for the Monorail Network and then open the Lot you just made.  Make sure in the T21 you opened there are no LotConfigPropertyLotObjectData in the T21.  Now, go back to the Lot file and copy all of the LotConfigPropertyLotObjectData that have 0x00000001 and 0x00000004 as the first string in them, these are the Prop and Flora that were created on the Lot.  Paste these properties into the T21 and save under a new IID with the first 6 digits equalling the IID of the texture (or Model) you are doing the T21 for.
Title: Re: Ground High Speed Rail
Post by: Jonathan on August 19, 2007, 11:19:59 AM
Thanks JPlumbley

I think the monorail supports aren't props, please correct me if I'm wrong, if they aren't props how could I go about making them props. Also do you know where the monorail T21s would be, in the NAM files, in SC dats? If you know about paths, I could give more details,when I know what details to give.

Thanks very much,
Warrior
Title: Re: Ground High Speed Rail
Post by: MIncroabl on August 19, 2007, 11:35:45 AM
That's basically it, except that there are no existing T21 exemplars for monorail. You'll have to make them yourself. The property that defines on which tile of the network the T21 will appear is called 'kPropertyID_LotConfigNetworkTileId'. You can use the texture viewer of the Reader to get the right ID.

Getting the props to appear exactly like the pylons on standard monorail requires some messing around with the 'kPropertyID_NetworkPlacementPattern' and/or 'Pattern Size' properties. I haven't played around with these myself, but I suspect they need only some trial and error type testing to get working right.

I can probably help you with these after a week or two, depending on how RL treats me. I'm hoping to get the el-rail mod ready for beta testing by that time, so I'll have extra time. Ground HSR is something I'd really like to see, provided that there'll be an on-slope transition between GHSR and HSR..
Title: Re: Ground High Speed Rail
Post by: Jonathan on August 19, 2007, 12:08:58 PM
Thanks very much for all the help here. I will try out everything tommorrow as I don't have access to my computer with SC4 and the modding stuff.

About Paths, they are the most important along with T21 exemplars as without them the whole thing is useless, if it makes any difference the Paths were edited from the original monorail/HSR paths using Daeleys path creator. I just thought of something I will try it tomorrow and see what happens.
Title: Re: Ground High Speed Rail
Post by: Jonathan on August 20, 2007, 09:51:08 AM
QuoteMake sure in the T21 you opened there are no LotConfigPropertyLotObjectData in the T21.  Now, go back to the Lot file and copy all of the LotConfigPropertyLotObjectData that have 0x00000001 and 0x00000004 as...
JP:I tried the above but it didn't work, so i tried
LotConfigPropertyLotObject instead of LotConfigPropertyLotObjectData and it worked thank you very much for your help and for your help MIncroabl



About Paths, it isn't the paths in the path file as I copied the straight path file from the monorail and didn't change anything not even the hieght, loaded SC4  and still no paths. The only that happens when I use UDI is this (sorry for the bad picture, and ignore the wierd model, I haven't got round to ReUV mapping it) It happens very quickly the monorial fades in like that during the 3,2,1 and then disappears. I still don't know what is wrong with it, it's not the actually paths, I think it might be the RUL linking to the S3D/Pathfile.




(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi200.photobucket.com%2Falbums%2Faa230%2FwarriorST%2FmonrailGHSR.jpg&hash=c4d552d950211077493adf81e27d6baffde83cca)



Here are the GHSR RULs from the files; 10000000, 10000001, 10000002.

1000000
Quote
[HighwayIntersectionInfo_0x0000F000]
;Added by warrior 07/21/07.
;Road/GLR
Piece = 0.0, 0.0, 0, 0, 0x5d2d1700
PreviewEffect = preview_draggable_hsr___001

CellLayout =.......
CellLayout =...Z..<
CellLayout =...a...
CellLayout =...^...

CheckType = Z - monorail: 0x02000200
CheckType = a - monorail: 0x02000200 street: 0x00010100, 0xffffffff optional

ConsLayout =.......
ConsLayout =...+..<
ConsLayout =.......
ConsLayout =...^...

AutoTileBase=   0x5d2d1000
ReplacementIntersection = 0, 0
PlaceQueryID = 0x6a47f000
Costs       = 8
[HighwayIntersectionInfo_0x0000F001]
CopyFrom    = 0xF000
Rotate      = 1
[HighwayIntersectionInfo_0x0000F002]
CopyFrom    = 0xF000
Rotate      = 2
[HighwayIntersectionInfo_0x0000F003]
CopyFrom    = 0xF000
Rotate      = 3
;rotation clones
[HighwayIntersectionInfo_0x0000F004]
CopyFrom    = 0xF000
[HighwayIntersectionInfo_0x0000F005]
CopyFrom    = 0xF001
[HighwayIntersectionInfo_0x0000F006]
CopyFrom    = 0xF002
[HighwayIntersectionInfo_0x0000F007]
CopyFrom    = 0xF003


10000001 in the "[StreetMonoRailIntersectionSolutions]" section
Quote
;Added 072107 ~ warrior
Rot1=0x00010100,0x02000200,0x5d2d1000,0,0
Rot2=0x01010000,0x00020002,0x5d2d1000,1,0
Rot3=0x01000001,0x02000200,0x5d2d1000,2,0
Rot4=0x00000101,0x00020002,0x5d2d1000,3,0



10000002
Quote
0x0d031500,1,0,0x5d2d1000,1,0=0x5d2d1000,1,0,0x5d2d1000,1,0
0x5d2d1000,3,0,0x0d031500,1,0=0x5d2d1000,1,0,0x5d2d1000,1,0
0x5d2d1000,1,0,0x0d031500,1,0=0x5d2d1000,1,0,0x5d2d1000,1,0


I still need to know how to models into props.
Title: Re: Ground High Speed Rail
Post by: Shadow Assassin on August 20, 2007, 09:30:51 PM
If you're having problems with weird shadows - did you simply move the model 15m down or create a totally new model? If you did the former, you'd most likely get the shadow glitch, so the only way to fix this would be to create a new model without the pylons. That's how they got rid of the el-rail pylons: they created a totally new model for GLR, which was basically just a flat plane.
Title: Re: Ground High Speed Rail
Post by: Swamper77 on August 20, 2007, 10:13:38 PM
Looks like your paths are 90 degrees off from the tiles that they belong too. Either rotate your models or rotate the paths.

-Swamper77
Title: Re: Ground High Speed Rail
Post by: Jonathan on August 21, 2007, 02:46:51 AM
I was told to remove the PylonSupportID and that would remove the Pylons, then to add them back in to the monorail using T21s, I thought this is what happenedwith Draggable GLR but I couldn't the Elevated Rail Placement Tuning Parameters in any of the NAM files, which means the Pylons couldn't have been removed and added in using T21s, unless the draggable GLR are textures, in which case the pylons are removed automatically because textured networks can't have pylons, not flat planes like the puzzle pieces GLR?

Swamper77: It doesn't matter which way the GHSR is going (north-south,East-west) the monorail always points north and it is never in the right place, it is in the middel of the 2 tracks, and always dissappears after the countdown.
I also tried the DrawPaths cheat but nothing showed up.
Title: Re: Ground High Speed Rail
Post by: Jonathan on August 22, 2007, 06:47:32 AM
The T21s are now being done by MIncroabl after he has done his modd, lots(T21s) under elevated rail, here (http://sc4devotion.com/forums/index.php?topic=1275.0)  The are two main advantages to this, I'm useless at T21s and MIncroabl isn't and the GHSR will also be compatible with his modd, and vice versa.

So the next on the list is paths which I still haven't mananged to do and do need some help as I don't understand why they don't work. But I don't think it's the actual paths, maybe if they time, JPlumbley or Tarkus could help?
Title: Re: Ground High Speed Rail --- Current - Paths. T21s sorted
Post by: jplumbley on August 22, 2007, 06:25:04 PM
Hiya Warrior,

Im not sure what the issue is... There can be many issues that prevent SC4Paths from working.  I have a little experience with the paths, so I can try to help.  But, I need to know so more information.

Do you have Buggi's DLL Cheat file installed?  If so, please can you take a picture of the network with the DrawPaths cheat on and post the picture.

Also, can you post what you have written in the SC4Path file for the Straight Piece please.  That way we can confirm you have the right format.  And make sure the IIDs are the same as the network piece you are pathing.

Good luck.
Title: Re: Ground High Speed Rail --- Current - Paths. T21s sorted
Post by: Jonathan on August 23, 2007, 01:05:21 AM
Here is what is in the Path File I copied it from the straight monorail and changed the hieght to 0.5

SC4PATHS
1.1
2
0
1
-- Mono_3_1
7
0
3
1
2
2.0,-8.0,0.5
2.0,8.0,0.5
-- Mono_1_3
7
0
1
3
2
-2.0,8.0,0.5
-2.0,-8.0,0.5


I tried making a draggable puzzle piece for road and got the default road paths and put them on with the HSR texture just to see if it would work, which it didn't, which makes me think it's not the paths, but there's some link misssing maybe from the RULs, I have posted what I put in the RULs down the page.
Title: Re: Ground High Speed Rail --- Current - Paths. T21s sorted
Post by: Jonathan on August 23, 2007, 08:02:43 AM
I got the Monorail over GHSR to be draggable, ignore the pylons.
This picture also has the Draw Paths Cheat on, JP. I haven't put any paths on the monorail over pass yet.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi200.photobucket.com%2Falbums%2Faa230%2FwarriorST%2FmonorailoverGHSR-1.jpg&hash=8b2d5f3489aa3a5f73ff45dfb25d7eaef8a1b767)
Title: Re: Ground High Speed Rail --- Current - Paths. T21s sorted
Post by: jplumbley on August 23, 2007, 11:08:26 AM
Hello Warrior,

What it looks to me is that there are no paths attached to the pieces.  I do not see a path (it would be purple arrows).  You can see part of the arrows on the original Monorail pieces but they are cut off from them being inside the model its self.  The issue sounds as if the TGIs are numbered incorrectly.  Im not entirely sure, hopefully Swamper77 has a better explaination.  Check to make sure the IID is equal to the IID of  the peice you are pathing.
Title: Re: Ground High Speed Rail --- Current - Paths. T21s sorted
Post by: Jonathan on August 23, 2007, 11:25:35 AM
Here is a snapshot of all the straight S3D,FSH,Examplar and SC4PATH files that are the striaght GHSR
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi200.photobucket.com%2Falbums%2Faa230%2FwarriorST%2FStraightTGIGHSR.jpg&hash=c38a5d3e0b39bb1655bf34dcff265bf43c0c2b87)


But as I said before:

I tried making a draggable puzzle piece for road and got the default road paths and put them on with the HSR texture just to see if it would work, which it didn't, which makes me think it's not the paths, but there's some link misssing maybe from the RULs, I have posted what I put in the RULs down the page.

Whihc amkes me think it's either the RULs or like you said the TGIs
Title: Re: Ground High Speed Rail --- Current - Paths. T21s sorted
Post by: Jonathan on August 25, 2007, 02:53:39 AM
I just made a puzzle piece which has a road path going in one direction and IID is the same as the piece I was pathing and on game there are still no paths, so it's not the GHSR, it's probaly I'm doing something wrong every time.

If I could send the files to someone, to see what I'm doing wrong it would be great, but I understand that most of the modders that can help are usy with their own projects.

(I have tried to fix all the spelling mistakes but my keyboard is running out of batteries and I don't have any more)


EDIT:I made a TE'ed lot with the single lane road custom path, and went in game still no paths, which means it is probably a mistake I am making with in the path file.
Title: Re: Ground High Speed Rail --- Current - Paths. T21s sorted
Post by: jplumbley on August 25, 2007, 09:27:24 AM
I have a test for you... Try making the paths at 5m in height.... that way for sure you will see them.  The model may be blocking it.  If they show up properly at 5m then they should actually be working.

The biggest problem you have right now is that I dont think you have a station to test them on, am I right?  If you had a station then it would be possible to do a basic commuter test.
Title: Re: Ground High Speed Rail --- Current - Paths. T21s sorted
Post by: Jonathan on August 25, 2007, 10:50:37 AM
 I can use the monorail station, like GLR using Elevated Rail Station?

I tried 5m but nothing, no paths.
Title: Re: Ground High Speed Rail --- Current - Paths. T21s sorted
Post by: Jonathan on September 02, 2007, 01:14:18 PM
This is quite a bump but I thought I'd better show an picture of a GHSR to EHSR ramp made by Prince Of Sims to show this project isn't dead.
The ramp is obviously not finished yet and this was just a teaser from Prince Of Sims
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg508.imageshack.us%2Fimg508%2F9964%2Fhsrrampbq7.jpg&hash=4467bd53fec4d74f844359a4bfe984b2694c27c3)


Still no paths hopefully Tarkus will have enough time to look at them but he has got other stuff which takes priority which is quite understandable, and most updates will probably be at ST.
Title: Re: Ground High Speed Rail --- Current - Paths. T21s sorted
Post by: thundercrack83 on September 02, 2007, 03:55:09 PM
Wow, that transition looks wonderful, Warrior! I can't wait to see more development on this project!
Title: Re: Ground High Speed Rail --- Current - Paths. T21s sorted
Post by: Jonathan on September 02, 2007, 11:32:29 PM
Well I won't be able to as much as I have been now because of school

Again the model isn't mine and take no credit.
Title: Re: Ground High Speed Rail --- Current - Paths. T21s sorted
Post by: MIncroabl on September 03, 2007, 12:24:59 AM
Hopefully there'll be an on-slope transition as well. I personally consider that transition to be far too steep for HSR, or even conventional trains. But then again, I'm a bit of masochist when it comes to rail realism.
Title: Re: Ground High Speed Rail --- Current - Paths. T21s sorted
Post by: Jonathan on September 03, 2007, 05:48:23 AM
SimCity 4 is a game and any longer transitions would not be ( I can't think of the word) right...good(?) There will be a onslope piece but it all depends on whether the blue side are removed.

I made a poll at ST but I don't know how to here
Title: Re: Ground High Speed Rail --- Current - Paths. T21s sorted
Post by: bat on September 03, 2007, 05:59:40 AM
That's looking great so far, Warrior! :thumbsup:
Title: Re: Ground High Speed Rail --- Current - Paths. T21s sorted
Post by: prince1142003 on September 03, 2007, 08:11:26 AM
Quote from: prince_of_simsTexturing is finished on the ramp. Only thing is that since the BAT brightens textures, the current in-game model is very bright. I'm hoping that doesn't happen when the model is rendered as per the interchange rendering instructions.

Anyways, here's a rendered preview:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg248.imageshack.us%2Fimg248%2F5715%2Fhsrrampdf2.th.png&hash=8502aa1012c2fd4ab4784ac7916fca9c4282b174) (http://img248.imageshack.us/img248/5715/hsrrampdf2.png)

And here's an in-game preview:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg248.imageshack.us%2Fimg248%2F1425%2Fhsrrampqy2.th.jpg&hash=50a61188382f5aa5e45e6544dfd8b023318a1187) (http://img248.imageshack.us/img248/1425/hsrrampqy2.jpg)
Title: Re: Ground High Speed Rail --- Current - Paths. T21s sorted
Post by: Meastro444 on September 03, 2007, 08:52:13 AM
looks awesome PoS!!!

good luck Warrior, you are making great process!
Title: Re: Ground High Speed Rail --- Current - Paths. T21s sorted
Post by: Jonathan on September 03, 2007, 09:11:02 AM
Just a quick update here the GHSR will turn into a textured network but will still use the monorail network to draw, this will mean the blue/grey sides will be removed, but this also means greater cutomizability and it will be easier. There will be more customizability because it means the sides can be added using T21s or fences added using T21s or for that matter anything can be added using T21s.

I can do T21s that appear on every time that tile is drawn, btw.
Title: Re: Ground High Speed Rail --- Current - Paths. T21s sorted
Post by: prince1142003 on September 03, 2007, 06:51:19 PM
Just thought I'd post this here as well.

Quote from: prince_of_simsI am completely finished with the model. Expect the final pieces by the end of this week.

Here are some previews:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg75.imageshack.us%2Fimg75%2F3373%2Fhsrrampjm3.th.png&hash=9ba3dfb342ba01e60d21d57042a69ec4b2d45137) (http://img75.imageshack.us/img75/3373/hsrrampjm3.png)
HSR Transition Piece

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg213.imageshack.us%2Fimg213%2F2720%2Fhsrzc9.th.jpg&hash=a68fa9c6a5aa27159cb2c0a47c48d2dfa1652aa9) (http://img213.imageshack.us/img213/2720/hsrzc9.jpg)
In-game rendering

The last piece on the in-game rendered model is an empty tile with an overlay texture applied to it. Just so you can see how the model will look with the new texture-based GHSR pieces. Oh, and the artifact at the very end of the ramp should be gone when it's turned into a puzzle piece. It arises as a result of the lighting in the BAT. The shadows should also be fixed upon conversion into a puzzle piece.
Title: Re: Ground High Speed Rail --- Current - Paths. T21s sorted
Post by: mikeseith on September 03, 2007, 07:24:42 PM
WOW...exciting progress. &apls
Title: Re: Ground High Speed Rail --- Current - Paths. T21s sorted
Post by: Jonathan on September 04, 2007, 12:27:45 PM
From ST: Just a quick update that tommorrow is my last day of holidays so I'm going to have to spend a lot of it doing homework and such I have put off,  and then I will obviously be occupied with school,
Anyway, GHSR: I have remodelled the GHSR models so they are flat and fences can be added, the 1st piece of transition from orthoganal to diagonal is complete. Thanks for all the comments  :)
Title: Re: Ground High Speed Rail
Post by: Jonathan on September 05, 2007, 02:27:47 AM
UPDATE: Typically on the last day of the holidays the paths are fixed, the problem was the GHSR dat was in a subfolder of the NAM plugins, I have no idea why that effects it but it does. So heres a picture with DrawPaths on, you can also see the 1st part of the curve, which I haven't added paths to yet. And the new models the fences etc. will be added in using T21s and btw I'm still on the look out for any models that could be suited to the job, the models will be rendered noramlly without any splitting up or anything as they will just be normal props.

Any way the picture: (please ignore the pylons)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi200.photobucket.com%2Falbums%2Faa230%2FwarriorST%2FPATHS.jpg&hash=da0a267e932dcebfcf8791f1aba66ee1337aedd6)
Title: Re: Ground High Speed Rail - 5th Sept, Paths fixed
Post by: thundercrack83 on September 05, 2007, 07:32:11 AM
Excellent progress, Warrior! Keep up the fine work!
Title: Re: Ground High Speed Rail - 5th Sept, Paths fixed
Post by: Starmanw402007 on September 05, 2007, 11:36:54 AM
I agree with everyone here Warrior. Your doing an anwesome job with the progress reports and work all together. Keep Up the great work. I'm looking forward for more updates.

Your Friend;
Mayor Of Steven's Point & Maxiston
(Proud To Be Cities Of Sim Nation!)
Title: Re: Ground High Speed Rail - 5th Sept, Paths fixed
Post by: Jonathan on September 05, 2007, 12:11:37 PM
Thanks for the comments Starmanw402007 and thundercrack83.
Unfortnatley updates will be less of (?) because of school.
But the Paths are now added to the 1st part of the curve and I'm going to be working on the end pieces. And of course the rest of the curves.
Title: Re: Ground High Speed Rail - 5th Sept, Paths fixed
Post by: Pat on September 05, 2007, 01:48:54 PM

this is good news for sure Warrior and very great progress here!!! i hope you are able to sneek updates in between school and what nots - pat
Title: Re: Ground High Speed Rail - 5th Sept, Paths fixed
Post by: dragonshardz on September 05, 2007, 03:53:33 PM
been following this at ST i'm stoked that its here too!
Title: Re: Ground High Speed Rail - 5th Sept, Paths fixed
Post by: bat on September 07, 2007, 03:14:53 AM
Wonderful progress on that!! :thumbsup:
Title: Re: Ground High Speed Rail - 7th Sept, Paths again (sort of)
Post by: Jonathan on September 07, 2007, 12:36:42 PM
Kind of an update: The paths, it seems, don't work when the GHSR dat is in ANY subfolder this needs to be sorted because if it is to be part of the NAM, which it will have to be, it is most probably going to be in a subfolder, I have no idea why this is, could someone who is in the NAM Team and/or knows about this problem, please help.

Other than that I have no news, luckily I have hardly any homework so I should be able to get things done this weekend.
Title: Re: Ground High Speed Rail - 7th Sept, Paths again (sort of)
Post by: Shadow Assassin on September 07, 2007, 05:48:11 PM
Could it be a plugins conflict with the NAM? Is the NAM the last folder that loads in your plugins folder? If it is, then the GHSR really should load in the last folder (such as zzz_GHSR) of the last folder of your plugins folder (in this case, the NAM).
Title: Re: Ground High Speed Rail - 7th Sept, Paths again (sort of)
Post by: dragonshardz on September 07, 2007, 06:04:03 PM
i think what he said was that when the .dat is in a subfolder that the paths don't work. and if this is to be part of the NAM, then it will have to be in a subfolder so the .dat not working issue needs to be fixed.

Then he asked for help in fixing the problem by someone who is part of the NAM Team or osmeone who knows about such things.
Title: Re: Ground High Speed Rail - 8th Sept, NAM conflict
Post by: Jonathan on September 08, 2007, 12:41:29 PM
I would like to know this by tomorrow morning as I only have the weekend and would like to get some more stuff done. It also seems now none of the NAM team actually look here, or give help, especially as the new stickied topics pushs this down, no offence.

UPDATE: I know what NAM dat is causing the conflict, NetworkAddonMod_Bridges_Plugin_Controller.dat
Can someone tell me what this does, as I couldn't work it out myself other than it is something for bridges, and how to fix the conflict and what is conflicting?


The paths didn't stop working because of being in a subfolder, but becasue of a conflict somewhere in the NAM files, I guess this is because there is a duplicate IID for something although I had thought there was only one monorail item in the NAM, something like monorail over el-rail, as that was all I could see in the monorail section of the RUL 0x10000000, the IID of the path files are,

the range I'm using is 5d2d100- 5d2d1fff, 5(NAM) d(monorail) 2d1(date I started)

1st tileof the starter piece   5d2d0000 (I know that's not meant to be)
The straight GHSR              5d2d1100
1st part of the curve          5d2d1110

Can Someone from the NAM team tell if I should use this range, if not what range I should use or what is causing the conflict.
Title: Re: Ground High Speed Rail - 8th Sept, NAM conflict
Post by: iamgoingtoeatyou on September 08, 2007, 06:04:27 PM
amazing progress!!! :o
Title: Re: Ground High Speed Rail - 8th Sept, NAM conflict
Post by: Andreas on September 08, 2007, 06:19:26 PM
@Warrior: I'd love to help you sorting out those problems, but I don't have any idea how the transit stuff works internally. If you need to know specific details, it's probably the best to PM one of the NAM modders. Unfortunately, most of them are busy with RL and other stuff, so they don't check all transit-related threads all the time.
Title: Re: Ground High Speed Rail - 8th Sept, NAM conflict
Post by: jplumbley on September 08, 2007, 07:41:07 PM
@Warrior  Since this is a SAM-like addition to the NAM.  I think it would be best of you to use a SAM-like IID structure for your models.  The issue lately has been that the NAM date stamp has expired recently and reset and we are now within the realm of maybe having duplicate IIDs.

The IID structure we are using in SAM and the upcoming NWM projects are in the 5e range right now.  My suggestion is use the 5d range.

The structure is as follows:     0x5dNPPVWZ

N = Network (In the case of Monorail N=d)
PP = Texture Piece ID or Model Piece ID, this is a 2 digit hex number.  My suggestion is look at the middle 4 digits of the MAXIS monorail IID and use a logical 2 digit number that is close to this.  For example all SAM straight pieces are 4b since the MAXIS straight textures are 004b)
V = Texture Set Variation (In SAM there can be upto 16 different Texture sets for monorail, this means the same.  GHSR and HSR can be 2 of these texture Variations.)
W = Wealth
Z = Zoom

I hope this helps it is a fairly easy to understand standard.  And it will allow us to keep know where everything is in the future.  Organization is a key to success.
Title: Re: GHSR - 9th Sept,Paths fixed looking for tester
Post by: Jonathan on September 09, 2007, 06:12:45 AM
The paths are now fixed 100% (at least for LHD) It would be best if someone with RHD and the DrawPaths cheat can test the paths for me.

The problem was the Bridge_plugin_controller.dat told the game when there's a path file which IID begins with 0x5d and the game is left Hand drive look for the left hand drive paths at 0x7d.


I for got to say that I'm left Hand Drive
I found this:

Quote;monorail
1   = 0x5D000000,0xFF000000,0x7D000000,0x00FFFFFF ;monorail ~ all
In this section:
QuoteCustom Items Path files
;Custom Items Path files
;Custom Items Path files
;
; Standard Reversal
; Interchange base related
;subsection covers interchange base related items
In the Bridges_Plugin_Controller.dat


I reinstalled the NAM but still the paths don't work when they load after the NAM, I'm wondering if the whole 5d range is taken?


I changed all the IIDs for the track and paths but not the icons and effects, without the Bridges plugin controller.dat, the paths work with it the paths still don't work, I'm now really really confused, ?


--------------------------------------------------------------------------------
JPlumbley: Thanks, So 0x5dd151## would be good?
Do the S3D models change with the wealth or do the textures on the S3D change with the wealth? Doesn't Matter

EDIT: what do I do with the non-track items/files like the icon exemaplar and image and EffDirs?
And I just realised how many things I have to change,   

EDIT2: Some of the HSRP IIDs are different to the monorail IIDs in the curves, because there are 5 models that make up the curve for HSR, but only 2 models for monorail.
I think I prefer the old system but things have to move on I guess.

EDIT3: Basically  I have to change the IIDs to the:
Straight
Curve1
AutoTileBase
Icon
Effect
Icon names and descriptions
Plop description

A lot of those aren't textures or models so I cant give tem Texture/Model IDs, and I don't know what to give them.

I think I may end up, making a backup and starting again for the 6th time or so.
Title: Re: GHSR - 9th Sept,Paths fixed looking for tester
Post by: BigSlark on September 09, 2007, 12:18:14 PM
Warrior,

I liked the original HSPR and I thought the lack of a ground version and the lack of stations was the only real drawback. I never use the monorail, so it wasn't a big deal. I'm really excited to see your project going so well, I would be than happy to test in my RHD part of the world.

If you would email me all the files I will happily test it for your this afternoon.

Cheers,
Kevin
Title: Re: GHSR - 9th Sept,Paths fixed looking for tester
Post by: dragonshardz on September 09, 2007, 12:19:12 PM
ll test for you as well Warrior
Title: Re: GHSR - 9th Sept,Paths fixed looking for tester
Post by: Jonathan on September 09, 2007, 12:21:27 PM
Ok that's great I may be able to get the files to you today but I'm not 100% sure as It's 8:20pm and I have school tomorrow.

I will email the files to your email in your profiles, the only things that need to be tested are the paths, these are the only two pieces made yet, I'm doing some more IIDs now, you will only get the 1st part of the curve if drag the diagonal the way shown in the picture.
The 1st part of the curve does have paths this is just an old image.
The Icon is in the rail menu near the top. In works in the same way as GLR just using monorail instead, in other questions just ask.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi200.photobucket.com%2Falbums%2Faa230%2FwarriorST%2FPATHS.jpg&hash=da0a267e932dcebfcf8791f1aba66ee1337aedd6)
Title: Re: GHSR - 9th Sept,Paths fixed looking for tester
Post by: dragonshardz on September 09, 2007, 12:30:01 PM
 warrior where exactly in the world are you? because you seem to be about eight hours ahead of me.
Title: Re: GHSR - 9th Sept,Paths fixed looking for tester
Post by: Jonathan on September 09, 2007, 12:34:50 PM
England, Milton Keynes area
Title: Re: GHSR - 9th Sept,Paths fixed looking for tester
Post by: dragonshardz on September 09, 2007, 12:35:58 PM
ah i see. USA, Arizona, Phoenix Metro area.
Title: Re: GHSR - 9th Sept,Paths fixed looking for tester
Post by: BigSlark on September 09, 2007, 12:42:04 PM
No worries, warrior. Tomorrow I won't be home until 10 p.m. your time, so if you don't get it sent until tomorrow it won't be until Tuesday morning before you'll see my test.

Cheers,
Kevin
Title: Re: GHSR - 9th Sept,Paths fixed looking for tester
Post by: dragonshardz on September 09, 2007, 12:44:00 PM
i need to find the extracheats DLL again...
Title: Re: GHSR - 9th Sept,Paths fixed looking for tester
Post by: BigSlark on September 09, 2007, 12:44:53 PM
Its hiding somewhere on ST, attached to one of buggi's posts. If you can't find I'll email it to you.

Cheers,
Kevin
Title: Re: GHSR - 9th Sept,Paths fixed looking for tester
Post by: dragonshardz on September 09, 2007, 12:48:09 PM
warrior=Johnathan B?
Title: Re: GHSR - 9th Sept,Paths fixed looking for tester
Post by: Jonathan on September 09, 2007, 12:51:13 PM
I have sent the file to both of you, can you post when/if you get it?
link to ExtraCheats download:
http://host.simvision.net/SC4ExtraCheats.zip (http://host.simvision.net/SC4ExtraCheats.zip)

DragonShardz:
Quote from: dragonshardz on September 09, 2007, 12:48:09 PM
warrior=Johnathan B?
What do you mean?
Title: Re: GHSR - 9th Sept,Paths fixed looking for tester
Post by: flame1396 on September 09, 2007, 12:55:04 PM
Does it have a station?

And does it work with normal hsr?

If it has a station i'd love to test it.
Title: Re: GHSR - 9th Sept,Paths fixed
Post by: Jonathan on September 09, 2007, 12:58:15 PM
No at the moment it doesn't have a station and at the moment it is incompatible with  HSR modd, but there will be another starter piece which is HSR, so there will be  GHSR, HSR, monorail.

This modd is no where near a 1st release I just need comfirmation that the paths work so far

EDIT: Wow, This board is the busiest I have seen it for a long time.
Bigslark,Dragonshardz: Received the files?
Title: Re: GHSR - 9th Sept,Paths fixed looking for tester
Post by: flame1396 on September 09, 2007, 01:03:11 PM
ah. I'll test when I can use it :)

station is on the priorities? This is a big step.
Title: Re: GHSR - 9th Sept,Paths fixed looking for tester
Post by: Jonathan on September 09, 2007, 01:08:22 PM
The station form the current HSR modd could have the rail modded to GHSR, The hub would have 2 HSR, 1 GHSR,1 el-rail.

But this is the main reason things like new textures and stations haven't been done is, I'm not good at making textures or BATting. So as with most things unless it gets BATted by someone else there isn't going to be one until the modd is almost finished and I have more time for learning how to BAT and BATing

Priorities:
Getting the Curves done
Supports for monorail
Getting Diagonals done
Getting gantries added
Getting Switches/points/junctions done
Doing all the current HSR models made into another starter piece network
Station
POSSIBLY: Monorail down the middle of avenue
POSSIBLY: Ground Level Monorail
Title: Re: GHSR - 9th Sept,Paths fixed looking for tester
Post by: dragonshardz on September 09, 2007, 01:12:47 PM
i was asking if Jonathan B. was the same person as Warrior.

By the way, i like the hub having HSR and rail, but not elrail, so maybe 2 HSR, 1 Rail, and replace elrail with GHSR?
Title: Re: GHSR - 9th Sept,Paths fixed looking for tester
Post by: dragonshardz on September 09, 2007, 01:14:31 PM
yeah now i feel dumb...

...loked at the profile yet, stupid?...

i'll test and get back ASAP.
Title: Re: GHSR - 9th Sept,Paths fixed looking for tester
Post by: Jonathan on September 09, 2007, 01:18:36 PM
Well my first name is Jonathan and my surname begins with B

The hub is part of the current HSR modd and I can only modd the ground level networks into Ground levels networks and the same with elevated networks.
At the moment the hub has 1 rail platform, 1 el-rail platform and 2 HSR platforms.
Title: Re: GHSR - 9th Sept,Paths fixed looking for tester
Post by: dragonshardz on September 09, 2007, 01:21:59 PM
o well it was worth a shot.

Thanks for the info for warrior but i knida figured that out after looking at your profile. man, do i feel stupid.
Title: Re: GHSR - 9th Sept,Paths fixed looking for tester
Post by: Jonathan on September 09, 2007, 01:25:02 PM
Sorry Offtopic: But where did you get Jonathan B in the first place? Just interested
Title: Re: GHSR - 9th Sept,Paths fixed looking for tester
Post by: dragonshardz on September 09, 2007, 01:28:58 PM
i have MSN Meesnger and Hotmail. the "you've got mail" thing popped up in the corner and it read "You have received a new email from Johnathan B*****" (omited most of last name for privacy). i was asking if Warroir and Johnathan B were the smae person so that i would not get viruses or anything like that.
Title: Re: GHSR - 9th Sept,Paths fixed looking for tester
Post by: Jonathan on September 09, 2007, 01:31:32 PM
Right Sorry: Just wanted to know that too much of my PInfo wasn't leaking somewhere

EDIT: Topic read 1234 times
Title: Re: GHSR - 9th Sept,Paths fixed looking for tester
Post by: dragonshardz on September 09, 2007, 01:33:26 PM
 its ok. we all have a right to our privacy.
Title: Re: GHSR - 9th Sept,Paths fixed looking for tester
Post by: BigSlark on September 09, 2007, 01:34:42 PM
Warrior,

The file you sent me doesn't do anything in game. It also crashes SC4Datpacker and the Reader for me.

It seems there's a bug somewhere in the thing.

Cheers,
Kevin
Title: Re: GHSR - 9th Sept,Paths fixed looking for tester
Post by: dragonshardz on September 09, 2007, 01:36:09 PM
i never got a chance to try and test it. @#$% Parental controls!
Title: Re: GHSR - 9th Sept,Paths fixed looking for tester
Post by: Jonathan on September 09, 2007, 01:42:02 PM
I haven't tried to do anything to the file with DatPAcker.

EDIT: It seems I gave you the wrong file, it is the GHSR just not 100% up to date.
I will email the up to date file.

EDIT2: Email sent this is the last post today from me.

Title: Re: GHSR - 9th Sept,Paths fixed looking for tester
Post by: BigSlark on September 09, 2007, 01:47:36 PM
All right Warrior, I'm patiently waiting.
Title: Re: GHSR - 9th Sept,Paths fixed looking for tester
Post by: dragonshardz on September 09, 2007, 01:48:25 PM
BigSlark: I just got it. You should get it soon.
Title: Re: GHSR - 9th Sept,Paths fixed looking for tester
Post by: Jonathan on September 10, 2007, 10:02:13 AM
Quote from: BigSlark on September 09, 2007, 01:47:36 PM
All right Warrior, I'm patiently waiting.

Sorry about that.
Did you get the files, did they work and have you had any results yet?

And I'm just redownloading gmax to do the rest of the curves now.
Title: Re: GHSR - 9th Sept,Paths fixed looking for tester
Post by: BigSlark on September 10, 2007, 10:48:13 AM
Warrior,

The file you sent me didn't add any puzzle pieces to the game and it crashes the Reader for me, nor does it have any values according to SC4Tool.

Cheers,
Kevin
Title: Re: GHSR - 9th Sept,Paths fixed looking for tester
Post by: Jonathan on September 10, 2007, 10:57:58 AM
Hmm.. No idea what it could be, trying removing the NAM controller Temporarily or renaming the file with zzz_ in front of it

Other than that I have no idea.

DragonShardz, can you say if this is happening to you?
Title: Re: GHSR - 9th Sept,Paths fixed looking for tester
Post by: Pat on September 10, 2007, 11:40:08 AM

wow alot of progress here warrior... keep it up and will be back in 2wks to see where you gotten from here - pat
Title: Re: GHSR - 9th Sept,Paths fixed looking for tester
Post by: MIncroabl on September 10, 2007, 11:43:32 AM
Have you had any progress with the diagonal pylon props? I'm a bit stuck with the T21s until I get them.  ;)
Title: Re: GHSR - 9th Sept,Paths fixed looking for tester
Post by: Jonathan on September 10, 2007, 11:47:40 AM
EDIT: MIncroabl I can give you a diagonal prop which is un textured?

Sorry I haven't had any progrees with the diagonal pylons, You mentionede SimGoober had a monorail pylon as a prop, do you know if he has a diagonal and if possible can you get it, I'm tried up with paths and a bit of RL (grandma from South Africa).
Thanks Patfirefghtr.

Any news on the paths?
Title: Re: GHSR - 9th Sept,Paths fixed looking for tester
Post by: MIncroabl on September 10, 2007, 12:52:15 PM
An untextured model will work fine, provided that when you eventually add textures to it the IDs remain the same (= it is the same prop). That way, I can finish the T21s with the untextured model and need not to redo them for a textured prop. You have my e-mail address, if you send the prop I'll get to work tomorrow.
Title: Re: GHSR - 9th Sept,Paths fixed looking for tester
Post by: Jonathan on September 10, 2007, 12:57:01 PM
OK I will tommorow probably as I reinstalled gmax and BAT but then BAT couldn't run gmax so I'm reinstalling them again ::)

Anything with the paths?
Title: Re: GHSR - 9th Sept,Paths fixed looking for tester
Post by: dragonshardz on September 10, 2007, 05:16:20 PM
i can't really say anything as the @#$% Parental controls won't let me put the .dat where i want. i'll tell you when i can test it.

Yes i have Vista.
Title: Re: GHSR - 9th Sept,Paths fixed looking for tester
Post by: Jonathan on September 10, 2007, 10:45:43 PM
Vista won't let you put anything in the Program Files folder or sub-folder?
I'm sure there was a way I disabled that. I'll check it out if you haven't already done it.

Yes I have Vista too.

EDIT:Prince anything on the transition?
Title: Re: GHSR - 9th Sept,Paths fixed
Post by: dragonshardz on September 11, 2007, 04:10:01 PM
there's a way and i know how to do it but i'm don't have admin rights on my PC. there fore i can't do anything in he program files because it might "compromise the computer's security".  ::)

O well. as soon as i get my plugins folders back on the pc i'll test it and tell you. might be useful to have input from a different vista system.
Title: Re: GHSR - 9th Sept,Paths fixed
Post by: Jonathan on September 12, 2007, 11:56:12 AM
Prince: What's the status of the transition please? (sorry I couldn't think of any other way to word it)
And any luck with RHD testing?

The RULs for curve 2 and end stubs are done. But I really need someone who can or knows someone else who can, UV map in the reader.

Title: Re: GHSR - 9th Sept,Paths fixed
Post by: Olasz on September 12, 2007, 12:12:05 PM
My personal opinion only: that is one the things I did not like at ST - old, dead topics with no progress stickied on the top, pushing live boards down and forcing you to load a next page on a disturbingly slow site. Why? Were they containing essential information? Some. Were they so exceptional? Some. But the actual look of the forum became very worn, like nobody maintained the boards - even if somebody was actually.
I would vote on leaving decision to the admins - and hope it would not be used so excessively as over there

- no offense, just my opinion -
Title: Re: High Speed Rail
Post by: Jonathan on September 12, 2007, 02:12:12 PM
Seeing as I'm constantly hitting walls with GHSR I'm going to make a start on seperate HSR which I will need to do anyway after I would have made GHSR, This will be easier because the models, textures and UV mapping is already done I only have to make the starter piece and RUL everything, which I find easier, in some cases than modelling, textureing, and mapping.

I know I ask a lot of things but I'm learning and as I said before not good at modelling and texturing, but if someone could come up with flat models with a texture applied, it can be the original one, it will mean once I have finished HSR I can start on GHSR. If there are no models GHSR will have to simply be the HSR models lowered 15m.

I didn't particulary want this to happen but it seems the best way to do it, even though it seems most people who can BAT/make textures are busy.

Thanks to the NAM team who have helped me, especially JPlumbley who helped me to get into RULing and starter pieces and thanks for allowing (?) me to join the NAM team.



I don't take any offence, I quite understand what you mean.
Title: Re: High Speed Rail
Post by: dragonshardz on September 12, 2007, 03:55:14 PM
o, will switches work in UDI? because they don't with the current model, the already released beta that wasn't done by Warrior.
Title: Re: High Speed Rail
Post by: Jonathan on September 15, 2007, 10:44:07 AM
Hopefully the switches will work.
I have now done the striaght HSR, 1 + 2nd curves, RULs and paths (modles from the original modd)
Unfortunatley my hard drive has another error ::) And a rather annoying bit of RL is stopping me from trying to fix it :bomb:
Title: Re: High Speed Rail
Post by: dragonshardz on September 15, 2007, 06:12:28 PM
RL sucks, doesn't it?
Title: Re: High Speed Rail
Post by: Jonathan on September 16, 2007, 08:49:48 AM
Yea it does.

As I type the software I just bought is recovereing all my files to an external HDD ( I hope it has room now that I think about it) although it is sooooo very slow :sleeping:  161MB out of 6GB and thats just one little folder :bomb:

I also have 2 english homeworks to get in my way, so probably the next time I get to do some with HSR is the end of the week/next weekend.
Sorry, but unforunatley (most of the time) Real Life is more important :sleeping:
Title: Re: High Speed Rail
Post by: dragonshardz on September 16, 2007, 03:27:54 PM
yeah i have to read and analyze 20 chapters of "The Scarlet Letter" by tuesday.  ()sad() Why are english teachers so sadistic?

no offense towards any english teacher(s) reading this...  :thumbsup:
Title: Re: High Speed Rail
Post by: BigSlark on September 16, 2007, 05:44:09 PM
I'm an English Teacher in training...in a year's time I'll have my own class of high school students.

And I feel for you having to read The Scarlet Letter. I'm not a fan.

Cheers,
KEvin
Title: Re: High Speed Rail
Post by: dragonshardz on September 16, 2007, 07:12:15 PM
like i said, no offense, but english teachers are sadistic. of course, all my english teachers have been women, so i can't say all english teachers are sadistic.  :thumbsup:

y'know, it's a good thing that this isn't peg's site. this discussion would be off topic 3 months ago. still we're getting off topic, but o well.  :P
Title: Re: High Speed Rail
Post by: Jonathan on September 17, 2007, 09:29:23 AM
Funny I was just wondering why popl would want to be english teachers, I don't mean offence just gneeeeerally wonderd.
Yes it is getting a bit off-topic, so Just to let everyon know, My HDD still has an error, I have tried reinstalling Vista but no such luck, wiping out the HDD, repairing the partion table, and master boot record, still no luck.

I have how evr beeen able to rcovr the files, including the HSR fils, so I will continue working on it on the family PC, this means I will have even less time as ther are othr poeple to use it.

Should have a proper update today

Sorry about the multilple "e"s and "e"s missing it seems there is someing wrong with that key.
Title: Re: High Speed Rail
Post by: JoeST on September 17, 2007, 09:51:29 AM
I do sense a lack of "e"'s in that post lol

I am purely guessing that your harddrive is scratched or one of the HDD circuit boards is cracked or something, maybe your cable is snapped or a pin is bent, it would be a good idea to test it on another pc

Joe
Title: Re: High Speed Rail
Post by: Jonathan on September 17, 2007, 10:02:20 AM
Thanks I will try another cable, I can't check on this PC as it hasn't got any SATA ports/places where you plug it in (?)

EDIT: It seems using another cable worked, it then told me there was an error with the partition table and that was easily fixed then I found a backup disk from January 07 and used that, the computr started working, but because the computer was effctively put "back in time", Windows Genuin thing pops up asking for me to activate it :angrymore:, and then of course it doesn't recogniz the wireless network, be that out of range or it being exeptionally dumb. Which means I have to moveeeee my PC downstairs = massive job, so tommorrow eveeeerything should be back to normal.

Sorry about the "eeee"s again :bomb:
Title: Re: High Speed Rail
Post by: JoeST on September 17, 2007, 12:52:23 PM
Glad to be of service  :thumbsup:
Title: Re: High Speed Rail
Post by: Jonathan on September 18, 2007, 10:29:50 AM
Bad News: The files I supposedly recovered are just icons pratically, nothing in them, nothing in the images,text, and any other file type, including dats,
Good News: Because I have had a lot of RL with school, I haven't had much time on the PC, and when I have been on the computer it has been for HSR, and as I backed up on the 5th September, so I've practicallly only lost the HSR, which should be easish(word?), to catch up to where I was.

EDIT: 100th post for me and this thread ;D
Title: Re: High Speed Rail
Post by: thundercrack83 on September 18, 2007, 10:31:49 AM
Well, Warrior, despite the setback, I'm glad to hear that you can get back to where you were! Good luck with everything and I hope school is going well for you, too!
Title: Re: High Speed Rail
Post by: JoeST on September 18, 2007, 10:38:41 AM
yeah good look, and well done on the postcount
Title: Re: High Speed Rail
Post by: Jonathan on September 18, 2007, 12:03:32 PM
Oh i forgot to say, MIncroabl: I have the diagonal props on a pendrive, which is... somewhere here. So they aren't lost, well digitally anyway.
Title: Re: High Speed Rail
Post by: MIncroabl on September 18, 2007, 12:57:27 PM
Good, good. Feel free to send them once you find them.
Title: Re: High Speed Rail
Post by: Jonathan on September 18, 2007, 01:56:46 PM
Have found them and sent them. Hope it's what you need.
I may have some news tomorrow, it depends on the amount of homework I get and other RL.
Title: Re: High Speed Rail
Post by: MIncroabl on September 18, 2007, 02:13:29 PM
Received the files just now. They seem to work well, though there's some distortion on closer zoom levels, but I suspect that's because the model is untextured. The .desc file was for a building, but that's easy to fix (and as a matter of fact, already done  :P). I'll start work on the diagonal T21s tomorrow, as it's well past my bed time.

..And, thanks for the karma+1. Much appreciated.
Title: Re: High Speed Rail
Post by: Jonathan on September 19, 2007, 01:29:10 PM
Right, I got the mod just past where it was, The HSR straight, curve 1 and curve 2 are RULed and reIIDed, and the paths are functional. I have decided to make a backup of the mod every time I save it. I will continue work tomorrow hopefully.

MIncroabl: You certainly deserved it.
Title: Re: High Speed Rail
Post by: dragonshardz on September 19, 2007, 03:39:05 PM
hey warrior, i have the mod floating around on my pc, should you ever lose it, i can send the .dat to you.
Title: Re: High Speed Rail
Post by: Jonathan on September 21, 2007, 12:42:54 PM
Dragonshardz: Thanks, it will probably be useful
I'm half way through RULing the 5th part (last) of the curve, I will post a picture once I have finished the curves.

The High Speed Rail automata may be seperate after all, GLR/ELR was pretty seperate from Rail.
Title: Re: High Speed Rail
Post by: dragonshardz on September 21, 2007, 03:47:24 PM
well, i have the .dat you sent out to test paths, might be good idea to save in @ least 3 diff. places, like once on a jumpdrive, once on the pc's drive, and maybe another copy on another pc.

I'm right behind you, Warrior. I may not know what you are doing, but i'm backing you all the way.
Title: Re: High Speed Rail
Post by: JoeST on September 21, 2007, 03:49:03 PM
A good place to backup is probably a CD
Title: Re: High Speed Rail
Post by: dragonshardz on September 21, 2007, 04:16:12 PM
yeah, not as likely to get accidentally deleted....

i have to use USB drives though, no CD R/W capabilities.
Title: Re: High Speed Rail
Post by: Jonathan on September 22, 2007, 01:27:24 PM
UPDATE:
The curves going from orth to diagonal are complete. Paths and all.
Like before ignore the plyons, they will still be changed.
Oh..I forgot the pictures have the drawpaths cheat on and the models are not mine they are from the original HSRP modd.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi200.photobucket.com%2Falbums%2Faa230%2FwarriorST%2FShotofHSRcurvescloseup.jpg&hash=54614b3438a4d418ca50b121c20e7e50572ba7b4)


All Curves (link due to image size) (http://i200.photobucket.com/albums/aa230/warriorST/ShotofHSRcurves.jpg)

I presume the rules here are no images bigger than 800x600?

Dragonshardz: Thanks, the best form of back up is over the internet, well unless you/I lose intenet connection. ;)
Title: Re: High Speed Rail
Post by: JoeST on September 22, 2007, 01:34:18 PM
they look brilliant, even with the pink arrows which i only just noticed lol

Joe
Title: Re: High Speed Rail
Post by: Elaclairee on September 23, 2007, 08:49:25 AM
Haven't said anything about your efforts lately, so....

Might I suggest that while you basically rebuild the HSR, that you add in a S turn and a Y intersection. Both of them are not possible with the current version, and are quite needed. Best you can do for a Y is to have a branch split off from a straight, which really doesn't work.

Thas all I got. Keep up the great work, be nice to see this thing get finished finally.
Title: Re: High Speed Rail
Post by: Jonathan on September 23, 2007, 10:05:01 AM
Swiches/Junctons/points will be done once I have completed the Diagonals, the diagonal to orth transition, and the end stubs. No new pieces of track will be added until all the current ones have been added in.
At the moment I have done half the diagonals, there is only diagonal HSR track when you curve the track to the left, this will obviously be fixed and diagonals will work both ways, also a problem with stability has occured, which also needs to be sorted.
Title: Re: High Speed Rail
Post by: thundercrack83 on September 23, 2007, 11:05:15 AM
Fantastic progress, Warrior! I'm glad to see that you're doing well with this project! I'll be looking forward to seeing more development!
Title: Re: High Speed Rail
Post by: Jonathan on September 24, 2007, 10:26:09 AM
No progress yet, it has mainly been learning RULs in more depth, which I guess is some progress.
The next weekend is very likely to full of RL  :thumbsdown:(unless it rains) and I can't get much done in the evenings this week at least.
EDIT:
MIncroabl: Any news on the T21s?
Prince: Anything on the transition?
Title: Re: High Speed Rail
Post by: prince1142003 on September 25, 2007, 08:42:13 AM
Here are the Ramp files in GMax format. I've included the textures, but there should be no need to import them via the Reader. I used the textures already existing in the HSR file. The track uses a texture with TGI of 7AB50E44, 1ABE787D, 0BF6E09B and the supports use a texture with TGI of 7AB50E44, 1ABE787D, EBF6E069.
Title: Re: High Speed Rail
Post by: MIncroabl on September 25, 2007, 08:52:16 AM
About them T21s: They are progressing quite well, only the exemplars for flipped tiles remain. Beyond that, I can't really say. The rest of my week is quite packed with RL stuff, and the weekend doesn't look that promising either. I probably have some time next week, but at this point I won't promise anything.
Title: Re: High Speed Rail
Post by: Jonathan on September 25, 2007, 09:05:33 AM
Thanks, Prince1142003, again gmax won't start so I'll rereredownload it :bomb:
Karma to you. :thumbsup:

HALFEDIT: That's fine MIncroabl, carry on with the great work when you have time.
Title: Re: High Speed Rail
Post by: Shadow Assassin on September 30, 2007, 04:05:42 AM
If you need Gmax, Warrior, you can download it from here: http://files.bigpond.com/library/index.php?go=cat&id=318
Title: Re: High Speed Rail
Post by: Jonathan on October 03, 2007, 10:30:21 AM
Seeing as it is quite hard to fit modding into RL, I'm going to wait until near the end of October when my 1/2 term holidays are and I should (no garantee, but I'm pretty sure) have more time. I'll try to get HSR in with RL if I can.
It doesn't mean I'm abandoning this for another project, or altogether. Just RL is quite hectic at the moment.
Title: Re: High Speed Rail
Post by: MIncroabl on October 03, 2007, 10:40:20 AM
I've been continuing with the T21s a bit here and there. There's still a bit to do, but I'm getting there.. ;) I'm hoping that I have Friday free for SC-stuff, as my weekend is full and I won't be on the computer until Sunday evening.

Take your time with the modd. RL has to come first.
Title: Re: High Speed Rail
Post by: dragonshardz on October 03, 2007, 03:47:33 PM
Quote from: MIncroabl on October 03, 2007, 10:40:20 AM
RL has to come first.

as much as we wish it didn't.
Title: Re: High Speed Rail
Post by: Elaclairee on November 04, 2007, 04:09:33 PM
Well, the end of October has come and gone. Guess the scheduling gods didn't smile upon you. Oh well, I'm confident that this will be finished eventually. If not, theres always hope that person number 3 will revive the project.
Title: Re: High Speed Rail
Post by: Jonathan on November 06, 2007, 04:36:38 AM
Sorry i havent been around moving house was brought  forward and i have lost internet until the 9 nov
Title: Re: High Speed Rail
Post by: Filasimo on November 06, 2007, 04:59:09 AM
dont worry about it buddy take your time and dont give in to those projectpushers get it done on your own time  :thumbsup:
Title: Re: High Speed Rail
Post by: thundercrack83 on November 06, 2007, 09:36:33 AM
Quote from: Filasimo on November 06, 2007, 04:59:09 AM
dont worry about it buddy take your time and dont give in to those projectpushers get it done on your own time  :thumbsup:

I agree, Warrior. Take your time, my friend!
Title: Re: High Speed Rail
Post by: dragonshardz on November 06, 2007, 10:10:01 AM
yeah, take your time. We can wait. We had to wait for the SAM, NAM, and CAM (not necessarily in that order) and we can wait fot this.
Title: Re: High Speed Rail
Post by: Jonathan on February 11, 2008, 10:49:21 AM
First off, apologies for such a long wait for an update, hopefully this will not happen again.

Secondly, thanks for your support of this project I hope it will continue ;)

And now for the update, it may not look like much for such a long time but I have now finished the basic orthogonal and diagonal RULs and found a method of easily and quickly making RULs, and made it all more stable. I have got the T21s from MIncroabl, Thanks very much, they will most likely be added in the next update hopefully either before or on next weekend.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi200.photobucket.com%2Falbums%2Faa230%2FwarriorST%2FFeb2.jpg&hash=6045acecc74b0e29e46c9484f57ccda235d1d653)

And a link to another picture here (http://i200.photobucket.com/albums/aa230/warriorST/Feb1.jpg)

Next update should be end stubs, supports and a few HSR over other networks.
Hope to see some comments before the next update.

-Jonathan
Title: Re: High Speed Rail
Post by: Andreas on February 11, 2008, 11:07:16 AM
Looking great so far! I've been waiting for draggable HSRP that doesn't replace the monorail since the beginning of the project. :)
Title: Re: High Speed Rail
Post by: thundercrack83 on February 11, 2008, 11:26:52 AM
This is outstanding work here, Warrior! I'm very excited to see more progress with this project. Keep up the fine work, my friend!
Title: Re: High Speed Rail
Post by: JoeST on February 11, 2008, 11:32:02 AM
QuoteHope to see some comments before the next update.
were you worrying that we had forgotten about you? or that nobody would comment on something as good as this?

its great, I will definitely use it once its finished

Joe
Title: Re: High Speed Rail
Post by: Jonathan on February 11, 2008, 01:13:46 PM
Thanks very much for the comments they are appreciated very much. :)

A smaller update but then it is  far closer together than before. ;)

The end stubs for Orthogonal and Diagonal have been added and these underpasses added:

Orth Road x Orth HSR
Orth Street x Orth HSR
Orth OWR x Orth HSR

These are now fully RULed meaning they can be placed next to each other in any combination including next to themselves and next to stubs. In total 72 lines of RULs.
Title: Re: High Speed Rail
Post by: dragonshardz on February 11, 2008, 03:51:39 PM
did a quick test with the files Warrior provided according to instructions, the only plugins in the folder were the HSRP files and Buggi's ExtraCheats.dll. Nothin' came up so I assume the NAM is a dependency for this?

Oh, wait, didn't test the buttons. Oops  &ops

EDIT: Ran through ALL the menus both with and w/o the NAM. No HSR starters. nothin'.
Title: Re: High Speed Rail
Post by: prince1142003 on February 11, 2008, 06:01:08 PM
Wow, and here I thought this project was almost dead...

The progress looks wonderful! I hope it's compatible with the latest NAM versions? Also, have you given any thought to updating the network speed based on the new NAM Traffic Simulators? And did you have any success with the ramp model for GHSR I sent to you?

Oh, the most important thing of all! Where can I get a download link?
Title: Re: High Speed Rail
Post by: Palpatine001 on February 11, 2008, 06:09:45 PM
Great to see this project is going very well indeed.

Will make a great addition to from a little utilised now very heavily utilised form of trans regional transit system.

:thumbsup: :thumbsup: :thumbsup: :thumbsup:
Title: Re: High Speed Rail
Post by: Tarkus on February 11, 2008, 06:19:39 PM
Jonathan, that's some fantastic work there!  I remember when I was re-writing all the RHW code, the Orth-Diag transition was the trickiest thing, so I'd like to offer my congratulations here on a fine job.  It all looks excellent, and I am also very much looking forward to a truly independent HSRP, as I'm sure many others are.   :)

-Alex (Tarkus)
Title: Re: High Speed Rail
Post by: dragonshardz on February 11, 2008, 06:28:01 PM
Prince1142003: right now it's in an alpha state, and as far as I know I'm the only person besides Warrior who has the files. And the project wasn't "almost dead", it was simply on hiatus because Warrior was having computer troubles.
Title: Re: High Speed Rail
Post by: [Delta ²k5] on February 12, 2008, 04:53:52 AM
One question about the textures: Are they still the original ones of the first HSRP? I'm asking beacause the tracks are too narrow in accord to the heavy rail tracks from the stock SC4...
Also I think that the catenaries are too low in the original mod... maybe you can change it a bit... ;)
Title: Re: High Speed Rail
Post by: Jonathan on February 12, 2008, 11:25:02 AM
The first version will be the exactly the same as the original. If changes are wanted and models are supplied that are usable out the box then sure I'll chnage it if the majority of people agree.
Title: Re: High Speed Rail
Post by: jplumbley on February 12, 2008, 11:37:35 AM
YAY!!!  Your awesome Warrior!  It sounds as if we are going to have to modify some monorail stations to have 2 lots, one for HSRP with the HSRP models and one for the original Monorail models.
Title: Re: High Speed Rail
Post by: Jonathan on February 13, 2008, 12:22:27 PM
Quote from: jplumbley on February 12, 2008, 11:37:35 AM
YAY!!!  Your awesome Warrior!  It sounds as if we are going to have to modify some monorail stations to have 2 lots, one for HSRP with the HSRP models and one for the original Monorail models.

If I'm awesome what are you...? :P

Anyway update 1.2

All the ground orthogonal MAXIS underpasses have now been added, so thats street,road,OWR,avenue,ground highway and rail.
All the paths have been added for LHD and RHD for all pieces.

Next on the list I'm going to stay away from diagonal underpasses and try RULing some switches.


And without these people I would not be here creating this modd:

Murakumon: For having the original idea.
3ddz: For creating the current HSRP
JPlumbley: For teaching me how to RUL and other much needed stuff.
The NAM team: For discovering starter puzzle piece technology and supporting me.
MIncroabl: For the T21s to replace the monorail supports
Dragonshardz: For being a tester.
Ilive: For the reader
MAXIS: For creating this wonderful game
EA: For doing what ever they did, I'm not really sure.
The kind person who invented computer: For inventing Computers
The SC4 community at ST and SC4D: For their support and encouragement and input.
Jeronij and Dirk: For creating SC4Devotion and Simtropolis, respectively.

I'm sure there will be more people added to this list as time goes on.

Now I'll take a (not too long) break from this and go watch some Stargate...
Title: Re: High Speed Rail
Post by: dragonshardz on February 13, 2008, 04:35:28 PM
Ok, Warrior, the pathing tests for RHD are in. As it was hard to see the DrawPaths arrows, I decided to do a UDI run around this setup:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi234.photobucket.com%2Falbums%2Fee71%2FDragonshardz%2FHSRP_Testing%2FSetup.jpg&hash=6fb9ba065939521a8b9d4f95f729ff600e702858)

(Apologies for the image size, I couldn't resize it without it looking awful.)

There were no pathing issues, and everything worked fine. Plus this is fully UDI compatible as long as it's connected to a monorail station. We might want to get Swamper77 in on this to make some automata (AMTRAK Acela, anyone?) for this so we can have seperate UDI icons. I know that some people like UDI, especially to just mess around while you wait for inspiration, so putting seperate UDI stuff could be an ancillary mod. We will need some automata to use for this, as the red monorail looks rather funny on the tracks.

Also, some graphics glitches:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi234.photobucket.com%2Falbums%2Fee71%2FDragonshardz%2FHSRP_Testing%2FMinor_Graphics_Glitch.jpg&hash=2c752453a1082326416b35210df350148ceef090)

Hills and curves at the same time don't work too well, however this is a minor glitch and is of no real consequence atm.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi234.photobucket.com%2Falbums%2Fee71%2FDragonshardz%2FHSRP_Testing%2FSwitches_Functional_Need_Skin.jpg&hash=6f1970daa0b3baa1545538f544fbeb7681c5ddf2)

However, switches are a problem. there are no RULs and no skins, so the texture override disappears.

Overall it's a great mod, now we just need someone to BAT/Lot/mod a station or two for this. And do get around to the diagonal overpases, we're going to need them.

PS: Also, I would recommend moving the location of the override plop to the rail menu near the monorail itself and fixing two issues:

1)There's no directional preview
2)When placing the override plop is reads "##intersection placement string missing##". I assume this has something to do with issue No. 1.

Still, for an alpha01 it's great and is functional, once most of the intersections are RULed and the intersection placement string issue is fixed we should be able to release this as a beta01.

~~Dragonshardz~~
Title: Re: High Speed Rail
Post by: Jonathan on February 13, 2008, 11:54:28 PM
That first graphic glitch, can you show a more zoomed out shot? By the looks of it you have 2 curves close together?
Switches haven't been RULed yet so they wont work, thats next on the list, then HSR orth X MAXIS network diagonal over/underpasses, then HSR diagonal x MAXIS network orth, then HSR diagonal x MAXIS network diagonal,
Title: Re: High Speed Rail
Post by: dragonshardz on February 14, 2008, 03:16:07 PM
The first graphic glitch is non-important. Yes, two curves are close together and on a slight hill.

Secondly, you are incorrect about the switches. They DO function, however there is no HSR "skin" over the monorail.

Also, putting SAM-overpasses and RHW/MIS overpasses (straight and diagonal) will need to be done. I think Tarkus has the textures, do you want  to PM him for the textures or should I?
Title: Re: High Speed Rail
Post by: [Delta ²k5] on February 14, 2008, 04:24:21 PM
QuoteWe might want to get Swamper77 in on this to make some automata (AMTRAK Acela, anyone?) for this so we can have seperate UDI icons

I found one Acela Mod over at ST... made by SimtropiaProductions... but it hasn't an own UDI Icon. It only replaces the Monorail ;)
Title: Re: High Speed Rail
Post by: dragonshardz on February 14, 2008, 07:37:03 PM
Yes thats for the HSRP Beta that replaces the monorail. This mod works alongside the monorail. However those skins could be used by Swamper if we get permission for him/her to do so from the original creator. The UDI thing would be basically adding a dual UDI icon for monrail except it would only work on HSR networks and look different....Assuming this is possible.

UDI or not, automata will need to be created to use with the HSR.
Title: Re: High Speed Rail
Post by: Filasimo on February 14, 2008, 07:43:22 PM
shardzy: in due time, in due time, mind you we only just reached the surface with this kay? ;)
Title: Re: High Speed Rail
Post by: dragonshardz on February 14, 2008, 07:47:27 PM
sorry, now that i'm the "official" tester (i think) for this i'm a little excited. I think i'll go have a few bananas, cool off, finish some homework, and come back tomorrow.
Title: Re: High Speed Rail
Post by: Tarkus on February 14, 2008, 07:48:23 PM
Quote from: dragonshardz on February 14, 2008, 03:16:07 PM
Also, putting SAM-overpasses and RHW/MIS overpasses (straight and diagonal) will need to be done. I think Tarkus has the textures, do you want  to PM him for the textures or should I?

I did actually do an optional patch for the RHW for HSRP users, but that was for RHW v13.  I can actually supply the models and coding for RHW support, though with the models, it's really just a matter of re-skinning the HSRP-over-Road overpasses.

-Alex (Tarkus)
Title: Re: High Speed Rail
Post by: Swamper77 on February 15, 2008, 12:13:25 PM
Quote from: dragonshardz on February 14, 2008, 07:37:03 PM
Yes thats for the HSRP Beta that replaces the monorail. This mod works alongside the monorail. However those skins could be used by Swamper if we get permission for him/her to do so from the original creator. The UDI thing would be basically adding a dual UDI icon for monrail except it would only work on HSR networks and look different....Assuming this is possible.

UDI or not, automata will need to be created to use with the HSR.

Since the HSR uses monorail paths, any trains made for the HSR will also be displayed on the monorail network. And it will look a little funny seeing vehicles with train wheels running on a monorail track. If the HSR has a deep enough deck from the track surface to the underside of the deck on the models, the extended bottoms of the monorail train vehicles could be hidden by them.

I will not be making automata for this project since I have very limited time to do what I want to do in RL.

Also, any changes made to the supports for the HSR will affect the default monorail as well.

-Swamper
Title: Re: High Speed Rail
Post by: Jonathan on February 15, 2008, 12:39:23 PM
QuoteAlso, any changes made to the supports for the HSR will affect the default monorail as well.
Yes thanks to MIncroabl that has been sorted out and there will be the same supports for monorail as their is now and for HSR the HSRP supports will be there.

How was the el-rail UDI added, surely a similar method could be used to have seperate monorail HSR trains?
And there already is a HSR train model in the HSRP files which can be used.
Title: Re: High Speed Rail
Post by: Swamper77 on February 15, 2008, 01:27:57 PM
When Maxis shipped Rush Hour, the Elevated Rail Train was not included as a drivable vehicle. Tropod added it in one of the previous NAM versions. I was a BETA tester of it while he was working on it.

The Elevated Rail Train was added via an Exemplar and requires Rail Paths to be added to all elevated rail/GLR sections for UDI purposes. Maxis' elevated rail paths apparently do not support switch functions like the rail and monorail paths do. However, some oddities do exist with the addition of rail paths for the elevated rail sections (like track checkers running on the elevated rail/GLR tracks

I guess we could do something similar for making a separate monorail engine for the HSP, but it will still call the monorail cars behind it. We can't tell an engine to call specific car models when it is created. Goaskin tried to do that with no results. We would need access to the EXE and source code to define new classes of vehicles, and you know how that argument goes....

-Swamper
Title: Re: High Speed Rail
Post by: dragonshardz on February 15, 2008, 04:20:54 PM
Ah. I see. Well, we could just reskin the monorail to a better color for the HSR rails, yeah?
Title: Re: High Speed Rail
Post by: Jonathan on February 17, 2008, 11:46:29 AM
Update 2.0

A smaller update than before for what it looks like like, but a lot more RULs have been added to make the underpasses more stable and the Orth-Diag switches have been added finally. Some shadows have been added to the track I'm not that sure why some arent working but I haven't had a good look at them yet. Also Paths have been added for all the new pieces and work has started on adding seperate supports for monorail and HSR, which is why the track seems to be floating.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi200.photobucket.com%2Falbums%2Faa230%2FwarriorST%2FFeb3.jpg&hash=127afdb0dec1ff43cb4796d9f2a303d6638c66fd)

So is it good bad alright? lets hear your comments!
Title: Re: High Speed Rail
Post by: JoeST on February 17, 2008, 11:54:58 AM
Lookin awesome here Warrior, and TBH shadows smadows...

Joe
Title: Re: High Speed Rail
Post by: Pat on February 17, 2008, 02:32:36 PM
WoW what progress here warrior,  Looking real nice.....
Title: Re: High Speed Rail
Post by: Palpatine001 on February 17, 2008, 03:02:01 PM
Nice work there Warrior Indeed, very realistic.

Are you going to do concrete or steel support columns just out of interest?
Title: Re: High Speed Rail
Post by: Andreas on February 17, 2008, 05:04:25 PM
Sweet! Will you take care of the brightened road textures, or let ebina do his magic on them?
Title: Re: High Speed Rail
Post by: thundercrack83 on February 17, 2008, 05:38:39 PM
Wonderful job, Warrior! Absolutely wonderful job!
Title: Re: High Speed Rail
Post by: Jonathan on February 18, 2008, 12:25:23 AM
Hi, thanks for the replies.
Everything will be the same as the original mod so the supports will be those bluey things I dont know if they are metal concrete or something else.
If ebina wants to do his magic he can otherwise I can change them, but I would probably have to include his textures in the HSR dat?

And what does TBH mean btw?

-Jonathan
Title: Re: High Speed Rail
Post by: Andreas on February 18, 2008, 04:43:58 AM
TBH = to be honest ;)
Title: Re: High Speed Rail
Post by: Jonathan on February 19, 2008, 10:19:52 AM
Update 3.0

Now the diagonal Road, OWR and Rail under Straight HSR are complete and are almost perfectly stable.
Some pics will follow this post shortly, either tonight or tomorrow. I think I have worked out a way to have the darkened texture if the user already has ebinas modd and if they dont it will appear like it is now in the last pic.

I now have two monitors and have installed word so it should be even quicker to make more RULs with the extra space and the handy find and replace tool.

EDIT: Here is the icon, preview (Thanks Tarkus for helping me out on that) and updated puzzle piece
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi200.photobucket.com%2Falbums%2Faa230%2FwarriorST%2FFeb4.jpg&hash=5fb3434acea84f8f3f10bf6590368fb3c8a4f66d)
Then here is a few of the combinations of underpasses. Any combination of Street,Road,OWR,Rail, and a few of Avenue and Highway, will work without reverting back to monorail.
http://i200.photobucket.com/albums/aa230/warriorST/Feb5.jpg (http://i200.photobucket.com/albums/aa230/warriorST/Feb5.jpg)
Title: Re: High Speed Rail
Post by: Starmanw402007 on February 19, 2008, 10:41:37 AM
That update is awesome Warrior, Keep Up the great work! &apls
Title: Re: High Speed Rail
Post by: prince1142003 on February 19, 2008, 06:06:18 PM
Looking good so far! Amazing work!

I noticed on the pic that the HSRP over diagonal heavy rail has black areas around the rail. The HSRP over diagonal road has sidewalk-type areas around the road too. Are these intentional?
Title: Re: High Speed Rail
Post by: thundercrack83 on February 19, 2008, 06:12:00 PM
Wonderful progress, Warrior! You're doing a fine job, my friend! Keep it up!
Title: Re: High Speed Rail
Post by: Tarkus on February 19, 2008, 11:37:41 PM
Jonathan, this is looking absolutely fantastic here.  You've really done some excellent work here. :thumbsup:  I'm glad I could help with the preview model. :)

-Alex (Tarkus)
Title: Re: High Speed Rail
Post by: Jonathan on February 20, 2008, 12:57:23 AM
Update 3.1

Thanks for all the great support, glad to know I'm wanted around here ;)
Quote from: prince1142003 on February 19, 2008, 06:06:18 PM
Looking good so far! Amazing work!

I noticed on the pic that the HSRP over diagonal heavy rail has black areas around the rail. The HSRP over diagonal road has sidewalk-type areas around the road too. Are these intentional?
All fixed up:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi200.photobucket.com%2Falbums%2Faa230%2FwarriorST%2FFeb6.jpg&hash=01fc9623a93642d9940f24457d5199524ba3043a)
Title: Re: High Speed Rail
Post by: Diggis on February 20, 2008, 01:47:10 AM
Sorry, just a thought with the road under elrail etc, it appears that you are using models, not textures for the base.  Is there a reason for this?
Title: Re: High Speed Rail
Post by: Jonathan on February 20, 2008, 01:58:31 AM
Quote from: Diggis on February 20, 2008, 01:47:10 AM
Sorry, just a thought with the road under elrail etc, it appears that you are using models, not textures for the base.  Is there a reason for this?
Yes because it isn't possible to use textures in this case. The lighter than the rest of the network problem will be sorted if you have the Overpass Update mod in you plugins.
Title: Re: High Speed Rail
Post by: Diggis on February 20, 2008, 02:24:25 AM
But why can't you use a texture?  What about if you did it through a T21?
Title: Re: High Speed Rail
Post by: Jonathan on February 20, 2008, 02:38:05 AM
If I did do it through a T21, which I cant do anyway, It would still be a flat, square model.
The reason you cant use a texture is that monorail and HSR is a 3d network and it is not possible to put a texture and a 3D model on the same square at the same time, if I did use a texture there would be no HSR above it.
Title: Re: High Speed Rail
Post by: Diggis on February 20, 2008, 03:13:21 AM
OK, makes sense. Ta.
Title: Re: High Speed Rail
Post by: Jonathan on February 22, 2008, 03:00:12 AM
Update 4.0
Now HSR is compatible with the SAM and RHW.
The SAM underpasses are puzzle pieces, also a Straight Filler and Diagonal Filler (first to pieces in the pic) have been added, though they should only be used when absolutley neccessary.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi200.photobucket.com%2Falbums%2Faa230%2FwarriorST%2FPuzzlepieces.jpg&hash=45b9dd6ca337d94958dea99d503059184b588a54)

While the RHW-2 and RHW-4 are draggable underpasses.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi200.photobucket.com%2Falbums%2Faa230%2FwarriorST%2FRHW-1.jpg&hash=0e104c57e3d08afec798325f89ab41811cb66bf6)

The SAM set 1 (parking lots) don't have an underpass puzzle piece and RHW-6 and MIS dont have underpasses either.
Also a Straight Filler and Diagonal Filler have been added, though they should ony be used when absolutley neccessary.

The diagonal HSR x Straight HSR has been added: (EDIT: This looks a bit puzzle pieceish but it is fully draggable)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi200.photobucket.com%2Falbums%2Faa230%2FwarriorST%2FDiagOrthSwitch.jpg&hash=e1901f06e03e3e23c38588e47f0297efb4922822)

And here is the diagonal Avenue and Highway:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi200.photobucket.com%2Falbums%2Faa230%2FwarriorST%2FHiave.jpg&hash=4bdc5807553ba62c7907833be501200e35c7864a)
I'm going back to school on monday, So I obviously won't be able to spend as much time on HSR as I have in the past, which was half term :), but I'll probably spend most of my freetime on it anyway, so updates should come nearly as often.

Hope you liked the update, Next update is hopefully HSR diagonal overpasses (yay)

-Jonathan
Title: Re: High Speed Rail
Post by: rickmastfan67 on February 22, 2008, 03:21:30 AM
Great update. :thumbsup:

Don't forget to also talk to Alex and get the correct texture ID for the darkened RHW-2/4 pieces that are used for under overpasses. ;)

But dude, compress those JPG images some. :P  An 418x336 image shouldn't have to be over 400Kb. ;)  If you had compressed it some, that image should have been around 30-50Kb.  Same with the other four saving you file space and bandwidth. ;)
Title: Re: High Speed Rail
Post by: Diggis on February 22, 2008, 03:28:08 AM
Look great, although you need to download Andreas' updated version of the asphalt textures to get rid of the grass down the side of it.
Title: Re: High Speed Rail
Post by: Andreas on February 22, 2008, 04:28:31 AM
Great update indeed! The only thing that bugs me a bit is that the monorail supports look a bit weak for the HSR models, but I suppose this can be changed. ;)
Title: Re: High Speed Rail
Post by: Jonathan on February 22, 2008, 04:47:29 AM
Quote from: Andreas on February 22, 2008, 04:28:31 AM
Great update indeed! The only thing that bugs me a bit is that the monorail supports look a bit weak for the HSR models, but I suppose this can be changed. ;)

Lol yes, MIncroabl has given me the T21s to change the supports but I'm having trouble with the prop desc exemplars. Them and the shadows will be changed by the release, but first priority is to get the track functional

Quote from: rickmastfan67 on February 22, 2008, 03:21:30 AM
But dude, compress those JPG images some. :P  An 418x336 image shouldn't have to be over 400Kb. ;)  If you had compressed it some, that image should have been around 30-50Kb.  Same with the other four saving you file space and bandwidth. ;)

Compress...??? How do I do that? I only have MSpaint btw.
Title: Re: High Speed Rail
Post by: rickmastfan67 on February 22, 2008, 04:54:57 AM
Quote from: Warrior on February 22, 2008, 04:47:29 AM
Compress...??? How do I do that? I only have MSpaint btw.

First, download the program called IrfanView.  Once you do that, save any images you have in that program and when you select JPG format, extra options will pop up allowing you to compress the image. ;)
Title: Re: High Speed Rail
Post by: vester on February 22, 2008, 05:19:40 AM
You can easily set the compress rate to 70 % in IrfanView (http://irfanview.com/), without losing quality.
Title: Re: High Speed Rail
Post by: Jonathan on February 22, 2008, 06:03:40 AM
Is that better?
Title: Re: High Speed Rail
Post by: toxicpiano on February 22, 2008, 06:05:11 AM
Quote from: Andreas on February 22, 2008, 04:28:31 AM
Great update indeed! The only thing that bugs me a bit is that the monorail supports look a bit weak for the HSR models, but I suppose this can be changed. ;)
I think I prefer the monorail supports to the original ones :)
Title: Re: High Speed Rail
Post by: Jonathan on February 22, 2008, 06:18:51 AM
This will probably sound a really stupid question, but anyway:
Are draggable networks under diagonal HSR underpasses really neccessary?
I ask this because it will almost double the amount of RULs.
I could do them as puzzle pieces which would save a lot of time, allowing me to get on with shadows and supports, and then a private alpha release and on to a public beta. (and then GHSR)

It would help a great deal if you read this and then replied with an answer. :)
Title: Re: High Speed Rail
Post by: Diggis on February 22, 2008, 06:43:06 AM
I would say in the long run yes they are.  But for now concentrate on getting out an Alpha test of the basic works.
Title: Re: High Speed Rail
Post by: RebaLynnTS on February 22, 2008, 07:31:35 AM
If I ever get my book published, and make my movie .. you guys are getting paid :)
Title: Re: High Speed Rail
Post by: Jonathan on February 22, 2008, 08:17:59 AM
I have decided to make the diagonal underpasses puzzle pieces in the first version, they will then be made draggable in later versions.
Title: Re: High Speed Rail
Post by: JoeST on February 22, 2008, 08:26:03 AM
tbh, THIS IS AMAZING.... :)

Joe
Title: Re: High Speed Rail
Post by: rickmastfan67 on February 22, 2008, 06:55:10 PM
Quote from: Warrior on February 22, 2008, 06:03:40 AM
Is that better?

Yep. :thumbsup:
Title: Re: High Speed Rail
Post by: dragonshardz on February 22, 2008, 09:25:58 PM
Hmmm...looks like I'd better get moving on my testing!
Title: Re: High Speed Rail
Post by: Jonathan on February 23, 2008, 12:30:56 AM
Thanks to Tropod for helping me out with the shadows :thumbsup:, I have now added the correct shadows to the straight tile of HSR and it worked so the other tiles will be following suit

Also the Diagonal HSR x Road/Street/OWR puzzle piece are added. Then I'll try and add the rest today.
After that it's only adding the supports back in and everything will be fretty much finished. I have given my self a deadline of finishing it by the end of Sunday (tommorrow) and the absolutte deadline is the end of February Hopefully everything will go smoothly and to plan. (hopefully) :)

EDIT: All the shadows have now been added correctly, the monorail still have the same shadows as before.
Now adding those puzzle pieces and supports by the end of the weekend, luckily I have very little homework to do. :D
Title: Re: High Speed Rail
Post by: RebaLynnTS on February 23, 2008, 06:01:47 AM
Looking good there.
Title: Re: High Speed Rail
Post by: T1 on February 25, 2008, 05:26:07 PM
So the High Speed Rail trains will go faster than the normal ones, correct me if I'm wrong, I didn't read the WHOLE entire thread through lol.
Title: Re: High Speed Rail
Post by: Tarkus on February 25, 2008, 05:46:28 PM
Quote from: T1 on February 25, 2008, 05:26:07 PM
So the High Speed Rail trains will go faster than the normal ones, correct me if I'm wrong, I didn't read the WHOLE entire thread through lol.

Correct.  It's based on the Monorail network.

And Jonathan, I can't say it enough, this is just fantastic work here. :thumbsup:   The HSR-over-SAM puzzle pieces are an especially nice touch.

-Alex (Tarkus)
Title: Re: High Speed Rail
Post by: T1 on February 26, 2008, 02:24:21 PM
Wow thats pretty cool they will actually go faster. I can't wait for it to come out.
Title: Re: High Speed Rail
Post by: Jonathan on March 04, 2008, 11:32:08 PM
Sorry for not posting here in about 2 weeks, but RL got harder on me than I expected :-[, I had hoped to have finished the diagonal underpasses last weekend, but wasn't able to :(. If everything goes to plan I should have them finished by the end of this weekend coming up. :)
Title: Re: High Speed Rail
Post by: JoeST on March 04, 2008, 11:38:11 PM
Cant wait, and dont wory, RL is wayy more inportant, even tho sometimes it doesnt seem to be

Joe
Title: Re: High Speed Rail
Post by: thundercrack83 on March 05, 2008, 12:28:08 PM
Quote from: Warrior on March 04, 2008, 11:32:08 PM
Sorry for not posting here in about 2 weeks, but RL got harder on me than I expected :-[, I had hoped to have finished the diagonal underpasses last weekend, but wasn't able to :(. If everything goes to plan I should have them finished by the end of this weekend coming up. :)

Sorry to hear that life's been hitting you hard lately, my friend. I hope all is well, and I look forward to seeing what you have for us in the future!
Title: Re: High Speed Rail
Post by: Pat on March 05, 2008, 05:01:03 PM
Warrior its all good bud take your time as RL is first and I cant wait to see what you do have for us when you can get to it....
Title: Re: High Speed Rail
Post by: choco on March 10, 2008, 07:23:34 AM
looks good....i've been using the beta1 and anticipate this public release. 

thanks for all the hard work! :thumbsup:
Title: Re: High Speed Rail
Post by: Jonathan on March 10, 2008, 10:28:47 AM
Just to let you know I would be modding at the moment, but some stupid power cut is preventing me :(. And I don't know when it will be back up. &hlp

Glad to hear people still want this ;)

And this thread just went through the 200 replies, thanks Pat :)

Also please call me Jonathan, my real name.
Title: Re: High Speed Rail
Post by: mightygoose on March 10, 2008, 10:38:36 AM
how are you on the internet the jon? im assuming your power ottage isdue to the "hurricane" outside... lol it went through cardiff in under 2 hours flat....
Title: Re: High Speed Rail
Post by: Jonathan on March 10, 2008, 10:44:49 AM
Well appart from a bit of rain and some stronger winds than normal, I haven't seen any "hurricane". I'm at a primary school on the other side of my village(where all the sites are blocked excpet for this one it seems ::)), *surprisingly* both schools in my village seem to have enough power, where I would have liked it to be the total opposite.
Title: Re: High Speed Rail
Post by: JoeST on March 10, 2008, 10:49:43 AM
lol, unlucky, us northeners are doing just fine... sorry to gloat  $%Grinno$%

cant wait for some updates Jon, your work here is amazing  :thumbsup:

Joe
Title: Re: High Speed Rail
Post by: thundercrack83 on March 10, 2008, 12:22:35 PM
Sorry to hear of your power woes, my friend! I hope everything is straightened out in a timely manner!
Title: Re: High Speed Rail
Post by: RebaLynnTS on March 10, 2008, 08:30:43 PM
Jon, I was in the New Orleans area, during Hurricane Katrina, so I can understand the feelings you must be haiving. I was one of the lucky ones, and did not lose everything. My parents though, did. If I can help out in any way, let me know.
Title: Re: High Speed Rail
Post by: Jonathan on March 11, 2008, 10:04:10 AM
Where I am in England this "hurricane" was nothing like Hurricane Katrina, even though I will probably never even begin understand how bad the experience was. It was just some wind and some rain(nothing like Hurricane Katrina) , we now have a temporary generator while they find the break in the power line, which was probably because of the "earthquake" we had and the rain.

I'm sorry to hear that you were in New Orleans at the time,we have been learning about it geography and the dmamge looked awful.
Title: Re: High Speed Rail
Post by: mightygoose on March 11, 2008, 11:25:39 AM
sory i seem to have mislead people.... when i said "hurricane" please note the inverted commas, i was refering to the large storm we are having that the news is permanently exaggerating..... as far as the weathermen over here are concerned it is a "hurricane". anyway i think enough off topic....
Title: Re: High Speed Rail
Post by: Jonathan on March 11, 2008, 11:37:27 AM
I understood why you put the "",that is why I also used them.
And as MightyGoose says that's enough Off Topic


So a littler update:
The HSR is currently on Alpha02 and would be on Alpha03 if I didn't have a little problem concerning Pathing

EDIT: Thanks to Tarkus, I have now changed a number which was incorrect and making the paths invalid.

I have now added the Diagonal HSR x Diagonal Street/Road/Rail/OWR, that means all that is left to do puzzle piece wise, is add the orthogonal/Diagonal Avenue/Highway x Diagonal HSR pieces and possibley the RHW pieces. I'll have some pictures soon,and after that it's just the Pylons and everything should be go.
Title: Re: High Speed Rail
Post by: RebaLynnTS on March 12, 2008, 05:57:59 AM
glad it is not as bad as I thought. The work you are doing is awesome, and I can't wait to put it to use.
Title: Update: High Speed Rail Project
Post by: Jonathan on March 22, 2008, 04:56:36 AM
So I guess it's time for a proper update with pictures.
Well here all the puzzle pieces complete, all correctly pathed, finally. Sorry about the awful quality.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi200.photobucket.com%2Falbums%2Faa230%2FwarriorST%2FPuzzlepieces-1.jpg&hash=5a90e1284ab91148d7174d6f07f477319b2c18a9)

Then the shadows and supports are differeent for each network
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi200.photobucket.com%2Falbums%2Faa230%2FwarriorST%2FShadowsandpylons.jpg&hash=2c9ebce7ffab7aca5dd6eccb5239aef752b9a805)

And I wonder what this could be???? ;D
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi200.photobucket.com%2Falbums%2Faa230%2FwarriorST%2Ftese.jpg&hash=22aa494efc83bd35468a758d009f323b0f5e35ae)
Title: Re: High Speed Rail Project
Post by: choco on March 22, 2008, 05:26:42 AM
lookin' good boss..... &apls
Title: Re: High Speed Rail Project
Post by: RebaLynnTS on March 22, 2008, 05:45:18 AM
Who turned out the lights?

This is great stuff.
Title: Re: High Speed Rail Project
Post by: skyliner on March 22, 2008, 05:06:02 PM
I like the progress of this. One thing I had a problem with the HSR in the past however was that no one would ride it, will this change in that it is easier for sims to ride it and work well for intercity connections?
Title: Re: High Speed Rail Project
Post by: thundercrack83 on March 22, 2008, 07:47:48 PM
Looking good here, Warrior! Keep up the good work!
Title: Re: High Speed Rail Project
Post by: dragonshardz on March 23, 2008, 11:02:14 AM
Looks like GHSR is on its way to a working prototype for testing!

~~Dragonshardz~~
Title: Re: High Speed Rail Project
Post by: Jonathan on March 23, 2008, 11:43:24 AM
Should I turn on the lights yet?

Hmm... nah.. not yet. ;D

And Dragonshardz your a bit wrong but mostly right.
Title: Re: High Speed Rail Project
Post by: JoeST on March 23, 2008, 11:45:40 AM
Cant wait for this, your getting good at teasing :P LOL

thanks Jon  :thumbsup:

Joe
Title: Re: High Speed Rail Project
Post by: RebaLynnTS on March 23, 2008, 11:47:17 AM
Could be a bridge.
Title: Re: High Speed Rail Project
Post by: Jonathan on March 23, 2008, 12:12:20 PM
Joe: Lol

RebaLynnTS: You pyscic or something?

One more reply and I'll turn the lights.
Title: Re: High Speed Rail Project
Post by: JoeST on March 23, 2008, 12:42:00 PM
so does this count?

thanksies lol

now for a pic \/\/ mmmmmmmmmmmmmmmmmmmm in advanced

Joe
Title: Re: High Speed Rail Project - The light is on.
Post by: Jonathan on March 23, 2008, 01:25:27 PM
I guess so...
Meh I'll just wait a bit longer...

Time to turn on the lights... WHAT??... TWO small pictures?!?!

Maybe try clicking on them? ;D Oh, and just maybe you could give some feedback, maybe??

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi200.photobucket.com%2Falbums%2Faa230%2FwarriorST%2FHSRbridgeth.jpg&hash=11b4febf94be5a30dfea84ecbe2dbee24b814632) (http://i200.photobucket.com/albums/aa230/warriorST/HSRbridge.jpg)


(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi200.photobucket.com%2Falbums%2Faa230%2FwarriorST%2FGHSRshow1th.jpg&hash=f2bf57c6d5b510a50d2bbde54fcfa45efa88fd4c) (http://i200.photobucket.com/albums/aa230/warriorST/GHSRshow1.jpg)
Title: Re: High Speed Rail Project
Post by: Andreas on March 23, 2008, 01:29:08 PM
Well, I've seen most of this already, but still: Awesome!!! :) You can't imagine how long I've been waiting for independent HSR. Now we really need someone who takes the challenge to BAT some more HSR stations.
Title: Re: High Speed Rail Project
Post by: JoeST on March 23, 2008, 01:34:30 PM
OMG, u big tease :p

now thanks again Jon, great work your doing here

Joe
Title: Re: High Speed Rail Project
Post by: Jonathan on March 23, 2008, 01:49:19 PM
Thanks,

Just waiting for some models from Prince so I can RUL the ramp, I'm now just modding because I have time, there is still a little issue with T21 models on HSR diagonal but that should be sorted soon, other than that it's ready to release.

Btw, all credit goes to Jeronij for making the bridge.
Title: Re: High Speed Rail Project
Post by: RebaLynnTS on March 23, 2008, 02:38:44 PM
I was thinking about making a model that can be used as both Monorail, and HSR. Using an overhanging prop system, will allow the lot to be made with out having to TE it.
Title: Re: High Speed Rail Project
Post by: Jonathan on March 23, 2008, 02:45:46 PM
Not meaning to be rude, but why would you want to do that?
Title: Re: High Speed Rail Project
Post by: Toichus Maximus on March 23, 2008, 03:15:15 PM
HSR is looking great. I adore the bridge!
Title: Re: High Speed Rail Project
Post by: RebaLynnTS on March 23, 2008, 03:34:49 PM
Quote from: Warrior on March 23, 2008, 02:45:46 PM
Not meaning to be rude, but why would you want to do that?

With all the problems people keep saying TE lots cause, I figure it might be a good way to go. And if the Lot could be placed on either Monorail, or HSR, then it is more versitle, and more useful.
Title: Re: High Speed Rail Project
Post by: bwatterud on March 23, 2008, 03:41:12 PM
The bridge looks great, as does GHSR.  Can't wait to play with this. 
Title: Re: High Speed Rail Project
Post by: Jonathan on March 23, 2008, 03:52:16 PM
But then why would you need the lot/ what would it look like/do?
Title: Re: High Speed Rail Project
Post by: RebaLynnTS on March 23, 2008, 04:28:23 PM
Unless the monorail works different from the Rail, then the station only has to be next to the track to be effective. I'll work on a proto type, and we'll see how it works out. It might not be very pretty, but this will only be a proof of concept. I DO need to know if the HSR is the same height off the ground as the mono rail?
Title: Re: High Speed Rail Project
Post by: toxicpiano on March 23, 2008, 06:25:48 PM
Excellent indeed! Do you have any plans to remove the 'curb' from the Ground HSR?
Title: Re: High Speed Rail Project
Post by: dragonshardz on March 23, 2008, 08:19:54 PM
I think leaving the curb would be best, as we don't want cows wandering onto the tracks now do we?
Title: Re: High Speed Rail Project
Post by: Alfred.Jones on March 23, 2008, 10:05:00 PM
Quote from: toxicpiano on March 23, 2008, 06:25:48 PM
Excellent indeed! Do you have any plans to remove the 'curb' from the Ground HSR?

I think this would be a good idea. It would make it look different from the El HSR ;)

Great work otherwise :thumbsup:
Title: Re: High Speed Rail Project
Post by: BigSlark on March 23, 2008, 11:27:22 PM
Quote from: RebaLynnTS on March 23, 2008, 04:28:23 PM
Unless the monorail works different from the Rail, then the station only has to be next to the track to be effective. I'll work on a proto type, and we'll see how it works out. It might not be very pretty, but this will only be a proof of concept. I DO need to know if the HSR is the same height off the ground as the mono rail?

What, exactly, are you attempting to create, Reba Lynn? I'm a bit confused.

Cheers,
Kevin
Title: Re: High Speed Rail Project
Post by: bwatterud on March 23, 2008, 11:28:47 PM
She's trying to create a station that would function and look good on both monorail and HSR. 
Title: Re: High Speed Rail Project
Post by: Jonathan on March 24, 2008, 12:25:17 AM
RebaLynnTS, Ok that sounds great, just to let you know, no lots will be included in the HSR mod (NAM policy) but I plan to modify the station from the original modd slightly and release that as an extra download. So yours could be included and then both released as a sort of pack. More stations the merrier. ;) The HSR track is the same hieght as monorail. And TE lots are only bad if they not used for the purpose they were intended for, stations and if the settings (I think capacity etc) are not calculated properly.

For the moment I don't intend to remove the curb from GHSR, the main objective is just to get the functionality out then the more cosmetic side can be dealt with later.

Thanks for the replies everyone, I should have an update with the GHSR <> HSR Ramp up by the end of today, and the lights will be on this time.
Title: Re: High Speed Rail Project
Post by: Alfred.Jones on March 24, 2008, 02:23:38 AM
Looking forward to it warrior!!
Title: Re: High Speed Rail Project
Post by: Jonathan on March 24, 2008, 07:03:32 AM
Heres is an onslope piece, it includes a starter for GHSR but not for HSR, and there is no issue with the shadow problem the other network's Onslope pieces suffer from.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi200.photobucket.com%2Falbums%2Faa230%2FwarriorST%2FOnslope.jpg&hash=cdadcdfc2f56d8c8c8ee33716e9066d9d330da43)

Now I'm off to get a haircut, and then I have to do homework, unless I don't have any. After that I will have hopefully got The Ramp models in max format from Prince1142003, who made the ramp (Thanks :thumbsup:)

Here is a pic of the ramp in gmax (gmax format, no .3ds export)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi200.photobucket.com%2Falbums%2Faa230%2FwarriorST%2FRamp.jpg&hash=c774caabdba2e6bc15f099576901c3eaa0f46de1)
Title: Re: High Speed Rail Project
Post by: Starmanw402007 on March 24, 2008, 07:32:05 AM
Great Update Warrior. those photos are cool. I'll be watching for more udpates. Keep'em Coming!! :)
Title: Re: High Speed Rail Project
Post by: Godzillaman on March 24, 2008, 07:57:55 AM
This project has grown so much since the first release. I'm glad you're sticking with it.;)
Title: Re: High Speed Rail Project
Post by: RebaLynnTS on March 24, 2008, 08:25:52 AM
Obviously I need to learn more about rail stations, as I can't get my idea even close to working. I made a new lot, but the old monorail station model keeps popping up any way.
Title: Re: High Speed Rail Project
Post by: Andreas on March 24, 2008, 08:27:33 AM
Slighty modded. :)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg164.imageshack.us%2Fimg164%2F2448%2Fhsrpstationlb1.jpg&hash=0562358cc88643de73cfd04421a6a506f44fc8c5)
Title: Re: High Speed Rail Project
Post by: dragonshardz on March 24, 2008, 04:04:53 PM
In what way? And am I right that you have the current alpha as well as I?

~~Dragonshardz~~
Title: Re: High Speed Rail Project
Post by: Andreas on March 24, 2008, 04:18:40 PM
Mostly visual stuff, as you can see - new icon, menu description etc. ;) And yes, I do have the current alpha - one of the advantages of being a NAM Team member. :)
Title: Re: High Speed Rail Project
Post by: Palpatine001 on March 24, 2008, 06:08:47 PM
Very Nice there Andreas, although my translation of German could do with some much brushing up  :-[

Now then to extend this lowly used rail service in my region  $%#Ninj2
Title: Re: High Speed Rail Project
Post by: Jonathan on March 26, 2008, 01:19:37 PM
Great Andreas, very good looking.

And now an update:

This is the GHSR <> HSR Ramp by Prince1142003:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi200.photobucket.com%2Falbums%2Faa230%2FwarriorST%2FRamp2.jpg&hash=c268883b724f9e224852b2f73dc0fbb93973dfc0)
There is a GHSR starter at the GHSR end and a HSR starter at the other end. And the preview is not the great looking but then you won't see that very often. There is a little jump at the GHSR side but that will be fixed by release, now I have to go path this thing...hhhhh :'(
Title: Re: High Speed Rail Project
Post by: mightygoose on March 26, 2008, 01:36:31 PM
schweeet
Title: Re: High Speed Rail Project
Post by: JoeST on March 26, 2008, 01:43:10 PM
what Mr goose just said then was by far the largest understatement of the year.... simply stunning, thankyou Jon

Joe
Title: Re: High Speed Rail Project
Post by: prince1142003 on March 26, 2008, 04:33:15 PM
I noticed that the supports on the ramp seem to be darker than the supports on the HSR track. Is that just me, or do the textures for the ramp supports need modification?
Title: Re: High Speed Rail Project
Post by: SC4BOY on March 27, 2008, 12:19:47 AM
Nice work going on here! keep it up!
Title: Re: High Speed Rail Project
Post by: T1 on March 27, 2008, 06:36:07 PM
Stop TEASING me! I want to get that soo bad!!! Got an EST release time?
Title: Re: High Speed Rail Project
Post by: dragonshardz on March 27, 2008, 06:58:38 PM
It'll be released when it's released.  :thumbsup:
Title: Re: High Speed Rail Project
Post by: Jonathan on March 28, 2008, 12:25:32 AM
Thanks for all the replies :thumbsup:

Prince: Actually the supports on the puzzle piece are correct and all the other supports are too light, this is a side effect of T21s, it should just be a matter of replacing the texture with a darker one.

And the release date is soon, just waiting now for another NAM, which has a whole host of goodies, and a few quite big surprises, trust me it's worth the wait.


Finally all the Ramp pathing is complete :)

Now I need to move onto the NAM road etc. overpasses over GHSR, and then experiment with automata and see if a seperate HSR train can be added. And maybe make a Diagonal Onslope piece.

And then after GHSR is finished....DD
Title: Re: High Speed Rail Project
Post by: Swamper77 on March 28, 2008, 12:08:04 PM
Since the HSR is based off the monorail network, it is not possible to define a separate train for it. The HSR train engine and cars will intermix with the monorail trains. To make a unique train with unique cars would require access to the EXE to define the new classes. And you know where this argument will go.... ()sad()

-Swamper77
Title: Re: High Speed Rail Project
Post by: JoeST on March 28, 2008, 12:25:42 PM
Cant wait Jon, its a pity that you cant have special trains for HSR, but ahh well, the work you have done is brilliant so it wont be that spoilt by not having unique trains.

Joe
Title: Re: High Speed Rail Project
Post by: Jonathan on March 28, 2008, 01:08:27 PM
So are the el-rail trains based on Rail? As the GLR tracks have rail paths on them I think?
If so what stops the normal rail getting mixed up with the El-Rail trains?

Another thing I don't understand is you don't get (normal Rail) Freight carts being pulled by a passneger engine and vise versa?

Anyway, thanks Swamper.

I have got models for the new NAM (heavy/puzzle pieces) el-rail models, but I can't start RULing yet.


And I'm surprised noone found the teaser/clue in my last post.
Title: Re: High Speed Rail Project
Post by: BigSlark on March 28, 2008, 01:23:28 PM
Great work, warrior!  :thumbsup: You're become very good at transit modding in the past few months. I think your next project is HSR on rail lines, so that HSR can access inner-city stations without requiring a new, expensive, and destructive right of way (like Eurostar service into Waterloo before the new line through Kent and terminal at St. Pancreas).

Cheers,
Kevin
Title: Re: High Speed Rail Project
Post by: Jonathan on March 28, 2008, 01:35:47 PM
Kevin: That's a great idea, I think Olasz was working on that a yearish ago, but unless he pops up here(which would be fantastic as he had a lot of brilliant stuff) I'll have a go at it even though I have no idea how to implement it aside repathing the whole rail network which may unseen side affects.

But then this is the first pic of any form of HSR by me.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi200.photobucket.com%2Falbums%2Faa230%2FwarriorST%2FmonrailGHSR.jpg&hash=c4d552d950211077493adf81e27d6baffde83cca)

And you just have to read the first page to see how rubbish I was compared to now, and I still have a lot of things to learn and improve on.


Title: Re: High Speed Rail Project
Post by: Swamper77 on March 28, 2008, 05:07:39 PM
Quote from: Warrior on March 28, 2008, 01:08:27 PM
So are the el-rail trains based on Rail? As the GLR tracks have rail paths on them I think?
If so what stops the normal rail getting mixed up with the El-Rail trains?

Another thing I don't understand is you don't get (normal Rail) Freight carts being pulled by a passneger engine and vise versa?

Anyway, thanks Swamper.

There are actually two el-rail trains in the system if the NAM is installed. One is the default that shipped with the game and  the other is the UDI-enabled one. However, for UDI to work on the elevated rail network, clones of the elevated rail paths were made and set to rail. I guess Maxis never intended for people to UDI on the elevated rail network, despite they left the icons behind.

The occupant groups and the properties of the exemplars for the various rail vehicles (heavy, elevated/GLR, monorail, subway) are what keep them from getting mixed up. That is why you don't see passenger engines towing freight train cars and vice versa. Also, the defined classes that Maxis setup for the rail vehicles are part of the reason. Some of the properties are also kept in a couple of Cohort files.

<-- Feel free to contact me, if you need further explanation. I'm online most of the time, even if it is not on this site.

-Swamper
Title: Re: High Speed Rail Project
Post by: cogeo on March 29, 2008, 04:12:32 AM
Kevin, I believe the decision to base HSR on monorail was right:
- Rail is by definition "slow" (together with buses they make up the "slow transit"). It's preferred mostly by $ sims. Basing the HSR on it would require either raising speed to a very high value, which contradicts with the concept of "commuter rail" and would also be unrealistic (tracks shared with freight trains too), or sticking with the low speeds of trains, which is not "High-Speed-Rail" at all!
- Monorail is marginally used by players, as really few cities have monorails (and on relatively limited stretches). So it was the easiest transit form to "sacrifice". Plus, it's speed can be modded separately and have the monorail trains replaced with something looking like TGV or Accela, ie you can have both commuter and HSR trains and trainsets. Losing the monorail is the least to lose.

As for the non-destructive tracks, I think this is mostly graphical, ie make some track that looks like (or almost like) common track that can be connected to stations. Eg I think it would be almost enough to just remove the fences from the GHSR track. Not many tiles are actually needed, just a few ones, straight, junctions and maybe (but not necessarily) turns and diagonals. If these are implemented as puzzle pieces, so much the better, they can contain dual networks (HSR/monorail and Rail), so this could be really shared track. Technically this is feasible (just like the Road/El and Avenue/GLR puzzle pieces). Anyway, I like this idea, and if the team agrees to do this and reserves a range of IDs for me, I could do it. I have made the Fenced GLR puzzle pieces, so I know how to do this. Only point, stations should be made so that they connect to this kind of track (puzzle pieces, just like the GLR stations), but this is minor. The great thing is that you can have stations servicing both commuter and high-speed trains.

Andreas, the station looks nice, but I have some points:
- HSR stations (esp big ones) are in many cases terminals, not through stations. So I would love to see this implemented as a terminal station too. A small modification to the BAT is needed (put something like a wall at the one end). You would end up with three BATs/stations, a through station, a terminal-track-at-left station and a terminal-track-at-left station.
- Some mechanism must be devised to keep sims from using HSR for short hops, ie as a commuter train, which would be totally unrealistic. Ideally HSR should be used for intercity travel only. Maybe setting Switch Entry Cost to a quite high value would do this (total commute time wouldn't suffer, because to the much shorter travel time). We could also issue this suggestion for all HSR stations and not just leave it to the players and track layout; otherwise they would be tempted to lay HSR track for intra-city travel, which would be crap.
- Not to mention, I would like to see a small modification of this station(s), for GHSR (I can't see it clearly in the pic, forgive me if it's already).


Moved to be part of the Traffic Switch Entry Cost - Discussion Thread  -JP
Title: Re: High Speed Rail Project
Post by: Jonathan on March 29, 2008, 04:37:45 AM
I think Kevin was trying to say was have HSR trains able to go normal Rail, they would have to slow down but this happens in RL, with the Eurostar, on the French side of the channel the track was built for High Speeds (the rails are one long continous piece of metal) While on the English side the Euro Star used standard tracks (short pieces of rails bolted together) So the trains had to slow down to be able to travel through England. This was until they built the HSR track through Kent allowing the train to travel at the same speed as in France.

I don't mean to be rude but the HSR doesn't replace any network (see my sig image, it's not photshopped), this allows GHSR, HSR, Monorail and Ground Monorail to work side by side in the same city at the same time, like Draggable GLR and SAM.

And if you make the fenceless GHSR models I can add in another "network" so they will be a total of 4 additional networks.
Title: Re: High Speed Rail Project
Post by: cogeo on March 29, 2008, 05:28:45 AM
This is exactly what I'm saying too, but basing the HSR on rail would result in either much reduced speed for HSR - and this would apply to the whole HSR, not just the supposedly shared track - or unrealistically increased speed for commuter rail (actually the whole "commuter rail" concept should be turned down). And this because there is only one speed parameter you can change, ie there are global speed settings for Rail and Monorail, but not separate settings for specific network tiles.

So this must be based on monorail. HSR (monorail) automata would not run on common rail track anyway. Now, making the "fenceless GHSR draggable network" would be almost pointless, providing a visual-only differentiation. Laying such track would be as demanding (concerning networks placement, crossings etc) as normal GHSR.

I think the only meaningful extras would be the puzzle pieces I mentioned above, and this because they can accomodate two network types, not one, ie both rail and GHSR (monorail). If it should look like "fenceless GHSR" or "common track", is something that has to be decided.
Title: Re: High Speed Rail Project
Post by: Jonathan on March 29, 2008, 06:03:28 AM
Ok now I understand your first post.

It is possible to have up to 2 paths on one network (excluding pedestrains) thats draggable, the only thing that has stopped making Ave/GLR draggable is that it more complex because avenue is a two tiled network.
And you can set different speeds for different networks for different automata, I know this from experiments I did with JPlumbley on the subway and BBD system.

For example buses don't travel the same speed as cars on road, and Cars don't travel at the same speed on road as Highway.
Title: Re: High Speed Rail Project
Post by: Andreas on March 29, 2008, 07:14:21 AM
Quote from: cogeo on March 29, 2008, 04:12:32 AM
Andreas, the station looks nice, but I have some points:
- HSR stations (esp big ones) are in many cases terminals, not through stations. So I would love to see this implemented as a terminal station too. A small modification to the BAT is needed (put something like a wall at the one end). You would end up with three BATs/stations, a through station, a terminal-track-at-left station and a terminal-track-at-left station.
- Some mechanism must be devised to keep sims from using HSR for short hops, ie as a commuter train, which would be totally unrealistic. Ideally HSR should be used for intercity travel only. Maybe setting Switch Entry Cost to a quite high value would do this (total commute time wouldn't suffer, because to the much shorter travel time). We could also issue this suggestion for all HSR stations and not just leave it to the players and track layout; otherwise they would be tempted to lay HSR track for intra-city travel, which would be crap.
- Not to mention, I would like to see a small modification of this station(s), for GHSR (I can't see it clearly in the pic, forgive me if it's already).


Well, I didn't make the station, I only updated the stats a bit. ;) It's the old HSR station that was released some two years ago, when the idea of the HSR project came up for the first time. I'll definitely set the Transit Switch Entry Cost to a high value (according to jplumbley's formula, it would be 2.9), and currently, it acts as a transit hub between HSR, el-rail, (heavy) rail and bus. Needless to say, only one or two of those stations should be used in your cities, with the HSR part acting as regional connection, while the rail and el-rail parts should be connected to your local commuter network. I haven't tested the HSR so far, but now that we have a functional beta version, I can try to plop this in my region and see how it performs.

Moved to be part of the Traffic Switch Entry Cost - Discussion Thread  -JP
Title: Re: High Speed Rail Project
Post by: cogeo on March 29, 2008, 07:50:39 AM
Quote from: Warrior on March 29, 2008, 06:03:28 AM
It is possible to have up to 2 paths on one network (excluding pedestrains) thats draggable, the only thing that has stopped making Ave/GLR draggable is that it more complex because avenue is a two tiled network.
And you can set different speeds for different networks for different automata, I know this from experiments I did with JPlumbley on the subway and BBD system.
Warrior, I know that draggable networks can be double- (or multi-) pathed (eg this is the case with El/GLR), but can they be double-networked? Eg GLR/Avenue pieces are actually defined as both avenue and GLR (literally speaking as "intersections"), and this allows both road and El traffic on them, shown as different-coloured traffic arrows. I don't think the paths alone are enough.
Also if you define them as dual networks, ie Rail and GHSR how do you know which speed setting takes effect, eg monrail-on-monorail or monorail-on-rail?

Quote from: Andreas on March 29, 2008, 07:14:21 AM
I'll definitely set the Transit Switch Entry Cost to a high value (according to jplumbley's formula, it would be 2.9), and currently, it acts as a transit hub between HSR, el-rail, (heavy) rail and bus.
I'm afraid a value of 2.9 would be way too high. Indeed how does this come out? A value high enough so that pedestrians don't use it is a shortcut? It's rather flawed. I think even a much lower value, eg 1.0, would be enough to render the station completely unusable. I was talking about a value like 0.20 or 0.30. Anyways, testing could tell what the optimal value would be.

Moved to be part of the Traffic Switch Entry Cost - Discussion Thread  -JP
Title: Re: High Speed Rail Project
Post by: Jonathan on March 29, 2008, 08:28:57 AM
The Speed settings are applicable for Puzzle pieces and draggable networks a like, there is no difference speed wise between Puzzle pieces and draggable networks.

The Rail will have a seperate speed to the monorail on the Combo network.


In the traffic simulator you define a speed for a passenger train to travel on each network, if you don't want the train to run on a certain network then you set that value to 0, at the moment monotrains are only set to travel on monorail network at x speed, but you could have it so that monotrain runs in monorail network at x and at the same time runs on railway at speed y.

Speed is not set per network only, it is set per automata per network.

I can't think of any other way to put this.

I think it was memo who put the capacity/speed of Avenues down to 0 so cars couldn't use them but left the El-Rail alone Cars were unable to travel on the Ave/GLR pieces but Trams did.

I have been trying the same stuff out with subway, getting cars to run on subways as "Cars" (not like atm where they are converted to subway traffic) and it worked fine as long as there were no roads above the subway, but that is something that only affects subway.



Anyway I have now started modelling a 1 tile Shift piece in 3ds max and for the first time ever I have actually managed to BAT something that looks better than a green box. I'll get it into game and post pics soon.
And I sill can't beleive that no one got the spolier in 5th last post (especially Joe) ;)


Title: Re: High Speed Rail Project
Post by: Andreas on March 29, 2008, 08:34:19 AM
@cogeo: The value is calculated from a formula that jplumbley came up with along with his and mott's findings about TE lots. I don't know enough about that matter, so I can't say how it will affect the pathfinding engine.

Moved to be part of the Traffic Switch Entry Cost - Discussion Thread  -JP
Title: Re: High Speed Rail Project
Post by: jplumbley on March 29, 2008, 11:27:49 AM
This has become an interesting thread...  Maybe I should weigh in my two cents.
____________________________________________________________________

Lets start with the Traffic Switch Entry Cost:

OK.. from looking at the picture of the lot.  This lot *does* or *did* have a switch from each Traffic Type to Pedestrian Traffic, as well as, most likely a Pedestrian Traffic to Pedestrian Traffic Switch Point.  This clearly would show that the slowest Traffic Type that is using the lot is in fact Pedestrian Traffic.

Now, we can look at this from a few different view points.  Let's start with looking at where the intended Traffic Switch Entries are.

If you look at the picture of the lot, clearly, the North and the South side are both designed to be the terrances for the station.  These are pickup/dropoff areas.  This means if the Traffic Switch Points are setup so that anything the converts to Pedestrian Traffic can exit on the North or the South side, then we have created a spot where the Sim can jump from the North-West Corner of the lot to the South East corner of the lot.  This means that this is the maximum distance a Sim can jump through the lot.  So due to this the calculation must be done based on the diagonal distance of the lot to prevent the Sims from getting "free" commute.


QuoteNote:  IF a Sim enters a TE Lot that it can easily walk past, it is bad for the simulation of the game.  The reason for this is because when a Sim enters the TE Lot he "forgets" his past and must re-calculate his path.  Doing this re-calculation requires for more CPU useage and will distort the Commute Time shown in you Commute Graph and start giving you funny paths.  Only Sims that are using the lot for a purpose of a Traffic Switch such as Ped to Rail, should be using a TE Lot.

Now, for a station that has only one pickup/dropoff on the South Side of the lot can be more beneficial.  It controls where the Pedestrians are allowed to Enter/Exit the Lot.  This means that we can base the calculation for the Traffic Switch Entry Cost off of the length of the South Side of the Lot, in effectiveness lowering the Traffic Switch Entry Cost because there is a shorter maximum distance the Sim can jump through the lot.

You may now start to see big TE Lots can potentially be a BAD thing.

Cogeo, I have based my calculations off of a very good math base.  I assure you I am correct.  I understand the limitations of a high Traffic Switch Entry Cost, probably more than anyone here.  The problem is people do not know what the problem with a low one is, because they may not be able to comprehend what I have been saying.  For the Simulation to be *optimal*, my formula is the one you need to use.

I have been discussing and thinking (*warning* this will get very technical) about certain lots such as Ill Tonkso's large Rail Stations.  From the main formula we have derived that a 7x9 Rail Station should have a Transit Switch Cost of 3.3.  For the MAXIS Vanilla Simulator this is simply too high, the Maximum Commute Time for Mass Transit is 4.  This means there is only a 0.7 Commute left commited to the 2nd Station and the actual Commute, clearly not enough.  If the second Station was a MAXIS Standard Station 2x3, it would have a Traffic Switch Entry Cost of 0.91.. and you wouldnt have any time left for the physical Commute.  This is beyond the limit for the MAXIS Vanilla Traffic Simulator, but Simulator A and Simulator B have been modified and the Maximum Commute Time is different for this.


QuoteMaximum Commute Time (Mass Transit)
Vanilla Simulator = 4
Simulator B = 10
Simulator A = 14

If you were using Simulator B where the Maximum Commute Time for Mass Transit is 10, that would leave:

   10-3.3-.0.91 =  5.79 Commute Value

Speed of Rail = 90 Tiles per Commute Value

Therefore it would leave the maximum trip a Sim cna travel between stations is 521 tiles, or essentially one large city tile in length.  Simulator A will be even longer than that, but unfortunately it wouldnt work for the Vanilla Simulator.

There is still a way for us to lower that Entry Cost though.  As stated above, for many of Ill Tonkso's large Rail Stations the main entrance is the South Side of the lot.  This means we can make it so Sims will only walk out of the South side of the lot and base the calculation off only the length of the South Side.  In this case it would be 7 in the 7x9 lot.  So 7x0.29 = 2.03, much lower than the 3.3.  This means it will work even with the Vanilla Simulator because it will have an initial trip cost of 2.03+0.91 = 2.94 and have 1.06 left over for the physical commute, which is 95 tiles.  In MAXIS scale everything is small so, 95 tiles is pretty good.

QuoteNote:  Remember, each time a Sim reaches a Station it begins a new trip.  So, each station begins a new segment of the trip which has a fresh commute time to start with.

There is one other way to deal with this that will even further reduce the Entry Cost, but this comes at a sacrafice.  The sacrafice we must make is allowing some Pedestrians to use the lot as a shortcut instead of designing for the worst case scenario.  We could design it so that it is designed for 50% of the worst case scenario, or something to that effect.  Basing the calculation exactly the same except by cutting the time in half.  By doing this you will have stopped busses from entering a bus station and then converting back to busses taking a "free" tile, but a Sim walking past the station may choose to enter it and skip a tile.  This is not as evidently seen because it is masked by Sims entering and exiting the bus station properly is masking the Sim walking past and using it when it shouldnt need to.

There needs to be a community concensus about this and we are discussing this and how to apply it into the XTool to automatically set a Traffic Switch Entry Cost for the user.  When XTool is finished we will have properly modded TE Lots without having to think about it.  Myself and a few others have been discussing and testing the possibilities... this includes both Pros and Cons of the situations.  The thing that Creators need to be aware of is that MAXIS did not intend for large stations, that means if you go beyond the MAXIS scale you are hindering your own work and could render it useless.


Moved to be part of the Traffic Switch Entry Cost - Discussion Thread  -JP
___________________________________________________________________________________________

Now... Lets play with the idea of Dual Networked Draggables...

They are possible with limitations... There is that word again... Limitations.  MAXIS was great at giving us Limitations.

What do we know about networks...  We know MAXIS allowed us to build intersections with upto two different Traffic Types (excluding Pedestrians).  This allowed us to build Rail/Road intersections or Monorail/GHW intersections.

Some of you may ask so can we have Rail/Road/El-Rail intersections...

The answer is simply no.  We cannot, it has been tested and it seems MAXIS did not forsee us making "multi-networks" with 3+ Traffic Types in the same tile.  Therefore MAXIS never allowed us to do this and we cannot change this fact.

So, what is the big limitation of "Dual Networked" Draggables?  Well thats simple, if we had GLR in Ave and made it draggable it can only have intersections with GLR, El-Rail, Street, Road, OWR and Ave.. This means Rail and Monorail will not be able to have intersections for these "Dual Networked" Draggables... Although, it has not been fully tested but we may be able to get away with Puzzle Pieces for these intersections.  But, it may just simply not work.  This limitation has slowed down developement ideas into this possibility.
__________________________________________________________________________________________

This has been a long post... I think I will re-read this thread again later and maybe add more later.  But this is something for my two cents, for now.
Title: Re: High Speed Rail Project
Post by: Glazert on March 29, 2008, 01:55:13 PM
jplumbley, I found that a very informative essay. I will have to reread it several times to make sure, but I may be beginning to see the light at the end of the tunnel, though that is the wrong transit metaphor.

Moved to be part of the Traffic Switch Entry Cost - Discussion Thread  -JP
Title: Re: High Speed Rail Project
Post by: memo on March 30, 2008, 02:51:59 AM
Quote from: jplumbley on March 29, 2008, 11:27:49 AM
So, what is the big limitation of "Dual Networked" Draggables?  Well thats simple, if we had GLR in Ave and made it draggable it can only have intersections with GLR, El-Rail, Street, Road, OWR and Ave.. This means Rail and Monorail will not be able to have intersections for these "Dual Networked" Draggables... Although, it has not been fully tested but we may be able to get away with Puzzle Pieces for these intersections.  But, it may just simply not work.  This limitation has slowed down developement ideas into this possibility.

I'm sorry, I have to correct you. But that's not really the case. The "multi-type" intersections you were talking about aren't impossible because of the traffic types, but because of the network types they are based on. Therefore, the limitation is another, namely, Dual Networks cannot be dragged, because they are based on two networks ("intersections" of two networks), but you can only drag one single network. So essentially, "Dual Networked Draggables" won't be possible and Dual Networks will only be possible via puzzle pieces.

They won't work by changing the speed values for a certain network in the traffic exemplar, either, (e.g. speed of lightrails on avenues) because EL-Rails aren't supposed to drive on avenues at all, so the traffic engine won't be able to recognise avenues as a network that can be used by EL-Rails in spite of the adjusted speed values for EL-Rails.

Edit: I also have a question concerning the traffic switch entry costs.
If I connected a grand rail station like Ill Tonkso's large Rail Station with one single street tile only and left some space between the station and the rest of the streets, would it essentially suffice then to set a traffic switch entry cost of "0", since Sims won't be able to use the station as a short cut??
A little illustration:

s......
s..####
s..####
sss####
s..####
s..####
s......

s = street
. = open space
# = station


Moved to be part of the Traffic Switch Entry Cost - Discussion Thread  -JP
Title: Re: High Speed Rail Project
Post by: Jonathan on March 30, 2008, 03:20:17 AM
Jesus I'm confused now &hlp

What happened with the subway was, car paths were added to subway (so it has subway and car paths on them at the same time) Then the traffic simulator was changed so that cars had a speed on the subway network (the same as Highways what ever that is), Then Blahdy's Big Big lots were modified so instead of converting Cars o subwya traffic it converted Cars into Cars. Then in game the Big Dig lots were ploped and then the subway was dragged between them. Then on one side of the tunnel Industrail was zoned and on the other Residential was zoned, the sims were then able to use the tunnel and there was no other road access, forcing the sims to go through the subway or not go at all. And the sims did use the subway, and the Route query showed the route as a green arrow and lebelled "Cars" Meaning that the whole experiment had worked, but there is some complications to it, the files used are on the DevEx as BBDExp (except the traffic simulator).
Title: Re: High Speed Rail Project
Post by: RippleJet on March 30, 2008, 05:38:22 AM
Quote from: jplumbley on March 29, 2008, 11:27:49 AM
I have been discussing and thinking (*warning* this will get very technical) about certain lots such as Ill Tonkso's large Rail Stations.  From the main formula we have derived that a 7x9 Rail Station should have a Transit Switch Cost of 3.3.

This is a bit hypothetical, since peds would never be walking that distance anyways, if the station wasn't there.

But even with a Transit Switch Cost of 3.3, peds would still, theoretically, be shortcutting the station.
This all due to the fact that peds don't walk diagonally.

The alternative would be to walk around the station, e.g. from the southeastern corner of the station to the northwestern corner:
  + 7 tiles along the southern edge
  + 1 corner/intersection tile in the southwestern corner
  + 9 tiles along the western edge
  + 1 corner/intersection tile in the northwestern corner
  = 18 tiles

With a pedestrian speed of 3.5 Tiles per Commute Value, this would give a total Commute Value of:
  18 Tiles / 3.5 Tiles per Commute Value = 5.14

Clearly higher than 3.3, but still a lot higher than all other alternatives.
None of the pathfinders would of course choose any of the options above.

Even the slowest alternative, cars on streets in Vanilla gives a considerably lower commute value:
  18 Tiles / 21 Tiles per Commute Value = 0.86


Quote from: memo on March 30, 2008, 02:51:59 AM
If I connected a grand rail station like Ill Tonkso's large Rail Station with one single street tile only and left some space between the station and the rest of the streets, would it essentially suffice then to set a traffic switch entry cost of "0", since Sims won't be able to use the station as a short cut??
A little illustration:

s......
s..####
s..####
sss####
s..####
s..####
s......

s = street
. = open space
# = station

That would of course suffice.
But that's not how users plopping a grand rail station would be doing it. $%Grinno$%


Moved to be part of the Traffic Switch Entry Cost - Discussion Thread  -JP
Title: Re: High Speed Rail Project
Post by: cogeo on March 30, 2008, 06:56:41 AM
From the postings above, I think it has now became clear that setting the Transit Switch Cost according to the lot size (so that pedestrians don't use the station as a shortcut) isn't a very good idea. In most cases the resulting values are so high that the station would get unusable. As most ingame and custom stations have a cost of 0 (and roads are always available), sims will just opt for another station and/or form of transportation, often resulting in a longer total commute time and increasing road traffic. For example, very few sims would use a 1x1 station with a Transit Switch Cost of 0.36, the value that works best for such a station would be 0.03-0.05 (most shortcutting eliminated). A value of 0.10 causes a noticable reduction of real usage (excl pedestrians and the through trafic) and eliminates almost all shortcutting for 1x1 stations. I would better accept some little shortcutting instead of setting entry cost to a very high value. It would be interesting to see the test results from the station makers.

And of course the station should also work with the standard pathfinding settings too, and not rely on or require installation of a special pathfinding settings set. Btw which is the default max commute time for SC4/RH. I know about the settings for SC4 Vanilla and the ones suggested by jplumbley/mott (refered to as "Simulator A" and "Simulator B"), but what are the ones for RH? Are they the same as Vanilla's? I think they should be named simply "default" or "standard", otherwise (ie using the term "Vanilla") players may think that the station is for non-RH SC4 only!

Memo, I agree with RippleJet, such a street layout works but it's totally unrealistic for a Hbf. Another alternative would be to limit the transit switches to specific lot sides, eg front only, setting the Transit Switch Point property. I have done so for my Suburban GLR stations (STEX), eg buses can only reach the stations from the front side. Just an idea.


Moved to be part of the Traffic Switch Entry Cost - Discussion Thread  -JP
Title: Re: High Speed Rail Project
Post by: Jonathan on March 30, 2008, 07:43:45 AM
The HSR is dependant on the NAM so all calculations should be based on the NAM as the uesr will have to have the NAM to be able to use HSR which is needed to be able to use that station.


Also this is getting slightly off topic and [almost] all the posts have been made by NAM members so any more posts on the TE settings should go in the HSR private thread, thanks.

-Jonathan.


Moved to be part of the Traffic Switch Entry Cost - Discussion Thread  -JP
Title: Re: High Speed Rail Project
Post by: cogeo on March 30, 2008, 08:33:35 AM
Warrior, I meant the default stuff that comes with NAM, the A and B sets are not a standard part of NAM and therefore many players may not have them installed, so stations shouldn't require them. But you're right this is station-making, so it should be posted in another thread.

Now about that dual track, what would you suggest? I think memo is right, plus making them this way doesn't require changing the global settings (ie what kind of traffic is allowed on each network type). Also take into account that they may prove quite complicated, as they have to connect and branch to both GHSR and Rail networks (in addition to the dual network itself). I don't know how difficult this can be if implemented as draggable, but even as puzzle pieces it would require a lot of work, because of the many combinations. For example, the "Right Junction" type alone would need the following puzzle pieces (I hope you understand what I mean in each case, descriptions may be confusing so please correct them if needed, my English is poor):

1. Rail/HSR Dual Track - Right Junction
2  Rail/HSR Dual Track - Right Branch to Rail
3. Rail/HSR Dual Track - Right Branch to HSR
4. Rail/HSR Dual Track - Right Turn / Forward Branch to Rail
5. Rail/HSR Dual Track - Right Turn / Forward Branch to HSR
6. Rail/HSR Dual Track - Right Branch to Rail / Forward Branch to HSR
7. Rail/HSR Dual Track - Right Branch to HSR / Forward Branch to Rail
(Hope I didn't forget anything).

Seems a lot of work, though as a design (graphically) these can look almost identical. If this shared track has the look of conventional track (and I think this is the idea, ie HSR terminating at "old" stations), for the above puzzle pieces there would be required 3 textures. One identical to the conventional Right Junction track (1,2,4) one with a forward/rail-to-HSR transition (5,6) and another one with a right/rail-to-HSR transition (3,7), ie both dual track and conventional track sections would be identical.

Comments please.


Moved to be part of the Traffic Switch Entry Cost - Discussion Thread  -JP
Title: Re: High Speed Rail Project
Post by: Jonathan on March 30, 2008, 08:46:21 AM
I think the new simulators will be part of the next NAM. Check the release thread.

What if a base set was included in the first beta (providing even that is ready in time) So there are no branches, just orth, diagonal basic crossing (if any) and then transitions?

There should probably be a slight visual difference between normal rail and and the dual network?

OR

We could add monorail paths to the whole MAXIS rail network and modify the simulator(which shouldn't be too much of a problem) this way HSR trains can run on rail without having to spend money and time redrawing rail.

Moved to be part of the Traffic Switch Entry Cost - Discussion Thread  -JP
Title: Re: High Speed Rail Project
Post by: cogeo on March 30, 2008, 09:04:51 AM
Quote from: Warrior on March 30, 2008, 08:46:21 AM
What if a base set was included in the first beta (providing even that is ready in time) So there are no branches, just orth, diagonal basic crossing (if any) and then transitions?
I think a minimal base set should include the straight one and the branches - these are absolutely essential as both GHSR and conventional track needs to connect to them. You may even omit "basic crossing" (provided that tracks will diverge a few tiles off the station), but branches are absolutely necessary, otherwise how will different types of track connect to? Take as an example the Avenue/GLR puzzle pieces, without the "connectors" they are unusable.

Quote from: Warrior on March 30, 2008, 08:46:21 AM
There should probably be a slight visual difference between normal rail and and the dual network?
Dunno, I guess someone has to post a few pics.

Quote from: Warrior on March 30, 2008, 08:46:21 AM
We could add monorail paths to the whole MAXIS rail network and modify the simulator(which shouldn't be too much of a problem) this way HSR trains can run on rail without having to spend money and time redrawing rail.
This is a radically different approach, and I don't know how much work this can be, or how good it is technically.

Moved to be part of the Traffic Switch Entry Cost - Discussion Thread  -JP
Title: Re: High Speed Rail Project
Post by: sithlrd98 on March 30, 2008, 09:08:39 AM
I'm sorry to break up the conversation , but I just wanted to say this project looks great!
BTW Warrior , love the avatar...one of the best episodes!
Title: Re: High Speed Rail Project
Post by: bwatterud on March 30, 2008, 10:49:11 AM
Quote from: Warrior on March 30, 2008, 08:46:21 AM
We could add monorail paths to the whole MAXIS rail network and modify the simulator(which shouldn't be too much of a problem) this way HSR trains can run on rail without having to spend money and time redrawing rail.

I'm pretty sure that's what olasz was doing when he was working on HSR on Rail (could be wrong). 
Title: Re: High Speed Rail Project
Post by: Jonathan on March 30, 2008, 01:55:17 PM
Quote from: sithlrd98 on March 30, 2008, 09:08:39 AM
I'm sorry to break up the conversation , but I just wanted to say this project looks great!
BTW Warrior , love the avatar...one of the best episodes!
Thanks :)
Defeinately agree i have seen all of them and that one is hilarious. (That Golf ball went far far far...)


Yes I remember Olasz doing that, Unfortunately he stopped.
Title: Re: High Speed Rail Project
Post by: memo on March 30, 2008, 02:01:01 PM
Quote from: bwatterud on March 30, 2008, 10:49:11 AM
I'm pretty sure that's what olasz was doing when he was working on HSR on Rail (could be wrong). 
Quote from: Warrior on March 30, 2008, 01:55:17 PM
Yes I remember Olasz doing that, Unfortunately he stopped.

Yes, because it didn't work properly, unfortunately. I tested it myself. Probably, I still have his files, if you want to try it yourself, I can send them to you.
Title: Re: High Speed Rail Project
Post by: Jonathan on March 30, 2008, 02:09:02 PM
That would great, what didn't work properly? I saw a working picture on ST in the HSRP thread?
Title: Re: High Speed Rail Project
Post by: memo on March 30, 2008, 02:31:10 PM
Files are in the DevEx now. I don't remember exactly what the problem was, but I think the HSR could not use the rail tracks although the value of monorail on rails was changed in the traffic exemplar. However, it did partly work for monorails, if we changed the speed of cars on rails which is actually really strange. Nonetheless, there were still some weird problems with the query tool, but I don't exactly remember that anymore. Maybe the picture you saw was just showing HSR-automata on rail tracks, but that's rather visual, not functional.
Title: Re: High Speed Rail Project
Post by: jplumbley on March 31, 2008, 11:28:03 AM
A little cleanup has been done here.  Eventually the Striked Out portions and posts will be removed to keep the HSRP Thread on topic.

Here is the link to the new thread where the Traffic Switch Entry Cost should be further discussed:

Traffic Switch Entry Cost - Discussion Thread (http://sc4devotion.com/forums/index.php?topic=4272.0)

Now, lets get back to Warrior's awesome work on the HSRP.
Title: Re: High Speed Rail Project
Post by: JoeST on March 31, 2008, 11:38:46 AM
LOL, you could just have split the topic around those posts.... much the same as merging threads but the opposite

and I cant wait to get back on topic and see some of Jon's AWESOME updates :)

Joe
Title: Re: High Speed Rail Project
Post by: jplumbley on March 31, 2008, 11:41:38 AM
Quote from: star.torturer on March 31, 2008, 11:38:46 AM
LOL, you could just have split the topic around those posts.... much the same as merging threads but the opposite

and I cant wait to get back on topic and see some of Jon's AWESOME updates :)

Joe

Unfortunately, a few of the posts had two topics, one for the HSRP and one for the Traffic Switch Entry Cost... So, those posts would need to be re-posted in the form of quotes and would have been placed out of order when I reposted them.
Title: Re: High Speed Rail Project
Post by: cogeo on March 31, 2008, 01:39:04 PM
And two of my posts, the first post in this page and the second last in the previous page were striked-out too, but these weren't off-topic, instead I was posting some ideas about some GHSR-rail track (nothing to do with the Transit Switch Cost). I think they should be restored.
Title: Update: High Speed Rail Project
Post by: Jonathan on April 13, 2008, 04:42:12 AM
About time for an update, I think.
The Shadows aren't properly sorted out yet, but they will be.
Hope you like it. :)

The Ramp is updated so that it connects properly to GHSR:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi200.photobucket.com%2Falbums%2Faa230%2FwarriorST%2FRampv2.jpg&hash=1ee41417c7c42480ababe5bc33cab35771d40d5d)

These are all the GHSR puzzle pieces:
With the GHSR S-Curve at the bottom

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi200.photobucket.com%2Falbums%2Faa230%2FwarriorST%2FGHSRpieces.jpg&hash=735b9846506fa0234d2c95acd8398232913cdae1)

2 different Onslope pieces: Click on the picture to get rid of the writing

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi200.photobucket.com%2Falbums%2Faa230%2FwarriorST%2FGHSROnslopeclickhover.jpg&hash=5167f1fd88a804b1b08faad2afdf40575f57ca1c)  (http://i200.photobucket.com/albums/aa230/warriorST/GHSROnslope.jpg)

And some brand new pieces:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi200.photobucket.com%2Falbums%2Faa230%2FwarriorST%2FHSRhigh.jpg&hash=aec14437a161887574034426dfa1babbee826e98)
Title: Re: High Speed Rail Project
Post by: CasperVg on April 13, 2008, 04:55:47 AM
Looks great! Count on me as a user of the (G)HSR once it's released. The ElRail/Monorail over HSR look great aswell.
Title: Re: High Speed Rail Project
Post by: Andreas on April 13, 2008, 04:58:16 AM
Great work, the ramp looks excellent now (apart from the shadows ;) ). I'm predicting that the HSRP will gain a great public interest, and hopefully, some BATters are already drafting new stations. Be sure to post some previews with the Shinkansen train skin, then the Japanese BATters will pick it up in no time.  :thumbsup:
Title: Re: High Speed Rail Project
Post by: MandelSoft on April 13, 2008, 05:19:43 AM
Niiiiiiiiiiiiiiiiiiiice &apls
Title: Re: High Speed Rail Project
Post by: Jonathan on April 19, 2008, 06:15:49 AM
Thanks for the comments :)

All the shadows have been added correctly, the HSR diagonal pylons are being worked, and all the paths are added correctly and are functioning.

Also A GHSR bridge has been sneaked in. So it is all pretty much ready.
Title: Re: High Speed Rail Project
Post by: Alfred.Jones on April 19, 2008, 09:15:56 AM
Any chance of a preview of the GHSR bridge or are you going to be mean? :P
Title: Re: High Speed Rail Project
Post by: JoeST on April 19, 2008, 09:19:01 AM
WOW, bridges too? mmmmmmmmmm

I have to say I have all respect for you Jonathon, what your doing here is great :)

:thumbsup: to you

Joe
Title: Re: High Speed Rail Project
Post by: Jonathan on April 19, 2008, 09:20:48 AM
Mean?!? When am I mean??   ;D

You probably won't have long till you see it you self, but it is just a lowered version of the HSR bridge, I'll get a picture of it anyway an post it.


EDIT: Thanks Joe, it is good to see you around here again. ;)
Title: Re: High Speed Rail Project
Post by: Alfred.Jones on April 19, 2008, 09:49:08 AM
So it will be realsed soon? That is awesome!
Title: Re: High Speed Rail Project
Post by: thundercrack83 on April 19, 2008, 11:16:18 AM
WOW!

Excellent work here, Warrior! Keep it up!
Title: Re: High Speed Rail Project
Post by: Pat on April 19, 2008, 11:36:02 AM
magnificant progress here Warrior!!!  &apls :thumbsup:
Title: Re: High Speed Rail Project
Post by: Jonathan on April 19, 2008, 12:15:25 PM
I don't think I have said before that, any people willing to BAT station are more than welcome to, any infomation needed, like height of track, textures, etc. Just PM me. Also any models for bridges, new track, anything else, that can be put in the odd, just post it here and I'll see if I can get it in for another version.

Thanks very much for the comments, everyone is really supportive here, :)
There is a date which the release is for but it can change, I don't want to rush out something that is not ready.
btw, please call me Jonathan, my real name  ;)

Here are the 3 bridges HSR, GHSR and monorail.
Jeronij, did the technical stuff on HSR bridge, And I just Copied and pasted his files and lowered the bridge 15m, with some help from him.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi200.photobucket.com%2Falbums%2Faa230%2FwarriorST%2Fthe3bridges.jpg&hash=82bcb0e475d42eca58e848165405c16b7337ad66)



Title: Re: High Speed Rail Project
Post by: JoeST on April 19, 2008, 12:37:40 PM
OMG.......................

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.omfg.info%2Fwp-content%2Fuploads%2Fnotsocute.jpg&hash=7f46ebdccf324a12aa2e563c3d7e2887bd32d0cb)

thats amazing, well done

Joe
Title: Re: High Speed Rail Project
Post by: Pat on April 19, 2008, 01:23:19 PM
OKies Jonathan, lol wow I do agree with that Pic that Joe posted WOW!!! Im excited about that bridge that looks soo awesome!!!!!!!!
Title: Re: High Speed Rail Project
Post by: prince1142003 on April 19, 2008, 06:38:03 PM
WOW!

Amazing work Jonathan! Congratulations on getting this far with the project!

I noticed one minor thing though. If you look closely at the bridge shadows, there are tiny marks between each tile. It's a minor eye-candy issue, but is it fixable?
Title: Re: High Speed Rail Project
Post by: bat on April 20, 2008, 03:22:43 AM
Yes, great work on the bridge!! :thumbsup:
Title: Re: High Speed Rail Project
Post by: MandelSoft on April 20, 2008, 05:41:53 AM
Cool stuff, Johnathan! I can't wait to download this! %BUd%
Title: Re: High Speed Rail Project
Post by: dragonshardz on April 20, 2008, 08:52:07 AM
And beleive me, it is much closer than you think. The current build is very complete and as far as I can tell it could be released with the next NAM update.
Title: Re: High Speed Rail Project
Post by: Jonathan on April 20, 2008, 08:58:39 AM
LOL, nice cat picture Joe,

Prince: I think that is just my game settings, it is like that on all bridges for me. You can see it on the monorail bridge.

Now it's all the boring stuff like the readme. And merging files and making sure files that are(n't) meant to be there are(n't).Still I have oneish days to get it done.
Title: Re: High Speed Rail Project
Post by: CasperVg on April 20, 2008, 09:29:40 AM
Awesome, I'm impatiently waiting on it's release, you did a heck of a job on this! Congrats on the result.  ()stsfd()
Have fun writing down the ReadMe  :P

Btw, what effort would it take to edit SimGoobers stations to work with the GHSR? Would changing the railroad texture overlays and the TransitSwitches & Paths work? If that's the case, i'll be willing to convert it (if I got the straight texture, 'course)
Title: Re: High Speed Rail Project
Post by: cogeo on April 20, 2008, 10:36:38 AM
caspervg, indeed you can change the stations to GHSR (monorail) taking the steps you described above. A few additional details are needed:
- Change the Query sound (the plop sound isn't that important) and the "nearby" sound, if such a sound exists (or consider adding one). The sound usually used in rail stations is of a passing train. Using the sound of an electric locomotive would rather be nicer, and would provide some differentiation too (it won't be the same as commuter rail or monorail).
- Similarly change the Query dialog. I think a qustom query would be the best, as again this "new" form of transport shouldn't be confused with rail or monorail. The query needn't be too fancy, instead it can be like the standard transportation queries (yellow), displaying the usage, funding etc, but with a different icon (a HS locomotive).
- Also change the occupant groups, to those of a monorail station; if the station is a multi-transit hub you must add the corresponding Occupant Groups too (bus, subway, rail etc) and the required transit switchings. Unfortunately you have no control on the mini-query icon (the hover query) as this is determined by the occupant groups. So the icon will always be monorail (in the case of a multi-transit hub it can be any of the transit types involved).

BATs that have the track modelled (instead of using a lot texture) need to be remodeled. Instead, you can just tolerate the short section in the model, but in this case you should better make a special transition-like texture, as having the textures changing abruptly from HSR track to common rail track would be an eyesore. You can try converting my semitransparent stations, these don't have any kind of track modeled, and that's why it was possible to be lotted/modded as both rail and GLR station (and hubs). Maybe I could BAT an additional wall (without the train entrances) so that these can be lotted/modded as terminals too, and not as through stations only.

Also take into account that network textures can't be used as lot textures, you need to  make a new texture (copy) with a special Group ID (0x0986135E), and adjust luminance and contrast.

I could release the custom query, sound and texture(s) as a set of "GHSR Stations Essentials" (to be used by GHSR Stations). Warrior, can you attach the straight GHSR texture in this thread?
Title: Re: High Speed Rail Project
Post by: CasperVg on April 20, 2008, 10:51:57 AM
Doesn't sound that hard actually, thanks for the explanation. As for the stations, I have checked and can confirm that SG has put the railtextures in as overlays, so no need to remodel  :)
Title: Re: High Speed Rail Project
Post by: Jonathan on April 20, 2008, 12:19:16 PM
Here are the textures, the original one (with the blue side barriers)a modified one ( HSR centered with no side bits) and the original texture as a .fsh file (in the zip)

Just to make it clear these lots can't be included in the main modd.  And if these lots are converted would they have the original lots as dependancies, because the biggest thing that puts me off Custom content is the thousands of dependancies, all just for one single lot.
Title: Re: High Speed Rail Project
Post by: dragonshardz on April 20, 2008, 12:23:17 PM
hmm...something I just thought of: the G/HSR will have functioning inter-city connections, right?
Title: Re: High Speed Rail Project
Post by: Jonathan on April 20, 2008, 12:31:58 PM
Yes most definately, Otherwise ther would be no point.
I'm not sure how to make it go through 3 cities, if it s possible but it will 10000% defeinately be possible to have sims traveling to the city next to theres.

Have you found anything wrong the modd that is going to make go crazy with it yet?  ;)
Title: Re: High Speed Rail Project
Post by: dragonshardz on April 20, 2008, 02:09:13 PM
Nothing yet as I haven't tested it yet. Was asking that question before I tested it.

EDIT: Tested it. Everything works fairly well...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi234.photobucket.com%2Falbums%2Fee71%2FDragonshardz%2FHSRP_a10_testing%2FstreetsSAMMAXIS.jpg&hash=6b5d6b870b3b22299993eadaf62ff1319f008674)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi234.photobucket.com%2Falbums%2Fee71%2FDragonshardz%2FHSRP_a10_testing%2FRD_OWR_AVE_RHW2.jpg&hash=191a120ad84f73b26bdf57a8a2a7829f5415a53f)

...but there are a few problems.

First, texture errors. The road texture is ofset by 1px, but it is no big deal.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi234.photobucket.com%2Falbums%2Fee71%2FDragonshardz%2FHSRP_a10_testing%2FRD_tex.jpg&hash=b138bd993d20617fe53e9c78d410805754990540)

The second texture problem is much more noticeable.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi234.photobucket.com%2Falbums%2Fee71%2FDragonshardz%2FHSRP_a10_testing%2FRHW4_tex.jpg&hash=ecafed0abf7add31609f7cfbe38b3d1cd5954bac)

The left side of the RHW4 is flipped around.

Second, reversions.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi234.photobucket.com%2Falbums%2Fee71%2FDragonshardz%2FHSRP_a10_testing%2Fcomplicatedarea.jpg&hash=2d4b60534ffa30f9f62ece0f100106e37aee184c)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi234.photobucket.com%2Falbums%2Fee71%2FDragonshardz%2FHSRP_a10_testing%2Ftightcurve.jpg&hash=35f953dd8aa72a1e65dbc8c2d41916999e14ed67)

The texture tends to revert in complicated areas and in very tight curves.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi234.photobucket.com%2Falbums%2Fee71%2FDragonshardz%2FHSRP_a10_testing%2F90_deg_crossing.jpg&hash=1f3e503e5514ddd686da981094508bfd175262a5)

Also the 90 and 45 degree crossings cause reversions to monorail as well.

Third, placement issues.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi234.photobucket.com%2Falbums%2Fee71%2FDragonshardz%2FHSRP_a10_testing%2Fdia_rddia_HSR.jpg&hash=8cc3f42d8787a1965bd667046b58798db73b2c0f)

Try as I might I could not get the diagonal Road+HSR puzzle piece to rotate from the orientation shown.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi234.photobucket.com%2Falbums%2Fee71%2FDragonshardz%2FHSRP_a10_testing%2Forth_ERorth_GHSR.jpg&hash=641d0ec6ec8e4b74b7d405f72b2fba0162e407c0)

Also the ortho El-rail+HSR has some issues.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi234.photobucket.com%2Falbums%2Fee71%2FDragonshardz%2FHSRP_a10_testing%2FHSR_does_not_like_RHW6.jpg&hash=e3fd9d8a2c154776e5693f975218b86d395cab48)

And the HSR will not cross the RHW6 at all.

Fourth, the 2x height monorail/el-rail pieces are all well and good, but they are useless without a way to connect them to normal height mono/el -rail.

And fifth, as you warned me in your PM, Warrior, I found something I wasn't expecting.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi234.photobucket.com%2Falbums%2Fee71%2FDragonshardz%2FHSRP_a10_testing%2Funknown_object_obscured.jpg&hash=efcb070eaf4f363ad85acba0388fab88eaf618f2)

This is something that should be revealed by the NAM Team but it is very interesting.

~~Dragonshardz~~
Title: Re: High Speed Rail Project
Post by: Jonathan on April 20, 2008, 11:54:21 PM
Right....

The lighter textures, under the HSR and the 1 px offsets will be fixed by another modd in the NAM.

Can you try redragging the RHW-4 error, I'll try stabilising that.
You can't have HSR tracks in such a tight turn doing so with the original modd would have caused glitches as well, this can be fixed though, just not now.
And the HSR x HSR, that was originally prevented from happening, but then I allowed it to be draw for easier placement of the puzzle pieces.

QuoteFourth, the 2x height monorail/el-rail pieces are all well and good, but they are useless without a way to connect them to normal height mono/el -rail.
I can't say anything about that. ;)

I thought the roadxHSR rotation thing had been fixed. So I'll see whats missing there.
And I have not yet sent you the newest files yet, I have only just finished yesterday evening, in there the El-Rail x HSR among other things is fixed.

Thanks very much Dragonshardz,  :)
Title: Re: High Speed Rail Project
Post by: Tarkus on April 21, 2008, 12:00:48 AM
Quote from: dragonshardz on April 20, 2008, 02:09:13 PM
And the HSR will not cross the RHW6 at all.

That's because Monorail can't cross the RHW-6 either.  The overrides needed for Monorail-over-RHW-6 aren't done yet, so I put in Prevent RULs to stop that incomplete setup from being drawable.  The same is true with Elevated Light Rail.

-Alex (Tarkus)
Title: Re: High Speed Rail Project
Post by: krbe on April 21, 2008, 12:26:42 AM
The HSR > Monorail is the same problem as the MIS > RHW2. While it's fairly annoying when working with low speed roads, it's actually not that bad here, as high speed rail and tight curves don't mix (you have to lower "high speed" standards substantially if you're going to allow such tight turns, and include tilt-technology to make the journey comfortable).
Title: Re: High Speed Rail Project
Post by: Diggis on April 21, 2008, 08:45:07 AM
DS: The 1 pixel shift on the road is due to stupid maxis making the road 1 pixel to small.  If you rotate the puzzle piece (if thats what it is) by 180 you will see it will line up.
Title: Re: High Speed Rail Project
Post by: cogeo on April 21, 2008, 12:44:23 PM
I have attached a zip file containing the modified GHSR texture, with luminosity and contrast properly adjusted for TE lots. As the display techniques are different (network textures are displayed through a model while lot textures are simply laid over the lot's "ground") the same texture will look darker if used in a (TE) lot.

The values I have used are Brightness +24, Contrast +18 in Paint Shop Pro. This set of values works really well in most cases. I say "in most cases" as for textures that are predominantly dark or light (eg a very dark road, or a near-white pavement) "Contrast" may be calculated/scaled differently. As I don't have a copy of HSR I was not in position to test these ingame. So if you are not getting a good result (ideally the player shouldn't be able to distinguish the network from the lot texture) you can experiment by modifying these values slightly (I have included the PSP file as well), until you find a pair of values that works well with the specific texture (though I'm quite confident that it will be OK). This is a very tedious procedure, you can only apply the values and test ingame repetitively. The problem is that you have two parameters to set, and they do interfere. I would suggest that you make a PSP (or PSD) file with the initial network texture as the background and an adjustment layer (Brightness/Contrast) on top of it, save it, and export the merged layers for SC4. Working on the adjusted file can cause the texture to be distorted after several adjustments. In Photoshop the brightness and contrast settings may have a different scale, thus generating different results, so you may need a different set of values.

Hope this helps.
Title: Re: High Speed Rail Project
Post by: dragonshardz on April 21, 2008, 04:01:10 PM
@Warrior: The lighter textures were not an issue, those pictures were there to show that the MAXIS and SAM street underpasses work, as well as Road, OWR, Avenue, and RHW2. I will try the HSR+RHW4 re-drag. I know that HSR probably would not have such tight curves but I figured that I might as well tell you about it so people who have read the thread will not complain when they replace MR with HSR. I just realized that I missed Ground Rail Orth x Orth and GLR Orth x Orth, so I will test those in a minute.

@Tarkus:I did not know this. Thank you for telling me, it's good to know that RHW6 not letting MR cross it was intentional and not a mistake.

@Diggis: I did know about the road texture being 1px too small, though hadn't tried the 180 degree flip.

Btw, this post is chock-full of the acronym code.

~~Dragonshardz~~
Title: Re: High Speed Rail Project
Post by: CasperVg on April 21, 2008, 10:29:54 PM
I've tried to remod the SG CentralTrainStation with your 'tutorial', cogeo, but for some reason neither LotEditor nor SimCity 4 loads the station up.
I've attached the file here, perhaps you could take a look at it.
Title: Re: High Speed Rail Project
Post by: Jonathan on April 21, 2008, 11:35:25 PM
Quote from: cogeo on April 21, 2008, 12:44:23 PM
As I don't have a copy of HSR I was not in position to test these ingame.
You are NAM member, so you can get on the DevEx, the link is in one of the stickied topic on the private board.There is a NAM, folder in the NAM folder a HSRP folder, with the newest version.

One thing just came to mind, the actual track of GHSR is not on the ground, it is slightly raised above it.( I am planning on changing this eventually, but not in the first release. So when the texture is used, there will be a jump in height.

I haven't added a GLR underpass in, I may be able to, but it is likely I won't have time.
Title: Re: High Speed Rail Project
Post by: debutterfly on April 22, 2008, 07:42:47 AM
Johnathon, when the new version of the HSRP comes out, will the HSR still override the monorail. I currently have the old HSRP Beta. By the way, nice progress with all of the overpasses. Would it be possible for there to be a HSR-over-El-Highway since you already have created El-Rail-over-HSR and Monorail-over-HSR.
Title: Re: High Speed Rail Project
Post by: Andreas on April 22, 2008, 07:56:01 AM
No, the new HSR is independent from the monorail. It uses the same technique like GLR and the SAM, with starter puzzle pieces. The trains that show up on HSR tracks will be the same as the monorail trains, though.
Title: Re: High Speed Rail Project
Post by: Jonathan on April 22, 2008, 09:11:19 AM
The El-Rail and Monorail over HSR are new pieces, you can convert El-highway to ground highway, under HSR then back to highway.
So ---\_=_/---- ("-" is El highway, "\" and "/" is ramp, _ is ground highway and "=" is ground highway under HSR)
Title: Re: High Speed Rail Project
Post by: cogeo on April 22, 2008, 12:12:12 PM
caspervg, I didn't fix your lot, but I did take a look. Some findings:
- Your lot uses exactly the same IDs as SG's, and this is why you are unable to open the lot in LE or plop it ingame (the IDs conflict, and as for some reason SG's lot is loaded last it's the SG's lot that will appear). As you don't want players to be able to use only one of the two lots but not both, you have to fix this. Close SC4 and all tools, temporarily move SG's lot out of your plugins folder (so that only yours is installed), open your lot in LE, click "Save As" (use the same or another name) and exit LE. Then move SG's lot back into the plugins folder and delete your "old" lot. Also delete all .sav files created by SC4Tool. That is you will have again SG's lot and your lot installed, but your lot will now have a different instance ID.
- The LTEXT ids need to be changed as well, I don't think LE will do this automatically.
- Transit Switch Point first rep is wrong (it may be 0x81 or 0x82 only).
- Transit Switch Cost and Capacity have a rep count of 1. You should change this to 0, otherwise your station will cause problems to Mac users.
- The TE-ing LotConfig lines (those starting with 0x07) do not specify a pathfile. I don't think that the straight GHSR pathfile will be used, the default is normal monorail. So you have to add references to the pathfile of the straight GHSR puzzle piece (don't make copies of the pathfile locally, installation of HSRP is assumed). If the paths in the GHSR pathfile are in the NS direction (not WE) as is most likely the case, you will need to rotate the TE info by 90° (or by 270°), ie the TE arrows should point to the right or left direction rather than upwards.

For testing, don't forget to check if both SG's and your lot are usable. Your lot should not conflict with or affect SG's lot in any way.

Hope this helps.
Title: Re: High Speed Rail Project
Post by: CasperVg on April 23, 2008, 04:56:36 AM
I've been working on the stations (Clock Tower & Central Train Station) further, and been following your advice. I will fix it all asap. Heh, I don't know I how I could been as stupid to use the 'Save' button instead of 'Save as'. Tsk tsk.  ::)
I've just tested the main functionality of the stations (mass transit), and it seems to work for Clock Tower one. For some reason, the Central Station doesn't work just yet. I'm also going to need to relot the lots over again, using the brightened texture you attached.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg72.imageshack.us%2Fimg72%2F5432%2Ftest0000ug3.th.jpg&hash=daf02ffeb50cd1c504a50075a4e38f927af3d14a) (http://img72.imageshack.us/my.php?image=test0000ug3.jpg)

EDIT: *WOOT* It's on the LEX! Congrats Warrior and everyone else that worked on it. I love you... but not in that way!  ;D
Title: Re: High Speed Rail Project
Post by: yoshiisland2 on April 28, 2008, 11:22:59 AM
 Hooray!  It made it to the LEX!  Great job Warrior, and everyone else who participated!  &dance :party: &hlp &apls
Title: Re: High Speed Rail Project
Post by: JoeST on April 28, 2008, 11:28:53 AM
Well done Jonathan, very well done indeed. your creation is amazing

Joe
Title: Re: High Speed Rail Project
Post by: Pat on April 28, 2008, 11:29:39 AM
Now the question is Jonathan what are you going to work on next lol.... Great Job on this!!!!   &apls :thumbsup:
Title: Re: High Speed Rail Project
Post by: Jonathan on April 28, 2008, 11:31:59 AM
Yes I am very Happy to announce that [finally] HSRP made it to the LEX :)
You'll need the NAM April 2008, but everyone should have that by now ;)

Also uploaded is a remodded version of the original HSRP station by Andreas.

And many thanks to the entire NAM team for the their help and support, and Andreas who put it all together into a releasable modd. And also to you, the community, for all your support and without you there'd be no real point in this release  :thumbsup:

Enjoy :)
Title: Re: HSRP - Released on the LEX
Post by: BigSlark on April 28, 2008, 02:26:56 PM
Excellent work, Jonathan. Thank you for all your hard work on this project!

Cheers,
Kevin
Title: Re: HSRP - Released on the LEX
Post by: ScottFTL on April 28, 2008, 02:50:15 PM

It's finally out...  Great work, Jonathan!  &apls

I know you have been working on this project for a long time, so congratulations on the release.

We just have too much new stuff all at once - NAM, SAM, and now HSRP.  I'm going to need a few weeks to play the game now - but don't stop releasing all this great stuff on my account.   ;)

And to all the folks who comment about SimCity being a 5 year old game, I would like to point out that this community is as vibrant as ever.  There is more cool stuff released for this old game than many new ones.  Until they can make a proper sequel, here's to long and healthy life for SC4.   ;D

Title: Re: HSRP - Released on the LEX
Post by: Elaclairee on April 28, 2008, 03:21:08 PM
Just finished testing it out. I must say, VERY well done. This is most impressive. Now I don't have to disable the HSR plugin each time i load up an old city.

Just two things I was wondering about. Do you plan on reincorperating the slope restrictions like was in the original version? I believe it was extremely realistic to have a very low maximum slope. Now I'm getting jagged edges and whatnot, very unrealistic. Second, track splits seem to revert the HSR back to default monorail textures. Not sure if this is a me problem, or has been addressed yet. Both of these are easily worked around, but would be very nice for them to be covered if possible at some point.


But again, thanks so much. Its amazing to see this project finally get back off the ground for once.
Title: Re: HSRP - Released on the LEX
Post by: Tarkus on April 28, 2008, 03:26:33 PM
Jonathan, congratulations on a fantastic release.   :thumbsup:  You've done absolutely marvelous work here.

Elaclairee, to answer your questions, for the Slope, I would suggest using Ennedi's slope mod (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1512).  As far as those Monorail reversions, it may simply be functionality that hasn't been added in yet, but a pic would help diagnose it.

-Alex (Tarkus)
Title: Re: HSRP - Released on the LEX
Post by: Toichus Maximus on April 28, 2008, 07:23:23 PM
Awesome work, guys!
Title: Re: HSRP - Released on the LEX
Post by: CasperVg on April 28, 2008, 11:10:11 PM
Sometimes the track seems to revert to standard monorail when a 'specialized' piece (eg. the track split) is used, but I've found that dragging the monorail tool over it again usually fixes it.

By the way; some progress on the SimGoober Stations - GHSR Remod/lot. The 'kink' in the network when it reaches the stations is because the GHSR is a little bit higher then default ground.

click here (http://img301.imageshack.us/img301/1199/ghsrstations0000pj2.jpg)
EDIT: Got them all finished and they are now undergoing last testing before I get them to LEX Candidacy
Title: Re: HSRP - Released on the LEX
Post by: wannabe123456789 on April 29, 2008, 01:30:30 PM
:) Hi, I'm that wannabe guy that commented on HSRP release in Simtropolis.

The monorail line on the picture is one I built a long time ago and It has no supports!  :angrymore: I don't understand why this would occur. I read the readme and I am sure that there are no file conflicts.
This also happens to any new monorail lines.

Title: Re: HSRP - Released on the LEX
Post by: JoeST on April 29, 2008, 01:36:55 PM
I guess you might have a conflicting mod somewhere that removes the supports? thats all i can think of

Joe
Title: Re: HSRP - Released on the LEX
Post by: Jonathan on April 29, 2008, 01:41:18 PM
That is very strange, no one else has reported this bug.

Did you have the HSRP beta 1 installed?
Is that monorail goin North-South or East-West?
Can you take a picture of HSR going in the same direction?
What other transit related modds have you got?
Have you ever modified any of the transit files yourself?

So for the lot of questions, but those are what are likely to be causing it.
Title: Re: HSRP - Released on the LEX
Post by: prince1142003 on April 29, 2008, 02:43:37 PM
I've noticed that older monorail tracks need to be relaid in order for supports to show up. Just my observation.
Title: Re: HSRP - Released on the LEX
Post by: wannabe123456789 on April 29, 2008, 03:30:39 PM
I have not modified any transit mod. I have the April 2008 NAM, the April 2008 SAM, the January 2008 version of RHW, and I don't have HSRP bet1 in any of my cities or installed in the plugins folder.

The track I showed in the picture us east to west. The monorail tracks hover when they are diagonal, when they intersect, and when they are straight.

I fix my problem by simply rebuilding my monorail line. I

I think the problem might have something to do with the ground HSR file interfering with the monorail, since you would need to remove the pylons when making it. This is only a guess
Title: Re: HSRP - Released on the LEX
Post by: cameron1991 on April 29, 2008, 10:21:42 PM
Im having a problem getting the HSRP to work properly.
I have no monorail track build tool, but have 4 HSRP track build tools, 1 at the top of the rail menu and 3 near the bottom of the rail menu.
Im also having some problems with the track itself, as seen in the picture below:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi158.photobucket.com%2Falbums%2Ft101%2Fcameronpapps%2Fhsr2.jpg&hash=67f3cfb7af91efffb8dd442fe7995a33a04094f1)
Do you have any idea what ive done wrong to have this happen? I used the cleanitol file included with the installer to remove the files that needed to be removed, and I also searched "HSRP" in my plugins folder to make sure there were no extra files but as you can see in the picture, something is still wrong.
Hopefully this problem can be solved as ive been following the HSRP threads both here and at ST since they were created, and I really want to be able to use it!

---Edit---
I think the weird texture on the raised HSR is due to a texture conflict because it also appears on one of the rollercoasters from the themepark pack and it also appears on some baggage trolley props at some rotations and zoom levels on some of the AC teams Boeing 747 lots.
Title: Re: HSRP - Released on the LEX
Post by: Jonathan on April 29, 2008, 10:57:58 PM
Oh right, sorry, it makes sense you'll have to rebuild your, monorail sytems when you install this to get the pylons back. THe HSR modd removes the pylons from the entire monorail network, and then adds them back in to monorail only using T21s.

Cameron1991, the only thing that can possibly be doing that is the original HSRP beta, because you have canteneries on the HSR track. I didn't add canteneries to this version, so it is possible to tell what version you have installed, these will be added back in soon.
Title: Re: HSRP - Released on the LEX
Post by: DFire870 on April 30, 2008, 05:38:13 AM
Yay! I'm so glad this was released, I was a big fan of the HSRP but never used it since it was so hard to use it, and now that it doesn't replace the monorail I'll definitely be using it.

One question though: Is the HSRP hub the only station available right now for HSR? Just want to make sure.

-- John
Title: Re: HSRP - Released on the LEX
Post by: RickD on April 30, 2008, 05:55:13 AM
Quote from: cameron1991 on April 29, 2008, 10:21:42 PM
I think the weird texture on the raised HSR is due to a texture conflict because it also appears on one of the rollercoasters from the themepark pack and it also appears on some baggage trolley props at some rotations and zoom levels on some of the AC teams Boeing 747 lots.

Could you identify the file that is responsible for this? I have the same problem on various lots.  &mmm
Title: Re: HSRP - Released on the LEX
Post by: Jonathan on April 30, 2008, 08:43:43 AM
HSRP only uses IIDs, from the original modd and IIDs reserved for the NAM (beggining with 5). So there shouldn't be any conflicts.

The HSR hub on the LEX is the only one available at the moment, hopefully some other will be following soon.

Just to make it 100% clear the old HSRP modd must be fully removed, if you renamed the files Cleanitol won't pick it up (I think)
Title: Re: HSRP - Released on the LEX
Post by: cameron1991 on April 30, 2008, 03:16:59 PM
Ok I found out why the HSRP want working!
The BSC cleantitol removed the files, but after that I just datpacked the folder it was in to update the compressed file (which is what I normally do), But this time the datpacker didnt update the compressed file so the HSRP Beta was still installed! So I just deleted the compressed file and completely datpacked it properly and it worked! Problem solved!

Quote from: RickD on April 30, 2008, 05:55:13 AM
Could you identify the file that is responsible for this? I have the same problem on various lots.  &mmm
I honestly have absolutely no idea about what file could be causing this  ()sad()
Title: Re: HSRP - Released on the LEX
Post by: Haljackey on April 30, 2008, 09:40:06 PM
Here are my results using the new HSR with the bullet train skin:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg337.imageshack.us%2Fimg337%2F3487%2Fterransettlementfeb1817mj5.jpg&hash=406cc1daf7e16ff69b7854620a07f36415bd332a)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg139.imageshack.us%2Fimg139%2F1327%2Fterransettlementfeb2017wt6.jpg&hash=6f6e07a5985d00da50592a3aedef416517df12b3)

As you can see, the new pylons for the monorail network appear in the bullet train texture, giving the appearance that both the monorail and bullet train are together.

Is there a way to reverse this effect?  I tried loading the bullet train mod after the HSR (NAM), and still nothing.

Best,
-Haljackey
Title: Re: HSRP - Released on the LEX
Post by: Jonathan on April 30, 2008, 11:00:26 PM
Thanks Haljackey,
There should be a way around that, can you post a picture of HSR and GHSR? I'd like to see if the bullet train skin pylons appear on those.

I'm glad to hear you found the problem Caeron1991 :)
Do you datpack your NAM files, because we generally advise against it.

-Jonathan
Title: Re: HSRP - Released on the LEX
Post by: cameron1991 on April 30, 2008, 11:05:14 PM
Quote from: Warrior on April 30, 2008, 11:00:26 PM
Thanks Haljackey,
There should be a way around that, can you post a picture of HSR and GHSR? I'd like to see if the bullet train skin pylons appear on those.

I'm glad to hear you found the problem Caeron1991 :)
Do you datpack your NAM files, because we generally advise against it.

-Jonathan

I never datpack the NAM files, but I had datpacked the HSRP Beta a long time ago, because the thread at ST was dead for a while and it looked like there was never going to be the final release.
Title: Re: HSRP - Released on the LEX
Post by: running naked in the snow on April 30, 2008, 11:30:01 PM
Any way we can get our hands on the texture for Ground HSRP? I would like to modify it to make it possible for myself to convert some train stations over to GHSRP (Its the only way I can help to contribute to this project; my BAT Projects (Philly;s 30st Station) was built for HSRP but I never could find anyone willing to render and lot it.)

tl&dr: I m going to make new island station textures for GHSRP and plaster it on stations with island platforms. Texture needed!
Thanks!

Edit: NVM- found it on Page 16.
Title: Re: HSRP - Released on the LEX
Post by: Andreas on May 01, 2008, 01:47:27 AM
Quote from: running naked in the snow on April 30, 2008, 11:30:01 PM
my BAT Projects (Philly;s 30st Station) was built for HSRP but I never could find anyone willing to render and lot it.)

Ahh, I remember that station, and it looked quite promising indeed! I'm sure there's someone who is willing to render it for you, and there are a few talented lot builders around as well. The NAM Team can help you with the modding (transit enabling etc.) as well. :)
Title: Re: HSRP - Released on the LEX
Post by: redraider147 on May 01, 2008, 02:39:28 PM
i could probably lot the station if someone can render it...i would need some help making it transit enabled. maybe jplumbley could help with his knowledge of the coefficients and what is necessary for it to function properly in the game without messing too badly with the commutes of the sims...

i've also come across a problem...there appears to be no support for a diagonal HSR over street. there is support for diagonal HSR over SAM textures, but not for the vanilla texture. that seems to be the only bug i'm seeing for now...i never used monorail until this release of the HSR so i'm still testing all this stuff out...i definitely had to use eminent domain within a couple of my cities in order to obtain right-of-way for the HSR...lol.
Title: Re: HSRP - Released on the LEX
Post by: running naked in the snow on May 01, 2008, 03:38:51 PM
Quote from: Andreas on May 01, 2008, 01:47:27 AM
Ahh, I remember that station, and it looked quite promising indeed! I'm sure there's someone who is willing to render it for you, and there are a few talented lot builders around as well. The NAM Team can help you with the modding (transit enabling etc.) as well. :)

Hmm.. If anyone is willing, I can send off the gmax model along as soon as possible. Its been sitting on my Harddrive for the last year or so.

Quote from: redraider147 on May 01, 2008, 02:39:28 PM
i could probably lot the station if someone can render it...i would need some help making it transit enabled. maybe jplumbley could help with his knowledge of the coefficients and what is necessary for it to function properly in the game without messing too badly with the commutes of the sims...

i've also come across a problem...there appears to be no support for a diagonal HSR over street. there is support for diagonal HSR over SAM textures, but not for the vanilla texture. that seems to be the only bug i'm seeing for now...i never used monorail until this release of the HSR so i'm still testing all this stuff out...i definitely had to use eminent domain within a couple of my cities in order to obtain right-of-way for the HSR...lol.

I do believe I also ran into the problem of diag ave-ortho HSR draggable (or ortho-ave/diag hsrp? not sure.). I have to personally go back, convert all old HSRP into new HSRP, then put in puzzle pieces where this was the case. Maybe that is the same for you, Redraider-- Im fairly sure the diag-hsrp/street puzzle is already contained in the puzzle pieces.

EDIT: Played around with it for a little bit, and I think I discovered a minor (?) but annoying bug. Picture speaks more than I could.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fpeople.rit.edu%2Frjk6811%2Fdoublehsrpbug.JPG&hash=a01ce809acac7d89da027e89fb1ba99d55916995)

EDIT 2: Also, no diag ground highway/diag hsrp?
Title: Re: HSRP - Released on the LEX
Post by: Jonathan on May 02, 2008, 02:07:57 PM
I'd render the model for you if I knew exactly how to, but I rubbish at BATing/LOTing. Altohugh if I only have to press the render button I can probably d it and pass it on to someone for LOTing and then on to someone for TEing.

Sorry about the puzzle pieces, they will be changed next version, and the puzzle pieces left in, (so you don't have to go around rere-building it)

I tried to get the problem in the first picture but I couldn't, try dragging over it with the monorail tool (so it reconstructs)

I start working on a new version of HSRP again after my exams (starting on Tuesday) or if I get bored of revising this weekend. In which most puzzle pieces will be made draggable, and I'll stabilise the track


EDIT: Thanks for stickying this, It was wierd not finding it where it used to be :)
Title: Re: HSRP - Released on the LEX
Post by: JoeST on May 02, 2008, 02:32:50 PM
Well done on getting sticky... hehehe

and yeah revision =  :P  lol

Joe
Title: Re: HSRP - Released on the LEX
Post by: CasperVg on May 02, 2008, 11:22:03 PM
I will be happy to LOT it, if needed.
Title: Re: HSRP - Released on the LEX
Post by: Jonathan on May 03, 2008, 04:56:18 AM
I thought I'd give a go at textureing and modelling, so I decided to try out making a 3 way split of HSRP, this is what I got so far from editing existing textures and models.
So does it look good or is it not worth it?
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg294.imageshack.us%2Fimg294%2F5431%2F3split2lk4.jpg&hash=b713636e774ff498b6167b93c22f7ebafa11305f)
Title: Re: HSRP - Released on the LEX
Post by: Andreas on May 03, 2008, 05:15:56 AM
I'd say this looks excellent. :)
Title: Re: HSRP - Released on the LEX
Post by: JoeST on May 03, 2008, 05:24:10 AM
And I would have to agree whole heartedly with Andreas... It is rather amazing

Joe
Title: Re: HSRP - Released on the LEX
Post by: CasperVg on May 03, 2008, 05:41:21 AM
Oh yeah, it looks really good!
Title: Re: HSRP - Released on the LEX
Post by: Cosmic on May 03, 2008, 07:26:40 AM
Nice. &apls

A split like that could be very useful in a lot of situations...  ;D

and would reduce the amount of work required in taking up a bunch of space with two turns right after another in opposite directions...
Title: Re: HSRP - Released on the LEX
Post by: cogeo on May 05, 2008, 08:27:32 AM
Just tested the HSR. Great Work!

I have found though a problem and it's quite serious. The GHSR plugin contains a texture using instance IDs in the range 0x0004040#. The group ID is 0x1ABE787D. This causes conflicts with BAT models, and more specifically those exported at instance ID range 0x0004####. ALL BATs using this ID range have the zoom 5 rotation 0 aspect not displayed properly. The 0x1ABE787D group ID is the "default" one, used throughout the SC4 dats (networks and BAT textures) and as a result ALL BATs in the 0x0004#### range are affected. Most BATs are using the 0x0003#### range but there are many BATs in the 0x0004#### range too. With so many BATs and props released on the STEX and LEX, expect complaints from players. At least three of my BATs are affected (I can post pics if you wish, but I think it's not necessary).

Fortunately this is easy to fix, just pick a different range, renumber the textures and update the model that references them (0x5DCFF170). Players won't need to bulldoze anything. I hope this is fixed soon.

Now some questions:
- The GHSR track is 1 meter above ground, but as you said this is about to change. What will the new height be, 0?
- Has HSR/GHSR been tested with left-hand driving versions? That is are left-hand driving paths included in NAM's LH-driving plugin?
- What's the ID of the straight GHSR tile?
I'm making some lots (GHSR stations), so I need to know.

Thanks in advance.
Title: Re: HSRP - Released on the LEX
Post by: Jonathan on May 05, 2008, 09:17:33 AM
Thanks,
Yes someone said about that glitch, I have been busy for most of the weekend/bank holiday, with only short amounts of time in between where I have access to my PC.

The new height should be 0
The LHD paths are an option in the HSR Installer.
The IID of straight GHSR, is 5dc31500, hsr is 5dd31500. (all GHSr are 5dc all HSRare  5dd)
Hope you finish them.

Also some people have said the HSRP hub that was released at the same time, doesn't work, I don't know much about TE, and don't have enough time to check it myself, so can someone take a look?
Title: Re: HSRP - Released on the LEX
Post by: Andreas on May 05, 2008, 10:06:20 AM
Quote from: Warrior on May 05, 2008, 09:17:33 AM
Also some people have said the HSRP hub that was released at the same time, doesn't work, I don't know much about TE, and don't have enough time to check it myself, so can someone take a look?

I got some similar complaints from various German users. I didn't touch the TE apart from changing the "Transit Switch Entry Cost" to a value that was suggested by jplumbley. Unfortunately, I don't have lots amount of time to test the station properly, but that value might be too high for some users who like to use the station as a commuter station, rather than a regional transportation hub, as it was intended.
Title: Re: HSRP - Released on the LEX
Post by: thundercrack83 on May 05, 2008, 11:59:55 AM
I like the 3-way split, Jonathan! I can't wait to see how you implement it!
Title: Re: HSRP - Released on the LEX
Post by: Chrisim on May 05, 2008, 12:59:09 PM
Quote from: Warrior on May 05, 2008, 09:17:33 AM
Also some people have said the HSRP hub that was released at the same time, doesn't work, I don't know much about TE, and don't have enough time to check it myself, so can someone take a look?
It works fine when there is enough demand:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg219.imageshack.us%2Fimg219%2F3484%2Fhsrp2hw2.th.jpg&hash=33e4b0c0a5852812a15dd48152b62e386ed1ded2) (http://img219.imageshack.us/my.php?image=hsrp2hw2.jpg)
I guess that some players do not understand the meaning of HSR: High Speed Rail. In Germany, the equivalent is the InterCityExpress train. That's what it is for: connecting cities with HSR.
Title: Re: HSRP - Released on the LEX
Post by: wes.janson on May 06, 2008, 01:34:26 AM
Quote from: cogeo on May 05, 2008, 08:27:32 AM
I'm making some lots (GHSR stations), so I need to know.

Thanks in advance.

I cannot wait!
Title: Re: HSRP - Released on the LEX
Post by: cogeo on May 07, 2008, 01:44:50 PM
I've been playing around with textures for GHSR stations, and I have faced one little problem: the distance between tracks (gauge) for HSR/GHSR is quite shorter, and this makes creating a shared track texture impossible. Why this? HSR wouldn't be narrow-gauge, right? Are there any plans to change this in the future? The distance between tracks (for all kinds of rail) in SC4 is 2.0m. I know this is much more than in reality, by that is how SC4 is made ("small" objects are scaled up in order to enhance details and make them visible in more zoomed-out views).

As a result, the only solution is to make dual-gauge textures, for both commuter and HS rail. So I have made a dual-track texture, as well as "transition" textures, ie GHSR-to-dual-track and Rail-to-dual-track.


(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg177.imageshack.us%2Fimg177%2F6043%2Fghsrraildualmh4.jpg&hash=f78970393cfb2b4c91b93245111df9ea796ba793)(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg177.imageshack.us%2Fimg177%2F2395%2Fghsr2dualyd1.jpg&hash=08652a6640cf95767b5c20b58b4667054ac1900a)(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg177.imageshack.us%2Fimg177%2F8860%2Frail2dualvo9.jpg&hash=938ce69ea545f7321c1b44a2f3a93adf06a94125)

Also I have experimented with various connectivity configurations. Again, I will have to make not one, but several versions of basically the same lot, differing only in connections (eg GHSR-at-East, GHSR-at-West, GHSR at Front etc etc). However this is not a viable solution, and can't satisfy all players. For a station with two through tracks (four connections) the number of possible combinations is 15 (2^4 = 16, but there is one combination with all-conventional tracks, so the number of combination with at least one GHSR connections is 15). For even more tracks the number of combinations is prohibitive.

It is possible to TE the lot in such a way that both GHSR and conventional track can be connected to the same position. The solution is TE-ing the lot as conventional rail. Conventional rail can of course be connected normally, while GHSR doesn't need to be really "connected", it can just be "terminated", using the GHSR starter puzzle piece. The problem that keep me from using this solution is aesthetic, ie the GHSR track would turn abruptly to conventional (which is unacceptable because of the gauge difference) or better shared/dual track. What is needed is two terminator/transition puzzle pieces, ie GHSR-to-dual and Rail-to-dual track. If gauge is finally increased to 2.0m, only one puzzle piece would be needed, ie a GHSR-to-rail piece. Can we hope for something like this?
Title: Re: HSRP - Released on the LEX
Post by: cogeo on May 08, 2008, 12:35:43 PM
Bad news! Just found that the textures I have made need to be reworked.
Warrior, the texture you had posted in this thread was extracted from the network texture, as I was able to see. Nothing wrong with this (and I had taken care of the brightness/contrast differences too), BUT:
- The model displays this part of the texture, measuring 100 (?) pixels in width, on a model area that spans from +6.0 to -6.0 meters, ie it's 12m wide.
- But 12m is the 3/4 of 16m, and this corresponds to 96 pixels of a lot (base or overlay) texture.
- This means that the lot texture does not line up exactly with the network texture.
- This difference of "only" 4% causes noticable visual glitches.
- So your texture needs to be scaled down by some 4% in the X-direction.
That is I neede to fix my textures now. For some weird reason I can't see the UW map on the network model. So could you please tell me the exact coordinates of the UW map (only for the "track" part of the model)? I wouldn't like to find out that the scale was wrong again, after recreating the textures.
Title: Re: HSRP - Released on the LEX
Post by: choco on May 10, 2008, 05:08:00 AM
the new HSRP is really great guys!  &apls  very nice job....


not sure if its been said, but we could use a GLR under HSR piece....just throwin it out there.  :thumbsup:


edit: i found a station while perusing the japanese BAT sites that looks OK with the HSR....unfortunately, i dont remember where i got it from (im looking for the link, but simtropolis is down).  its called the acchi shinkansen station, and it also has an el-rail counterpart. the only real problem with it is that its missing the PNG file for the menu, so it creates a ghost when scrolling. 

im not that good with modding, but im gonna try to fix it.


edit 2: found it....http://hide-inoki.com/bbs/phpbb2/viewtopic.php?t=554

edit 3: actually, there's nothing wrong with the station.  i was missing the acchi essentials, groovy now.  http://scssdl.inukubou.com/

Title: Re: HSRP - Released on the LEX
Post by: dragonshardz on May 11, 2008, 10:13:11 AM
And the default monorail station looks fine with HSR as well.

(Pic later)

~~Dragonshardz~~
Title: Re: HSRP - Released on the LEX
Post by: Toichus Maximus on May 12, 2008, 05:42:37 AM
wouldn't the monorail station terminal be too small, though, for a trans-regional rail network?
Title: Re: HSRP - Released on the LEX
Post by: Zack on May 14, 2008, 03:05:16 PM
The HSRP hub does not work for me. there is no activity on the station and I removed the beta. I dont know whats wrong ()what()
Title: Re: HSRP - Released on the LEX
Post by: cogeo on May 16, 2008, 01:42:59 PM
Hi again,

I have fixed the textures, now they all line-up correctly with the network (as I said before I had to scale the texture down). The textures now include a "station-track" texture (same as the straight one but without those cables), track-to-station transition, dual GHSR/Rail track, as well as GHSR-to-Dual and Rail-to-Dual transitions. Apart from the textures I have made a custom Query dialog (displaying an electric engine), custom sound effects (query and ambient) and paths.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg379.imageshack.us%2Fimg379%2F1121%2Fhsrsessentials1yk6.jpg&hash=97cecfeb811bc5912f4da531400718abada791b8)

As you can see in the image, the height difference between the track and the ground is not visible. This was done by adding ramp-like props, textured with the "transition" texture. These (together with everything else needed for the height difference) are contained in a single plugin. When the height difference is sorted out, the player (or Clinitol) can remove this plugin, and everything will revert to "normal". That is the players won't need to bulldoze anything.

The above are about to be released in the next few days , as "HSR Stations Essentials", ie a dependency file. I would welcome comments or even wishes, before this is released. So if you think that something is missing and should be included, or if you can contribute (eg you have a good sound file to add), please post in this thread.
Title: Re: HSRP - Released on the LEX
Post by: choco on May 16, 2008, 07:33:46 PM
 &apls  Very nice indeed!

will that use the models from the semitransparent GLR stations?
Title: Re: HSRP - Released on the LEX
Post by: MandelSoft on May 17, 2008, 05:33:29 AM
Beautiful! Can't wait to download that station!
Title: Re: HSRP - Released on the LEX
Post by: bat on May 17, 2008, 09:29:26 AM
That station is looking nice! And looking forward to it, too! ;)
Title: Re: HSRP - Released on the LEX
Post by: RebaLynnTS on May 17, 2008, 11:18:18 AM
The links in the first post are in the wrong order .. The HSR windows link, goes to the NAM, and the NAM windows link goes to the HSR. Not sure about the MAC links.
Title: Re: HSRP - Released on the LEX
Post by: cogeo on May 17, 2008, 12:33:47 PM
Quote from: choco on May 16, 2008, 07:33:46 PM
will that use the models from the semitransparent GLR stations?

Yes, these models have been modded/lotted as rail and GLR, and I'm going to release a GHSR version too. Don't have time to make something "great" now, but the purpose of all this is to release the essentials and a set of working station lots, with all kinds of track connections (rail + HSR). Please note that the semitransparent models don't really look like real stations either (they were made just to demonstrate the semitransparency techniques). Once these are released, modders and lotters can relot some of the already existing BATs (St Pancras, King's Cross, Gare du Nord, etc) or even make new ones, like Berlin's new Hbf.
Title: Re: HSRP - Released on the LEX
Post by: Toichus Maximus on May 19, 2008, 04:32:54 AM
highly anticipating this release!
Title: Re: HSRP - Released on the LEX
Post by: zulhirosue on May 19, 2008, 07:09:31 PM
why my HSRP commuter not come out... soemone.. guide me please
Title: Re: HSRP - Released on the LEX
Post by: Zack on May 19, 2008, 08:25:38 PM
its a bug with the hub. its useless unless there is a fix &mmm
Title: Re: HSRP - Released on the LEX
Post by: choco on May 20, 2008, 05:26:55 AM
hub works fine for me....
Title: Re: HSRP - Released on the LEX
Post by: Zack on May 20, 2008, 12:24:11 PM
for you that is but some people complain that it doesnt work. I think you need more hubs to get it to work. correct?
Title: Re: HSRP - Released on the LEX
Post by: mr.v on May 21, 2008, 08:49:33 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg53.imageshack.us%2Fimg53%2F4831%2Fsnag0000no0.jpg&hash=31b4a9b5192ca0768638e80e52ccdfac175e697f)
right

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg237.imageshack.us%2Fimg237%2F6402%2Fsnag0001uz6.jpg&hash=d26fafdf5249a7f4bbacee126df7e11d95eb0028)
and left

there is no passenger! am i wrong?

or

does it really work?
Title: Re: HSRP - Released on the LEX
Post by: mr.v on May 22, 2008, 02:59:54 PM
its rail does work when i connect high speed rail to mono rail station.

but the hsrp station not work!

see?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg155.imageshack.us%2Fimg155%2F6524%2Fhsrpmonostationcq5.jpg&hash=39ce8b40eb7cfc5fcebe00c8fbfb738059e27a34)
(drag image to new tab for full image.)
Title: Re: HSRP - Released on the LEX
Post by: allan_kuan1992 on May 22, 2008, 03:54:25 PM
first thing:

do not double post. use the edit button instead. even if you are frustrated, remember that no one here is able to respond 24/7. this is a forum that is run and visited voluntarily by administrators and registered users, many of which are in different time zones and countries, and many with real-life problems and situations to deal with as well. expect to wait at least a day in some cases for responses, especially if the majority do not come from your area.

second thing:

did you wait for two to three months after you disconnected all of those networks before checking on the HSRP? if you bulldozed and just checked immediately after, the simulator won't have the time to update everything.

Also, on the last post, no one will want to take HSRP if the station is far away, and even more so if it is on a slow network like the streets surrounding it. The monorail to the left of the station is closer and faster to reach than the HSRP station, and it is better connected to the city too. That is why you aren't getting a lot of usage in that area.

I also see some ineffective planning principles related with the road and transit network... to best encourage transit use, you should always build your cities with a plan in mind beforehand... that way it is easier to build transit networks and stuff later on.

- Allan Kuan
Title: Re: HSRP - Released on the LEX
Post by: Chrisim on May 22, 2008, 04:03:31 PM
... it works for me: link (http://sc4devotion.com/forums/index.php?topic=2089.msg145026#msg145026)
Maybe your station was not properly connected. Save the city, quit to region and re-start the city to see whether it will work.
Title: Re: HSRP - Released on the LEX
Post by: mr.v on May 22, 2008, 11:30:31 PM
Quote from: allan_kuan1992 on May 22, 2008, 03:54:25 PM
first thing:

do not double post. use the edit button instead. even if you are frustrated, remember that no one here is able to respond 24/7. this is a forum that is run and visited voluntarily by administrators and registered users, many of which are in different time zones and countries, and many with real-life problems and situations to deal with as well. expect to wait at least a day in some cases for responses, especially if the majority do not come from your area.

second thing:

did you wait for two to three months after you disconnected all of those networks before checking on the HSRP? if you bulldozed and just checked immediately after, the simulator won't have the time to update everything.

Also, on the last post, no one will want to take HSRP if the station is far away, and even more so if it is on a slow network like the streets surrounding it. The monorail to the left of the station is closer and faster to reach than the HSRP station, and it is better connected to the city too. That is why you aren't getting a lot of usage in that area.

I also see some ineffective planning principles related with the road and transit network... to best encourage transit use, you should always build your cities with a plan in mind beforehand... that way it is easier to build transit networks and stuff later on.

- Allan Kuan

before that picture i try everything that you say and i wait for YEARS not for month.
monorail station to show that high speed rail WORK!
but hsrp station NOT work! both connect city to city or residential to commercial zone without any other network, just test it with hsrp but not work!
and don't you see? 2nd picture monorail is disconnected!


-------------------------
new test
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg360.imageshack.us%2Fimg360%2F3473%2Fbeginningxe8.jpg&hash=bf45305b83d47990e7c6cc0f6d256a9670ad2c5a)
beginning

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg267.imageshack.us%2Fimg267%2F5755%2Fleftconnectedjg5.jpg&hash=33b2537823c14448549dd0d84e34a82ded657d59)
left side connected properly

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg267.imageshack.us%2Fimg267%2F1381%2Frightconnectedlp9.jpg&hash=bb78b9a2ff00fbc1e35dadcb20ea3f683bdbf201)
right side connected too.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg144.imageshack.us%2Fimg144%2F5900%2F23yearlaterhsrphubpropere2.jpg&hash=3a1332c614b1db42e5fc80251f551c1720af8d9e)
23 year later, hsrp hub no passenger.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg352.imageshack.us%2Fimg352%2F6554%2F37yearlaternocommutevd5.jpg&hash=5300fc84c4d6f686dece40818dbe520f2aeccaaf)
37 year later, still no commute no not nothing

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg352.imageshack.us%2Fimg352%2F3442%2F37yearlaterelvatedrailnqb8.jpg&hash=add921fe5dbcc033a5ee0dbf9a773348e9d15c7d)
elvated rail too.

is this clear enough?
don't say that hsrp need to connect between city because i tried but nothing happen.
Title: Re: HSRP - Released on the LEX
Post by: Jonathan on May 23, 2008, 09:34:02 AM
Sorry for not replying to this problem, I have been relatively busy with Exams and school projects. I tested the HSRP hub again deleting the one I had on my PC and downloading it again from the LEX, to make sure I didn't have a different station. I have to say that I got what mr.v got, no passengers using the HSRP, or Rail. If I used a normal monorail station then passengers used the HSRP line. I know that this had the HSRP logo on it, but I don't know much about lots and TE, so I can't fix this, the best person to know whats wrong with it is Andreas.


I will read through the last few pages of the thread and reply to anything else later as I have to go now.

-Jonathan
Title: Re: HSRP - Released on the LEX
Post by: redraider147 on May 23, 2008, 12:41:29 PM
could mr. v's problem be that the stations are too close? isn't there only supposed to be one station per city tile (maybe 2 for a large tile if both are on the edges)?

i haven't tested that hub yet because it doesn't fit into my city. lol. it's too big...i prefer a modified train station...
Title: Re: HSRP - Released on the LEX
Post by: mr.v on May 23, 2008, 01:42:51 PM
Quote from: Warrior on May 23, 2008, 09:34:02 AM
Sorry for not replying to this problem, I have been relatively busy with Exams and school projects. I tested the HSRP hub again deleting the one I had on my PC and downloading it again from the LEX, to make sure I didn't have a different station. I have to say that I got what mr.v got, no passengers using the HSRP, or Rail. If I used a normal monorail station then passengers used the HSRP line. I know that this had the HSRP logo on it, but I don't know much about lots and TE, so I can't fix this, the best person to know whats wrong with it is Andreas.


I will read through the last few pages of the thread and reply to anything else later as I have to go now.

-Jonathan
thank you veryyy much warrior  :)
at least i can know that you have a same problem  ;D

reply to redraider147
too close or not too close are same.
i test it by connect city to city, R zone to C or I zone and still not work.
and every time i test it i wait at least 10 years.
Title: Re: HSRP - Released on the LEX
Post by: b22rian on May 23, 2008, 02:13:37 PM
The situations with MR V and Jonathan's cities is pretty strange I agree.. We all have a lot of respect for Jonathan
and what he has done with the HSR. When he posted that he thought there was a problem with the Hub , I
took notice of course.  I guess the weird part is we have seen.. where sometimes the hub does seem to work
in some situations, but than for others it clearly isn't working at all.. Even in my own game I have 4 of the hubs.. i
think in 2 cases there seems to be at least some people using the HSR, but I'm at a lose to explain why in 2  other
instances the Hub isn't being used at all..  The situations I have in my game seem similar..

           The only thing I could think of was I had recalled with the monorail, that
R $ were not inclined to use it much.. So it was mostly used by R $$ and R $$$.. But I hadn't really at a chance to
Examine in my own game whether wealth classes had any bearing on why the hub was being used or it wasn't used..

otherwise I'm at a loss to explain why for some people in some situations the hub seems to work at least a little..
But in other cases No-one is using the hub . Its almost like the hub has some form of a bug as in MR V's case..
But than if it did have a bug , it wouldn't work for anyone at all i suppose.. And we know that is not to be the case
either.. I think if we exercise some patience though we will get to the bottom of this in time..

Thanks Jonathan for all the hard work and time you put into this great project !
Title: Re: HSRP - Released on the LEX
Post by: ScottFTL on May 23, 2008, 03:19:32 PM

Is it possible that the Transit Switch Entry Cost is the cause of this behavior?  This property is set to 0 for the standard monorail station and 2.9 for the HSRP Transit Hub, so I would think the pathfinding engine would prefer the standard monorail station when given a choice between both.

There are many good reasons to set the Transit Switch Entry Cost, but I have a feeling this value is simply too high because it is such a large station.

This could easily be tested by someone currently having problems with the HSRP Transit Hub.  Unfortunately, my current region is all low density and farms so I can't test myself.

Just a though...
Title: Re: HSRP - Released on the LEX
Post by: le_harv on May 23, 2008, 03:22:32 PM
It does work!

I have had the same problems as Mr.V for a long time so i set up a test city and tested GLR, El-Rail, Normal rail and they all connected the residents to the industry no problem, but when I came to HSR I could not get any passengers to use it and had no job zots everywhere, even dragging the monorail through the station did not work. This is what I did below to make it work:

First lay out your HSR track using the puzzle starter pieces as usual and drag a track where you want your station to be. Then when placing the HSR transit hub, place it over the dragged track. This then got passengers to use it. If you bear with me I will try and post a guide using pictures.

EDIT

As I was trying to get screenshots for the guide, just dragging the monorail into the station worked so I am at a bit of a loss. Sorry...
Title: Re: HSRP - Released on the LEX
Post by: Andreas on May 23, 2008, 03:34:10 PM
The Transit Switch Entry Cost was set in accordance to mott's and jplumbley's findings about the pathfinding engine. It might be a bit too high for certain situations, but there are examples where people showed us that the station works fine. It might not work properly in a setup like it was shown by mr.v, since the HSRP was not intended as a commuter railway, but for regional connections, where "regular" stations are very often overcrowded by sims who use the station as a shortcut (such stations usually have tons of pink arrows in the route query view). I would like to see more examples from people who really use the station as a downtown transit hub, rather than situations that would be more appropriate for el-rail or monorail stations. If you're a bit familiar with the Reader or SC4Tool, try to lower the Transit Swith Entry Cost value - i. e. to a value of 1.9 or so. This might do the trick if you can't get the station to work otherwise.
Title: Re: HSRP - Released on the LEX
Post by: b22rian on May 23, 2008, 04:10:10 PM
Le harv...

Dont be sorry, that is still the best way to build the HSR and the hubs..Otherwise after reading your post I went
back to my game and i folllowed your advice about first dragging the HSR lines and than plopping the hubs on top
of them.. To me that guarantees the smoothest connection.. Because other wise you have 2 entry points into the
hubs.. And what i found out was , with the old starter pieces I had the HSR going in both directions..  Due to the fact that you have 2 entry points.. I think what typically happens is you make one connection just fine from just the one entry point.. But than later on as your city develops you decide you want you use the other entry point into the hub.. Now you have what seems one continuous HSR line but actually you have lines going in opposite directions ! So later you can remove those old puzzle pieces by following your plopping method...
and your re doing the HSR line making sure it all goes smoothly in only one direction by following your method..
Title: Re: HSRP - Released on the LEX
Post by: HandsOn on May 23, 2008, 04:54:32 PM
Warrior, did you get a chance to look at that texture conflict? Because I found another one: (sorry cannot recall the creator of this small palace) - only happens during the final two zoom levels - which I found odd..:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi283.photobucket.com%2Falbums%2Fkk289%2FDocRorlach%2FEmpire21-05-2008_0011.jpg&hash=c5b734ea13b92c91ca6272d6178495c39b028388)
Title: Re: HSRP - Released on the LEX
Post by: JoeST on May 23, 2008, 11:57:13 PM
HandsOn, whats the name of the building?
Title: Re: HSRP - Released on the LEX
Post by: Swamper77 on May 24, 2008, 12:07:53 AM
Jonathan is aware of the texture conflict. I don't know if he has updated the files to resolve the issue yet.

-Swamper
Title: Re: HSRP - Released on the LEX
Post by: Jonathan on May 24, 2008, 02:13:29 AM
I have just uploaded a fix to the NAM private Exchange so the HSRP modd can be updated on the LEX.
Sorry I have not fixed it sooner.
Title: Re: HSRP - Released on the LEX
Post by: HandsOn on May 24, 2008, 02:16:21 AM
Quote from: Warrior on May 24, 2008, 02:13:29 AM
I have just uploaded a fix to the NAM private Exchange so the HSRP modd can be updated on the LEX.
Sorry I have not fixed it sooner.
Thanks, Warrior..  &apls
Title: Re: HSRP - Released on the LEX
Post by: mr.v on May 24, 2008, 05:05:42 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg139.imageshack.us%2Fimg139%2F4577%2Fjobiq2.jpg&hash=af7a52a39992aacf1d051f8de1c4b7a10d93b914)
hsrp transit hub job

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg53.imageshack.us%2Fimg53%2F9880%2Fpathgr6.jpg&hash=c83abca0f25c6849356de2a94dd86dec2511fcaf)
high speed rail path

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg297.imageshack.us%2Fimg297%2F5888%2Fhsrpregiontestyx7.jpg&hash=6869f023d246f6966bbc69cf94578a241979c275)
this is region test.

i told you, connect city to city or R zone to C or I zone in a city are same. = not work.
Title: Re: HSRP - Released on the LEX
Post by: HandsOn on May 24, 2008, 07:05:57 AM
Quote from: star.torturer on May 23, 2008, 11:57:13 PM
HandsOn, whats the name of the building?
There are two I could identify: thh pic is Palais Carolath, but the same thing occured with Szkola Krawkowska, a diagonal urban school.
Title: Re: HSRP - Released on the LEX
Post by: CasperVg on May 24, 2008, 07:35:11 AM
Will a (G)HSR be created that allows dragging the (G)HSR on both sides of it? If this piece already exists, and I was to stupid not to have found it, please excuse me.  %wrd
Title: Re: HSRP - Released on the LEX
Post by: mr.v on May 24, 2008, 11:57:04 AM
Quote from: caspervg on May 24, 2008, 07:35:11 AM
Will a (G)HSR be created that allows dragging the (G)HSR on both sides of it? If this piece already exists, and I was to stupid not to have found it, please excuse me.  %wrd
ghsr has a dragable piece.press tab to select puzzle piece. :)
Title: Re: HSRP - Released on the LEX
Post by: Jonathan on May 24, 2008, 12:05:03 PM
I think Caspervg means that you can only draw GHSR from one direction, yes?

If you bulldoze the tile that you can't drag from you will be left a piece of diagonal road, then just drag monorail striaght over that, and it will turn into (G)HSR on both sides. You won't be able to put anything on that tile where the diagonal road is except straight (G)HSR, in other words no puzzle pieces, splits or curves can be made there. (of course once you remove that tile of (G)HSR you will be able to use it like a new tile) This works for any starter piece, SAM, RHW, Draggable GLR, and most likely anything else that is made draggable in the future.

Mr.v: The HSR paths are just below the actual track for some reason(they are like this in the original modd) so you can't see them with the drawpaths cheat ( this was extremely annoying and led to many mistakes during development), I plan to update all the path files for next version anyway.
Title: Re: HSRP - Released on the LEX
Post by: cogeo on May 26, 2008, 09:09:45 AM
The Essentials (textures, paths, UI and sounds) have been released. Linkie (http://www.simtropolis.com/stex/index.cfm?id=19828)
Title: Re: HSRP - Released on the LEX
Post by: Zack on May 26, 2008, 08:50:46 PM
unfortunately the site is down  ()sad()
Title: Re: HSRP - Released on the LEX
Post by: Jonathan on May 27, 2008, 01:59:04 AM
Thanks Cogeo  :thumbsup:

Has anyone else just had a problem with getting on to this site? I just got a white page with some codey looking words?
Title: Re: HSRP - Released on the LEX
Post by: JoeST on May 27, 2008, 02:25:20 AM
yeah, looks like the database kept going down :(... but lets get back on topic ;) (and hope it doesnt happen again)

Joe
Title: Re: HSRP - Released on the LEX
Post by: Toichus Maximus on May 28, 2008, 04:14:41 PM
sweet, checking them out right now.

EDIT

I had a ctd error trying to drag monorail from the station. This happen to anyone else?


edit 2
happened again trying to plop the station directly over existing line.

edit 3

i managed to get it working. I dragged hsrp first, plopped the station at one end, gave it some space, and then dragged some more. Didn't work in another tile, tho.
Title: duel track interchange
Post by: b22rian on May 28, 2008, 10:36:57 PM
Cogeco,

I thought i was using the duel interchange in 1 of my cities..But i only ran across the single track interchange..
it seems to be working beautifully for me.. has a 32 % usage, not really in one of the denser part of my largest
city.. (355 K).. What did you find out on the duel path one that was an issue ?

BTW, thanks so much for all your beautiful stations   !

Brian
Title: Re: HSRP - Released on the LEX
Post by: choco on May 29, 2008, 05:00:09 AM
cogeo: im having the problem with the dual interchange stations.  GLR<->Rail.  No traffic at all.   ()what()

i'll have a closer look tonight.
Title: Re: HSRP - Released on the LEX
Post by: Toichus Maximus on May 29, 2008, 03:55:46 PM
the ctd happened for two reasons--one was when i plopped a hub without any existing hsr network and then tried to plop a hsr starter. I didn't test if I could have done that on another part of the map or if it only happened when it was near the hub. The other reason was trying to draw monorail from the station to an existing end. It seems that dragging from the end to the station is safer.
Title: Re: HSRP - Released on the LEX
Post by: Jonathan on May 31, 2008, 11:58:48 PM
QuoteWarrior, sorry this has turned off-topic, but I'm going to delete all irrelevant messages as soon as this is sorted out.


No it is still on topic, there's not much developement atm, so it's fine.

I'd have downloaded and tested the stations by now if I'd got the essentails off ST, but with ST being down a lot of the time, I didn't have chance. I'll get it as soon as I can get on the STEX.

EDIT: I just seen you can get on the STEX...
Title: Re: HSRP - Released on the LEX
Post by: b22rian on June 01, 2008, 05:50:49 AM
Cogeo :

I have just tested  Small GHSR and also Large GHSR stations on one of my main lines in a larger city of mine..
Both stations are showing high passenger usage and are operating beautifully...

I will try to get a chance to test out some of your  Rail /GHSR interchange stations after work, later today..

Thanks for taking the time to create such wonderful stations for the GHSR..


Brian
Title: Re: HSRP - Released on the LEX
Post by: cogeo on June 01, 2008, 08:30:11 AM
I have delete some of my messages here, as the posts were not all related to HSRP. I have opened this thread (http://sc4devotion.com/forums/index.php?topic=4854.0) for the purpose.

Other members please remove your posts that aren't related to HSRP, and post your messages in the above thread.

Again, sorry for the inconvenience Warrior.
Title: Re: HSRP - Released on the LEX
Post by: choco on June 01, 2008, 06:17:46 PM
 GHSR hubs are workin for me....i haven't tested dual rail/GHSR yet though  :-\

Edit for pic
Title: Re: HSRP - Released on the LEX
Post by: Ennedi on July 02, 2008, 05:48:37 AM
I suppose there is an ID conflict between HSRP and some other lots.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg159.imageshack.us%2Fimg159%2F2107%2Fhsrpbug1yx0.jpg&hash=d4eef404144e49cbe479c4d0a95a6a242ab0738e)

But it appears only at this direction and only in two closest zooms:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg159.imageshack.us%2Fimg159%2F5739%2Fhsrpbug2xq3.jpg&hash=e754ec0c6ebb290a327d304fb336f340bcd7a47c)

I'm not the only person who noticed it. HandsOn showed the same issue some time ago - look here (http://sc4devotion.com/forums/index.php?topic=61.msg147923#msg147923)

HSRP is a very good project and it would be good if it would be perfect  :)

Adam
Title: Re: HSRP - Released on the LEX
Post by: Jonathan on July 02, 2008, 08:52:08 AM
This has been fixed, but I can't update the LEX downloads or update the installers, and RL has hit Andreas quite a bit. But it should be getting closer to a fix. You'll just have to wait a little bit longer, sorry. :)
Title: Re: HSRP - Released on the LEX
Post by: Ennedi on July 02, 2008, 01:41:57 PM
No problem at all, Warrior! Yes, I want to use HSRP in my cities, I like it very much! But I have a lot of other work now  ;D
Good to hear you know an issue and fixed it yet :thumbsup:

Adam
Title: Re: HSRP - Released on the LEX
Post by: Andreas on July 02, 2008, 04:40:10 PM
I have quite some stuff "semi-ready" sitting on my HD, but I suppose that won't help you much.  &mmm  Once I can find some continuous hours of free time, I'll see what I can do about that.
Title: Re: High Speed Rail Project (HSRP)
Post by: mr.v on August 07, 2008, 01:43:52 PM
game crash when zoom in or zoom out.

exception reports:
Exception time: 08/08/2008, at 03:34:24.
Exception code: 0xC0000005 (-1073741819) ACCESS_VIOLATION.
Current thread ID: 1740 (0x000006cc).
Version information:
Application/module path: C:\Program Files\Maxis\SimCity 4\Apps\SimCity 4.exe
Application/module version name: SimCity 4
Application/module version: 1.1.640.0
System version: Windows NT 5.1
System memory: 2048 Megabytes total, 1952 Megabytes free.

Exception module:  C:\Program Files\Maxis\SimCity 4\Apps\SimCity 4.exe.
Exception address: 0x0096d938. Section:Offset: 0x01:0x00566938.

Registers
   EAX: 00000000
   EBX: 0139982c
   ECX: 00000128
   EDX: 037774a8
   ESI: 0139987c
   EDI: 0597f214
   CS:EIP: 001b:0096d938
   SS:ESP: 0023:0012f904  EBP:0012f908
   DS:0023  ES:0023  FS:003b  GS:0000
   Flags: 00010246

Loaded Modules
   Address          Size Module             Path
   ----------------------------------------------------------------------------------------------
   0x00400000    8187904 SimCity 4.exe      C:\Program Files\Maxis\SimCity 4\Apps\SimCity 4.exe
   0x7c900000     716800 ntdll.dll          C:\WINDOWS\system32\ntdll.dll
   0x7c800000    1007616 kernel32.dll       C:\WINDOWS\system32\kernel32.dll
   0x7e410000     593920 USER32.dll         C:\WINDOWS\system32\USER32.dll
   0x77f10000     299008 GDI32.dll          C:\WINDOWS\system32\GDI32.dll
   0x77dd0000     634880 ADVAPI32.dll       C:\WINDOWS\system32\ADVAPI32.dll
   0x77e70000     598016 RPCRT4.dll         C:\WINDOWS\system32\RPCRT4.dll
   0x77fe0000      69632 Secur32.dll        C:\WINDOWS\system32\Secur32.dll
   0x71ad0000      36864 WSOCK32.dll        C:\WINDOWS\system32\WSOCK32.dll
   0x71ab0000      94208 WS2_32.dll         C:\WINDOWS\system32\WS2_32.dll
   0x77c10000     360448 msvcrt.dll         C:\WINDOWS\system32\msvcrt.dll
   0x71aa0000      32768 WS2HELP.dll        C:\WINDOWS\system32\WS2HELP.dll
   0x78050000     851968 WININET.dll        C:\WINDOWS\system32\WININET.dll
   0x77f60000     483328 SHLWAPI.dll        C:\WINDOWS\system32\SHLWAPI.dll
   0x00330000      36864 Normaliz.dll       C:\WINDOWS\system32\Normaliz.dll
   0x78000000     282624 iertutil.dll       C:\WINDOWS\system32\iertutil.dll
   0x7c9c0000    8482816 SHELL32.dll        C:\WINDOWS\system32\SHELL32.dll
   0x73f10000     376832 DSOUND.dll         C:\WINDOWS\system32\DSOUND.dll
   0x774e0000    1298432 ole32.dll          C:\WINDOWS\system32\ole32.dll
   0x77c00000      32768 VERSION.dll        C:\WINDOWS\system32\VERSION.dll
   0x76b40000     184320 WINMM.dll          C:\WINDOWS\system32\WINMM.dll
   0x5ed00000     835584 OPENGL32.dll       C:\WINDOWS\system32\OPENGL32.dll
   0x68b20000     131072 GLU32.dll          C:\WINDOWS\system32\GLU32.dll
   0x73760000     307200 DDRAW.dll          C:\WINDOWS\system32\DDRAW.dll
   0x73bc0000      24576 DCIMAN32.dll       C:\WINDOWS\system32\DCIMAN32.dll
   0x75a70000     135168 MSVFW32.dll        C:\WINDOWS\system32\MSVFW32.dll
   0x5d090000     630784 COMCTL32.dll       C:\WINDOWS\system32\COMCTL32.dll
   0x76390000     118784 IMM32.dll          C:\WINDOWS\system32\IMM32.dll
   0x629c0000      36864 LPK.DLL            C:\WINDOWS\system32\LPK.DLL
   0x74d90000     438272 USP10.dll          C:\WINDOWS\system32\USP10.dll
   0x773d0000    1060864 comctl32.dll       C:\WINDOWS\WinSxS\x86_Microsoft.Windows.Common-Controls_6595b64144ccf1df_6.0.2600.5512_x-ww_35d4ce83\comctl32.dll
   0x77b40000     139264 Apphelp.dll        C:\WINDOWS\system32\Apphelp.dll
   0x10000000     638976 ~df394b.tmp        C:\DOCUME~1\mr.v\LOCALS~1\Temp\~efd243\~df394b.tmp
   0x5ad70000     229376 uxtheme.dll        C:\WINDOWS\system32\uxtheme.dll
   0x013d0000      53248 fgmgr.dll          C:\Program Files\FlashGet\fgmgr.dll
   0x763b0000     299008 comdlg32.dll       C:\WINDOWS\system32\comdlg32.dll
   0x74720000     311296 MSCTF.dll          C:\WINDOWS\system32\MSCTF.dll
   0x755c0000     188416 msctfime.ime       C:\WINDOWS\system32\msctfime.ime
   0x76bf0000      45056 psapi.dll          C:\WINDOWS\system32\psapi.dll
   0x76ee0000     245760 rasapi32.dll       C:\WINDOWS\system32\rasapi32.dll
   0x76e90000      73728 rasman.dll         C:\WINDOWS\system32\rasman.dll
   0x5b860000     348160 NETAPI32.dll       C:\WINDOWS\system32\NETAPI32.dll
   0x76eb0000     192512 TAPI32.dll         C:\WINDOWS\system32\TAPI32.dll
   0x76e80000      57344 rtutils.dll        C:\WINDOWS\system32\rtutils.dll
   0x01880000     294912 SimCity 4 Extra Ch C:\Documents and Settings\mr.v\My Documents\SimCity 4\Plugins\SimCity 4 Extra Cheats Plugin.dll
   0x76c30000     188416 WINTRUST.dll       C:\WINDOWS\system32\WINTRUST.dll
   0x77a80000     610304 CRYPT32.dll        C:\WINDOWS\system32\CRYPT32.dll
   0x77b20000      73728 MSASN1.dll         C:\WINDOWS\system32\MSASN1.dll
   0x76c90000     163840 IMAGEHLP.dll       C:\WINDOWS\system32\IMAGEHLP.dll
   0x02250000    2904064 xpsp2res.dll       C:\WINDOWS\system32\xpsp2res.dll
   0x68000000     221184 rsaenh.dll         C:\WINDOWS\system32\rsaenh.dll
   0x769c0000     737280 userenv.dll        C:\WINDOWS\system32\userenv.dll
   0x75e60000      77824 cryptnet.dll       C:\WINDOWS\system32\cryptnet.dll
   0x722b0000      20480 SensApi.dll        C:\WINDOWS\system32\SensApi.dll
   0x4d4f0000     364544 WINHTTP.dll        C:\WINDOWS\system32\WINHTTP.dll
   0x76f60000     180224 WLDAP32.dll        C:\WINDOWS\system32\WLDAP32.dll
   0x73940000     851968 D3DIM700.DLL       C:\WINDOWS\system32\D3DIM700.DLL
   0x72d20000      36864 wdmaud.drv         C:\WINDOWS\system32\wdmaud.drv
   0x72d10000      32768 msacm32.drv        C:\WINDOWS\system32\msacm32.drv
   0x77be0000      86016 MSACM32.dll        C:\WINDOWS\system32\MSACM32.dll
   0x77bd0000      28672 midimap.dll        C:\WINDOWS\system32\midimap.dll
   0x73ee0000      16384 KsUser.dll         C:\WINDOWS\system32\KsUser.dll
   0x6d510000     507904 DbgHelp.dll        C:\Program Files\Maxis\SimCity 4\Apps\DbgHelp.dll

Call stack:
GZDllGetGZCOMDirector() + 391870

GZDllGetGZCOMDirector() + 402464

GZDllGetGZCOMDirector() + 424448

GZDllGetGZCOMDirector() + 461015

GZDllGetGZCOMDirector() + 424448

GZDllGetGZCOMDirector() + 413888

GZDllGetGZCOMDirector() + 413828

GZDllGetGZCOMDirector() + 413445

0x0001:0x004031d1 C:\Program Files\Maxis\SimCity 4\Apps\SimCity 4.exe.
0x0002:0x00028048 C:\Program Files\Maxis\SimCity 4\Apps\SimCity 4.exe.
0x0001:0x00215370 C:\Program Files\Maxis\SimCity 4\Apps\SimCity 4.exe.
0x0000:0x00000000 .

Stack data: (ESP is 0x0012f904)
0x0012f784   0000803a ca470add f93f0000 00000000 00004022 222200c0 0e400000 00000000
0x0012f7a4   00000000 0000feff 00000000 0000feff feffff4a feffff4a feffff4a feffff4a
0x0012f7c4   000000cb 000000cb 000000cb 000000cb 00000000 0000feff 00000000 0000feff
0x0012f7e4   00000000 00000000 00000000 00000000 00000000 feffffff 00000000 00000000
0x0012f804   00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
0x0012f824   5060f673 04fc1200 70fb1200 e5030000 00000000 7cfb1200 400b817c 3cfe1200
0x0012f844   c09a837c 400b817c ffffffff 9816807c a221f173 44260000 03002f00 14fc1200
0x0012f864   18000000 54fc1200 04000000 04fc1200 5060f673 24fc1200 cc80f173 b0009802
0x0012f884   00000000 2cfc1200 0f81f173 44260000 03002f00 14fc1200 18000000 54fc1200
0x0012f8a4   04000000 00000000 00000000 00000000 68009802 20c9581d 9baccf11 a5d628db
0x0012f8c4   04c10000 00000000 02000000 48fc1200 b880f173 44260000 bc80f173 00000000
0x0012f8e4   54fc1200 04000000 64fc1200 cd12f273 44260000 03000000 c0890000 287e3301
0x0012f904   00000000 44f91200 9a029700 00000000 28010000 70fa1200 14f29705 01000000
0x0012f924   00000000 00000000 18f29705 ecf29705 18f29705 c0f91200 cf0b9300 a8747703
0x0012f944   68f91200 7a589700 70fa1200 c4f91200 01000000 94515801 00000000 20eda800
0x0012f964   20f29705 84f91200 51e79700 70fa1200 c4f91200 01000000 9408e705 e8515801
0x0012f984   a8f91200 7a589700 70fa1200 c4f91200 01000000 94515801 00000000 20eda800
0x0012f9a4   9c515801 c8f91200 3a2f9700 70fa1200 c4f91200 01000000 14885801 00fa1200
0x0012f9c4   00000000 fcf91200 fe2e9700 70fa1200 34cd6406 94515801 1d8f6b45 34fa1200
0x0012f9e4   00000000 00000000 14895801 00fa1200 34cd6406 94515801 1cfa1200 7f2d9700
0x0012fa04   70fa1200 1d8f6b45 34fa1200 00000000 00000000 70fa1200 8c196a11 d1a18000
0x0012fa24   70fa1200 3f0cb51a 58fa1200 00000000 00000000 7d78be1a f47fe50b 8c196a11
0x0012fa44   00000000 00000000 7d78be1a 1178575f 3acd6100 00000000 fc7fe50b 10186a11
0x0012fa64   14dc1708 1178575f a056b400 440eb57a 7d78be1a 1178575f f47fe50b a056b400

Instruction data: (EIP is 0x0096d938)
0x0096d8b8   00 84 c0 74 07 01 7e 48 b0 01 eb 02 32 c0 5f 5e c2 08 00 56 8b f1 8b 4e 18 66 83 66 0a 00 85 c9
0x0096d8d8   74 09 8b 01 ff 50 08 83 66 18 00 83 66 48 00 5e c3 55 8b ec 8b 45 14 56 ff 75 18 8b f1 8b c8 83
0x0096d8f8   c0 04 f7 d9 1b c9 23 c8 51 ff 75 10 8b ce 6a 02 e8 64 fe ff ff 8b 45 08 8b 4d 0c 83 66 48 00 89
0x0096d918   46 44 c7 06 30 83 ad 00 c7 46 04 f0 82 ad 00 c7 46 1c 90 82 ad 00 c7 46 2c 30 82 ad 00 89 4e 4c
0x0096d938   ff 40 04 66 c7 46 0a 01 00 8b c6 5e 5d c2 14 00 55 8b ec 8b 45 14 56 ff 75 18 8b f1 8b c8 83 c0
0x0096d958   04 f7 d9 1b c9 23 c8 51 ff 75 10 8b ce 6a 02 e8 05 fe ff ff 6a 08 c7 06 30 83 ad 00 c7 46 04 f0
0x0096d978   82 ad 00 c7 46 1c 90 82 ad 00 c7 46 2c 30 82 ad 00 e8 f2 77 c7 ff 85 c0 59 74 0b 8b 4d 08 83 60
0x0096d998   04 00 89 08 eb 02 33 c0 8b 4d 0c 83 66 48 00 89 46 44 89 4e 4c ff 40 04 66 c7 46 0a 01 00 8b c6


and after test by remove plugins one by one.
i found that there's no more game crash when i remove high speed rail project from plugins folder.
anyone help me please...  &dd

high speed rail folder locate in -> my documents\simcity 4\plugins\network addon mod\high speed rail project.


:blahblah: last time i leveled rail network and forget to save before zoom then it crash  :'( :-[
Title: Re: High Speed Rail Project (HSRP)
Post by: allan_kuan1992 on August 07, 2008, 02:29:38 PM
the exception reports don't help a lot.

Hmm...
1. Are you up to date with the latest version of the NAM? (always make sure that this is up-to-date)
2. Do you have any older versions of the HRS? (there is an older version from Simtrop)
3. Do you have anything with an instance ID that might conflict with the files of the HRS? (some conflicts have been found recently)
4. Did you DAT-pack your files? (this is not recommended)

In the meantime, you'll have to live without the mod until the problem is fixed.

- Allan Kuan
Title: Re: High Speed Rail Project (HSRP)
Post by: mr.v on August 08, 2008, 12:41:11 AM
Quote from: allan_kuan1992 on August 07, 2008, 02:29:38 PM
the exception reports don't help a lot.

Hmm...
1. Are you up to date with the latest version of the NAM? (always make sure that this is up-to-date)
2. Do you have any older versions of the HRS? (there is an older version from Simtrop)
3. Do you have anything with an instance ID that might conflict with the files of the HRS? (some conflicts have been found recently)
4. Did you DAT-pack your files? (this is not recommended)

In the meantime, you'll have to live without the mod until the problem is fixed.

- Allan Kuan
1. yes, it's up to date.
2.what is HRS?
3.what is HRS and how to find instance ID?
4.no, i didn't DAT-pack my files. i don't have it.

in the meantime, i like high speed rail that connected my whole region and look realistic. ;D
Title: Re: High Speed Rail Project (HSRP)
Post by: JoeST on August 08, 2008, 02:12:34 AM
HRS means HSR or High Speed Rail :D (i guess)

and if a building appears to have a bit of HSR in it, it means it has a conflicting ID

Joe
Title: Re: High Speed Rail Project (HSRP)
Post by: mr.v on August 08, 2008, 10:49:03 AM
Quote from: JoeST on August 08, 2008, 02:12:34 AM
HRS means HSR or High Speed Rail :D (i guess)

and if a building appears to have a bit of HSR in it, it means it has a conflicting ID

Joe
there is nothing have a bit of HSR in it. :)
Title: Re: High Speed Rail Project (HSRP)
Post by: dragonshardz on August 11, 2008, 04:10:05 PM
Warrior, have you thought about making puzzle pieces for diagonal RHW/MIS and ortho/diag NWM?

Assuming of course, that you will have time in RL to read this thread...you will most likely answer.

~~Dragonshardz~~
Title: Re: High Speed Rail Project (HSRP)
Post by: Jonathan on August 12, 2008, 03:49:26 AM
Dragonshardz, yes and no,I've thought about it, but I'm not going to make them...yet.

Currently I'm working on making the Diagonal HSR puzzle pieces draggable. But I keep getting sidetracked on other things, namely something I had downloaded something which started ending my windows explorer, just as I was uninstalling Norton to upgrade, now thats sorted I should be getting back to HSRP, tommorrow I have to go to London so I can't do much then.

Sorry for the lack of updates and progress hopefully I can get back with more soon.

Jonathan
Title: Re: High Speed Rail Project (HSRP)
Post by: Jonathan on August 14, 2008, 01:06:53 PM
I had almost finished the basics of the Orth Street under Diagonal HSR, which I could then mostly copy and paste for road, OWR, Rail and RHW-2. But then explorer (taskbar and icons and all explorer windows close) decides to just end every few minutes making the whole thing take much longer and harder to get around the PC. Tommorrow I should have to do what I like mostly, on Saturday I am out, on Sunday my family are going to liverpool until Friday. After that I have about a week until I have to go back to school.

I have made a topic asking for help as I have no idea what to do. Your probably thinking oh its just an excuse not to do any work on the HSRP. But My RL timetable has been extremely hectic compared to usual and I cant help that some people like to create malicous programs.

I'm sorry for all the problems, Jonathan
Title: Re: High Speed Rail Project (HSRP)
Post by: b22rian on August 14, 2008, 01:30:17 PM
Jonathan, ...

Trust me  and I think i speak for All of this community..

We are all more than appreciative of what you have done and accomplished for this community..
And if you never did another thing for it, you have done a Ton .. !  &apls

One of your first priorities should be to yourself and your family..

Some priority below that I'd like to  see you get your PC back in working order..

And than once you feel like it ..and please make sure its a time you can enjoy all of this.. you can
get back to what your doing with the HSRP.. IF and When YOU want to...

Sim city 4 is just a game and I hope you keep perspective on that..
I have a lot of admiration for you , the hard work you put into all this and what you have been able to
accomplish with this ..at such a seemingly younger age ,

Thanks again for all the enjoyment you have added to this Game for me..

Brian
Title: Re: High Speed Rail Project (HSRP)
Post by: dragonshardz on August 14, 2008, 05:46:16 PM
Jonathan: We all have RL problems. I don't think it's an excuse, if something like that is happening to your PC it's a more than valid reason to not get anything done!  :thumbsup:

Good luck with your computer problems.

~~Dragonshardz~~
Title: Re: High Speed Rail Project (HSRP)
Post by: mr.v on August 19, 2008, 01:59:47 PM
game crash when zoom in, zoom out randomly (not every time when zoom) cause dual core cpu.  &Thk/( they say.
does anyone know how to fix this?
Title: Re: High Speed Rail Project (HSRP)
Post by: dragonshardz on August 20, 2008, 06:52:59 PM
might help to ask the in the tech support area, not here.
Title: Re: High Speed Rail Project (HSRP)
Post by: mr.v on August 21, 2008, 07:09:58 AM
i ask here because it is continued issue from previous message "game crash when zoom in, zoom out cause HSRP".
and i just want to let them know that i was wrong! because game crash from dual core cpu issue.

that's all; and i don't think that someone can fix this. :)

^
^
sorry for my poor english. ()sad()
Title: Re: High Speed Rail Project (HSRP)
Post by: Jonathan on August 27, 2008, 11:14:51 AM
Thanks to some major help from Tarkus with rotations and mirroring, I've now got the street under diag HSR draggable, finally.    There's not much to show because it looks exactly the same as the puzzle piece. But know I've got the street piece sorted road, OWR and Rail should just be mostly a job of copy and paste :)

Sorry for the absolute standstill on work, Hopefully more to show you soon,
Jonathan
Title: Re: High Speed Rail Project (HSRP)
Post by: shadd0w09 on September 08, 2008, 10:27:36 AM
I was lookig for ete diears for a highspeed rail station and come across thiss sight its the California High-Speed Rail system id love some of those station in hsrp  http://www.cahighspeedrail.ca.gov/
Title: Re: High Speed Rail Project (HSRP)
Post by: sagimine1 on September 09, 2008, 06:04:01 PM
I apologies for being a bother, for some apparent reason the hsr and the ghsr are not drag able. Often the game crash due to some unknown reason, whenever I select the U-Drive for the trains and monorails alike, it'll always end the scenario as soon as the countdown finished. I wish to bring to the developer attention that some of the files uploaded on the simtropolis site defer from what I found on this site, I don't why is this occur but I am just giving you guys a head ups.
Title: Re: High Speed Rail Project (HSRP)
Post by: redraider147 on September 09, 2008, 09:42:06 PM
are you using the starter piece then dragging with the monorail tool?
Title: Re: High Speed Rail Project (HSRP)
Post by: sagimine1 on September 11, 2008, 08:58:24 PM
Okay, I first download the project and the dependencies back at Simtropolis site these file able me to drag the rail with no problems. There were problems the U-drive, no train was showing up moving about though I was getting sizable amount of citizen using the transportation hub and also the bride were not able to be high enough for the ship to sail through(this may be due to the land low elevation and not the bridge itself). Hold on, I am suppose to use the starter piece then drag the rest with the monorail? Then what happen when it reach the hub, what would be the place of action there?
Title: Re: High Speed Rail Project (HSRP)
Post by: redraider147 on September 11, 2008, 11:21:22 PM
yeah you use the starter piece and then drag the rest with monorail. when you reach the hub simply drag the monorail track into it. then on the other side, plop the starter piece a little off (so you don't risk the puzzle piece CTD), and drag the monorail into the hub.
Title: Re: High Speed Rail Project (HSRP)
Post by: Simpson on September 12, 2008, 10:26:30 AM
I just want to say congratulation for your great work on the HSRP  &apls
Title: Re: High Speed Rail Project (HSRP)
Post by: sagimine1 on September 12, 2008, 11:13:02 AM
Thank you for the wonderous replies and I try implementing your suiggestion to see if they work or not. Finally if all goes well, can I distinguish the monorail from the high speed rail? Because the file back at simtropolis unusually allow me to U-drive the monorail, high speed rail and the elevated train.
Title: Re: High Speed Rail Project (HSRP)
Post by: redraider147 on September 12, 2008, 11:22:01 AM
HSR is basically the same as monorail for the time being...the tracks look different though...
Title: Re: High Speed Rail Project (HSRP)
Post by: sagimine1 on September 13, 2008, 08:07:45 AM
I just realize that you still can't U-drive :( The problem with that is the train begin vertically instead horizontally like it suppose to align with the tracks but it doesn't.
Title: Re: High Speed Rail Project (HSRP)
Post by: sagimine1 on September 13, 2008, 12:26:49 PM
Okay I'm seriously getting tick off, The game keep crashing whenever I selected the hsp starter pack anything related to the hsrp. When I check the exception error, it keep saying that there is a access_violation. Can anyone help me with this new problem?

Here is the exception report:
Exception time: 09/13/2008, at 15:23:50.
Exception code: 0xC0000005 (-1073741819) ACCESS_VIOLATION.
Current thread ID: 2728 (0x00000aa8).
Version information:
Application/module path: C:\Program Files\Maxis\SimCity 4 Deluxe\Apps\SimCity 4.exe
Application/module version name: SimCity 4
Application/module version: 1.1.613.0
System version: Windows NT 5.1
System memory: 2048 Megabytes total, 1932 Megabytes free.

Exception module:  C:\Program Files\Maxis\SimCity 4 Deluxe\Apps\SimCity 4.exe.
Exception address: 0x0065ed40. Section:Offset: 0x01:0x00257d40.

Registers
   EAX: 0012f6f8
   EBX: 0012f6fc
   ECX: 00000000
   EDX: 000000c1
   ESI: 00000000
   EDI: 09bba99c
   CS:EIP: 001b:0065ed40
   SS:ESP: 0023:0012f6c0  EBP:0012f6f7
   DS:0023  ES:0023  FS:003b  GS:0000
   Flags: 00010246

Loaded Modules
   Address          Size Module             Path
   ----------------------------------------------------------------------------------------------
   0x00400000    8187904 SimCity 4.exe      C:\Program Files\Maxis\SimCity 4 Deluxe\Apps\SimCity 4.exe
   0x7c900000     720896 ntdll.dll          C:\WINDOWS\system32\ntdll.dll
   0x7c800000    1003520 kernel32.dll       C:\WINDOWS\system32\kernel32.dll
   0x7e410000     589824 USER32.dll         C:\WINDOWS\system32\USER32.dll
   0x77f10000     290816 GDI32.dll          C:\WINDOWS\system32\GDI32.dll
   0x77dd0000     634880 ADVAPI32.dll       C:\WINDOWS\system32\ADVAPI32.dll
   0x77e70000     598016 RPCRT4.dll         C:\WINDOWS\system32\RPCRT4.dll
   0x77fe0000      69632 Secur32.dll        C:\WINDOWS\system32\Secur32.dll
   0x71ad0000      36864 WSOCK32.dll        C:\WINDOWS\system32\WSOCK32.dll
   0x71ab0000      94208 WS2_32.dll         C:\WINDOWS\system32\WS2_32.dll
   0x77c10000     360448 msvcrt.dll         C:\WINDOWS\system32\msvcrt.dll
   0x71aa0000      32768 WS2HELP.dll        C:\WINDOWS\system32\WS2HELP.dll
   0x78050000     851968 WININET.dll        C:\WINDOWS\system32\WININET.dll
   0x77f60000     483328 SHLWAPI.dll        C:\WINDOWS\system32\SHLWAPI.dll
   0x00320000      36864 Normaliz.dll       C:\WINDOWS\system32\Normaliz.dll
   0x78000000     282624 iertutil.dll       C:\WINDOWS\system32\iertutil.dll
   0x7c9c0000   14598144 SHELL32.dll        C:\WINDOWS\system32\SHELL32.dll
   0x73f10000     376832 DSOUND.dll         C:\WINDOWS\system32\DSOUND.dll
   0x774e0000    1298432 ole32.dll          C:\WINDOWS\system32\ole32.dll
   0x76b40000     184320 WINMM.dll          C:\WINDOWS\system32\WINMM.dll
   0x77c00000      32768 VERSION.dll        C:\WINDOWS\system32\VERSION.dll
   0x5ed00000     835584 OPENGL32.dll       C:\WINDOWS\system32\OPENGL32.dll
   0x68b20000     131072 GLU32.dll          C:\WINDOWS\system32\GLU32.dll
   0x73760000     299008 DDRAW.dll          C:\WINDOWS\system32\DDRAW.dll
   0x73bc0000      24576 DCIMAN32.dll       C:\WINDOWS\system32\DCIMAN32.dll
   0x75a70000     135168 MSVFW32.dll        C:\WINDOWS\system32\MSVFW32.dll
   0x5d090000     630784 COMCTL32.dll       C:\WINDOWS\system32\COMCTL32.dll
   0x76390000     118784 IMM32.dll          C:\WINDOWS\system32\IMM32.dll
   0x629c0000      36864 LPK.DLL            C:\WINDOWS\system32\LPK.DLL
   0x74d90000     438272 USP10.dll          C:\WINDOWS\system32\USP10.dll
   0x773d0000    1060864 comctl32.dll       C:\WINDOWS\WinSxS\x86_Microsoft.Windows.Common-Controls_6595b64144ccf1df_6.0.2600.2982_x-ww_ac3f9c03\comctl32.dll
   0x77b40000     139264 Apphelp.dll        C:\WINDOWS\system32\Apphelp.dll
   0x10000000     638976 ~df394b.tmp        C:\DOCUME~1\PAULSA~1\LOCALS~1\Temp\~ef945d\~df394b.tmp
   0x5ad70000     229376 uxtheme.dll        C:\WINDOWS\system32\uxtheme.dll
   0x014c0000      73728 RocketDock.dll     C:\Program Files\RocketDock\RocketDock.dll
   0x76bf0000      45056 PSAPI.DLL          C:\WINDOWS\system32\PSAPI.DLL
   0x74720000     307200 MSCTF.dll          C:\WINDOWS\system32\MSCTF.dll
   0x01ab0000    2248704 xfire_toucan_33914 C:\Program Files\Xfire\xfire_toucan_33914.dll
   0x76380000      20480 MSIMG32.dll        C:\WINDOWS\system32\MSIMG32.dll
   0x7c340000     352256 MSVCR71.DLL        C:\WINDOWS\system32\MSVCR71.DLL
   0x755c0000     188416 msctfime.ime       C:\WINDOWS\system32\msctfime.ime
   0x3a700000     352256 imjp81.ime         C:\WINDOWS\system32\imjp81.ime
   0x3a600000     851968 imjp81k.dll        C:\WINDOWS\system32\imjp81k.dll
   0x3b100000     110592 IMJPCD.DIC         C:\WINDOWS\IME\IMJP8_1\Dicts\IMJPCD.DIC
   0x04810000      45056 VistaStartMenu.dll C:\Program Files\Vista Start Menu\VistaStartMenu.dll
   0x76ee0000     245760 rasapi32.dll       C:\WINDOWS\system32\rasapi32.dll
   0x76e90000      73728 rasman.dll         C:\WINDOWS\system32\rasman.dll
   0x5b860000     344064 NETAPI32.dll       C:\WINDOWS\system32\NETAPI32.dll
   0x76eb0000     192512 TAPI32.dll         C:\WINDOWS\system32\TAPI32.dll
   0x76e80000      57344 rtutils.dll        C:\WINDOWS\system32\rtutils.dll
   0x76c30000     188416 WINTRUST.dll       C:\WINDOWS\system32\WINTRUST.dll
   0x77a80000     606208 CRYPT32.dll        C:\WINDOWS\system32\CRYPT32.dll
   0x77b20000      73728 MSASN1.dll         C:\WINDOWS\system32\MSASN1.dll
   0x76c90000     163840 IMAGEHLP.dll       C:\WINDOWS\system32\IMAGEHLP.dll
   0x20000000    3391488 xpsp2res.dll       C:\WINDOWS\system32\xpsp2res.dll
   0x0ffd0000     163840 rsaenh.dll         C:\WINDOWS\system32\rsaenh.dll
   0x769c0000     733184 userenv.dll        C:\WINDOWS\system32\userenv.dll
   0x75e60000      77824 cryptnet.dll       C:\WINDOWS\system32\cryptnet.dll
   0x76f60000     180224 WLDAP32.dll        C:\WINDOWS\system32\WLDAP32.dll
   0x4d4f0000     360448 WINHTTP.dll        C:\WINDOWS\system32\WINHTTP.dll
   0x722b0000      20480 SensApi.dll        C:\WINDOWS\system32\SensApi.dll
   0x73940000     851968 D3DIM700.DLL       C:\WINDOWS\system32\D3DIM700.DLL
   0x72d20000      36864 wdmaud.drv         C:\WINDOWS\system32\wdmaud.drv
   0x72d10000      32768 msacm32.drv        C:\WINDOWS\system32\msacm32.drv
   0x77be0000      86016 MSACM32.dll        C:\WINDOWS\system32\MSACM32.dll
   0x77bd0000      28672 midimap.dll        C:\WINDOWS\system32\midimap.dll
   0x73ee0000      16384 KsUser.dll         C:\WINDOWS\system32\KsUser.dll
   0x6d510000     507904 DbgHelp.dll        C:\Program Files\Maxis\SimCity 4 Deluxe\Apps\DbgHelp.dll

Call stack:
(Debug information (.pdb files) appears to be absent).
0x0001:0x00257d40 C:\Program Files\Maxis\SimCity 4 Deluxe\Apps\SimCity 4.exe.
0x0000:0x00000000 .

Stack data: (ESP is 0x0012f6c0)
0x0012f540   00000000 00ffffff 7e400000 00000000 00000000 00000000 00000000 00000000
0x0012f560   05040000 00000000 00000000 00000000 00000000 00405b40 00000000 00000000
0x0012f580   2e000000 00000000 33040000 00000000 00f07fbf 00f07fbf 00f07fbf 00f07fbf
0x0012f5a0   00000000 00000000 f59d8dc0 2af2c941 00000000 00000000 0000403f 0000803f
0x0012f5c0   f59d8dc0 2af2c941 0000403f 0000803f 00000000 00605b40 00000000 00000000
0x0012f5e0   00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
0x0012f600   00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
0x0012f620   00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
0x0012f640   00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
0x0012f660   00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
0x0012f680   00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
0x0012f6a0   00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
0x0012f6c0   9ca9bb09 00000000 02000000 147c8a0a 00000000 c4a9bb09 e70a6600 f8f61200
0x0012f6e0   fcf61200 ffff7f7f 00000000 14a8bb09 33f38243 7a6c0000 fcf61200 9a198343
0x0012f700   44dec70e 14a8bb09 74a55b0e 00000000 7a6c0000 d54c6400 01000000 14a8bb09
0x0012f720   09000000 00000000 b8a38343 9a198343 841cb607 a460b400 33f38243 b8a38343
0x0012f740   b8a38343 00000000 b8a8bb09 bbd06200 9ca9bb09 08000000 141e5a0e 6c000000
0x0012f760   1c6a0015 6c000000 01000000 09000000 08000000 6c000000 54a85b0e 00000000
0x0012f780   00000101 00000000 00000000 00000000 08000000 6c000000 1c6a0015 141e5a0e
0x0012f7a0   1c6a0015 01886200 ec390215 00000000 00000000 00000000 e4156600 08000000
0x0012f7c0   6c000000 1c6a0015 00000000 141e5a0e 20406a01 00000000 14406a01 18000000
0x0012f7e0   6d000000 14a8bb09 10000000 18000000 d856b400 00f81200 00c00000 00003040
0x0012f800   32320008 00000843 3d238343 0000db44 00010000 08000000 02039900 0000803f
0x0012f820   00000000 00000000 00000000 0000803f 00000000 00000000 00000000 0000803f

Instruction data: (EIP is 0x0065ed40)
0x0065ecc0   24 10 51 8d 4f 28 c7 44 24 28 ff ff 7f 7f 33 f6 e8 2b de f0 ff 8b 4c 24 10 85 c9 8b 5c 24 20 74
0x0065ece0   59 d9 41 0c 8d 51 08 d8 22 d8 15 54 10 a8 00 df e0 f6 c4 05 7b 70 d8 54 24 24 df e0 f6 c4 05 7a
0x0065ed00   0b 8b 59 04 d9 5c 24 24 8b f2 eb 02 dd d8 d9 05 54 10 a8 00 d9 44 24 24 da e9 df e0 f6 c4 44 7b
0x0065ed20   19 8b 09 85 c9 75 0b 8d 4c 24 10 e8 60 18 e5 ff 8b c8 85 c9 89 4c 24 10 75 a7 8b 44 24 1c 89 18
0x0065ed40   8b 4e 18 f6 c1 02 74 34 d9 46 08 d8 56 04 df e0 f6 c4 41 7a 25 d8 1e df e0 f6 c4 01 75 1e 8b 56
0x0065ed60   08 e9 c4 00 00 00 8b 51 04 dd d8 5e 5b 89 57 10 5f 32 c0 5d 83 c4 08 c2 0c 00 dd d8 f6 c1 04 8b
0x0065ed80   06 8b 56 04 89 44 24 10 89 54 24 14 74 65 d9 44 24 10 d8 5e 0c df e0 f6 c4 05 7a 07 8b 46 0c 89
0x0065eda0   44 24 10 d9 44 24 14 d8 5e 10 df e0 f6 c4 41 75 07 8b 4e 10 89 4c 24 14 d9 44 24 14 d8 5c 24 10
Title: Re: High Speed Rail Project (HSRP)
Post by: Jonathan on September 13, 2008, 12:42:10 PM
This is the second time that error has come through, unfortunately the exception error doesn't do much help, the only thing I can think of to do with access violation is that you have the HSRP files open in something else other then the game.

So when you click the HSRP icon in the menu the game crashes?

And thanks to the people who helped with the problems before this.

Jonathan
Title: Re: High Speed Rail Project (HSRP)
Post by: sagimine1 on September 13, 2008, 03:21:34 PM
Quote from: Warrior on September 13, 2008, 12:42:10 PMthe only thing I can think of to do with access violation is that you have the HSRP files open in something else other then the game.

Jonathan

I even did a re-installation and patch the game before I applied the the mods. You stated that the mods is currently running somewhere else? I went to the add/remove program to see if the is any sort of 'left over' file in the system, I make sure that all the folders was completely deleted. Is there someplace that I have yet to check out?
Title: Re: High Speed Rail Project (HSRP)
Post by: Tarkus on September 13, 2008, 03:26:50 PM
I believe what Jonathan (Warrior) is trying to say is that you may have had the file open in another program before running SC4, preventing the game from opening the file properly. 

Also, what all is in your Plugins folder?  There may be some sort of file that is causing a conflict.  Usually, conflicts with transit mods only cause a "red arrow" bug, though.

Another question--which site did you download it from?

-Alex (Tarkus)
Title: Re: High Speed Rail Project (HSRP)
Post by: sagimine1 on September 14, 2008, 11:33:15 AM
All I have in my plugins are the transit hub, the NAM core file and the HSRP files and money office(for fast cash ^^)


EDIT: i forgot to mention that all the NAM mods i got it from here and the other mod is from simtropolis.
Title: Re: High Speed Rail Project (HSRP)
Post by: choco on September 15, 2008, 08:00:05 AM
there are 2 hsrp mods.....are you using the old hsrp mod by 3ddz?
Title: Re: High Speed Rail Project (HSRP)
Post by: sagimine1 on September 15, 2008, 12:15:50 PM
Quote from: choco on September 15, 2008, 08:00:05 AM
there are 2 hsrp mods.....are you using the old hsrp mod by 3ddz?
O.o? I am using the one that is provided by this thread and nothing more, I begin to suspect that the CTD might be due to exe file rather than the mod. Since it seems the exception report is targeting the simcity4 exe file if you look above.
Title: Re: High Speed Rail Project (HSRP)
Post by: Jonathan on September 15, 2008, 12:45:10 PM
Quote from: sagimine1 on September 14, 2008, 11:33:15 AM
All I have in my plugins are the transit hub, the NAM core file and the HSRP files and money office(for fast cash ^^)


EDIT: i forgot to mention that all the NAM mods i got it from here and the other mod is from simtropolis.

Is the money office a trainer by any chance? If it is they it can cause problems with the game and custom content. So I'd suggest to stop using.


If you want fast easy free money, then go here (http://www.wiki.sc4devotion.com/index.php/Plugin:SC4_Extra_Cheats.dll) and click on the download link, then open SC4 press Ctrl-X to open the cheat box and Type "Moolah #####" (without the quotes and where ##### is the amount of money you want to SET you money to. So type Moolah 1000000000 to get 1 billion simoleans. You can also right click for more cheats.

I guess the exception report points to the EXE because that is the program that had the problem
Title: Re: High Speed Rail Project (HSRP)
Post by: sagimine1 on September 15, 2008, 09:03:44 PM
I will unistall and re-installed without patching to see if there is any change.

Update: It appear to have work properly but only crash when I try to U-drive the elevated train. Though the U-dtive work but for the trains it still won't let me, keep auto-finish before I even start.
Title: Re: High Speed Rail Project (HSRP)
Post by: shadd0w09 on September 23, 2008, 05:00:18 AM
Is it possible to do HSR over road and over rail as a dual network ?
ps keep up the good work wating for the puzzel peices linking HSR to GHSR
Title: Re: High Speed Rail Project (HSRP)
Post by: choco on September 23, 2008, 05:26:26 PM
i dont see why it wouldn't work....same a el-rail over road as far as the technicals are concerned.

and there is a HSR->GHSR link......its just a ramp with the draggable override at each end.  use tab to go thru the GHSR rotation ring...its near the end.....
Title: Re: High Speed Rail Project (HSRP)
Post by: nerdly_dood on September 23, 2008, 05:42:28 PM
HINT: To go backwards in TAB loops, press SHIFT+Tab
Title: HSR Bridges
Post by: b22rian on September 25, 2008, 03:51:47 AM
HI....

With the hsr bridges.. is their some trick to continuing the line as hsr.. once you reach the other coastline..
or will it always revert back to monorail.. and you have to use another starter piece to get the hsr line
going again once you have spanned your bridge ?

Thanks, Brian
Title: Re: High Speed Rail Project (HSRP)
Post by: Andreas on September 25, 2008, 04:16:31 AM
Just use another starter piece. Once the HSR line is longer than a handful of tiles or so, it should have stabilized itself and won't revert back to monorail when you bulldoze the starter piece.
Title: Re: High Speed Rail Project (HSRP)
Post by: b22rian on September 26, 2008, 03:44:28 AM
Quote from: Andreas on September 25, 2008, 04:16:31 AM
Just use another starter piece. Once the HSR line is longer than a handful of tiles or so, it should have stabilized itself and won't revert back to monorail when you bulldoze the starter piece.

Yup, Thanks a lot Andreas,
Ive been doing that with the starter pieces,.. It was just abit tedious with the set- up i was using which was
more a series of land islands connected with HSR bridges.. And Bascially , I have a station on each of these land
islands..So it was just a challenge cause in this type of set up there isnt a lot of room to change it back and
than try to also connect  the hsr into these stations,, Because also I think you have to be a certain number
of squares away from the station when you convert it back or else it would change back to monorail also on the
station sides..  ( I am not sure exactly how many game squares  you have to be in each of these instances)..Anyways its a pretty unique set- up i have here, and where i felt it was too much trouble or too
difficult i simply used monorail sections and stations.. So I ended up having an interesting combo of monorail/ hsr
in the end  ;D

believe me, i 'm appreciative of the fact their are any hsr bridges at all.. and obviously all the work and effforts
jonathan and others put into this all those months !  I also thank you for such a quick response, Andreas..

Regards, Brian
Title: Re: High Speed Rail Project (HSRP)
Post by: Andreas on September 26, 2008, 03:50:59 AM
I can't tell how well it works with the HSR, but generally speaking, you can reduce the space that is required by the starter puzzle pieces if you bulldoze them, but not the "false intersection" that appears. Basically, the starter pieces are set up in a way that tells the game to use a different texture or model style if it encounters those "false intersections", which look like a weird texture or model that doesn't seem to fit into that place at all. But by bulldozing the actual starter puzzle piece and not said false intersection, you can drag from those (usually in both directions across them) in a very tight area (say three tiles) as well.
Title: Re: High Speed Rail Project (HSRP)
Post by: Jonathan on September 26, 2008, 09:11:08 AM
Andreas is correct about making the starter piece shorter, unfortunately it's not possible to have the false intersection on it's own, and we have to have another tile.

Also if you press TAB when you have the HSR Starter piece selected it will go through some extra pieces, I think the first one is a filler piece for places where you can't use the draggable method.

Jonathan
Title: Re: High Speed Rail Project (HSRP)
Post by: b22rian on September 26, 2008, 06:02:59 PM
ok , thanks Jonathan and Andreas for your advice...

I think andreas is correct,, when ive seen the false intersection appear i think in the past ive been bull dozing
that also, rather than trying to drag from it.. i will try dragging from it now when these situations come up..

Regards, Brian
Title: Re: High Speed Rail Project (HSRP)
Post by: gardenwong on October 16, 2008, 03:37:03 AM
no tunnel for hsr and ghsr !?
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg525.imageshack.us%2Fmy.php%3Fimage%3D30jul001224151275ts3.jpg&hash=a590ef1c344cbf14dd399e892682a950ebb32061)
Title: Re: High Speed Rail Project (HSRP)
Post by: dragonshardz on October 16, 2008, 05:35:55 PM
you'd have to connect it to a monorail tunnel. Just make a monorail tunnel and the override will kick in on the surface rails but not the tunnel.
Title: Re: High Speed Rail Project (HSRP)
Post by: gardenwong on October 23, 2008, 06:47:26 AM
Quote from: dragonshardz on October 16, 2008, 05:35:55 PM
you'd have to connect it to a monorail tunnel. Just make a monorail tunnel and the override will kick in on the surface rails but not the tunnel.
you mean that there are no HSRP rail texture for the HSRP(monorail) tunnel?
Title: Re: High Speed Rail Project (HSRP)
Post by: dragonshardz on October 23, 2008, 09:36:48 AM
exactly. however I have used the monrail station and tunnel and it looks fine.
Title: Re: High Speed Rail Project (HSRP)
Post by: mitasamodel on October 26, 2008, 06:31:45 AM
What about HSRP hub? Is it working now? I ask this becouse i have the same problem like mr.v: passengers don't use it.

Sorry if my english bad
Title: Re: HSRP The End for Now
Post by: Jonathan on October 31, 2008, 04:03:27 PM
You maybe aware that I'm now involved in the RAM Team, creating STR, and development has stopped on HSRP. So this project is now on the backburner, I'm pretty certain (95%) that I will pick up the HSRP again after I have done what I want to do with STR. Having said this there will be an update in the next NAM, with a fix for the eror of the ramp texture appearing on some lots and a fix for the transit hub.

This is only the end for now, I will be coming back to this project.

Jonathan
Title: Re: High Speed Rail Project (HSRP)
Post by: b22rian on October 31, 2008, 05:36:06 PM
Again, thanks for all that you have given to this community , especially with your outstanding work on
the High speed rail.. Im sure I echo a lot of peoples thoughts..
And we look forward to new and exciting things from the RAM team...

Grateful, Brian
Title: Re: HSRP Update for texture conflict
Post by: Jonathan on January 15, 2009, 12:57:59 PM
Just letting you know that the HSRP has been updated, to stop the bug which conflicts with lots,
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg159.imageshack.us%2Fimg159%2F2107%2Fhsrpbug1yx0.jpg&hash=d4eef404144e49cbe479c4d0a95a6a242ab0738e)
Image from Ennedi

So it's probably best if everyone redownloads it to fix this bug, otherwise this is a tiny update no other bugs have been fixed due to the reasons in my last post.




Also the HSRP hub that was refurbished along side the this HSRP has been fixed and should now work for everybody, properly.

Thanks to Andreas for updating the HSRP and Hub.

Hope your enjoying the new NAM :)

Jonathan
Title: Re: High Speed Rail Project (HSRP)
Post by: darraghf on January 29, 2009, 09:17:13 AM
When will you be getting back to this project?
I just love it ;D
Title: Re: High Speed Rail Project (HSRP)
Post by: Jonathan on January 29, 2009, 09:27:34 AM
I have no idea, I still need to finish STR (half a piece to go!) and copy the RULs into a template (this will probably take a while).

There are a few things I'd like to do imbetween the projects

Then I'm likely to get back to HSRP, and firstly make as many puzzle piece draggable, and update it with stuff I've learnt doing STR.

Jonathan
Title: Re: High Speed Rail Project (HSRP)
Post by: vinlabsc3k on February 03, 2009, 11:19:06 AM
I don't know if there's the right topic, but i've a request for a new HSR Bridge.
Below there's a sketch:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FkcTWuWk.jpg&hash=f60f97750910c970790007199ad99987528c9466)
The pylons are the same as the original, but there's more space in the middle (8-9 square).
The start and the end of the brige are shorter than the central part, but are semiarched (4-5 square).
The metal supports are crossed as rhombs \/\/\/\/\/\/\/
---------------- --------------- ----------------/\/\/\/\/\/\/\
Title: Re: High Speed Rail Project (HSRP)
Post by: Jezus53 on February 14, 2009, 11:56:45 PM
Can someone provide a link or tell me the stats on capacity and how much quicker it is? I can't seem to find that.
Title: Re: High Speed Rail Project (HSRP)
Post by: Tarkus on February 14, 2009, 11:59:01 PM
Jezus53, the HSR network is based on the Monorail, and thus, will have the exact same stats on capacity/speed.

-Alex (Tarkus)
Title: Re: High Speed Rail Project (HSRP)
Post by: vinlabsc3k on February 15, 2009, 08:16:51 AM
Ehi, anyone have noticed my suggestion on new bridge? ()what() The project is still active? ???
Title: Re: High Speed Rail Project (HSRP)
Post by: Jonathan on February 15, 2009, 08:33:23 AM
The HSRP is not active at the moment, because I am busy with another projects, I hope to come back to HSRP once the first release of STR is done.

But I know Choco is making/made some HSRP bridges, and as I have no idea about bridges he is one of the people to ask for a bridge.

Jonathan
Title: Re: High Speed Rail Project (HSRP)
Post by: Jezus53 on February 16, 2009, 01:55:36 AM
Quote from: Tarkus on February 14, 2009, 11:59:01 PM
Jezus53, the HSR network is based on the Monorail, and thus, will have the exact same stats on capacity/speed.

-Alex (Tarkus)

Thanks alex!
Title: Re: High Speed Rail Project (HSRP)
Post by: running naked in the snow on February 24, 2009, 01:09:42 PM
Is there a way for someone like myself who would like the older version of HSR (back when it was a complete monorail retexture) available for download? Thanks!

Title: Re: High Speed Rail Project (HSRP)
Post by: Tarkus on February 24, 2009, 02:17:35 PM
It is still available at the STEX--3ddz is listed as the file's author.  However, it includes a modified traffic simulator, so if you're using the RHW, you'll need to remove it. 

-Alex (Tarkus)
Title: Re: High Speed Rail Project (HSRP)
Post by: running naked in the snow on February 25, 2009, 01:31:38 AM
many thanks! Will it conflict with the GHSR already included in the current package?
Title: Re: High Speed Rail Project (HSRP)
Post by: Jonathan on February 25, 2009, 09:16:01 AM
Yes it will, seeing as the base Monorail RULs are changed in the original HSRP, so the two are incompatible.
And if you want to use GHSR then you'll have to use the newer one.

Jonathan
Title: Re: High Speed Rail Project (HSRP)
Post by: Tarkus on February 25, 2009, 11:32:14 AM
I'll also concur with Jonathan here--I'd recommend using the new version, as it basically allows you to keep the Monorail network separate, while adding the GHSR as well.  The mechanism for making HSR tracks is not difficult to work, and functions just like the current RHW and Draggable GLR, with a Starter Piece.

-Alex (Tarkus)
Title: Re: High Speed Rail Project (HSRP)
Post by: running naked in the snow on February 26, 2009, 08:11:12 PM
Alright. I have some issues with some junctions that I could not path (I suspect some kind of puzzle pieces are needed for a ortho-diag turn) and seeing that this is put on the back burner for awhile, I was hoping it would be able to remain compatible with the older HSR and the GHSR. I'll wait instead.
Title: Re: High Speed Rail Project (HSRP)
Post by: choco on February 27, 2009, 05:25:53 AM
you mean that the HSR override is broken when trying to drag tight curves?

its supposed to do that, from my understanding.  HSR, by nature, shouldn't have tight radius curves.....wouldn't wanna have any trains leave the track now.   :D

i believe one missing piece was a GHSR-diagxEHW-ortho......


if ya post a pic of the problem, we could help a bit more... :)
Title: Re: High Speed Rail Project (HSRP)
Post by: Kitsune on February 27, 2009, 06:03:53 AM
My monorail bridge has the ground level supports and the regular over water supports. Is there any way to fix this?
Title: Re: High Speed Rail Project (HSRP)
Post by: choco on February 27, 2009, 06:16:46 AM
not sure what ya mean.....

you using the shinkansen mod?
Title: Re: High Speed Rail Project (HSRP)
Post by: Kitsune on February 27, 2009, 07:21:38 AM
No mods...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fglidingeagle.com%2Fimages%2Fmonorailbridge.JPG&hash=6d4cb2409ef7a951ca615a372f569d452cd652d7)

Circled in yellow, they appear beside every second bridge support. In preview mode they dont show up at all.
Title: Re: High Speed Rail Project (HSRP)
Post by: Jonathan on February 27, 2009, 08:56:17 AM
That shouldn't happen, as the files that put the supports there and the files that remove the supports from the bridge are in the same file  (HSR_Core.dat) It happens because the supports are T21ed to the IID 0d031500, and the maxis monorail bridge just references the 0d031500.
It means there is a conflicting mod out there (maybe Choco modified the maxis monorail bridge, and didn't realise I had changed the IID for the repeat pieces (?)?) or you've modified the HSR_core.dat file?

What do you have installed, Any custom bridges?

Jonathan
Title: Re: High Speed Rail Project (HSRP)
Post by: Kitsune on February 27, 2009, 10:03:02 AM
Everything I have came from the Lex. Its baffling me too.
Title: Re: High Speed Rail Project (HSRP)
Post by: Jonathan on February 27, 2009, 10:05:37 AM
Downloads from the LEX could still affect it :)

Do you any custom bridges installed?

Jonathan
Title: Re: High Speed Rail Project (HSRP)
Post by: choco on February 27, 2009, 10:09:48 AM
no modifications from me.....yet, anyway.

it looks like a T21 is being applied to the maxis repeat piece.....so there is an IID problem/conflict in there somewhere, more than likely in HSR_Core.dat like Jonathan said.

try reinstalling the HSR and try.....

jonathan: i dont think Kit has any of my betas, but if anyone does, they need ot be deleted.  the new RC1's dont use the T21's for transit props.

whacha mean by "changed the IID for the repeat piece"? for the monorail bridge?
Title: Re: High Speed Rail Project (HSRP)
Post by: Kitsune on February 27, 2009, 11:12:21 AM
I have no betas what so ever. Also, I tested by removing both bridges from the additional bridges folder, and attempted to redraw the bridge and the issue was still there. Also, the GHSR rail still showed up in the options even though it was deleted from the Additional Bridges area.
Title: Re: High Speed Rail Project (HSRP)
Post by: Jonathan on February 27, 2009, 11:19:57 AM
In the monorail bridge exemplar (0d000001)
The RepeatPieceExemplar property used to be 0d031500 (the normal straight monorail)
But I(i think it was me) changed it to 0db31500
And then made an exemplar with the IID of 0db31500
which pointed to the model 0d031500

So the T21 which was applied to 0d031500(the monorail support), didn't show up on the bridge


EDIT: That means you must have some files somewhere else which is probably the cause of the issue
Jonathan
Title: Re: High Speed Rail Project (HSRP)
Post by: choco on February 27, 2009, 11:29:03 AM
i gotcha...i took a look and its right at the top.... :thumbsup:

so, there must be something then using the 0db31500 IID that is overwriting the modified monorail repeat bridge exemplar?

Title: Re: High Speed Rail Project (HSRP)
Post by: Kitsune on February 27, 2009, 11:43:30 AM
Exactly what kind of file should I be looking for? I removed every bridge and the problem still occurred.
Title: Re: High Speed Rail Project (HSRP)
Post by: choco on February 27, 2009, 12:34:49 PM
partition your plugins till ya find it.....  ;)

i have no real idea what it could be, but it may be good knowledge for the future.
Title: Re: High Speed Rail Project (HSRP)
Post by: Jonathan on February 27, 2009, 01:00:52 PM
It will be a file with an IID of 0d000001, not 0db31500 that is overwriting the HSRP one.
Choco, that just redirects to the straight monorail model, as T21s have the same IID as as the exemplar not the model (though generally the models have the same IID as exemplars)

The two blue propertys are the ones I modified:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi200.photobucket.com%2Falbums%2Faa230%2FwarriorST%2Freader.jpg&hash=792e22ca78d2e3a6d824ce0847741a009a72c3ef)

Jonathan
Title: Re: High Speed Rail Project (HSRP)
Post by: Kitsune on February 27, 2009, 06:14:42 PM
Its odd...

http://www.simtropolis.com/modding/index.cfm?p=details&id=314 that combined with something else is causing the issue. I tested with just that and the NAM and the issue did not appear, but once that mod was put back in with all my plugins the problem appeared again. I noticed I can build flat bridges without it so its permanently removed and I dont have to bother going through my plugins again.  :)
Title: Re: High Speed Rail Project (HSRP)
Post by: danyalati on March 13, 2009, 12:05:47 PM
2 questions

1)are monorail and hsr are the same network but just look different?
2) Or infact they have differnet speed and can coexist in a city each with its own benefits?

greatly appreciates anyone who answers?
Title: Re: High Speed Rail Project (HSRP)
Post by: Swamper77 on March 13, 2009, 12:10:51 PM
Quote from: danyalati on March 13, 2009, 12:05:47 PM
2 questions

1)are monorail and hsr are the same network but just look different?
2) Or infact they have differnet speed and can coexist in a city each with its own benefits?

greatly appreciates anyone who answers?

1) They are the same network. The HSRP is an override based on the monorail network.
2) They have the same speed as each other, which is the monorail speed. Both the monorail and HSRP can coexist in the same city, if you are using the NAM version and not 3ddz's original which replaced the monorail network.

-Swamper
Title: Re: High Speed Rail Project (HSRP)
Post by: Jonathan on March 13, 2009, 12:15:25 PM
We are thinking of ways to make the HSRP have a higher speed the monorail, but so far it hasn't worked.

Jonathan
Title: Re: High Speed Rail Project (HSRP)
Post by: Gaston on March 13, 2009, 06:04:16 PM
Does anyone know if anyone is working on anymore stations for HSR and/or GHSR ?    I'd love to see a few more choices.


---Gaston
Title: Re: High Speed Rail Project (HSRP)
Post by: zilfondel on March 17, 2009, 03:53:49 AM
What exactly does the Shinkansen patch do?  There is no readme in the zip.  And I've never seen any shinkansen train models on the STEX or LEX...
Title: Re: High Speed Rail Project (HSRP)
Post by: choco on March 17, 2009, 09:09:01 AM
Quote from: Kitsune on February 27, 2009, 06:14:42 PM
Its odd...

http://www.simtropolis.com/modding/index.cfm?p=details&id=314 that combined with something else is causing the issue. I tested with just that and the NAM and the issue did not appear, but once that mod was put back in with all my plugins the problem appeared again. I noticed I can build flat bridges without it so its permanently removed and I dont have to bother going through my plugins again.  :)

sorry i missed this for so long, Kitsune.

the bridge height mod is a copy of all maxis bridge exemplars with the "minimum clearance" property set to 0.  the HSR mod overwrites the maxis monorail bridge exemplar for compatibility reasons, but then the bridge height mod overwrites the "modified" HSR monorail bridge exemplar with the default maxis exemplar, and thus your are back to where you started.  if you still want to use that mod, it would only take 1 minute to fix it.... :)


zilfondel: it changes the track models of the monorail and El-Rail networks.  there's a slop mod, and traffic simulator included, so its not entirely compatible in its native form with the most recent NAM releases.....

insofar as trains, unless you installed train automata, they will be the maxis default trains.
Title: Re: High Speed Rail Project (HSRP)
Post by: Jonathan on March 17, 2009, 09:46:21 AM
The Shinkansen(ie the Bullet Train Mod) Mod, as Choco says converts monorail into a different High Speed Track, but this is just a model replacement, so it doesn't have smoother curves or a ground version.
The Shinkansen patch (for HSRP, that is attached to the first post of this thread), is to allow compatibility between the HSRP and the BTM.

I've started making a mod that will make all aspects of the NAM compatible with it (so like the Double height monorail pieces[you can see this part of the mod in Haljackey's Greater Terran region])

Jonathan

Title: Re: High Speed Rail Project (HSRP)
Post by: zilfondel on March 17, 2009, 04:01:04 PM
Oh I see, thanks guys!

Okay, so I have installed March 2009 NAM, NAM Essentials, HSR, and GHW mods (in that order).  Brand-new installation, too.

I can't get the monorail bridge to turn into a HSR bridge.  Just... can't.  Suggestions?
Title: Re: High Speed Rail Project (HSRP)
Post by: Andreas on March 17, 2009, 04:49:33 PM
The monorail bridge won't turn into a HSR bridge automatically - you'll have to select a HSR bridge from the bridge menu.
Title: Re: High Speed Rail Project (HSRP)
Post by: zilfondel on March 17, 2009, 06:51:54 PM
Quote from: Andreas on March 17, 2009, 04:49:33 PM
The monorail bridge won't turn into a HSR bridge automatically - you'll have to select a HSR bridge from the bridge menu.

ok, I figured it out.  I was directed on one of the NAM update pages to download the NAM rul file or something?  I guess it screwed it up.  Everything's working now.
Title: Re: High Speed Rail Project (HSRP) and Tunnels
Post by: Tigey on March 30, 2009, 08:02:15 PM
Several pages back in this forum someone was asking about tunnels and (G)HSR.  It sounded like someone advised them to use the regular monorail tunnel between HSR segments.  I have tried this and it does not seem to work, as I figured it would not.  If it is supposed to work (i.e. there is just no art for the HSR tunnel but functionality is there) what is the procedure for making it work?  If it is not currently implemented in the HSR Project, is there a plan to add it at a later date?

I am a huge fan of hiding rigid transport networks (like highways and HSR/monorail) underground and bringing them out only when necessary.  I am hoping to accomplish something like that with this as it will free up a lot of real estate and keep me from creation many small tunnels or overpasses for ever road or avenue that I want to cross the HSR.

Any advice would be appreciated.

Tigey
Title: Re: High Speed Rail Project (HSRP)
Post by: ScottFTL on April 03, 2009, 11:39:08 AM

I didn't see this mentioned earlier in the thread, so I wanted to bring this to your attention.  I've been playing with GHSR and found a glitch with the paths when using the Orthogonal Elevated Highway x Orthogonal GHSR Puzzle Piece to build an intersection.  It appears to have rail paths, although I don't think they have any functional effect on the intersection.

These errant paths extend for several tiles in each direction onto the draggable elevated highway once connected to the puzzle piece.  I demolished and rebuilt several times, but these paths always appeared.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi648.photobucket.com%2Falbums%2Fuu207%2FScottFTL%2FElHwy-GHSRIntersectionPaths.jpg&hash=4f8942564248c6129150f91eb8ca98c54e0e7334)
Title: Re: High Speed Rail Project (HSRP)
Post by: Tarkus on April 03, 2009, 11:46:56 AM
ScottFTL, that threw me for a loop the first time I saw it, too.  It's actually not anything wrong with the Elevated Highway-over-GHSR crossing, but rather, a side-effect of how Maxis coded their 2-tile networks.  Whenever you first draw a Maxis Highway or an Avenue, you'll get those backwards pink arrows.  They go away once you reclick on a section of the network with the network tool.

-Alex
Title: Re: High Speed Rail Project (HSRP)
Post by: Jonathan on April 03, 2009, 11:49:51 AM
These are the paths used by Construction crew I think, click once on the network with the highway tool will get rid of them.
But as you say they don't effect anything, without the draw paths cheat we wouldn't even know they were there.

One of the things that has annoyed me with HSRP is the previews, so I've been making them. Every piece has been done for both GHSR and HSR.
The previews should help when drawing curves and switches.
The 'chips' in the textures are unavoidable, as the previews can only be 16x16m, while the track can be more.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi200.photobucket.com%2Falbums%2Faa230%2FwarriorST%2FHSRPpreviews.jpg&hash=998f276d4779bf7c7f6705dc95cff5ee0306bb85)

Also I'm planning during the next 2 weeks or so, to rewrite all the RULs for HSRP, reducing the amount of puzzle pieces and making it more stable, using what I learned doing STR.

Jonathan
Title: Re: High Speed Rail Project (HSRP)
Post by: ScottFTL on April 03, 2009, 02:40:58 PM

Thanks, Alex and Jonathan!  I learn something new every day around here.

That's great to hear that we'll be getting more draggable intersections.  It will definitely make building HSR easier.

Since you're diving back into HSRP, are there any plans for intersections with GLR?  I know there are workarounds, but I'd love to see a real HSR x GLR intersection and puzzle pieces for GLR Avenues and T-RAM.
Title: Re: High Speed Rail Project (HSRP)
Post by: lorenz4 on April 08, 2009, 11:53:19 AM
It mentions on the the description about the texture problem that "a fix has been made for it and is waiting to be intergrated in the installer" but I didn't found any mention to where that fix can be found. Is there any way to download that fix meanwhile it is integrated in the installer?

Thanks!
Title: Re: High Speed Rail Project (HSRP)
Post by: Jonathan on April 08, 2009, 11:55:19 AM
Oops, thanks for pointing that out, the fix has been 'integrated into the installer' if you haven't downloaded the HSRP since the 14 of January (when the NAM before last was released) then download it again and the problem will be fixed.

And I have finished rewriting the RULs for the curves, they are much more stable now. And I've almost finished the rewriting the Orth HSRP x Orth Networks.

Jonathan
Title: Re: High Speed Rail Project (HSRP)
Post by: lorenz4 on April 08, 2009, 12:44:07 PM
Thanks for your work!
Title: Re: High Speed Rail Project (HSRP)
Post by: Fresh Prince of SC4D on April 08, 2009, 01:48:16 PM
Nice work guys and happy to you back on the project. Any possibility for a raised rail x HSR station ?  &idea
Title: Re: High Speed Rail Project (HSRP)
Post by: Jonathan on April 08, 2009, 01:51:02 PM
Quote from: Fresh Prince of SC4D on April 08, 2009, 01:48:16 PM
Nice work guys and happy to you back on the project. Any possibility for a raised rail x HSR station ?  &idea

Rail x HSR? Sounds interesting, what is it? :)

btw, how does everyone feel about lowering the HSR track from 15.3...something m to 15m this will make a slight gap between the stations(but a fix should be very simple), and removing the blue sides from GHSR and lowering it from 1m to 0m?

Jonathan
Title: Re: High Speed Rail Project (HSRP)
Post by: Fresh Prince of SC4D on April 08, 2009, 04:10:22 PM
I'm game.
Title: Re: High Speed Rail Project (HSRP)
Post by: Kitsune on April 08, 2009, 04:28:44 PM
Yes that would be nice - I could finally convert some old train stations to HSR without any headaches.
Title: Re: High Speed Rail Project (HSRP)
Post by: mightygoose on April 08, 2009, 04:34:42 PM
Quote from: Jonathan on April 08, 2009, 01:51:02 PM
Rail x HSR? Sounds interesting, what is it? :)

btw, how does everyone feel about lowering the HSR track from 15.3...something m to 15m this will make a slight gap between the stations(but a fix should be very simple), and removing the blue sides from GHSR and lowering it from 1m to 0m?

Jonathan

well at 15m there is still plenty of room for the future half height networks.. so thats fine, and i would definately prefer your revisons to the GHSR
Title: Re: High Speed Rail Project (HSRP)
Post by: choco on April 09, 2009, 04:57:53 AM
Quote from: Jonathan on April 08, 2009, 01:51:02 PM
btw, how does everyone feel about lowering the HSR track from 15.3...something m to 15m this will make a slight gap between the stations(but a fix should be very simple), and removing the blue sides from GHSR and lowering it from 1m to 0m?

im probably the only one that would complain.... ;)  it would be nice to see the paths with the cheat on......


im updating the bridge pack anyway, so i can make the adjustments if you go forward with this.
Title: Re: High Speed Rail Project (HSRP)
Post by: Kitsune on April 09, 2009, 04:58:08 PM
Is there a tutorial on how to transit enable a GHSR station? I imagine I have to modify something so the trains are not floating in the air....  :D
Title: Re: High Speed Rail Project (HSRP)
Post by: z on April 16, 2009, 12:59:41 PM
It appears that our President has been following the developments in Sim City.  From the New York Times:  Obama Unveils High-Speed Rail Plan (http://www.nytimes.com/2009/04/17/us/politics/17train.html?_r=1&em).
Title: HSRP Update: Calling all Texture Artists....
Post by: Jonathan on April 22, 2009, 11:59:06 AM
Quote from: Kitsune on April 09, 2009, 04:58:08 PM
Is there a tutorial on how to transit enable a GHSR station? I imagine I have to modify something so the trains are not floating in the air....  :D
Kitsune, you do indeed need to modify something, very simple though. In SC4Tool Transit Enabler, set the mode to expert and then click the tiles and select modify(or equivelant) then in the Rep16 box type "0x5DC31500" (no quotes), you may need cogeo's GHSR Essentials I'm not sure though.
(That's just from memory so it may not be right, I look it up after I've posted and edit this post)


The Orth x Orth networks are complete (maxis networks only though so far) and I've added draggable GHSR x HSR and draggable Monorail x GHSR.

But what I've noticed is that many people don't think the HSRP models/textures are very lifelike, So I'm asking for someone to make a better Texture, I would my self but my texture creation skills are nill. :)

Only one texture is needed (there are a few others that will need to be made eventually (less than 10 I'd say)) the straight one.

Hopefully at least one person will be able to make it. ;)

Jonathan
Title: Re: High Speed Rail Project (HSRP)
Post by: choco on April 22, 2009, 03:38:30 PM
by new texture, im assuming the model will be retained?
Title: Re: High Speed Rail Project (HSRP)
Post by: cogeo on April 22, 2009, 04:09:56 PM
@Kitsune: The HSR Essentials pack plugin isn't technically "required", but it contains some ready-made stuff, so it should make development easier. Take a look at the documentation, it explains in detail everything you may need. It contains some (lot) textures too; of course, you should select a station model with the (rail) track texture NOT modelled, otherwise it will hide the lot texture, and will still look like normal rail. The reason I released this as a separate plugin was exactly this, ie relotting of rail station BATs. There are many rail station BATs released on the STEX and LEX, and some of them (Gare du Nord, St Pancras etc) in reality offer HSR services, in addition to local/commuter (rail) and suburban (GLR) services, so ideally these should have all three kinds of track. But as the combinations are countless (eg some have 12 tracks) I didn't make such lots. The outcome would be of very little value, as the tracks' arrangement would then dictate the networks' layout, ie it would fit in very cases. Players who wish to use such stattions should rather make custom lots, fitting-in with the networks' layout of their own cities.

@Jonathan: Indeed, it's bloody time for that HSR texture to be replaced, at last. And it needn't be a high-res one (though I guess creators would prefer them - they are actually easier to make), as the result isn't really considerably better, and the additional overhead to the graphics subsystem still unknown. So it should preferably be 128x128 px, and better designed as such from the start.

Another suggestion, tracks in the (new) texture should preferably be... 2.0m apart. I know it looks stupid, and in reality this is NOT the case either, but this is how all "rails" in SC4 are made. With the current texture it's impossible to make textures for Rail<>HSR transition, or shared track (track near the stations is not HSR of-course) and junctions, simply because of this difference in gauge. As an example, in my HSR Essentials plugin I had to make dual- (rather than shared-) track textures. It looks stupid having HSR of narrower gauge than common rail.

As for GHSR, I think it would be better to remove those barriers too, and instead use some (quite taller) fencing. Currently GHSR looks like a lowered version of elevated HSR, which of course has no fecning, but instead those barriers, which are just part of the support construct.

EDIT: don't know if it's possible to use the texture(s) for GHSR as normal network textures (instead of having it combined with the model), and use a stripped version of the model in its place (ie containing only the fences, not the rail/balast texture), this would be awesome.
Title: Re: High Speed Rail Project (HSRP)
Post by: gardenwong on April 22, 2009, 07:54:33 PM
how about using the texture from the shinkansen mod(BTM)?
Title: Re: High Speed Rail Project (HSRP)
Post by: Jonathan on April 22, 2009, 11:26:52 PM
Quote from: gardenwong on April 22, 2009, 07:54:33 PM
how about using the texture from the shinkansen mod(BTM)?
I thought about this, I just guess I'd prefer to have something different, because you can have the BTM and HSRP installed at the same time.

Quote from: Cogeo@Jonathan: Indeed, it's bloody time for that HSR texture to be replaced, at last. And it needn't be a high-res one (though I guess creators would prefer them - they are actually easier to make), as the result isn't really considerably better, and the additional overhead to the graphics subsystem still unknown. So it should preferably be 128x128 px, and better designed as such from the start.

Another suggestion, tracks in the (new) texture should preferably be... 2.0m apart. I know it looks stupid, and in reality this is NOT the case either, but this is how all "rails" in SC4 are made. With the current texture it's impossible to make textures for Rail<>HSR transition, or shared track (track near the stations is not HSR of-course) and junctions, simply because of this difference in gauge. As an example, in my HSR Essentials plugin I had to make dual- (rather than shared-) track textures. It looks stupid having HSR of narrower gauge than common rail.

As for GHSR, I think it would be better to remove those barriers too, and instead use some (quite taller) fencing. Currently GHSR looks like a lowered version of elevated HSR, which of course has no fecning, but instead those barriers, which are just part of the support construct.
Well GHSR would look like a lowered version because that's what it is :), but yes it was the plan to remove the barriers originally (I think) but I ran into problems, in that the model just stopped showing up. I'd like to add the fences and things as T21s, so it is optional but I still have to get the hang of these.
Well as long as the center of the track is in the same place as the center of the old track the 2m will be fine.
Quote from: CogeoEDIT: don't know if it's possible to use the texture(s) for GHSR as normal network textures (instead of having it combined with the model), and use a stripped version of the model in its place (ie containing only the fences, not the rail/balast texture), this would be awesome.
I'm not really sure what you mean, only have the sides? then what would the trains run on?

Quote from: Chocoby new texture, im assuming the model will be retained?
For HSR I'm thinking yes, but GHSR the side barriers would be removed. Though if someone wants to make new models then please do :)

Jonathan
Title: Re: High Speed Rail Project (HSRP)
Post by: gardenwong on April 23, 2009, 12:11:23 AM
I think the texture of the rails of HSRP is a problem because it is too small(?)
Title: Re: High Speed Rail Project (HSRP)
Post by: cogeo on April 23, 2009, 02:12:44 AM
Quote from: Jonathan on April 22, 2009, 11:26:52 PM
Well GHSR would look like a lowered version because that's what it is :), but yes it was the plan to remove the barriers originally (I think) but I ran into problems, in that the model just stopped showing up. I'd like to add the fences and things as T21s, so it is optional but I still have to get the hang of these.
I think GHSR shouldn't be a lowered HSR version, GHSR should have tall fences, while for HSR the barriers are just fine. GHSR without fences (or barriers) wouldn't look right, in reality HSR/GHSR IS and LOOKS disruptive, its not like normal rail, actually its fenced along its entire length (so it should NOT be optional). The problem of the model not showing was probably caused by the many edits (ie after many insertions/deletions of S3D files and/or groups it was finally corrupted, i guess).

Quote from: Jonathan on April 22, 2009, 11:26:52 PM
Well as long as the center of the track is in the same place as the center of the old track the 2m will be fine.
The track centres are already at +/-2.0m, so no changes in the path files are needed (I mean as far as this is concerned, you still need to change them if you want them to be lowered to ground level). I was talking about the distance between tracks ("gauge"), which is a display-only thing. The "problem" with all SC4 double-track "rails" is that the distance between the two inner tracks is... 2.0m as well, which isn't very much realistic, but I think you should do the same for HSR/GHSR too, for having the same gauge everywhere (allowing making transition/shared track textures, as I mentioned in my previous post). With some clever texturing, this (visual) effect can be at least eased; for example, the ingame rail track textures has a small "gap" (some few transparent pixels) between the two tracks.

Quote from: Jonathan on April 22, 2009, 11:26:52 PM
I'm not really sure what you mean, only have the sides? then what would the trains run on?
In GHSR you display the model using a Resource Key Type X property, while most other draggable networks just use textures. What I'm talking about (I don't know if it's possible though) is a combination of the two methods. That is still use a model for the fences, displayed using RKT again (if it's a single model no T21s would be needed, I think), and textures for the track/ballast. The model should contain the fences only, and preferably the LODs should consist of two segments (one for each side), or instead be two separate groups.

Sorry for insisting so much, I just wish that HSR becomes the best it could be.
Title: Re: High Speed Rail Project (HSRP)
Post by: stewart_garden on April 23, 2009, 04:31:15 AM
I would heartily agree that the GHSR needs revision - it is an okay fix right now but I would really prefer to see something more realistic if possible - i.e. without the 'edges'- only rail and ballast - closer to the heavy rail texture.

The photo attached shows CTRL in the UK - my personal preference is that the GHSR more closely resemble this:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fupload.wikimedia.org%2Fwikipedia%2Fcommons%2Fthumb%2F9%2F99%2FEurostar_on_CTRL.jpg%2F450px-Eurostar_on_CTRL.jpg&hash=732c9e5dcd0da340ae7738c9ab9cff3cb7c947bd)

Stewart
Title: Re: High Speed Rail Project (HSRP)
Post by: Jonathan on April 23, 2009, 08:52:51 AM
Quote from: cogeoIn GHSR you display the model using a Resource Key Type X property, while most other draggable networks just use textures. What I'm talking about (I don't know if it's possible though) is a combination of the two methods. That is still use a model for the fences, displayed using RKT again (if it's a single model no T21s would be needed, I think), and textures for the track/ballast. The model should contain the fences only, and preferably the LODs should consist of two segments (one for each side), or instead be two separate groups.
That's not possible, any combination of models and textures, the models must T21ed. If the texture and models share the same IID then the model is used and the texture is the yellow preview you get before laying down the network.
We can still avoid the pixelation of T21s, using True 3D models and the HD props discovery. Also some of the track overlaps the grid, because of the smoother curves and switches so some pieces will have to be models not textures.

Also about the fences, I'd make them in a separate file but non optional, so if someone ever makes an alternate fence it is easy to replace.

Please insist more, (and if you can make texture/model), I can do the more technical side of things, but at the creative/BATy side of things I'm rubbish :)

Stewart, I was looking for a picture like that I found the thumbnail of it but not that one :)
That is exactly how GHSR should look in my book.

Jonathan
Title: Re: High Speed Rail Project (HSRP)
Post by: plunderer on April 24, 2009, 09:01:27 AM
How about this?  ;D

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg402.imageshack.us%2Fimg402%2F166%2F10587426.jpg&hash=5580a072ce39ab42053d35d16408aa1eb833728b)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg402.imageshack.us%2Fimg402%2F1000%2F46674702.jpg&hash=83b119f338431fbeb028fd6a23c380c0e88e791e)
Title: Re: High Speed Rail Project (HSRP)
Post by: Jonathan on April 24, 2009, 09:05:39 AM
Thats great plunderer :thumbsup:
Any chance of HDifying them? Or even better true 3D?
And what I haven't understood about cateneries in SC4 is why there are never any wires? Only the old HSRP had wires? Is there a reason and can they be added?

Jonathan
Title: Re: High Speed Rail Project (HSRP)
Post by: JoeST on April 24, 2009, 09:16:04 AM
I believe they dont have wires due to the slope tolerances of them, or something along those lines.

Joe
Title: Re: High Speed Rail Project (HSRP)
Post by: plunderer on April 24, 2009, 09:32:30 AM
if I have much free time, I will.

I think the wires is not a problem if has the true 3D model
but I'm afraid that the catenary with wires result the game sight too complicated

Title: Re: High Speed Rail Project (HSRP)
Post by: choco on April 24, 2009, 11:44:56 AM
bud developed a procedure that should make wires possible thru BAT.


lookin' good plunderer!  :thumbsup:
Title: Re: High Speed Rail Project (HSRP)
Post by: Swamper77 on April 24, 2009, 12:11:05 PM
Quote from: Jonathan on April 24, 2009, 09:05:39 AM
Thats great plunderer :thumbsup:
Any chance of HDifying them? Or even better true 3D?
And what I haven't understood about cateneries in SC4 is why there are never any wires? Only the old HSRP had wires? Is there a reason and can they be added?

Jonathan

The main problem wasn't the slopes, but the mirrored curves. If the curves were flipped, the cables didn't show. No one made the mirrored models of the cables.

-Jan
Title: Re: HSRP Update: Calling all Texture Artists....
Post by: vershner on May 04, 2009, 04:24:23 AM
Quote from: Jonathan on April 22, 2009, 11:59:06 AM
But what I've noticed is that many people don't think the HSRP models/textures are very lifelike, So I'm asking for someone to make a better Texture, I would my self but my texture creation skills are nill. :)

Only one texture is needed (there are a few others that will need to be made eventually (less than 10 I'd say)) the straight one.

How about this:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi432.photobucket.com%2Falbums%2Fqq47%2Fvershner%2Fhsrnew.png&hash=353523f1b0baada23251dabaa22f64e923e61b48)

This is with the wall texture as it appears in the dat:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi432.photobucket.com%2Falbums%2Fqq47%2Fvershner%2Fhsrnew2.png&hash=2812d35c1b7787012388b3233a4f3f311478ed09)

Lining up nicely with rail in-game:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi432.photobucket.com%2Falbums%2Fqq47%2Fvershner%2Fhsrtest.jpg&hash=d41d286f925c1534f3eb1c576b0de21680c79291)
Title: Re: High Speed Rail Project (HSRP)
Post by: mightygoose on May 04, 2009, 07:01:25 AM
you know you could do one better and make the texture high definition...
Title: Re: High Speed Rail Project (HSRP)
Post by: vershner on May 04, 2009, 07:17:04 AM
It is! That's a 256x256 image. I'm not sure if it's showing up as high-def in the in-game pic, I've not used a high-def texture before so maybe it didn't work.
Title: Re: High Speed Rail Project (HSRP)
Post by: Jonathan on May 04, 2009, 07:35:38 AM
Looks great!  :thumbsup: One suggestion though putting gravel in between the tracks? Just that's what it is like in the picture from stewart above.
And I think Mightygoose is meaning about the gravel and sides? The actual track I think is spot on though.

Possibly you could have a go at remaking the gravel in HD? Or someone else could make gravel and we mix the two together?

Thanks for posting the texture though it is already an improvent on the old one :)

Jonathan
Title: Re: High Speed Rail Project (HSRP)
Post by: vershner on May 04, 2009, 09:59:08 AM
I think with gravel in-between the rails it would look too much like regular rail. I've updated the gravel though:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi432.photobucket.com%2Falbums%2Fqq47%2Fvershner%2Fhsrnew3.png&hash=0552c231ee1509d57870640c7c43194e4de32b83) (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi432.photobucket.com%2Falbums%2Fqq47%2Fvershner%2Fhsrnew3wall.png&hash=2b9bbb927fd17205646e128742d047e4f4bd314c)

Comparison with the old one:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi432.photobucket.com%2Falbums%2Fqq47%2Fvershner%2Fhsrtest3.jpg&hash=249f83976473170e26d21a6720ddd39fadddf07a)
Title: Re: High Speed Rail Project (HSRP)
Post by: choco on May 04, 2009, 10:15:27 AM
 :thumbsup:
Title: Re: High Speed Rail Project (HSRP)
Post by: Jonathan on May 04, 2009, 11:11:05 AM
Even Better  :thumbsup:

Do you think it would be better to remove the blue/grey lines at the sides, but leave the width o gravel alone so a gradient/blend can be added using alphas.

Jonathan
Title: Re: High Speed Rail Project (HSRP)
Post by: vershner on May 04, 2009, 11:54:36 AM
Which lines do you mean? The thick ones at the edge that go in and out?

For the raised HSR I don't think there would be much need for a gradient, because the gravel would be up against the walls anyway.
Maybe for the ground lines though if they're not going to have walls.

I quite like the outer lines. They look like they would hold cabling, and they're quite common on railways.
Title: Re: High Speed Rail Project (HSRP)
Post by: cogeo on May 04, 2009, 01:28:08 PM
It's good that the HSR texture is about to be improved or replaced, finally. Pls take a look at my comments below. Don't like commenting, just want to make HSR as good as possible.

What I liked:
- Rails are now 2m apart, so it's much easier for lot/texture makers to make shared or transition track textures. With the old HSR texture this was very painfull. In my GHSR stations I had to make dual- (not sbared-) track textures.
- The rails have a shadow around them, and this improves distinctiveness. The colour of the rails is very good too. I would suggest that you keep these as they are now.
- Those concrete (?) supports (or sleepers ?) add a note of realism. An alternative could be concrete blocks/slabs.

What I didn't like:
- The concrete (suppports') color isn't of high enough contrast to its backround texture. Both are basically gray shades of quite close luminosity. Maybe by increasing contrast a little, distintiveness could improve.
- If these concrete thingies are sleepers, there should be something like a metallic connecting rod between them (better use a dark gray colour, with some "rust" pixels). This is often covered by the gravel, however what is between the rails doesn't look like gravel, it looks like taken from another texture and doesn't blend well (I think it's the current HSR texture that looks through) - even the "step" isn't the same. To my opinion this should be the same as the gravel around the rails, or better yet, have the connecting rods showing (or instead a full-length concrete sleeper).
- The texture around the concrete supports (that nearly homogenous gray) should rather be removed. Now it looks like an odd and out of place overlay. You should have either blocks/slabs (and in this case they should be of the same "material" as the supports and cover the area between the rails too) or concrete sleepers (with a metallic connecting rod or instead full-length concrete). It's not quite realistic as is.
- I think the supports are too densely placed. The distance betweem them should rather be 1.5-2 times their width.
- You have kept the old (current) gravel texture, which to my opinion isn't quite good. Please consider replacing it - you may keep the "cables" (?) and the "wall" at the left. So better mask the gravel out, and put the resulting image as an overlay on a new gravel texture.

I'm not sure if using HD textures really improves quality considerably. 256x256 is actually higher than the screen resolution - the screen resolution becomes the limiting factor then. That's why the improvement (compared to 128x128) is hardly visible, as opposed to models, wehre the improvement is more than apparent. Maybe consider making it 128x128, or both resolutions. I know texture makers like 256x256 because they have a bigger "canvas" to work on, but the game makes little use of it.
Title: Re: High Speed Rail Project (HSRP)
Post by: vershner on May 04, 2009, 02:02:22 PM
Quote from: cogeo on May 04, 2009, 01:28:08 PM
- The concrete (suppports') color isn't of high enough contrast to its backround texture. Both are basically gray shades of quite close luminosity. Maybe by increasing contrast a little, distintiveness could improve.
I'll experiment with the colour and see if I can improve it, but there's a danger of it becoming cartoony if there's too much contrast.
Quote- If these concrete thingies are sleepers, there should be something like a metallic connecting rod between them (better use a dark gray colour, with some "rust" pixels). This is often covered by the gravel, however what is between the rails doesn't look like gravel, it looks like taken from another texture and doesn't blend well (I think it's the current HSR texture that looks through) - even the "step" isn't the same. To my opinion this should be the same as the gravel around the rails, or better yet, have the connecting rods showing (or instead a full-length concrete sleeper).
Yeah it's the old HSR texture and you're right, it doesn't look good. I'm going to replace it.
Quote- The texture around the concrete supports (that nearly homogenous gray) should rather be removed. Now it looks like an odd and out of place overlay. You should have either blocks/slabs (and in this case they should be of the same "material" as the supports and cover the area between the rails too) or concrete sleepers (with a metallic connecting rod or instead full-length concrete). It's not quite realistic as is.
- I think the supports are too densely placed. The distance betweem them should rather be 1.5-2 times their width.
I disagree with both these points. The HSR's that I looked at had very close supports with concrete underneath. See the pics below:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.railway-technology.com%2Fcontractor_images%2Feuropoles%2F2-high-speed-rail-line.jpg&hash=e201a846938cfdee44955b22855ac523aa1857ab) (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fupload.wikimedia.org%2Fwikipedia%2Fcommons%2Fthumb%2F0%2F00%2FTaiwan-HighSpeedRail-700T-testrun-2006-0624.jpg%2F800px-Taiwan-HighSpeedRail-700T-testrun-2006-0624.jpg&hash=2a5f1f04185cd0b52f13da3d239633ff1d33d379)
Quote- You have kept the old (current) gravel texture, which to my opinion isn't quite good. Please consider replacing it - you may keep the "cables" (?) and the "wall" at the left. So better mask the gravel out, and put the resulting image as an overlay on a new gravel texture.
No, I've replaced the old gravel. The second post I made has new high-def gravel.
Title: Re: High Speed Rail Project (HSRP)
Post by: cogeo on May 04, 2009, 02:39:03 PM
I'm not sure which type of track you are trying to make the texture for.
The first pic shows pre-fab elements, they are not really sleepers. And the supports are too "thin".
The second pic shows concrete blocks, and the supports are metallic, not concrete.

When I was talking about the distance between supports I had in mind the (sleeperless) slabs shown in this pic.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fupload.wikimedia.org%2Fwikipedia%2Fcommons%2Fthumb%2Fb%2Fbf%2FFeste_Fahrbahn_FFB%25C3%25B6gl.jpg%2F800px-Feste_Fahrbahn_FFB%25C3%25B6gl.jpg&hash=5631f1850c6e8e25160924936e5c1587830f4c4e)
It's used in Germany, and we have also parts of the network using these here in Greece too.


Or, you can make concrete sleepers like these.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fupload.wikimedia.org%2Fwikipedia%2Fcommons%2Fthumb%2Fd%2Fd1%2F08_tory_railtrack_ubt.jpeg%2F800px-08_tory_railtrack_ubt.jpeg&hash=a137b590ec452e2d62af0a3ef31b8f6d510a8f2f)

In your texture, the concrete supports (or sleepers or what) over that gray texture doesn't look like the track shown in any of the pics (yours or mine), that's why I commented against it.
Title: Re: High Speed Rail Project (HSRP)
Post by: mightygoose on May 04, 2009, 02:44:08 PM
well the High Speed 1 line in the UK has half sleepers under each rail and a gravel base....

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fupload.wikimedia.org%2Fwikipedia%2Fcommons%2F9%2F99%2FEurostar_on_CTRL.jpg&hash=2a8204ba798b0d45c81f1dcd90e9fd9d76da5801)
Title: Re: High Speed Rail Project (HSRP)
Post by: vershner on May 04, 2009, 03:00:57 PM
What I was trying to make is a track that would look reasonably different to the regular rail track, but still look realistic. It's a concrete base with grey metal supports holding the track. I'm not trying to make it look exactly like any particular photograph.

I think the support spacing roughly matches the two images I posted and the one in mightygoose's pic.

Here's the latest draft with the inter-track concrete and slightly more contrast in the supports:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi432.photobucket.com%2Falbums%2Fqq47%2Fvershner%2Fhsrnew4.png&hash=84b084bd29133e08e419a15035e8edac4c1c60d0) (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi432.photobucket.com%2Falbums%2Fqq47%2Fvershner%2Fhsrnew4wall.png&hash=9e04268413ecaaddba542e574978a21f85170079)
Title: Re: High Speed Rail Project (HSRP)
Post by: cogeo on May 04, 2009, 03:02:34 PM
@mightygoose: Right, that's another type of track, and I guess there is a connecting rod between these half-sleepers (needed for keeping the distance between the rails constant) covered by the gravel. In this case sleepers sit on the gravel.

I think any kind of track shown in the pics above would do. None of these has such half-sleepers sitting on a special concrete (or what) stripe though.

EDIT:
@vershner: The last version looks much like to your 2nd pic, but not that posted by mightygose at all. This is much better than the previous one. Could you experiment a little, with making the supports darker than the concrete base lighter, like shown in the pic? Maybe it would look better.
Title: Re: High Speed Rail Project (HSRP)
Post by: mightygoose on May 04, 2009, 03:10:37 PM
that latest texture is great vershner, but maybe reduce the contrast between the gravel and the baseplate that the sleepers are attached too, it looks like too much of a raised platform... for me.

@cogeo, you are right i suppose they would have to have some form of connection obscured from view...
Title: Re: High Speed Rail Project (HSRP)
Post by: vershner on May 04, 2009, 03:38:10 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi432.photobucket.com%2Falbums%2Fqq47%2Fvershner%2Fhsrnew5.png&hash=584a9c74d24c66c33a6fb657f833511eeb831614) (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi432.photobucket.com%2Falbums%2Fqq47%2Fvershner%2Fhsrnew4.png&hash=84b084bd29133e08e419a15035e8edac4c1c60d0)

That a version with darker supports + the previous one for comparison. It looks more like the photo, but I'm not sure whether it's an improvement or not.
Title: Re: High Speed Rail Project (HSRP)
Post by: bap on May 04, 2009, 06:32:18 PM
Dropping in the conversation by parachute.
I would say that the left one (the new version) looks more realistic. By darkening the base and support you emphasize the track and the zig-zagging concrete wall. The track looks like metal, and the wall looks like concrete. Looking at one texture aside of the other, the lower contrast of the previous one gives an impression that everything around the track is kind of plastic. I also think that making the base darker gives a better impression of depth (the light things seems to be above the dark ones), and this contributes to realism.

This is an impressively good mod and it is becoming even better by benefiting from the great work of you all.  &apls

Bap
Title: Re: High Speed Rail Project (HSRP)
Post by: gardenwong on May 04, 2009, 07:31:09 PM
Quote from: vershner on May 04, 2009, 03:38:10 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi432.photobucket.com%2Falbums%2Fqq47%2Fvershner%2Fhsrnew5.png&hash=584a9c74d24c66c33a6fb657f833511eeb831614) (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi432.photobucket.com%2Falbums%2Fqq47%2Fvershner%2Fhsrnew4.png&hash=84b084bd29133e08e419a15035e8edac4c1c60d0)

That a version with darker supports + the previous one for comparison. It looks more like the photo, but I'm not sure whether it's an improvement or not.
I am lokking forward to seeing the whole set of your HSRP texture.
IT is very good!!!!
Title: Re: High Speed Rail Project (HSRP)
Post by: Jonathan on May 04, 2009, 11:51:47 PM
Wow, quite a lot has happened here ovenight,
I don't have time to right now to comment, but just to let you know there could be more than one texture which the user can choose(similar to the RHW texture sets[Euro/American])

Jonathan
Title: Re: High Speed Rail Project (HSRP)
Post by: allan_kuan1992 on May 05, 2009, 12:28:54 AM
jonathan, I can agree on that.

However, the current texture set needs to be replaced... the texture makes it look like a narrow gauge line (and high speed trains are rarely in narrow gauge).

The new textures are looking good. Of course, there can be multiple texture sets.

- Allan Kuan
Title: Re: High Speed Rail Project (HSRP)
Post by: vershner on May 06, 2009, 05:19:54 AM
I assume we'll need some more textures for switches, diagonals, and curves. I couldn't find a curve texture in the dat though. Could someone post the old one here?
Title: Re: High Speed Rail Project (HSRP)
Post by: gardenwong on May 06, 2009, 07:54:25 AM
Quote from: vershner on May 06, 2009, 05:19:54 AM
I assume we'll need some more textures for switches, diagonals, and curves. I couldn't find a curve texture in the dat though. Could someone post the old one here?
I can just find the alpha of curves in the dat.....
Is it use the alpha to cover the switches to make curves?
Title: Re: High Speed Rail Project (HSRP)
Post by: Jonathan on May 06, 2009, 08:51:11 AM
The curves are the same texture as the straight texture, The 'alphas' you have seen are the shadows.
Switches, Diagonal and the End stubs are different textures everything else uses the Straight or Diagonal texture.

I'll get a list of the IIDs needed.

Jonathan
Title: Re: High Speed Rail Project (HSRP)
Post by: vershner on May 06, 2009, 06:15:55 PM
Ok I started working on the switch. Obviously it's not finished yet and needs lots of tidying up, but could you test it on the models and see if the track lines up correctly? It'll be much easier to adjust it now than later.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi432.photobucket.com%2Falbums%2Fqq47%2Fvershner%2Fhsrnew-diag.png&hash=0d8d4bad2dbf8deeb056c6f45aa691a9d3472d6a) (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi432.photobucket.com%2Falbums%2Fqq47%2Fvershner%2Fhsrswitch.png&hash=d9984885736322f2e0d5bdcb423e179a59f90f3c)
Title: Re: High Speed Rail Project (HSRP)
Post by: mightygoose on May 06, 2009, 06:19:07 PM
bloody hell your fast.....
Title: Re: High Speed Rail Project (HSRP)
Post by: Fresh Prince of SC4D on May 06, 2009, 07:19:46 PM
No kidding, it was fast! I'm glad someone pick back up on the project. I wouldn't knock out the right version so quickly though. I just notice something about left version of the new texture. It seems too similar to the regular rail. Though it's more realistic it should have originalality too.... 
Title: Re: High Speed Rail Project (HSRP)
Post by: gardenwong on May 06, 2009, 11:19:49 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg246.imageshack.us%2Fimg246%2F7208%2Fhsrswitch.png&hash=622f1dfe0831f209f1b4817961fa7edfb0113569)
There are some problem in the red circles......

you can try to look at the picture below:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fupload.wikimedia.org%2Fwikipedia%2Fcommons%2F6%2F64%2FTurnout_components.jpg&hash=490e9e936dcf00d6c1e2a31e2d02ca19f729e249)<=switches
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fupload.wikimedia.org%2Fwikipedia%2Fja%2F2%2F24%2FMovablenose.jpg&hash=e4b6238e5dc25d0571831f0bad38891602e5a076)<=crossing for high speed railways

http://upload.wikimedia.org/wikipedia/commons/7/78/Double_slip_at_Munich_central.jpg (http://upload.wikimedia.org/wikipedia/commons/7/78/Double_slip_at_Munich_central.jpg)<=protections

http://upload.wikimedia.org/wikipedia/commons/b/b9/Turnout_with_movable_nose_crossing.jpg (http://upload.wikimedia.org/wikipedia/commons/b/b9/Turnout_with_movable_nose_crossing.jpg)


EDIT by Andreas: The latter two pic are a liiiiiitle too large for embedding them into the forum. ;)
Title: Re: High Speed Rail Project (HSRP)
Post by: io_bg on May 06, 2009, 11:31:33 PM
Wow great job! &apls
Title: Re: High Speed Rail Project (HSRP)
Post by: Jonathan on May 06, 2009, 11:37:26 PM
Great job, your very fast! :thumbsup:

I will try it out in game this afternoon.

Jonathan
Title: Re: High Speed Rail Project (HSRP)
Post by: vershner on May 07, 2009, 02:13:03 AM
Quote from: gardenwong on May 06, 2009, 11:19:49 PM
you can try to look at the picture below:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fupload.wikimedia.org%2Fwikipedia%2Fcommons%2F6%2F64%2FTurnout_components.jpg&hash=490e9e936dcf00d6c1e2a31e2d02ca19f729e249)<=switches
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fupload.wikimedia.org%2Fwikipedia%2Fja%2F2%2F24%2FMovablenose.jpg&hash=e4b6238e5dc25d0571831f0bad38891602e5a076)<=crossing for high speed railways
Yeah, I'm aware of what a switch should look like. As I said in the post, it's not finished yet. I just wanted to get it tested with the models in-game to see how well the lines line up.
Title: Re: High Speed Rail Project (HSRP)
Post by: superhands on May 07, 2009, 03:31:07 AM
hi vershner. teriffic work on the texture &apls :)

i tried out the texture and it seems it needs pushing 2pixles down.
in paint simply select all and copy. then ctrl + e and change the width to 512. then paste and ctrl + r 180 and see if they match up. this is how i did it for str and some other networks :thumbsup:
Title: Re: High Speed Rail Project (HSRP)
Post by: cogeo on May 07, 2009, 12:40:48 PM
The newer version of the textures IS an improvement!

But I think they could be even better (and pls forgive me for insisting too much):
- When you posted the second pic (with the darker supports) you said you're not sure whether it's an improvement. What is "wrong" (?) with this texture to my opiniion is that there's not enough contrast between the concrete blocks and the metal supports, and to some degree with the gray gravel too. This can be improved further by ligthening a little the concrete block colour. Not only it will look more like concrete, and it will resemble more the photo you posted, it will increase constrast to the metal supports and the gravel too. Also by adding some litle "grain" to this texture it will further resemble concrete.
- I have another proposal, I can see a "shadow" around the metal supports. This was needed in the previous version for increasing distinciveness (you had light-coloured supports, so this made them more easy to distinguish). But now the supports are dark-coloured, and the concrete texture is lighter. I think the shadow is no longer needed, it just makes the supports looking larger, as the shadow is of about the same colour/luminosity as the supports. I think removing it would increase distinctiveness further.
- And something else. I might be wrong, and I don't know if it's realistic or not, but I think in the junction/switch texture, at the areas where there is both straight and curved track, it would be better to keep the concrete blocks structure of the straight track (this would look better). Alternatively you could have some special kind of concrete blocks there, eg all-concrete, as these supports are supposed to sit on a concrete base. These mixed/overlaid blocks don't look very nice I think, eg take a look at the track at the top right corner. Not only they are somehow strangely mixed/overlaid, at some points the concrete base overlays the metal supports too.
- The short sections of the cable looking under the concrete blocks of the curved track isn't looking very good, I think. It might be better to modify it a little, maybe making it looking like "diving" in the gravel before the curved track and "emerging" after. At some point it looks simply overlaid by the blocks or the supports.
- And finally I think the gravel should be widened (even to the edges, why not) and then have a carefully made alpha to "dampen" the texture; the alpha should preferably be "grainy" rather than homogenous or gradient at its transition area (from opaque to transparent), and of course have some narrow strips (some few pixels wide) near its edges of completely transparent (black) pixels. Can't make any suggestions about its width.

Keep up the good work!
Title: Re: High Speed Rail Project (HSRP)
Post by: vershner on May 07, 2009, 01:42:48 PM
Quote from: cogeo on May 07, 2009, 12:40:48 PM
- When you posted the second pic (with the darker supports) you said you're not sure whether it's an improvement. What is "wrong" (?) with this texture to my opiniion is that there's not enough contrast between the concrete blocks and the metal supports, and to some degree with the gray gravel too. This can be improved further by ligthening a little the concrete block colour. Not only it will look more like concrete, and it will resemble more the photo you posted, it will increase constrast to the metal supports and the gravel too. Also by adding some litle "grain" to this texture it will further resemble concrete.
I'll play around with the contrast a bit more once I've got the pieces drawn. There is a slight grain on the concrete, but it's barely visible at 256x256 and I don't think a grain will show up in-game.
Quote- I have another proposal, I can see a "shadow" around the metal supports. This was needed in the previous version for increasing distinciveness (you had light-coloured supports, so this made them more easy to distinguish). But now the supports are dark-coloured, and the concrete texture is lighter. I think the shadow is no longer needed, it just makes the supports looking larger, as the shadow is of about the same colour/luminosity as the supports. I think removing it would increase distinctiveness further.
I'll look at this but I think the shadows help give it a dirtier realistic look.
Quote- And something else. I might be wrong, and I don't know if it's realistic or not, but I think in the junction/switch texture, at the areas where there is both straight and curved track, it would be better to keep the concrete blocks structure of the straight track (this would look better). Alternatively you could have some special kind of concrete blocks there, eg all-concrete, as these supports are supposed to sit on a concrete base. These mixed/overlaid blocks don't look very nice I think, eg take a look at the track at the top right corner. Not only they are somehow strangely mixed/overlaid, at some points the concrete base overlays the metal supports too.
- The short sections of the cable looking under the concrete blocks of the curved track isn't looking very good, I think. It might be better to modify it a little, maybe making it looking like "diving" in the gravel before the curved track and "emerging" after. At some point it looks simply overlaid by the blocks or the supports.
I do intend to do both these things, but I need to get the track lined up correctly first. I'm also going to put in some plates and rods for the switching gear.
Quote- And finally I think the gravel should be widened (even to the edges, why not) and then have a carefully made alpha to "dampen" the texture; the alpha should preferably be "grainy" rather than homogenous or gradient at its transition area (from opaque to transparent), and of course have some narrow strips (some few pixels wide) near its edges of completely transparent (black) pixels. Can't make any suggestions about its width.
For the raised track this is not needed because the walls will be at the sides. It's an idea for the ground-level track though. Has a look for the GHSR been decided yet? Personally I think that should have walls or fences too, but if it had chain-link fences then I guess the gravel could be wider.
Title: Re: High Speed Rail Project (HSRP)
Post by: cogeo on May 07, 2009, 02:44:08 PM
Quote from: vershner on May 07, 2009, 01:42:48 PM
I'll look at this but I think the shadows help give it a dirtier realistic look.
Maybe yes, but this was better-looking for the light-coloured supports. For these dark ones, the shadow makes them more "fuzzy", ie less clearly defined, as they are similarly coloured. Maybe try changing the colour (this will have only little effect, as they are both very dark), or reducing the shadow's opacity.

Quote from: vershner on May 07, 2009, 01:42:48 PM
Has a look for the GHSR been decided yet? Personally I think that should have walls or fences too, but if it had chain-link fences then I guess the gravel could be wider.
Don't know, better ask Jonathan, but all the pics posted in this thread show tracks with fences, not walls. But such a texture would be usable in both cases, so having fences or walls could even be optional. In the case of walls, the wall model would just hide the gravel texture transition area.
Title: Re: High Speed Rail Project (HSRP)
Post by: vershner on May 07, 2009, 03:34:04 PM
I've corrected the diagonal and tested in-game. That lines up now.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi432.photobucket.com%2Falbums%2Fqq47%2Fvershner%2Fhsrnew-diag1x1.png&hash=bee55d31a0f9a2f8cb9f2b7259c8e5f4e4ebb9ec)
Title: Re: High Speed Rail Project (HSRP)
Post by: vershner on May 07, 2009, 03:38:07 PM
Quote from: cogeo on May 07, 2009, 02:44:08 PM
Don't know, better ask Jonathan, but all the pics posted in this thread show tracks with fences, not walls. But such a texture would be usable in both cases, so having fences or walls could even be optional. In the case of walls, the wall model would just hide the gravel texture transition area.
There's an additional problem with widening the gravel though. The diagonals would get jagged edges where the corners meet. They already have slight indents at the current width.
Title: Re: High Speed Rail Project (HSRP)
Post by: Jonathan on May 07, 2009, 11:59:12 PM
Don't worry if it overlaps the tile(but the rails must stay with in the grid square), but please make the texture for the bit that overlaps.

Great work, sorry I didn't have time yesterday to test it out I'll do it today.

Jonathan
Title: Re: High Speed Rail Project (HSRP)
Post by: vershner on May 08, 2009, 11:53:47 AM
I've figured out how to add the textures to the models using the Reader now, so I can test as I go.  I also realised I'd done the diagonal completely wrong. It doesn't work like a puzzle piece at all.
Title: Re: High Speed Rail Project (HSRP)
Post by: vershner on May 08, 2009, 02:30:14 PM
After testing in-game I've noticed some interesting things:

Firstly the 256x256 textures look great close-up, but when zoomed out they actually look worse than the 128x128 ones. I guess SC4's scaling is not as good as Photoshop's.
Images below.

256x256
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi432.photobucket.com%2Falbums%2Fqq47%2Fvershner%2Ftest256.jpg&hash=e63f33af8c2f4d185ccf80f8bc14b4990798c453)

128x128
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi432.photobucket.com%2Falbums%2Fqq47%2Fvershner%2Ftest128.jpg&hash=f185813296d528c3c261e2e529e6bf538141803d)

So I'm going to do the textures in 128x128, because you hardly ever zoom in to the maximum anyway.

The other odd thing is that the models for the switch are not 128x128. Two of them are 134x128 and one is 136x128. This has caused havoc trying to align the rails.
Is there a reason for this size difference?
Title: Re: High Speed Rail Project (HSRP)
Post by: darraghf on May 08, 2009, 03:28:30 PM
Those tracks look so much better.
-Darraghf
Title: Re: High Speed Rail Project (HSRP)
Post by: gardenwong on May 08, 2009, 08:14:11 PM
128X128 is better :thumbsup:
Title: Re: High Speed Rail Project (HSRP)
Post by: Jonathan on May 09, 2009, 01:30:06 AM
Much much better  :thumbsup:

Please keep them in 256x256 though, the reason it doesn't look right zoomed out is because it's using the same model. On my to do list is to make models for all the zooms and then it will look better. You'll still get some problems using 128x128 but I guess it won't be as obvious.

So what will be needed is a texture for all the zooms. (but replace the 128x128 with the 256)

I'm not sure why some textures are bigger than others, I just used textures that were made years ago for the previous HSRP. So if need to change dimensions please do.

Jonathan
Title: Re: High Speed Rail Project (HSRP)
Post by: SimNation on May 09, 2009, 08:44:34 AM
Looks great....good to see HSR is getting some attention again.
Title: Re: High Speed Rail Project (HSRP)
Post by: vershner on May 09, 2009, 09:45:21 AM
Quote from: Jonathan on May 09, 2009, 01:30:06 AM
Please keep them in 256x256 though, the reason it doesn't look right zoomed out is because it's using the same model. On my to do list is to make models for all the zooms and then it will look better. You'll still get some problems using 128x128 but I guess it won't be as obvious.
Ok, well the Photoshop files are all 256 or higher, so it's no problem making both sizes.

QuoteI'm not sure why some textures are bigger than others, I just used textures that were made years ago for the previous HSRP. So if need to change dimensions please do.
It's not the textures that are bigger. The textures have to be 128x128 or the game doesn't display them correctly. It's the models that are bigger and so the texture gets stretched. This means I have to make the texture slightly smaller, with extra bits on the edge so that when it gets stretched it still lines up with the straight pieces.

If you look at the original texture you can see that the track is slightly thinner on the switch textures.
Title: Re: High Speed Rail Project (HSRP)
Post by: Fresh Prince of SC4D on May 09, 2009, 09:49:53 AM
I take back what I said.... those tracks look great!
Title: Re: High Speed Rail Project (HSRP)
Post by: Jonathan on May 09, 2009, 09:52:48 AM
The switch is wider because there isn't a blue barrier on one side, if there was then the trains would drive though it and it wouldn't be very good.
I think that's what you mean?
Jonathan
Title: Re: High Speed Rail Project (HSRP)
Post by: choco on May 09, 2009, 01:31:17 PM
when i was editing those s3d files, i noticed a glitch between some pieces when i shrank the models to 128x128 (or 8.0000, 8.0000 for vertices).  perhaps this may be why some models are slightly oversized?
Title: Re: High Speed Rail Project (HSRP)
Post by: Jonathan on May 09, 2009, 01:38:04 PM
Do you mean for the bridges? Then that would only be the straight piece? The straight pieces have always been inside a grid square so I don't think so.

Jonathan
Title: Re: High Speed Rail Project (HSRP)
Post by: vershner on May 10, 2009, 04:17:04 PM
It's coming along quite nicely now.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi432.photobucket.com%2Falbums%2Fqq47%2Fvershner%2Fhsrtest5.jpg&hash=5d52662250ba41bd8a48b219b4a96adf46c477b5)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi432.photobucket.com%2Falbums%2Fqq47%2Fvershner%2Fhsrtest6.jpg&hash=c386cd5b2afb6bb6e6b7edcc564cc05a6b7e0e60)
Title: Re: High Speed Rail Project (HSRP)
Post by: mightygoose on May 10, 2009, 06:09:23 PM
holy sugar man thats nuts.....
Title: Re: High Speed Rail Project (HSRP)
Post by: sithlrd98 on May 10, 2009, 07:00:47 PM
 &apls &apls &apls

Jayson
Title: Re: High Speed Rail Project (HSRP)
Post by: JoeST on May 11, 2009, 01:23:08 AM
*many thumbs up*

Joe
Title: Re: High Speed Rail Project (HSRP)
Post by: io_bg on May 11, 2009, 09:34:02 AM
Looks great! &apls
Title: Re: High Speed Rail Project (HSRP)
Post by: tamorr on May 11, 2009, 08:22:30 PM
   The Curves look great, but what is with the pale stripe... the tracks in the switch there is a pale stripe look almost and doesn't seem to look right. Well the track itself that is on each switch. Other than that they look great.
Title: Re: High Speed Rail Project (HSRP)
Post by: vershner on May 12, 2009, 01:35:55 AM
The pale stripe is the part I hadn't finished!

It's done now and I'm working on the diagonal switch.
Title: Re: High Speed Rail Project (HSRP)
Post by: tamorr on May 12, 2009, 04:20:54 PM
  Ah ok yeah I was hoping that was the case, very good to know.  :)

Can't wait to see the finished product. keep up the great work.
Title: Re: High Speed Rail Project (HSRP)
Post by: vershner on May 14, 2009, 03:37:05 PM
I tried adjusting the colour of the walls to make them a bit less sci-fi looking. What do you think?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi432.photobucket.com%2Falbums%2Fqq47%2Fvershner%2Fhsrwalltest.jpg&hash=262a8aaba7cc392b87171ab24f23f82179e68746)
Title: Re: High Speed Rail Project (HSRP)
Post by: dragonshardz on May 14, 2009, 05:22:22 PM
Mnh...I won't say that it looks awful, but for some reason I definitely prefer the blue.
Title: Re: High Speed Rail Project (HSRP)
Post by: choco on May 14, 2009, 09:21:45 PM
make is 1 to 1 then.....i like the changes...... ;D
Title: Re: High Speed Rail Project (HSRP)
Post by: plunderer on May 14, 2009, 09:45:14 PM
Wow! nice texture  &apls
I waiting for add new HD catenary on the new HSR  :P
Title: Re: High Speed Rail Project (HSRP)
Post by: allan_kuan1992 on May 14, 2009, 10:37:47 PM
can someone change that unwieldy support column there? It just looks odd and too sci-fi.

- Allan Kuan
Title: Re: High Speed Rail Project (HSRP)
Post by: vershner on May 15, 2009, 01:52:29 PM
I reckon the track textures are pretty much done now. I made a HSR-to-rail piece too.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi432.photobucket.com%2Falbums%2Fqq47%2Fvershner%2Fhsrtest8.jpg&hash=8d65ad81cce032d6f1c38e0eb8c446b49c2ea751)
Title: Re: High Speed Rail Project (HSRP)
Post by: Swamper77 on May 15, 2009, 02:17:13 PM
Quote from: vershner on May 15, 2009, 01:52:29 PM
I reckon the track textures are pretty much done now. I made a HSR-to-rail piece too.

Only one problem I can see with that piece:

HSR trains use monorail paths so they won't be able to run on the rail network.

-Jan
Title: Re: High Speed Rail Project (HSRP)
Post by: choco on May 15, 2009, 03:38:20 PM
congrats vershner!  those textures are fabtastic.... :thumbsup:
Title: Re: High Speed Rail Project (HSRP)
Post by: Tarkus on May 15, 2009, 03:41:57 PM
vershner, this is very impressive stuff here!  You've done absolutely amazing work here. 

As far as that Rail-GHSR setup, the only way I could think of to implement it functionally would be to make it into a converter lot that switches between the Monorail and Rail transit types.

-Alex
Title: Re: High Speed Rail Project (HSRP)
Post by: tamorr on May 15, 2009, 06:56:28 PM
   Now that looks even better, Congrates.... I'm not sure about the Rail to GHSR, but it is a good idea, however not sure how it would be done though.
Title: Re: High Speed Rail Project (HSRP)
Post by: allan_kuan1992 on May 15, 2009, 10:41:07 PM
Hmmm (thinks about adding monorail paths on rail)  ;)

That might take long to do though...

- Allan Kuan
Title: Re: High Speed Rail Project (HSRP)
Post by: Jonathan on May 16, 2009, 12:46:50 AM
Alex, I think I asked this a while ago but I never got anywhere with it.

If HSRP was made to have rail paths on it instead or monorail, could a higher speed be set when the trains are on monorail? That way conversion to Rail would not require a TE Lot and you'll still get the Higher Speed, and it could be set to be faster than monorail?

The textures are looking stunning vershner :thumbsup: (another K point)

Jonathan
Title: Re: High Speed Rail Project (HSRP)
Post by: Tarkus on May 16, 2009, 12:53:43 AM
Quote from: Jonathan on May 16, 2009, 12:46:50 AM
If HSRP was made to have rail paths on it instead or monorail, could a higher speed be set when the trains are on monorail? That way conversion to Rail would not require a TE Lot and you'll still get the Higher Speed, and it could be set to be faster than monorail?

Yes, it should be possible.  This would also eliminate the possible issues of monorail trains running on HSR tracks or vice-versa, too.  I'd say it's a great idea.

-Alex
Title: Re: High Speed Rail Project (HSRP)
Post by: kuehmary on May 16, 2009, 01:56:39 PM
I know that we can go from GHSRP to subway and rail to subway.
Title: Re: High Speed Rail Project (HSRP)
Post by: Tarkus on May 16, 2009, 02:40:43 PM
An update on the Rail paths on HSR . . . I've been doing some experiments over the past night and just now, with no luck as of yet.  I'm probably going to make some more alterations to station settings if it is going to work.

-Alex
Title: Re: High Speed Rail Project (HSRP)
Post by: Olasz on May 18, 2009, 12:18:42 AM
you may want to look back at my experiments on simtropolis, though I went the opposite: put mono path on rail pieces - conventional trains on hsr are very unrealistic, while in downtown areas hsr trains often switch to regular rail
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg190.imageshack.us%2Fimg190%2F225%2F85167441.jpg&hash=2750d805638ad0b479241a9cd58cf88855abd731)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg190.imageshack.us%2Fimg190%2F1060%2Fmono2.jpg&hash=db76745acfd0eda74ff12da9db6de5d552bbf735)

the trick was to modd the Traffic Simulator Monorail speeds and the stations
Title: Re: High Speed Rail Project (HSRP)
Post by: allan_kuan1992 on May 18, 2009, 12:43:55 AM
Did that actually work in the Traffic Simulator? It would be really helpful if you posted some traffic query photos.

I think I tried to do something similar in the traffic DAT with El-Rail/GLR for freight and passenger trains... but it never worked out (probably due to station modding).

- Allan Kuan
Title: Re: High Speed Rail Project (HSRP)
Post by: Olasz on May 18, 2009, 01:35:43 AM
it did, with some oddities

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg193.imageshack.us%2Fimg193%2F3934%2F25693096.jpg&hash=fb0bd2e68401e722331cec8229ed071556a56380)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg193.imageshack.us%2Fimg193%2F9586%2F62778535.jpg&hash=ef1503036f5b8bfde4615c1b3b04f4b177d37343)
Title: Re: High Speed Rail Project (HSRP)
Post by: allan_kuan1992 on May 18, 2009, 01:04:04 PM
I look at the images with concern. It doesn't appear to be working too well... instead it seems like if the sims are jumping between two sections of HSR.

- Allan Kuan


Title: Re: High Speed Rail Project (HSRP)
Post by: Jonathan on May 18, 2009, 01:12:49 PM
Olasz, that's true about the normal Rail not using HSR lines and opposite, thanks for pointing it out.
Of course it will require more testing, like as to why the jumping occurs. Is it possible that we can only have monorail on rail, not rail on monorail? I'm thinking it might be something to do with the Network Hierarchy.

Jonathan
Title: Re: High Speed Rail Project (HSRP)
Post by: plunderer on May 19, 2009, 02:19:01 AM
HSR catenary completed. (GHSR not yet)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg297.imageshack.us%2Fimg297%2F7835%2F61477767.jpg&hash=def4a25266234399e662d6630f41ae908d1a2e14)
Title: Re: High Speed Rail Project (HSRP)
Post by: vershner on May 19, 2009, 03:30:49 AM
Hey they look great, nice job!


btw. What should I do with the textures?  Post them all here? Or I could email the dat, or the images to someone?
Title: Re: High Speed Rail Project (HSRP)
Post by: io_bg on May 19, 2009, 03:38:03 AM
Great job, plunderer! :thumbsup:
Title: Re: High Speed Rail Project (HSRP)
Post by: choco on May 19, 2009, 04:28:56 AM
new textures and cats..... :P  HSR is getting a nice makeover!
Title: Re: High Speed Rail Project (HSRP)
Post by: ehbk2006 on May 19, 2009, 04:36:37 AM
Hmm, the new Switch3 gantry fits perfect yes.  :thumbsup:
Title: Re: High Speed Rail Project (HSRP)
Post by: plunderer on May 19, 2009, 06:24:03 AM
Quote from: ehbk2006 on May 19, 2009, 04:36:37 AM
Hmm, the new Switch3 gantry fits perfect yes.  :thumbsup:

thank you very much for custom catenary  props  :thumbsup:
Title: Re: High Speed Rail Project (HSRP)
Post by: tamorr on May 19, 2009, 07:48:50 AM
Looking better every time I come to this post... Love the new additions..
Title: Re: High Speed Rail Project (HSRP)
Post by: ehbk2006 on May 19, 2009, 09:00:31 AM
I was thinking, maybe some random placed signals would be nice.

How about these signals (blue yellow triangles) from the French LGV's:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg509.imageshack.us%2Fimg509%2F8538%2F31271196953200.jpg&hash=870c2a8e2122696248ef8fea71306cce01851a32)

More information.  (http://www.carreweb.fr/stfr/cstgv_en.html)

If there's any interest in these signals I will create them.  ;)
Title: Re: High Speed Rail Project (HSRP)
Post by: WC_EEND on May 19, 2009, 09:25:06 AM
I like anything that adds more realism
Title: Re: High Speed Rail Project (HSRP)
Post by: tamorr on May 19, 2009, 02:25:06 PM
For me it is not realism that I like but how something looks and I'd say adding the signs would probably make it even more different than the regular rails. That means I wouldn't mind em' added as they look nice, but yeah no so much frequency as you said, low frequency. Don't want them over running the HSRs, so separted at intervals would be fine in my opinion...
Title: Re: High Speed Rail Project (HSRP)
Post by: plunderer on May 21, 2009, 12:34:54 PM
HSR & GHSR catenary mod completed, include many kind of HSR & GHSR bridges

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg2.imageshack.us%2Fimg2%2F9763%2F63470556.jpg&hash=ee0b42fed8f82797021c4d451776ce8059f1bba4)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg32.imageshack.us%2Fimg32%2F5943%2F89557424.jpg&hash=965cba49d8a64fc97878778e67ca5a0e67b1f4db)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg29.imageshack.us%2Fimg29%2F9016%2F70293252.jpg&hash=06c8c7cf85e9b2200d0ad2e66702eb195b3addeb)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg507.imageshack.us%2Fimg507%2F8080%2F40220218.jpg&hash=0ccea53d5dd2ad6fe831d817b050ce13d5c2d901)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg20.imageshack.us%2Fimg20%2F628%2F91979687.jpg&hash=a72752e6012ac16d3561c5bb976ddb411dad18ee)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg29.imageshack.us%2Fimg29%2F1064%2F49606329.jpg&hash=29e31696fc8881770bcead5630167f6ca4c90e3c)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg265.imageshack.us%2Fimg265%2F963%2F59768389.jpg&hash=15783a01f8d8169083e2d5301614b4853eb60acd)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg339.imageshack.us%2Fimg339%2F7687%2F94692975.jpg&hash=97f77c4aa754278fcf7711275bf18fbe306c4edc)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg29.imageshack.us%2Fimg29%2F8105%2F14182205.jpg&hash=d5aa483592e9495d35cce6da4c7c5333dda06c7c)
Title: Re: High Speed Rail Project (HSRP)
Post by: io_bg on May 21, 2009, 12:38:31 PM
Oh my God! :o Will these be ready for download soon?
Title: Re: High Speed Rail Project (HSRP)
Post by: Jonathan on May 21, 2009, 01:24:42 PM
Please try not to kill me plunderer,
I had kind of decided to (at least try to) do a different IID scheme, the current one is based off the monorail IIDs so it is unflexible, and I've begun to realise the more pieces are going to be needed (quite a lot actually) but if changing the IIDs will make too much work for you changing T21s, then can you show me what fields need to be changed to change what piece the T21 shows up on.

But they look stunning, just some wires would be exceptional (the old HSRP had wires, only didn't show up on flipped pieces, but you are so good at T21s that I bet you could fix that :) )

Sorry I missed your post Vershner, I'll edit it back here soon.
btw, in plunderer's picture of the switch the rails aren't matched up exactly(barely noticeable), is it possible to fix it without too much change?

Jonathan
Title: Re: High Speed Rail Project (HSRP)
Post by: plunderer on May 21, 2009, 02:42:56 PM
HSR & GHSR using T21 exemplar not too much, if need change, I can complete in 3 days  ;D
I have no idea about the wires, but if has suitable  wires props, I can try that.
if necessary  for new HSR, I can send a copy of my t21s to you.

Title: Re: High Speed Rail Project (HSRP)
Post by: darraghf on May 21, 2009, 03:20:48 PM
Great progress with this project all of you guys. I can't wait to be able to use it in my game!
Title: Re: High Speed Rail Project (HSRP)
Post by: vershner on May 21, 2009, 03:56:17 PM
Quote from: Jonathan on May 21, 2009, 01:24:42 PM
Sorry I missed your post Vershner, I'll edit it back here soon.
btw, in plunderer's picture of the switch the rails aren't matched up exactly(barely noticeable), is it possible to fix it without too much change?
I've been trying to tweak it, but it's never going to look perfect. The corner texture isn't really a smooth curve. It's made up from a number of straight sections, and when it meets the switch it's at the wrong angle and size. The original texture didn't line up perfectly on the diagonal switch either.  I'll keep working on it though.
The good thing is it's only really noticeable at the maximum zoom level.
Title: Re: High Speed Rail Project (HSRP)
Post by: dragonshardz on May 21, 2009, 11:50:02 PM
plunderer: are the catenary props T21'd to normal DTR? And do you have plans to T21 catenary props for STR as well? Because that'd be just awesome!
Title: Re: High Speed Rail Project (HSRP)
Post by: plunderer on May 22, 2009, 12:22:39 AM
Quote from: dragonshardz on May 21, 2009, 11:50:02 PM
plunderer: are the catenary props T21'd to normal DTR? And do you have plans to T21 catenary props for STR as well? Because that'd be just awesome!
I had uploaded the Rail Catenaries Mod to STEX:
http://www.simtropolis.com/stex/details.cfm?id=21200

but that using old Cantanery-props, I'll upload ehbk2006's new NL-Special-Cantanery-props (HD version) couple days later
you can view what difference of old props and HD props in this topic:
http://sc4devotion.com/forums/index.php?topic=6316.0
Title: Re: High Speed Rail Project (HSRP)
Post by: just_a_guy on May 22, 2009, 01:23:07 PM
Wow! I really like the new models. I can't wait to be able to use these.

I just think the GHSR dosen't very realistic. I've never seen ground rail with concrete protection barriers on the sides. I think it should be a bit more like the normal rail (just for the sides though). But that's just an observation of mine.

Other than that everything is amazingly good. (I especially like the bridges ;D)
Title: Re: High Speed Rail Project (HSRP)
Post by: Jonathan on May 22, 2009, 03:20:34 PM
A tiny update, I've finished my first draft on the HSR draggable IID scheme,and right now the aim is to add around 190 new pieces (well variations of existing pieces, so no new textures are required), that is if I don't lose the will to live while RULing them, but there are 5 pieces that must be added that will allow the curves and switches closer together (not as close as normal Rail or monorail though) The other 185 are for networks going under curves.

Vershner, can you upload the textures in png form (the 256 and 128 forms if you can) in a zip to a file hoster like Mediafire.com ? and PM me the link?

Jonathan
Title: Re: High Speed Rail Project (HSRP)
Post by: cogeo on May 22, 2009, 03:31:54 PM
I would like to raise another point... again. I think a real catenary (wire) would be possible. Some ideas:
- The wire has to be quite thick 0.25 to 0.30m, otherwise it wouldn't appear ingame.
- It should also be part of the networks models, not a prop, to follow the ground elevations changes exactly, just like the track does (the game "bends" it properly if needed).
- The poles must be props, otherwise they wouln't look right on sloped terrain. A small (pseudo) catenary can be added to the prop model - the wire itself can be a straight (well, curved on turns) line, that simple!
Title: Re: High Speed Rail Project (HSRP)
Post by: ehbk2006 on May 23, 2009, 08:12:45 AM
They did try that:

http://sc4devotion.com/forums/index.php?topic=3792.msg145450#msg145450 (http://sc4devotion.com/forums/index.php?topic=3792.msg145450#msg145450)




I finished the signals, they are based on the French type (http://www.trainweb.org/tgvpages/images/reseau/picardie05.jpg).

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg32.imageshack.us%2Fimg32%2F3006%2Fcapturebmp.png&hash=98597eb331717858b354ad7f479d898730293352)
Title: Re: High Speed Rail Project (HSRP)
Post by: cogeo on May 23, 2009, 08:16:50 AM
ehbk2006, thanks for the link. Hadn't seen that.

Still, smoncrie mentions T21s, and this rather implies "props" (obviously with the "Orient To Slope" property set to true). I was talking about something different, ie make the wire model part of the HSR/GHSR model, not a prop; this could deliver different results maybe. I think it's worth a try.
Title: Re: High Speed Rail Project (HSRP)
Post by: tamorr on May 23, 2009, 02:16:17 PM
Those signals look nice... I think you did a great job in making them... Those will be well suited addition to the look of HSR, I like em'. :thumbsup:
Title: Re: High Speed Rail Project (HSRP)
Post by: vershner on May 27, 2009, 07:51:08 AM
I was just thinking... Is it realistic to have people commuting via HSR?

I think in general people use HSR for commerce (meetings, events, etc), visiting friends/relatives, and tourism. Therefore, would it be better for the HSR stations to function as airports?
Title: Re: High Speed Rail Project (HSRP)
Post by: mightygoose on May 27, 2009, 09:41:13 AM
well the HSRL in kent is about to start an ashford to london 37 minute commute service... so its pretty realistic.
Title: HSR over GHSR puzzle piece
Post by: totof0306 on May 27, 2009, 11:41:24 AM
I have been trying to put this piece in my HSR/GHSR-Network but it doesn't match! Either the HSR is broken or the GHSR is.  ???
Some time ago I saw a download which wasn't reachable; the file might be defect.
Does anybody know if a current version of it is disponible?

Thanks forward for help/info.  :thumbsup:
Title: Re: High Speed Rail Project (HSRP)
Post by: dragonshardz on May 28, 2009, 03:46:57 PM
What piece?

Also, if you can't get to the downloads on the LEX, it may be because you haven't registered for it. LEX access requires a separate login, as not everyone who downloads from the LEX wants an account on the forums.
Title: Re: High Speed Rail Project (HSRP)
Post by: totof0306 on May 31, 2009, 03:21:00 AM
thanks for advice but I'm a "regular" member of LEX - so that should not be the problem...
My question is concerning the piece that should enable HSR to drive over GHSR - [/font]like a HSR/GHSR overpass. If you still do not understand, let me know and I will attach a pic in next post. ::)
Title: Re: High Speed Rail Project (HSRP)
Post by: allan_kuan1992 on June 03, 2009, 12:33:24 AM
I don't mean to bug you people for an answer, but no one ever followed up on my question from way back:

Quote from: allan_kuan1992 on May 14, 2009, 10:37:47 PM
can someone change that unwieldy support column there? It just looks odd and too sci-fi.

Now... having looked at the BTM mod (which was made originally by a few Japanese creators for the same purpose) there are some new columns that Plunderer made at the BTM thread at Simtropolis, and those look really modern and realistic with the times. Is it possible if we switch from the current sci-fi columns to that one? I kind of wonder how the two will look afterward but it's something worth a try.

BTW if you want a link to Simtropolis to see and try the columns:
http://www.simtropolis.com/forum/messageview.cfm?catid=124&threadid=106534&STARTPAGE=3&FTVAR_FORUMVIEWTMP=Linear (Next post has better links.)

- Allan Kuan
Title: Re: High Speed Rail Project (HSRP)
Post by: Jonathan on June 03, 2009, 09:44:25 AM
I can't see any new columns in that thread, there are ones with different textures?
The problem with switching to thosse is the cateneries are part of the column, so on curves and switches you'd get poles sticking throught the track. They couldbe modified though to fit the HSR.


Jonathan
Title: Re: High Speed Rail Project (HSRP)
Post by: straha on June 04, 2009, 07:58:51 AM
I have searched for a HSRP automata generator and have not had any luck.  It's quite possible that I just simply didn't see it, but I would love to have one so I can see my trains more often.  Has one been made, and if not, would anyone be willing and able to make one?
Title: Re: High Speed Rail Project (HSRP)
Post by: plunderer on June 04, 2009, 08:23:43 AM
Quote from: straha on June 04, 2009, 07:58:51 AM
I have searched for a HSRP automata generator and have not had any luck.  It's quite possible that I just simply didn't see it, but I would love to have one so I can see my trains more often.  Has one been made, and if not, would anyone be willing and able to make one?
I'd made some railway automata generator,
the image in my topic  http://sc4devotion.com/forums/index.php?topic=6316.0  all automata generated by each railway automata generator

I can give you the HSR automata generator, but the lot looks so simple, I made it just for path testing  :P


(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg188.imageshack.us%2Fimg188%2F1963%2F20090603221612.jpg&hash=934ebffb0a2886ec136dde8fdf0c24725e14c5e5)

Title: Re: High Speed Rail Project (HSRP)
Post by: straha on June 04, 2009, 10:00:17 AM
Awesome!  That would work for me!  Since you posted that pic, what are all of the things in your menu there?  They look interesting :)

I would love to have automata generators for all the trains.  I'm assuming that the plopped lot is the HSR generator?  Running the lot through LE, and just changing texture and props shouldn't break the lot should it?

Thank you for all the work you have done on the Rail Project.  It is amazing!
Title: Re: High Speed Rail Project (HSRP)
Post by: darraghf on June 04, 2009, 11:13:26 AM
Great. I've always wanted generators for rails
Title: Re: High Speed Rail Project (HSRP)
Post by: plunderer on June 04, 2009, 01:24:20 PM
the menu icon are some generators for:

HSR (BTM, Monotrain)

In-game freight train & passenger train, from SW77 Train Generators http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=975
but I  modified both to transit lot, and needn't dependency

fourth and following icon are some generators for 5 type custom train engine(only engine), the icon "ALL" will generate all of 5 type engine at the same time

about the HSR generator, of cause you can modify the lot, but don't modify the property "OccupantGroups" values in exemplar
just plop the lot on the HSR track side, it will generate the automata

Title: Re: High Speed Rail Project (HSRP)
Post by: allan_kuan1992 on June 04, 2009, 05:14:21 PM
hmm... have you looked at post #1556385? (the file is attached there)

http://www.simtropolis.com/forum/messageview.cfm?catid=124&threadid=106534&STARTPAGE=3&FTVAR_FORUMVIEWTMP=Linear#1556385

there are better pics on post #1552198:

http://www.simtropolis.com/forum/messageview.cfm?catid=124&threadid=106534&STARTPAGE=2&FTVAR_FORUMVIEWTMP=Linear#1552198

hope that clarifies things.

- Allan Kuan
Title: Re: High Speed Rail Project (HSRP)
Post by: straha on June 05, 2009, 09:32:33 PM
Plunderer, thank you so much for the HSR generator!  Works like a dream!  One question I have now...I am using the NAM Z simulator and was wondering...should the HSR visually appear to go faster than the standard rail, or should all rail appear to go the same speed?
Title: Re: High Speed Rail Project (HSRP)
Post by: wes.janson on June 05, 2009, 09:34:49 PM
Quote from: straha on June 05, 2009, 09:32:33 PM
Plunderer, thank you so much for the HSR generator!  Works like a dream!  One question I have now...I am using the NAM Z simulator and was wondering...should the HSR visually appear to go faster than the standard rail, or should all rail appear to go the same speed?

HSR is based on the monorail network so I assume it should be visually faster than ordinary rail.
Title: Re: High Speed Rail Project (HSRP)
Post by: Swamper77 on June 05, 2009, 09:45:04 PM
The speeds at which the automata appear to move at can be different than the actual network speeds. This is because the speeds at which the automata move at are controlled by the Automata Tuning Exemplar and the speeds of the networks are controlled by the Traffic Simulator Exemplar. Thus, a tram could appear to move at 5 kph when the network speed is set to 100 kph.

The network speeds influence the Traffic Simulator's choices of finding routes for the Sims to get to/from work/home. The automata speeds are just visual only and do not affect the actual speeds of the networks themselves.

-Jan
Title: Re: High Speed Rail Project (HSRP)
Post by: straha on June 05, 2009, 09:49:50 PM
So then just because visually, all of the trains appear to be moving at the same speed, doesn't mean that the actual network spped is the same, so the HSR path is faster than the standard rail
Title: Re: High Speed Rail Project (HSRP)
Post by: plunderer on June 05, 2009, 11:18:15 PM
you can controll the HSR automata speed via change exemplar property "Train Min/Max KPH" values in NetworkAddonMod_Automata_Plugin_**********.dat

but the property "Train Min/Max KPH"  also effect rail and lightrail automata, that's means if you set different values, you will see the HSR automata slower than rail or lightrail sometime
Title: Re: High Speed Rail Project (HSRP)
Post by: straha on June 06, 2009, 12:06:55 AM
I changed the speeds a bit and setup some rail lines right next to eachother, and there is certainly a difference, just not a very significant one.  I really wanted to see my HSR trains fly by the 55 car long freight trains :)

I did a quick lot job on the HSR generator, but it ended up with too rural of a feel, so I am going to relot it with a more urban feel, and probably keep both of them.  Thanks again for that!
Title: Re: High Speed Rail Project (HSRP)
Post by: carkid1998 on June 06, 2009, 03:29:58 AM

I'm new to HSR but when are those great new textures availiable?
Title: Re: High Speed Rail Project (HSRP)
Post by: allan_kuan1992 on June 06, 2009, 03:29:32 PM
They are under development...?  = \

It'd save a lot of thread space if you (and others) read a few pages back to find out what was happening...

@ Jonathan:  I am patiently awaiting your analysis on those new columns =)

- Allan Kuan
Title: Re: High Speed Rail Project (HSRP)
Post by: vinlabsc3k on June 06, 2009, 08:01:11 PM
Excellent work guys!! :thumbsup: It's awesome. &apls
I've a request:"Can someone make an eye-candy lot that cover the tunnel entrance-exit?"
Title: Re: High Speed Rail Project (HSRP)
Post by: mike3775 on June 06, 2009, 08:04:18 PM
Those look great


vinlabsc3k , your signature is so appropriate  :)
Title: Re: High Speed Rail Project (HSRP)
Post by: RebaLynnTS on June 06, 2009, 08:27:45 PM
One thing to remember, there is a setting in the game to determine weather the automata move at the same speed or not. (Unless this means something other than what I think it does).
Title: Re: High Speed Rail Project (HSRP)
Post by: Jonathan on June 07, 2009, 02:36:14 AM
Ok here's the new stuff,
The cateneries by Plunderer and the textures by Vershner. Then I just removed the side of GHSR and lowered to 0m
And trying out the BTM pylons.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi200.photobucket.com%2Falbums%2Faa230%2FwarriorST%2FHSR1.png&hash=67d62fbee2e3a5aeafabfaff00c35627c5838311)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi200.photobucket.com%2Falbums%2Faa230%2FwarriorST%2FHSR2.png&hash=a6e383a0d6eb216a61fc448d5a10c4e693afe11c)

Allan(and everyone), what do you think of the columns? I think they seem a bit small, and it all looks a bit top heavy?
And the GHSR track? I think it will need some blending into the grass, but that won't be in the next release, because all the model will need widening and the textures modified.

Jonathan
Title: Re: High Speed Rail Project (HSRP)
Post by: joelyboy911 on June 07, 2009, 03:17:53 AM
These look great. I have two suggestions for the GHSR, I feel that the grey lines which run along the outermost edge of the tracks are surplus to requirements, and that along that section it should be made to look like some gravel or some such thing. Perhaps wealth dependency could be used to have some areas with my previous suggestion (ie. in rural areas), and others in which the concrete barriers, which have been removed, would be totally appropriate. I'm very sorry if this is a repetition or has already been ruled out.
Title: Re: High Speed Rail Project (HSRP)
Post by: plunderer on June 07, 2009, 03:52:09 AM
if you use the BTM support, set texture 0xeb97dbd8 in the s3d mats will be better

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg41.imageshack.us%2Fimg41%2F1963%2F20090603221612.jpg&hash=858562e85c3b385e3761d0fbc69270100d176b5e)
Title: Re: High Speed Rail Project (HSRP)
Post by: vershner on June 07, 2009, 04:06:20 AM
Personally I prefer the old supports. Their texture is much better.

The BTM ones look a bit too small. I could re-texture them I suppose, but they'd still need to be bigger.

Nice work on the GHSR. I guess we will be needing some dirt on the edge of the gravel, to blend it into the grass.  Would it be possible to add fences to the edge of the track?
Title: Re: High Speed Rail Project (HSRP)
Post by: darraghf on June 07, 2009, 04:31:47 AM
I think the old supports look better with it.
Title: Re: High Speed Rail Project (HSRP)
Post by: dragonshardz on June 07, 2009, 05:03:15 AM
Ditto!^
Title: Re: High Speed Rail Project (HSRP)
Post by: Fresh Prince of SC4D on June 07, 2009, 10:37:25 AM
Keep the old columns and the concrete barriers for the GHSR!
Title: Re: High Speed Rail Project (HSRP)
Post by: Jonathan on June 07, 2009, 11:00:06 AM
Everything will be optional,
though I may not even bother with the support (unless somone wants to make some new ones)

btw I thought that  only one T21 could be on a tile at a time? but both the supports and cateneries are T21s and appear on the same tile?
Jonathan
Title: Re: High Speed Rail Project (HSRP)
Post by: Andreas on June 07, 2009, 12:02:09 PM
Well, if you add both the supports and the catenaries to the same T21, only one is needed. ;)
Title: Re: High Speed Rail Project (HSRP)
Post by: allan_kuan1992 on June 07, 2009, 05:28:00 PM
For me... yes it's a little top-heavy... we could make the columns thicker or add more of them in between the spaces.


However, the guideway thickness might also on the large side based on this photo:

http://en.wikipedia.org/wiki/File:Viaducto_Arroyo_del_Valle_(Madrid)_02.jpg
(credits to original photographer)


That kind of depends on design specs however... from images I've seen through browsing Google Images:

- the Wikipedia one exists in Spain (where the image came from) and Taiwan (with modifications) but both have thicker columns.
- the one we have appears to take its design from the Shinkansen network which tends to have closely-spaced columns.


However in any case the new columns still do look better than the current ones in terms of realism...
Title: Re: High Speed Rail Project (HSRP)
Post by: plunderer on June 08, 2009, 12:01:51 AM
I think the GHSR should with rail bed, like the photo ehbk2006 posted:
http://sc4devotion.com/forums/index.php?topic=2089.msg247384#msg247384

and bighead99 posted:
http://sc4devotion.com/forums/index.php?topic=3743.msg218123#msg218123
Title: Re: High Speed Rail Project (HSRP)
Post by: debutterfly on June 08, 2009, 12:04:04 PM
Are there any HSR Stations that are 1 tile wide and 'x' long? something like the monorail station.

-Larry (debutterfly)
Title: Re: High Speed Rail Project (HSRP)
Post by: chrisnhl on June 11, 2009, 09:13:05 AM
Hey guys! I installed a HSRP Transit hub and wanted to delete it to shift it over a couple tiles so that it would work better with my city.  I could not bulldoze the hub and I have deleted everything from my plugin folder.  Now there is just a big brown box in the middle of my city and I still can build anything in that area. It is ruining my city!  Can someone please help me?
Title: Re: High Speed Rail Project (HSRP)
Post by: choco on June 11, 2009, 09:54:37 AM
chrisnhl: you tried to delete the hub before or after you removed your plugins?  sounds like the latter, in which case, the outlook is bleak.  i've never been able to delete a lot after removing the plugin and booting the city.....even after reinstalling it and trying again.
Title: Re: High Speed Rail Project (HSRP)
Post by: Jonathan on June 11, 2009, 11:33:46 AM
Try zoning residential on the building then deleting the building and then dezoning the resdential.

Jonathan
Title: Re: High Speed Rail Project (HSRP)
Post by: chrisnhl on June 11, 2009, 12:33:56 PM
Wow Thanks guys! I tried a bunch of random stuff and something worked so im all back to normal!
Title: Re: High Speed Rail Project (HSRP)
Post by: chpbrownlee on June 17, 2009, 11:39:46 AM
Every time I use the HSR my game crashes how can i fix that ?
Title: Re: High Speed Rail Project (HSRP)
Post by: WC_EEND on June 17, 2009, 12:02:58 PM
can you be a bit more specific, is your HSR starter piece near a station? if so, that could cause the CTD
Title: Re: High Speed Rail Project (HSRP)
Post by: chpbrownlee on June 17, 2009, 12:13:43 PM
umm like a monorail station i don;'t have a specific hsrp station but yeah ithink so could that cause the crash ?
Title: Re: High Speed Rail Project (HSRP)
Post by: WC_EEND on June 17, 2009, 12:24:22 PM
yes, the starter pieces are called "puzzle pieces" and due to something hardcoded (= not changable) into the game's .exe file the CTD occurs whenevr puzzle pieces are hovered over or even touch Transit Enabled (TE) lots (like stations)
Title: Re: High Speed Rail Project (HSRP)
Post by: chpbrownlee on June 17, 2009, 03:54:06 PM
Okay so don't put starter peices near stations ?
Title: Re: High Speed Rail Project (HSRP)
Post by: KoV Liberty on June 22, 2009, 06:19:59 PM
Yep! ;D
Title: Re: High Speed Rail Project (HSRP)
Post by: Pharaon-Kheops on June 29, 2009, 07:01:28 AM
Well, not sure if this is the good topic for this question, but is it "hopable" to see one day some "old" multi-lane rail stations (like Amsterdam Station, fo exemple) be refurbished to have one of their lane changed for HSRP?
Title: Re: High Speed Rail Project (HSRP)
Post by: gardenwong on June 29, 2009, 08:20:38 AM
Quote from: Pharaon-Kheops on June 29, 2009, 07:01:28 AM
Well, not sure if this is the good topic for this question, but is it "hopable" to see one day some "old" multi-lane rail stations (like Amsterdam Station, fo exemple) be refurbished to have one of their lane changed for HSRP?
you can change it by using LE, SC4Tools , DatGen and writing paths
it's not too difficult if you know how to use them...of course....you need to know the path-file.... ;)
Title: Re: High Speed Rail Project (HSRP)
Post by: cogeo on June 29, 2009, 02:03:14 PM
Take a look at my HSR Stations Essentials (http://www.simtropolis.com/stex/details.cfm?id=19828) on the STEX. It may be helpful for your lotting work.
Title: Re: High Speed Rail Project (HSRP)
Post by: Pharaon-Kheops on June 30, 2009, 09:02:45 AM
that is exactly the kind of answers I was affraid to receive^^ well... so be it..... good bye Social life, good bye happy evenings with my family, goodbye playing time.... ^^ let's learn SC4 deep mechanics....

thank for your quick answer, guys (even though I would have prefered something like "I just finished it, it will be on the LEX next week" ^^ )
Title: Re: High Speed Rail Project (HSRP)
Post by: vershner on June 30, 2009, 11:44:07 AM
Quote from: Pharaon-Kheops on June 30, 2009, 09:02:45 AM
well... so be it..... good bye Social life, good bye happy evenings with my family, goodbye playing time.... ^^ let's learn SC4 deep mechanics....
That's the spirit!
Title: Re: High Speed Rail Project (HSRP)
Post by: Monorail Master on June 30, 2009, 02:57:17 PM
I think the GHSR needs some train crossing pieces. Just place one instead of spending thousands of $$$ to build an overpass for GHSR, I mean GHSR have train crossins IRL
Title: Re: High Speed Rail Project (HSRP)
Post by: Jonathan on June 30, 2009, 03:04:35 PM
If you show me a picture of a GHSR crossing normal rail then maybe, but it doesn't seem very realistic, the same way theres only 2 or 3 trains Crossing trams. Just build a Rail overpass instead of a GHSR over pass.

Jonathan
Title: Re: High Speed Rail Project (HSRP)
Post by: Gaston on June 30, 2009, 05:01:06 PM
Quote from: Jonathan on June 30, 2009, 03:04:35 PM
If you show me a picture of a GHSR crossing normal rail then maybe, but it doesn't seem very realistic, the same way theres only 2 or 3 trains Crossing trams. Just build a Rail overpass instead of a GHSR over pass.

Jonathan

I have to agree with ya Jonathan.   There is talk about the US gov't starting/updating some type of HSR here in the states.    But, a major stumbling block is exactly that; too many intesections to deal with.


---Gaston
Title: Re: High Speed Rail Project (HSRP)
Post by: choco on June 30, 2009, 07:34:36 PM
^+2

i think GHSR intersections are akin to highway intersections......
Title: Re: High Speed Rail Project (HSRP)
Post by: Tarkus on June 30, 2009, 08:49:56 PM
I'm with choco. Gaston and Jonathan here . . . it kind of defeats the purpose.  HSR/GHSR should stay grade-separated from surface networks--it's essentially the "freeway" of rail-based transportation.

-Alex

Title: Re: High Speed Rail Project (HSRP)
Post by: Pharaon-Kheops on July 01, 2009, 11:01:18 PM
concerning realism.
Here in France, where we have massive HSR use, HSR rail have actually replaced normal rail where it does aplly. This means normal (and freight) trains do use the HSR rail on HSR lines (e.g.: between Paris and Lyon, first HSR line ever in France, since 1983). On other lines, HSR trains also use normal rail (thought at reduced velocity) tu reach some cities without the need of a train change (e.g.: most of the important cities wich are near the ski resorts in the Alps mountains are reachable by HSR, but the HSR rail goes only up to Lyon or Grenoble, thereafter, the HSR use normal rail at a reduced pace (about the same as normal train) instead of the regular 350km/h) .

So, to be brief, HSR not only "cross" normal rail, but also MERGE with it (but this is unmakable in SC4, I think...). By the way, there are a very very few HSR/road crossing and the State spend Mil. Euros every year to even reduce the number (the goal is 0 crossings indeed).
Title: Re: High Speed Rail Project (HSRP)
Post by: dragonshardz on July 02, 2009, 03:53:54 PM
Considering that the Rail network and the Monorail network (which the HSRP is a texture override for) have different network speeds, I think it would just make things easier and more logical to keep HSR and HDR grade-separated.
Title: Re: High Speed Rail Project (HSRP)
Post by: running naked in the snow on July 26, 2009, 01:58:16 AM
Hello,

Was wondering how the project has processed up to this point. Is everything still ongoing, or has people refocused their abilities to other projects?

Title: Re: High Speed Rail Project (HSRP)
Post by: dragonshardz on July 26, 2009, 01:57:51 PM
The project has been put on the back burner, but it isn't dead. I beleive Jonathan is busy working on STR and other NAM-related things.
Title: Re: High Speed Rail Project (HSRP)
Post by: mrgisa on August 10, 2009, 11:48:39 PM
Hi All,


Firstly, I wanted to say that this a great mod and I'm very grateful for all the hard work you guys have done.  I love trains and the stuff you do adds some great realism!

I have a problem however and I was wondering if there was a solution.

I downloaded the Acela HSR mod but the passenger cars do not seem to match the engine.  At first, I thought there was a mistake when the creator uploaded the acela file but after spending several hours trying to figure out why, I figured out that the GHSR_Plugin.dat seems to block out the acela (and the ICE train) coach file.  For some reason, this file installs a coach.  Coincidentally, I noticed that the acela lacked the proper cars in the picture in the readme when installing the HSRP mod.

As you can guess, if I take out GHSR_Plugin.dat, the coach will show (but the tracks will not) and obviously the game can crash.  Odder still, If I put in say...the 500 in bullet train mod, both the engine and coaches will appear.  I also used the patch to make sure that the BTM mod and the HSRP mod will work properly so I am completely stumped as to what to do.

I installed the nam essentials pack, the June 2009 nam, the HSRP and the patch so hopefully it's not something I am missing.

Any ideas as to what I could do?  As I mentioned, this problem also occurs when I use the ICE HSRP mod.  I'd prefer to use the Acela in my cities but I will settle for a bullet train if there is no solution.

Keep up the great work guys!


Gisa ^^
Title: Re: High Speed Rail Project (HSRP)
Post by: gardenwong on August 11, 2009, 04:20:19 AM
Quote from: mrgisa on August 10, 2009, 11:48:39 PM
Hi All,


Firstly, I wanted to say that this a great mod and I'm very grateful for all the hard work you guys have done.  I love trains and the stuff you do adds some great realism!

I have a problem however and I was wondering if there was a solution.

I downloaded the Acela HSR mod but the passenger cars do not seem to match the engine.  At first, I thought there was a mistake when the creator uploaded the acela file but after spending several hours trying to figure out why, I figured out that the GHSR_Plugin.dat seems to block out the acela (and the ICE train) coach file.  For some reason, this file installs a coach.  Coincidentally, I noticed that the acela lacked the proper cars in the picture in the readme when installing the HSRP mod.

As you can guess, if I take out GHSR_Plugin.dat, the coach will show (but the tracks will not) and obviously the game can crash.  Odder still, If I put in say...the 500 in bullet train mod, both the engine and coaches will appear.  I also used the patch to make sure that the BTM mod and the HSRP mod will work properly so I am completely stumped as to what to do.

I installed the nam essentials pack, the June 2009 nam, the HSRP and the patch so hopefully it's not something I am missing.

Any ideas as to what I could do?  As I mentioned, this problem also occurs when I use the ICE HSRP mod.  I'd prefer to use the Acela in my cities but I will settle for a bullet train if there is no solution.

Keep up the great work guys!


Gisa ^^
Hi Gisa,
you can try to add "ZZZ_" before the name of the file.
for example,if the file named "HSRP ICE train", you can change it to "zzz_HSRP ICE train"
and it will be fine :thumbsup:
----------------------------------------------------------
also, I would like to know that is there any news about the "revolution"of the HSRP?
Title: Re: High Speed Rail Project (HSRP)
Post by: mrgisa on August 11, 2009, 05:27:03 AM
Hi Gardenwong,


Thanks for the reply.  I tried what you suggested, but unfortunately it did not work.  I had originally tried to put the engine and coach files in a seperate folder called HSRP so I renamed them with an uppercase ZZZ_, a lowercase zzz_ but it didn't work.  I took the engine and coach files out of the folder and repeated the same process for the files but it did not work.  I even tried giving them an aaa_name so they'd be accessed first.

I tried this with the acela without success.

Has anyone else here had success getting the acela coach to show up?

Gisa ^^
Title: Re: High Speed Rail Project (HSRP)
Post by: choco on August 11, 2009, 06:40:58 AM
yup....had it in a y_mods folder.....

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi141.photobucket.com%2Falbums%2Fr70%2Fchoco_028%2FSeaside-Jul191041232842725.png&hash=a6f343ba464f67180bdfa98612d52e6e430c5d1b)
Title: Re: High Speed Rail Project (HSRP)
Post by: mrgisa on August 11, 2009, 08:19:07 AM
Hi Again,


Woohoo I got it to work!  Thanks Choco and Goldenwang!

I had to make a folder that is the LAST folder in all of my plugins (with the coaches inside) to get it to work.

;D

Gisa ^^
Title: Re: High Speed Rail Project (HSRP)
Post by: dragonshardz on August 11, 2009, 09:00:09 AM
Quote from: gardenwong on August 11, 2009, 04:20:19 AM
also, I would like to know that is there any news about the "revolution"of the HSRP?

What, exactly, are you talking about here? Revolution? At the moment, this thread is more of a support thread than anything else since Jonathan (Warrior until he changed his name) has put the HSRP on the back burner to work on the RAM and deal with RL as it comes.

I was one of the testers, though, and I am glad to answer any questions you might have to the best of my knowledge.
Title: Re: High Speed Rail Project (HSRP)
Post by: mrgisa on August 11, 2009, 09:11:04 AM
I think he he meant revolution in the sense that this mod is a revolution to Simcity 4. :)

I noticed an oddity while testing out the acela problem I had with the HSRP ground stations.  The monorail trains do a funky sort of dip into the station and then go above it (at least in UDI mode).  I assume that this is a limitation of the HSRP mod right?  I'm hoping it has to do with my own stupidity because then there is a way to solve the problem.  ;D

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg197.imageshack.us%2Fimg197%2F5040%2Fhsgpstationoddity.jpg&hash=9189f334dec07675dda6709330bc15b6667db8fe) (http://img197.imageshack.us/i/hsgpstationoddity.jpg/)


Gisa ^^
Title: Re: High Speed Rail Project (HSRP)
Post by: Andreas on August 11, 2009, 09:31:51 AM
It looks like the station doesn't have GHSR paths attached to the transit enabled tiles. With the default TE, it works like a regular monorail station, hence the automata will rise above the ground.
Title: Re: High Speed Rail Project (HSRP)
Post by: Jonathan on August 11, 2009, 09:37:17 AM
I had got into rewriting the RULs for HSRP, and changing all the IIDs which would allow for more flexiblity with the curves and switches, but somehow it all got lost(along with my other work I had) on one the places I do SC4 work. So I'm trying to find it but RL and other distractions have got in the way. So I'm not sure whats going on with the HSRP or RAM(I believe that there are other very talented people wokring on the RAM though).

I'll try and get back to it, but I'm not promising anything.

Jonathan
Title: Re: High Speed Rail Project (HSRP)
Post by: mrgisa on August 11, 2009, 09:46:39 AM
Quote from: Andreas on August 11, 2009, 09:31:51 AM
It looks like the station doesn't have GHSR paths attached to the transit enabled tiles. With the default TE, it works like a regular monorail station, hence the automata will rise above the ground.

I thought that might be the case, but I went back and dragged monorail through the stations.  I could try again (user error) but I am fairly sure it will happen again.  It's not a big deal as I rarely drive monorail and won't have a system for it for a while but it was just something I noticed...

Quote from: Jonathan on August 11, 2009, 09:37:17 AM
I had got into rewriting the RULs for HSRP, and changing all the IIDs which would allow for more flexiblity with the curves and switches, but somehow it all got lost(along with my other work I had) on one the places I do SC4 work. So I'm trying to find it but RL and other distractions have got in the way. So I'm not sure whats going on with the HSRP or RAM(I believe that there are other very talented people wokring on the RAM though).

I'll try and get back to it, but I'm not promising anything.

Jonathan

That sounds great.  We all get busy so it's totally understandable.  The only reason I got back into SC4 is because I'm on vacation at the moment (although I plan to continue playing again for quite some time!).

Gisa ^^
Title: Re: High Speed Rail Project (HSRP)
Post by: sideffects on August 24, 2009, 01:46:09 PM
I can't seem to add a station anywhere. I can lay track and do all that stuff just fine, but I can't find where the HSR station is. Any help?
Title: Re: High Speed Rail Project (HSRP)
Post by: io_bg on August 24, 2009, 01:53:26 PM
Stations must be downloaded separately. There are some on the LEX and the STEX. And welcome to SC4D!
Title: Re: High Speed Rail Project (HSRP)
Post by: sideffects on August 24, 2009, 01:57:55 PM
Quote from: io_bg on August 24, 2009, 01:53:26 PM
Stations must be downloaded separately. There are some on the LEX and the STEX. And welcome to SC4D!
Thank you so much! I've been thinking there was a bug.
Title: Re: High Speed Rail Project (HSRP)
Post by: SC4BOY on August 24, 2009, 05:13:38 PM
I'm using the HRSP Hub station and I like it. It fits in and provides the kind of HUB one would expect on an HSR.. take the HSR into/out of the region and then hop off and take any of the links to El Rail, Bus, Rail, or Monorail.. sweet!... The only thing missing is a subway property for the station. I don't know who "controls" the HSRP hub, but I'd like to request that its use in the various GHSR and HSRP have subway links handled inside the station.. Thanks

Note: I had requested this on the original HSRP beta thread and the team had agreed that that made sense (see original ST thread).. but that was about the time the team kind of fell apart and nothing else happened.
Title: Re: High Speed Rail Project (HSRP)
Post by: strucka on November 28, 2009, 02:45:42 PM
Can someone please help me? I have old pylons from the monorail showing up on the HSR and GHSR, why is that the case? When i had this mod earlier a few years back, it was ok, but now this has happened. Thank you for your help in advance.
Title: Re: High Speed Rail Project (HSRP)
Post by: awake_78 on January 27, 2010, 06:17:21 AM
I 've installed NAM and HSR but I still get the Monorail train skin. Is there any place to find skins for HSR trains??? Thank you
Title: Re: High Speed Rail Project (HSRP)
Post by: io_bg on January 27, 2010, 06:28:44 AM
Yes, there are quite a lot of monorail/HSR skins available for download (check the STEX).
Title: Re: High Speed Rail Project (HSRP)
Post by: k808j on January 27, 2010, 11:52:43 AM
Also go to the French website http://www.toutsimcities.com/downloads.php (http://www.toutsimcities.com/downloads.php) Look under mods.
Title: Re: High Speed Rail Project (HSRP)
Post by: awake_78 on January 28, 2010, 12:44:46 AM
Thank you!  I' ve found quite enough in stex, but in the french website there are mods for the typical train not the monorail....
Title: Re: High Speed Rail Project (HSRP)
Post by: k808j on January 28, 2010, 11:19:46 AM
Our  ()borg() mistake, keep thinking TGV's run on HSR and monorail tracks. But we do believe that some of the STEX mods have both TGV and HSR files.
Title: Re: High Speed Rail Project (HSRP)
Post by: alfadriver12345 on February 04, 2010, 12:53:14 PM
Hello everyone.I've got a small problem with HSRP bridges  :thumbsdown:.When I drag HSRP across water only monorail bridge shows  :angrymore:.I have reinstalled NAM & Essentials(so i assume bridge controllers are up to date).I have installed latest version of HSRP.I have also installed HSRP bridge pack following all the dependency instructions(hence the NAM reinstall).I've run out of ideas  ()what().If anyone can help I would be very grateful  :thumbsup:.Cheers!!!!

Title: Re: High Speed Rail Project (HSRP)
Post by: k808j on February 04, 2010, 12:58:53 PM
Do you have the Shinkenese patch?
Title: Re: High Speed Rail Project (HSRP)
Post by: alfadriver12345 on February 04, 2010, 01:05:18 PM
Thanks for response  :).You will have to excuse my ignorance but what does this patch actually do? ()what().My HSRP knowledge is somewhat lacking .&blush
Title: Re: High Speed Rail Project (HSRP)
Post by: Jonathan on February 04, 2010, 01:21:21 PM
Shinkenese patch (or Bullet Train Mod Patch) is if you use both the BTM and HSRP mods. The BTM transforms you monorail into Bullet Train track (another form of HSRP).

When you drag HSRP over water to create a bridge the bridge menu should show up and the you must choose the HSRP bridge from that it is not automatic.
Title: Re: High Speed Rail Project (HSRP)
Post by: alfadriver12345 on February 04, 2010, 01:27:04 PM
Hello Johnathan as i don't use BTM I don't think this patch would help.When i drag HSRP over water the only bridge i'm offered is the standard monorail bridge &mmm
Title: Re: High Speed Rail Project (HSRP)
Post by: choco on February 04, 2010, 02:13:01 PM
you wouldn't happen to have one of Fukuda bridges from the STEX, would ya?

easy way to fix: to remove any other bridges, particularly the Millau Viaduct, the metal pylon rail and metal arch rail bridges.  these bridges have a very old INI file that doesn't have the HSR bridge IDs.

if that works, try downloading those 3 bridges from the LEX.  they do no contain the culprit INI file, and will allow the bridge controller to function correctly.  :)
Title: Re: High Speed Rail Project (HSRP)
Post by: Jonathan on February 04, 2010, 02:22:22 PM
Was just waiting for you to pop in :)

btw, has anyone thought about getting those files locked on the STEX (forgive me if infact they are locked already)?
Title: Re: High Speed Rail Project (HSRP)
Post by: alfadriver12345 on February 04, 2010, 02:27:25 PM
Thanks choco i will try this out.Cheers!!! :thumbsup:     
Title: Re: High Speed Rail Project (HSRP)
Post by: dragonshardz on February 04, 2010, 04:44:30 PM
Quote from: Jonathan on February 04, 2010, 02:22:22 PM
Was just waiting for you to pop in :)

btw, has anyone thought about getting those files locked on the STEX (forgive me if infact they are locked already)?

Those bridges have been updated (on the LEX) to remove the .ini file, I think. I think they've been updated on the STEX as well.
Title: Re: High Speed Rail Project (HSRP)
Post by: k808j on February 04, 2010, 07:09:22 PM
No, they have not been updated. Some show 2006-2007.
Title: Re: High Speed Rail Project (HSRP)
Post by: awake_78 on February 05, 2010, 12:23:25 AM
What about tunnels. I'm dragging the GHSR via a hill and just making tunnel for the monorail. Is it any way to fix this..???
Thank you
Title: Re: High Speed Rail Project (HSRP)
Post by: Tarkus on February 05, 2010, 12:38:43 PM
The ones on the LEX were all uploaded on June 1, 2007, the same day the unified NAM Bridge Controller package debuted, and thus, don't have the conflicting Bridge INIs contained.  All of fukuda's bridge uploads on the STEX, however, have dates preceding that and still contain conflicting Bridge INIs. 

I think it would be more productive if the files on the STEX were updated rather than locked . . . I'll see about getting in touch with him regarding updating the files (since he's the only one who can do it).

-Alex
Title: Re: High Speed Rail Project (HSRP)
Post by: j-dub on February 06, 2010, 09:35:57 AM
In case no one else noticed what happened to Erwin's tut in the top of the thread; "This video has been removed due to terms of use violation." Stupid google owned youtube! This would never happened with the old ownership. Oh well. Hopefully our other videos don't have that happen too, otherwise we will have to do video tutorials all over again. Anyone else got another HSR video tut to post here then?
Title: Re: High Speed Rail Project (HSRP)
Post by: Jonathan on February 06, 2010, 10:21:09 AM
Oh! So it's illegal to post a video of a game, which includes a mod of it. But it's not illegal to mod the game???

This makes no sense, his account was suspended.

And I think I lost all the progress I made with rewriting HSRP, but we'll see.
Title: Re: High Speed Rail Project (HSRP)
Post by: Tarkus on February 06, 2010, 01:14:58 PM
Quote from: Jonathan on February 06, 2010, 10:21:09 AM
Oh! So it's illegal to post a video of a game, which includes a mod of it. But it's not illegal to mod the game???

This makes no sense, his account was suspended.

The situation with Erwin's YouTube account is complicated and unfortunate.  I won't go into details (in part because I don't have all the details), but from what I do know, it has nothing to do with the SC4 content presented.  It's perfectly safe to have an HSR tutorial on YouTube.

-Alex
Title: Re: High Speed Rail Project (HSRP)
Post by: Haljackey on February 06, 2010, 02:13:24 PM
Quote from: Tarkus on February 06, 2010, 01:14:58 PM
The situation with Erwin's YouTube account is complicated and unfortunate. 

...from what I do know, it has nothing to do with the SC4 content presented.  It's perfectly safe to have an HSR tutorial on YouTube.


Correct.  There's no issue with the video tutorial itself, but with the account.  I'll see if I can talk to Erwin and find out if he has a backup copy of the HSR tutorial and upload it on my account.  If not, then another one needs to be made to replace it.

I haven't made SC4 videos in a long time, not to mention using the HSR mod, but who knows what will happen.

Anyways to get back on topic, amazing development as always Jonathan!  Keep at it!  :thumbsup:
-Haljackey
Title: Re: High Speed Rail Project (HSRP)
Post by: alfadriver12345 on February 06, 2010, 03:04:31 PM
Hi everyone! Thanks for all your help & input to solving my problem with HSRP bridges.As a self confessed SC4 addict I can usually sort most of my game problems by myself,but occasionally i need the help of a higher power. Thankyou choco,jonathan and everyone else for your help :thumbsup: &apls.I removed the bridges you stated from my NAM folder & the HSRP bridges now work in game!!!!! Once again many thanks for your help ;D.Cheers from Nigel
Title: Re: High Speed Rail Project (HSRP)
Post by: woodfog on February 09, 2010, 03:06:10 AM
Sorry, I'm new here. but how to download the setup files
Title: Re: High Speed Rail Project (HSRP)
Post by: dragonshardz on February 09, 2010, 07:45:42 AM
You need to make a separate account for the LEX, then you will be able to see the download links.
Title: Re: High Speed Rail Project (HSRP)
Post by: running naked in the snow on February 11, 2010, 03:43:18 AM
Ive converted some tracks in old stations into GHSR; but I would like to at least know the path needed to bring the trains down to GHSR level once it enters the station. I m using SC4Tool, so any instructions would be helpful.

For those who were wondering, I'm converting Gard Du Nord into a 2 -track GHSR one side plus a track of GLR; on the other side so it ll be helpful for me to figure this out.
Title: Re: High Speed Rail Project (HSRP)
Post by: Andreas on February 11, 2010, 04:06:51 AM
You need to switch SC4Tool's TE Editor to "Expert" mode, then you should see an input box for "REP16" - this holds the ID of the path file if you transit enable a tile with some "non standard" setup. Just have a look at one of the existing stations where a tile has the same orientation and copy the ID from there.
Title: Re: High Speed Rail Project (HSRP)
Post by: choco on February 11, 2010, 05:47:05 AM
this may help

HSR Stations Essentials
http://www.simtropolis.com/stex/index.cfm?id=19828 (http://www.simtropolis.com/stex/index.cfm?id=19828)

Title: Re: High Speed Rail Project (HSRP)
Post by: strucka on February 11, 2010, 05:58:08 AM
Great Idea! I'd love to see that. Will you upload it to LEX?
Title: Re: High Speed Rail Project (HSRP)
Post by: running naked in the snow on February 11, 2010, 12:41:36 PM
Quote from: Andreas on February 11, 2010, 04:06:51 AM
You need to switch SC4Tool's TE Editor to "Expert" mode, then you should see an input box for "REP16" - this holds the ID of the path file if you transit enable a tile with some "non standard" setup. Just have a look at one of the existing stations where a tile has the same orientation and copy the ID from there.

Allright, thanks. Ill give it a try.

Quote from: choco on February 11, 2010, 05:47:05 AM
this may help

HSR Stations Essentials
http://www.simtropolis.com/stex/index.cfm?id=19828 (http://www.simtropolis.com/stex/index.cfm?id=19828)

Already got it-- its quite valuable.

Edit: Programmed it, but tested in-game was an abysmal failure. I cannot drag monorail down the tracks like you do with the regular tracks; and it will not connect to the monorail. Any suggestions regarding this? My level of expertise is lacking regarding sc4tool-- is there any live chat I can participate in and discuss this?
Title: Re: High Speed Rail Project (HSRP)
Post by: Haljackey on February 12, 2010, 11:09:35 AM
Look what's back...   ::)

http://www.youtube.com/v/nEtQ0B-xdxg&=22&ap=%2526fmt%3D22
direct link (http://www.youtube.com/watch?v=nEtQ0B-xdxg&fmt=22)

A big thanks to ErwinNegentig for allowing me to re-upload it.

Feel free to add it back to the sticky post Jonathan!
Title: Re: High Speed Rail Project (HSRP)
Post by: Jonathan on February 12, 2010, 11:19:37 AM
Thanks HalJackey :thumbsup:
Title: Re: High Speed Rail Project (HSRP)
Post by: Fresh Prince of SC4D on February 12, 2010, 12:51:06 PM
Hey guys this project has been very quiet . Anything new?
Title: Re: High Speed Rail Project (HSRP)
Post by: Jonathan on February 12, 2010, 01:46:24 PM
New on the inside but nothing new on the outside. Basically redoing all the RULs (I've learnt a lot since I started HSRP) to make it stabler, easier to use and expandable for the future. But there's nothing to show in game because it all looks exactly the same.

But work has been slow because I've been doing a bit of STR, a bit of HSRP, whilst also having to write an English essay and complete my IT coursework, as well as going to stay with family for 2 days, and my Nan coming over from South Africa. So things are kind of busy. And I've just bought Sins of a solar empire:Diplomacy to take up more time :)

So I'll try and get the HSR RULs finished but it's pretty hectic atm.

Jonathan
Title: HSRP - Preview Update
Post by: Jonathan on February 23, 2010, 11:30:14 AM
Looking through my old hard drive I found my 2 old files which enabled the preview for HSRP. Currently when you drag HSRP you get a solid yellow/gold tile which is not helpful in showing you what is going to placed. So these 2 files (one for HSR and one for GHSR) adds the previews in so you can see what is going to placed before you place them.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi200.photobucket.com%2Falbums%2Faa230%2FwarriorST%2FHSRPPreviewupdate.jpg&hash=b6c677230845bb9492bef68392af0afd76386fc5)

(The "chips" in the diagonal preview can't be helped)
This will be a forum only update as I'm planning for a proper LEX/STEX non-RUL update, so mostly cosmetic, including the new textures by Vershner(that he made quite a while ago but I don't think ever saw release) and getting rid of the blue side barriers on GHSR, both of which will be optional. If everything goes to plan in RL that cosmetic update will be not this weekend, probably not the next weekend but the hopefully the weekend after that.

The Update is attached to this post.

Jonathan
Title: Re: High Speed Rail Project (HSRP)
Post by: danny2oo932 on March 04, 2010, 12:50:44 AM
Hi all. I'm back to simcity 4.. i started play simcity ago 4 years and i stopped playing in 2008. Now i'm back and when i wanted to download simcity 4 i discovered sc4devotion with verry much addons for simcity.. wich is a new thing for me.. in 2008 i didn't know we can add adons to simcity. Good job dudes.. you are amazing. Now.. about the HSRP.. i wanted to make a city in wich i needed a high speed train line in the middle of the city to go to the other city in short time. I downloaded the High Speed Rail, followed all steps but i have a problem.. Why its called High Speed Rail when it dont have high speed? Or i missed a download?:D Please tell me what i need to do to have high speed. Thanks and again.. good job with all the addons and good luck with the High Speed Rail Project.
Title: Re: High Speed Rail Project (HSRP)
Post by: z on March 04, 2010, 01:59:16 AM
It does have high speed - what makes you think that it doesn't?
Title: Re: High Speed Rail Project (HSRP)
Post by: danny2oo932 on March 04, 2010, 02:02:23 AM
It haves the same speed like the old train.. can u help me please?:D i want a high speed train in my city
Title: Re: High Speed Rail Project (HSRP)
Post by: z on March 04, 2010, 03:31:24 AM
Are you just looking at how fast it appears to go?  The displayed trains do not reflect the actual train speed.  The HSR goes much faster than regular trains; there's really no way that the game could malfunction so that they don't.
Title: Re: High Speed Rail Project (HSRP)
Post by: danny2oo932 on March 04, 2010, 03:42:33 AM
http://www.youtube.com/watch?v=d-qZ50Kht5M This is high speed.. my trains have 50% of this speed.. and the speed is the same like the normal trains.. Did i miss something or i need the bullet train mod?
Title: Re: High Speed Rail Project (HSRP)
Post by: Tarkus on March 04, 2010, 10:18:33 AM
Quote from: danny2oo932 on March 04, 2010, 03:42:33 AM
http://www.youtube.com/watch?v=d-qZ50Kht5M This is high speed.. my trains have 50% of this speed.. and the speed is the same like the normal trains.. Did i miss something or i need the bullet train mod?

It might also just be a matter of what Automata Plugin you have installed.  That's what actually controls the speed of the train visuals.  The Bullet Train Mod is not required and as it does not make any modifications to the Automata settings, it would not increase the speed of your train visuals.

-Alex
Title: Re: High Speed Rail Project (HSRP)
Post by: Haljackey on March 04, 2010, 07:27:14 PM
Quote from: danny2oo932 on March 04, 2010, 03:42:33 AM
http://www.youtube.com/watch?v=d-qZ50Kht5M This is high speed.. my trains have 50% of this speed.. and the speed is the same like the normal trains.. Did i miss something or i need the bullet train mod?

Keep in mind that this video could have been sped up before it was uploaded to give the "appearance" of a higher traveling speed.

A mod for the UDI Vehicle could have also been made.  For example, I use a mod that makes the cop car travel much farther than it is supposed to.  I hate it because I crash into everything and don't remember the plugin's filename.  :P

And yes, the simulator for the Bullet Train Mod (on the STEX) was removed because there were conflicting issues with the more recent NAM versions and traffic simulators.
Title: Re: High Speed Rail Project (HSRP)
Post by: danny2oo932 on March 06, 2010, 11:59:08 AM
Thanks for information man.. can you tell me any mod that increase the train speed? I really need that:D
Title: Re: High Speed Rail Project (HSRP)
Post by: Jonathan on March 11, 2010, 12:19:25 PM
I tried making the HSR trains go faster, but I didn't get it work, but then I don't understand the whole tuning/simulator side of the game, so Z could you make the HSR go faster, I'd like it as well :)
Title: Re: High Speed Rail Project (HSRP)
Post by: z on March 11, 2010, 03:04:12 PM
To make the automata go faster requires modifying the automata controller, which is completely separate from the traffic simulator.  I have no experience with the automata controller, but taking a quick look at it, it would seem that you just have to modify the correct entry in the property "Speed Multiplier by Network."  The Reader's XML file tells you which network these entries apply to; the monorail entry is the tenth entry down, and is 1.6 in the standard controller.  Raising this should speed up your HSR, I would think; it should be easy enough to test.  The exemplar is in the file in the main NAM folder that begins "NetworkAddonMod_Automata_Plugin"; it's the only exemplar in that file.

So you could modify this file yourself until you found a speed that seemed correct; just remember that there are four automata files in the NAM (only one is selected at install time), and the speed would have to be modified in each one.  This would then work regardless of which traffic simulator was used.
Title: Re: High Speed Rail Project (HSRP)
Post by: strucka on March 13, 2010, 06:52:41 AM
There is however some tool where you open a file from NAM or a traffic controller or something and then has values for vehicle speed. I remember doing it a year or so back, but don't recall any difference in the visual speed. I think it was just for the traffic density, i changed the Mono from 100 or something to 450 and it still didn't go obviously faster.
Title: Re: High Speed Rail Project (HSRP)
Post by: Tarkus on March 13, 2010, 11:35:30 AM
Quote from: strucka on March 13, 2010, 06:52:41 AM
There is however some tool where you open a file from NAM or a traffic controller or something and then has values for vehicle speed. I remember doing it a year or so back, but don't recall any difference in the visual speed. I think it was just for the traffic density, i changed the Mono from 100 or something to 450 and it still didn't go obviously faster.

From the sounds of it, you were simply adjusting the speed in the traffic simulator.  The thing danny2oo932 seems to be wanting is an increase in the automata display speed.  If that's what you're going for, I'd recommend following z's instructions.

-Alex
Title: Re: High Speed Rail Project (HSRP)
Post by: strucka on March 17, 2010, 03:16:57 PM
So do I, but can't seem to get it right. What number should I put in? A normal number or a hex number? And how would a hex number look like if i were to put a 3 instead of 1.6? because now, when I put the 3 in, I'm 100% sure it slows the monorail down a lot.
Title: Re: High Speed Rail Project (HSRP)
Post by: z on March 17, 2010, 03:34:59 PM
These are standard base-10 floating point numbers, not hex.  And from both the description and the way the other numbers are structured, a higher number implies a higher speed.  Are you absolutely sure your end result is 3 and not something like .3?  If so, it's possible that there's an upper limit here, after which the results cycle; I've seen some evidence of this in other properties.  You might want to try a value of 2.5 and see what happens.
Title: Re: High Speed Rail Project (HSRP)
Post by: strucka on March 18, 2010, 05:02:48 AM
Nope! can't seem to get any effect on it.
How about that train min/maxKPH exampler 5 rows down.
Title: Re: High Speed Rail Project (HSRP)
Post by: Korot on March 18, 2010, 11:30:38 AM
That refers to the speed of the passenger trains travelling on the (heavy) rail network, which the HSRP isn't.

Regards,
Korot
Title: Re: High Speed Rail Project (HSRP)
Post by: strucka on March 18, 2010, 01:22:57 PM
So every network seems to have this option except the monorail.. Still if i were to change the settings of the min/max speed for the train, how would i for example double the current speed..
Title: Re: High Speed Rail Project (HSRP)
Post by: Moonraker0 on March 20, 2010, 08:48:44 AM
I am encountering a problem with the HSRP.  Whenever the trains (automata AND route query) enter a puzzle piece (specifically the diagonal HSR over straight network ones), they switch to the opposite track and, in the case of the automata, disappear.  In the route query they are shown switching track on the puzzle piece, too.  It's as if I'm partially using some sort of left-hand drive version of the HSRP, but I don't see a choice of LHD or RHD in the downloads section.  I don't even know if LHD/RHD affects the monorail network, but it seems like this is what's happening.
Title: Re: High Speed Rail Project (HSRP)
Post by: Jonathan on March 20, 2010, 08:57:40 AM
Hmm, never heard of that before. Can you post a list of you High Speed Rail folder which is in the NAM folder?

Jonathan
Title: Re: High Speed Rail Project (HSRP)
Post by: Moonraker0 on March 20, 2010, 09:11:23 AM
Ok, here it is:

Volume in drive C has no label.
Volume Serial Number is 8E26-1C9F

Directory of C:\Users\Sam\Documents\SimCity 4\Plugins\Network Addon Mod\High Sp
eed Rail Project

03/15/2010  08:55 PM    <DIR>          .
03/15/2010  08:55 PM    <DIR>          ..
01/03/2009  01:15 PM         1,043,585 GHSR_Plugin.dat
04/26/2008  04:49 PM           207,227 HSR_Core.dat
04/26/2008  04:42 PM             5,752 HSR_Locale_english.dat
01/03/2009  01:16 PM         1,724,002 HSR_Plugin.dat
03/15/2010  08:55 PM    <DIR>          images
04/28/2008  01:57 PM            17,034 readme_High_Speed_Rail_Project.htm
               5 File(s)      2,997,600 bytes
               3 Dir(s)  706,219,925,504 bytes free
Title: Re: High Speed Rail Project (HSRP)
Post by: Korot on March 20, 2010, 01:02:13 PM
Quote from: Moonraker0 on March 20, 2010, 08:48:44 AM
I am encountering a problem with the HSRP.  Whenever the trains (automata AND route query) enter a puzzle piece (specifically the diagonal HSR over straight network ones), they switch to the opposite track and, in the case of the automata, disappear.  In the route query they are shown switching track on the puzzle piece, too.  It's as if I'm partially using some sort of left-hand drive version of the HSRP, but I don't see a choice of LHD or RHD in the downloads section.  I don't even know if LHD/RHD affects the monorail network, but it seems like this is what's happening.

Well, it sounds like a LHD/RHD problem. Try re-installing the NAM (not the HSRP), using RHD if your cars should drive on the right side, and vice versa for LHD.

Regards,
Korot
Title: Re: High Speed Rail Project (HSRP)
Post by: Moonraker0 on March 21, 2010, 10:33:01 AM
I reinstalled the NAM (twice) and it still was not working right.
Title: Re: High Speed Rail Project (HSRP)
Post by: strucka on April 01, 2010, 01:13:24 PM
How's Vershner's texture update doing? it seems so fine looking.
Title: Re: High Speed Rail Project (HSRP)
Post by: Jonathan on April 01, 2010, 01:36:22 PM
It's not looking good,
I'm on holiday for 2 weeks, but my GCSEs are next month, so I will be studying for those for quite a bit of those 2 weeks.

The HSRP is not on the top of my to-do list at the moment. and I have files from my previous computers spread across 3 hard drives, the updated files are somewhere on those or possible on one of my internet accounts.

So finding them will take a while, then getting them into an installer as well as updating the track models to make the textures join properly with no gaps (there are small gaps on the current textures as well)

Jonathan
Title: Re: High Speed Rail Project (HSRP)
Post by: strucka on April 02, 2010, 03:14:15 AM
Oh you're the same guy as vershner? Okay, that still sound's promising =) Good luck on your GCSE's (don't really konw what those are =) ).
Title: Re: High Speed Rail Project (HSRP)
Post by: Jonathan on April 02, 2010, 03:21:26 AM
No, I'm not. There's no way I could create such good textures.

Just he hasn't been active for a while, and as far as I know I'm the only other person with the textures somewhere. If someone else does have them then please tell me :)

GCSE's are the main exams for 15 year olds, I'm not sure what the equivelant is in your country.
Title: Re: High Speed Rail Project (HSRP)
Post by: choco on April 05, 2010, 05:59:48 AM
plunderer had them....
Title: Re: High Speed Rail Project (HSRP)
Post by: PuiNaJa on April 09, 2010, 11:31:23 PM
Can anyone help me about this exception

It happen when I move the HSR,GHSR that still not place(create) into HSRP station,Hub that already created.

, this always happen when I move everything that is in NAM in to HSRP station,Hub ...likes it's not compatible or am I missing to do something?


Exception time: 04/10/2010, at 05:26:14.
Exception code: 0xC0000005 (-1073741819) ACCESS_VIOLATION.
Current thread ID: 1816 (0x00000718).
Version information:
Application/module path: C:\Program Files\Maxis\SimCity 4 Deluxe\Apps\SimCity 4.exe
Application/module version name: SimCity 4
Application/module version: 1.1.638.0
System version: Windows NT 6.0
System memory: 2048 Megabytes total, 668 Megabytes free.

Exception module:  C:\Program Files\Maxis\SimCity 4 Deluxe\Apps\SimCity 4.exe.
Exception address: 0x0065ec40. Section:Offset: 0x01:0x00257c40.

Registers
   EAX: 0012e28c
   EBX: 0012e290
   ECX: 00000000
   EDX: 000000c1
   ESI: 00000000
   EDI: 0be10d9c
   CS:EIP: 001b:0065ec40
   SS:ESP: 0023:0012e254  EBP:0012e28b
   DS:0023  ES:0023  FS:003b  GS:0000
   Flags: 00010246

Loaded Modules
   Address          Size Module             Path
   ----------------------------------------------------------------------------------------------
   0x00400000       4096 SimCity 4.exe      C:\Program Files\Maxis\SimCity 4 Deluxe\Apps\SimCity 4.exe
   0x777c0000    1208320 ntdll.dll          C:\Windows\system32\ntdll.dll
   0x75fd0000     897024 kernel32.dll       C:\Windows\system32\kernel32.dll
   0x72fa0000     122880 ShimEng.dll        C:\Windows\system32\ShimEng.dll
   0x75cb0000     180224 apphelp.dll        C:\Windows\system32\apphelp.dll
   0x69220000    2174976 AcGenral.DLL       C:\Windows\AppPatch\AcGenral.DLL
   0x77540000     360448 SHLWAPI.dll        C:\Windows\system32\SHLWAPI.dll
   0x770d0000     307200 GDI32.dll          C:\Windows\system32\GDI32.dll
   0x760b0000     643072 USER32.dll         C:\Windows\system32\USER32.dll
   0x764f0000     811008 ADVAPI32.dll       C:\Windows\system32\ADVAPI32.dll
   0x76290000     794624 RPCRT4.dll         C:\Windows\system32\RPCRT4.dll
   0x77490000     696320 msvcrt.dll         C:\Windows\system32\msvcrt.dll
   0x74100000     258048 UxTheme.dll        C:\Windows\system32\UxTheme.dll
   0x73270000     204800 WINMM.dll          C:\Windows\system32\WINMM.dll
   0x75e80000    1327104 ole32.dll          C:\Windows\system32\ole32.dll
   0x77200000     577536 OLEAUT32.dll       C:\Windows\system32\OLEAUT32.dll
   0x740c0000     233472 OLEACC.dll         C:\Windows\system32\OLEACC.dll
   0x75b70000     479232 NETAPI32.dll       C:\Windows\system32\NETAPI32.dll
   0x75de0000      28672 PSAPI.DLL          C:\Windows\system32\PSAPI.DLL
   0x72f40000      81920 MSACM32.dll        C:\Windows\system32\MSACM32.dll
   0x74d30000      32768 VERSION.dll        C:\Windows\system32\VERSION.dll
   0x765c0000   11595776 SHELL32.dll        C:\Windows\system32\SHELL32.dll
   0x72c20000      20480 sfc.dll            C:\Windows\system32\sfc.dll
   0x70b20000      53248 sfc_os.DLL         C:\Windows\system32\sfc_os.DLL
   0x76360000    1613824 SETUPAPI.dll       C:\Windows\system32\SETUPAPI.dll
   0x75d30000     122880 USERENV.dll        C:\Windows\system32\USERENV.dll
   0x75d10000      81920 Secur32.dll        C:\Windows\system32\Secur32.dll
   0x73250000      49152 dwmapi.dll         C:\Windows\system32\dwmapi.dll
   0x76160000    1224704 urlmon.dll         C:\Windows\system32\urlmon.dll
   0x775d0000    1986560 iertutil.dll       C:\Windows\system32\iertutil.dll
   0x758c0000      81920 MPR.dll            C:\Windows\system32\MPR.dll
   0x77a00000     122880 IMM32.DLL          C:\Windows\system32\IMM32.DLL
   0x77130000     819200 MSCTF.dll          C:\Windows\system32\MSCTF.dll
   0x77290000      36864 LPK.DLL            C:\Windows\system32\LPK.DLL
   0x773e0000     512000 USP10.dll          C:\Windows\system32\USP10.dll
   0x74d40000    1695744 comctl32.dll       C:\Windows\WinSxS\x86_microsoft.windows.common-controls_6595b64144ccf1df_6.0.6001.18000_none_5cdbaa5a083979cc\comctl32.dll
   0x723e0000      28672 WSOCK32.dll        C:\Windows\system32\WSOCK32.dll
   0x775a0000     184320 WS2_32.dll         C:\Windows\system32\WS2_32.dll
   0x76150000      24576 NSI.dll            C:\Windows\system32\NSI.dll
   0x772f0000     937984 WININET.dll        C:\Windows\system32\WININET.dll
   0x77120000      12288 Normaliz.dll       C:\Windows\system32\Normaliz.dll
   0x71330000     458752 DSOUND.dll         C:\Windows\system32\DSOUND.dll
   0x753d0000     106496 POWRPROF.dll       C:\Windows\system32\POWRPROF.dll
   0x6d070000     831488 OPENGL32.dll       C:\Windows\system32\OPENGL32.dll
   0x6d040000     143360 GLU32.dll          C:\Windows\system32\GLU32.dll
   0x6bcd0000     937984 DDRAW.dll          C:\Windows\system32\DDRAW.dll
   0x70280000      24576 DCIMAN32.dll       C:\Windows\system32\DCIMAN32.dll
   0x6e230000     143360 MSVFW32.dll        C:\Windows\system32\MSVFW32.dll
   0x73e90000     544768 COMCTL32.dll       C:\Windows\WinSxS\x86_microsoft.windows.common-controls_6595b64144ccf1df_5.82.6001.18000_none_886786f450a74a05\COMCTL32.dll
   0x634b0000     118784 rpchromebrowserrec C:\ProgramData\Real\RealPlayer\BrowserRecordPlugin\Chrome\Hook\rpchromebrowserrecordhelper.dll
   0x750c0000    1748992 gdiplus.dll        C:\Windows\WinSxS\x86_microsoft.windows.gdiplus_6595b64144ccf1df_1.0.6001.18065_none_9e7abe2ec9c13222\gdiplus.dll
   0x7c3a0000     503808 MSVCP71.dll        C:\Windows\system32\MSVCP71.dll
   0x7c340000     352256 MSVCR71.dll        C:\Windows\system32\MSVCR71.dll
   0x778f0000     540672 CLBCatQ.DLL        C:\Windows\system32\CLBCatQ.DLL
   0x73490000     303104 rasapi32.dll       C:\Windows\system32\rasapi32.dll
   0x73470000      81920 rasman.dll         C:\Windows\system32\rasman.dll
   0x732b0000     200704 TAPI32.dll         C:\Windows\system32\TAPI32.dll
   0x739a0000      49152 rtutils.dll        C:\Windows\system32\rtutils.dll
   0x753f0000     135168 NTMARTA.DLL        C:\Windows\system32\NTMARTA.DLL
   0x772a0000     303104 WLDAP32.dll        C:\Windows\system32\WLDAP32.dll
   0x75940000      69632 SAMLIB.dll         C:\Windows\system32\SAMLIB.dll
   0x74b70000     184320 WINTRUST.dll       C:\Windows\system32\WINTRUST.dll
   0x757c0000     987136 CRYPT32.dll        C:\Windows\system32\CRYPT32.dll
   0x75920000      73728 MSASN1.dll         C:\Windows\system32\MSASN1.dll
   0x77460000     167936 imagehlp.dll       C:\Windows\system32\imagehlp.dll
   0x75590000     241664 rsaenh.dll         C:\Windows\system32\rsaenh.dll
   0x75650000     217088 ncrypt.dll         C:\Windows\system32\ncrypt.dll
   0x75600000     282624 BCRYPT.dll         C:\Windows\system32\BCRYPT.dll
   0x75550000      86016 GPAPI.dll          C:\Windows\system32\GPAPI.dll
   0x75780000     237568 slc.dll            C:\Windows\system32\slc.dll
   0x70710000     110592 cryptnet.dll       C:\Windows\system32\cryptnet.dll
   0x724c0000      24576 SensApi.dll        C:\Windows\system32\SensApi.dll
   0x74c30000      86016 Cabinet.dll        C:\Windows\system32\Cabinet.dll
   0x10000000    5926912 nvd3dum.dll        C:\Windows\system32\nvd3dum.dll
   0x6b850000     835584 D3DIM700.DLL       C:\Windows\system32\D3DIM700.DLL
   0x70340000      24576 IconCodecService.d C:\Windows\system32\IconCodecService.dll
   0x72fc0000     733184 WindowsCodecs.dll  C:\Windows\system32\WindowsCodecs.dll
   0x74a80000     159744 MMDevApi.dll       C:\Windows\System32\MMDevApi.dll
   0x730f0000     135168 AUDIOSES.DLL       C:\Windows\system32\AUDIOSES.DLL
   0x73080000     417792 audioeng.dll       C:\Windows\system32\audioeng.dll
   0x74d20000      28672 AVRT.dll           C:\Windows\system32\AVRT.dll
   0x04a70000     106496 dadkeyb.dll        C:\Program Files\Dell\QuickSet\dadkeyb.dll
   0x6d510000     507904 DbgHelp.dll        C:\Program Files\Maxis\SimCity 4 Deluxe\Apps\DbgHelp.dll

Call stack:
(Debug information (.pdb files) appears to be absent).
0x0001:0x00257c40 C:\Program Files\Maxis\SimCity 4 Deluxe\Apps\SimCity 4.exe.
0x0000:0x00000000 .

Stack data: (ESP is 0x0012e254)
0x0012e0d4   00000000 00ffffff 7e400000 00000000 00000000 00000000 00000000 00000000
0x0012e0f4   04040000 00000000 00000000 00000000 00000000 00804740 00000000 00000000
0x0012e114   2f000000 00000000 33040000 00000000 00000000 00000000 00000000 00000000
0x0012e134   00000000 00000000 00000000 00000000 58005900 5b005b00 5a005800 5a005b00
0x0012e154   5d005d00 5c005a00 5c005d00 5f005f00 00000000 00c04740 00000000 00000000
0x0012e174   00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
0x0012e194   00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
0x0012e1b4   00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
0x0012e1d4   00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
0x0012e1f4   00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
0x0012e214   00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
0x0012e234   00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
0x0012e254   9c0de10b 00000000 02000000 14580a11 00000000 c40de10b e7086600 8ce21200
0x0012e274   90e21200 ffff7f7f 00000000 140ce10b 00f19043 1f180000 90e21200 00f19043
0x0012e294   d49ed610 140ce10b 74407815 00000000 1f180000 e54f6400 00000000 140ce10b
0x0012e2b4   00000000 09000000 00f19043 00f19043 84f3ac17 a460b400 00f19043 00000000
0x0012e2d4   00000000 00000000 b80ce10b 21d36200 9c0de10b 73000000 14f0e717 2f000000
0x0012e2f4   1cec1a17 2f000000 01000000 01000000 508cde0b 09000000 74000000 2f000000
0x0012e314   34063d15 00000000 01010000 54033d15 64033d15 64033d15 73000000 2f000000
0x0012e334   1cec1a17 14f0e717 1cec1a17 01446200 8c9d7c15 00000000 00000000 00000000
0x0012e354   e4136600 73000000 2f000000 1cec1a17 02000000 14f0e717 20405601 00000000
0x0012e374   14405601 8ce31200 2f000000 140ce10b 00000000 98e31200 d856b400 d8e31200
0x0012e394   00c00000 00003040 18000000 0000e744 08f19043 00003e44 80000000 73000000
0x0012e3b4   02039900 0000803f 00000000 00000000 00000000 0000803f 00000000 00000000

Instruction data: (EIP is 0x0065ec40)
0x0065ebc0   24 10 51 8d 4f 28 c7 44 24 28 ff ff 7f 7f 33 f6 e8 ab 3f e4 ff 8b 4c 24 10 85 c9 8b 5c 24 20 74
0x0065ebe0   59 d9 41 0c 8d 51 08 d8 22 d8 15 54 10 a8 00 df e0 f6 c4 05 7b 70 d8 54 24 24 df e0 f6 c4 05 7a
0x0065ec00   0b 8b 59 04 d9 5c 24 24 8b f2 eb 02 dd d8 d9 05 54 10 a8 00 d9 44 24 24 da e9 df e0 f6 c4 44 7b
0x0065ec20   19 8b 09 85 c9 75 0b 8d 4c 24 10 e8 20 de f0 ff 8b c8 85 c9 89 4c 24 10 75 a7 8b 44 24 1c 89 18
0x0065ec40   8b 4e 18 f6 c1 02 74 34 d9 46 08 d8 56 04 df e0 f6 c4 41 7a 25 d8 1e df e0 f6 c4 01 75 1e 8b 56
0x0065ec60   08 e9 c4 00 00 00 8b 51 04 dd d8 5e 5b 89 57 10 5f 32 c0 5d 83 c4 08 c2 0c 00 dd d8 f6 c1 04 8b
0x0065ec80   06 8b 56 04 89 44 24 10 89 54 24 14 74 65 d9 44 24 10 d8 5e 0c df e0 f6 c4 05 7a 07 8b 46 0c 89
0x0065eca0   44 24 10 d9 44 24 14 d8 5e 10 df e0 f6 c4 41 75 07 8b 4e 10 89 4c 24 14 d9 44 24 14 d8 5c 24 10
Title: Re: High Speed Rail Project (HSRP)
Post by: Blue Lightning on April 10, 2010, 04:28:20 AM
Any time you  hover a puzzle piece over a TE lot of the same network type, you run the high risk of a crash. Its something that we can't really fix.
Title: Re: High Speed Rail Project (HSRP)
Post by: vershner on May 18, 2010, 03:57:00 AM
Quote from: Jonathan on April 02, 2010, 03:21:26 AM
No, I'm not. There's no way I could create such good textures.

Just he hasn't been active for a while, and as far as I know I'm the only other person with the textures somewhere. If someone else does have them then please tell me :)
Hiya, I'm not quite gone, just haven't been playing SC for a while. My graphics card was playing up for ages and then I just didn't get back into it after.  I've been meaning to get back into the game for a while, but just haven't really had the time.

If anyone wants the textures just let me know. I'm happy for anyone to use them.
Title: Re: High Speed Rail Project (HSRP)
Post by: choco on May 18, 2010, 05:51:44 AM
Awesome!!!   :thumbsup:
Title: Re: High Speed Rail Project (HSRP)
Post by: Jonathan on May 18, 2010, 07:58:11 AM
Well im hoping to put together an update in/for june/july including you textures however i've noticed that there is a problem on the diagonal switch where the textures dont line up but this is to do with how the models were made not the textures so the diagonal switch textures will need to reorganized.

Also schedulded for that update is lowering the tracks to 15m (there are 15.333455 or something weird atm) and removing the sides to the GHSR.

Also i've been wondering about getting rid of the monorail or making HSR the default and putting monorail in as an override network like GHSR this would be easier to RUL and more stable and allow more flexibility.

Jonathan
Title: Re: High Speed Rail Project (HSRP)
Post by: io_bg on May 18, 2010, 08:04:28 AM
Yes, replacing the monorail with HSR/GHSR would be cool as I don't really use the monorail :)
Title: Re: High Speed Rail Project (HSRP)
Post by: WC_EEND on May 18, 2010, 08:35:04 AM
Quote from: Jonathan on May 18, 2010, 07:58:11 AM
Also i've been wondering about getting rid of the monorail or making HSR the default and putting monorail in as an override network like GHSR this would be easier to RUL and more stable and allow more flexibility.
Jonathan

I assume this is the same way the BTM mod works?
Title: Re: High Speed Rail Project (HSRP)
Post by: Jonathan on May 18, 2010, 09:27:02 AM
Well it would mean the BTM would get replaced as BTM and Monorail are the same network with the same IIDs (unlike the HSRP which is the same network but different IIDs).

However it would mean the BTM could become an override network the same way GHSR is and the BTM could be given smoother curves and switches like the HSRP is without any of the stability issues that the current HSRP has. Basically it would be more like the original HSRP.
Title: Re: High Speed Rail Project (HSRP)
Post by: Andreas on May 18, 2010, 10:46:39 AM
Quote from: Jonathan on May 18, 2010, 07:58:11 AM
Also i've been wondering about getting rid of the monorail or making HSR the default and putting monorail in as an override network like GHSR this would be easier to RUL and more stable and allow more flexibility.

I wouldn't recommend that. People have been using monorail since the release of Rush Hour (maybe not everyone, but I'm sure quite a few people did), so any content that we add should be optional, not the other way round. It would be nice to have "official" BTM support as an additional override network, though. :)
Title: Re: High Speed Rail Project (HSRP)
Post by: Jonathan on May 18, 2010, 10:58:31 AM
Well would it be ok to make monorail an override network?

I guess I could modify the monorail RULs so that it's easier to RUL but still keep the monorail as default and even have an option so that users can choose which is the default (without any additional RULs)
Title: Re: High Speed Rail Project (HSRP)
Post by: z on May 28, 2010, 02:29:38 AM
I decided to try out HSR to see how it would work for my city.  Early on, I found this:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg709.imageshack.us%2Fimg709%2F3323%2Fhsrj.jpg&hash=46901bbde383569d6c5a8ecfd405b41b6616e1f6)

Is this a known problem?  It only happens with a side-by-side merge; the straight merge on the right is fine, as is the side-by-side monorail.  But it happens with elevated HSR as well.  And as you can see, the paths are broken too.  :(

EDIT:  Also, I just noticed that the GHSR S-curve doesn't work for me.  It has monorail pylons at each end (past the six tiles), and you can't connect to it; I get a "reserved tile" message.
Title: Re: High Speed Rail Project (HSRP)
Post by: Andreas on May 28, 2010, 03:52:24 AM
You need to make wider curves. The "side-by-side" (G)HSR will only work with one tile of free space between the two lines.
Title: Re: High Speed Rail Project (HSRP)
Post by: Jonathan on May 28, 2010, 08:53:20 AM
This is one of things I plan to implement end of next month. (as well as making the S-curve draggable if I can)
Could you post a picture of the S-curve?
Title: Re: High Speed Rail Project (HSRP)
Post by: z on May 28, 2010, 12:47:46 PM
Quote from: Andreas on May 28, 2010, 03:52:24 AM
You need to make wider curves. The "side-by-side" (G)HSR will only work with one tile of free space between the two lines.

I was afraid that might be the case.  I'm trying to run a GHSR in the middle of an RHW, and two tiles are all I have.

Quote from: Jonathan on May 28, 2010, 08:53:20 AM
This is one of things I plan to implement end of next month. (as well as making the S-curve draggable if I can)
Could you post a picture of the S-curve?

I gather you're referring to the merge?  That would be great! :)  Meanwhile, here's the S-curve:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg295.imageshack.us%2Fimg295%2F1024%2Fscurve.jpg&hash=d71c3276e75cd46579468a12fe9e31442f39584a)

I've since discovered that it's usable if I plop starter pieces on top of the monorail pieces.

Now all I need is a diagonal GHSR station... :)
Title: Re: High Speed Rail Project (HSRP)
Post by: Jonathan on May 28, 2010, 01:36:14 PM
Oh yes that was done so that you could place the starter there optionally or you could place a puzzle piece like road over GHSR (if that exists, sorry it's been a while since I properly played SC4 and used HSRP, I mostly just play with SC4)
Title: Re: High Speed Rail Project (HSRP)
Post by: hhf_05 on June 08, 2010, 11:46:11 AM
I found that when I use HSR I am not able to choose the texture of the train only the engine can be changed. How to get it done?
Title: Re: High Speed Rail Project (HSRP)
Post by: sim-al2 on June 08, 2010, 04:22:13 PM
You should make sure that you are installing a file for the wagon as well as the engine, or possibly if there is only one file in the download the mod you're using only changes the engine.
Title: Re: High Speed Rail Project (HSRP)
Post by: Moonraker0 on June 17, 2010, 10:58:38 AM
For some reason, I hardly ever get any usage at all on my HSR.  I believe that the reason might be that in most places, I have one city with a HSR station, another city without a station but with HSR going from one end of the city to the other, and a third city at the other end of the second city that has a station.  So the question I have is, is it even possible for the trains to travel across one complete city tile to reach the third or first city?  I would think it is, but I have never observed trains completely crossing a city tile.

Here is a diagram of the line that has zero usage:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fpicpanda.com%2Fimages%2F2oadylpi2r13smfeucv.png&hash=58327d08a7760b807ae82ee6e9759811fe0a4ce5)

Also, I still have the bug where the trains switch tracks at diagonal HSR over ground network puzzle pieces.  I recently reinstalled the NAM, which deleted the entire NAM folder and all subfolders, and then added back every plugin available (HSRP, SAM, RHW, etc.) one at a time with their installers afterwards.  I selected right-hand drive versions of the NAM plugins whenever I was given the choice of RHD or LHD, because my game is RHD.
Title: Re: High Speed Rail Project (HSRP)
Post by: z on June 17, 2010, 01:15:45 PM
Quote from: Moonraker0 on June 17, 2010, 10:58:38 AM
For some reason, I hardly ever get any usage at all on my HSR.  I believe that the reason might be that in most places, I have one city with a HSR station, another city without a station but with HSR going from one end of the city to the other, and a third city at the other end of the second city that has a station.  So the question I have is, is it even possible for the trains to travel across one complete city tile to reach the third or first city?  I would think it is, but I have never observed trains completely crossing a city tile.

Yes, it's certainly possible; I would say that your main problem is that you have too few HSR stations.  In RL, your setup would work fine, but this is one place where SC4 differs significantly from RL.  To get good usage from any type of mass transit, you need a fair number of stations.  They don't have to be every block or two, but once you go beyond about 30 tiles between stations, your passenger volume will drop off significantly.  Also, if you want to use HSR to get people across the border, it helps a lot to put stations near the border.
Title: Re: High Speed Rail Project (HSRP)
Post by: Kitsune on June 17, 2010, 04:08:43 PM
Is it possible to run the GLR under the HSR? Because... it doesnt seem to allow me, no matter what I try.
Title: Re: High Speed Rail Project (HSRP)
Post by: io_bg on June 17, 2010, 04:22:07 PM
It's not but you can use a monorail over GLR piece. It won't look really good but it's functional.
Title: Re: High Speed Rail Project (HSRP)
Post by: Kitsune on June 17, 2010, 06:19:18 PM
ok... and another question... has the rhw-4 texture issue been fixed yet? I saw a post about in the RHW thread, but never say anything about it being fixed except that its a problem with the high speed and not the RHW...
Title: Re: High Speed Rail Project (HSRP)
Post by: strucka on June 21, 2010, 08:21:39 AM
Someone should make a 1tile non-visible G/HSR station. So we could put them on the lines and have more traffic on them. I for one, have the HSR stations put in every city, but don't really have people around any except the terminus in the old town (higher density of R buildings) and the one in the downtown area (a huge amount of skyscrapers (real ones) and also a lot of people) and I get 4055 rides on the HSR. It's not purely realistic, but it does make up some of the realisticality with it's traffic.
Title: Re: High Speed Rail Project (HSRP)
Post by: Moonraker0 on June 21, 2010, 06:03:26 PM
I very much agree, strucka, it would be a very good thing to have and would solve my problem with no ridership that I last posted about.  If one were to be made, I request that there be also a non-transit enabled version of the station that sits at the side of the tracks, so that the automata wouldn't stop at the station.  Of course, a transit-enabled version would have the advantage of not taking up any space, but I'd be annoyed by HSR trains stopping at it.
Title: Re: High Speed Rail Project (HSRP)
Post by: dany10000 on June 23, 2010, 01:26:07 AM
Hi!
HSRP is very interessing project.I used this in my cities but there are some problems.
In particular i've find this with the RHW


(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fdl.dropbox.com%2Fu%2F2131107%2FHSRP%2520problem.jpg&hash=f40188f743608296c3a36a3a4d3a3588579426b0)

An other thing: the width of the tracks in my opinion is too small. HSRP in Italy is more similar to the simple regional rail track but with sond barrer and a more solid track ballast, like the HSRP one.

Title: Re: High Speed Rail Project (HSRP)
Post by: sim-copycat on August 02, 2010, 01:09:30 AM
I have a problem. I installed NAM may version and the HSRP. In game, when I drag out the monorail from the starter pieces, the monorail pylons appear both in ground HSR and elevated HSR. Please help me!!





Title: Re: High Speed Rail Project (HSRP)
Post by: dubselector on August 02, 2010, 07:00:36 AM
Copycat; this also happened to me, it was because I also had the BTM installed. When I took it out, the pylons vanished. Also make sure, all the HSR stuff is all the latest versions.
Title: Re: High Speed Rail Project (HSRP)
Post by: Jonathan on August 02, 2010, 01:14:39 PM
If you have both the HSRP and the BTM installed you need to install the patch/fix which is located on the first post of this topic (which is at the top of every page) or on the STEX at simtropolis.com uploaded by Haljackey.

But if that doesn't work for you or you don't have the BTM installed well then theres something wrong with you HSRP installation and you should try reinstalling the HSRP.
Title: Re: High Speed Rail Project (HSRP)
Post by: kennyj88 on August 26, 2010, 12:43:18 PM
hey i posted this same message in the NAM Issues Thread as well. But this was my message:

i dont know if this is a NAM problem or a HSRP problem or its my game but hopefully i can get help. When ever i go to lay tracks (mono, el, subway or regular train tracks) my game takes like a minute to fully lay it down, in other words its running really slow. everything else runs fine, ex: roads and highways lay at normal speeds but rail just takes so long. Do you know if its a problem where i have to reinstall something? I was thinking i may have installed HSRP wrong. I hope you guys have an answer for me my city feels incomplete without any railways all i have is bus stops lol. BTW, thanks for all the updates you guys are great. :thumbsup: 
Title: Re: High Speed Rail Project (HSRP)
Post by: Jonathan on August 26, 2010, 12:50:13 PM
It sounds like there's something wrong with the paths. Do the cars drive on the left side of the road?

Or do your cars drive on the right, but you also installed the LHD plugin?
Title: Re: High Speed Rail Project (HSRP)
Post by: Tarkus on August 26, 2010, 01:41:41 PM
kennyj88, I'd recommend checking out NAM FAQ #3 (http://sc4devotion.com/forums/index.php?topic=5094.msg161802#msg161802) as well.

-Alex
Title: Re: High Speed Rail Project (HSRP)
Post by: kennyj88 on August 26, 2010, 02:07:46 PM
First thanks for the speedy response i wasnt expecting a response that fast lol. but they are driving how they drive in the UK which i guess is the left? did i install wrong?
Title: Re: High Speed Rail Project (HSRP)
Post by: Jonathan on August 26, 2010, 02:09:13 PM
When you install the NAM and the HSRP (well i think the HSRP as well) you need to select LHD option in the installer
Title: Re: High Speed Rail Project (HSRP)
Post by: kennyj88 on August 26, 2010, 02:16:59 PM
Quote from: Jonathan on August 26, 2010, 02:09:13 PM
When you install the NAM and the HSRP (well i think the HSRP as well) you need to select LHD option in the installer
i think i have the UK version, is it anyway that i can make it american, meaning driving on the right? its a long story why i have to use a weird version thanks to windows 7.
Title: Re: High Speed Rail Project (HSRP)
Post by: kennyj88 on August 26, 2010, 02:28:09 PM
hey you guys thanks for the help i changed it to the american driving standard. you guys solved my problem in no time.  :thumbsup: :thumbsup:
Title: Re: High Speed Rail Project (HSRP)
Post by: darraghf on September 12, 2010, 11:31:17 AM
I'm not ure if this shoujld be here or in the RHW thread, but in the left hand version, my trains on hr lines won't travel across RHW, and nothing else....
What could be wrong.


.. I know I have the LHD version of both installed.
Title: Re: High Speed Rail Project (HSRP)
Post by: jdenm8 on September 12, 2010, 04:06:08 PM
As of NAM May 2010 and RHW V4, RHW/HSRP compatibility has been a bit touch-and-go (in LHD anyway). The NAM team does know about it however and apparently it is on the list of things to be fixed (according to Tarkus).
Title: Re: High Speed Rail Project (HSRP)
Post by: Tarkus on September 12, 2010, 06:02:50 PM
It appears to have the same issues in RHD as well.  There appears to be RUL issues with the RHW-4-under-HSR (which result in pathing issues) and the RHW-2-under-HSR is missing paths.  I'll probably give the HSR a good lookover once I get things fixed up on the SAM end, maybe fast-track those particular ones depending on how things end up going with the Controller builds.  I'm in a RUL 0x10000002 mood as of late. :D

-Alex
Title: Re: High Speed Rail Project (HSRP)
Post by: KexLexington33 on September 25, 2010, 07:30:09 PM
Hey! I just download HSR and BTM today, but I just noticed Track have something wrong... I saw track appear monorail support... I wanted HSR and BTM have own support... Not monorail support!

So how I fix this problem?

Here the pic link:

http://img688.imageshack.us/i/btmerror.png/

http://img834.imageshack.us/i/hsrerror.png/

Sorry about my english!

Thank you!
Title: Re: High Speed Rail Project (HSRP)
Post by: jdenm8 on September 25, 2010, 10:57:25 PM
http://sc4devotion.com/forums/index.php?action=dlattach;topic=2089.0;attach=3521

I believe that will fix your problems. Personally, I don't use the BTM, I use Moonlight's Shinkansen mod instead which is newer.
Title: Re: High Speed Rail Project (HSRP)
Post by: KexLexington33 on September 26, 2010, 04:49:05 PM
Quote from: jdenm8 on September 25, 2010, 10:57:25 PM
http://sc4devotion.com/forums/index.php?action=dlattach;topic=2089.0;attach=3521

I believe that will fix your problems. Personally, I don't use the BTM, I use Moonlight's Shinkansen mod instead which is newer.

THANK YOU!
Title: Re: High Speed Rail Project (HSRP)
Post by: pimmapman on September 27, 2010, 10:11:58 PM
I've got all the dependencies but I'm still getting the brown simcity boxes. Anybody have any ideas?
Title: Re: High Speed Rail Project (HSRP)
Post by: ajsuperstar on October 05, 2010, 01:27:16 AM
If you downloaded the catenary mod you may not have downloaded its dependency.
Title: Re: High Speed Rail Project (HSRP)
Post by: JeeKTan on October 25, 2010, 05:41:34 AM
So.......what's the status of the HSRP project?
Title: Re: High Speed Rail Project (HSRP)
Post by: Andreas on October 25, 2010, 06:05:51 AM
Oh, we have a brand new version ready with a truckload of new features, but since we are naughty, we decided to keep it for ourselves and will never release it for the public, laughing at you all the time!  >:D


Eh, no, just kidding, of course - if there's anything new, it will be posted. Read Tarkus' reply above, he said he might have a look into the HSRP again once some other stuff is done. There's no need to request updates, as we're proud enough to present new achievements on our own.  :P
Title: Re: High Speed Rail Project (HSRP)
Post by: JeeKTan on October 25, 2010, 07:25:08 AM
The reason I'm asking is because HSRP is prone to CTD's and I really hate CTD's. :angrymore: Is there any way GHSR can be made draggable by railway instead of monorail? I hope the next version is much more stable.
Title: Re: High Speed Rail Project (HSRP)
Post by: z on October 25, 2010, 09:47:58 AM
Quote from: JeeKTan on October 25, 2010, 07:25:08 AM
The reason I'm asking is because HSRP is prone to CTD's and I really hate CTD's. :angrymore:

When do you get your CTDs?

QuoteIs there any way GHSR can be made draggable by railway instead of monorail?

Aside from the fact that this would be a huge amount of work, it would make HSR slower than monorail, which means it would no longer be high speed.
Title: Re: High Speed Rail Project (HSRP)
Post by: SC4BOY on October 25, 2010, 01:19:30 PM
I don't think I've ever had a CTD with HSR
Title: Re: High Speed Rail Project (HSRP)
Post by: JeeKTan on October 25, 2010, 07:03:56 PM
Everytime I tried using the HSRP, it always crashed. Somehow, the crash seems related to the stations. I can drag the HSR without crashes.
Title: Re: High Speed Rail Project (HSRP)
Post by: Monorail Master on October 26, 2010, 04:17:32 AM
Quote from: JeeKTan on October 25, 2010, 07:03:56 PM
Everytime I tried using the HSRP, it always crashed. Somehow, the crash seems related to the stations. I can drag the HSR without crashes.

Happens to me too sometimes.
Title: Re: High Speed Rail Project (HSRP)
Post by: Tarkus on October 26, 2010, 10:39:29 AM
As the stations aren't a part of the mod itself, it's inaccurate to say that the mod needs to be updated on grounds of CTDs.  Stations are a whole different ballgame.

-Alex
Title: Re: High Speed Rail Project (HSRP)
Post by: ivo_su on January 03, 2011, 01:50:01 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg402.imageshack.us%2Fimg402%2F2071%2Fsimcity4201101032301364.jpg&hash=9583d04847a074b32274d41c3494383f6d3e2cd8)

It takes my pieces diagonally HSR that is traversed by EAVE. In general I think it is necessary to  build a  diagonal  pieces  HSR with elevated roads over them. My question is is it planned that the new NAM

- Ivaylo
Title: Re: High Speed Rail Project (HSRP)
Post by: j-dub on January 03, 2011, 08:14:28 PM
Look carefully at where that HSR curve is, and where that avenue you built is. Even if there was a way over, there would not even be enough room here anyway, because the tip of the curve is in the way of the avenue. I have never heard of elevated NAM pieces being built over curved sections. Since I have not really used HSR, I can not say much further about it, then that setup with the curve going under the avenue, simply won't do. Have you already noticed anything else elevated, relating to cars ever crossing the HSR before?
Title: Re: High Speed Rail Project (HSRP)
Post by: travismking on January 03, 2011, 09:48:21 PM
also, unless i missed it, an HSR (elevated kind) over GLR puzzle piece would be quite useful as well :)
Title: Re: High Speed Rail Project (HSRP)
Post by: strucka on January 04, 2011, 03:30:59 AM
Well I'd say the whole project should be getting back on track, but it's only up to the people that are creating this beautiful project, to decide, if it's worth it. I'd do all the pieces, if only I had the time and would know how. I don't have any, so I'm also in the mercy of the gods.

There is a lot of pieces lacking for this project, for example the interaction with the RHW,NWM projects, most of diagonal intersections are missing. But luckily the SFBT made a transition to normal rail in their advent calendar. It helped me intersect my complicated network of roads, rails, highways, rivers and canals.
Title: Re: High Speed Rail Project (HSRP)
Post by: Tarkus on January 04, 2011, 11:47:05 AM
Here's basically the current state of HSRP.  Jonathan was almost single-handedly maintaining it through 2007-2009, but due to RL, he has had much less modding time.  As everyone else is also stacked to the brim with other projects, it's meant HSRP has kind of fallen on the backburner during that time.

I have done some initial work on some "gap-filling"--i.e. adding in some overpasses to fill out the basic functionality, with the eventual goal of releasing an update to the HSRP.  However, as I have more heavy-duty RL than usual right now (finishing up my last requirements before I can go "ABD (http://en.wikipedia.org/wiki/All_but_dissertation)" on my Ph.D.), and I am involved on some level with just about every other project except the Tram and URail side of things (which is also going to be winding down from the looks of things), it may be awhile.

-Alex

Title: Re: High Speed Rail Project (HSRP)
Post by: strucka on January 09, 2011, 01:06:17 PM
Looks like the gas companies in SC4 have lobied for the highways and roads, just like in the North America some time ago. =) Joking, eventhough it looks like that.
Tarkus I wish you all the luck you need in achieving your destination (the Ph.D.-one)!
Title: Re: High Speed Rail Project (HSRP)
Post by: Jonathan on January 10, 2011, 08:15:54 AM
You've no idea how almost painful it is not to be able to finish HSRP, it would just take to long to get back into the swing of things. Looking back over the RULs it's a miracle any part of it works, they're so messy and half of them are wrong. But sadly RL is more important at the moment with exams and just having to have had my laptop repaired means I need to start making money. Come the summer I will have got through my exams and hopefully it will be a kind of limbo between GCSEs and a-levels where I hopefully won't have any work greatly increasing my free time to finish HSRP.

Jonathan
Title: Re: High Speed Rail Project (HSRP)
Post by: mongsi on June 10, 2011, 08:57:24 AM
I'm not sure if this is normal.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Ffarm6.static.flickr.com%2F5188%2F5818589926_17205ba650_b.jpg&hash=a67600dccf276b9935f5294d330c5a5335b74ef4)
Title: Re: High Speed Rail Project (HSRP)
Post by: Tarkus on June 10, 2011, 01:00:55 PM
As I recall, that is normal--the RHW's "color-corrected" textures for use on model-based items was switched to a new IID scheme, and as the last HSRP release took place in the days of RHW Version 2.0 (we're on 4.1 now), it hasn't been updated.  I think I posted a patch at some point, but I don't recall where it is, unfortunately.  There's some other issues with that particular crossing aside from the RGBK tile glitch that further prevent it from working properly (namely, RUL stability), though, which won't be fixed until the next NAM/RHW release cycle.

-Alex
Title: Re: High Speed Rail Project (HSRP)
Post by: mongsi on June 10, 2011, 04:18:05 PM
Quote from: Tarkus on June 10, 2011, 01:00:55 PM
As I recall, that is normal--the RHW's "color-corrected" textures for use on model-based items was switched to a new IID scheme, and as the last HSRP release took place in the days of RHW Version 2.0 (we're on 4.1 now), it hasn't been updated.  I think I posted a patch at some point, but I don't recall where it is, unfortunately.  There's some other issues with that particular crossing aside from the RGBK tile glitch that further prevent it from working properly (namely, RUL stability), though, which won't be fixed until the next NAM/RHW release cycle.

-Alex

Thanks for the reply. For now I'll just try to avoid making that particular crossing. ;)
Title: Re: High Speed Rail Project (HSRP)
Post by: smartbylaw on June 27, 2011, 07:36:20 PM
Is there a new version of HSR/GHSR in the works? I would love to see this added into the NAM instead of a separate download..
Title: Re: High Speed Rail Project (HSRP)
Post by: Tarkus on July 04, 2011, 04:13:21 PM
As mentioned in posts on the previous page or two, I've done a little bit of work "gap filling" some things on it, mainly so it can play nice with some other components that are currently being actively developed.  But that's largely a side project and on the backburner at the moment, and aside from that, HSRP has not been in active development for at least a couple years. 

As far as adding it directly into the NAM, so far, none of external NAM Plugins have been merged into the NAM itself since we introduced that release paradigm 4 years ago with RHW Version 1.3b.  I wouldn't expect that to change at least in the near-term, though there have been discussions as to the future of the "external" paradigm.

-Alex
Title: Re: High Speed Rail Project (HSRP)
Post by: ivo_su on July 18, 2011, 08:01:07 AM
I noticed that my sims do not use HSRP built by me and I can not understand why. Basically I know that this is the fastest networks in the game and have the highest capacity, but inexplicably Sims prefer subway or buses and cars mostly to HSRP. Surprising to me is the fact that they even slightly used monorail transportation, but when replaced with a monorail HSRP they orient themselves to this transport. Could this be a bug and the problem is not with me?

- Ivo
Title: Re: High Speed Rail Project (HSRP)
Post by: ivo_su on July 24, 2011, 01:36:52 AM
Still no one responded to my call for assistance  related to  my problem  using  HSRP. I noticed that maybe I have a problem  with the paths of  the network itself and  I made  a picture  to show  the lack of  paths for  HSRP. I would be grateful for  any advice or help.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg3.imageshack.us%2Fimg3%2F1550%2Fsimcity4201107241117267.jpg&hash=29e941a93ac7d28c16fdd9f59e23fa3f6ee8304e)

- Ivo
Title: Re: High Speed Rail Project (HSRP)
Post by: GDO29Anagram on July 24, 2011, 01:45:40 AM
Quote from: ivo_su on July 24, 2011, 01:36:52 AM
I noticed that maybe I have a problem  with the paths of  the network itself and  I made  a picture  to show  the lack of  paths for  HSRP.

The paths are actually there; They're just "buried" into the models (because the top of the models are slightly higher than where the paths are), so it can be a bit hard to tell if there's pathing problems.

Driving a train using UDI, looking for monorail automata, or simply querying the rail (assuming there are people using HSR) are the only means of checking if the paths work.

EDIT: Actually, if you zoom out a bit (about zoom 3), you can just barely see the purplish paths.
Title: Re: High Speed Rail Project (HSRP)
Post by: Exla357 on July 24, 2011, 08:13:14 PM
Hopefully the HSRP will stay active, it's quite a unique mod. Not my favorite, but it still has a place in my cities.
Title: Re: High Speed Rail Project (HSRP)
Post by: Opkl on July 30, 2011, 03:10:57 PM
Quote from: ivo_su on July 24, 2011, 01:36:52 AM
Still no one responded to my call for assistance  related to  my problem  using  HSRP. I noticed that maybe I have a problem  with the paths of  the network itself and  I made  a picture  to show  the lack of  paths for  HSRP. I would be grateful for  any advice or help.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg3.imageshack.us%2Fimg3%2F1550%2Fsimcity4201107241117267.jpg&hash=29e941a93ac7d28c16fdd9f59e23fa3f6ee8304e)

- Ivo

Hi Ivo.  Is the city your HSRP travels in mostly low wealth?  I remember reading that low wealth sims can not afford riding on the monorails.  Low wealth sims perfer EL-rail and subways because they are a lot cheapper in ticket prices. 
Title: Re: High Speed Rail Project (HSRP)
Post by: ivo_su on July 30, 2011, 03:53:04 PM


Hi Ivo.  Is the city your HSRP travels in mostly low wealth?  I remember reading that low wealth sims can not afford riding on the monorails.  Low wealth sims perfer EL-rail and subways because they are a lot cheaper in ticket prices.
[/quote]

This is really strange explanation. I am the only one worldwide where 80% of Sims are rich 19% middle class and only 1% poor. Thanks to some tricks I can do a constant demand for 72,000 R $ $ $ which means that they should prefer HSRP, to the subway or EL-rail, but in reality is not so. There is no way a city of 1.5 million to 1.2 is rich and no one wants to use HSRP. Sims prefer cars, subways, buses and not HSRP.

- Ivo
Title: Re: High Speed Rail Project (HSRP)
Post by: Opkl on July 30, 2011, 04:11:03 PM
Quote
Quote from: ivo_su on July 30, 2011, 03:53:04 PM


Hi Ivo.  Is the city your HSRP travels in mostly low wealth?  I remember reading that low wealth sims can not afford riding on the monorails.  Low wealth sims perfer EL-rail and subways because they are a lot cheapper in ticket prices.

This is really strange explanation. I am the only one worldwide where 80% of Sims are rich 19% middle class and only 1% poor. Thanks to some tricks I can do a constant demand for 72,000 R $ $ $ which means that they should prefer HSRP, to the subway or EL-rail, but in reality is not so. There is no way a city of 1.5 million to 1.2 is rich and no one wants to use HSRP. Sims prefer cars, subways, buses and not HSRP.

- Ivo

Can you post a picture of the transportation map of this city?  Also, do you have more subway stations than HSRP stations closer to office buildings? The sims might think using the subway would be easier because they can get off right at their destination instead of taking the HSRP, get off, then walk to a bus stop, and then get to their destination.
Title: Re: High Speed Rail Project (HSRP)
Post by: Gringamuyloca on July 30, 2011, 06:48:33 PM
@ Opkl   I believe Ivo is wondering why pathing isn't showing on the HSRP....

@ ivo_su  Hopefully someone can help with the pathing issue...

Title: Re: High Speed Rail Project (HSRP)
Post by: dragonshardz on July 30, 2011, 07:56:54 PM
Quote from: Gringamuyloca on July 30, 2011, 06:48:33 PM
@ Opkl   I believe Ivo is wondering why pathing isn't showing on the HSRP....

@ ivo_su  Hopefully someone can help with the pathing issue...

The pathing isn't showing because the height SC4 has its monorail paths display at is covered by the solid model. The HSRP does have paths. If Sims ae not using your HSR, it is a different problem.
Title: Re: High Speed Rail Project (HSRP)
Post by: Tarkus on July 30, 2011, 08:14:21 PM
Additionally, we've not touched the HSRP mod upload since 2009--2 1/2 years ago.  If there were a pathing problem, preventing the base ortho network from working, we would have heard about it right away.

-Alex
Title: Re: High Speed Rail Project (HSRP)
Post by: dragonshardz on July 30, 2011, 09:02:07 PM
I'll also note that I helped Jonathan test the bloody thing, so you can be sure that I would've caught any parts of it that doesn't have paths long before now.
Title: Re: High Speed Rail Project (HSRP)
Post by: MR.Y on July 31, 2011, 02:32:39 AM
Hi

How is it with wrc for the HSR and some new bridges like this ones:
http://www.hochgeschwindigkeitszuege.com/deutschland/fotos-deutschland/nbs-wuerzburg-hannover-26-xxl.jpg

or this:
http://de.structurae.de/files/photos/1720/2001.02.25.limburg2.jpg
Title: Re: High Speed Rail Project (HSRP)
Post by: z on July 31, 2011, 02:44:46 AM
Quote from: Opkl on July 30, 2011, 03:10:57 PM
Hi Ivo.  Is the city your HSRP travels in mostly low wealth?  I remember reading that low wealth sims can not afford riding on the monorails.  Low wealth sims perfer EL-rail and subways because they are a lot cheapper in ticket prices.

This is not true.  There is no differentiation in wealth levels among Sims when choosing mass transit types.  Sims always choose the type that will get them to their destination fastest, regardless of their wealth level.
Title: Re: High Speed Rail Project (HSRP)
Post by: GDO29Anagram on July 31, 2011, 02:54:13 AM
Quote from: MR.Y on July 31, 2011, 02:32:39 AM
How is it with wrc for the HSR and some new bridges like this ones:

There are 45-degree WRCs for HSR already, but they're all draggable. The only one that isn't is the S-curve (and there's only a ground version available).

There's already an HSR bridge pack on the LEX:

http://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2002

There aren't any arch bridges, like in the picture you showed, but there are some concrete pier bridges that would probably be to your liking.
Title: Re: High Speed Rail Project (HSRP)
Post by: ivo_su on August 01, 2011, 02:27:44 PM
I guess the problem with HSRP is to me because I built it in a small town where I put one end in a residential area, and I built opposite zone jobs. When they are associated with HSRP and Sims had no alternative, they use this transport, but put a boulevard or subway Sims immediately diverted. I want to know why, given  that HSPR must be the fastest way to connect.
In the big city I have very dense network of subway and buses, so Sims  may not want to ride in HRSP.  io_bg told me that maybe if HSRP runs through downtown will be more efficient, but unfortunately this is not the ideology embedded in me for my infrastructure.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg855.imageshack.us%2Fimg855%2F9936%2Fsimcity4201108010133102.jpg&hash=75d39c262d375bbf087a4ae3a16350e2edd6b780)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg535.imageshack.us%2Fimg535%2F3572%2Fsimcity4201108010133288.jpg&hash=adca50caff90ca96b9965f84d528551d9e337a48)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg844.imageshack.us%2Fimg844%2F8798%2Fsimcity4201108010214445.jpg&hash=0ad87aef00d6e6e191cb24db920645713fbdbc9b)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg153.imageshack.us%2Fimg153%2F439%2Fsimcity4201108010214564.jpg&hash=7c5607ce2c9f267d7df31ffaa2f129d1fd612118)

Anyway,  nice to see Jonathan on line and send special greetings. I hope he  still locks to work because I feel its absence.

Regards,
Ivo
Title: Re: High Speed Rail Project (HSRP)
Post by: Jonathan on August 01, 2011, 05:23:05 PM
I always thought that Monorail was aimed at the wealthy sims and I assumed that this was part of the traffic simulator.

I do know that monorail and HSRP are the same, they only look different. So providing there is no issue with paths which there almost certainly isn't or there'd have been a lot more issues, replacing your monorail with HSR should have no effect.

It is possible that the issue lies with the stations. There have been problems in the past. Have you tried using the maxis monorail station with HSR?

I can't really help with the traffic simulator side of things,  but I have had problems myself with certain simulators or circumstances where sums haven't used it as much as I'd like them to. So it would be good if a simulator could be engineered to make HSRP more attractive over shorter distances and if possible for poorer sims.


To anyone:

I can't remember exactly what has been released, if anything, since the HSRP. I've found two files that aren't in the main release, for added previews when dragging and for replacing the textures of the tracks with alternative/moderner set? Do those still need to be uploaded?


I've started working on greater stability for the curves, specifically underpasses under as much of the curve as possible, which will mean HSRP is easier to build through existing dense cities.

Jonathan
Title: Re: High Speed Rail Project (HSRP)
Post by: ivo_su on August 01, 2011, 05:33:09 PM
Jonathan  I am very glad that you  still have plans and designs for HSRP. It really is a wonderful news for me and hopefully for others. Do not be shy to show pictures of your works - we will be happy to see  how things happen step by step. Once again, welcome back you are invaluable for NAM  and SC4D.

Regards,
Ivo
Title: Re: High Speed Rail Project (HSRP)
Post by: pimmapman on August 02, 2011, 01:48:27 AM
What is the point of high speed rail if you have stations close to each other? Even more than one per city tile is too much. I mean what's the advantage if you don't even reach 120km/h while going between the stations?
Title: Re: High Speed Rail Project (HSRP)
Post by: z on August 02, 2011, 01:59:39 AM
You have to remember that SC4 is not a very accurate simulation.  Each train actually holds only one passenger.  All the trains go from stopped to top speed in no time flat - literally.  As they are single-passenger trains, they don't stop at intermediate stations.  When trains stop at their destination (again, in no time flat), they effectively disappear, so they don't hold up traffic behind them.

So stations have absolutely no negative effect on train speed, and the more stations you have, the more Sims will use them, as greater access to the high speed trains become more effective in reducing the Sims' total commute time.  That's just the way the game works.
Title: Re: High Speed Rail Project (HSRP)
Post by: MR.Y on August 02, 2011, 02:41:35 AM
Quote from: GDO29Anagram on July 31, 2011, 02:54:13 AM

There are 45-degree WRCs for HSR already, but they're all draggable. The only one that isn't is the S-curve (and there's only a ground version available).

I know, but they aren't nor wide enough. So I think the radius of this courves is highest 760m, what means, that the highest speed for this curve is 80km/h (50mph), And I don't know how it is in america, but in germany the High Speed Tracks don't have such small curves...
Title: Re: High Speed Rail Project (HSRP)
Post by: GDO29Anagram on August 02, 2011, 03:00:01 AM
Quote from: MR.Y on August 02, 2011, 02:41:35 AM
I know, but they aren't nor wide enough.

I see what you mean (and I see this in RHW quite a bit), but 760 meters is TOO wide. That's nearly 48 SC4 tiles (Each tile is 16 meters), and the maximum size of puzzle pieces can only be 16x16 tiles.
Title: Re: High Speed Rail Project (HSRP)
Post by: MR.Y on August 02, 2011, 03:29:07 AM
Yes I know, but I in SC4 you can't really say, how much it is, cause if one tile is 16m so one railway is 4m wide, insteat of the normal 1.435m...
Title: Re: High Speed Rail Project (HSRP)
Post by: ivo_su on August 02, 2011, 07:13:20 AM
Jonathan would you be so kind as to tell whether you intend to create pieces that HSRP can cross the new networks NWM, RHW, canals, tramways, etc. Many will be glad if you share more detailed information about your future creative plans.

Regards,
Ivo
Title: Re: High Speed Rail Project (HSRP)
Post by: pimmapman on August 02, 2011, 10:16:01 PM
For the curves, couldn't you make the puzzle pieces in two segments, so two separate puzzle pieces?
Title: Re: High Speed Rail Project (HSRP)
Post by: GDO29Anagram on August 02, 2011, 10:47:25 PM
Quote from: pimmapman on August 02, 2011, 10:16:01 PM
For the curves, couldn't you make the puzzle pieces in two segments, so two separate puzzle pieces?

If it's a 45-deg curve, then it's technically possible if the pieces in question transitioned to Fractional-Angle instead. This would make for somewhat modular curves and grid-defying transportation infrastructure.
Title: Re: High Speed Rail Project (HSRP)
Post by: Jonathan on August 03, 2011, 06:21:26 AM
So far this week I've rewritten the RULs for the curves, they a lot more stable now, eg:
Before: (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi200.photobucket.com%2Falbums%2Faa230%2FwarriorST%2FCropperCapture5.jpg&hash=a1668535481412fe996ac7f6581d137f66b610a0)After: (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi200.photobucket.com%2Falbums%2Faa230%2FwarriorST%2FCropperCapture7.jpg&hash=a7f0e3cf9b1f96f3aa3fc7e9af236de09a732f41)

I started on creating underpasses under the curves, so far only street, but I can pretty much copy and paste the RULs for other networks.
Made the monorail over GHSR and HSR over GHSR draggable (all those puzzle pieces after the starter will be made draggable, as well pieces that aren't they, RHW, NWM etc)

I'm pretty certain however that wider curves will not be in the next version, HSR already has [I think] the widest draggable curves out all the networks, and HSR has a lot of issues. like overpasses and stability. Fractional Angle HSR may come later, and it is possible to fit FA-HSR segment inside draggable tiles, so it could be draggable.

There won't be anything standing-out-new in the next version, at the moment I'm thinking of this as version 1 and the current version as 0.5
Title: Re: High Speed Rail Project (HSRP)
Post by: ivo_su on August 03, 2011, 11:15:12 AM
Jonathan  thank you very much for good ideas and advice you gave me. I swapped stops HSRP standard monorail stops from Maxi's and now my Sims  began using this mode.  Really good advice now I must see why we received this bug. I  can view files and see if I can fix something that does not get more so.

Regards,
Ivo
Title: Re: High Speed Rail Project (HSRP)
Post by: Jonathan on August 03, 2011, 01:24:17 PM
Ivo, a good place to start would be to single out the station that is causing it. When did you download the HSRP hub? If I remember correctly shortly after release the hub was updated with a bugfix that stopped sims from using it, so maybe you haven't downloaded the update?
Title: Re: High Speed Rail Project (HSRP)
Post by: ivo_su on August 03, 2011, 03:35:26 PM
Quote from: Jonathan on August 03, 2011, 01:24:17 PM
Ivo, a good place to start would be to single out the station that is causing it. When did you download the HSRP hub? If I remember correctly shortly after release the hub was updated with a bugfix that stopped sims from using it, so maybe you haven't downloaded the update?

Johnny  (I do not know if I can call  it that)
I am an active member in Stex and LEX on September 29, 2009, and as far as I can see the stations that are made ​​by Xyloxadoria and I used that were repaired last of 27 September 2008. For this, and I think that should not have this bug primary. I have some experience in making stops and TE-Lot's about  hope to find out where the problem lies. Will I need HSRP natural paths, but there's something else that may be. I have  doubts that this could  be the difference in the capacity of stops Xyloxadoria those of Maxi's, as  one with 10,000 a onother is 2000. And assuming  that 800 Sims used it  daily for HSRP stations Maxi's is  much more significant  percentage than in Xyloxadoria stations. For this and easily visible to the transport map in the simulator. But this is only my assumption and I apologize if I irritated others here with my problems.
   Otherwise Johnny, Alex told me that you are one of the experts in making RUL2 codes and glad that it came back. Because as far as I know when all this weighs on the shoulders of Blue Lightning and Alex. I hope to find enough time to help them. Did you get your Ph.D.?

Best,
Ivo
Title: Re: High Speed Rail Project (HSRP)
Post by: ivo_su on August 07, 2011, 11:54:40 AM
Jonathan I know that you are working on some new tracks for HSRP to facilitate construction in tight urban spaces. Show you a similar area where monorail can go but no suitable piece to be able to cross the HSRP and the same. If you have time and opportunity will be happy to do something - it will be of very great benefit to me.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg38.imageshack.us%2Fimg38%2F3971%2Fsimcity4201108072129146.jpg&hash=6b252392770f78f98d4bd611ad446b6db10389c5)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg31.imageshack.us%2Fimg31%2F1023%2Fsimcity4201108072133153.jpg&hash=d3486d2deb4d79cbbdd006d11910217ab64c1eac)

Regards,
Ivo
Title: Re: High Speed Rail Project (HSRP)
Post by: Jonathan on August 07, 2011, 01:35:48 PM
Quote from: ivo_su on August 03, 2011, 03:35:26 PM
Johnny  (I do not know if I can call  it that)
I am an active member in Stex and LEX on September 29, 2009, and as far as I can see the stations that are made ​​by Xyloxadoria and I used that were repaired last of 27 September 2008. For this, and I think that should not have this bug primary. I have some experience in making stops and TE-Lot's about  hope to find out where the problem lies. Will I need HSRP natural paths, but there's something else that may be. I have  doubts that this could  be the difference in the capacity of stops Xyloxadoria those of Maxi's, as  one with 10,000 a onother is 2000. And assuming  that 800 Sims used it  daily for HSRP stations Maxi's is  much more significant  percentage than in Xyloxadoria stations. For this and easily visible to the transport map in the simulator. But this is only my assumption and I apologize if I irritated others here with my problems.
   Otherwise Johnny, Alex told me that you are one of the experts in making RUL2 codes and glad that it came back. Because as far as I know when all this weighs on the shoulders of Blue Lightning and Alex. I hope to find enough time to help them. Did you get your Ph.D.?

Best,
Ivo
Johnny is fine, I respond to pretty much anything starting with "Jo" ;)
I think Xyloxadoria's stations were also updated at some point, to fix the same/similar bug the HSRP hub had. So maybe just delete the stations from you're plugins and redownload them?
Nothing else was happening here so I don't think you're problems irritated anyone :)
I haven't got a Ph.D :) , I'm 16 so I've just finished my GCSE exams and get the results this month.

QuoteJonathan I know that you are working on some new tracks for HSRP to facilitate construction in tight urban spaces. Show you a similar area where monorail can go but no suitable piece to be able to cross the HSRP and the same. If you have time and opportunity will be happy to do something - it will be of very great benefit to me.
That is pretty much the exact scenario I've been working on, however I'm starting with GHSR, as there are less draggable crossings for it (currently only monorail/HSR can cross GHSR, and some of the HSR RULs rely on this). The huge time waste is the Maxis Monorail models which are a complete mess and cause artefacts (the white and red shape on the diagonal part of this curve):
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi200.photobucket.com%2Falbums%2Faa230%2FwarriorST%2FCropperCapture10.jpg&hash=5ff129f4befe424cc6b260f094f9aef1eb7371f5)
Title: Re: High Speed Rail Project (HSRP)
Post by: ivo_su on August 07, 2011, 02:12:32 PM
Johnny, I am left with the impression  that you are 24 years and you were so young as Blue Lightning or io_bg (which  is a great friend of mine). I am glad  that I pay attention and will do something like version 2.0 of  HSRP. My  problem with the intersection of that intersection  I described it as early as 42 pages and unfortunately without your help  could not solve. It is a new  piece whether it is for GHSR or HSR. Here's  a picture of the area that is problematic for some time and  harass my city.


(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg402.imageshack.us%2Fimg402%2F2071%2Fsimcity4201101032301364.jpg&hash=9583d04847a074b32274d41c3494383f6d3e2cd8)

Best,
Ivo
Title: Re: High Speed Rail Project (HSRP)
Post by: jdenm8 on August 07, 2011, 05:15:58 PM
Because of the geometry of the curve and the interaction with GHSR while it's curving, I don't expect a PP to do that.
It's too much work for something that can be simplified by moving the avenue or GHSR to the other side.
Title: Re: High Speed Rail Project (HSRP)
Post by: ivo_su on August 16, 2011, 02:41:34 PM
Quote from: jdenm8 on August 07, 2011, 05:15:58 PM
Because of the geometry of the curve and the interaction with GHSR while it's curving, I don't expect a PP to do that.
It's too much work for something that can be simplified by moving the avenue or GHSR to the other side.

I know  it seems easy to move boulevard or HSR little  sideways but this is not entirely appropriate  because it stops or GHSR HSR  must be near the road. My choice is that these stops are glued to one avenue, but as Jonathan said some time ago his goal is to make HSR more maneuverable in dense central parts of cities. This little piece of what I need I will solve a lot of problems with the passage of the HSR in densely-built urban terrain. I hope Jonathan has time and desire to make this my proposal.

Cheers,
Ivo
Title: Re: High Speed Rail Project (HSRP)
Post by: Jonathan on August 16, 2011, 03:32:03 PM
Actually such a puzzle piece shouldnt be too hard to implement as functionally it is the same as diagonal GHSR under straight avenue so the RULs can be copied and pasted, and the reader makes it easy to combine the models.

It may not be very stable however.  Ideally someone needs to make all the elevated road networks draggable :)
Title: Re: High Speed Rail Project (HSRP)
Post by: ivo_su on August 16, 2011, 03:44:06 PM
Quote from: Jonathan on August 16, 2011, 03:32:03 PM
Actually such a puzzle piece shouldnt be too hard to implement as functionally it is the same as diagonal GHSR under straight avenue so the RULs can be copied and pasted, and the reader makes it easy to combine the models.

It may not be very stable however.  Ideally someone needs to make all the elevated road networks draggable :)

Actually  if you look really carefully you'll see the picture that we need so little to make it happen. It takes only one small piece that gently  touches Avenue in the lower or upper part. And for such a specialist in making and editing RUL's it would hardly be a problem.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg31.imageshack.us%2Fimg31%2F1023%2Fsimcity4201108072133153.jpg&hash=d3486d2deb4d79cbbdd006d11910217ab64c1eac)

Cheers mate
Ivo
Title: Re: High Speed Rail Project (HSRP)
Post by: Jonathan on August 16, 2011, 04:10:50 PM
Maybe you misunderstood? I meant those pieces will be easy, and could be done reasonably quickly.
Title: Re: High Speed Rail Project (HSRP)
Post by: ivo_su on August 17, 2011, 11:23:27 AM
Quote from: Jonathan on August 16, 2011, 04:10:50 PM
Maybe you misunderstood? I meant those pieces will be easy, and could be done reasonably quickly.

Long life for Jonathan - you make me  extremely happy with this wonderful news. I hope to have more free time to do many such miracles for us. Once again, a deep bow to your skills and work Johnny.

Cheers mate
Ivo
Title: Re: High Speed Rail Project (HSRP)
Post by: Koenieboy997 on September 05, 2011, 09:26:39 AM
Hi,
I've got a question about the difference between the HSR/GHSR and the BTM. Is there any difference between those two? Or is only the lay-out different?
Title: Re: High Speed Rail Project (HSRP)
Post by: Jonathan on September 05, 2011, 09:41:28 AM
There is no difference between the BTM and HSRP, other than they look different and that BTM is more stable because it replaces monorail rather than HSRP which is an override network.
Title: Re: High Speed Rail Project (HSRP)
Post by: DAB_City on September 13, 2011, 09:22:13 AM
I know that there are perpendicular elevated heavy/light rail over GHSR puzzle pieces, but in the next update, could you please knock together diagonal versions? I particularly could use an elevated light rail over diagonal GSHR puzzle piece...

Thanks for a great job so far, and I look forward to the next version!  :D  &apls
Title: Re: High Speed Rail Project (HSRP)
Post by: noahclem on September 13, 2011, 11:02:56 AM
There won't be a HSRP update in the upcoming NAM release but perhaps after that. Talk of an updated HSRP release has been kicked around for awhile now but HSRP is generally fairly low on the priority totem pole--unless a new developer with more interest in it (and ability) joins or re-joins the project.
Title: Re: High Speed Rail Project (HSRP)
Post by: DAB_City on September 13, 2011, 11:57:34 AM
That's a shame, I'll just have to see what alternatives I can use until then... I look forward to future releases!  :)
Title: Re: High Speed Rail Project (HSRP)
Post by: ivo_su on September 13, 2011, 12:45:21 PM
I most sincerely pray to the gods all the time between the release of the NAM 30 NAM  31 is not more than 3-4 months. Mine over a year now and are ready for only 2 projects (NWM and RHW) is quite small for such a long period of time. The next  release cycle is expected to be far more exciting because is  creeping unbelief things. Think only on what works now and is in its infancy:
- RAM
- HSR
- FLUP's
- TuLEP's (maybe)
Just hope they are ready before the New Year because they are amazing projects that have not been  updated long ago. Therefore I think that NAM  31 will be much more useful than NAM 30. Too bad  we lost so much time on  this version of the NAM  and the moment she went in the freezing stage,  began to appear unthinkable  good things. Just a bad coincidence.

Good luck to each NAM  project
- Ivo
Title: Re: High Speed Rail Project (HSRP)
Post by: Andreas on September 14, 2011, 03:23:25 AM
I haven't seen the upcoming version yet, but I have followed the development process over the last few months a bit (as much as real life allowed me to), and there was definitely a lot of work happening "behind the scenes". You can't judge the amount of new features by simply counting the number of NAM addons, esp. since you don't know how many new textures, models, path files and whatnot have been included into the updates. Plus, there's more than just the RHW and NWM, there were also people working on new GLR pieces, and some other NAM files have been updated as well. If you think that the development process is too slow, then grab a few tutorials, read them properly and start modding transit stuff as well. This is a pure hobby project, and we can only work as much as our free time allows us to. If you want to see more work on the HSR, for instance, go ahead and do something about it.
Title: Re: High Speed Rail Project (HSRP)
Post by: sierra38 on September 16, 2011, 12:29:53 AM
Quote from: Jonathan on June 07, 2009, 02:36:14 AM
Ok here's the new stuff,
The cateneries by Plunderer and the textures by Vershner. Then I just removed the side of GHSR and lowered to 0m
And trying out the BTM pylons.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi200.photobucket.com%2Falbums%2Faa230%2FwarriorST%2FHSR1.png&hash=67d62fbee2e3a5aeafabfaff00c35627c5838311)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi200.photobucket.com%2Falbums%2Faa230%2FwarriorST%2FHSR2.png&hash=a6e383a0d6eb216a61fc448d5a10c4e693afe11c)

Allan(and everyone), what do you think of the columns? I think they seem a bit small, and it all looks a bit top heavy?
And the GHSR track? I think it will need some blending into the grass, but that won't be in the next release, because all the model will need widening and the textures modified.

Jonathan

  Jonathan,  Is this project still in the works, and do you have an estimated or rough guess date as to when it is to be released, I would like to beta test anything you may have regarding this.  It looks great.
-Mike-
Title: Re: High Speed Rail Project (HSRP)
Post by: Tarkus on September 16, 2011, 12:40:32 AM
Attached below is a patch for HSRP that will update the NAM Elevated Road/OWR/Avenue Viaduct-over-GHSR models to match the new viaduct style in NAM Version 30.  Just drop into your Network Addon Mod\High Speed Rail Project folder.

Mike (sierra38), first off, welcome to SC4D!  To answer one of your questions, regarding when any future updates will be released, the NAM Team has a long-standing policy of not publishing release dates, "guesses" or timelines for release, mainly because as an all-volunteer project dealing with a lot of technical quirks, there's a good chance any date we mention will be inaccurate at best, disappointing our loyal user base in the process.

-Alex
Title: Re: High Speed Rail Project (HSRP)
Post by: Silverwarp on September 17, 2011, 11:12:51 AM
Thanks for your hard work Jonathan!  I've always wanted to implement a system of HSR and GHSR, like how it is in Japan.

But, if there's one thing that I feel is missing is dedicated tunnels for HSR and GHSR.  Will there be any dedicated tunnels for the next release HSR and GHSR?  The workarounds while functional, obviously has flaws and I have been hoping that actual tunnels would be available someday.

I'm also curious how hard it is to modify tunnels to work with different transit and road networks.  I've notice there is a tunnel "bridge" (http://sc4devotion.com/forums/index.php?topic=13450.0) that's being worked on, so modifying tunnels doesn't seem to be impossible.
Title: Re: High Speed Rail Project (HSRP)
Post by: Tarkus on September 17, 2011, 11:51:19 AM
Quote from: Silverwarp on September 17, 2011, 11:12:51 AM
But, if there's one thing that I feel is missing is dedicated tunnels for HSR and GHSR.  Will there be any dedicated tunnels for the next release HSR and GHSR?  The workarounds while functional, obviously has flaws and I have been hoping that actual tunnels would be available someday.

Much as is the case with the RHW, actual "traditional" tunnels are not possible with the Monorail network (or any Monorail-based network).  It's locked in the .exe and we can't fix that--the game was not coded to allow them.  Unfortunately, the workarounds are really the best we can do.

Quote from: Silverwarp on September 17, 2011, 11:12:51 AM
I'm also curious how hard it is to modify tunnels to work with different transit and road networks.  I've notice there is a tunnel "bridge" (http://sc4devotion.com/forums/index.php?topic=13450.0) that's being worked on, so modifying tunnels doesn't seem to be impossible.

Modifying tunnels, aside from changing the appearance of a tunnel portal, is essentially impossible due to that functionality being largely .exe-controlled.  The "tunnel bridge" shown by smoncrie is actually a bridge-based item rather than a tunnel, and only works going under bodies of water (or other bridge-like situations), so it doesn't change any of the reality of tunnel modding.

-Alex
Title: Re: High Speed Rail Project (HSRP)
Post by: Mr.Sixty on September 17, 2011, 02:19:11 PM
Quote from: Tarkus on September 17, 2011, 11:51:19 AM
Much as is the case with the RHW, actual "traditional" tunnels are not possible with the Monorail network (or any Monorail-based network).  It's locked in the .exe and we can't fix that--the game was not coded to allow them.  Unfortunately, the workarounds are really the best we can do.

Monorail can make tunnels. At least in my game. ()what()
Title: Re: High Speed Rail Project (HSRP)
Post by: Wiimeiser on September 17, 2011, 03:44:45 PM
Street tunnels seem to have paths, I read something like that somewhere...
Title: Re: High Speed Rail Project (HSRP)
Post by: Tarkus on September 17, 2011, 04:07:18 PM
Even if they have paths, that doesn't mean they'll work.  I've stuck paths, models, everything but the kitchen sink on the RHW tunnels trying to get them to work . . . they won't.  At best, you can get UDI to go through it, but commuters will not.  Tunnels are fickle.

-Alex
Title: Re: High Speed Rail Project (HSRP)
Post by: Andreas on September 18, 2011, 01:36:51 AM
Quote from: Mr.Sixty on September 17, 2011, 02:19:11 PM
Monorail can make tunnels. At least in my game. ()what()

I think Tarkus mixed that up with El-Rail tunnels, which are indeed not possible in the game. Monorail tunnels do exist, but need a pretty large "clearance" to appear.
Title: Re: High Speed Rail Project (HSRP)
Post by: Tarkus on September 18, 2011, 01:44:01 AM
Quote from: Andreas on September 18, 2011, 01:36:51 AM
Quote from: Mr.Sixty on September 17, 2011, 02:19:11 PM
Monorail can make tunnels. At least in my game. ()what()

I think Tarkus mixed that up with El-Rail tunnels, which are indeed not possible in the game. Monorail tunnels do exist, but need a pretty large "clearance" to appear.

I knew it was one of those two. :D

-Alex
Title: Re: High Speed Rail Project (HSRP)
Post by: DAB_City on September 18, 2011, 01:54:22 AM
Elevated Rail can't do tunnels because EA/Maxis expects us to use the ELR<>Subway Transition. Onslope transitions are available for both GLR (http://www.simtropolis.com/forum/files/file/14932-hillside-glr-to-subway-transition-by-morifari/) and ELR (http://www.simtropolis.com/forum/files/file/11413-hillside-el-to-subway-transition/). Monorail can do tunnels, but it requires a 24m clearance on either side. I wonder whether it would be possible to do (E)HSR tunnels by changing the textures or similar..?  ()what()
Title: Re: High Speed Rail Project (HSRP)
Post by: jondor on September 18, 2011, 08:35:50 AM
Quote from: DAB_City on September 18, 2011, 01:54:22 AM
Elevated Rail can't do tunnels because EA/Maxis expects us to use the ELR<>Subway Transition. Onslope transitions are available for both GLR (http://www.simtropolis.com/forum/files/file/14932-hillside-glr-to-subway-transition-by-morifari/) and ELR (http://www.simtropolis.com/forum/files/file/11413-hillside-el-to-subway-transition/). I believe Monorail can do tunnels, but that requires either a 24m or 30m clearance (I can't remember which). I wonder whether it would be possible to do (E)HSR tunnels by changing the textures or similar..?  ()what()

The other problem with tunnels is that each network can have exactly ONE tunnel model.  I believe the RAM project intends to get around this by removing the default model (or rather using an empty model so the pathing still works), and having ploppable cosmetic tunnel pieces for the different rail networks.  But it's still in the development stage.
Title: Re: High Speed Rail Project (HSRP)
Post by: DAB_City on September 19, 2011, 08:51:10 AM
I've actually constructed a HSR/Monorail tunnel in one of my cities, and I have uploaded the photos (http://imageshack.us/g/717/greatersimfordsep117113.png/). Obviously, the tunnel textures do not match, but I will test this soon to see if it works. Perhaps this will help you in the future?  :thumbsup:

EDIT: It does work! I'm using this exploit in the Simford Airport High-Speed (SAHS), which will be featuring in the Timbuktu Region Diary soon.  :D
Title: Re: High Speed Rail Project (HSRP)
Post by: Phlogiston on October 18, 2011, 10:19:41 AM
I hope you could release a minor update that could change the old overpasses-over-GHSR to be the same as the NAM 30 overpasses. :)

And I also would like to request in your next major update to have a HSR over RHW, ortho-ortho, diagonal-diagonal, diagonal-orthogonal, and orthogonal-diagonal, plus diagonal GHSR on slope transition...
Thanks :)
Title: Re: High Speed Rail Project (HSRP)
Post by: Tarkus on October 18, 2011, 10:57:27 AM
Quote from: Phlogiston on October 18, 2011, 10:19:41 AM
I hope you could release a minor update that could change the old overpasses-over-GHSR to be the same as the NAM 30 overpasses. :)

See the file attached below. :)

Quote from: Phlogiston on October 18, 2011, 10:19:41 AM
And I also would like to request in your next major update to have a HSR over RHW, ortho-ortho, diagonal-diagonal, diagonal-orthogonal, and orthogonal-diagonal, plus diagonal GHSR on slope transition...
Thanks :)

There aren't really any plans going forward with HSRP right now.  It's likely to be merged into the NAM Core as part of the "monolithic NAM" plan, along with the RHW, NWM, etc., which will probably make it a bit easier to update on the whole, actually, but there's not really been any development for some time now.  We're not declaring it a "dead project" by any means, but it's not exactly a high priority, either.

-Alex
Title: Re: High Speed Rail Project (HSRP)
Post by: thornyjohny on November 08, 2011, 08:01:01 AM
Has an HSR-GHSR transition been released(I can't find one) and if it hasn't, is one being planned?
Title: Re: High Speed Rail Project (HSRP)
Post by: io_bg on November 08, 2011, 08:45:39 AM
There are two in the current HSR release - a ramp one and an on-slope piece.
Title: Re: High Speed Rail Project (HSRP)
Post by: DAB_City on November 08, 2011, 09:03:06 AM
^ They are in the GHSR Starter Piece menu, press TAB until you find them.
Title: Re: High Speed Rail Project (HSRP)
Post by: TiFlo on November 10, 2011, 04:24:43 AM
Tarkus, the link to your attachment for the Nam3.0/GHSR overpass gives me an "index.php" file. Am I missing something?  ???
Title: Re: High Speed Rail Project (HSRP)
Post by: WC_EEND on November 10, 2011, 04:50:32 AM
it works fine on my end, maybe try redownloading?
Title: Re: High Speed Rail Project (HSRP)
Post by: TiFlo on November 10, 2011, 01:09:17 PM
For whatever reason, it seems firefox was the culprit. I tried downloading from IE9, and it worked without a hitch. No idea what's wrong though.

Thank you!
Title: Re: High Speed Rail Project (HSRP)
Post by: SCWTC4 on November 10, 2011, 01:50:21 PM
that's strange, i've downloaded the same file with Firefox and all went right...
Title: Re: High Speed Rail Project (HSRP)
Post by: jdenm8 on November 10, 2011, 06:35:17 PM
That's because you probably didn't click the link, you right-clicked and selected "Save link as".

That'll grab the PHP file designed to grab the download, not the download itself.
Title: Re: High Speed Rail Project (HSRP)
Post by: TiFlo on November 10, 2011, 06:40:58 PM
Both clicking the link and right-clicking to "save as" gave me the "index.php" file. No biggie anyway.  :)
Title: Re: High Speed Rail Project (HSRP)
Post by: thornyjohny on November 10, 2011, 08:50:03 PM
Try opening the link in a new tab or window.
Title: Re: High Speed Rail Project (HSRP)
Post by: TiFlo on November 11, 2011, 07:13:11 AM
Same things.
Title: Re: High Speed Rail Project (HSRP)
Post by: noahclem on December 15, 2011, 04:47:37 AM
Quote from: jondor on September 18, 2011, 08:35:50 AM
Quote from: DAB_City on September 18, 2011, 01:54:22 AM
Elevated Rail can't do tunnels because EA/Maxis expects us to use the ELR<>Subway Transition. Onslope transitions are available for both GLR (http://www.simtropolis.com/forum/files/file/14932-hillside-glr-to-subway-transition-by-morifari/) and ELR (http://www.simtropolis.com/forum/files/file/11413-hillside-el-to-subway-transition/). I believe Monorail can do tunnels, but that requires either a 24m or 30m clearance (I can't remember which). I wonder whether it would be possible to do (E)HSR tunnels by changing the textures or similar..?  ()what()

The other problem with tunnels is that each network can have exactly ONE tunnel model.  I believe the RAM project intends to get around this by removing the default model (or rather using an empty model so the pathing still works), and having ploppable cosmetic tunnel pieces for the different rail networks.  But it's still in the development stage.

There's actually been a lot of exciting stuff going on with tunnels lately, with rivit's new tunnel mod on the STEX. As I understand it, it is already possible to have both standard rail tunnels and STR tunnels existing simultaneously in the same tile, without requiring cosmetic pieces hiding the actual entrance. Unfortunately I've been too busy lately to actually implement that (though I have switched to his new tunnels, including the 7.5m height road ones--I'm not sure why he warns that they should only be used by advanced users as all the necessary files (slope mods with altered road tunnel heights) are included in the download)).

Based on what's been done with the mod it seems entirely possible to have both HSR and monorail tunnels existing simultaneously, but I don't think having both HSR & GHSR would be possible. I always thought that going straight from 15m elevated to a tunnel seemed a bit silly anyway though....
Title: Re: High Speed Rail Project (HSRP)
Post by: DAB_City on December 15, 2011, 05:37:27 AM
Quote from: noahclem on December 15, 2011, 04:47:37 AM
Quote from: jondor on September 18, 2011, 08:35:50 AM
Quote from: DAB_City on September 18, 2011, 01:54:22 AM
Elevated Rail can't do tunnels because EA/Maxis expects us to use the ELR<>Subway Transition. Onslope transitions are available for both GLR (http://www.simtropolis.com/forum/files/file/14932-hillside-glr-to-subway-transition-by-morifari/) and ELR (http://www.simtropolis.com/forum/files/file/11413-hillside-el-to-subway-transition/). I believe Monorail can do tunnels, but that requires either a 24m or 30m clearance (I can't remember which). I wonder whether it would be possible to do (E)HSR tunnels by changing the textures or similar..?  ()what()



The other problem with tunnels is that each network can have exactly ONE tunnel model.  I believe the RAM project intends to get around this by removing the default model (or rather using an empty model so the pathing still works), and having ploppable cosmetic tunnel pieces for the different rail networks.  But it's still in the development stage.

There's actually been a lot of exciting stuff going on with tunnels lately, with rivit's new tunnel mod on the STEX. As I understand it, it is already possible to have both standard rail tunnels and STR tunnels existing simultaneously in the same tile, without requiring cosmetic pieces hiding the actual entrance. Unfortunately I've been too busy lately to actually implement that (though I have switched to his new tunnels, including the 7.5m height road ones--I'm not sure why he warns that they should only be used by advanced users as all the necessary files (slope mods with altered road tunnel heights) are included in the download)).

Based on what's been done with the mod it seems entirely possible to have both HSR and monorail tunnels existing simultaneously, but I don't think having both HSR & GHSR would be possible. I always thought that going straight from 15m elevated to a tunnel seemed a bit silly anyway though....

I've got the tunnel mod, and although I'm only using the Heavy Rail feature, it's a lot better than the "rusty" Maxis portal default. I love rivit!  :D

And about possible (E)HSR tunnels: I've used them in my Simford Airport High-Speed project (which I am not able to work on any more, unfortunately...). The obvious benefit of Monorail-based tunnelling is a fully high-speed route, but using HSR<>Subway converters means that you don't need to convert between GHSR and (E)HSR, to line the portals up. Subway tunnelling, although it runs at a slower speed (I think), allows curves and junctions in the underground route. The portals, alas, will not be implemented into the NAM, I presume (TE-Lot policy).

I hope that this has helped with ideas for future development.  :thumbsup:
Title: Re: High Speed Rail Project (HSRP)
Post by: dubselector on January 05, 2012, 12:57:17 PM
Hey Dab, about yer exploit and non-matching textures, use a plop tunnel to cover it. I believe when I was running the game on my Mac I had come across a tunnel entrance that was supposed to work as a subway converter but when you plop it, your able to drag the network through it and continue on with the tunnel (also works with latest tunnels for Road,Ave and such), I'm not sure if the city-folk are going to automatically hop on the subway, but as far as drawpaths is concerned and UDI it's all good. I never bothered hooking up the subway come to think of it, and people were rolling through there all the time. Hope that helps.
Title: Re: High Speed Rail Project (HSRP)
Post by: DAB_City on January 07, 2012, 10:00:23 AM
Sounds interesting... I'll have to see where I can find some. I tried the STR tunnel portals recently, they're not perfect, but they do the trick.  :D
Title: Re: High Speed Rail Project (HSRP)
Post by: grumbs64 on January 09, 2012, 08:04:35 AM
Quote from: TiFlo on November 11, 2011, 07:13:11 AM
Same things.

It's a firefox bug.  Happens to me too, Firefox 8.01 and 9.01 - probably something to do with how Tabs work, or one of my settings or add-ons.  Not worth analyzing to fix, I just open the page in Chrome and download.
Title: Re: High Speed Rail Project (HSRP)
Post by: vester on January 09, 2012, 09:22:00 AM
Quote from: TiFlo on November 10, 2011, 06:40:58 PM
Both clicking the link and right-clicking to "save as" gave me the "index.php" file. No biggie anyway.  :)

Just rename file to zzzz-HSR_ElViaduct_Replacements.zip insteaid of index.php

or you could upgrade Firefex. My FF (9.0.1) don't do it anymore.
Title: Re: High Speed Rail Project (HSRP)
Post by: Will12 on January 22, 2012, 05:08:14 PM
Will HSRP get an update like for the road ave owr over GHSR viaduct models are outdated and Im sure there a few others
Title: Re: High Speed Rail Project (HSRP)
Post by: Tarkus on January 22, 2012, 08:48:06 PM
I released a patch (http://sc4devotion.com/forums/index.php?topic=2089.msg400115#msg400115) for that particular situation back in October.  That'll get merged in when HSRP becomes part of the Monolithic NAM.  I wouldn't expect much else in the way of HSRP updates, however.  It's not likely to become much more than a tangential project in terms of activity going forward.

-Alex
Title: Re: High Speed Rail Project (HSRP)
Post by: LReyomeXX on January 29, 2012, 09:13:32 PM
That would be good because as far as I can see, the set is not complete. One of the glaring pieces that is missing is only half of the diagonal HSR filler is there, and the other half is missing from the rotation. I need that to get the diagonal HSR over a road in Farnsworth. Also missing is the straight road over diagonal GHSR
Title: Re: High Speed Rail Project (HSRP)
Post by: SC4creator on June 14, 2012, 10:49:34 AM
hey nam team for the hsr are you going to make high hsr like the high el rail or monorail? that would really help
Title: Re: High Speed Rail Project (HSRP)
Post by: Tarkus on June 14, 2012, 12:10:04 PM
The High El-Rail/Monorail pieces were designed way back in 2005 (and only released in 2008), well before we had adopted the current height-level paradigm.  There might eventually be an additional height for HSR, but it might be a lower height (in between ground and the existing elevated) rather than "high elevated".

-Alex
Title: Re: High Speed Rail Project (HSRP)
Post by: ivo_su on June 14, 2012, 01:29:05 PM
As far as I remember I was talking a while ago with Jonathan and he intended to issue a completely new version of HSR, but lately not so active, so I do not know. It would be great, HSR has wider support new networks but who knows?
Title: Re: High Speed Rail Project (HSRP)
Post by: Tarkus on June 14, 2012, 02:40:44 PM
He briefly popped up again . . . and he did pass along the newer textures that vershner did back in 2009, so they're likely to end up in the merged-in HSRP that'll be in the next NAM.  I've imported them into FSH format and they look really nice (you can see them here (http://sc4devotion.com/forums/index.php?topic=2089.msg251747#msg251747)).

-Alex
Title: Re: High Speed Rail Project (HSRP)
Post by: vinlabsc3k on June 28, 2012, 08:27:41 AM

I prefer the actual tracks and have a request: smooth curves for 45 and 90 degrees, FAR  and smooth switches.
Obviously when the project restart.
Title: Re: High Speed Rail Project (HSRP)
Post by: art128 on June 28, 2012, 08:43:32 AM
Quote from: vinlabsc3k on June 28, 2012, 08:27:41 AM

I prefer the actual tracks and have a request: smooth curves for 45 and 90 degrees, FAR  and smooth switches.
Obviously when the project restart.


Ah! I agree with that! It is actually hard to make a proper looking high speed rail with the existing pieces.. the turns are just to brutal. FAHSR would be a fantastic addition!

Oh, and to anyone willing to BAT this... longer stations. the 4 cases one are just ridiculously small. A shinkansen station is 450m long, which is I think almost the same everywhere in the world.
I'll try to make one once I have my 3dsmax back working.

But as vinlabsc3k said, when the project restart. There's no need to hurry, as the other NAM components are the priority.
Title: Re: High Speed Rail Project (HSRP)
Post by: FaB96 on July 24, 2012, 05:49:02 AM
Can anybody help me? I built a HSR network in my city but nobody uses it. I tried to replace it with monorail and people started to use it. Why don't sims use HSR?
Title: Re: High Speed Rail Project (HSRP)
Post by: solovinodelmal on August 04, 2012, 12:01:35 PM
Hi everyone, is there any way to fix this?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FilNLC.jpg&hash=0a3e224ec65752090ba02c32db88460b7f34fd09)

I don't get it, what am I missing?
Title: Re: High Speed Rail Project (HSRP)
Post by: Tarkus on August 04, 2012, 04:16:15 PM
There's nothing you're missing--there's a RUL issue there from the looks of it.  You might try clicking around it to see if it reorients to the correct direction. 

Unfortunately, RUL code fixes like that beyond the scope of what we can fix with a forum attachment.  The ERHW-over-GHSR code is being completely revamped for the next NAM release, however, so it is being fixed for then.

-Alex
Title: Re: High Speed Rail Project (HSRP)
Post by: QuinRiva on August 05, 2012, 12:33:41 AM
Quote from: FaB96 on July 24, 2012, 05:49:02 AM
Can anybody help me? I built a HSR network in my city but nobody uses it. I tried to replace it with monorail and people started to use it. Why don't sims use HSR?

I have the exact same problem, furthermore if I build HSR over rail it cuts the rail off.  I think it is a problem with the LHD version of the game.
Title: Re: High Speed Rail Project (HSRP)
Post by: Tarkus on August 05, 2012, 12:41:33 AM
Actually, "cutting off" on an LHD game sounds like you forgot to install the LHD Plugins for the NAM and HSRP.  Without those Plugins, any Rail networks, and any intersections with Rail networks, will lack paths, rendering them impassable.  See here (http://sc4devotion.com/forums/index.php?topic=5094.msg161802#msg161802).

-Alex
Title: Re: High Speed Rail Project (HSRP)
Post by: solovinodelmal on August 05, 2012, 05:25:39 PM
Quote from: Tarkus on August 04, 2012, 04:16:15 PM
There's nothing you're missing--there's a RUL issue there from the looks of it.  You might try clicking around it to see if it reorients to the correct direction. 

Unfortunately, RUL code fixes like that beyond the scope of what we can fix with a forum attachment.  The ERHW-over-GHSR code is being completely revamped for the next NAM release, however, so it is being fixed for then.

-Alex

Ok Alex, thanks for your answer, I'll wait then, meanwhile I thought of using onewayroad over GHSR puzzle piece, will that work?

One last question, off-topic I'm afraid, I've read your comments on the doubledecker RHW-4 not working because of being a rail-based network with car paths or something like that, I'm bulding a major motorway with one of those across the whole city, are you guys planning on fixing this issue on the next release or you recommend I better use another network?
Title: Re: High Speed Rail Project (HSRP)
Post by: jdenm8 on August 05, 2012, 05:48:30 PM
At the moment, I would recommend not building it with DDRHW-4. While we will be fixing the issue in the next build, it will not be possible to update an existing stretch without complete reconstruction.

As a temporary solution, you can use ERHW-2 to occupy the route.
Title: Re: High Speed Rail Project (HSRP)
Post by: Tarkus on August 05, 2012, 06:14:50 PM
Quote from: solovinodelmal on August 05, 2012, 05:25:39 PM
I'll wait then, meanwhile I thought of using onewayroad over GHSR puzzle piece, will that work?

Yes, that should work in the interim.  The car paths between the ERHW-4 and the Elevated One-Way Road are aligned.

-Alex
Title: Re: High Speed Rail Project (HSRP)
Post by: FaB96 on August 06, 2012, 12:45:59 PM
Quote from: Tarkus on August 05, 2012, 12:41:33 AM
Actually, "cutting off" on an LHD game sounds like you forgot to install the LHD Plugins for the NAM and HSRP.  Without those Plugins, any Rail networks, and any intersections with Rail networks, will lack paths, rendering them impassable.  See here (http://sc4devotion.com/forums/index.php?topic=5094.msg161802#msg161802).

-Alex
My version is the Right Hand Drive one.
Title: Re: High Speed Rail Project (HSRP)
Post by: Tarkus on August 06, 2012, 02:24:37 PM
I was referring primarily to QuinRiva's case, which is definitely a lack of LHD Plugin.  It sounds like your case is more complicated, though given that HSR is Monorail-based, and Monorail seems to work for you, there's more than likely there's something in your HSR line that isn't set up properly.  We'd need to see some images in order to properly diagnose the problem.

-Alex
Title: Re: High Speed Rail Project (HSRP)
Post by: yiqin110 on August 15, 2012, 03:49:32 AM
hi, i am low yi qin, i am a great fans of your HSRP mods but there is still problems with the mods that i think you should improved. the HSRP mods that you created are just eye candy and so i just suggest that you can made a UDI inteface out of it, something like the things in shinkansen mods. i know that i can download the shinkansen mods for the UDI inteface but i just want to keep the monorail and the shinkansen mods replaces it. can you give me a reply as soon as possible on the suggested improvement ?? thank you very much
Title: Re: High Speed Rail Project (HSRP)
Post by: jdenm8 on August 15, 2012, 07:26:26 AM
Because of the nature of the HSRP, we cannot do things like that without them overriding the default Monorail functionality. We just cannot do it.
Title: Re: High Speed Rail Project (HSRP)
Post by: Haljackey on August 16, 2012, 08:18:17 AM
I'm all for merging the HSR/BTM mods into one universal network that would replace the monorail.

...But that's just it: replace it. I don't think many of use use monorail all that often and a total replacement would lead to far less work (no starter pieces and overrides) and better stability.
Title: Re: High Speed Rail Project (HSRP)
Post by: art128 on August 16, 2012, 08:29:19 AM
I use one of moonlinght's mod that modify the monorail so that it has a real shinkansen looks. I'm not at all for that replacement you are talking about Hal, except if the relooking mods will still work.
Title: Re: High Speed Rail Project (HSRP)
Post by: Tarkus on August 16, 2012, 10:43:59 AM
Quote from: Haljackey on August 16, 2012, 08:18:17 AM
I'm all for merging the HSR/BTM mods into one universal network that would replace the monorail.

...But that's just it: replace it. I don't think many of use use monorail all that often and a total replacement would lead to far less work (no starter pieces and overrides) and better stability.

That would solve the issue of overrides with the elevated HSR.  However, that wouldn't entirely solve HSR's draggable stability issues, as there's still the GHSR network.  There's also the High Monorail pieces , too, which  (to my knowledge) don't have any sort of replacement component in HSRP or the other mods out there. 

There's also the matter of stations, which would need to be modified in order to fit with the new specs of the network.  The NAM, as a matter of long-standing policy, doesn't include Lots--including stations.  You'd also have to include automata.  It starts to go beyond the scope of what we generally include.

Beyond that, there's the question of whether or not there are folks using both the base Monorail network and the override-based HSRP in their cities.

Quote from: art128 on August 16, 2012, 08:29:19 AM
I use one of moonlinght's mod that modify the monorail so that it has a real shinkansen looks. I'm not at all for that replacement you are talking about Hal, except if the relooking mods will still work.

If something is done to the Monorail network at the NAM level, as long as the alternate shinkansen mod loads afterwards, it wouldn't affect anything.

-Alex
Title: Re: High Speed Rail Project (HSRP)
Post by: asanesslights on October 24, 2012, 11:01:35 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FwYwUm.jpg&hash=8f79ed3fb5f4062bd66ea3958e320156c6b2102f)

I don't know what's going on here. its like there's a box appearing instead of rail.

P.S. i installed the NAM, HSR core and its extras/fixes accordingly.
Title: Re: High Speed Rail Project (HSRP)
Post by: GDO29Anagram on October 24, 2012, 11:12:10 PM
Quote from: asanesslights on October 24, 2012, 11:01:35 PM
I don't know what's going on here. its like there's a box appearing instead of rail.

Either uninstall this: http://community.simtropolis.com/files/file/21936-hsr-ghsr-catenary-mod-hd-version/

Or install this: http://community.simtropolis.com/files/file/21934-catenary-essentials/
Title: Re: High Speed Rail Project (HSRP)
Post by: asanesslights on October 24, 2012, 11:26:01 PM
thanks for quick response. and it worked! seems like I unintentionally skipped the essentials
Title: Re: High Speed Rail Project (HSRP)
Post by: Vemond on November 18, 2012, 10:00:58 AM
Why does this mod slow down my game so much? It takes 2 minutes to load a simple 2squares track
Title: Re: High Speed Rail Project (HSRP)
Post by: Tarkus on November 18, 2012, 10:41:24 AM
Usually, when there's an unusual "slowdown" in building a transit network, it's due to a missing or corrupt path file.  There's a couple possible reasons this could be:

1) There may actually be a missing path somewhere.  We'd need to know which "simple 2 squares" are causing the slowdown.
2) You are running a "left-hand traffic" copy of the game (e.g. a copy intended for sale in the UK or Japan--over the years, these have since filtered down to countries that don't drive on the left), and did not install the "Left-Hand Drive" Plugin, causing the HSRP's paths to go missing.

There may be more possible explanations, but unless we know exactly what you're trying to build when the slowdown occurs, we can't really diagnose your problem any farther than that.

-Alex
Title: Re: High Speed Rail Project (HSRP)
Post by: ivo_su on November 18, 2012, 12:27:49 PM
Somewhere a bit sad that this great project has been so neglected and abandoned over the years. I have not once talked with its creator Jonathan and he told me that there are so many errors RULs and how he wants to fix them. Alas, my hope for Version 2.0 of HRSP is about to die.
Title: Re: High Speed Rail Project (HSRP)
Post by: six9nc on June 08, 2013, 01:15:18 PM
Hello all, I am trying to build a raised HSRP network though the rural part of my  region and can't locate the HSRP over avenue puzzle piece.  Sorry if this has been answered already I have never used the HSRP before.
Title: Re: High Speed Rail Project (HSRP)
Post by: z on June 08, 2013, 01:50:03 PM
Quote from: six9nc on June 08, 2013, 01:15:18 PM
Hello all, I am trying to build a raised HSRP network though the rural part of my  region and can't locate the HSRP over avenue puzzle piece.

That's because there isn't any.  Simply dragging the HSR over an avenue works fine.

I should also mention that in the past, many people have been reluctant to use the HSRP networks due to performance issues - the Sims just didn't them very much.  The reason for this was that essentially all the HSRP stations were modded incorrectly.  This problem is fixed in the current version of the NAM (31.2), where all the stations included in with the NAM are modded correctly.  If you use only these HSRP stations on your networks, you will find that these networks will work fine now.
Title: Re: High Speed Rail Project (HSRP)
Post by: rivit on July 07, 2013, 10:51:52 PM
I can indeed confirm this as I have been playing around with HSR recently for various reasons. The HSR can be very heavily used.

  For those who have been wondering out loud about HSR in the RRW thread I have knocked up a rough prototype rail texture set in the style of RRW for you to play with. 

  It nearly fits the HSR as we know it (so its reasonably usable) and exposes some of the other things that would need to be adapted/fixed/implemented should HSR be tackled again (it would also be a non-trivial project) - I have a partly implemented pilot should there be real volunteers. PM me for info.

  CAVEAT: These rails are not compatible with the RRW even though they look like they are. The HSR is slightly narrower as it stands today and has also been implemented using different techniques than RRW is using. So these textures are unusable for anything else.

Please don't ask Willy to do anything about these as he has a very large project in hand already.
Title: Re: High Speed Rail Project (HSRP)
Post by: RepublicMaster on July 07, 2013, 11:26:33 PM
These look great! I will definitely try them out! :D
Title: Re: High Speed Rail Project (HSRP)
Post by: Swordmaster on July 08, 2013, 02:33:30 AM
Looks great Ron. Also a good basis for a concrete RRW texture, of course.


Cheers
Willy
Title: Re: High Speed Rail Project (HSRP)
Post by: agunter999 on July 08, 2013, 08:31:55 AM
hey are much better than the originals
Title: Re: High Speed Rail Project (HSRP)
Post by: MR.Y on July 17, 2013, 12:51:58 AM
@rivit: really nice work. Just one thing I miss: a LZB-Wire (or how it is called in other languages)
You see it here: http://upload.wikimedia.org/wikipedia/commons/thumb/0/0d/K%C3%B6rle_Ost_Betriebsbahnhof_Gleiswechsel.jpg/800px-K%C3%B6rle_Ost_Betriebsbahnhof_Gleiswechsel.jpg
(I speak about the wire in the center of the Tracks)
Title: Re: High Speed Rail Project (HSRP)
Post by: vinlabsc3k on November 25, 2013, 03:37:23 AM
Quote from: rivit on July 07, 2013, 10:51:52 PM
I can indeed confirm this as I have been playing around with HSR recently for various reasons. The HSR can be very heavily used.

  For those who have been wondering out loud about HSR in the RRW thread I have knocked up a rough prototype rail texture set in the style of RRW for you to play with. 

  It nearly fits the HSR as we know it (so its reasonably usable) and exposes some of the other things that would need to be adapted/fixed/implemented should HSR be tackled again (it would also be a non-trivial project) - I have a partly implemented pilot should there be real volunteers. PM me for info.

  CAVEAT: These rails are not compatible with the RRW even though they look like they are. The HSR is slightly narrower as it stands today and has also been implemented using different techniques than RRW is using. So these textures are unusable for anything else.

Please don't ask Willy to do anything about these as he has a very large project in hand already.

It's better that the old one! :thumbsup:
Title: Re: High Speed Rail Project (HSRP)
Post by: drewpics on January 16, 2014, 12:41:34 PM
Just wondering if there's been any development on a diagonal on-slope and off-slope for the HSR? Its the one thing preventing me from using the mod.
Title: Re: High Speed Rail Project (HSRP)
Post by: APSMS on January 16, 2014, 01:33:46 PM
I doubt there's been anything recently; I was wondering, since I hadn't seen them, if any WRC had ever been made for the HSRP, or if the BTM was the only way to accomplish these.
Title: Re: High Speed Rail Project (HSRP)
Post by: z on January 16, 2014, 01:48:14 PM
It's been quite a while since anything new has been done for the HSRP.  However, as far as the WRCs go, when the BTM ones were made, versions were made for plain monorail as well.
Title: Re: High Speed Rail Project (HSRP)
Post by: awds520 on February 17, 2014, 07:32:33 AM
(https://lh3.googleusercontent.com/-UebGrY3u0gE/UwIiwEnH4AI/AAAAAAAAAAk/tUTZLyed3W4/w800-h600-no/N1.jpg)(https://lh5.googleusercontent.com/-yoxsRb_fPcQ/UwIizodAf2I/AAAAAAAAAAs/F-4AHDPJTns/w320-h240-no/N2.jpg)


NAM32 NO contrast?
Title: Re: High Speed Rail Project (HSRP)
Post by: Tarkus on February 17, 2014, 09:44:39 AM
Quote from: awds520 on February 17, 2014, 07:32:33 AM
NAM32 NO contrast?

HSRP isn't in active development anymore.  There have been no significant updates to the system since its initial release during the NAM 23 cycle.

-Alex
Title: Re: High Speed Rail Project (HSRP)
Post by: vinlabsc3k on February 19, 2014, 08:14:45 AM
Quote from: awds520 on February 17, 2014, 07:32:33 AM
(https://lh3.googleusercontent.com/-UebGrY3u0gE/UwIiwEnH4AI/AAAAAAAAAAk/tUTZLyed3W4/w800-h600-no/N1.jpg)(https://lh5.googleusercontent.com/-yoxsRb_fPcQ/UwIizodAf2I/AAAAAAAAAAs/F-4AHDPJTns/w320-h240-no/N2.jpg)


NAM32 NO contrast?

If you want link the unlinked side, demolish 2 tile, place the filler in the correct rotation, demolish the last piece, drag the Monorail/HSR and it's done. ;)
Title: Re: High Speed Rail Project (HSRP)
Post by: Crimsonsky80 on May 20, 2014, 03:21:16 AM
So the HSR has been replaced by what?
Title: Re: High Speed Rail Project (HSRP)
Post by: Glazert on May 20, 2014, 05:38:35 AM
It hasn't been replaced. No-one said it had.
Title: Re: High Speed Rail Project (HSRP)
Post by: Crimsonsky80 on May 20, 2014, 05:54:26 AM
Sorry. Probably I have incorectly put my question.  :-[
I ment, I have read in the previous posts that its development has been halted. So I was thinking if it was in relation to something newer and better has replaced it.


P.S. Why I have to Always reply to verification questions? It's really frustrating.... :(
Title: Re: High Speed Rail Project (HSRP)
Post by: jdenm8 on May 20, 2014, 07:50:25 AM
Simply put, the people working on it got it to a state they were satisfied with and moved onto other projects.

If you're after a HSR-like system, Moonlight's Shinkansen Mod (Included in the NAM Installer, don't remember what we labelled as) is a very nice modern interpretation. It does not have a ground variant though and is not an override, it completely replaces the Monorail network.

Also, answering the verification questions on your first couple of posts is an anti-spam measure. It'll go away after a time/number of posts.
Title: Re: High Speed Rail Project (HSRP)
Post by: eugenelavery on May 20, 2014, 09:22:01 AM
Unfortunately Shinkansen's mod's are not fully compatible with NAM. They are however very good mod's nonetheless.
Title: Re: High Speed Rail Project (HSRP)
Post by: CahosRahneVeloza on May 20, 2014, 10:18:49 AM
Quote from: eugenelavery on May 20, 2014, 09:22:01 AM
Unfortunately Shinkansen's mod's are not fully compatible with NAM. They are however very good mod's nonetheless.

You're probably thinking of a different mod as Moonlight's Shinkansen mod has been fully integrated into NAM32. It's what you'd get if you selected the "Alternate Monorail" implementation from NAM32's install process.
Title: Re: High Speed Rail Project (HSRP)
Post by: eugenelavery on May 20, 2014, 10:45:37 AM
By compatible, I mean the textures of the mod get lost when it intersects with RHW networks, it reverts back to Maxis monorail.
Title: Re: High Speed Rail Project (HSRP)
Post by: CahosRahneVeloza on May 20, 2014, 10:50:18 AM
Quote from: eugenelavery on May 20, 2014, 10:45:37 AM
By compatible, I mean the textures of the mod get lost when it intersects with RHW networks, it reverts back to Maxis monorail.

Well there is that  $%Grinno$%
Title: Re: High Speed Rail Project (HSRP)
Post by: Crimsonsky80 on May 20, 2014, 12:59:52 PM
Quote from: jdenm8 on May 20, 2014, 07:50:25 AM
Simply put, the people working on it got it to a state they were satisfied with and moved onto other projects.

If you're after a HSR-like system, Moonlight's Shinkansen Mod (Included in the NAM Installer, don't remember what we labelled as) is a very nice modern interpretation. It does not have a ground variant though and is not an override, it completely replaces the Monorail network.

Also, answering the verification questions on your first couple of posts is an anti-spam measure. It'll go away after a time/number of posts.

Thx alot for the anwer. So you suggest the Moonlight's mod?
I was trying to have all separated as when I install NAM it's very difficult to navigate through that enormous amount of mods.
:)
Title: Re: High Speed Rail Project (HSRP)
Post by: CahosRahneVeloza on May 20, 2014, 01:50:06 PM
Quote from: Crimsonsky80 on May 20, 2014, 12:59:52 PM
I was trying to have all separated as when I install NAM it's very difficult to navigate through that enormous amount of mods.
:)

I've got to agree with you on this one, the font sized used on the installer (the one used on the section where you select which options you want) is a tad bit small & it was hard on someone like me who has poor vision.
Title: Re: High Speed Rail Project (HSRP)
Post by: Patroklos on June 05, 2014, 01:26:05 PM
Does anyone happen to know the height of the elevated HSR tracks? I don't have the tools installed to check it currently.
Title: Re: High Speed Rail Project (HSRP)
Post by: APSMS on June 05, 2014, 02:35:03 PM
The HSRP is essentially a starter-based override of the monorail network. Default elevated network height should be 15 meters. You can use the El-Rail, Viaduct Rail, and Elevated Road & RHW viaducts to compare.
Title: Re: High Speed Rail Project (HSRP)
Post by: noahclem on June 05, 2014, 03:47:46 PM
It should make a difference for most purposes but it's height is actually 15.5m.
Title: Re: High Speed Rail Project (HSRP)
Post by: Patroklos on June 05, 2014, 07:46:14 PM
That's what I figured. I am working on a  rail station and wanted the model to be comparable with various elevated options as I am not sure which ones I will actually be able to get to work with it. Given how out of date HSR is I probably won't be able to support that one, but since its the same height anyway why not leave that option open!
Title: Re: High Speed Rail Project (HSRP)
Post by: z on June 05, 2014, 10:12:33 PM
Once you have a model for one type of elevated rail station, it's trivial to make versions for the other types of elevated rail.  You can even use the exact same model for all of them.  You don't even have to make different textures for different types of rail; these are already included in the NAM.

As you may have noticed, the elevated rail stations included in the NAM illustrate this principle.  The model and modding for one was carefully done, and then the others were churned out very quickly, assembly-line style.

The HSR presents no particular problems for station builders.

To be fully NAM-compatible, please use the guidelines in the Transit Switch Entry Costs and Station Capacities (http://sc4devotion.com/forums/index.php?topic=12522.msg364897#msg364897) thread.  For properties other than the Transit properties, please use PIM-X to generate them.
Title: Re: High Speed Rail Project (HSRP)
Post by: vershner on July 05, 2015, 02:22:00 PM
I've now uploaded my HSR textures to the LEX.

http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3227 (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3227)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi432.photobucket.com%2Falbums%2Fqq47%2Fvershner%2Fhsrtest8.jpg&hash=8d65ad81cce032d6f1c38e0eb8c446b49c2ea751)
Title: Re: High Speed Rail Project (HSRP)
Post by: mgb204 on July 05, 2015, 03:11:37 PM
Nice, good to finally see some love put the way of HSR, I'll be downloading these :).
Title: Re: High Speed Rail Project (HSRP)
Post by: vinlabsc3k on July 05, 2015, 07:27:36 PM
@mgb: Why don't you make a patch for the missing El-HSR over TIR, TOR and TIA, as you did for PS?




For newbies:

TIR = Tram In Road
TOR = Tram On Road
TIA = Tram In Avenue
PS = Project Symphony
Title: Re: High Speed Rail Project (HSRP)
Post by: Tarkus on July 05, 2015, 07:58:00 PM
Quote from: vinlabsc3k on July 05, 2015, 07:27:36 PM
@mgb: Why don't you make a patch for the missing El-HSR over TIR, TOR and TIA, as you did for PS?

With PS, it was merely a matter of replacing existing models for the Maxis Highways-over-TIR/TOR/TIA puzzle pieces that already existed in the NAM.  HSR-over-TIR/TOR/TIA crossings don't exist, and would require RUL updates to create.  That requires a NAM update, and can't be done in a simple patch.  We're looking at ways to reimplement TIR/TOR/TIA crossings as non-puzzle piece items as well, so it's probably going to be awhile.

Jonathan did briefly reappear and left us some updates to the Elevated HSR (nothing for GHSR) during the NAM 33 development cycle, with a few interesting features added, though there's been some real teething issues with those updates in testing.  I've been attempting to clean things up, but have no idea at this point if we'll be able to get it ready for this release.  We're already at the point where the NAM 33 cycle has been the longest development cycle in team history (we've just gotten past the mark set by NAM 31.0), and community morale needs the boost of a new NAM release.

-Alex
Title: Re: High Speed Rail Project (HSRP)
Post by: mgb204 on July 06, 2015, 05:10:44 AM
Tarkus is on the money here  ;)... I've actually thought about HSRP a lot, if I were to devote time to it I'd probably start with a couple overpasses for diagonal GHSR, that's where I always get bogged down with it. However re-making existing puzzle pieces is no fun task, I'm simply not skilled enough right now to create new pieces from scratch though.

HSR really doesn't seem to get a lot of love, but the BTM doesn't really fit in Europe (ok, maybe some TGV lines, but the style isn't really right), not to mention the lack of a ground option. Regular Maxis Monorail is a joke, it's fine for a game, but doesn't work when you are trying to get some realism at all. That's why I use HSR to compliment rail (and occasionally BTM) as part of my transit systems. I've relotted a bunch of stations (mostly from Ill Tonks) to work with HSR, in many cases they are multi-network - I probably should release them at some point.

There is a working solution already for TIA, try this (http://community.simtropolis.com/files/file/25587-gtk-onslope-flups-gateway-for-tram-in-avenue/) out. I think I'm more likely to look at creating work-around solutions like this in the interim as opposed to remaking networks.
Title: Re: High Speed Rail Project (HSRP)
Post by: vershner on July 06, 2015, 03:17:57 PM
Does the NAM team have Jonathan's GHSR version which removed the walls and lowered the track to the ground?
It would be good to get that released if possible.
Title: Re: High Speed Rail Project (HSRP)
Post by: eggman121 on July 06, 2015, 04:22:33 PM
I could look for you but I think the GHSR is elevated for a reason...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi245.photobucket.com%2Falbums%2Fgg72%2FEggman121%2FGHSR%2520to%25200m_zpsmcmcanaz.jpg&hash=d5d210d9515521287ffa9ec58227d69d2c221a3e) (http://s245.photobucket.com/user/Eggman121/media/GHSR%20to%200m_zpsmcmcanaz.jpg.html)

You would need to make a no shadows patch to compliment your work so that the shadows don't appear on the L0 sections.

As for the long term future of the HSRP we (the NAM team) are looking at alternative implementations of the HSRP. The HSRP in the NAM33 build is quite a mess at the moment and is quite RUL2 heavy especially if we decide to expand on it.

I know that the HSRP was designed for the Vanilla Monorail Network to be left alone but Who really uses the current monorail network in its vanilla form?  %confuso

vershner I must compliment you on your fantastic textures and helping to renew interest in the HSRP project  :)

-eggman121
Title: Re: High Speed Rail Project (HSRP)
Post by: mrbisonm on July 06, 2015, 05:19:26 PM
Oh Great!!!!

Tell me that this is going to be continued.....You guys got all my support.


Really Great!!! Love this to be available one day.

Fred
Title: Re: High Speed Rail Project (HSRP)
Post by: vershner on July 06, 2015, 05:48:26 PM
Quote from: eggman121 on July 06, 2015, 04:22:33 PM
You would need to make a no shadows patch to compliment your work so that the shadows don't appear on the L0 sections.

This image suggests that he already sorted that:   (from Jonathan's post back in 2009) (http://sc4devotion.com/forums/index.php?topic=2089.msg251734#msg251734)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi200.photobucket.com%2Falbums%2Faa230%2FwarriorST%2FHSR1.png&hash=67d62fbee2e3a5aeafabfaff00c35627c5838311)

QuoteAs for the long term future of the HSRP we (the NAM team) are looking at alternative implementations of the HSRP. The HSRP in the NAM33 build is quite a mess at the moment and is quite RUL2 heavy especially if we decide to expand on it.
If it were just a replacement for the monorail though, wouldn't we loose the GHSR?

Quotevershner I must compliment you on your fantastic textures and helping to renew interest in the HSRP project  :)
Thank you!  :)
Title: Re: High Speed Rail Project (HSRP)
Post by: Tarkus on July 06, 2015, 06:38:22 PM
Quote from: vershner on July 06, 2015, 05:48:26 PM
This image suggests that he already sorted that

Unfortunately, I don't believe that particular project ever made it off of Jonathan's hard drive.  He had an HD crash quite some time ago and did lose a fair bit of HSRP work in the process.

Quote from: vershner on July 06, 2015, 05:48:26 PM
If it were just a replacement for the monorail though, wouldn't we loose the GHSR?
[/quote

The only thing that would change is that the base network being used for the override would look like HSR instead of Monorail.  It would actually simplify the situation with T21s a great deal in the process

-Alex.
Title: Re: High Speed Rail Project (HSRP)
Post by: vinlabsc3k on July 06, 2015, 09:00:03 PM
Quote from: mgb204 on July 06, 2015, 05:10:44 AM
...

There is a working solution already for TIA, try this (http://community.simtropolis.com/files/file/25587-gtk-onslope-flups-gateway-for-tram-in-avenue/) out. I think I'm more likely to look at creating work-around solutions like this in the interim as opposed to remaking networks.

I've already known this.

Quote from: Tarkus on July 05, 2015, 07:58:00 PM
...

With PS, it was merely a matter of replacing existing models for the Maxis Highways-over-TIR/TOR/TIA puzzle pieces that already existed in the NAM.  HSR-over-TIR/TOR/TIA crossings don't exist, and would require RUL updates to create.  That requires a NAM update, and can't be done in a simple patch.  We're looking at ways to reimplement TIR/TOR/TIA crossings as non-puzzle piece items as well, so it's probably going to be awhile.

...

-Alex

I thought that it was feasible with a duplication of the already existing Monorail's puzzle pieces and then substitute the IID, because the paths are the same.
Title: Re: High Speed Rail Project (HSRP)
Post by: Tarkus on July 06, 2015, 09:09:52 PM
Quote from: vinlabsc3k on July 06, 2015, 09:00:03 PM
I thought that it was feasible with a duplication of the already existing Monorail's puzzle pieces and then substitute the IID, because the paths are the same.

I suppose you technically could replace the Monorail models with HSR models, but you'd lose the Monorail pieces in the process.  If we were to switch HSR from being a co-existing RUL override of Monorail to a reskin/replacement, as is actively being discussed (both here and on our private board), that wouldn't be a problem.

-Alex
Title: Re: High Speed Rail Project (HSRP)
Post by: mgb204 on July 07, 2015, 12:19:30 PM
Quote from: Tarkus on July 06, 2015, 09:09:52 PM
Quote from: vinlabsc3k on July 06, 2015, 09:00:03 PM
I thought that it was feasible with a duplication of the already existing Monorail's puzzle pieces and then substitute the IID, because the paths are the same.

I suppose you technically could replace the Monorail models with HSR models, but you'd lose the Monorail pieces in the process.  If we were to switch HSR from being a co-existing RUL override of Monorail to a reskin/replacement, as is actively being discussed (both here and on our private board), that wouldn't be a problem.

-Alex

Actually I already considered just such a change, albeit for the Monorail over CAN-AM piece. In any case right now I won't commit to anything whilst discussions about the possible future direction of the HSR/Monorail are on-going.
Title: Re: High Speed Rail Project (HSRP)
Post by: noahclem on July 08, 2015, 10:55:15 AM
Excellent work on the new HSR textures vershner  &apls  It's great to see this area getting some new attention--in some sense at least the monorail/HSR network is least-developed and highest-untapped-potential network. My thoughts and hopes on its future:

-Very-wide-radius-curves should be high- or highest-priority. As the network with the largest RL turning radii, as high as a minimum of 4km for the fastest Chinese lines, any attempt at recreating the character and feel of high speed rails in SC4 will be lacking if it doesn't include substantial efforts in that area. I've longed hoped for a system of curves based off of Shadow Assassin's 9 degrees of separation concept using all the posited fractional angles: 9 (FA6), 18 (FA3, the current primary FA), 27 (FA2, featured now only in drag-FAR), 36 (FA 1.5), and 45 (D). HSR incorporating that would be excellent, even if it didn't use particularly long curves, though longer would be better and some ability to cross them other than at diagonal and orthogonal points would be a plus.

-Incorporate it as a monorail replacement rather than an override. Not only would this drastically simplify the modding end of things but it also makes things easier for the user and avoids problems of override stability in tight areas. To me this seems clearly the way to go.

-Integration with RRW and perhaps even rural GLR. The ability to share tracks and stations when desirable could add lots of neat options and add value to the network as a whole.

-Conversion of (E)HSR from L2 to L1. Given HSR networks' strict slope restrictions (and necessary length of transition from flat to sloped track) this would seem an important step. A realistic L0-L1, non-on-slope transition would take up a number of tiles but much less than a realistic L0-L2 transition. If the track is to be given a new look and RRW gauge anyway then existing L2 stations with baked in textures would already need replacing.

-Cosmetically, the removal of the walls, etc on L0 network as is already being discussed and a look more similar to RRW but with concrete sleepers. Narrower elevated models more similar to those used for rail viaducts would be nice as well.

Just my 2 cents but it's an area of put a lot of thought into :)
Title: Re: High Speed Rail Project (HSRP)
Post by: eggman121 on July 08, 2015, 11:46:40 PM
Pictures tell 1000 words.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi245.photobucket.com%2Falbums%2Fgg72%2FEggman121%2FRealHSRRRW2_zpsb9847233.jpg&hash=005c12469241d93f6940c7ea158caa88c97be11d) (http://s245.photobucket.com/user/Eggman121/media/RealHSRRRW2_zpsb9847233.jpg.html)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi245.photobucket.com%2Falbums%2Fgg72%2FEggman121%2FRealHSRRRW1_zpsb1ff18a8.jpg&hash=4ef2277fb08f5306423793d4b965179bd0f79645) (http://s245.photobucket.com/user/Eggman121/media/RealHSRRRW1_zpsb1ff18a8.jpg.html)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi245.photobucket.com%2Falbums%2Fgg72%2FEggman121%2FEHSR2_zps2e2e7432.jpg&hash=578c873f45b8b88a6867061da1adeaed445a23ed) (http://s245.photobucket.com/user/Eggman121/media/EHSR2_zps2e2e7432.jpg.html)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi245.photobucket.com%2Falbums%2Fgg72%2FEggman121%2FEHSR1_zps0061fe10.jpg&hash=d624e2452b466e0fdb28e9200624f3278a3233a5) (http://s245.photobucket.com/user/Eggman121/media/EHSR1_zps0061fe10.jpg.html)

Developmental photos of my remaking of the HSR/Monorail network.

These where posted in the RRW thread.

This is the sort of HSR I envision but I am all for others input  :thumbsup:

So the HSR network I will be making will be a blend of the RRW and RHW technology's and won't be that hard to pull off.

I am fully committed to such a project  ;D

-eggman121
Title: Re: High Speed Rail Project (HSRP)
Post by: Gugu3 on July 09, 2015, 02:30:24 AM
This is really exciting! :bnn: :bnn:
Title: Re: High Speed Rail Project (HSRP)
Post by: vershner on July 09, 2015, 02:59:36 AM
Quote from: noahclem on July 08, 2015, 10:55:15 AM
-Very-wide-radius-curves should be high- or highest-priority. As the network with the largest RL turning radii, as high as a minimum of 4km for the fastest Chinese lines, any attempt at recreating the character and feel of high speed rails in SC4 will be lacking if it doesn't include substantial efforts in that area. I've longed hoped for a system of curves based off of Shadow Assassin's 9 degrees of separation concept using all the posited fractional angles: 9 (FA6), 18 (FA3, the current primary FA), 27 (FA2, featured now only in drag-FAR), 36 (FA 1.5), and 45 (D). HSR incorporating that would be excellent, even if it didn't use particularly long curves, though longer would be better and some ability to cross them other than at diagonal and orthogonal points would be a plus.
I agree that wider curves are the biggest priority. I'm not sure how the FAR curves are made and whether they would need additional textures (the current curves didn't), but certainly wider 45 degree curves are an absolute necessity.

Quote-Integration with RRW and perhaps even rural GLR. The ability to share tracks and stations when desirable could add lots of neat options and add value to the network as a whole.
I'd hesitate on making it dependant on RRW. The RRW texture looks wonderful in a rural setting, but a lot of people won't choose it for an inner city. However, I agree that the ability to share tracks with ordinary heavy rail would be really useful. The other advantage of this would be that people who didn't want an HSR in their city could then use it to run an additional type of train on their ordinary lines.

Quote-Conversion of (E)HSR from L2 to L1.
What does L1 & L2 mean?

QuoteNarrower elevated models more similar to those used for rail viaducts would be nice as well.
Personally I like the wide models currently in use. They look noticeably different to the ordinary lines which I think is necessary. The BTM already offers a much narrower viaduct, so it's good for the HSR to offer a bit of variety.
Title: Re: High Speed Rail Project (HSRP)
Post by: eggman121 on July 09, 2015, 03:13:48 AM
Quote from: vershner on July 09, 2015, 02:59:36 AM
What does L1 & L2 mean?

L1 and L2 are basically levels like L0 = 0m, L1 = 7.5m, L2 = 15m, L3 = 22.5m and L4 = 30m

Already used on the RHW project

I hope that is some clarification.




I guess to answer you main concern of the style of the Models is this.

To make wide radius curves with the current models would be quite difficult. It can be done but not every style of model is going to be made. Maybe alternative textures but not the model itself.

If we go into FAR territory than elevated models become a definite no no!

We would have to use plane based models with textures applied to them and that would be only available at ground level.

There would be too much request for networks passing underneath and would not be viable.

Basically my understanding is we may have to start afresh with new models and code to be maintainable and for room to expand. So a standard has to be set.

-eggman121
Title: Re: High Speed Rail Project (HSRP)
Post by: mrsmartman on July 09, 2015, 04:03:20 AM
The project looks good.
Title: Re: High Speed Rail Project (HSRP)
Post by: belfastsocrates on July 09, 2015, 04:44:34 AM
Quote from: vershner on July 09, 2015, 02:59:36 AM
Quote from: noahclem on July 08, 2015, 10:55:15 AM
Integration with RRW and perhaps even rural GLR. The ability to share tracks and stations when desirable could add lots of neat options and add value to the network as a whole.

I'd hesitate on making it dependant on RRW. The RRW texture looks wonderful in a rural setting, but a lot of people won't choose it for an inner city. However, I agree that the ability to share tracks with ordinary heavy rail would be really useful. The other advantage of this would be that people who didn't want an HSR in their city could then use it to run an additional type of train on their ordinary lines.

I'd be in agreement with this, I love the RRW texture and how they're being developed further but they don't suit a city or urban environment in my opinion.

Title: Re: High Speed Rail Project (HSRP)
Post by: noahclem on July 09, 2015, 05:06:55 AM
Quote from: belfastsocrates on July 09, 2015, 04:44:34 AM
Quote from: vershner on July 09, 2015, 02:59:36 AM
Quote from: noahclem on July 08, 2015, 10:55:15 AM
Integration with RRW and perhaps even rural GLR. The ability to share tracks and stations when desirable could add lots of neat options and add value to the network as a whole.

I'd hesitate on making it dependant on RRW. The RRW texture looks wonderful in a rural setting, but a lot of people won't choose it for an inner city. However, I agree that the ability to share tracks with ordinary heavy rail would be really useful. The other advantage of this would be that people who didn't want an HSR in their city could then use it to run an additional type of train on their ordinary lines.

I'd be in agreement with this, I love the RRW texture and how they're being developed further but they don't suit a city or urban environment in my opinion.

Interesting to hear people say they don't like RRW in urban areas as I'd never heard that before. What is it about them that doesn't seem urban to you guys or what do you imagine rails in urban areas looking like? You know it's "RealRailWay" not "RuralRailWay", right?  ;D

Since future NAM rail development will only be RRW-based I don't think it makes sense to base HSR on anything other than RRW. That doesn't mean it'd need to have the same colored ballast, sleepers, or even rails, but having RRW's gauge and minimum turning radius would seem like the obvious way to do it.

Love those old pics, Stephen  &apls
Title: Re: High Speed Rail Project (HSRP)
Post by: vershner on July 09, 2015, 06:10:29 AM
Quote from: noahclem on July 08, 2015, 10:55:15 AM
Interesting to hear people say they don't like RRW in urban areas as I'd never heard that before. What is it about them that doesn't seem urban to you guys or what do you imagine rails in urban areas looking like?
Essentially, the browness of it. To me it looks old and disused. Perfect for rural lines, but not for busy city ones.
In the UK railways are typically more grey. If they're old ones then the ballast and especially the sleepers are often pretty dark. Those new RRW-HSR pics posted above look closer, but they're a bit too pristine and bright. (fine for HSR though)

I also miss the shine. I appreciate that in aerial photos the shine is not visible, but I never actually see railway from that angle myself, so in my mind's eye railways always have a shiny top. 
Title: Re: High Speed Rail Project (HSRP)
Post by: belfastsocrates on July 09, 2015, 06:17:27 AM
Quote from: noahclem on July 09, 2015, 05:06:55 AM
Quote from: belfastsocrates on July 09, 2015, 04:44:34 AM
Quote from: vershner on July 09, 2015, 02:59:36 AM
Quote from: noahclem on July 08, 2015, 10:55:15 AM
Integration with RRW and perhaps even rural GLR. The ability to share tracks and stations when desirable could add lots of neat options and add value to the network as a whole.

I'd hesitate on making it dependant on RRW. The RRW texture looks wonderful in a rural setting, but a lot of people won't choose it for an inner city. However, I agree that the ability to share tracks with ordinary heavy rail would be really useful. The other advantage of this would be that people who didn't want an HSR in their city could then use it to run an additional type of train on their ordinary lines.

I'd be in agreement with this, I love the RRW texture and how they're being developed further but they don't suit a city or urban environment in my opinion.

Interesting to hear people say they don't like RRW in urban areas as I'd never heard that before. What is it about them that doesn't seem urban to you guys or what do you imagine rails in urban areas looking like? You know it's "RealRailWay" not "RuralRailWay", right?  ;D

Since future NAM rail development will only be RRW-based I don't think it makes sense to base HSR on anything other than RRW. That doesn't mean it'd need to have the same colored ballast, sleepers, or even rails, but having RRW's gauge and minimum turning radius would seem like the obvious way to do it.

Love those old pics, Stephen  &apls

It's current colour of RRW that means I don't use it in an urban setting, the brown colour makes it look more rural/suburban. The HSRP texture above is more what I'd like for an urban setting, albeit they're very clean, which I'm fine with for HSR.

I think it's more personal preference rather than what's 'right'. As vershner mentions, being a Brit I'm more inclined to like railways that are more 'grey'

I think the options you've raised above in regard to keeping the gauge but amending the colour of ballast and so on could work really well.
Title: Re: High Speed Rail Project (HSRP)
Post by: noahclem on July 09, 2015, 06:31:27 AM
Quote from: vershner on July 09, 2015, 06:10:29 AMI also miss the shine. I appreciate that in aerial photos the shine is not visible, but I never actually see railway from that angle myself, so in my mind's eye railways always have a shiny top. 

Shine is a pretty strange thing since it depends on both viewing angle and amount of rail traffic. Ultimately it's a matter of taste but I considered my view on the subject closed when I realized the part of the rail that could potentially be shiny is so much narrower than a pixel. But then when I started making HD rural GLR textures from scratch I realized the shiny part would be about a pixel @ 256px textures, and got tempted to mess with it, but ultimately decided not to confuse things any further :D

It's unfortunately that none of the RRW texture mods that were started seems to have gotten finished as having options would be neat and there are fairly big differences in the way tracks look in different areas. I'm quite happy with the current look of RRW in my urban areas but I'm all for options and variety is the spice of life. Assuming I ever get my GLR etc textures finished I'd be interested in making an HD RRW texture mod at some point but I doubt I'll ever get around to it.
Title: Re: High Speed Rail Project (HSRP)
Post by: Moonraker0 on July 09, 2015, 06:41:55 AM
Quote from: eggman121 on July 06, 2015, 04:22:33 PM
I know that the HSRP was designed for the Vanilla Monorail Network to be left alone but Who really uses the current monorail network in its vanilla form?  %confuso
Well, to answer that, I use it all the time, and I'm sure plenty of people use the monorail network besides me.  The new NAM smooth curves make it a lot nicer, and I have a mod for alternative pylons that look better IMO (not sure if this is what you count as "vanilla monorail".  But I have to agree with what someone mentioned about it being unrealistic in some ways, namely switches having non-smooth curve radii, and somehow the train passes through part of the double-tracked beam without the beam actually moving like a real monorail switch would. ???

I personally hope that HSR isn't going to be changed to a monorail network replacement.  I was wondering, though:  why is it a monorail override in the first place?  Perhaps something I don't understand makes that easier to implement (not unlikely), but I've always tried to use both monorail and HSR, and ended up giving up on HSR before due to the problem of me not being able to find any automata for that network that look right for both monorail and HSR trains.  I was thinking, maybe it makes more sense as an override for the rail network for this reason; I mean, both regular rail and high-speed rail are types of conventional railway networks (two rails), and monorail is completely different.  Just thought I'd throw that out there, but of course I don't understand the intricacies of coding a new network so maybe it's hard to implement it that way, or it would take forever to convert it to rail-based.

Hmm, then again, I guess one would probably want different-looking automata for regular trains and high-speed ones too, though.  Still, the automata would probably be more similar between the two and it might be easier to compromise with one train model.  It's a shame that that has to affect T-RAM and HSR due to the game not allowing modders to make completely new networks with different automata. &mmm

In any case, it's still good to see new developments going on around HSR.  I also was wondering, as far as wider-radius curves are concerned, would it be feasible to make HSR or GHSR wide curves visibly banked along with the wider curve radius?  Perhaps that would be more realistic to have along with the flattening of the GHSR network.

These are just a few things I'd thought of involving HSR; develop it how you will of course, but I just thought I'd mention these ideas in case they seem good to other people too.  (Sorry if I overlooked something; I just now skimmed through reading the thread.)
Title: Re: High Speed Rail Project (HSRP)
Post by: jaredh on July 09, 2015, 11:50:05 AM
RRW should absolutely be a no-go unless you are really interested in updating many hundreds of lots/stations that have the much better other textures.

RRW textures are pretty ugly IMHO (and others also I read).
Title: Re: High Speed Rail Project (HSRP)
Post by: mgb204 on July 09, 2015, 12:21:42 PM
I think it is important to understand that RRW is not actually a texture mod for Rail, it a total re-working of how rail works in Sim City, the default brown rails are simply a texture for use with them that comes with it. A number of the new features that will make it into RRW that are currently in progress will simply not be compatible with the old Maxis Rail, RRW is the future development of Rail within the NAM.

Like the original rail, modders will eventually create new textures and users will be able to select between different choices of rail styles. In the same way, changing the direction of how HSR works at a fundamental level will not define what textures can be used in conjunction with it. As with anything new, it may take a while before an interested creator comes up with new assets, but such textures will never be set in stone.
Title: Re: High Speed Rail Project (HSRP)
Post by: noahclem on July 09, 2015, 01:22:28 PM
Quote from: jaredh on July 09, 2015, 11:50:05 AM
RRW should absolutely be a no-go unless you are really interested in updating many hundreds of lots/stations that have the much better other textures.

RRW textures are pretty ugly IMHO (and others also I read).

The guy that made the textures (and the rest of the mod) looks at track all day, as he works driving a train, and he did a thorough satellite and aerial pic survey before making the RRW textures. If you think those textures are ugly that basically means you think train tracks are ugly if portrayed realistically. Next time you feel like complaining about someone's work try being a little less insulting about it.
Title: Re: High Speed Rail Project (HSRP)
Post by: jaredh on July 09, 2015, 02:13:48 PM
Whether I think the textures are ugly or not still doesn't justify breaking HSRP permanently by tying it to RRW.  There are plenty of people who don't and never will use RRW for multiple reasons.  My reasons far exceed the textures.  It breaks essentially every single rail enabled lot in my 4gb of plugins.

RRW should be treated just like the maxis highway replacement.  Optional.  Tying it into all the other rail projects that have been done over the years make it *not* optional.  Please keep this in mind.  Don't break the HSRP by tying it to RRW.  Don't break ANY rail extension by tying it to RRW.

Likewise, don't break any highway extension (say SAM or RTMT) by forcibly tying it to RHW.

These are bad decisions for the NAM in my opinion.  They force current users to decide if they want to keep all the functional stuff they already have, or essentially walk away from many mods that won't work anymore.  Forcing that decision for me personally would ensure my NAM relationship would stop with 32.
Title: Re: High Speed Rail Project (HSRP)
Post by: noahclem on July 09, 2015, 02:39:02 PM
You're kind of hovering around it but can't quite seem to put an important point together: future highway development is going to be RHW-based, both because it's fundamentally and drastically superior to the original highways and because it's the developmental path chosen by the people willing to donate uncounted hours of their time into creating it. For the same reasons, future rail development is going to be RRW-based. This is a reality you can either choose to accept or pointlessly protest against. No one is forcing you to download the NAM for free and no one is forcing you to check boxes to install these superior transport systems. If you want to see improvements to the old, inferior networks you should learn to mod and then travel to a parallel universe where transport modders haven't discovered RRW or RHW yet.
Title: Re: High Speed Rail Project (HSRP)
Post by: mgb204 on July 09, 2015, 03:20:50 PM
Quote from: jaredh on July 09, 2015, 02:13:48 PM
Whether I think the textures are ugly or not still doesn't justify breaking HSRP permanently by tying it to RRW...  It breaks essentially every single rail enabled lot in my 4gb of plugins.

No it doesn't, the textures simply won't match up correctly, nothing will cease to function and non-matching textures does not = broken.

QuoteRRW should be treated just like the maxis highway replacement.  Optional.  Tying it into all the other rail projects that have been done over the years make it *not* optional.  Please keep this in mind.  Don't break the HSRP by tying it to RRW.  Don't break ANY rail extension by tying it to RRW.

RRW is optional, if you are happy with rail as it is, fine you can continue to use it. If you want to use features that are part of the new RRW feature set, you have to accept that as a new network it won't be compatible with everything.

Simple lot texture changes can be fixed very easily for the most part in the Lot Editor, few passenger stations have complex textures that don't exist already. Despite protestations to the contrary it's not actually a time-consuming process for those willing to put in a little effort for a nicer game experience.

Anyone is free to contribute to the NAM/community, including those wishing to develop for the original networks, I don't know of any member with such desires within the NAM team however.

QuoteLikewise, don't break any highway extension (say SAM or RTMT) by forcibly tying it to RHW.

Sorry, what now? SAM and RTMT are nothing to do with Highways/RHW.

QuoteThese are bad decisions for the NAM in my opinion.  They force current users to decide if they want to keep all the functional stuff they already have, or essentially walk away from many mods that won't work anymore.  Forcing that decision for me personally would ensure my NAM relationship would stop with 32.

No one is forcing anything, the installer has options you can select from so control is kept with the end user.

It saddens me a little when people speak like this, actually it's quite a selfish point of view you have and one that infers progress is a bad thing. All the cosmetic overrides in the current NAM, Moonlights El-Rail and BTM mods, the Maxis Highway Override and RRW (amongst others) may be lacking some compatibility of the original Maxis networks, all of which are kept in the NAM as legacy support, but they also improve upon the originals massively (imho). If we all thought like you, the community would be stuck with all the original ugly Maxis networks to this day. I for one appreciate having the choice of using newer much improved options which is why I'm working hard to bridge some of the compatibility problems using them brings.

What you are actually advocating is to stop giving users the choice and pigeon-hole development to existing networks only. I don't think that's better for anyone.
Title: Re: High Speed Rail Project (HSRP)
Post by: dragonshardz on July 09, 2015, 05:28:49 PM
I saw those pictures of eggman's work on HSRP 2.0 and all I can say is yes, please, more!
Title: Re: High Speed Rail Project (HSRP)
Post by: Tarkus on July 09, 2015, 11:29:04 PM
To add another voice to the discussion here, speaking from both my capacity as an Admin and as a long-time NAM developer, constructive criticism is fine.  Throwing the word "ugly" around as if it were nothing, however, is not particularly constructive. 

I've been heavily involved with the RHW project for almost 9 years.  I recognize and accept that it's not everyone's cup of tea, though I have done what I could over the years to try to simultaneously fulfill the demand for new functionality but in a more user-friendly package, and it's accumulated a pretty substantial userbase in the process.  That said, there are diehard Maxis Highway users that are out there, and we've kept that in mind.  With the way we've approached things, there's been no real disruption to existing MHW functionality as there's been all this RHW buildup.  Sure, there's been no new significant developments with the MHWs (aside from the Maxis Highway Override/Symphony) for quite some time, but there were few MHW developments even before the RHW, due to the labor-intensive nature of making even minor additions to the MHW.

With the Rail side of things, we're going to end up treating it just like we treated the MHW.  If you want to keep using the default spec Maxis Rail, that's quite alright, and just as you could in NAM 32, you can just not check that "RealRailway" box.  (It wasn't checked by default, anyway, as the version available in NAM 32 is in an early stage.)  That said, also like the case of the MHW, it's likely that this will be the end of the line for new additions to the default Maxis Rails, at least with our current group of developers.  There hasn't really been any new Maxis Rail content for 4-5 years, in any case, though as mgb204 previously mentioned, if someone were to come out of the woodwork and develop content specifically for Maxis Rail or even the MHW, they'd be welcome to contribute. 

With HSRP, there's been a surge of renewed interest in the project, and we're still shaking out just what our approach with it will be going forward.  Designing things to meet with RRW specifications could potentially open a lot of doors for HSR, as it'll allow for parallel development.  It is good that we are having a discussion about where the project goes from here, particularly when it comes to the details of implementation.

Now, getting back on track to answer a couple questions:

Quote from: Moonraker0 on July 09, 2015, 06:41:55 AM
I was wondering, though:  why is it a monorail override in the first place?  Perhaps something I don't understand makes that easier to implement (not unlikely), but I've always tried to use both monorail and HSR, and ended up giving up on HSR before due to the problem of me not being able to find any automata for that network that look right for both monorail and HSR trains.  I was thinking, maybe it makes more sense as an override for the rail network for this reason; I mean, both regular rail and high-speed rail are types of conventional railway networks (two rails), and monorail is completely different.  Just thought I'd throw that out there, but of course I don't understand the intricacies of coding a new network so maybe it's hard to implement it that way, or it would take forever to convert it to rail-based.

Hmm, then again, I guess one would probably want different-looking automata for regular trains and high-speed ones too, though.  Still, the automata would probably be more similar between the two and it might be easier to compromise with one train model.  It's a shame that that has to affect T-RAM and HSR due to the game not allowing modders to make completely new networks with different automata. &mmm

The decision to use Monorail was something that was determined in February 2006, on the first page of the original HSRP Development Thread (http://community.simtropolis.com/forums/topic/8934-high-speed-rail-project/#comment-260846) at Simtropolis (sadly, most of the pics are gone--good ol' Imageshack &sly).  vester was actually the first to suggest it--he was seconded by several others, and the project's founder, Murakumon, agreed by day 2 of the thread.  The reasoning for using Monorail was because it was a lesser-used network, and had been the fastest rail-type transit network in-game.  The original version (before it became a NAM project and was converted to a starter piece system to co-exist with Monorail) also had a modified Traffic Simulator Exemplar, which upped the speed of the network even more.  One of the arguments levied against using Rail at that point had to do with freight vs. passenger usage. 

There's been some HSRP ideas we've discussed internally on the NAM Team involving using alternate path types to get around some of the automata and speed issues.  Due to some of the weird limitations that Maxis hardcoded into the game, the Monorail network only accepts Type 7 (Monorail) paths.  The opposite, however (putting Monorail paths on Rail), appears to be possible, per Olasz's experimentation back in 2007, and he had at one point been trying to create an HSRP-to-Rail connector.  This idea was floated at one point in conjunction with the RRW project, due to that potential for parallel development.

A large part of the reason why going back to a Monorail replacement has been discussed has been overrides, as well as the hypothesis that most users aren't building both Monorail and HSR in their cities.  The original HSRP actually included modified Monorail INRULs to accomplish the wider radius curves and switches that are the trademark of the network, whereas the current starter-based system requires RUL2 overrides in order to accomplish the same thing, as the base Monorail uses much tighter radii.  A RUL2-based setup is inherently less stable at its core than a base network, where everything is handled by a smaller amount of INRUL and RUL1 code--compare, for instance, the default Road network versus the AVE-2 in the NWM.

Quote from: Moonraker0 on July 09, 2015, 06:41:55 AMadding new paths with a different transit type, and then adjusting the Traffic Simulator Exemplar to properly handle that.  That hasn't progressed beyond the idea stage, so we've yet to actually build a prototype and see how well it works. 
I also was wondering, as far as wider-radius curves are concerned, would it be feasible to make HSR or GHSR wide curves visibly banked along with the wider curve radius?  Perhaps that would be more realistic to have along with the flattening of the GHSR network.

Unfortunately, there's no yaw or angle data accounted for in the SC4 path specifications, so the automata can't really follow the banking all that well.  It might be possible to approximate the elevation change going into the banking, but the trains would continue to run exactly parallel to the underlying terrain, which would end up looking rather odd.

-Alex
Title: Re: High Speed Rail Project (HSRP)
Post by: belfastsocrates on July 10, 2015, 02:15:16 AM
Calling the RRW ugly is incredibly offensive and wholly uncalled for. I may not be a fan of the current colouration but I can appreciate the immense work that went into, and is still going into, the project. The RRW project is a massively significant improvement on what has existed before and the array of crossings, switches, curves and other pieces look fantastic.

I very much look forward to using them in the future if someone does indeed create a mod or option to adjust the colouring. I may even give them another go in their current format and see how they look.



Title: Re: High Speed Rail Project (HSRP)
Post by: vershner on July 10, 2015, 04:49:08 AM
If HSRP were rolled into RRW would additional textures be required? When I did the textures for HSRP it required orthogonal & diagonal straights and switches, plus one transition to rail. The curves were not required because the models just use the straight texture.

ps. Just for the record, I certainly wouldn't call RRW 'ugly'. It's beautiful, but best suited to a rural setting.
Title: Re: High Speed Rail Project (HSRP)
Post by: Jonathan on July 10, 2015, 02:50:08 PM
I'm not entirely sure whats happening with the RRW and HSR. Sorry for leaving this project in quite a mess, multiple times, university has take up a lot of time, and when I've had free I've had to focus on projects that earn money :/

But I have had a few days suited to doing mostly repetitive tasks with the TV on in the background :P So here are some files to make the GHSR flat/remove the blue side barriers, I don't mind if they're uploaded, modified, not used, or anything :)

(Pretty sure I managed to get all the pieces at least in the GHSR tab ring and the draggable network, but if there are any I've missed and it's wanted I can do them)
Title: Re: High Speed Rail Project (HSRP)
Post by: titanicbuff on July 11, 2015, 05:08:41 AM
cool- I don't even use the HSRP in my cities at all- but man that looks cool.
Title: Re: High Speed Rail Project (HSRP)
Post by: eugenelavery on July 11, 2015, 06:54:14 AM
Sorry to be joining this conversation late, but I have one question. Is there yet a HSR, or Monorail mod that can cross RHW networks and maintain its modified appearance? Being a stickler for aesthetics, this has always prevented me from being able to use any such network.
Title: Re: High Speed Rail Project (HSRP)
Post by: mgb204 on July 11, 2015, 10:38:35 AM
Erm sort of.

I'm not sure about HSR, but all should be able to cross the Maxis Highway Override which can connect to RHW-4 nicely.

BTM can cross stretches of NWM which can be a useful workaround for some RHW networks too, just transition to NWM for the crossing so about 4-5 tiles.

It's actually something that came up on my radar recently too, I may look to try and include some crossings in a patch at some point. It's one of the difficulties with monorail I have too.

I know BTM has/had the code to work so it should be a case of updating the models, something that shouldn't be so hard for me to accomplish, I may well try to do something about this assuming any possible changes to the monorail network wouldn't cancel it out (ID changes aside).
Title: Re: High Speed Rail Project (HSRP)
Post by: Tarkus on July 11, 2015, 10:54:09 AM
Quote from: mgb204 on July 11, 2015, 10:38:35 AM
I know BTM has/had the code to work so it should be a case of updating the models, something that shouldn't be so hard for me to accomplish, I may well try to do something about this assuming any possible changes to the monorail network wouldn't cancel it out (ID changes aside).

The issue with the current BTM is that the RHW compatibility was designed for pre-P57 specifications, and we got it days before P57 was about to become standard.  That means the stuff it does cover was moved, and there's a lot of new stuff in the RHW that it doesn't cover.  Because the mod involves heavy use of T21s and one model per zoom, the amount of work to convert it to meet current standards is insane.  Both droric and I started on doing it some time ago, but gave up out of frustration, and there's been no attempts since.  The only way to feasibly do it would be with scripting.

The existing starter piece-based HSRP does include RHW support across the board.

-Alex
Title: Re: High Speed Rail Project (HSRP)
Post by: eugenelavery on July 11, 2015, 11:11:57 AM
Ok, so transitioning RHW to Maxis Highway or Avenue is the best option for the new HSRP, Monorail, and BTM?

Title: Re: High Speed Rail Project (HSRP)
Post by: mgb204 on July 11, 2015, 12:48:13 PM
Quote from: Tarkus on July 11, 2015, 10:54:09 AM
...Because the mod involves heavy use of T21s and one model per zoom, the amount of work to convert it to meet current standards is insane.  Both droric and I started on doing it some time ago, but gave up out of frustration, and there's been no attempts since.  The only way to feasibly do it would be with scripting.

The existing starter piece-based HSRP does include RHW support across the board.

I wasn't aware HSR was compatible, that's good to know, the only region I used a lot of RHW in got screwed up and so I never really tested a lot of these things.

As for the ID shift, would that mean the models still exist, changing the bases is not too hard if the rest is already there, assuming RHW is just a flat model with a texture applied at least. I may be willing to look at a partial fix, for me I really only need RHW-4, 6C and 6S for it to be useful, that would be more managable. However does it involve changes to RUL too, that might be a bridge too far ;D (sorry).
Title: Re: High Speed Rail Project (HSRP)
Post by: b22rian on July 11, 2015, 03:11:20 PM
I think if you can manage rhw-4, 6c and 6s, that would be more than satisfactory.
Thanks so much for your interest in this project  :thumbsup:

Brian
Title: Re: High Speed Rail Project (HSRP)
Post by: Tarkus on July 11, 2015, 04:55:14 PM
Quote from: mgb204 on July 11, 2015, 12:48:13 PM
As for the ID shift, would that mean the models still exist, changing the bases is not too hard if the rest is already there, assuming RHW is just a flat model with a texture applied at least. I may be willing to look at a partial fix, for me I really only need RHW-4, 6C and 6S for it to be useful, that would be more managable. However does it involve changes to RUL too, that might be a bridge too far ;D (sorry).

The big problem is that the models that exist for the RHW crossings are effectively useless, as the orientations changed as well (the pre-P57 setup was very inconsistent with the rotations).  I think my attempt got decently far into the ortho crossings at the very least.  I stopped when droric offered to take over, but he didn't get much further.

And Jonathan, thanks for the flat GHSR model!  That should come in handy. :thumbsup:

-Alex
Title: Re: High Speed Rail Project (HSRP)
Post by: b22rian on July 12, 2015, 02:31:33 AM
Thanks for you post Alex :thumbsup:

MGB ,

This sounds like a lot of work with the models having to be redone.
So I understand really if chose not to get involved with these new RHW X HSR crossings right now..

Thanks, Brian
Title: Re: High Speed Rail Project (HSRP)
Post by: mgb204 on July 12, 2015, 11:21:37 AM
I'll see how I feel when I look again at the files, I won't be modelling anything, copy and paste is your friend, even if it's only the coordinates needed to make an S3D model :D. I have a process for these which can be efficient or not depending on the complexity of a given piece. Sadly, Moonlights El Rail and even more so the BTM, were in my experience some of the hardest to work with. Ultimately though, I'm a sucker for uniformity, so the day I need to make such a crossing in-game I'll be motivated to fix it, never say never and all that.
Title: Re: High Speed Rail Project (HSRP)
Post by: eugenelavery on July 12, 2015, 11:27:39 AM
I appreciate that you guys are at least willing to explore this compatibility issue.
Title: Re: High Speed Rail Project (HSRP)
Post by: vershner on July 13, 2015, 12:49:37 AM
Quote from: Jonathan on July 10, 2015, 02:50:08 PM
I'm not entirely sure whats happening with the RRW and HSR. Sorry for leaving this project in quite a mess, multiple times, university has take up a lot of time, and when I've had free I've had to focus on projects that earn money :/

But I have had a few days suited to doing mostly repetitive tasks with the TV on in the background :P So here are some files to make the GHSR flat/remove the blue side barriers, I don't mind if they're uploaded, modified, not used, or anything :)

(Pretty sure I managed to get all the pieces at least in the GHSR tab ring and the draggable network, but if there are any I've missed and it's wanted I can do them)
That's great, thanks for releasing these.  Is it possible to remove the shadows? I know it's possible on props but I'm not sure how to do it for network pieces.
Title: Re: High Speed Rail Project (HSRP)
Post by: jdenm8 on July 13, 2015, 08:46:48 AM
Quote from: mgb204 on July 12, 2015, 11:21:37 AM
Sadly, Moonlights El Rail and even more so the BTM, were in my experience some of the hardest to work with.

I don't blame you for initially giving up. These two mods are probably the most polygonally-intensive ever made for SC4. Most of the models break the 600 Polygon 'limit', yet work wonderfully.
Title: Re: High Speed Rail Project (HSRP)
Post by: Zeratai on August 15, 2015, 01:18:05 PM
Anyone know how to fix the train going diagonal somehow bugs out and goes diagonal over the rail. like a "X" the rail and the car train are perpendicular.
Title: Re: High Speed Rail Project (HSRP)
Post by: mgb204 on October 02, 2015, 05:21:33 PM
I think this is automata related, no idea what exactly is going on. I know that since updating all my automata to Vester's stuff the problem has disappeared. He did release a modern Shinkansen automata, it looks fantastic, so I'd give that a try.
Title: Re: High Speed Rail Project (HSRP)
Post by: vershner on October 03, 2015, 04:27:43 PM
Quote from: Zeratai on August 15, 2015, 01:18:05 PM
Anyone know how to fix the train going diagonal somehow bugs out and goes diagonal over the rail. like a "X" the rail and the car train are perpendicular.
It could be a pathing problem. I have a UK version, right-hand drive, and I'm fairly sure this doesn't happen for me, but it could be only occurring for LHD. What version do you have MGB?
Title: Re: High Speed Rail Project (HSRP)
Post by: mgb204 on October 03, 2015, 07:56:00 PM
Quote from: vershner on October 03, 2015, 04:27:43 PM
Quote from: Zeratai on August 15, 2015, 01:18:05 PM
Anyone know how to fix the train going diagonal somehow bugs out and goes diagonal over the rail. like a "X" the rail and the car train are perpendicular.
It could be a pathing problem. I have a UK version, right-hand drive, and I'm fairly sure this doesn't happen for me, but it could be only occurring for LHD. What version do you have MGB?

Erm, bit tricky that, I'm using a UK setup of LHD here. I say LHD, because even though Left-Hand Drive means the steering wheel is on the left, the SC4 community has always used it to mean you drive on the left. So when you say UK Setup/RHD, do you really mean LHD in SC4 parlance?

If you are not confused, I am! I own a RHD car but drive LHD ones often and live in Europe where I must drive on the right - well at least when I've forgotten people seem annoyed - Then when I come home I drive on the left again, sometimes with a LHD car too.
Title: Re: High Speed Rail Project (HSRP)
Post by: vershner on October 04, 2015, 02:45:52 PM
Urgh... that's even more confusing than the NAM naming convention discussion! I need to lie down for a moment.

My sims drive on the left, and I haven't noticed that issue, so it may only occur when they drive on the right. Unfortunately I can't easily test that.

I also have that situation with the car as my wife is Hungarian and we sometime drive there. Although, we might not do that again, at least with the current car, after it broke down in the middle of Austria.
Are you in Germany?
Title: Re: High Speed Rail Project (HSRP)
Post by: mgb204 on October 04, 2015, 03:43:01 PM
Well I've noticed it with sims driving on the left side, I can link to some automata I know has the problem. I figured it was related to a setting in the automata. Perhaps brought on by path changes in the NAM though, WRC's seem to set it off more commonly. Therefore it wouldn't surprise me if this is a consequence of better looking networks requiring different modding for automata since the new stuff all seems to work fine.

Indeed I'm in Germany, thankfully I've yet to experience any serious problems between here and the UK, despite some long drives. Buying a German car is simply too expensive, so I buy them in the UK instead. Breakdowns in Europe are a bugger without breakdown cover, even if you don't live here, ADAC (German AA) will give you cover throughout Europe for 80€ a year and their phone staff all speak English too. I got that tip from an article in the Guardian for motorists driving over to the Greek Olympics I bumped into online.
Title: Re: High Speed Rail Project (HSRP)
Post by: vershner on October 05, 2015, 02:01:00 AM
Quote from: mgb204 on October 04, 2015, 03:43:01 PM
Well I've noticed it with sims driving on the left side, I can link to some automata I know has the problem. I figured it was related to a setting in the automata. Perhaps brought on by path changes in the NAM though, WRC's seem to set it off more commonly. Therefore it wouldn't surprise me if this is a consequence of better looking networks requiring different modding for automata since the new stuff all seems to work fine.
What are WRC's ?

QuoteADAC (German AA) will give you cover throughout Europe for 80€ a year and their phone staff all speak English too.
I think I used them (via the British AA) when we broke down. They took a while to arrive, but were very good once they did.
Title: Re: High Speed Rail Project (HSRP)
Post by: eggman121 on October 05, 2015, 04:26:25 AM
Quote from: vershner on October 05, 2015, 02:01:00 AM
What are WRC's ?

Wide Radius Curves. They are the precursor to Multi Radius Curves that we are phasing in.

-eggman121