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SimCity 4 Devotion Custom Content Showcase => Team Custom Content Projects => RTMT Place => Topic started by: z on September 10, 2008, 07:43:03 PM

Title: The RTMT V3 Support Thread
Post by: z on September 10, 2008, 07:43:03 PM
The 4th version of RTMT is under development, but V3 is the one currently released.

This thread exists to answer all questions concerning RTMTV3 usage, or report errors.  Please check the RTMT Frequently Asked Questions (http://sc4devotion.com/forums/index.php?topic=5650.0) thread first, as well as the ReadMe file if you have already installed RTMT.  (The ReadMe file can be found in your Plugins folder, usually under STEX_Downloads\Cogeo\RTMTV3.)  If your question is still not answered, feel free to ask it here.  Also, if you have found a particularly interesting way to use RTMT stations that has not been described before and that you would like to share with others, this is the place to do that as well.  And if pictures help, definitely include them if you want!
Title: Re: The RTMT V3 Support Thread
Post by: 0rion79 on September 19, 2008, 11:23:04 PM
HI all.

I would like to give my 1-cent opinion about RTMT, since I've heared that, maybe, a 4th version is next to be released.

Now I'm trying version 3.5 and is just great, but I have to complain about 3 things:

1 - the fact that all files are into a RAR archive complicates a bit my life: I would like to have a setup.exe utility and then use a read-me to remove some files that I may NOT want.

2 - There is one thing that I miss a lot from version 2.0: in that version, I was able to click once on the desired the MT stop icon from the menu and then I could "plop" them as parks, filling all my streets and avenues, without the need to click again on the menu and icons. Instead, with version 3.5 I can only click on icon, plop the MT stop and then I see that my cursor is "empty" as if I have plopped a landmark or a reward and so I have to re-click on the menu, select the same MT stop, place again; come back to the menu and so on... it is not a problem if you have to place very few of them, but since I really use them very much, I think that it is very important.

3 - I'm not very fond of the 1x1 box to make those icons to show up in the menu. If I have RTMT installed is because I want to use them!! But maybe there are some players that use it less than me, so...

That's all :)
Title: Re: The RTMT V3 Support Thread
Post by: wes.janson on September 19, 2008, 11:29:23 PM
Orion.. regarding #3 of your concerns.. are you using the MML? Because I think I read somewhere were that is a side-effect of the MML. I don't know for sure because I don't use MMLs
Title: Re: The RTMT V3 Support Thread
Post by: 0rion79 on September 19, 2008, 11:33:42 PM
Of course, I'm talking about the Menu Management Lot, that I don't like very much. I would like to be free to use those Mass Transit stops without being forced to build it first. But I don't have any brown box in the game :) Are we talking about the same thing? :)
Title: Re: The RTMT V3 Support Thread
Post by: z on September 19, 2008, 11:54:06 PM
Maybe I can help you with your points:

1. There is an executable version of the setup file.  You can find it here (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1057).

2. The behavior that you desire should be the way it works.  Does this problem happen with all types of stations?

3. This problem is easily fixed; just remove the MML plugin.  Its name is RTMTV3__MML.dat, and it should be in the top level RTMTV3 folder.
Title: Re: The RTMT V3 Support Thread
Post by: zakuten on September 19, 2008, 11:54:55 PM
My guess is that you simply need to search for it and remove the lot, and that alone should do it... In fact, that -may- help with that click-each-time bug, as I suppose the MML makes it think the RTMT are unlockables. Now, I'm completely untechnical, but that's just my wild guess.  ;D

~Edit~

Oop, Z beat me to it with the file and all.
Title: Re: The RTMT V3 Support Thread
Post by: 0rion79 on September 20, 2008, 05:04:27 AM
thanks! I have another question: the previous trouble has been fixed but now I cannot place any subway station on street/roads avenues. I have to demolish se square upon which I want to build my stop. Is it normal?
Title: Re: The RTMT V3 Support Thread
Post by: cogeo on September 20, 2008, 11:19:34 AM
Unfortunately this is not possible to be fixed. If you click on any "subway" lot, the game switches to underground view and you can't plop the lot on the road. You have to buldoze the road tile first.
Title: Re: The RTMT V3 Support Thread
Post by: nerdly_dood on September 20, 2008, 12:24:54 PM
Hmm, i thought that was only my problem... Cool, my computer's gotten one degree closer to normal!
Title: Re: The RTMT V3 Support Thread
Post by: z on September 20, 2008, 12:41:40 PM
Strangely enough, I don't have this problem, nor did I ever.  I just verified this by plopping a plain subway station on two roads, one with a subway line underneath and one without.  In both cases, the station demolished the existing road, plopped, and then connected up with both ends of the adjoining road.  (The subway line was similarly reconnected.)  So it appears that either there's some combination of configuration settings within RTMT causing this problem, or the presence or absence of some external plug-in.

As cogeo noted, the view did switch to underground view upon selection of the station, but this did not prevent me from plopping it on an existing road.  More precisely, it switched to subway station view, which is slightly different from underground view, but is what you get in a vanilla game when you choose the Maxis subway station.  Subway station view is like normal view, except that all the subway lines are visible, and all roads are shown much more transparently.  Are you all seeing this when you select your stations?  If not, do you see it when you select the Maxis subway station?

@Orion79:  Were you previously able to plop subway stations on roads before you removed the MML (which I'm not using)?  And have you done anything else to modify your installation?

One more question for all three of you having this problem:  Which installation method did you use to install RTMT, the ZIP files, or the automatic installer?
Title: Re: The RTMT V3 Support Thread
Post by: nerdly_dood on September 20, 2008, 12:44:24 PM
I used the scripted installer program.

I use the prop families, the Euro textures with no road markings, and I have the GLR-in-avenue stations installed. I have the CAM capacity settings since I, uh, have the CAM installed.
Title: Re: The RTMT V3 Support Thread
Post by: z on September 20, 2008, 12:54:23 PM
I would bet that both cogeo and Orion79 are using the Euro textures as well - I'm using the U.S. ones.  If that's true, this would be a likely possibility to investigate.  Cogeo and Orion79, can you confirm which textures you are using?

EDIT: I just did a little experiment myself, and replaced all the US files with UK/Euro files.  No effect at all.

@Orion79:  Did you have this problem with subways before?  If not, what else did you change besides MML?
Title: Re: The RTMT V3 Support Thread
Post by: nerdly_dood on September 20, 2008, 06:53:15 PM
I had the same problem with the American textures before I switched to Euro also... The texture change didn't affect the plop difficulty.

Title: Re: The RTMT V3 Support Thread
Post by: z on September 21, 2008, 02:24:23 AM
I ran another experiment.  I ran SC4 from a fresh account, using absolutely no plug-ins except RTMT.  Once again, absolutely no trouble plopping subways on roads.  So it wasn't some funny plug-in of mine that was allowing me to do this.

If someone with this problem could do the corresponding experiment on their machine, the results would be very useful.  On a vanilla SC4 system, with only RTMT installed, do you still see this problem?

Also, what OSes are you people using?  Games in general, and SC4 in particular, have been known to be sensitive to the OS being used.

Finally, I'll be very interested in Orion79's answer to the question I asked above, as it may hold the key to the problem.
Title: Re: The RTMT V3 Support Thread
Post by: 0rion79 on September 21, 2008, 05:51:33 AM
I'm back: when this thread as been moved, i've forgot to re-subscribe so I didn't get any notify of new replies.

Anyway, yes: I do use European textures for roads and I've used the automatic installer, without the MML.
The strange thing is that I am usign the old RTMT 2.1 mod too and I have no problems at all in plopping subway stations on existing roads. Even more, that Darkmatter version does not lead me to MAXIS subway view but I still stay in normal view, with great comfort for me :)
I really hate when I select a subway station and I go in underground mode! I always risk to demolish an existing building when I do so!

If you care, the reason for which I keep both is because I have already built 70% of my older cities with 2.1 and I plan to update all of then only when I will have CAM 2.0 and/or RTMT 4. Now I'm just collecting personal stuff to use later in february when I'll and a private research project about job satisfaction.... wanna join? :D

If I can mark another bug, I'm using the NAM2008-compatibile 5x-stops from RTMT 3.5 and I've seen that the description is wrong, since they do not match the true stops capacity, that goes from 2.500 for street bus stop, that are much smaller than RTMT 2.1 version,  to 42.000 for Avenue Sub+Bus stop. I haven't check the elevated train stop because I don't like them and wouldn't use them anyway.

PS: may I know what is the advantage of using el.train? (elevated, right?) The advantage of subway is that it goes undergroud and does not steal any place: the only reason from bringing it outside is because it is cheaper when the rail lines have to connect 2 far away places like 2 different cities, or to reach a specific rural place, as an observatory or hospital that is far away from the city core and there are no longer houses in the middle.
Title: Re: The RTMT V3 Support Thread
Post by: cogeo on September 21, 2008, 11:51:35 AM
This sounds really strange, in my installation when I select ANY subway station the game always switches to subway view! Furthermore, I have checked Darkmatter's mod, and the Occupant Groups (which control such things) are identical, and exactly in the same order! I don't know, maybe other plugins affect this too!

The difference between the "catalog" capacities and the ones in the lots is intentional (check the readme for details), as the latter includes some extra allowance for the projected through traffic (it adds to the usage), while the catalog capacity is supposed to mean the "net" capacty.

The "advantage" of elevated light rail is only "aesthetics" - they are very common in american cities. Construction cost is lower too (though the cost of boring subway tunnels in SC4 is ridiculously low and unrealistic, real cities spend billions on these). Speeds are the same, but of course subways have the obvious advantage that they don't take space at surface level, and that the subway network can be designed independently, without interfering with the road network.
Title: Re: The RTMT V3 Support Thread
Post by: z on September 21, 2008, 02:08:29 PM
A few questions for people experiencing this problem:  When you select a subway station, do you all get Underground View (without buildings), or do some of you get Subway Station View (with buildings)?  You should be getting Subway Station View; if you're getting Underground View, that's the problem, as it's impossible to bulldoze anything other than subways and stations in that view.

Cogeo, just to confirm:  I gather that when you say "ANY subway station" you mean non-RTMT as well, and if so, I assume you've tried the Maxis station.  Do you get the Underground View or the Subway Station View?

Orion79:  Did you always have this problem with RTMTV3.5?  Or did it only occur after removing MML?  If the latter, did you do anything else to change your game settings?

Meanwhile, I did some more experimenting on my end.  I run Vista, and no one else had said what they ran, so I loaded my spare XP partition and installed SC4 + Rush Hour there.  I tried RTMT subways directly after the installation, after installing the patch, and finally, after installing the night lighting patch.  It worked every time for me.

If someone could try what I suggested, namely running a clean version of SC4 with only RTMT installed as a plug-in, the information would be very helpful.  This would seem to be an especially important test if non-RTMT subway stations are also affected.

Finally, it's my understanding that the version of this game sold in the UK and Europe is different from the US version.  Perhaps that's where the bug lies; that at least would be consistent with what appear to be cogeo's findings.  So which version of SC4 are you all using?  Finally, are you using SC4 Deluxe, or SC4 + Rush Hour?  They're supposed to be the same, but it's possible that they're not.

If we can't figure out anything more definitive here, I'll open this question to our testing group, and see what they can find out.
Title: Re: The RTMT V3 Support Thread
Post by: Andreas on September 21, 2008, 02:19:24 PM
I think one of the good old data view mods changes the behaviour of the underground view. IIRC, Tropod said that there was no way to fix this. Try removing all those mods and see if there's any change.
Title: Re: The RTMT V3 Support Thread
Post by: z on September 21, 2008, 07:09:17 PM
Good point, Andreas.  I know of only one dataview mod that affects these views, and that's the one written by Tropod himself.  I installed it and ran SC4, and sure enough, I got the behavior that everyone is describing.  Instead of the Subway Station View, I got the Underground View, and I was not able to plop a station where there was already a road.

An easy way to tell if you have this mod installed is to look at your underground view.  If the subways are in shades of white and blue, then you've got it.  You can also search for the file itself; it's DataviewModd_RH.dat.

It's possible that there are other plug-ins that have a similar effect, and you won't see the colors in the underground view for those.  So if this isn't the problem, please try temporarily removing all your plug-ins except RTMT and see if the problem still exists.
Title: Re: The RTMT V3 Support Thread
Post by: cogeo on September 22, 2008, 10:04:54 AM
You are right Andreas!

Searched my plugins folders and found... DataViewModd.V1.dat! A long forgotten plugin! Removed it, and it worked. Then tried installing DataviewModd_RH.dat and got the same problem.

Still, the "problem" isn't very serious anyway, as there is a workaround (the player can bulldoze the road tile first).
Title: Re: The RTMT V3 Support Thread
Post by: 0rion79 on September 25, 2008, 12:15:09 AM
yes, I had the same problem too: now that I've removed that mod, I don't need to buldoze streets and I have the standard upper-grund visual, instead than the tubes one.
Just to know...
do you remember what does the "THL_DataViewMod_MoreDetail" mod?
Now I can even consider updating my older cities...
Title: Re: The RTMT V3 Support Thread
Post by: z on September 25, 2008, 02:28:33 AM
I believe you are referring to this mod (http://www.simtropolis.com/modding/index.cfm?p=details&id=384), which can be found on the STEX.  I use it myself, and it has no negative effects when used with RTMT (or anything else that I know of).
Title: Re: The RTMT V3 Support Thread
Post by: z on October 03, 2008, 12:21:13 PM
[The following are answers to questions asked in another thread.]

Quote from: 0rion79 on October 03, 2008, 08:34:31 AM
I'm taking confidences with the available MT stops and I would like to know:
- if in version 4 you plan to keep the non-avenue 1x2 stops and those el.train stops.
- if there is any way to use subway stops together with zones viewer. Actually, I have problems to place subway stops in an already-built city because I risk to place them into a small building and to close all of its connections with avenues (and sometimes road), and I risk too of not "centering" the street but to destroy a building by mistake.
Thank you! :)

There are no plans to eliminate any of the RTMT stations in any of the coming versions.  What el train stops are you referring to?

There is no way to use subway stops inside the zones view - this is hardwired in the game.  However, there is a simple three-step process that will assure that you never accidentally destroy a building when plopping a subway station.

1. Go to the zones view, and see where you want to plop your station.

2. Select the station from the menu.  There's a slight delay before the view changes.  During this delay, move your cursor to the exact spot in the zones view where you want to plop your station.

3. Once your view changes and your cursor turns green, just click to plop.  Your station will be guaranteed to show up right where you want it.

It also helps to become familiar with the plop cost of a station.  For example, if your station costs $800 to plop, then to plop it on a road with no subway underneath should cost around $802.  The extra $2 is for demolishing the road under the station; the total figure might be a little higher if slopes have to be changed.  If there's already a subway running underneath the road, add another $100 for demolishing one square of subway, so the total cost should be a little over $900.  If the total cost is something like $3400, then you're about to demolish a major skyscraper.

Using the above method, it's possible to successfully plop a number of subway stations on a road you can't see.  After you plop the first station, just move the cursor along where you think the road is, and make sure that the plop cost doesn't change by more than a few simoleans.  You'll know when you hit an intersection because a tool tip saying "Already occupied" will show up at the cursor.  This tool tip will also show up if you pass over an existing station, or one square to either side of an existing station.
Title: Re: The RTMT V3 Support Thread
Post by: redraider147 on October 03, 2008, 12:48:20 PM
one quick question:

are there any planned RTMT stations for El-rail? that seems to be the only piece that's missing...i've found several, but the download button on the site either doesn't work or the file has been removed from the server...
Title: Re: The RTMT V3 Support Thread
Post by: z on October 03, 2008, 01:33:13 PM
This is one of the many options being considered for RTMT.  If you'd like to see these stations soon, vote in The Eternal RTMT New Features Poll (http://sc4devotion.com/forums/index.php?topic=5681.0).
Title: Re: The RTMT V3 Support Thread
Post by: 0rion79 on October 04, 2008, 12:10:49 AM
From my game I have removed the ones named GLR Avenue stops, that have rails in the middle. I guess that the name is for ground light rail, but I don't like them, don't want to use them and so I have deleted them so reduce the mess in my submenu folder :P

But, just to know, why the Subway RTMT stops in version 2.1 from Dark Matter don't lead to subway view?
Title: Re: The RTMT V3 Support Thread
Post by: z on October 04, 2008, 01:28:13 AM
As cogeo mentioned on the previous page, he's looked into this in detail, and the parameters that control such things are identical in both versions, as far as we can tell.  The RTMT stations work the same as the standard Maxis one; why DarkMatter's station is different, only he knows...  %confuso
Title: Re: The RTMT V3 Support Thread
Post by: 0rion79 on October 04, 2008, 02:23:08 AM
I don't belive in randomness/casuality but rather in cause>effect. Even if I'm not expert at coding, I would hardly believe that there is no reason at all. There must be something that is not known yet.
Title: Re: The RTMT V3 Support Thread
Post by: cogeo on October 04, 2008, 04:11:05 AM
Just wanted to be sure, so I checked again. Well, it was my mistake! DM's version indeed doesn't cause the game to switch to underground view, it is CJM's version (the one with the white Ninja's subway props) that does. Checked DM's version and found that they are all modded as... bus-stops, using the Building:Bus and Building:BusStop Occupant Groups. This is not necessarily "better" though, as the buildings are still visible, and you don't see the subway tunnels too. Plus, modding the stations as bus-stops causes another side-effect, the hover mini-query displays five bus icons (instead of subway). DM's version doesn't have subway props, so this is less evident, but you can still see it if you hover your mouse pointer over the bench. The "standard" modding settings is to set the Building:Subway OC for subway stations, and I don't really konw if it causes effects other than switching to underground view and affecting the hover query.

@redraider147, I'm missing your point here. What do you mean by "RTMT stations for El-rail"? The ingame El-rail station is plopped directly on the track and doesn't require additional space (as do almost all others as well). In this sense, they are "network-top". In any case you will need an adjacent road, for the sims to be able to embark/disembark. On this stretch you can plop a bus/subway/combo station, thus achieveing a "hub" functionality. Could you please explain what exactly you meant?
Title: Re: The RTMT V3 Support Thread
Post by: 0rion79 on October 04, 2008, 10:04:45 AM
Well, cogeo, it would be great if in RTMT4 you could reply DM effect :)
Title: Re: The RTMT V3 Support Thread
Post by: z on October 04, 2008, 12:59:49 PM
I think we're going to stick to the current system, for three reasons: 1) It's what Maxis does; 2) it's what every other subway station I've seen does; 3) it seems to make the most sense, for reasons that cogeo pointed out.  I know that this does not allow you to plop subway stations directly in the Zones view, but I think that if you try the solution I mentioned in answer to your question earlier on this page, you'll find that it works quite well.
Title: Re: The RTMT V3 Support Thread
Post by: 0rion79 on October 04, 2008, 01:39:19 PM
All I can do is to express my personal point of view :) Imho, DM way was much more comfortable, but the boss are you, so I guess you know what's better. :)
Title: Re: The RTMT V3 Support Thread
Post by: redraider147 on October 05, 2008, 01:11:57 AM
like an el-rail station for el-rail over road...
Title: Re: The RTMT V3 Support Thread
Post by: z on October 05, 2008, 01:33:36 AM
That's out of our department, I'm afraid - it's not really "road top".  I've downloaded a couple of these stations from the STEX; there are a total of three there, and they're all downloadable as of now.  You can find one by searching on the keyword "elevated," and you can find the other two by searching on the keyword "CTA."
Title: Re: The RTMT V3 Support Thread
Post by: thomasvista on October 26, 2008, 12:21:24 AM
Hi all,

Long time lurker here, and first time poster  :)

I've come across a situation where, since I've started using road top mass transit (bus stops), it's caused a number of things to happen. First of all, my city comes to a standstill and time starts to pass very slowly - I typically have the speed set to the fastest, but after introducing road top mass transit, time comes to a standstill and when it resumes, it does so at a much slower rate.

The addition of road top mass transit is also stalling the growth of my cities. When introduced, any newly zoned lots, especially residential, stay empty and do not develop.

I've struggled with my cities coming to a standstill for a long while now. In trying to determine the cause, I did several things - removed some plugins, did some tweaking with the transport network, all to no avail. It was only recently when I did an experiment to delete all the road top mass transit in my cities when I pinpointed what was causing them to stall. This is all despite having strong RCI demands and very high desirability!

Is this a resolvable issue? My cities are such that mass transit is definitely needed to sustain them, including the downtowns, which virtually require transit in order to sustain the densities.

In case you need to know, I'm running Windows XP, have the latest NAM set to standard with 5x capacities, 3.20 ghz processor and 3 GB RAM.

Thanks!
Jason
Title: Re: The RTMT V3 Support Thread
Post by: RippleJet on October 26, 2008, 06:43:55 AM
Which (whose) RTMT stations are you using?
Title: Re: The RTMT V3 Support Thread
Post by: thomasvista on October 26, 2008, 12:03:37 PM
I use Cogeo's bus stop/subway RTMT (but only the bus stop, don't utilize subway) in one city, and in the other city I use Uroncha's diagonal/intersection bus stops. Both sets are causing me to have problems.
Title: Re: The RTMT V3 Support Thread
Post by: RippleJet on October 26, 2008, 04:16:50 PM
Quote from: thomasvista on October 26, 2008, 12:21:24 AM
have the latest NAM set to standard with 5x capacities

Did you in that case install Cogeo's corresponding RTMT stations with 5x capacity?
In other words, can you find the file RTMTV3_Stations_NAMCapacity_x5.dat in your RTMTV3 folder?

Since Cogeo's stations are involved, I'm moving this topic to the RTMT Place,
where Cogeo and z probably want to know more about your cities. :thumbsup:
Title: Re: The RTMT V3 Support Thread
Post by: z on October 27, 2008, 12:47:27 AM
I'm rather sure this problem is not caused by RTMT, especially since it happens with Uroncha's stations as well.  I personally have not heard of someone having a similar problem.  And I have run both cogeo's and Uroncha's stations in the same city, with no problems at all, so having them on the same system isn't a problem.  The fact that the problem disappeared when you removed the stations simply says to me that they were probably interacting with something else that was the real culprit.

But in any case, we have to get to the bottom of this.  I assume you're running the patched version of SC4 Deluxe or SC4 Rush Hour.  First, let's verify that the RTMT stations can indeed work on your system.  Start up SC4 and create a new region.  Exit SC4, and remove EVERYTHING from your Plugins folder except RTMT.  (Moving things to a temporary folder would probably be the best way to do this.)  Now start up SC4 again in your newly created region, start building a city, and use the RTMT stations liberally.  You should have no problems at all.  Please try this and let me know what happens.

EDIT:  This thread really belongs inside The RTMT V3 Support Thread (http://sc4devotion.com/forums/index.php?topic=5651.0).  But if I moved it there now, you'd never find it (nor would its other readers).  So I'll wait until you post your response, and then move everything to the end of that thread.
Title: Re: The RTMT V3 Support Thread
Post by: thomasvista on October 27, 2008, 04:29:54 PM
z,

Brilliant  ;D! I did everything you said and my cities are moving along nicely!

So I'm guessing that the next thing to do would be to introduce new plugins one at a time to determine which one(s) are screwing with the RTMT?

Thanks a lot!
Jason
Title: Re: The RTMT V3 Support Thread
Post by: z on October 28, 2008, 12:55:31 AM
Quote from: thomasvista on October 27, 2008, 04:29:54 PM
So I'm guessing that the next thing to do would be to introduce new plugins one at a time to determine which one(s) are screwing with the RTMT?

Basically, yes.  You can put the NAM in all at once; there are no known issues with it, so assuming your copy isn't corrupted, that shouldn't cause a problem.  I would then start with any game mods you have, as they are the most likely culprit.  You can save yourself a bit of time by doing a type of "binary search" for this bug.  For the mods, move half of them back to your Plugins folder.  If the problem appears, move half of them out.  Otherwise, move half of the remaining ones in, etc.

If the problem isn't the mods, I'd recommend moving all your dependency packs in.  You can probably do that as a whole group, as they're unlkely to be the problem.  But you should check the game after doing this anyway.  Then try moving in various groups of other files, again using the binary search method to save time.

And when you find out what the problem is, please let us know.  It will be very helpful information if anyone else encounters this problem.
Title: Re: The RTMT V3 Support Thread
Post by: thomasvista on November 05, 2008, 08:50:01 AM
Z,

I found out that it is the Trafficfix DM mod that's causing the problems. Which really stinks because without it, even with the 5x NAM capacity and no congestion, commute times in my cities are still within the 40-45 minute range and it is causing problems with unemployement and abandoned buildings in my downtowns. Can the trafficfix DAT file be modified to be compatible with the NAM? I've never worked with DAT files before, but I'm pretty tech savvy when it comes to things like this.

I appreciate all you guys help!
Jason
Title: Re: The RTMT V3 Support Thread
Post by: Andreas on November 05, 2008, 03:09:31 PM
The old traffic fix files has been superseeded by the NAM/NAM plugins and shouldn't be used any longer.
Title: Re: The RTMT V3 Support Thread
Post by: z on November 05, 2008, 05:17:39 PM
Andreas is absolutely right (as usual).  All the old traffic fix files now have some variation of the following prepended to their description:

QuoteIf you already have the Network Addon Mod (NAM) you should not install this mod.This mod is also included in a variety of files that come with the NAM. It is strongly recommended to remove this mod before installing NAM.

This means that these mods cannot be "fixed" to work with the NAM.  Instead, I would recommend upgrading to a more modern traffic simulator.  If you're having trouble with the 5x simulator, I would recommend trying (shameless plug) Simulator Z (http://sc4devotion.com/forums/index.php?topic=5382.msg170200#msg170200), which can be downloaded here (http://sc4devotion.com/forums/index.php?action=dlattach;topic=5382.0;attach=4549).  It's specifically designed to deal with heavy traffic in large cities.  Although it's still in the alpha release stage, it's quite stable, and a number of people are using it as their main simulator.  It's also got a custom RTMT mod to provide custom capacities.  A new version is coming out in a few days, though, so you might want to wait for that one.

If you want to stick with a more traditional approach, you should use either Simulator A or B.  And if none of these simulators fix your problems, you need to do some work on your city.
Title: Re: The RTMT V3 Support Thread
Post by: Crissa on January 18, 2009, 09:57:13 PM
Can I place ped-tiles behind RTMT stops and expect it to work?

-Crissa
Title: Re: The RTMT V3 Support Thread
Post by: z on January 18, 2009, 10:37:43 PM
Yes, if you place a ped mall tile directly next to an RTMT stop, pedestrians should be able to walk from the ped mall tile to the RTMT tile and take whatever transport is available.
Title: Re: The RTMT V3 Support Thread
Post by: TheChosenOne on January 19, 2009, 07:50:26 AM
Can someone help me? Whats is the name of the current release? (3.?)
Title: Re: The RTMT V3 Support Thread
Post by: z on January 19, 2009, 01:07:00 PM
The current release is 3.50; the recently released patch announced in the Announcements thread is 3.51.
Title: Re: The RTMT V3 Support Thread
Post by: deathtopumpkins on February 25, 2009, 07:08:31 PM
Regarding the newly released T-RAM stations:

OK, I played for a few minutes this afternoon, and seeded a forest. Only one little part was messed up with the wrong trees (Peg used one of c.p.'s IIDs on one of his trees, though I don't really mind), but then I installed the T-RAM stations and the RHW Path Fix (asked there too), and now everywhere I see trees is just Peg's Pine trees. Even areas that this afternoon seeded as c.p.'s. Could something included in these stations possibly have caused this? I checked and I don't have Peg's God Mode Tree Mod installed, and the aforementioned things are the only things I've installed today. I would ask at Peg's too but he wasn't very receptive last time I pointed out that he had used c.p.'s IIDs and wouldn't admit it... and I haven't installed anything of his in about a week.
Title: Re: The RTMT V3 Support Thread
Post by: z on February 25, 2009, 07:32:44 PM
It's highly unlikely; the only possible way that I can think of that these stations could have any effect on your trees is from an IID collision.  This is very unlikely, of course, but I just took a look at the IIDs used in PEG's Pine Forest, and they're nowhere near anything I used.  The fact that you're still getting trees (although the wrong ones) and nothing from an RTMT T-RAM station (they have no trees) makes me suspect that the problem is with Peg's stuff, especially since he's already had an IID collision with his trees.  You might want to look through c.p.'s IIDs and compare them closely with PEG's; that's what I would do next.
Title: Re: The RTMT V3 Support Thread
Post by: Swamper77 on February 25, 2009, 08:27:11 PM
CP's tree controllers contain exemplars for Maxis' trees so the trees will show up when you are using any of the tree controllers that don't plant Maxis' trees. PEG's Pine Tree download contains the same exemplars to display his models in place of the Maxis ones and unlike CP's versions of the exemplars, PEG's allows the Maxis trees to be planted again while showing his models and modified LTEXT files. The only way to prevent PEG's Pine Trees from showing up with CP's trees is to load the CP tree controller you are using after PEG's Pine Trees.

-Swamper
Title: Re: The RTMT V3 Support Thread
Post by: The Arrowz on February 26, 2009, 01:35:06 PM
Hi I'm just wondering... what am I doing wrong? For some reason the T-RAM stations don't work the way they should, and the menu is messed up as well... (I followed the readme, there's only one station in the props folder and I replaced what's necessary in the original RTMT folder).  When I plop the station, the road doesn't fill in, leaving an empty floor (showing the landscape). Also, the menu icons and buttons are wrong/glitchy. In the area where there should be icons for T-RAM stations, there are no icons. Likewise scrolling is an issue as glitches are present (going up/going down doesn't just leave a blank patch for where the icons should go, but instead makes the menu skip around, so if I scroll down I'll go past existing icons onto the blank patch. Then if I keep scrolling down, I get back to the existing icons...).

Maybe I'm doing something wrong? Either way, I can't wait for the RTMT4!
Title: Re: The RTMT V3 Support Thread
Post by: z on February 26, 2009, 03:29:31 PM
It sounds to me like you may have deleted the file RTMT_Road_Textures_Euro.dat by mistake.  Right now, there are only Euro textures because T-RAM comes only with Euro textures.  Deleting this file would cause all the problems you describe.
Title: Re: The RTMT V3 Support Thread
Post by: The Arrowz on February 27, 2009, 12:45:19 PM
I still have problems :( The last time I posted, regular RTMT stuff worked fine. Now...
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg3.imageshack.us%2Fimg3%2F3870%2Fbusstopmiss.jpg&hash=de146a8ccf8317ecd645cae6a0457238b7089c6c)

Here's what I have:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg3.imageshack.us%2Fimg3%2F1227%2Fwhatsmissing.jpg&hash=fe52fbc00a87e4aab5e4488a46c3f9f33bc9bf35)

Please and thank you!
Title: Re: The RTMT V3 Support Thread
Post by: deathtopumpkins on February 27, 2009, 12:53:09 PM
So, swamper, my problem should be fixed by just having my tree controller load after p.e.g's trees? hmm... I'll stick a few z's in front of stuff and see if that works. I will post if it does later. Thanks.

z, that's why I was confused...  ;) If Swamper's solution doesn't work, I'll check out the IIDs like you said.

OK, I made my terrain folder load after p.e.g's stuff, and now my trees are about 70% Maxis 30% c.p., instead of 100% p.e.g's. And I think instead of continuing this here, as it is kinda off-topic, could you please PM me swamper when you go to respond to this?  :) Thanks.
Title: Re: The RTMT V3 Support Thread
Post by: z on February 27, 2009, 01:36:29 PM
Quote from: The Arrowz on February 27, 2009, 12:45:19 PM
I still have problems :( The last time I posted, regular RTMT stuff worked fine. Now...

...

Here's what I have:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg3.imageshack.us%2Fimg3%2F1227%2Fwhatsmissing.jpg&hash=fe52fbc00a87e4aab5e4488a46c3f9f33bc9bf35)

Please and thank you!

Standard RTMT V3.50 and the RTMT T-RAM stations are completely separate, non-interacting packages.  You have mixed them up, and in the process have altered your original RTMT installation.  You are missing your road textures for standard RTMT because you apparently deleted the road textures file for that package; it's not in your file listing.  You need to have either RTMTV3_RoadTextures_Standard.dat or RTMTV3_RoadTextures_Euro.dat installed; since you are in the US, you probably want the first file.
Title: Re: The RTMT V3 Support Thread
Post by: RogerRon91 on February 28, 2009, 01:23:32 PM
Hey folks!  :) I have a Problem with the RTMT T-RAM Stations...

I have built the stops in my town and have activated them with the one-way street tools. Now I can depart the stops no more...

With the removing...
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.ld-host.de%2Fuploads%2Fimages%2F46b39d6c2ddbd6b89e03b100aa302904.jpg&hash=daddbb10a2f88de8a6e8cae1c49ae99babf50ee3) (http://www.ld-host.de/)

and afterwards!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.ld-host.de%2Fuploads%2Fimages%2F24438194737a50a3ea5e39a78de39ded.jpg&hash=fd0d4c8e134e89679f56a83c22733ce4d65ee810) (http://www.ld-host.de/)

How I can depart the stops?

Please, help me!

PS: sry for my bad English  ;)

Greez
RogerRon91
Title: Re: The RTMT V3 Support Thread
Post by: Andreas on February 28, 2009, 01:31:22 PM
Du meinst, Du kannst die Haltestellen nicht mehr abreißen?

You mean that you can't bulldoze the stations anymore?
Title: Re: The RTMT V3 Support Thread
Post by: RogerRon91 on February 28, 2009, 02:08:21 PM
Genau auf's Fass getroffen!

Das mein ich..


EDIT by Andreas: Translation:

Yes, that's exactly what I mean.
Title: Re: The RTMT V3 Support Thread
Post by: allan_kuan1992 on February 28, 2009, 02:17:02 PM
uhoh... not immortal lot syndrome =O

- Allan Kuan
Title: Re: The RTMT V3 Support Thread
Post by: RogerRon91 on February 28, 2009, 02:18:21 PM
Does somebody know the solution?
Title: Re: The RTMT V3 Support Thread
Post by: z on February 28, 2009, 03:05:35 PM
I am unable to duplicate this problem, nor have I heard of others having it.  (In my pre-release testing, I had to delete these stations repeatedly.)  This problem does not happen for me regardless of the orientation of the stations.  When you hover the bulldozer directly over the station, does it still report a cost of §0?

This does not appear to be the classic immortal lot problem.

I would have two suggestions.  First, try plopping these stations in a new city and see if you can delete them.  If you can, your other city would seem to be corrupted in some way.  If you can't, I would suspect a plug-in conflict.  In this case, quit the new city without saving it.  Empty your plugins folder of everything except the NAM and these stations.  Then start the game in a new city and see if you can plop and delete these stations.  I expect that you should be able to do so.
Title: Re: The RTMT V3 Support Thread
Post by: Swamper77 on February 28, 2009, 06:08:34 PM
Quote from: deathtopumpkins on February 27, 2009, 12:53:09 PM
And I think instead of continuing this here, as it is kinda off-topic, could you please PM me swamper when you go to respond to this?  :) Thanks.

Since your issue may affect others I suggest you start a thread in the Technical Issues subforum so we can work this out in public. Thanks.

-Swamper
Title: Re: The RTMT V3 Support Thread
Post by: deathtopumpkins on February 28, 2009, 06:17:47 PM
http://sc4devotion.com/forums/index.php?board=45.0 Here?  :P
Title: Re: The RTMT V3 Support Thread
Post by: Swamper77 on February 28, 2009, 06:28:43 PM
That should be fine.

-Swamper
Title: Re: The RTMT V3 Support Thread
Post by: danielches on March 07, 2009, 06:07:08 PM
Quote from: z on February 28, 2009, 03:05:35 PM
I am unable to duplicate this problem, nor have I heard of others having it.  (In my pre-release testing, I had to delete these stations repeatedly.)  This problem does not happen for me regardless of the orientation of the stations.  When you hover the bulldozer directly over the station, does it still report a cost of §0?

This does not appear to be the classic immortal lot problem.

I would have two suggestions.  First, try plopping these stations in a new city and see if you can delete them.  If you can, your other city would seem to be corrupted in some way.  If you can't, I would suspect a plug-in conflict.  In this case, quit the new city without saving it.  Empty your plugins folder of everything except the NAM and these stations.  Then start the game in a new city and see if you can plop and delete these stations.  I expect that you should be able to do so.

I am also having the same problem. The same problem occurs in multiple cities for me, seemingly randomly. Some station work fine and can be deleted, others do not appear to work (does not show as a station/show usage when you query it) and cannot be deleted.
I have tried removing all plugins except the stations and the NAM and still have same problem.

Screenshot of station operating normally in a city of mine: http://img23.imageshack.us/my.php?image=sc4889079.jpg
Screenshots of station which dont work/cant delete: http://img27.imageshack.us/my.php?image=sc40908907986.jpg
and http://img25.imageshack.us/my.php?image=sc412442.jpg
Thanks,
Title: Re: The RTMT V3 Support Thread
Post by: z on March 07, 2009, 11:25:13 PM
Could you please post a listing of the files in your RTMT Interim T-RAM Stations folder, as well as the Models and Props subfolders?  Also, do you have the rest of RTMT installed?
Title: Re: The RTMT V3 Support Thread
Post by: danielches on March 08, 2009, 01:03:44 AM
Quote from: z on March 07, 2009, 11:25:13 PM
Could you please post a listing of the files in your RTMT Interim T-RAM Stations folder, as well as the Models and Props subfolders?  Also, do you have the rest of RTMT installed?
i reckon that is most prob where the problem is, cause i didnt understand what to delete etc 100%, and it seemed to work so i just left it lol,

RTMT Interim T-RAM Stations folder: Models, Props, Station Pictures, readme, RTMT_Lots_T-RAM_Euro.dat, RTMT_Road_Textures_Euro.dat, TR BG N_TN.jpg, RTMT_Stations_T-RAM_Capacity_Low.dat, TR BG_TN.jpg

Models: Historic GLR TramStation.dat

Props: RTMT_PropAS_BusSign_Berlin_Road.dat, RTMT_PropAS_PhoneBooth_BlueYellow_Road.dat, RTMT_PropAS_TimeTable_Romen_Road.dat, RTMT_PropS_GLR_ModernLongWhite_Road.dat, RTMT_PropS_GLR_ModernShortWhite_Road.dat, TMT_PropS_GLR_Shmails_Road.dat, TMT_PropS_GLR_TSC_Road.dat, RTMT_PropS_Historic_GLR_Station_Road.dat

As far as I am aware i do not have the rest of RTMT installed.

Thanks




Title: Re: The RTMT V3 Support Thread
Post by: z on March 08, 2009, 01:52:36 AM
That's exactly where the problem is.  Basically, you reversed the installation directions for the Models and Props subfolders.  You need to go back to the zip file and extract all the files from the Models subfolder into that folder on your hard drive.  Then in the Props subfolder next to it, you need to delete all the files containing the string "GLR" except RTMT_PropS_Historic_GLR_Station_Road.dat (the last one).  Your installation will then be set up properly; I expect that you will be able to delete your stations then.  Please let us know what happens.

I would expect that this is also RogerRon91's problem.
Title: Re: The RTMT V3 Support Thread
Post by: danielches on March 08, 2009, 04:42:28 AM
Quote from: z on March 08, 2009, 01:52:36 AM
That's exactly where the problem is.  Basically, you reversed the installation directions for the Models and Props subfolders.  You need to go back to the zip file and extract all the files from the Models subfolder into that folder on your hard drive.  Then in the Props subfolder next to it, you need to delete all the files containing the string "GLR" except RTMT_PropS_Historic_GLR_Station_Road.dat (the last one).  Your installation will then be set up properly; I expect that you will be able to delete your stations then.  Please let us know what happens.

I would expect that this is also RogerRon91's problem.
im still not having any luck after trying that....
Title: Re: The RTMT V3 Support Thread
Post by: z on March 08, 2009, 12:29:33 PM
I attempted to duplicate your problem by running SC4 with exactly the files you reported.  The problem did not appear.  I saved the city and reloaded it, thinking that that might trigger it.  It didn't.  All stations behaved normally, and were easily deleted.

When I first saw the file list you posted, it was different from what I expected in order for this problem to occur.  From the time you first started building stations until the time you posted your file list, did you add or delete any files?  If so, which ones?
Title: Re: The RTMT V3 Support Thread
Post by: danielches on March 08, 2009, 04:25:59 PM
I would say i most likely did add/delete some files, because i do remember playing around with it,
the problem is however that i dont remember at all which files i played around with.

If this is the cause, now that i have my file list right, should i no longer get the problem on any new stations i build? If so i guess i should try it out to test this...
Title: Re: The RTMT V3 Support Thread
Post by: z on March 08, 2009, 05:21:22 PM
Quote from: danielches on March 08, 2009, 04:25:59 PM
I would say i most likely did add/delete some files, because i do remember playing around with it,
the problem is however that i dont remember at all which files i played around with.

That's what I thought.  Somewhere along the way, you ended up building stations that part of SC4 thinks are there (that's why you see them) and part doesn't (that's why you can't delete them).  You can try things like building roads over them, plopping buildings on top of them, and attacking them with disasters.  These approaches may or may not work.  This is why following the directions in the ReadMe file is so crucial.

QuoteIf this is the cause, now that i have my file list right, should i no longer get the problem on any new stations i build? If so i guess i should try it out to test this...

That is correct.  With the file list fixed, the stations should work fine.
Title: Re: The RTMT V3 Support Thread
Post by: danielches on March 08, 2009, 10:01:35 PM
ok, well im gonna try plopping more now, and see if i get any more with the same problem,

in regard to destroying them, well ive tried disasters and it doesn't seem to work (I ei put in a volcano, and the station just rose with the volcano and stayed there), so i guess i'll keep trying to build stuff on top of them etc.
Title: Re: The RTMT V3 Support Thread
Post by: z on March 08, 2009, 11:51:47 PM
You shouldn't have any more problems.  A couple of thousand people have downloaded these stations so far, and if this were a problem in the standard configuration, I would have heard about it long ago.

A couple of years ago, I had a building I couldn't delete, so I tried the volcano too.  Same results as you.  I'm afraid that station isn't going away.  If there are any experts here who know some tricks to get rid of incomplete buildings, please chime in.
Title: Re: The RTMT V3 Support Thread
Post by: newsimaddict on March 11, 2009, 11:29:36 PM
I have had the same issue as what has been described...

Whilst all the avenue tram stations have worked excellent, I have had the indestructable tram stop (both tram on air and in road versions) happen to me numerous times this past week.

As an avid backup fan of regions and plugins, last night I loaded an old backup region (in which I definately knew there was the tram stop issue) and suddenly I was able to delete the tram stop! I don't know why as I haven't messed around with any settings etc. It...just...worked!

I'll be playing this weekend so I'll do what's described in previous posts. If I have any more dramas, I'll take a pic of settings/game etc.
Title: Re: The RTMT V3 Support Thread
Post by: z on March 12, 2009, 02:26:34 AM
I think we need to get to the bottom of this.  First, a few questions:

Have you modified the files you have installed since the initial installation?  If so, how?  In any case, could you please list your current RTMT T-RAM files and their folders?

I'm not surprised that you were eventually able to delete the stations - they were basically incomplete, and completing them properly would have made them deletable.  So I think that this is further evidence for an installation error.

I was planning to track this down personally, but I've been a little short of time recently.  So instead, I'll get the crack RTMT SWAT Team on it right away.   $%#Ninj2 $%#Ninj2 $%#Ninj2 $%#Ninj2 $%#Ninj2

In the mean time, whatever additional information you can provide would be quite helpful.

EDIT:  What's this "tram on air" version that you refer to?
Title: Re: The RTMT V3 Support Thread
Post by: BigSlark on March 13, 2009, 08:00:32 AM
I have the same "immortal station" issue, z. Well, not with all the stations, just some of them. I updated my RTMT T-RAM stations last night by overwriting the files I had previously installed, I checked the dates afterwords and everything seems to be up-to-date.

Any thoughts?

Cheers,
Kevin
Title: Re: The RTMT V3 Support Thread
Post by: z on March 13, 2009, 01:32:14 PM
We are currently working on this, but so far, have been unable to reproduce the problem on this end.  Could you please post a list of files you have installed from this package, grouped by folder?
Title: Re: The RTMT V3 Support Thread
Post by: z on March 15, 2009, 12:10:51 PM
We are still working hard on this problem, but so far, none of the team has been able to reproduce it.

The fact that it has been reported happening in a new city with an essentially empty Plugins folder is especially puzzling.

So at this point, I need to ask some basic questions, and answers from any of the affected people would be extremely helpful.  Do you have the main update patch for SC4 installed?  The file name for this patch is SimCity 4 B638.EXE.  Do you have the night lighting patch installed?  The file name for this patch is SC4Update4BAT.exe.  And do you use the plain RTMT T-RAM bus stops (no tram station), and if so, do you ever have problems deleting them?  If you don't use these stations, could you please try using them and see if you have the same problems deleting them?  Thanks!
Title: Re: The RTMT V3 Support Thread
Post by: newsimaddict on March 16, 2009, 02:46:31 PM

Quote from: z on March 12, 2009, 02:26:34 AM
I think we need to get to the bottom of this.  First, a few questions:

Have you modified the files you have installed since the initial installation?  If so, how?  In any case, could you please list your current RTMT T-RAM files and their folders?

I'm not surprised that you were eventually able to delete the stations - they were basically incomplete, and completing them properly would have made them deletable.  So I think that this is further evidence for an installation error.

I was planning to track this down personally, but I've been a little short of time recently.  So instead, I'll get the crack RTMT SWAT Team on it right away.   $%#Ninj2 $%#Ninj2 $%#Ninj2 $%#Ninj2 $%#Ninj2

In the mean time, whatever additional information you can provide would be quite helpful.

EDIT:  What's this "tram on air" version that you refer to?
)

:) dumb of me - i meant tram on road and tram in road...sorry, i didn't mean to startle people with trams flying off in the distance...(though that would be funny.

I don't believe I've changed the installation files - I've added the patch (well i think i have) and have the night bat patch installed...
I've never changed the station model files so it's not that. The bus stops I have used briefly but never had the same issue. Actually I have easily over a hundred avenue tram stops and never had the problem - it was just the tram-on-road & tram-in-road versions - both 'tram & bus stop' and 'tram stop.'

I'll take a pic of my folder and show you what I've installed within 24hrs - mind you despite my best efforts to install and remove certain files, there's probably a good chance I've stuffed up somewhere...
Title: Re: The RTMT V3 Support Thread
Post by: z on March 16, 2009, 04:18:06 PM
The RTMT team appears to have found the cause of the undeletable T-RAM stations problem, along with a way to avoid this problem completely in the future.  The problem appears to occur only in the original T-RAM station set (and even then, only very occasionally).  There was an update to these stations on March 3rd to fix what turns out to be a related problem; the undeletable station problem does not occur with the updated stations.  You can tell whether or not you have the updated stations by looking at the date of the Readme file; if it is March 3rd, you have the updated stations.  We strongly recommend that all users of these stations who do not have the updated stations get them and install them; you can find them here (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1986).  If you have the original files, you can simply overwrite them with the updated ones.  Please be sure to follow the directions in the Readme file exactly.  The installation directions are the same as before, but the usage instructions have been simplified; it is no longer necessary to plop the stations in a particular orientation (other than having the road line up, of course).  We are now trying to see if there is a way to delete the undeletable stations that currently exist.

Technical details:  The original set of stations was updated specifically to remove the orientation limitation.  This limitation was caused by the orientation of the main building on the lot; the main building actually doesn't exist in any of the current RTMT lots, as all the buildings are props.  So until now, the orientation of the main building was random, and this had caused no problems in any previous RTMT stations.  But it was responsible for the orientation limitation in the T-RAM stations.  When oriented in the "wrong" direction, they blocked all traffic; in a way, it was as if the stations didn't exist.  This definitely seems related to the undeletable stations, which can't be deleted because part of the game thinks they don't exist in the first place.  Fixing the orientation of the nonexistent building fixed both problems.

Quote from: newsimaddict on March 16, 2009, 02:46:31 PM
:) dumb of me - i meant tram on road and tram in road...sorry, i didn't mean to startle people with trams flying off in the distance...(though that would be funny.

One reason I asked is that there is a known problem with some of gshmails' GLR-in-Avenue stations where the trams actually jump up 15m into the air when they reach the station.  :o  SimFox recently released a fix for this on the STEX.
Title: Re: The RTMT V3 Support Thread
Post by: z on March 21, 2009, 05:55:56 PM
A little while ago, I posted some instructions for deleting RTMT T-RAM stations that users had found to be undeletable.  Unfortunately, there were some errors in that message, and it's easier to repost the message in its correct form than to try to make edits to it.  So here it is, corrected:

The RTMT Team has found a way to delete the undeletable T-RAM stations, and fortunately, it's very simple.  It's basically a slight variation of a known way of dealing with immortal lots.  Although we still have not been able to duplicate this problem here, we were able to obtain an afflicted city from one of our users, and we verified that that method works on that city.  We expect that it should work on all such cities, but if you have a city where this method doesn't work, please let us know.  Here's the fix:

1. Once you have finished this process, and only then, be sure your RTMT T-RAM stations are updated to the current version, which was released March 3rd.  The simplest way of seeing which version you have is to look at the Readme file; if it is dated March 3rd, you have the latest version.  If you are still using the first version, you should download the latest version from here (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1986).  Only two files were changed; RTMT_Lots_T-RAM_Euro.dat and Readme_RTMT_T-RAM_Stations.html.  So if you install just these two files, you will have the latest version (as of now).  But this step should be taken only at the end of this process.

2. To actually delete the stations, you need the first version of the main lot file.  If you've already installed the updated version of these stations, you just have to temporarily replace the first file in boldface in the last paragraph with the older version, which I have attached at the end of this message.  When you have finished deleting stations, replace the old version with the newer one.  (You have to exit the game to make any of these changes, of course.)

3. For each undeletable station, plop a similar station in parallel with it, one on either side of the undeletable station.  They should be stacked as if there were three T-RAM roads - not sequential as if there were only one T-RAM road.  The two new stations may point in either direction, but they must both point in the same direction.  You should now have a three station "sandwich," with the undeletable station in the middle.

4. Delete all three stations in a single operation, starting with either of the outer stations.  The undeletable station should be deleted along with them.  And after upgrading to the current version of these stations, as described in Step 1, no more undeletable stations should appear.   We have had no reports of undeletable stations created while using the current version.

We have also gleaned a little more information about how these undeletable stations came about in the first place.  My previous post describes most of what we found.  Since then, we have accumulated evidence that the undeletable stations were originally plopped in the "wrong" direction.  (Direction no longer matters in the current version.)  Yet this in itself did not make the stations undeletable, as we have plopped and deleted many such stations successfully, even saving and reloading their city in the process.  So this problem seems to affect a very small minority of users for reasons that are as yet undetermined.  But the fix above should get rid of the undeletable stations; please let us know if it does not.
Title: Re: The RTMT V3 Support Thread
Post by: life with style on March 22, 2009, 01:15:05 AM
Its not working for me.  I've followed the instructions closely, I had the old version and I did the sandwich maneuver (with the stations facing the same direction) but it just didn't work for me.

I had also noticed at certain times of the day in the game you could click and see the station stats and other times you'd just see something in that little talking balloon (that comes up when you hover/highlight a building) that says "RTMT_Prop_Generic_GLRShelter_Road".

I love this mod so much, but damn I think i'll have to destroy my city if it doesn't work

I used to have this same exact problem with the hole digging mod (the first one from ST)
Title: Re: The RTMT V3 Support Thread
Post by: life with style on March 22, 2009, 01:23:17 AM
I figured it out, by sandwich, I thought you had mean linear as  to delete them in this formation - - -

but then I had tried it like this

-
-
-

and everything worked out!

Thanks!
Title: Re: The RTMT V3 Support Thread
Post by: z on March 22, 2009, 01:31:01 AM
I'm glad that worked for you!  I looked back and saw that my directions were slightly ambiguous (as you discovered), so I made them a bit clearer.
Title: Re: The RTMT V3 Support Thread
Post by: jplumbley on March 22, 2009, 09:36:53 AM
I've looked fairly hard in the old pages of Simtropolis and I have found this thread which might be useful for those trying to get rid of the "Immortal Buildings".

http://www.simtropolis.com/forum/messageview.cfm?catid=24&threadid=96639&highlight_key=y&keyword1=immortal

There are some ideas on how to remove the immortal lots there.


As for the *causes* of immortal lot syndrome, I cant remember what they were and I remember reading a thread by Twrecks way back, most likely in 2005 or something because Simtropolis wont let me search beyond 2006 threads.  If someone would be able to find that thread by Twrecks, it had a very good explaination of what Immortal Lot Syndrome is and what the key issues were with those lots.  IF memory serves me correctly, the issue is caused by overhanging buildings or when the building is placed directly on the edge of the lot (I believe).  It would be nice if someone can find that thread by Twrecks though.  I put my money on it has been archived.


EDIT:  whoops, completely missed the last page of responses!  Owell, this information still should be useful to others who have had the Immortal Lots Syndrome.
Title: Re: The RTMT V3 Support Thread
Post by: z on March 22, 2009, 02:01:06 PM
Quote from: jplumbley on March 22, 2009, 09:36:53 AM
IF memory serves me correctly, the issue is caused by overhanging buildings or when the building is placed directly on the edge of the lot (I believe).  It would be nice if someone can find that thread by Twrecks though.

Yes, it was that building that was causing all our problems.  And it doesn't even exist as a real building in RTMT stations!  Although our problems with this building have all been fixed for these stations, we've had advance warning from Chrisim that that building will rear its ugly head once again when we start working on our diagonal stations.  So if someone does have a copy of that thread by Twrecks, or knows how to find it, it could be very useful in avoiding problems with that building when constructing the diagonal stations.

At the same time, it sounds like Chrisim has been forced to rediscover a lot of this on his own, so he's sure to be a good resource when the time comes.
Title: Re: The RTMT V3 Support Thread
Post by: life with style on March 23, 2009, 10:24:01 PM
Hey even with the update I still get the undeletable stations, but I've noticed something interesting

for some reason I still have to set the stations South and West to get my sims to actually use them

but other than that

I've noticed when I plop a station down

If I have a 2x2 building that grows right on the side of the station like this

-
-
-
almost like a sandwich on both sides, the station becomes undeletable.

but say if I do something like this

I place a RTMT tram stop in between two blocks

now I plop two 2x2 corner buildings so that 1 tile of each are facing the station
the problem is gone

I usually place them on side of the station or both.

I've noticed the new modd acts funny with certain buildings I plop by the station making it Instantly undeletable
one of these buildings is Jasoncw's Brei Market & Happy Camera (from the Stex)

when I plop this by one of the stations, there's nothing on the lot! its pretty odd

sometimes It happens with bigger buildings, but I'm not exactly sure why.
Title: Re: The RTMT V3 Support Thread
Post by: z on March 23, 2009, 11:32:05 PM
This is very strange.  This is the first report we've received of problems with the updated station set.  First, could you tell me the date on the file RTMT_Lots_T-RAM_Euro.dat?  And are you sure you don't have a second copy of that file somewhere in your Plugins folders?  Also, does any of the problematic behavior happen if the stations are plopped pointing south or west, or does it only happen if they're plopped pointing north or east?
Title: Re: The RTMT V3 Support Thread
Post by: life with style on March 24, 2009, 01:20:58 AM
actually my bad, I'm just noticing I had one that was labeled "Old" that you had posted in this thread as an attachment.  I've got the game booted up right now, and i'm playing it.  So far so good

I'm sorry about that man!! My fault.

thank you again for your hard work, it is definitely appreciated!
Title: Re: The RTMT V3 Support Thread
Post by: chibytuga on March 26, 2009, 04:02:39 PM
Okay, I have a question regarding the traffic simulator options in the installer, and I haven't seen it posted on this thread anywhere...

It asks whether you are using regular NAM, 2x capacity, 5x capacity, etc etc, which aren't in the NAM anymore if I'm not mistaken. I'm using Simulator A - Medium, so which option would that correspond to?
Title: Re: The RTMT V3 Support Thread
Post by: z on March 26, 2009, 11:29:23 PM
The best thing to do is to pick any of the capacity options, and then after installation is complete, follow the directions in the RTMT Patch 3.51 (http://sc4devotion.com/forums/index.php?topic=5717.msg215500#msg215500) post, which will tell you how to get the latest files.  For your situation, you should pick the "High" option of the patch files.
Title: Re: The RTMT V3 Support Thread
Post by: chibytuga on March 27, 2009, 03:43:45 AM
Cool, thanks.
Title: Re: The RTMT V3 Support Thread
Post by: tylero on March 27, 2009, 12:19:37 PM
Hi !

I'm probablly going to sound seriously dumb but these stations appear as in avenue stations whilst I'm in game and I thought (and wanted) them to be in road or on road stations - is there anything i'm doing wrong ?

Thanks
Title: Re: The RTMT V3 Support Thread
Post by: z on March 27, 2009, 12:31:41 PM
It sounds like you're simply picking the avenue stations out of the menu, while you need to pick the road stations instead.  The road stations are above the avenue stations, and when you hover your mouse over a station in the menu, it tells you exactly what it is.
Title: Re: The RTMT V3 Support Thread
Post by: tylero on March 27, 2009, 01:52:09 PM
the only road station that appears is the one with the green shelter the rest don't appear in the menu  ()sad()
Title: Re: The RTMT V3 Support Thread
Post by: z on March 27, 2009, 06:19:35 PM
Please post a screen shot of your menu, starting at the beginning of the RTMT stations.
Title: Re: The RTMT V3 Support Thread
Post by: tylero on March 28, 2009, 08:43:41 AM
here we are :)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi118.photobucket.com%2Falbums%2Fo95%2Ftylervirgo%2Fscreen1.jpg&hash=faec6549fb117d82c16bf72ad99d3d7160a02fea)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi118.photobucket.com%2Falbums%2Fo95%2Ftylervirgo%2Fscreen2-1.jpg&hash=2a1c1a28b54c8f4b1b991d4489731a6e89709989)

you can see in the screen shots the only type of in road / on road station I am able to aquire.

in case the embedding doesn't work :

http://i118.photobucket.com/albums/o95/tylervirgo/screen2.jpg

http://i118.photobucket.com/albums/o95/tylervirgo/screen1.jpg
Title: Re: The RTMT V3 Support Thread
Post by: z on March 28, 2009, 09:59:53 AM
The embedding worked fine.

It appears that when you did the initial installation, you did not check the box labeled "Install the Roadtop Stations."  Failure to do so would give you exactly the results you have shown.  Please try re-installing with that box checked.  It is not necessary to uninstall first, as long as you use the same installation folder.

On Simtropolis, you mentioned that you were unable to get the T-RAM stations, yet you have one displayed in your picture.  To choose a different T-RAM station, please read the Readme file for them.  "$Deal"$
Title: Re: The RTMT V3 Support Thread
Post by: bujalarab on March 28, 2009, 05:30:12 PM
Hi there,

pls correct me if im wrong. Can i change the looks of bus, trams and subway stations for RTMT? Cuz if so i tried to change the Tfl bus stop with
DPMO model and didnt work. I instaled the model in the model subfolder and nothing. When i say nothing i mean that in game the TFL station desapeared and the DPMO wasnt there. So i would like some help maybe i did something wrong.
Title: Re: The RTMT V3 Support Thread
Post by: bujalarab on March 28, 2009, 06:07:50 PM
Just solved the problem with the zip file of RTMT. I did more digging and got to the bottom of it.


10x for ur time. And a very usefull site. Keep the good work.
Title: Re: The RTMT V3 Support Thread
Post by: A200 on April 04, 2009, 05:14:57 PM
I am using the RTMT Interim T-RAM stations, and the shelter doesn't appear  :'(
Title: Re: The RTMT V3 Support Thread
Post by: z on April 04, 2009, 05:35:14 PM
Double check your installation.  The Models subfolder should contain all the model files from the zip file, and the Props subfolder should contain the prop file for the particular shelter that you want to use.
Title: Re: The RTMT V3 Support Thread
Post by: A200 on April 04, 2009, 06:31:09 PM
So in the prop file, we choose one station shelter design from the last 6 files, and then delete the other 5, but keep RTMT_PropAS_BusSign_Berlin_Road, RTMT_PropAS_PhoneBooth_BlueYellow_Road and RTMT_PropAS_Timetable_Romen_Road?

In my Prop file I now have:
RTMT_PropAS_BusSign_Berlin_Road
RTMT_PropAS_PhoneBooth_BlueYellow_Road
RTMT_PropAS_Timetable_Romen_Road
RTMT_PropS_GLR_TSC_Road (<<<< the shelter I chose)

I will play the game and pray this works :D

(thankyou for the fast response!)

EDIT: Nope, the shelter still doesn't appear...
Title: Re: The RTMT V3 Support Thread
Post by: z on April 04, 2009, 06:59:48 PM
That looks correct.  Could you please list the contents of your Models subfolder and the parent folder?
Title: Re: The RTMT V3 Support Thread
Post by: A200 on April 04, 2009, 08:14:41 PM
Models:

Antoine_tram_station2-0x5ad0e817_0x538c2546_0x00030000.SC4Model
BusSign Berlin.SC4Model
GLRShelterModern_All.SC4Model
GLRShelterModern_StripedPlatforms.SC4Model
Historic GLR TramStation
ShmailsGLRStationAvenue1b.SC4Model
TimeTable_Romen.SC4Model
Xyloxodoria's GLR Station.SC4Model

Parent folder:
Models (folder)
Props (folder)
Station Pictures (folder)
Readme_RTMT_T-RAM_Stations
RTMT_Lots_T-RAM_Euro
RTMT_Road_Textures_Euro
RTMT_Stations_T-RAM_Capacity_High
RTMT_Stations_T-RAM_Capacity_Low
RTMTV3_StationsAGLR_NAMCapacity_High
TR BG N_TN
TR BG_TN

Thanks
Title: Re: The RTMT V3 Support Thread
Post by: z on April 04, 2009, 08:32:56 PM
Please reread the Readme file.  It appears that the problem is in your parent folder.  You should not have both RTMT_Stations_T-RAM_Capacity_High and RTMT_Stations_T-RAM_Capacity_Low; you need to choose one.  Also, the file RTMTV3_StationsAGLR_NAMCapacity_High should not be in this folder at the end of installation process.  I think your problem is arising from not following the directions for this particular file properly.
Title: Re: The RTMT V3 Support Thread
Post by: A200 on April 04, 2009, 08:48:14 PM
Where should the RTMTV3_StationsAGLR_NAMCapacity_High go? In the NAM folder or in the RTMTV3 folder?

Thanks
Title: Re: The RTMT V3 Support Thread
Post by: Pat on April 04, 2009, 10:06:56 PM
Hey there A200 what you would need to do is choose between either Low or High... Which ever one you do choose place it in your folder where it should go and the other one you didn't want leave it out of the plugins folder all together...

What I do is have a Removed folder in my documents folder for simcity stuff I take out of my plugins...

I hope that helps out

- Pat
Title: Re: The RTMT V3 Support Thread
Post by: z on April 04, 2009, 10:52:01 PM
In addition to what Pat said, a very important step is to remove from your RTMTV3 folder any previously existing files whose name begins "RTMTV3_StationsAGLR_NAMCapacity".

This is all in the Readme file.  "$Deal"$
Title: Re: The RTMT V3 Support Thread
Post by: A200 on April 05, 2009, 01:56:48 AM
RTMTV3_Stations_NAMCapacity_CAM << is that file safe in the RTMTV3 folder???

I already have RTMTV3_StationsAGLR_NAMCapacity_High in the RTMTV3 folder :D
Title: Re: The RTMT V3 Support Thread
Post by: z on April 05, 2009, 02:03:59 AM
Quote from: A200 on April 05, 2009, 01:56:48 AM
RTMTV3_Stations_NAMCapacity_CAM << is that file safe in the RTMTV3 folder???

Yes, and that's where it belongs.

Quote
I already have RTMTV3_StationsAGLR_NAMCapacity_High in the RTMTV3 folder :D

Is the date on this file the same or different than the file by the same name in your RTMT T-RAM folder?  If it's different, you need to replace it with the one that comes with RTMT T-RAM.

Finally, when you are selecting these stations from the menu, are you selecting the stations that have labels (such as "GLR") on them?
Title: Re: The RTMT V3 Support Thread
Post by: A200 on April 06, 2009, 02:38:54 PM
Sorry for the delay, been a bit busy with RL :/

Ok changed my parent folder so it now contains:
Models (folder)
Props (folder)
Station Pictures (folder)
Readme_RTMT_T-RAM_Stations
RTMT_Lots_T-RAM_Euro
RTMT_Road_Textures_Euro
RTMT_Stations_T-RAM_Capacity_High
TR BG N_TN
TR BG_TN

Gonna start up SC4 and hopefully this works  :thumbsup:
Title: Re: The RTMT V3 Support Thread
Post by: A200 on April 08, 2009, 02:19:05 AM
Stations still don't appear  :'(

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg23.imageshack.us%2Fimg23%2F5710%2Fmissingsheltersz.png&hash=77910afa62f1ea351834ec00968aa16af9f1e63f)
Title: Re: The RTMT V3 Support Thread
Post by: z on April 08, 2009, 02:28:25 AM
Earlier, I asked you about the file RTMTV3_StationsAGLR_NAMCapacity_High in your RTMTV3 folder, but you didn't reply.  What's the date on this file?  Also, could you please post a list of the files in your top level RTMTV3 folder?
Title: Re: The RTMT V3 Support Thread
Post by: A200 on April 08, 2009, 02:54:36 AM
Oh sorry about that, yeah the date of both files are exactly the same >> 24/02/2009 11:08PM. That file I moved to the RTMTV3 folder.


The RTMTV3 folder now contains:
Models (f)
Props (f)
Readme (f)
InstallationExamples
ReadMe
RTMTV3__MML
RTMTV3_Locales
RTMTV3_Lots_NonRoadTop_UK
RTMTV3_Lots_UK
RTMTV3_LotsAGLR_UK
RTMTV3_RoadMarkings_UK_SingleLane
RTMTV3_RoadTextures_Euro
RTMTV3_Stations_NAMCapacity_CAM
RTMTV3_StationsAGLR_NAMCapacity_High
SC4TrashcanFix

Thanks!

Title: Re: The RTMT V3 Support Thread
Post by: z on April 08, 2009, 03:18:58 AM
Everything you showed looks correct.  Try moving everything out of your Plugins folder except the NAM and the RTMT T-RAM folder and its contents and subfolders, and try this again in an empty city.
Title: Re: The RTMT V3 Support Thread
Post by: Silverwarp on April 10, 2009, 09:42:59 PM
I was wondering if RTMT is U-Drive It enabled?  I didn't see any evidence in the readme to suggest either way, but when I tried to drive through it, I hit a wall.  So, I guess if it's not enabled, I would like to make that as a suggestion for improvements, if possible. 

Thanks in advance.
Title: Re: The RTMT V3 Support Thread
Post by: CaptCity on April 10, 2009, 11:32:33 PM
Silverwarp...

I was just playing around in the game and drove through several of the RTMT stops with no problem. I wasn't paying much attention to the type of stops I passed through, but I know it was several types cause I use them all. Was there a particular type not working for you or was it any of them? Perhaps you were on a one-way road. Those do need to be placed in a certain way for traffic to pass (see the readme). Just a thought...
Title: Re: The RTMT V3 Support Thread
Post by: z on April 11, 2009, 01:38:23 AM
EDIT:  The explanation I had here turned out to be incorrect, so I have removed it in order not to confuse people.  The problem described by Silverwarp is currently being investigated further, and results will be posted below as they are found.
Title: Re: The RTMT V3 Support Thread
Post by: tylero on April 11, 2009, 08:32:53 AM
Thanks for your help,

When I downloaded the station from the STEX they just came inside a compressed file so i just unpacked them and placed them in the plugins folder there was never an option for installing ?
Title: Re: The RTMT V3 Support Thread
Post by: CaptCity on April 11, 2009, 11:43:00 AM
Hello z...

Given your response to Silverwarp's post, and because I couldn't guarentee that I always drag the network through the RTMT stops (I usually try to remember), I got curious. Running a quick test, I found that except for the GLR-in-Avenue stations, everything else worked fine for regular and UDI traffic without dragging though the stations. Perhaps that's why it hasn't been documented anywhere. The GLR-in-Avenue stations stations did require dragging the one-way road through on both sides, but I believe that is given in the instructions. Anyway, my two cents...

The real question I have concerns the 'bug' I (and a few others) came up against a while back; the one concerning the combo stations not allowing Sims to get on the subway. While running my little test, I found that I couldn't repeat that particular problem any more. What I did see was that the GLR-in-Avenue station now experiences the same phenomenom as some of Buddybud's and Blahdy's underpass lots (I think those are the ones). There needs to be an alternative route available for Sims in order for the stations to function. I was wondering, since you have mentioned that the previous bug has been worked out, if this is due to the update RTMT patch to the z-simulator (since that's what I use). I haven't tried to check any of the other simulators or stations, but I will. It was something I just experienced and was a little curious. Hope this makes sense... I may very well just be doing something wrong (or at least strange). Thanks...

CaptCity
Title: Re: The RTMT V3 Support Thread
Post by: Korot on April 11, 2009, 11:43:55 AM
@ Tylero: From the STEX there is both an installer and a manual install version available, you got the second one. I suggest you to read the read me and remove unnecessary files, before they screw up your game.
Title: Re: The RTMT V3 Support Thread
Post by: z on April 11, 2009, 03:04:12 PM
Quote from: CaptCity on April 11, 2009, 11:43:00 AM
Given your response to Silverwarp's post, and because I couldn't guarentee that I always drag the network through the RTMT stops (I usually try to remember), I got curious. Running a quick test, I found that except for the GLR-in-Avenue stations, everything else worked fine for regular and UDI traffic without dragging though the stations. Perhaps that's why it hasn't been documented anywhere. The GLR-in-Avenue stations stations did require dragging the one-way road through on both sides, but I believe that is given in the instructions. Anyway, my two cents...

Thanks for your input, CaptCity.  As a result of what you said, I did more experiments, and found that the problem only happens with police cars, but it seems to always happen with them.  I think I know why - I think it has to do with the nonexistent building.  More experimentation is needed.  (Maybe you could try police cars in your cities.)  In the mean time, it appears that my previous analysis was incorrect, and I am removing the corresponding FAQ for now.  I will report back as soon as I figure out what's going on here (which should be later today), and I'll address the second part of question then as well.
Title: Re: The RTMT V3 Support Thread
Post by: tylero on April 11, 2009, 03:14:43 PM
AGHH !

I reinstalled the nam and the RTMT stations with the installer and still I only get the avenue ones. If ever there was a time to give up...

I installed this RTMT which was the only installer I could find under th RTMT name : Roadtop Mass Transit V3 Installers
Title: Re: The RTMT V3 Support Thread
Post by: z on April 11, 2009, 04:58:23 PM
Yes, that's the correct installer.  In the screen after the license agreement, there are three check boxes.  The first is "Install the Roadtop Stations."  Are you sure you had that box checked?
Title: Re: The RTMT V3 Support Thread
Post by: CaptCity on April 11, 2009, 06:27:12 PM
z...

Back again, and scratching my head... I tried the police car UDI, and it seemed ok in the cities I tried it in. I even started a new city and made sure I did not drag through the RTMT stops. All worked for me. Hmmmm...

Concerning the the combo stations... seems I may have generalized a bit. After checking further, it seems that only the non-GLR-in-Ave stations (ave and road) are behaving as I mentioned before. If two GLR-in-Ave stations are connected by a single subway line, they seem to function ok. I don't know... seems I can't get the same thing to occur twice. Maybe in these quick checks I'm running I'm being too specific and in a regular city with all forms of transportation operating, things will be fine. Let me know if I can help with anything else...

CaptCity
Title: Re: The RTMT V3 Support Thread
Post by: Silverwarp on April 12, 2009, 02:13:41 AM
Ok, I've did some testing a few times.  It seems to affect all land vehicles and only on roads (possibly streets too).  I've noticed on my avenues, the vehicle is forced into the road when I passed through the stop (it also makes a turning signal), which could be explained because an avenue has 2 lanes.  Some of the stations I was able to pass through and some of them I couldn't.  I could not find a particular pattern.  However, when the vehicle is snapped onto the road, then the vehicle can move through with no problem.  If it's not, then it's like I said earlier, like hitting a wall.  It doesn't seem to have anything to do with combo stations at all.
Title: Re: The RTMT V3 Support Thread
Post by: z on April 12, 2009, 02:47:55 AM
I've just finished some experiments that gave the identical results as yours, Silverwarp.  So the workaround for now is to use the "snap to road" feature.  I noticed that if you don't have this on and get stopped at a station, turning it on at that point will allow you to proceed through.  This was all tested in a city that's centuries old.

The really strange thing here is that I built a small test city, and I couldn't duplicate the problem at all!  ()what()  I even put up all the buildings necessary (except the Toxic Waste Dump) to get the full selection of UDI vehicles available.  No matter what I did, none of them were halted by the stations.  And no path activation was necessary anywhere.

This needs to be looked into more.  At least there's a simple workaround.  Of course, I understand that if you don't like using "snap to road," it's not optimum.

What about other people?  Can you use UDI and RTMT in your cities without turning on "snap to road"?

Quote from: CaptCity on April 11, 2009, 06:27:12 PM
Concerning the the combo stations... seems I may have generalized a bit. After checking further, it seems that only the non-GLR-in-Ave stations (ave and road) are behaving as I mentioned before. If two GLR-in-Ave stations are connected by a single subway line, they seem to function ok. I don't know... seems I can't get the same thing to occur twice. Maybe in these quick checks I'm running I'm being too specific and in a regular city with all forms of transportation operating, things will be fine. Let me know if I can help with anything else...

What you report is consistent with my testing, which was rather extensive.  Of all the RTMT stations containing subways, all had this problem, except the combo subway/GLR station for GLR-in-avenue, which worked perfectly.  And although all the other stations had this problem, occasionally they would let a few Sims through.  Sometimes it was only in the morning commute, sometimes only in the evening commute, sometimes both.  But the numbers, even when not zero, were always way too low.  Once I rewrote the transit switch points for these stations, everything worked fine, consistently and reliably.

As for the RTMT patch, this was released before I discovered the cause and fix for the subway bug.  The patch merely changes station capacities and eliminates the intersection effect around stations.  I actually did most of my testing for this bug with the patched version of RTMT, so I know the patch didn't change anything.

With regard to the GLR-in-avenue stations' requiring an alternative route available for Sims in order for the stations to function, I would imagine that this is due to the fact that these stations, unlike any others besides the T-RAM stations, are not transit enabled to their adjoining network.  These stations could be transit enabled, but this would make them much more difficult to use, as well as allowing them to cause CTD problems with puzzle pieces.  This is just an educated guess on my part about the cause of this behavior; if anyone has more knowledge of what's going on here, please post.  In any case, it doesn't sound like a serious problem, and unless people disagree, I don't think we're going to do anything further here.
Title: Re: The RTMT V3 Support Thread
Post by: tylero on April 12, 2009, 07:26:40 AM
Quote from: z on April 11, 2009, 04:58:23 PM
Yes, that's the correct installer.  In the screen after the license agreement, there are three check boxes.  The first is "Install the Roadtop Stations."  Are you sure you had that box checked?

100%

Now I only get the avenue stations and the one tram station that used to appear is now just boxes  ()sad()
Title: Re: The RTMT V3 Support Thread
Post by: z on April 12, 2009, 01:58:53 PM
Did you check the "Install the Menu Management Lot" on the following screen?  This box is checked by default, and will hide all the icons until you plop the lot and run the game for a month.
Title: Re: The RTMT V3 Support Thread
Post by: CaptCity on April 12, 2009, 03:49:44 PM
Quote from: z on April 12, 2009, 02:47:55 AM
What you report is consistent with my testing, which was rather extensive.  Of all the RTMT stations containing subways, all had this problem, except the combo subway/GLR station for GLR-in-avenue, which worked perfectly.  And although all the other stations had this problem, occasionally they would let a few Sims through.  Sometimes it was only in the morning commute, sometimes only in the evening commute, sometimes both.  But the numbers, even when not zero, were always way too low. 
Exactly what I found to be the case when checking things out. However...
QuoteAs for the RTMT patch, this was released before I discovered the cause and fix for the subway bug.  The patch merely changes station capacities and eliminates the intersection effect around stations.  I actually did most of my testing for this bug with the patched version of RTMT, so I know the patch didn't change anything.
...this kind of surprised me. When I replaced the updated RTMT files with the originals, the 'bug' returned for the GLR-in-Ave combo stations again. As for the alternate path idea, it seems to be only when connecting a GLR-in-Ave station with a regular avenue station. Your possible explanation explained that one. Oh well, as you said...
Quote...In any case, it doesn't sound like a serious problem, and unless people disagree, I don't think we're going to do anything further here.
Agreed, and thanks for the info and satisifying the curiousity of some one who often can't see the forest for the  trees...  ;)

CaptCity
Title: Re: The RTMT V3 Support Thread
Post by: tylero on April 13, 2009, 01:17:22 PM
Quote from: z on April 12, 2009, 01:58:53 PM
Did you check the "Install the Menu Management Lot" on the following screen?  This box is checked by default, and will hide all the icons until you plop the lot and run the game for a month.

i tried it with the MML and without
Title: Re: The RTMT V3 Support Thread
Post by: z on April 13, 2009, 01:48:15 PM
Could you please post a list of the files in your top-level RTMTV3 folder?
Title: Re: The RTMT V3 Support Thread
Post by: zombones on April 14, 2009, 12:07:43 AM
I have the newest NAM as well as this plugin, but no tram-cars appear to transfer the sims, how do I fix this?
Title: Re: The RTMT V3 Support Thread
Post by: z on April 14, 2009, 12:27:32 AM
Could you please be more specific?  A picture of one of your stations, with routes shown by the Route Query Tool when clicked on one of these stations, would be very helpful as well.
Title: Re: The RTMT V3 Support Thread
Post by: pierreh on April 18, 2009, 01:49:43 AM
Is there a restriction to the placement of tram-in-avenue stations directly adjacent to track intersections? The reason of my question is the following experience:

In a first implementation of a tram network in a city I had a short section on an avenue, turning into a road. The next expansion consisted of replacing the avenue/road turn by a 'T' track intersection and laying more tracks on the avenue. I placed a tram/bus stop immediately adjacent to the T track intersection:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg3.hostingpics.net%2Fpics%2F444225Station_at_intersection.jpg&hash=e07df7cb695c5490343ac81c60ba09db4b72b457) (http://www.hostingpics.net/viewer.php?id=444225Station_at_intersection.jpg)

Following that implementation, automata coming from the bottom part of the avenue to continue straight would 'die' upon reaching the station. Automata turning right to the road would run OK. The station, and all further tracks and other stations on the avenue, reported zero usage.

I then moved the tram/bus station one tile away from the track intersection:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg3.hostingpics.net%2Fpics%2F785187Station_at_intersection_2.jpg&hash=5fc69bc1aad9bcf016ef80cc32754f4bcc166f1f) (http://www.hostingpics.net/viewer.php?id=785187Station_at_intersection_2.jpg)

Automata ran normally through the station and on the new track section - one such tram can be seen coming from the avenue and turning left to the road. Usage of the new line is normal.

I have done some searching, but I did not find any warning that stations cannot be placed directly next to a track intersection. Is this the case, or was there something else in my first implementation, that was wrong?
Title: Re: The RTMT V3 Support Thread
Post by: z on April 18, 2009, 02:29:49 AM
Thanks for the very helpful pictures.  You should be able to place the stations right next to the intersections; I do that all the time.  I would suggest trying the three following tests:

1. Use the Path Query Tool and make sure that the paths look correct for the station placed in both positions.  You'll have to let the game run for a few months before they're updated.

2. Try a non-RTMT station and see if you have the same problem.

3. Turn on the "drawpaths" cheat and verify that the paths look correct.

Please let me know what you find.
Title: Re: The RTMT V3 Support Thread
Post by: cogeo on April 18, 2009, 03:30:09 AM
Simple question, did you transit-enabled the station after plopping (dragging oneway road sections along)? This is a neccesary step for all stations with through-running networks. For GLR-in-Avenue stations this is needed even for 1-tile long stations like bus (-only) stops and subway (-only) stations. Could you please check again?

I had tried such placements in the past and had no problems.

The GLR-in-Avenue stations use the very same SC4Path file as the GLR-in-Avenue (straight tile) puzzle-pieces. Actually the use the same path, but reversed for the one direction. This is because in an older NAM version, the GLR-In-Avenue straight path file for the one direction had a small problem, ie one of the paths ended not exactly at 8.0 but instead at 7.98. This caused problems with the car automata. So I used the other path (which was OK), but reversed for the one directions. If you open any of the GLR-In-Avenue RTMT stations in LE yoy will see the purple arrows, reversed for the one direction.

I later checked some SC4Path files for some GLR-In-Avenue puzzle pieces, and found that quite a few of them had this problem, ie paths not terminated properly. I don't know if and how many of them were fixed. Someone could check the paths for the "T-GLR-Intersection w/ street" ( ???) - or what it's being called - specifically, to tell you if there's really a problem with it.
Title: Re: The RTMT V3 Support Thread
Post by: pierreh on April 18, 2009, 11:01:09 PM
z and cogeo, thanks for your replies. It turns out that my request was without object. As cogeo suspected, I had neglected to transit-enable the station. I used to do that by saving/exiting, and returning later to the city. That time, I kept playing the game right after plopping the station and did not drag two times the one-way road over the avenue.

I have placed again the station adjacent to the intersection, dragged the one-way road, and the tram automata are now running correctly through the station, from all directions. Case closed with apologies.

But now I have another case to submit, illustrated by the following picture:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg3.hostingpics.net%2Fpics%2F476112Bus_stop_Avenue_GLR.jpg&hash=ba283cf2660ce544b1ce159ee877320d042ebb4b) (http://www.hostingpics.net/viewer.php?id=476112Bus_stop_Avenue_GLR.jpg)

My interpretation of the bus stop on a avenue with tram is a place where only busses stop and Sims can board/unboard them, but not trams. However in the picture, the tram has stopped at the bus stop, it will later proceed to its regular tram stop further on. Is this normal expected behavior?
Title: Re: The RTMT V3 Support Thread
Post by: Swamper77 on April 19, 2009, 01:57:31 AM
Quote from: Douzerouge on April 18, 2009, 11:01:09 PM
My interpretation of the bus stop on a avenue with tram is a place where only busses stop and Sims can board/unboard them, but not trams. However in the picture, the tram has stopped at the bus stop, it will later proceed to its regular tram stop further on. Is this normal expected behavior?

This behavior of the trams/elevated rail trains is normal. It seems to be a hard-coded behavior in regards to transit-enabled Lots. Monorails have been seen doing this as well.

-Jan
Title: Re: The RTMT V3 Support Thread
Post by: pierreh on April 20, 2009, 10:06:04 AM
OK. If that behavior is hard coded there is little we can do about it. To some extent it reduces the usefulness of the bus stop on avenue-with-tram. I will remove all such bus stops and place them on streets and roads perpendicular to the avenue where trams run.

Actually I enjoy seeing trams stop at their stations, and that makes me regret that trains run straight through any kind of rail station without ever stopping. More hard-coded behavior, I suspect.
Title: Re: The RTMT V3 Support Thread
Post by: z on April 20, 2009, 11:12:52 AM
Before you change all your stops, remember that all that is affected here is the automata display.  The efficiency of the actual tram in the game is completely unaffected by the bus stop, i.e., the trams don't really stop at the station.  But if the visual inconsistency is a problem for you, then your proposed change makes sense.
Title: Re: The RTMT V3 Support Thread
Post by: pierreh on April 21, 2009, 01:46:47 AM
There are not yet so many such bus stops installed, it will be easy to modify them. Yes, it is mainly a problem of visual inconsistency, but there is a bit more to it. Actually, it is also related to a question I have about the available tram 'skins' and how the tram automata are being generated by the game. This thread is surely not the proper place to ask it: where would be the most appropriate place for that question?
Title: Re: The RTMT V3 Support Thread
Post by: Traveller on May 18, 2009, 08:05:24 PM
I just did a complete re-install of all RTMT related plugins and am now working on the thankless task of upgrading all my GLR and Bus stops. Im noticeing however that all the old(rtmt that is) bus-stations and all my new GLR plops textures are buggy. The 'old' orginal rtmt stations I laid down all looked ok, Now I can pretty much see the grass undernearth or I see plain grey blue squares(similar to what the Large airport does from time to time. When i was using the 3.5 installer I selected default ROAD textures and SINGLE road textures(I cant recall what option i choose orginally but i think that was it). Another thing thats new is I am getting some of the shelters randomly going short or long. The long ones hang into intersections and look off. I think its based on how level the ground is? but im not sure, some shelters come up short, mostly not however.
Title: Re: The RTMT V3 Support Thread
Post by: z on May 19, 2009, 03:12:15 AM
This does not sound like an RTMT problem.  I would first suggest moving everything in your Plugins folder out of the way, with the exception of RTMT and the NAM, and then try building a new city that uses RTMT.  Let us know if your problems continue there.
Title: Re: The RTMT V3 Support Thread
Post by: cogeo on May 19, 2009, 10:08:52 AM
Or maybe you have not installed the (required) base textures. The readme says what files are needed in the installation.

Could you post some pics of your (RTMT) installation folders, we could help then (normally we shouldn't provide such "personalised" support as these are all mentioned in the readme, but it appears that many members have problem installing RTMT correctly).

As for the short/long GLR models, indeed there is a "long" (overhung) version included, and of course this is not supposed to be placed just next to an intersection. In prop-family mode, the game selects the props randomly (and this often results in odd looks), but there is a mechanism that allows the prop(s) to be selected; it's a bit cumbersome (requires exiting the game and installing/uninstalling prop files), but hey, you can in effect select the prop(s).
Title: Re: The RTMT V3 Support Thread
Post by: Traveller on May 21, 2009, 12:01:18 AM
Fixed problem. I re-re-installed RTMTV3 and during the setup chose Wide Road Markings. That must have been what i selected orginally, the see thro road problem is fixed now. In actual fact, it is a RTMT problem, sorry Z. I understand now if you use one set of options, delete, re-install, select different options(ie you forgot what you selected originally), the ground under your stations will go all translucent, well it did for me at any rate. Next thing im going to try is delete the long station in models, i assume that will work? That one is not really critical tho. On a slightly different note, your comment Cogeo about haveing trouble installing RTMT is unfortunately true. It took me a lot of fooling around before I actually got it all working correct. Here is where I had problem(s). First I semi-assumed RTMTV3 was a more or less complete package, but of course, you really needed the RTMT interim stations to make it really complete. Next was the problem of NamZ, again I initally assumed that the 3.5 installer would set up correctly, etc. Then I saw there was the Z patch, well, I realize there was a readme-but honestly, it is not...as clear as it could be as to what you had to do. I had to read it many times to grasp just what it was I had to do to really get it working the way it should be and where things needed to be and what had to be deleted. It took me a long time just to get the stations installed and what i (thought) were the right files in the  what i thought were the right place. Only a little later did i realize i was using all very low capacity stations 16k vs the 70k+ ones I really should have had. Thats what mad me redo everything. I would have realized it sooner for example had there been a chart which showed what the stations capacity*should* have been. I found one for the standard set and I assumed(at the time) everything was koosher. Actually it was going thro this thread and I caught a SS of a station query that made me realize I had wrong. To sum up, there are a lot of contingent setps required to get where you need to be and if your somewhat of a SC4 Mod noob, its easy to miss a key concept or three. That aside I can only guess for your next release will be much more seamless and automated, however you do it im sure it be great.

That aside I think RTMT is best MT add-on and I will be using it exclusively. Now if only we could get GLR bridges :thumbsup: someday. I manged to actually get single GLR across a narrow river 10/10 for cringe-worthiness, but it works! ;). I can post a pic if you want to see how truely awrful it is. O one other thing do you make standard rail stations?

Title: Re: The RTMT V3 Support Thread
Post by: z on May 21, 2009, 12:49:20 AM
No, the difference in road markings would not have produced your problem.  Cogeo's right - the problem you described is one of missing base textures.  But even if you selected the standard textures during one installation, deleted everything, and then selected the Euro textures the next time around, the textures on your existing lots should just change from standard to Euro - they shouldn't disappear.  So it sounds like you deleted some things you shouldn't have.

There is no separate long station model file, but there is a long station prop in the Props folder.  The main models should never be deleted.  Prop customization is accomplished by selecting what goes in the Props folder, so you should delete the long station prop.  Prop customization is fully described in the Readme file, but it is a bit complicated.  It will be automated in RTMT V4.

To install all of RTMT at this point, the installation process is admittedly somewhat complex; this is due to the fact that the internals are undergoing a major restructuring while stations are still being released.  The V3.60 release that is coming up soon is an add-on pack, although it should be simpler to install than recent releases.  The next release after V3.60 is V4, which will be a complete, standalone release with a new installer, and which will supersede all previous releases.  From that point on, there should only have to be a single installation that ever has to be done.

RTMT doesn't make standard rail stations, but Cogeo has made some excellent ones.  You can find his work on the LEX.
Title: Re: The RTMT V3 Support Thread
Post by: Traveller on May 21, 2009, 12:46:42 PM
Well, thats odd, I retained the old folders to examine it for differences and the only setting I changed was the road marking. In any event it worked and that in the end is what matters. Now for my next problem I just realized I dont have the bus shelter models installed  ;D, well I do, but its the London one, was hopeing for the more Modern look of SG suburban pack (yes i have it installed). Now I pour over the 3.5 readme to see what i have to remove (and what to keep) &Thk/(  to make a specific bus shelter appear!  I will read it closely and Hope I can at least do this right the 1st time!
Title: Re: The RTMT V3 Support Thread
Post by: cogeo on May 22, 2009, 02:51:05 PM
Some few points that need to be clarified:
- Road textures and markings are two different things the former is the networks textures and it's mandatory (install either the standard/US or the Euro ones), while the latter contains the BUS/STOP SUB/WAY markings and it's optional, you can install it or not, or install one of the alternatives (on the STEX).
- The road textures file in the interim T-RAM stations doesn't replace the roadtextures file installed by the installer (or manually from the zip), it's an addition to it (ie you need both).
- The SG busstops are only available in prop-family mode. So delete all RTMTV3_PropS_Busstop_*.dat files.
Title: Re: The RTMT V3 Support Thread
Post by: 0rion79 on June 08, 2009, 06:25:04 AM
Hi people, how're u doing? Hope fine.

I'm here because I would like to ask for an information about bug fixing: I've noticed that, in RTMT 3.5, sims are unable to change ass transit network inside the same stop but need to walk to another one. Eg, sims that are using a bus and want to switch to subway cannot do that in the same bus+subway station but need 2 adjacent stations to switch transit line.

Now, Z has spoiled me that this bug has been fixed in the upcoming 3.6 verion, but I have already done a great work about mods customization and would like to use my edited 3.5 stations (that, for the records, are the basic ones and I have changed icon image and re-ordered them to fit my tastes and have removed the stations that I've seen I almost never use). I guess that this bug can be fixed providing the right switch keys: can you post them here, so I can fix them using ILive reader, instead than starting over? Thank you a lot!
Title: Re: The RTMT V3 Support Thread
Post by: z on June 08, 2009, 12:48:58 PM
Numerous transit switch points had to changed; basically, it was necessary to create a different type for each type of RTMT station.  It's really not feasible to post them all here.  I would recommend that you wait until V3.60 comes out, which should be soon, and then you can edit the new transit switch points into your customized stations.  But I should also mention that a number of other important improvements (such as the station highlighting) have been made to the building exemplars; if you simply copy the transit switch points, you will miss all of those.
Title: Re: The RTMT V3 Support Thread
Post by: 0rion79 on June 08, 2009, 11:16:47 PM
Ok, good argumentations :p I shall wait...
Title: Re: The RTMT V3 Support Thread
Post by: Leodido on July 04, 2009, 11:52:16 AM
I really don't understand how to change the props for the bus stops?
I'd like to use a single prop no family.
Title: Re: The RTMT V3 Support Thread
Post by: catty on July 04, 2009, 12:58:21 PM
Quote from: Leodido on July 04, 2009, 11:52:16 AM
I really don't understand how to change the props for the bus stops?
I'd like to use a single prop no family.

Hi Leodido, I've quoted the relevant part of the RTMT readme below, but basically in the props subfolder you have two sets of files the family props have this PropF in the name, the single props have this PropS instead

so you are removing these type of family props

RTMTV3_PropF_BusStop_BigBlue.dat

and selecting only one of these single props

RTMTV3_PropS_BusStop_BigBlue.dat

hope that helps  :)

catty


QuoteREADME: For the singe prop case, the datfiles are named RTMTV3_PropS_Proptype_Prop.dat, eg RTMTV3_PropS_Subway_LU.dat. Only one datfile for each Proptype may be installed. You can select which prop will be displayed by installing its datfile under the Props subfolder.
Title: Re: The RTMT V3 Support Thread
Post by: Leodido on July 05, 2009, 01:48:50 AM
thank you for your quick answer :)

I don't understand because in my prop folder there is only one bus stop, RTMTV3_PropS_BusStop_TfL.dat.

Where can I get the other?
Title: Re: The RTMT V3 Support Thread
Post by: z on July 05, 2009, 02:02:32 AM
The easiest way to get all the other stops is to download the ZIP file version (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1058) of RTMT 3.50.  Note that near the bottom of the description page, there are other add-in packs listed that contain still more props.
Title: Re: The RTMT V3 Support Thread
Post by: Leodido on July 05, 2009, 04:00:22 AM
Thanks a lot for your help, this mod is really awesome! :)
Title: Re: The RTMT V3 Support Thread
Post by: Leodido on July 07, 2009, 12:01:04 AM
One more question.
I noticed there is a skin issue when using RTMT with SAM, is there any work around?
Title: Re: The RTMT V3 Support Thread
Post by: z on July 07, 2009, 12:25:00 AM
RTMT stations for SAM will be part of a major release (V3.60) which is due out later this month.
Title: Re: The RTMT V3 Support Thread
Post by: Leodido on July 07, 2009, 04:47:51 AM
Awesome thanks :)
Title: Re: The RTMT V3 Support Thread
Post by: 0rion79 on July 07, 2009, 05:44:12 AM
Sorry, now it is me who is confused. Are we going to have both RTMT 3.60 and 4? Or are just 2 different ways to name the same mod?
Title: Re: The RTMT V3 Support Thread
Post by: catty on July 07, 2009, 09:26:32 AM
The RTMT V3.60 is an add-on pack containing SAM stations and a couple of other things, the next complete standalone version will be V4 and this will supersede all previous releases
Title: Re: The RTMT V3 Support Thread
Post by: 0rion79 on July 07, 2009, 11:52:44 AM
Ok: 2 questions then.
- when each version will be released?
- what if I play with RTMT 3.60 and then switch to 4.0? Shall I have to bulldoze all stops in all of my cities?
Thanks.
Title: Re: The RTMT V3 Support Thread
Post by: z on July 07, 2009, 10:05:46 PM
I have answered your first question, and then some, in my most recent post (http://sc4devotion.com/forums/index.php?topic=5633.msg257846#msg257846) in the "New Additions to RTMT" thread.  As for your second question, no bulldozing will be required; great care was taken in the design of RTMT V4 to ensure complete backward compatibility with existing stations.
Title: Re: The RTMT V3 Support Thread
Post by: 0rion79 on July 08, 2009, 10:06:39 AM
thank you a lot: now there isn't any doubt left!
Title: Re: The RTMT V3 Support Thread
Post by: doorknob60 on July 08, 2009, 04:25:46 PM
My game crashes before it even gets to the region if I have RTMT installed. It works fine without it installed. Could it be that I have this outdated thing installed? http://www.simtropolis.com/stex/details.cfm?id=21305 It works, and I will only uninstall it if I won't have to rebuild all my stations. Any ideas?
Title: Re: The RTMT V3 Support Thread
Post by: z on July 08, 2009, 04:46:06 PM
DarkMatter's RTMT V2 should be able to coexist peacefully with the current RTMT.  However, if you have a mod that old, chances are good you have other old mods which do cause problems with RTMT.  All the ones that are known to do so (such as Trafficfix DM) should not be used in conjunction with the NAM at all, and have had their descriptions on the STEX updated to include this warning.  See if you have one of these older mods installed; I would bet that this is your problem.
Title: Re: The RTMT V3 Support Thread
Post by: doorknob60 on July 08, 2009, 10:52:17 PM
I don't have any of those mods. By the time I found Simtropolis NAM already existed so yeah. Well, it works now. I'm playing SC4 in Windows 7 instead of Wine and Wine's never rejected any of my plugins before, I guess it is now :P Doesn't matter, Wine's been screwy with SimCity 4 lately anyways. Can't wait till version 4 :)
Title: Re: The RTMT V3 Support Thread
Post by: Rounan on July 15, 2009, 02:23:50 PM
Hi,

I'm having an unusual problem with RTMT subway/bus stations. The simple bus stations are working just fine, but when I use the sub/bus ones it seems that the subway level doesn't "connect" with my subway lines.... except for one time, that I can't reproduce.

(I have tried to post a picture of this, but I don't have hosting for an external img tag, and this board doesn't appear to allow photos... grr... I'll do my best to describe...)

My subway lines are grid-patterned, all under roads. So they form right-angle crossings at major intersections. I'm trying to place bus/sub stops on 2 of the 4 tiles next to the intersection: one on the N-S road, one on the E-W road, only one side of the intersection each. Exact placement is different depending on the intersection. I have laid the roads and subways out before plopping the RTMT bus/sub tiles. They plop no problem, but I am left with a grey concrete-looking box in all cases. EXCEPT the single working intersection in my city, where the same grey box has a subway line running through it. I don't remember doing something differently for that intersection, but clearly I must have.

I have "transit-enabled" the problem stations by dragging subway through them more times than I can count. I have tried bulldozing/replopping the station in both directions. I have tried bulldozing everything in its radius, plopping the station only and then dragging transit through it. I have tried plopping the station on pre-existing road and dragging subway through it, and vice-versa. I can't seem to get the box-with-subway-line "enabled" station anywhere, and no sims use my beautiful subway system.

I'm playing with RTMT 3.51, most recent NAM, and the Industry quadrupler. No other mods.

Any help is appreciated, and I am happy to email someone an image if that would help.

Thanks,
Rounan
Title: Re: The RTMT V3 Support Thread
Post by: z on July 15, 2009, 03:23:11 PM
This is a known problem which has been fixed in RTMT V3.60, which is due to be released in the next few weeks.  In the mean time, you can use a simple workaround, which is to create a subway intersection either at or within one square of the RTMT station.  The intersection need not be four-way; it is sufficient simply to extend the subway one square in the orthogonal direction.
Title: Re: The RTMT V3 Support Thread
Post by: Rounan on July 15, 2009, 04:49:49 PM
Quote from: z on July 15, 2009, 03:23:11 PM
This is a known problem which has been fixed in RTMT V3.60, which is due to be released in the next few weeks.  In the mean time, you can use a simple workaround, which is to create a subway intersection either at or within one square of the RTMT station.  The intersection need not be four-way; it is sufficient simply to extend the subway one square in the orthogonal direction.

I must not be understanding you, because I can't seem to get it to work. I have done the following without success:

- plopped the RTMT station right next to a 4-way intersection (This is what I described above)
- extended the subway line from the RTMT station 1 tile in the orthogonal direction
- dragged a new, orthogonal subway line one tile away from the RTMT station (as in, right next to), on the original line
- made a "circled cross" of subway around the RTMT, eg a 4-way surrounded by a loop, so the RTMT should be on a 4-way and surrounded by 4 4-ways.
- bulldozed the RTMT and re-plopped in the middle of the circled cross

The station is still a solid box without subway lines thru, and sims do not use it.

I also noticed several "half-enabled" stations, that had the subway line from the adjacent 4-way to their centre, but not through them. Sims are using these stations only if they are connected to the right side, but they block thru-traffic so it's a one-stop hop for the riders. As soon as I drag a subway line through or near them, this half connection disappears and I'm left with a non-functional station.

Behaviour is also squirelly on re-load. I saved, exited to region, and re-entered my city, and all of the "half enabled" stations I just mentioned were fully disconnected, as was my only functioning station.

Very strange....
Title: Re: The RTMT V3 Support Thread
Post by: z on July 15, 2009, 05:12:02 PM
Could you post a picture or two illustrating what's happening?  If you don't have an easy way to post pictures, you can use a free service such as ImageShack (http://imageshack.us/).
Title: Re: The RTMT V3 Support Thread
Post by: Rounan on July 15, 2009, 05:43:57 PM
Thanks for the tip, not used to hosting.

The initial fail, with the one working station in the lower left:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg31.imageshack.us%2Fimg31%2F8103%2Friverdalenov22612476914.th.png&hash=f68597a5cbf9cff884acffa13807b7f80e486b4b) (http://img31.imageshack.us/i/riverdalenov22612476914.png/)
note that all of these were plopped next to 4x4 intersections, and there are roads above all subway lines

Starting over, re-created a station-less 4x4 subway intersection with roads above:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg195.imageshack.us%2Fimg195%2F2973%2Friverdalesep82612477040.th.png&hash=e8083c6ec9debfbf9a0c2cb2db1d55ebd2f748b8) (http://img195.imageshack.us/i/riverdalesep82612477040.png/)

Plopping the RTMT station. Plops fine, looks good on the surface:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg195.imageshack.us%2Fimg195%2F9568%2Friverdalesep82612477041.th.png&hash=1aa25874f669ab87a72ab03dd906c56bc6e42347) (http://img195.imageshack.us/i/riverdalesep82612477041.png/)

But sub-surface, it isn't connected:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg200.imageshack.us%2Fimg200%2F9568%2Friverdalesep82612477041.th.png&hash=1e836cfa674562c8781cd707e144e903fda6f09b) (http://img200.imageshack.us/i/riverdalesep82612477041.png/)

Let's try a one-tile orthogonal intersection at the station:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg23.imageshack.us%2Fimg23%2F9568%2Friverdalesep82612477041.th.png&hash=e70f186a90e416d9a2037bead7c91c3952926418) (http://img23.imageshack.us/i/riverdalesep82612477041.png/)

Maybe a 4-way right next to it?
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg200.imageshack.us%2Fimg200%2F9109%2Friverdalesep82612477041k.th.png&hash=f9ab15f4a55904c31281ddca146e2cff91984e05) (http://img200.imageshack.us/i/riverdalesep82612477041k.png/)

OK, maybe lots of intersections everywhere?
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg200.imageshack.us%2Fimg200%2F3107%2Friverdalesep82612477042.th.png&hash=bfc4076dfe3158198f71a00133b9c0b8ef98dc57) (http://img200.imageshack.us/i/riverdalesep82612477042.png/)

As you can see, no change.

Any ideas?
Title: Re: The RTMT V3 Support Thread
Post by: CaptCity on July 15, 2009, 07:17:04 PM
If I may stick my nose in here...

Rounan, I think that you and z are talking about two different things...

If I'm understanding the comments you made for your images, you believe that the stations are only connected when you can see the tracks running across the station 'pads' that you see in the underground view? (You mentioned that you had one 'working' station in your first image.) That is not the case. Those tracks you see are just a glitch in the game. If you were to click a track piece on them, they would sink into the station pad and look like all the other ones. The stations are connected if the tracks go into the pad, so all of your stations in your pictures are connected. Then the question becomes, are your stations being used...?

From your posts, it doesn't sound like they are. This is what z was referencing. On your stations, try running a single tile of track from one side or the other perpendicular to the through track. Like this...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi448.photobucket.com%2Falbums%2Fqq206%2FCaptCity%2FRTMTBug2.jpg&hash=3c9846429f6d7273176d8c469655d9d6e81e8fde)

This is a work-around for an issue that currently exists in the some RTMT combo stations.

Just thought I'd throw this in the mix. Forgive me if I totally misunderstood the question...
Title: Re: The RTMT V3 Support Thread
Post by: z on July 15, 2009, 07:28:42 PM
First of all, Rounan, here's a helpful pointer - it's easiest if you display the main picture, and not a thumbnail.  Just copy the the first of the available links with the details box unchecked.

Looking at the pictures themselves, though, what I see doesn't correspond to what you're describing.  Specifically, the caption above the fourth picture says, "But sub-surface, it isn't connected."  Yet the picture shows a properly connected subway station that should serve both lines.  Why do you think it's not connected?  As long as the subway lines connect to the box, they run through it.  (I just saw CaptCity's post, where he correctly points out the same thing.)  Specifically, what functional problems are you having?  Also, are you using the single or double square combo station, and are you using the High or Low capacity stations?

I also noticed that you said you were using the Industry Quadrupler.  Old mods like this, created before the NAM, often cause unexpected problems, and those are not infrequently connected with RTMT.  Try everything without that mod.
Title: Re: The RTMT V3 Support Thread
Post by: Rounan on July 15, 2009, 07:47:07 PM
THAT did it. Thanks, z and CaptCity.

After adding the one-tile subway-to-nowhere, my transit stations are all working fine.

I hadn't re-confirmed that the latest station images I posted were not working, I just assumed not because the graphic hadn't changed, and as you can see from the first pic, I associated "working" stations with those showing subway lines through them. Just inexperience with subways in SC4

Thanks again for your prompt responses, z, I really appreciate it. When you said "fixed in 3.60", I fully expected a "quit bugging me til then" follow-up!  :P
Title: Re: The RTMT V3 Support Thread
Post by: bladeberkman on August 21, 2009, 02:45:02 AM
Hi!

I have a problem and I've been struggling with it for a few weeks now.

I recently downloaded the latest version of RTMT and its patch. I did this by downloading the single prop installer version followed by downloading the ZIP version so that I could take all of its PropS and Prop DAT files and move them into the Sim City 4 Plugin folder. I placed them in a new folder that I created called "Unused Props."

There is a specific configuration of props I would like to have in my cities:
RTMTV3_Prop_BusSign_Ninja
RTMTV3_Prop_PhoneBooth_Paris
RTMTV3_Prop_TimeTable_Romen
RTMTV3_PropS_BusStop_BigBlue
RTMTV3_PropS_GLR_TSC
RTMTV3_PropS_Subway_Ninja_White

I have taken these DAT files from the Unused Props folder that I created and placed them in the Props folder.

I downloaded all of the necessary dependencies for this configuration (Ninja Boulevard Kiosk, Porkie Props Vol. 1 European Street Accessories, Antoine Tram Stops TSC, and Big Blue Bus Stop; RTMT should have come complete with the Romen Time Table and the Ninja White Subway without my having to download them). I have also downloaded the necessary Simgoober dependency for RTMT.

If the above dependencies came with any model files I placed those files in the Models folder along with the files that were already present after downloading RTMT. Currently, there is a total of eight files in this folder.

And after all of this, when I plop a RTMT bus, subway station, or some combination of the two, the configuration of props is always the standard UK Bus Stop and its attached Bus Sign, London Underground, and Phone Booth with Red Shelter.

I have tried moving the Unused Props file out of the Plugins folder entirely while leaving the configuration I want in the Props folder. When I do this and plop a RTMT station the only things visible are the Bus Stop/Subway road markings, and various other props that have no direct relation to the RTMT station. So, this means there are no visible bus stop benches or subway stairs, no bus signs, no time tables, and no phone booths. However, I can query the plop and it reads as an RTMT station.

Since that plan didn't work I replaced my Unused Props file back in the Plugin folder. When I did this and tried plopping another RTMT station, everything was back to normal with the unwanted standard configuration appearing.     

Is the problem that I have all of these other PropS and Prop DAT files from the ZIP download in my Unused Props folder? Is this what is preventing the configuration that I want from appearing?  ()what()

I'm worried that if I delete the wrong thing I'll wind up with the dreaded brown boxes.

Sorry if this question has been answered before, but I've looked these forums up and down with no luck. And since I'm kind of a newbie at this whole downloading thing I'm a little worried about looking ignorant in front of people who know far more about this stuff than I do...  &ops

Any advice would be a relief.

Thanks for your time,
Blade
Title: Re: The RTMT V3 Support Thread
Post by: z on August 21, 2009, 02:59:12 AM
Quote from: bladeberkman on August 21, 2009, 02:45:02 AM
Is the problem that I have all of these other PropS and Prop DAT files from the ZIP download in my Unused Props folder? Is this what is preventing the configuration that I want from appearing?  ()what()

That's exactly what the problem is.  And "Unused Props" is late in the alphabet, which means it gets loaded after "Props," and takes precedence over anything in that folder.

Fortunately, the solution is simple.  Just move your "Unused Props" folder outside of the Plugins folder hierarchy.
Title: Re: The RTMT V3 Support Thread
Post by: bladeberkman on August 21, 2009, 03:24:32 AM
Thanks for the fast response!

I just moved Unused Props to my desktop, out of the hierarchy, and tried to plop RTMT. But the DAT files I have placed in Props still don't show up. I also tried renaming the file to something that isn't alphabetically a problem. This didn't work either...

But your advice was still good! I just switched the contents of my Props and Unused Props files so that the props that I wanted to load would load after the content that I didn't want to load. Voila! Haha...

You have saved my life!

Thanks,
Blade
Title: Re: The RTMT V3 Support Thread
Post by: pierreh on September 19, 2009, 05:30:00 AM
I am posting this here because two RTMT stations are involved, but it is possible that it is not a RTMT problem, but rather a T-RAM one - in which case this will have to be moved. We will see.

The problem is: along a long established GLR-in-avenue stretch of tracks, part of a fairly extensive GLR network in the city, there is no GLR usage between two stations. Both are bus+GLR-in-avenue stations. Sims board off the trams at one station, go by bus to the next station, and re-board on trams there. This has been going on for a long time, most likely since the GLR tracks and stations were laid, at first I thought that this would correct itself with time, but since it does not, I decide to report the issue.

The setup is the following:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg8.hostingpics.net%2Fpics%2F50095Global_setup.jpg&hash=af7d750ebb51f3688fd3016f6fb315211e4a06d9) (http://www.hostingpics.net/viewer.php?id=50095Global_setup.jpg)

The tracks and the stations are on the avenue running from bottom left to top right of the picture. The two stations involved can be seen. Although the tracks are partly masked by a tall building, they are continuous on the avenue, and tram automata merrily ply the line and stop at the stations.

The traffic flows at each of the two stations are:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg8.hostingpics.net%2Fpics%2F854561Flows_station_1.jpg&hash=b7c67874a99dfa9f7acb695eb3a28f480a1c9551) (http://www.hostingpics.net/viewer.php?id=854561Flows_station_1.jpg)

(Some Sims terminate their transit journey at that station and go from there by foot to their places of work - this beiing morning commute; evening commute is the same in reverse; but other Sims take the bus to the next station).

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg8.hostingpics.net%2Fpics%2F543965Flows_station_2.jpg&hash=07f596e9db5d4b82603cb94105759bb84fd2edf7) (http://www.hostingpics.net/viewer.php?id=543965Flows_station_2.jpg)

Since the stations were installed quite a while ago, I bulldozed them, replopped and traffic-enabled them this morning. To no avail, Sims will not stay on the trams between those two stations. This does not occur anywhere else in cities where I have implemented GLR-in-avenue.
Title: Re: The RTMT V3 Support Thread
Post by: z on September 19, 2009, 03:08:05 PM
Oh, this looks nasty.  My guess, though, is that it's a pathing problem.  There are various tests here you can do to check out this hypothesis:


Doing these things would tell us a lot, and chances are good that you wouldn't even have to try them all.
Title: Re: The RTMT V3 Support Thread
Post by: pierreh on September 20, 2009, 09:23:28 AM
It looks like a nastie indeed. I performed all tests suggested above.

a) Replacing the intersections with straight sections.
No change in GLR/bus usage, except of course that the flows that exited or entered at no longer present intersections between the stations disappear and there is an overall reduction of car and bus traffic.

b) Replacing the bus+GLR stations by plain GLR-in-avenue stations.
Still no usage of the GLR between the two stations, but since the Sims can no longer take the bus between the stations, there is a reduced usage of the GLR, and very nearly all Sims that exit the GLR at one station walk the rest of their way to work in the morning, walk back from work to the station in the evening. However I could identify 10 Sims who walked along the avenue from one station to the other to resume their journey on GLR.

c) Drawpaths.
First again a global view of the two stations and stretch of avenue, pivoted 180 degrees so that the entire setup can be seen without masking:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg8.hostingpics.net%2Fpics%2F157617Global_setup_SN.jpg&hash=8da9d324350d7767f95c821505d7f123083d4002) (http://www.hostingpics.net/viewer.php?id=157617Global_setup_SN.jpg)

Now 4 pictures of the paths at zoom 6, taken from top station to bottom station in the above picture:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg8.hostingpics.net%2Fpics%2F816564DP1.jpg&hash=8b1afaff03537b8cc88a662f1a819bccecf5a440) (http://www.hostingpics.net/viewer.php?id=816564DP1.jpg)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg8.hostingpics.net%2Fpics%2F705865DP2.jpg&hash=5fa5d821812e68c0790e60a5a3719f85b329e328) (http://www.hostingpics.net/viewer.php?id=705865DP2.jpg)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg8.hostingpics.net%2Fpics%2F576156DP3.jpg&hash=8f5a60b4a5112affe6c2885496120a20b95d2ac6) (http://www.hostingpics.net/viewer.php?id=576156DP3.jpg)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg8.hostingpics.net%2Fpics%2F296018DP4.jpg&hash=986522dc48d2a4c1ca5090f8ea18dff6d5b293f9) (http://www.hostingpics.net/viewer.php?id=296018DP4.jpg)

To the extent that I can see the faint pinkish GLR paths (I have a mild case of color blindness), they seem OK to me, as well as all other paths on the avenue and intersecting roadways.

d) Stations moved one square back from the intersections
No change.

e) Stations replaced with plain GLR-in-Avenue. This subdivides into 3 tests:

e1) The upper station (in the global picture above) is removed.
No passengers on board the GLR between the remaining lower station and the next station up the avenue from the removed station.

e2) The lower station is removed.
No passengers on board the GLR between the remaining upper station and the most proximate stations beyond the traffic circle. (At that circle the GLR line intersects another line on the perpendicular avenue with a full 'grand union' intersection. There are stations on the perpendicular avenue on both sides of the traffic circle. Beyond the circle on the problematic avenue the line enters a GLR/subway transition, object of tests documented in another thread)

e3) Both stations are removed.
No passengers on board the GLR between the next station up the avenue from the removed upper station, and the most proximate stations beyond the traffic circle.

I then performed another test: I inserted a 3rd station (plain GLR-in-avenue) between the two stations:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg8.hostingpics.net%2Fpics%2F239903Setup_flow_3stat.jpg&hash=354e90004b1ba017278120d5f63e0f0ad5e3bc34) (http://www.hostingpics.net/viewer.php?id=239903Setup_flow_3stat.jpg)

There are still no passengers on board the GLR between the two original stations; stats for the 3rd intermediate station show traffic going through the avenue there, although there is no boarding or exiting any GLR at that station.

At this point it does not look like the GLR stations are the cause of the problem. There appears to be 'something' on that stretch of avenue that prevents correct GLR traffic. Should I try to bulldoze the entire stretch and reconstruct it?
Title: Re: The RTMT V3 Support Thread
Post by: z on September 20, 2009, 12:58:15 PM
Quote from: Douzerouge on September 20, 2009, 09:23:28 AM
At this point it does not look like the GLR stations are the cause of the problem.

I think you're right.

QuoteThere appears to be 'something' on that stretch of avenue that prevents correct GLR traffic. Should I try to bulldoze the entire stretch and reconstruct it?

You could try that.  But before you do, please try something else.  Use the setup from your last picture, with the intermediate station.  Leave the intermediate station, but replace the two surrounding stations with plain puzzle pieces.  My guess is that you'll get tram traffic to that station from at least one direction.  In any case, this would be interesting to try...
Title: Re: The RTMT V3 Support Thread
Post by: pierreh on September 20, 2009, 01:15:50 PM
I ran the test suggested above. The picture below illustrates the result (the station has the Shmails shelter because that is the one currently in my plugins; I do not think that there would be any difference if I had used the previous 'ShortWhite' shelter).

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg8.hostingpics.net%2Fpics%2F173037Fflow_3stat_seule.jpg&hash=e7fec6c8d7c3e4bafb990c09a8ec7420555a02c0) (http://www.hostingpics.net/viewer.php?id=173037Fflow_3stat_seule.jpg)

In other words, the result is a combination of the results of the previous tests 'both stations removed' and '3rd station inserted'. There is no GLR traffic between the next station up the avenue from the removed upper station (on the right of the above picture), and the most proximate stations beyond the traffic circle (on the left).

Bulldoze/rebuild time?
Title: Re: The RTMT V3 Support Thread
Post by: z on September 24, 2009, 12:49:56 PM
Quote from: Douzerouge on September 20, 2009, 01:15:50 PM
Bulldoze/rebuild time?

Yes.

If that doesn't fix it, I think it's time to bring this to the attention of our friends over at T-RAM.
Title: Re: The RTMT V3 Support Thread
Post by: pierreh on September 25, 2009, 12:54:53 PM
Well. I did bulldoze the entire stretch of avenue with GLR, and reconstructed it. The two new stations were displaced to the other sides of their respective intersections (not purposedly: since the entire stretch was gone, I did not remember exactly where the original stations had been positioned). And that fixed the problem. I let the game run for about a year, until the paths were recalculated: there is now normal GLR usage between the stations. It could even be (I did not check in detail yet) that the GLR line has gained in attractivity. I will see how this develops with game time.

I have to assume that there was 'something' in the original layout of the GLR tracks in that area, that caused the anomaly. We will never know what it was - some glitchy behavior, whatever. Whenever possible I avoid using 'brute force' to solve a problem but in the particular case, which we can now close, there was in the end no other choice.
Title: Re: The RTMT V3 Support Thread
Post by: zoot on September 27, 2009, 06:11:11 PM
Hi, great mod!  I was wondering, is it possible to remove the vending machine/dustbin combo that always pops up?

I use rtmt stops for smaller roads/streets where a simple uk bus sign and road marking is most common.  The extra props look very out of place!
Title: Re: The RTMT V3 Support Thread
Post by: z on September 27, 2009, 11:01:46 PM
RTMT was designed by Cogeo to be quite customizable, and I've been continuing efforts in that direction.  Unfortunately, the props you mention are actually Maxis prop groups, and there's no easy way to make them optional.  However, RTMT is gradually making all of our props high definition, including the Maxis ones; the creation of new props that this entails in some cases is necessitated by the diagonal stations project (which is still a ways away).  When this is done, it will be very easy to make these props optional, and part of the general customization scheme.  This will take a while, though.
Title: Re: The RTMT V3 Support Thread
Post by: zoot on September 28, 2009, 07:46:47 AM
oki doki, thanks for the quick reply!
Title: Re: The RTMT V3 Support Thread
Post by: GhostBuster on October 17, 2009, 06:29:27 AM
Hey i just downloaded RTMT but i see big boxes instead of the bus stations for example. Are the needed models included, i used to the installer to install if that makes a difference, I was thrilled to find this mod but not so much when it didnt work...

I saw the "Boxes?" button at the top of the page but its a 404 error... HELP?

EDIT: After alot of digging i have found the models so i can see them in the ghosted preview of the building but when actually placed i dont see them... I see boxes... A step i missed somewhere?
Title: Re: The RTMT V3 Support Thread
Post by: catty on October 17, 2009, 12:36:31 PM
Hi GhostBuster

Welcome to the RTMT, as part of the install you should have got a readme, this covers most problems encountered by our users, in your case it sounds like you are still missing some dependencies.

I have quickly gone thru the readme and given you links to most of what you need to get started

http://www.simtropolis.com/stex/details.cfm?id=3194
http://www.simtropolis.com/stex/details.cfm?id=3195
http://www.simtropolis.com/stex/details.cfm?id=12499
http://www.simtropolis.com/stex/details.cfm?id=11421
http://www.simtropolis.com/stex/details.cfm?id=18441
http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1040
http://www.simtropolis.com/stex/details.cfm?id=4079
http://www.simtropolis.com/stex/details.cfm?id=3050
http://www.simtropolis.com/stex/details.cfm?id=11467

hope that helps

Cathy
Title: Re: The RTMT V3 Support Thread
Post by: GhostBuster on October 18, 2009, 08:52:21 PM
Thanks cathy, that did the trick, i dont just see the ghost anymore =D
Title: Re: The RTMT V3 Support Thread
Post by: junepaul on October 19, 2009, 07:27:22 PM
Hi Z,

I just downloaded RTMT Add-on Pack V3.60 with thanks.

It's a great news that DAMN menus are included in the package whereas I've made my own DAMN menu for RTMT previously.

Does the menu in V3.60 have all stuff including the old lots that I need no more for my own DAMN menu?

Thanks
Paul
Title: Re: The RTMT V3 Support Thread
Post by: z on October 19, 2009, 11:09:38 PM
Yes, all RTMT lots are now present in both the standard menus and the DAMN menus.
Title: Re: The RTMT V3 Support Thread
Post by: jpj_starfleet on October 20, 2009, 12:47:30 AM
I just downloaded the 3.60 but I have a couple of questions about the Models Folder, unlike the original RTMT pack which had only 4 models you have 12 not counting SG's Bus Stops, do I kept them all? including all the Sign's in that folder or do I remove the ones that I know I am not using? also if I am using Bus Stop SG-12 style 4 do I kept Model SG_BusStop12? it wasn't explained (that I could see) in the read-me also I do not see any pictures regarding the new GLR Stations & the NYC Bus Stop, are there any?   Thank You
Title: Re: The RTMT V3 Support Thread
Post by: z on October 20, 2009, 01:18:19 AM
There were no specific instructions given for the Models folder because there's nothing you ever have to do there.  Basically, you just leave all the models there, all the time.  It's the files in the Props folder that determine which models actually get used.

The GLR stations were previously displayed on the RTMT Creations (http://sc4devotion.com/forums/index.php?board=340.0) board.  But the NYC bus stop hasn't previously been displayed on the RTMT boards, though it has appeared elsewhere.  I should fix that soon.  In the mean time, here's a picture of that bus stop and sign:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg269.imageshack.us%2Fimg269%2F9227%2F090722mtabusrtmtv06.jpg&hash=cd975907809c8838513e002adb58ff624ebb9a4c)
Title: Re: The RTMT V3 Support Thread
Post by: Gwail on October 20, 2009, 01:35:18 AM
Quote from: jpj_starfleet on October 20, 2009, 12:47:30 AM
(...) I do not see any pictures regarding the new GLR Stations & the NYC Bus Stop, are there any?   Thank You

Here you are the NYC bus stops:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg525.imageshack.us%2Fimg525%2F2493%2F091008mtabusstops.jpg&hash=bd876b3b98e94a03ec8d8725035605dedb760081)
Title: Re: The RTMT V3 Support Thread
Post by: jpj_starfleet on October 20, 2009, 08:49:06 AM
About 30min after I made that post I found Xyloxadoria's and SimFox's Stations on the RTMT Creations board Thank You!
and thank you for the picture of the NYC Bus Stop that is now going to be my choice of bus stops!   :)
Title: Re: The RTMT V3 Support Thread
Post by: Gringamuyloca on October 21, 2009, 07:33:45 AM
Z et al.... First.. Thank you! Thank you all for your never ending endeavors to keep taking this game to the next level... and especially being willing to share the fruits of your hard labours.!  ()flower()

I am in the middle of reading the readme... 
There are a number of Stations files with NAMCapacity in their name.  As with the roadside files, for each type of Station file, you should pick a file ending in either High or Low, and delete any others.  You should be left with two Stations files; their names will be identical except that one contains the additional string AGLR.

I have two additional files, as I play with the CAM :) ... I'm thinking I would want to keep the RTMTV3_Stations_NAMCapacity_CAM and RTMTV3_StationsAGLR_NAMCapacity_CAM and delete the other 4?? ... so that I am left with two station files as stated?

Just checking, as assuming things can make a big mess of things...as I have discovered the hard way more than once  &ops

Thanks...
Title: Re: The RTMT V3 Support Thread
Post by: z on October 21, 2009, 01:01:12 PM
You're welcome!  I'm glad you like the new RTMT features.

Those CAM capacity files of yours are obsolete in many ways, and would cause problems if you kept them.  Please follow the directions as written.  Since you use CAM, I would strongly recommend the "High" versions for you.  They work very well with CAM.
Title: Re: The RTMT V3 Support Thread
Post by: Gringamuyloca on October 21, 2009, 01:29:37 PM
So glad I asked!!  ;D  Thank you!  I was surprised to find those 2 CAM files in there.
Title: Re: The RTMT V3 Support Thread
Post by: Shadow Assassin on October 22, 2009, 04:48:07 AM
What bus stop models are currently available for use with the RTMT? Also, will any new ones be added in to provide a consistent style across all RTMT networks?
Title: Re: The RTMT V3 Support Thread
Post by: z on October 22, 2009, 01:07:22 PM
The bus stop models currently available for RTMT are all detailed and illustrated in the original V3.50 Readme file, with the exception of the NYC bus stop by Gwail, which is illustrated above.

What do you mean by "a consistent style across all RTMT networks"?
Title: Re: The RTMT V3 Support Thread
Post by: Cougar2004 on October 24, 2009, 11:27:07 AM
I don't usually post to these threads, but I admit i ran into a questionable situation..

I am attempting to install this 3.60 update, and my folder looks wrong. 

I have ended up with both:
RTMTV3_Lots_NonRoadTop_US_High.dat
RTMTV3_Lots_NonRoadTop_High.dat

And I have a feeling the instructions were messed up and should have told me to delete the older one with the US in it from the 3.51 pack.

Also is it ok to still have these 2 old files in my folder:
SC4TrashcanFix.dat
RTMTV3_RoadTextures_Standard.dat

Oh and I have been meaning to ask someone if they know about the DAMN that is required to be installed with the 3.60.  My question is:  If I install the DAMN, will i lose any original game functionality, such as the news box items?  I was thinking that they would be replaced by these shortcuts as the new management system.  But im not entirely clear on the concept yet.  Thanks.


Title: Re: The RTMT V3 Support Thread
Post by: CaptCity on October 24, 2009, 05:16:43 PM
Quote from: Cougar2004 on October 24, 2009, 11:27:07 AM
...older one with the US in it from the 3.51 pack.

The 3.51 patch was made obsolete by version 3.60, so anything from it is not needed. So you will only need the latest file with NonRoadTop in the name (either High or Low).

QuoteAlso is it ok to still have these 2 old files in my folder:
SC4TrashcanFix.dat
RTMTV3_RoadTextures_Standard.dat

Yes, as far as I know, those stay. Only files that have the same or like names are replaced or added.

QuoteOh and I have been meaning to ask someone if they know about the DAMN that is required to be installed with the 3.60.  My question is:  If I install the DAMN, will i lose any original game functionality, such as the news box items?

The DAMN is not required for RTMT 3.60. If you don't use it, the icons in the regular menus are used to place the lots. The DAMN adds the option of an entry in the news window that can be used to open an additional menu in a pop up window with specific icons (such as the RTMT lots). This will not affect the functioning of the news items. Hope this makes sense...
Title: Re: The RTMT V3 Support Thread
Post by: Cougar2004 on October 24, 2009, 10:04:53 PM
Quote from: CaptCity on October 24, 2009, 05:16:43 PM
The 3.51 patch was made obsolete by version 3.60, so anything from it is not needed. So you will only need the latest file with NonRoadTop in the name (either High or Low).

Yes, as far as I know, those stay. Only files that have the same or like names are replaced or added.

The DAMN is not required for RTMT 3.60. If you don't use it, the icons in the regular menus are used to place the lots. The DAMN adds the option of an entry in the news window that can be used to open an additional menu in a pop up window with specific icons (such as the RTMT lots). This will not affect the functioning of the news items. Hope this makes sense...

Thanks for the reply.  I am now removing the other NonRoadTop file and leaving only the new 3.60 one.  I understand that the 2 original files that were not replaced will stay.  I understand now that the DAMN is optional, but i have installed it now anyway, and it is very useful.    I just have no clue where to get all the plugins to populate the already existing directory structure. 
Title: Re: The RTMT V3 Support Thread
Post by: z on October 24, 2009, 11:35:26 PM
I believe you can find them all on the LEX DVD.
Title: Re: The RTMT V3 Support Thread
Post by: CaptCity on October 25, 2009, 12:17:03 AM
There are some listed throughout this thread (http://sc4devotion.com/forums/index.php?topic=4749.0). Although I don't know for sure if they still function.
Title: Re: The RTMT V3 Support Thread
Post by: nicacin on October 31, 2009, 05:27:16 AM
Edit the previous post

Now another problem  &mmm


whit RTMT like bus/subway on street - via - highway sings don't work

whit RTMT like SAM, GLR, roadside stop , work :

look the screen:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg442.imageshack.us%2Fimg442%2F6850%2Fsimcity4200910311801405.png&hash=15f6f7dbe0bc4dca2d8bc67eb0a268838552df28) (http://img442.imageshack.us/i/simcity4200910311801405.png/)


some help ?


Title: Re: The RTMT V3 Support Thread
Post by: Bobbi on October 31, 2009, 06:07:14 AM
Hello nicacin,
It is no problem. ;)
If you look at these stations carefully, you will find they are different.

For example, the first station in the menu in the screenshot, there is a bus stop on one side. And the third one, there is a subway entrance on one side. And the fourth one, there is a bus stop and a subway entrance on both sides. And so on :)
Title: Re: The RTMT V3 Support Thread
Post by: nicacin on October 31, 2009, 07:17:43 AM
Quote from: Bobbi on October 31, 2009, 06:07:14 AM
Hello nicacin,
It is no problem. ;)
If you look at these stations carefully, you will find they are different.

For example, the first station in the menu in the screenshot, there is a bus stop on one side. And the third one, there is a subway entrance on one side. And the fourth one, there is a bus stop and a subway entrance on both sides. And so on :)

i know this, my question maybe is translated wrong  $%Grinno$%

i mean the bus stop texture is always the same: blue bus stop

when in the description of the mod there are many different texture bus stop

Look these screen :

http://www.simtropolis.com/stex/details.cfm?id=22713

http://www.simtropolis.com/stex/details.cfm?id=22650

http://www.simtropolis.com/stex/details.cfm?id=21016
Title: Re: The RTMT V3 Support Thread
Post by: Bobbi on October 31, 2009, 08:07:53 AM
First of all, you must read the readme file. In the readme file, it shows us how to use the custom models on RTMT stations.



If it is difficult, you can read the following text. "$Deal"$

The stations show blue bus stop is because of a file named "RTMTV3_PropS_BusStop_TfL.dat". So delete it in the "Prop" folder in the "RTMT" folder.
And then make sure there is a model file you like in the "Model" folder. If there is no, you must download that model and move it there, or the stations will show a BIG BROWN BOX.
Next, move a file what start with "RTMTV3_PropS_BusStop_XXX.dat" or "RTMTV3_PropF_BusStop_XXX.dat" to the "Prop" folder. The "XXX" must match the model's name.
If there is a file named "RTMT_APropBase_BusStop_XXX.dat", move it there too.
Finally, start the game and check the stations... :)

The way to use models of the other part of the station is similar. ;)
Title: Re: The RTMT V3 Support Thread
Post by: nicacin on October 31, 2009, 08:31:21 AM
Quote from: Bobbi on October 31, 2009, 08:07:53 AM
First of all, you must read the readme file. In the readme file, it shows us how to use the custom models on RTMT stations.



If it is difficult, you can read the following text. "$Deal"$

The stations show blue bus stop is because of a file named "RTMTV3_PropS_BusStop_TfL.dat". So delete it in the "Prop" folder in the "RTMT" folder.
And then make sure there is a model file you like in the "Model" folder. If there is no, you must download that model and move it there, or the stations will show a BIG BROWN BOX.
Next, move a file what start with "RTMTV3_PropS_BusStop_XXX.dat" or "RTMTV3_PropF_BusStop_XXX.dat" to the "Prop" folder. The "XXX" must match the model's name.
If there is a file named "RTMT_APropBase_BusStop_XXX.dat", move it there too.
Finally, start the game and check the stations... :)

The way to use models of the other part of the station is similar. ;)

thank you, i resolve myself just in this way ;)

now i got only NY style in HD bus stop  :thumbsup:
Title: Re: The RTMT V3 Support Thread
Post by: nicacin on October 31, 2009, 06:02:08 PM
i try the RTMT in one of my city, small city (60k people): i replace all the bus stop and subway station with the RTMT stop

well ONLY in this city, after the replace of the stop, i've got a slowdown of loading time and especially if i turn the game speed " very fast " : the time elapsed not is continuous but slows until stop for some seconds and again restart, it's very slowed and the game is unplayble with this speed

i suppose the fault is the RTMT, cause any other city don't have this problem

some suggestions ?
Title: Re: The RTMT V3 Support Thread
Post by: catty on November 01, 2009, 08:54:28 AM
Answered at Simtropolis

QuoteYour first problem looks like an installation problem; it appears that you have installed RTMT V3.60, but missed at least one of the steps. I think if you look hard enough, you'll find that your "Capacity" files aren't the latest, or else the older ones are still around and are overriding the newer ones.

QuoteWell resolve the first problem: i'v eliminate the files "namcapacity" in the RTMT folder and replace with the same file from 3.60 zip folder now signs work
Title: Re: The RTMT V3 Support Thread
Post by: catty on November 01, 2009, 08:58:26 AM
Answered at Simtropolis

QuoteAs for your second problem, the Trafficfix DM mod is known to cause this problem when used with RTMT. Do you have this mod installed? This mod is obsolete, and is not supposed to be used with the NAM. Removing this mod fixes the problem.

QuoteFor the second problem, i don't have any traffic mod installed :/


... problem ongoing
Title: Re: The RTMT V3 Support Thread
Post by: z on November 04, 2009, 12:50:38 AM
QuoteFor the second problem, i don't have any traffic mod installed :/

What mods do you have installed?
Title: Re: The RTMT V3 Support Thread
Post by: gartenriese on November 15, 2009, 04:24:34 AM
Hi,

I wanted to install RTMT v3.5, but I think there are some files missing. For Example I can't find any BusSign files, though in the readme it says that they're included! In my case, I wanted to install "RTMTV3_Prop_BusSign_TfL.dat" but it's not there...

Thanks in advance...
Title: Re: The RTMT V3 Support Thread
Post by: catty on November 15, 2009, 08:16:32 AM
Hi gartenriese

Welcome to RTMT, I have checked the RTMT v3.5 install at this end, and the file RTMTV3_Prop_BusSign_TfL.dat is installed in the Props subfolder ...

Where did you download v3.5 from ... and have you tried re-installing?

catty
Title: Re: The RTMT V3 Support Thread
Post by: gartenriese on November 15, 2009, 10:04:24 AM
I downloaded it at the LEX. I tried redownloading and reinstalling, but the file isn't there... ()what()

Edit: Ok, I tried downloading the .zip version and now it's there. So it's just missing in the installer version!
Title: Re: The RTMT V3 Support Thread
Post by: cogeo on November 15, 2009, 10:46:58 AM
Exactly! The installer version contains two subsets of the props (in single-prop and prop-family mode). The zip version contains everyhting (except some dependency models, which you will have to download and install separately so as to avoid brown bioxes). Of course not all of these are required, so in a manual installation you must delete the files you don't need.
Title: Re: The RTMT V3 Support Thread
Post by: pierreh on November 24, 2009, 12:56:30 PM
Since there are no dumb questions, I have to report my current problem: GLR in-road and on-road stations have 'disappeared' from the normal list of icons, and in the DAMN menus the icons are present but 'nothing' is attached to them.

I was away from the game for two or three weeks and before that I did some testing for Simulator Z that did not involve any construction of GLR. So I cannot remember when the icons went away, and whether this started only after upgrading RTMT to V3.60. I have looked in detail to the filenames in the RTMTV3 directory in my plugins and in its subdirectories: I cannot determine what is missing.

(I could delete everything in RTMTV3 and reinstall from scratch, but I would prefer to find out, if possible, where things went wrong.)

Title: Re: The RTMT V3 Support Thread
Post by: z on November 24, 2009, 01:51:48 PM
Try downloading and installing the latest version of these stations from the LEX.  They were updated when V3.60 was released; the menu positioning was one of the things that needed to be changed.  You should also remove any previous version of these stations before installing the new ones.
Title: Re: The RTMT V3 Support Thread
Post by: D4rkL0rd on December 10, 2009, 12:26:33 PM
I have a question about station positioning. Whenever I try to place a particular avenue subway/bus station, the underground subway connector is always in the wrong spot. It seems that I originally had the rotation incorrectly the first time I place it, and now I cannot fix it because even through I point the arrow at the intersection during placement, it always places the subway connector to the side of the actual subway line. Is there any way to fix this? %%Order?/
Title: Re: The RTMT V3 Support Thread
Post by: RippleJet on December 10, 2009, 12:30:53 PM
In the case of 2×2 sized lots, the subway connector is always in the northwestern corner of the lot.
Regardless of which way the lot is rotated in the game!
Title: Re: The RTMT V3 Support Thread
Post by: z on December 10, 2009, 01:31:50 PM
More importantly, the location of that little square is actually meaningless in terms of functionality.  Subway connections can be made to any square in the station.
Title: Re: The RTMT V3 Support Thread
Post by: RippleJet on December 10, 2009, 02:09:56 PM
Quite true! Every tile within (or under) the lot is considered "inside" for the Transit Switch Point. :)

However, while I was still playing, I always thought it looked nicer if I managed
to get those subway tubes to actually connect with that square in the northwestern corner. :D
Title: Re: The RTMT V3 Support Thread
Post by: SC4BOY on December 10, 2009, 08:16:27 PM
Not to niggle a point, but it does matter how you connect it.. :) .. In this respect.. if you end up with a batch of tubes under the lot, either by accident or on purpose, you cannot delete them without bulldozing the whole lot. If you try to delete even one tube segment, which you may be paying dearly for ;), you will cause the collapse of the whole lot.. Even if it should be the stately (and huge) World Trade Center lot.. a sad event (and expensive)
Title: Re: The RTMT V3 Support Thread
Post by: D4rkL0rd on December 11, 2009, 12:04:33 AM
Thank you all for your input. I too prefer to position that little square along the tubes as nicely as possible.
Title: Re: The RTMT V3 Support Thread
Post by: gabrielbyrnei on December 22, 2009, 01:36:48 PM
Hello, im having some trouble getting roadtop stations to work properly, after i formatted my computer and installed again, im not getting the capacities i was used to before.
For example biggest road station capacity im getting is 14000, which is pretty low. Another thing is, if i open the transportation menu, the station are no longer showing those blue and red signs on top of them. If i query them i dont see that RTMTV icon neither the information window.


Only station that is actually functioning as it should is the asphalt/street roadtop stations.
Another thing i just realized is that the stations on the menu say Capacity : 4000

Already tried uninstalling, installing RTMTV 3.50 and 3.60, didnt help. Another thing, on the transportation menu, i dont need to plop the construction lot to unhide the stations.
Title: Re: The RTMT V3 Support Thread
Post by: gabrielbyrnei on December 22, 2009, 03:25:13 PM
Finally i found the cause, i had a RTMT3_NamCapacity_CAM in my old 3.50 folder. It isnt pointed out in the 3.60 readme that one should remove that file, would be a nice addition.
Title: Re: The RTMT V3 Support Thread
Post by: z on December 22, 2009, 05:54:01 PM
From the v3.60 Readme file:

QuoteThere are a number of Stations files with NAMCapacity in their name.  As with the roadside files, for each type of Station file, you should pick a file ending in either High or Low, and delete any others.

I understand that the installation instructions for v3.60 are long and complex.  For this reason, v3.70 will come with an automatic installer, which should eliminate problems such as these.
Title: Re: The RTMT V3 Support Thread
Post by: gabrielbyrnei on December 22, 2009, 07:35:25 PM
I had a file ending on _CAM from the older 3.50 installation
Title: Re: The RTMT V3 Support Thread
Post by: krazi444 on December 28, 2009, 06:49:20 PM
Hello, I am new here and I found this wonderful world this weekend. I have spent some time trying/working/reading things thru and the only problem that I have came up with is after I addon v3.6, the sims dont ride the bus anymore.  :'( none of them. I am just wondering if there is a quick fix or if there is something that you might need to know to troubleshot with me. Thanks for any information.
Title: Re: The RTMT V3 Support Thread
Post by: z on December 28, 2009, 07:21:34 PM
Could you please list the files you have installed in your main RTMTV3 folder?
Title: Re: The RTMT V3 Support Thread
Post by: diamonddog_74 on January 15, 2010, 12:30:21 PM
Hi there folks.

I'm having trouble with RTMT Add-On Pack V3.60.

For some reason now, none of the on-the-road stations show up correctly on the menu anymore, only the next-to-road stations.

If I click on one of them, I get a brown box in the middle.

The only other thing I can think of is that I updated one of my dependency packs around the same time I applied RTMT 3.6: SFBT Essentials to March 2009 edition. Could this be the culprit?

Should I just downgrade RTMT to previous version?
Title: Re: The RTMT V3 Support Thread
Post by: catty on January 15, 2010, 01:56:25 PM
Hi diamonddog_74

Before you downgrade your RTMT installation, I would recommend installing the PEG OPPS Mod which replaces the brown box with a small multi-coloured smudge, you will then be able to see and query what you are missing, as the SFBT Essentials shouldn't have done anything to your RTMT installation, you can find the PEG OPPS Mod either on;

SIMPEG as PEG OPPS Mod  http://simpeg.com/forum/index.php?action=tpmod;dl=item193

or on

Simtropolis as PEG NO MORE BROWN BOXES  http://www.simtropolis.com/stex/details.cfm?id=15297

Hope that helps with your brown boxes, if not let us know what you are missing and we will try and find it for you

:)
Title: Re: The RTMT V3 Support Thread
Post by: z on January 15, 2010, 03:42:17 PM
Hi diamonddog_74,

The SFBT Essentials are not the culprit; they don't interact with RTMT, which is self-contained.  Instead, you seem to have a simple installation error here.  Rather than going through the process that catty described, at least for now, I would recommend the following:

1. Completely uninstall your current RTMT installation.  Simply deleting the folders is sufficient.

2. Install RTMT v3.50 using the installer package.

3. If you had the RTMT Interim T-RAM Stations installed, install them.

4. Install RTMT v3.60.

If you follow the instructions for each of these packages exactly, you should have no problems at all.  But you must read the Readme files and do exactly what they say.  If you do all this and still have problems, let us know, and we'll help you straighten them out.
Title: Re: The RTMT V3 Support Thread
Post by: diamonddog_74 on January 15, 2010, 08:04:21 PM
Quote from: z on January 15, 2010, 03:42:17 PM
Hi diamonddog_74,

The SFBT Essentials are not the culprit; they don't interact with RTMT, which is self-contained.  Instead, you seem to have a simple installation error here.  Rather than going through the process that catty described, at least for now, I would recommend the following:

1. Completely uninstall your current RTMT installation.  Simply deleting the folders is sufficient.

2. Install RTMT v3.50 using the installer package.

3. If you had the RTMT Interim T-RAM Stations installed, install them.

4. Install RTMT v3.60.

If you follow the instructions for each of these packages exactly, you should have no problems at all.  But you must read the Readme files and do exactly what they say.  If you do all this and still have problems, let us know, and we'll help you straighten them out.

OK, I will try this now. I'll let you know how it goes.
Title: Re: The RTMT V3 Support Thread
Post by: diamonddog_74 on January 15, 2010, 09:50:12 PM
OK, so far I've installed RTMT v 3.50 from the installer. I chose only the "Single Prop" configuration to make it less complicated, and only "Roadtop" stations. Then, I applied RTMT Patch 3.51 because I'm using Simulator Z High.

After that, I installed RTMT Interim T-RAM Stations. I fired up the game and I can see all the ones I've installed. The T-RAM stations visible are only the ones with the plain green roof (Historic), none of the other ones appear.

I haven't applied RTMT Add-on Pack V3.60 yet. I want to read the instructions carefully before installing.
Title: Re: The RTMT V3 Support Thread
Post by: z on January 15, 2010, 10:03:20 PM
Quote from: diamonddog_74 on January 15, 2010, 09:50:12 PM
The T-RAM stations visible are only the ones with the plain green roof (Historic), none of the other ones appear.

You can only have one type of T-RAM station at a time; you need to remove the ones you don't want from the Props folder.  You're getting the Historic station because it's last in alphabetical order.
Title: Re: The RTMT V3 Support Thread
Post by: diamonddog_74 on January 16, 2010, 06:09:05 AM
Quote from: z on January 15, 2010, 10:03:20 PM
You can only have one type of T-RAM station at a time; you need to remove the ones you don't want from the Props folder.  You're getting the Historic station because it's last in alphabetical order.

Doh!

BTW, the instructions in the ReadMe say:

"They are the last six files in the Props subfolder.  You should decide which shelter you want to use, and delete the other four."

Should it say, " ... and delete the other five" if out of six we're choosing one?
Title: Re: The RTMT V3 Support Thread
Post by: diamonddog_74 on January 16, 2010, 10:37:18 AM
Quote from: z on January 15, 2010, 10:03:20 PM
You can only have one type of T-RAM station at a time; you need to remove the ones you don't want from the Props folder.  You're getting the Historic station because it's last in alphabetical order.

OK, I seem to have everything working now. I installed the v.3.60 Add-on as well. I must've deleted the wrong thing from the original installation, and that may have caused the issue.

I'm looking forward to v.4. Hopefully everything will all be more streamlined through the installer. Thanks for your help. :-)
Title: Re: The RTMT V3 Support Thread
Post by: Boerentoren on January 22, 2010, 12:13:08 PM
I'm a total noob concerning RTMT and I have one basic question..

Where do I get stations that will fit with this dual ground rail???


(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg707.imageshack.us%2Fimg707%2F6205%2Fnaamloossj.jpg&hash=ddaab302a3c3fd5ea1e72f0f44939f808f2ec7e9) (http://img707.imageshack.us/i/naamloossj.jpg/)
Title: Re: The RTMT V3 Support Thread
Post by: z on January 22, 2010, 12:27:48 PM
Quote from: Boerentoren on January 22, 2010, 12:13:08 PM
Where do I get stations that will fit with this dual ground rail???

They're in the original RTMT v3.50 (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1057) station pack by Cogeo.  Please be sure to read the included Readme file carefully.

Additional RTMT station packs can be found by searching the LEX with the advanced search, using my name as creator.
Title: Re: The RTMT V3 Support Thread
Post by: Andreas on January 22, 2010, 12:41:53 PM
There are a couple of SFBT stations for those as well, search for "Andreas" or "Chrisim" to find them. :)
Title: Re: The RTMT V3 Support Thread
Post by: greenbelt on May 16, 2010, 03:43:39 AM
I was about to install RTMT V3.5 when the installer required me to select a capacity.  I barely understand all the stuff I've read about capacities so I'm just using the default settings that came with NAM 2010 Traffic Simulator Tool. 

So is this (RTMT V3.5) compatible with the new NAM? 

What capacity setting should I select in the RTMT installer?

SORRY.  I found the RTMT forum.  Didn't know there was one.   &ops
Title: Re: The RTMT V3 Support Thread
Post by: catty on May 16, 2010, 03:53:45 AM
Quote from: greenbelt on May 16, 2010, 03:43:39 AM
...So is this (RTMT V3.5) compatible with the new NAM? 

What capacity setting should I select in the RTMT installer?

Yes its compatible, I been using the new NAM with RTMT V3.5 and the RTMT update V3.60 since the new NAM came out and everything is working as expected   :thumbsup:

as to capacities I would recommend selecting high capacity, in the next RTMT when its released, high will be the default setting

catty
Title: Re: The RTMT V3 Support Thread
Post by: greenbelt on May 16, 2010, 03:55:39 AM
Thanks. :thumbsup:
Title: Re: The RTMT V3 Support Thread
Post by: Korot on May 16, 2010, 12:19:34 PM
Sine I see no request thread, this will have to suffice. Will the next RTMT version include stations for the NWM networks?

Regards,
Korot
Title: Re: The RTMT V3 Support Thread
Post by: catty on May 16, 2010, 12:39:37 PM
Quote from: Korot on May 16, 2010, 12:19:34 PM
Sine I see no request thread, this will have to suffice. Will the next RTMT version include stations for the NWM networks?

Regards,
Korot

The Eternal RTMT New Features Poll can be found here

http://sc4devotion.com/forums/index.php?topic=5681.0

currently we have eight votes for wanting RTMT stations for NWM in the next RTMT release
Title: Re: The RTMT V3 Support Thread
Post by: Korot on May 16, 2010, 12:42:55 PM
I knew of it's existence, but since it has been around for a long time, I just didn't think that it was updated with the NWM.

Regards,
Korot
Title: Re: The RTMT V3 Support Thread
Post by: z on May 16, 2010, 01:07:45 PM
The New Additions to RTMT (http://sc4devotion.com/forums/index.php?topic=5633.0) thread also serves as a request thread, for future reference.

Catty is right about the Eternal RTMT New Features Poll's still being quite active.  However, the results of that poll are for guidance of the RTMT Team only, and are not completely binding.  In reality, we expect that now that NWM is out, there will be a much greater demand for its stations.

I've personally been tied up with the new NAM for a while, but I should be getting back to RTMT essentially full time very soon.  There are a few important things that need to be done before NWM, but those stations are a high priority for us.
Title: Re: The RTMT V3 Support Thread
Post by: Tigey on August 25, 2010, 04:30:17 PM
Sorry to resurrect a dead thread, but I am having trouble seeing the functionality displayed above.  I have installed the V 3.60 RTMT and the update.  Everything is working nicely except for the Highlighting and queries.  Opening the query shows only the local spots info, and the Traffic view is unchanged from normal.

Is there something I was supposed to do to enable this functionality or what?

Some things that might be causing it:
OS: Windows 7 Pro x64 - but I am running SC4 as Administrator
Game: SC4 Deluxe - Mostly Legit.  Installed from backup of CD.  I have no idea where the original one is...
Virus Scanner: Avira AntiVir Professional

Any help would be greatly appreciated, as I would love to use these capabilities.

Tigey
Title: Re: The RTMT V3 Support Thread
Post by: z on August 25, 2010, 05:46:13 PM
Do you have the SC4 update patch installed from EA?

For further continuation of this discussion, please use The RTMT V3 Support Thread (http://sc4devotion.com/forums/index.php?topic=5651.0).  Thanks! :)
Title: Re: The RTMT V3 Support Thread
Post by: Tigey on August 25, 2010, 06:58:23 PM
Yup.  Updated to 1.1.638.0.
Title: Re: The RTMT V3 Support Thread
Post by: z on August 26, 2010, 11:04:47 PM
The most likely explanation for your problem would then seem to be that when you installed the v3.60 Add-On Pack, you did not remove the one of the earlier files, specifically a file that had the word "Capacity" in its name but did not include the word "High" or "Low" afterward.  You should remove any such files.  Their presence could cause exactly the symptoms that you are describing.
Title: Re: The RTMT V3 Support Thread
Post by: Teddy on October 18, 2010, 12:05:40 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi2.photobucket.com%2Falbums%2Fy29%2Fpellaken%2FUntitled-22.jpg&hash=9739368c3b5e01a05849aba996f715ad90a09e17)

Does anyone know what the heck file I'm missing
Title: Re: The RTMT V3 Support Thread
Post by: z on October 18, 2010, 03:00:21 PM
Quote from: Teddy on October 18, 2010, 12:05:40 PM
Does anyone know what the heck file I'm missing

You are missing the phone booth in your lots.  If you chose the UK Phonebox, then you need BSC MEGA Props Gascooker Vol01 (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=397).  You also seem to be missing the back row of props for the standalone lot, but these are simply Maxis props.  I'm not sure why you're not seeing those; are you using SC4 Deluxe or Rush Hour with the latest patch?
Title: Re: The RTMT V3 Support Thread
Post by: gecko001 on November 08, 2010, 10:34:09 PM
So I have a really dumb question. It's been awhile since I installed RTMT stuff, and I cannot remember if I installed the 3.602 version. I *think* I installed v3.5, then later the 3.51 patch, then Interim T-RAM stations 7, then perhaps the 3.602 stuff. My dumb question therefore is this: how does one know which version or patch level of RTMT is installed?

For a workaday computer program, I'd go to Help then About in order to see the version. I remember reading somewhere that the RTMT folder will say "V3" even if v3.51 is in fact installed. So, the RTMT folder tells me nothing. Is there a time/date stamp on a particular file that I can use to verify I have 3.602? Anyone know how I can tell? If I have 3.602 installed, I don't want to install it again (might mess something up). Then again, if I'm running 3.51, it'd be wise to update it to 3.602.

Sorry to be so long-winded for such a dumb question. It's just bugging me, this not knowing for sure.

Title: Re: The RTMT V3 Support Thread
Post by: z on November 08, 2010, 11:35:06 PM
It's very simple.  If you have the SAM and/or El Rail over Road subfolders under your RTMTV3 folder, or you see their respective stations in your menu, you have version 3.60.  (There is no version 3.602.)  If you don't have these folders or stations, then you don't have version 3.60, and you need to install it.
Title: Re: The RTMT V3 Support Thread
Post by: gecko001 on November 09, 2010, 05:21:56 AM
Thanks, z. I do have those subfolders, so now I know. Thanks for sharing your knowledge.
Title: Re: The RTMT V3 Support Thread
Post by: Nijomi on November 12, 2010, 01:37:10 PM
Brilliant work.
Just one minor problem I have noted.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi810.photobucket.com%2Falbums%2Fzz26%2FNijomi_Bucket%2FForum%2520Posts%2FrtmtTexErr.png&hash=1c7ae8da3fc5191e8738184c4d1df89872706af5)
Bus stop markings in wrong position.
I have LH with euro road textures and RTMTV3_RoadMarkings_UKnew_Euro.dat, allthough I suspect this is an error in the lot not the textures.
Looking forward to V4.
Title: Re: The RTMT V3 Support Thread
Post by: z on November 12, 2010, 08:47:36 PM
Sure enough, those markings are in the wrong position.  The funny thing is that they must have been that way for years, since none of the lotting has changed.  We'll address this in v4.  Thanks for letting us know about it!
Title: Re: The RTMT V3 Support Thread
Post by: cogeo on November 13, 2010, 08:18:15 AM
Hmmm...

I have prepared a fix for this. Swaped the textures in the reader; also moved the building box to the centre of the lot.

Dl the attachment and install it under the RTMTV3 folder. Or, if you can use the reader, you can replace the lot exemplar with that in the patch.


As for your props selection, it is possible to have a better-looking (British) prop configuration. Dl the ZIP version of RTMT and use the following props:
- The (real) UK phonebox by gascooker.
- The London buses sign (remove the timetable prop too).
- That old, crude, and huge busstop shelter not only looks awful, it contains a signpost too. We do not currently have a british busstop shelter, however SimGoober's pack contains a collection of 20 props (7 styles with colour variations); I think you will find at least one that fits in well. SimGoober's pack also contains a lot showcasing all 20 models (park menu); you can use it to help you select the one(s) you like the most. The readme contains detailed instructions on how to install a set of busstop (and other) props in prop-family mode, as well as how to make the game select a specific prop when you plop the stations (it is possible to have different props in the same city).

Title: Re: The RTMT V3 Support Thread
Post by: Nijomi on November 13, 2010, 11:51:50 AM
Thanks cogeo, advise followed result a much nicer stop.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi810.photobucket.com%2Falbums%2Fzz26%2FNijomi_Bucket%2FForum%2520Posts%2FRTMTv3fixed.png&hash=e6b623272160a56ed2d88b654ec700925e930e15)
A couple of things you may consider for v4 moving the bus stop sign closer to the new shelters as I believe that the smaller size of shelter is more or less to be standard in next version, Narrower width crossing and bus stop red overlay so as not to overlap. Is anyone working on UK Bus shelter if not I may give it a go.
Title: Re: The RTMT V3 Support Thread
Post by: cogeo on November 13, 2010, 12:59:54 PM
As you have noticed, a problem with RTMT was the lack of specially-designed props. I wasn't BATting when these were made, and other members were not very much willing to contribute, so I had to proceed with what was then available, not very much suitable and usually unconveniently big. See the "Big Blue" busstop in the readme? Not really blue, but definitely big, lol! So clearances had to be bigger, to accommodate the largest possible models.

If you are familiar with LE and the reader, you can try making such changes (eg moving the sign) yourself. But this is possible only if you commit yourself to use models of up to a certain size. I think you understand that the RTMT team cannot do this, before there are established some specifications about the models' maximum (and maybe recommended) sizes.

Aaah, and forgot about it, there's a newer version of the GLR shelter model in one of the RTMT patches (released post V3.50). It's lower, and rendered in HD. Maybe take a look.
Title: Re: The RTMT V3 Support Thread
Post by: $ Dj D.P.E. $ on December 26, 2010, 07:00:46 PM
ok new to the RTMT thing I just got it maybe an hour ago but I have two questions.

1) this has probably bin answered somewhere once I tried looking for it in the search but I couldn't find anything but how do you connect a ave. or road with tram to a regular road or ave? I can't get any of my roads or aves to connect to it or cross it :(

2) Can the tram on road be turned or do they have to always run straight?
Title: Re: The RTMT V3 Support Thread
Post by: z on December 26, 2010, 07:27:31 PM
These questions are actually not RTMT questions, but are general T-RAM questions.  I would suggest looking at the documentation that comes with the NAM, as this should show you everything you need to do.  If you still have questions, please post them in the T-RAM (http://sc4devotion.com/forums/index.php?topic=6361.0) thread.  Thanks! ;)
Title: Re: The RTMT V3 Support Thread
Post by: H2Odk on January 21, 2011, 05:25:03 PM
I have to reinstall everything and wanted to know if I should wait for RTMT v4. So when can v4 be expected?
Title: Re: The RTMT V3 Support Thread
Post by: ScottFTL on January 21, 2011, 05:38:09 PM
Quote from: H2Odk on January 21, 2011, 05:25:03 PM
I have to reinstall everything and wanted to know if I should wait for RTMT v4. So when can v4 be expected?

I don't have any exact dates for you, but you definitely shouldn't wait.  I think it's going to be a while.  There will be at least one more v3 release before v4.
Title: Re: The RTMT V3 Support Thread
Post by: evilbob on February 02, 2011, 04:17:14 PM
I have heard that the use of road top mass transit in a large city can cripple performance due to a constant recalculation of traffic as it passes through one of the lots.  Is this accurate?  Does RTMT have a noticeable affect on performance?
Title: Re: The RTMT V3 Support Thread
Post by: z on February 02, 2011, 05:25:17 PM
Quote from: evilbob on February 02, 2011, 04:17:14 PM
I have heard that the use of road top mass transit in a large city can cripple performance due to a constant recalculation of traffic as it passes through one of the lots.  Is this accurate?  Does RTMT have a noticeable affect on performance?

This is completely false; it was based on assumptions about the way the traffic simulator worked which have since been proved wrong.  Experiments have shown that RTMT has no noticeable affect on performance, even in very large cities.
Title: Re: The RTMT V3 Support Thread
Post by: evilbob on February 02, 2011, 08:51:46 PM
Quote from: z on February 02, 2011, 05:25:17 PM
This is completely false; it was based on assumptions about the way the traffic simulator worked which have since been proved wrong.  Experiments have shown that RTMT has no noticeable affect on performance, even in very large cities.

Darn.  City has been locking up and was hoping i finally found the cause.
Title: Re: The RTMT V3 Support Thread
Post by: catty on February 03, 2011, 01:10:00 AM
Quote from: evilbob on February 02, 2011, 08:51:46 PM
Darn.  City has been locking up and was hoping i finally found the cause.

When I replaced my computer a couple of years it only had 500MB of memory and integrated graphics, and I had the same problem with my cities, they would run for a couple of minutes and then freeze sometimes for quite lengthy periods of time, to the point that playing was almost impossible, I replaced my video card with one that came with 500MB of its own memory and also upgraded the computer memory to 2GB, the improvement in the game and speed while playing was very noticeable.

:)
Title: Re: The RTMT V3 Support Thread
Post by: cammo2003 on February 03, 2011, 01:24:32 AM
Quote from: cogeo on November 13, 2010, 12:59:54 PM
As you have noticed, a problem with RTMT was the lack of specially-designed props. I wasn't BATting when these were made, and other members were not very much willing to contribute, so I had to proceed with what was then available, not very much suitable and usually unconveniently big. See the "Big Blue" busstop in the readme? Not really blue, but definitely big, lol! So clearances had to be bigger, to accommodate the largest possible models.

If you are familiar with LE and the reader, you can try making such changes (eg moving the sign) yourself. But this is possible only if you commit yourself to use models of up to a certain size. I think you understand that the RTMT team cannot do this, before there are established some specifications about the models' maximum (and maybe recommended) sizes.

Aaah, and forgot about it, there's a newer version of the GLR shelter model in one of the RTMT patches (released post V3.50). It's lower, and rendered in HD. Maybe take a look.

Yeah, the big size of the props has always bothered me. Another thing with goober's stop being so close to the road, that little sign hanging out looks about the right height to clobber a Sim's head trying to get into the seat.  :P

One of these days I *will* learn to BAT properly :P
Title: Re: The RTMT V3 Support Thread
Post by: evilbob on February 03, 2011, 01:03:19 PM
Quote from: catty on February 03, 2011, 01:10:00 AM
When I replaced my computer a couple of years it only had 500MB of memory and integrated graphics, and I had the same problem with my cities, they would run for a couple of minutes and then freeze sometimes for quite lengthy periods of time, to the point that playing was almost impossible, I replaced my video card with one that came with 500MB of its own memory and also upgraded the computer memory to 2GB, the improvement in the game and speed while playing was very noticeable.

:)

Yeah, i guess i'll have to try and upgrade the gpu soon, i guess.  Figured 4gigs and a 8600gt would be alright, but soon as i hit 550k with a 220k comerical and 150k indi, the city has become most grumpy, as in the roads start flickering and it freezes every few seconds.
Title: Re: The RTMT V3 Support Thread
Post by: z on February 03, 2011, 04:00:01 PM
Quote from: evilbob on February 03, 2011, 01:03:19 PM
Yeah, i guess i'll have to try and upgrade the gpu soon, i guess.  Figured 4gigs and a 8600gt would be alright, but soon as i hit 550k with a 220k comerical and 150k indi, the city has become most grumpy, as in the roads start flickering and it freezes every few seconds.

That's definitely the sign of a video problem, whether it be drivers or hardware.
Title: Re: The RTMT V3 Support Thread
Post by: io_bg on February 20, 2011, 02:10:27 AM
Hello guys, I'm having a small problem with the RTMT (I hope this is the right place to ask for that). I think the tram in avenue stations aren't supposed to have two shelters at once, are they? ::)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg249.imageshack.us%2Fimg249%2F5499%2Fshelters.jpg&hash=77c7a57c719cccb0627ff5fdad24b2dd8e9729ff)

Any ideas how to solve that? Thanks in advance.
Title: Re: The RTMT V3 Support Thread
Post by: cogeo on February 20, 2011, 03:33:58 AM
Obviously your installation contains prop-files of both single-prop and prop-family mode. You may install either mode but not both. Check the readme for details. Also I see you have two different bus stops in the bus/GLR station. The prop-family mode is intended not for providing such a variety, but for enabling using different props at different areas in your city (or across cities). You can force the game to select one specific prop, by having only one RTMTV3_PropF_BusStop_...dat file installed at the time you plop the station; the RTMTV3_APropBase_...dat file(s) must be permanently installed, otherwise some busstop props may be lost.

Also, if you have made a manual installation, check the main RTMT datfiles. In general, only one datfile of each type may be installed, eg only one station set (US or UK), one capacity set, one textures set and (up to) one markings set. More details in the readme.
Title: Re: The RTMT V3 Support Thread
Post by: pezzajn on April 09, 2011, 12:31:09 PM

   Was wondering if anyone has/had the same problem with the latest RTMT version, and if so, might know the solution...If not, then perhaps maybe I have found something interesting?  I tried to be thorough in my search through the forums to see if anyone had an answer, didn't see one, but perhaps I just plain missed it.

   Also, apologize for the length of this post, but I wanted to be thorough.


   After a few installs, a little bit of toying around and tweaking (for checking out the options), I think I got a good handle on the way single and family props work.

   I finally decided to settle after all that tinkering and did a final install of the RTMT (V3.5 using the installer not the zip, Interim Tram Stations and the V3.6 Add-on) by following all directions choosing "US" styles (right hand side) and "High Capacity".

   My issue appears to be occurring with using the "prop family" of GLR station props.  Note no "single prop" GLR stations were installed during these evaluations.

   I installed all GLR stations except for Cogeos modern GLR stations (both short and long).

   When I plop the Avenue GLR/Bus/Sub station lot (i.e., GLR station with bus & subway transfers on same lot), the lot works properly and I can get anyone of the different family prop GLR stations I kept in the props folder to show up.

   When I plop any of the other Avenue GLR Station lots (i.e., GLR station only, GLR/Bus and GLR/Sub) I get no GLR stations to appear.

   Then I decided to include Cogeos modern GLR stations both short and long.  [OK so this was by accident as I just put all of the family prop GLR stations into the props folder.]

   I get the same result when I plop the Avenue GLR/Bus/Sub station lot (i.e., GLR station with bus & subway transfers on same lot), the lot continues to work properly and I can get anyone of the different family prop GLR stations to show up.

   However, now when I plop any of the other Avenue GLR Station lots (i.e., GLR station only, GLR/Bus and GLR/Sub), I only get Cogeos GLR stations (both long and short) to appear.


   So thinking that this was just an issue with the High Capacity version.  I backed up and tried out the Low Capacity version and had the same results as described above.

   I did not try any of the UK versions to see if they did the same thing.

As a follow-on test to the family props, I did test out using just single prop GLR stations (that is no family prop GLR stations installed in the props folder).  All of the single GLR Station lots seem to work properly and show the station that I included in the props folder.

All other use of family props on those lots seem to work fine as I played around with both bus stations and subway stairs.

Now the latter, using single prop, is great if I only want one type of GLR station on my avenues (but I am torn between the likes of two).  And not that I do not like Cogeos' stations...but I look forward to being able to install, as a family, just the Historic and Simfox GLR stations for all the avenue lots to use, so I can "bounce" around between old and modern within the same city.

   Any feedback or solution is greatly appreciated.  I really like the set  &apls and hope that there is a solution out there.  Also, looking forward to update or V4 if you are still planning on releasing it.
Title: Re: The RTMT V3 Support Thread
Post by: z on April 09, 2011, 01:20:33 PM
Could you please set up your RTMT installation in one of the configurations where you get no prop family GLR shelters, and then post a listing of the files in your Props folder in this thread?

As for your final comment, work on RTMT continues, slowed a bit by RL.  But we are nearing completion of the FLUP station released, and all of the previously announced features of v4 are still planned.
Title: Re: The RTMT V3 Support Thread
Post by: CaptCity on April 09, 2011, 02:41:40 PM
Would this be related to the issue raised here (Link (http://www.simtropolis.com/forum/topic/4490-road-top-mass-transit-developmentsupport-thread/page__view__findpost__p__972406)). Possibly had something to do with RKT1 vs. RKT4 files...?
Title: Re: The RTMT V3 Support Thread
Post by: z on April 09, 2011, 03:59:29 PM
CaptCity, I do believe you're right.  :thumbsup:   The situation sounds identical.  The fix should be simple, and I think I have a little time to look into it now.  If the fix is indeed simple, I can issue it as an update to the current v3.60 release.
Title: Re: The RTMT V3 Support Thread
Post by: pezzajn on April 09, 2011, 06:58:56 PM
z,

Appreciate you looking into this.  I'll have to check the link from CaptCity after, but wanted to be sure I got the images uploaded to help you in assisting me.  Below (assuming I upload these right) should be screenshots of the files in my RTMTV3 Folder of my Plugins.

This is the root folder for the High Capacity RTMT that was installed at the time:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi1117.photobucket.com%2Falbums%2Fk595%2Fpezzajn%2FRTMTV3FolderHi.jpg&hash=48a6dbe9b800678b3970260637efdb2cd383a827)

This was my original structure for my Props folder which I moved the files into subfolders for easier sorting:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi1117.photobucket.com%2Falbums%2Fk595%2Fpezzajn%2FRTMTV3_PropsFolderOriginalHi.jpg&hash=fd224eb9d2a0ec8fe203a22adee3f2baf34d2d76)

Thinking that this was the cause of it, I moved everything from those subfolders back up to the Props folder.  All of the prop files I had In both sorted configuration and in this screenshot were present in both trials that said incident occured:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi1117.photobucket.com%2Falbums%2Fk595%2Fpezzajn%2FRTMTV3_PropsFolderHi.jpg&hash=ec184a0983d1ad232bb44b2f37ee47533e5bce53)

Whether I sorted into subfolders or not, it made no change to the results...and even with props sorted everything else worked fine such as my family of bus stops.  Shows SC and RTMT are forgiving in this respect.

Lastly this was the root for the Low Capacity when I had it installed before the High Capacity.  Prop files were the same as previous screenshot:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi1117.photobucket.com%2Falbums%2Fk595%2Fpezzajn%2FRTMTV3FolderLow.jpg&hash=b66c70b7ad393d0d345edc0eaee0225a34825acb)

Again...Thanks,
pez
Title: Re: The RTMT V3 Support Thread
Post by: z on April 09, 2011, 07:37:56 PM
The two bugs indeed turned out to be the same one, although the root cause had nothing to do with the RKT1 vs. RKT4 (fortunately).  Instead, it's due to a prop ID mix-up that seems to have occurred when the Tram-in-Road stations were introduced.  I tested a the fix, and it works; I have attached the fixed files to this post.  Pick only one of these files, corresponding to the one you have installed in your main RTMTV3 folder, and use it to replace the installed version.  

The main RTMT v3.60 download will also be updated with this fix, which fixes both bugs.

EDIT:  Attachment removed pending updated fix, which will be coming soon.  Please do not use the former attachment.
Title: Re: The RTMT V3 Support Thread
Post by: pezzajn on April 09, 2011, 10:19:39 PM
z,

Thank you for such a quick response on the file update!

I wanted to report out my findings...

   Since I am in the US, I tested the the RTMTV3_LotsAGLR_US.dat with both the High and Low Capacity configurations.

   For my purposes as identified earlier this is a Total Success!  For others however, there may be an exception...

   I installed all of the family props of GLR shelters.  When I plopped the Avenue Stations (GLR only, GLR/Bus/Sub, GLR/Bus, GLR/Sub) I was able to get all shelters to cycle through except for Cogeos Modern Stations (both short and long).

   Strange I thought (as this is the opposite effect of my earlier post).  To go further, I removed all but the three files that make up Cogeos GLR station so that only three files in the props were:

   RTMTV3_APropBase_GLR_Modern.dat
   RTMTV3_PropF_GLR_ModernLongWhite.dat
   RTMTV3_PropF_GLR_ModernShortWhite.dat

   This time no shelters showed up on the station lots.

   Now I said earlier this is a Total Success "for me", only because I was not planning to utilize the Cogeo GLR shelters, and I can and will be able to cycle through the shelters I am interested in.


Thanks again and I hope that I am being helpful with my updates.

-pez
Title: Re: The RTMT V3 Support Thread
Post by: z on April 09, 2011, 11:15:09 PM
Thanks very much for your response, pezzajn!  Your experience with Cogeo's GLR shelters fit in with the mystery of why they were special in the other bug.  It turns out that while I have the up-to-date shelters here in my files, they were not included in the distribution, so that other users are getting the original v3.50 shelters.  So right now, there is still a prop ID synchronization problem for everybody else.  I have attached the updated shelters to this post; they should be used by those people who are using Cogeo's shelters in a prop family configuration.  They replace the prop family files that have the identical name.  I will also update the v3.60 distributions to include these files.

So there were actually two bugs here after all...

EDIT:  Attachment removed pending updated fix, which will be coming soon.  Please do not use the former attachment.
Title: Re: The RTMT V3 Support Thread
Post by: CaptCity on April 10, 2011, 12:18:03 AM
Thanks for the fixes z...

I came on to report success with the first attachment when I saw that it had been reported, but the second issue had appeared. I have since tried the second attachment, and it worked as well for Cogeo's long and short shelters. I did want to add, though, that the file names are not exactly the same. The originals didn't have "avenue" appended on the end. Just wanted to pass this along in case it came up after someone tries a copy/paste.

Also, I tried all the available shelters for the GLR-in-Avenue, and it appears that the TSC shelter is still experiencing the same issue.
Title: Re: The RTMT V3 Support Thread
Post by: z on April 10, 2011, 02:04:09 AM
Although the attachments in my previous two posts fixed the two bugs at which they were directed, they did not address a compatibility problem that had arisen along with these bugs.  The result is that after the bug fix, the prop family GLR shelters were mostly incompatible with RTMT v3.50, and only slightly compatible with the prop family GLR shelters of the original RTMT v3.60, which mostly didn't work anyway.

I have redone the fixes so that they are now completely compatible with the original RTMT v3.50 prop family, which worked fine.  I have also tested these fixes, and they work just as well as the previous ones.  I have attached two files to the end of this post; these files contain these fixes.  One file contains the same lots used in the first fix, and should be used in the same way; only one of the two files should be used.  The second zip file contains a number of prop family GLR shelter files; these should replace the files of the same name that came with the original RTMT v3.60.  I've also included Cogeo's two GLR shelter files here; these are the same as the ones that came with RTMT v3.50, and you would need them only if you replaced the original files with the ones from my previous fix.  If you downloaded the previous fixes, they must be replaced with these, and any prop family GLR stations built using the previous fixes should be bulldozed.  My apologies for the inconvenience.

As before, the RTMT v3.60 download will be updated shortly.
Title: Re: The RTMT V3 Support Thread
Post by: pezzajn on April 10, 2011, 07:32:11 AM
Quote from CaptCity:
QuoteI tried all the available shelters for the GLR-in-Avenue, and it appears that the TSC shelter is still experiencing the same issue.

Good thing CaptCity had checked this too.  I forgot that very early on I deleted (by accident) the TSC Shelters, which after a long while forgot about them and started to convince myself they came only with the Interim Tram on/in Street Set.

Quote from z:
QuoteMy apologies for the inconvenience.

Not at all.  These bugs just manifest themselves in the strangest of ways.  If I had settled initially on just one shelter I probably would never have found this out.

Thanks again for the fixes and glad that you are able to sort it out!
Title: Re: The RTMT V3 Support Thread
Post by: z on April 10, 2011, 12:49:15 PM
Quote from: CaptCity on April 10, 2011, 12:18:03 AM
...and it appears that the TSC shelter is still experiencing the same issue.

I missed this.  This turns out to be a completely unrelated bug.  It appears that the files in the prop family version of the TSC GLR shelter got lost at the time of the RTMT v3.60 release.  I have restored them in the attachment below, and they will shortly be going into the RTMT v3.60 download as well.

EDIT:  I realized that this bug actually got fixed along with the others, as the TSC shelter that's included in the optional props in the RTMT v3.50 zip file now works properly.  Nevertheless, I am leaving the shelter here and have now incorporated it into the RTMT v3.60 release, as it was the only GLR prop family shelter that wasn't already there.  (The reason for this is that it is the only GLR shelter that has not been converted to HD yet.)  For the single-prop version of this file, you still need to go to the RTMT v3.50 zip file.  This two-step process will be eliminated with the RTMT v.4.0 release, where all props will be available in the original download.
Title: Re: The RTMT V3 Support Thread
Post by: janslaven on April 18, 2011, 04:26:30 PM
Sometimes when I plop the station cars and trams won't pass under it???
Title: Re: The RTMT V3 Support Thread
Post by: z on April 18, 2011, 09:15:48 PM
When you plop one of the T-RAM stations, if you wish to use it immediately, you need to drag the road tool through it.  The station will also work if you save the city and then reload it.
Title: Re: The RTMT V3 Support Thread
Post by: Unassigned on April 27, 2011, 12:23:38 PM
I installed RTMT (3.60) a few days before it was last updated (on 20110410). Having read the discussion above, which led to the update, I'm still not sure what I have to do in order to apply the fix. Would you tell me which files have been changed/added?
Title: Re: The RTMT V3 Support Thread
Post by: z on April 27, 2011, 01:19:32 PM
The easiest thing to do is to download the files at the end of Reply 293 and Reply 295 above.  Where those files have the same name as your existing files, you should replace the existing files with the new ones.  As CaptCity pointed out, some of the files have the same names as the old ones, except that they have "avenue" appended to their name.  These should be considered updated versions of the old files, and they should replace the old ones.

If some of the files in the attachments don't corresponds to any you have installed, then you should not install the new versions either.

I would also recommend downloading the current RTMT v3.60, so if you change your configuration, you will automatically have the correct files.
Title: Re: The RTMT V3 Support Thread
Post by: Unassigned on April 27, 2011, 01:51:35 PM
Thank you for replying so quickly.
Quote from: z on April 27, 2011, 01:19:32 PM
I would also recommend downloading the current RTMT v3.60, so if you change your configuration, you will automatically have the correct files.
Already did.
Title: Underground View
Post by: davetripd1 on May 13, 2011, 11:07:51 PM
Hi,
Installed the 3.6 patches (fresh install didnt use the 3.0 version) and I am having a problem with the underground view when laying subway or subway stations (usually rtmt sub/bus avenue stations).  The station plops ok, but the little label that only shows in underground view (tells you what kind of station it is) shows up about 15 tiles away, like 5 squares right and 10 down)

Thanks for the great mod!
Title: Re: The RTMT V3 Support Thread
Post by: z on May 14, 2011, 08:56:34 PM
I haven't heard of this happening before.  My guess for the most likely cause would be a version conflict between files.  You say you didn't use the 3.0 version, but did you first install the v3.50 version?  This is necessary.  If you didn't, you should uninstall everything and start over.

Also, it would be good to make sure that you don't have an older version of RTMT somewhere else in your Plugins folder.
Title: Re: The RTMT V3 Support Thread
Post by: davetripd1 on May 14, 2011, 10:59:19 PM
Thx for the quick reply, I did a big cleaning of my plugins folder and the readme in the datpacker recommended moving props and textures from your mydocs plugin file to your program file/plugins file (not sure about the reasoning there but did it anyways).  Your post made me remember this so I moved my prop and texture files back to the mydocs plugin file and the underground road markings appears as they should.

So... Thanks!
Title: Re: The RTMT V3 Support Thread
Post by: SNR1984A on June 14, 2011, 02:00:30 PM
Since I installed the RTMT 3.60, I lost the bus stops and subway entrance props visual variety. Now I just have yellow subway props and blue bus stops in my city =/

What can I do to recover the bus and subway props?

----------------
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Title: Re: The RTMT V3 Support Thread
Post by: z on June 14, 2011, 07:10:50 PM
Quote from: SNR1984A on June 14, 2011, 02:00:30 PM
What can I do to recover the bus and subway props?

If you have a backup of your old Props folder, it's best to use that.

Otherwise, you can find all the basic props in the zip version (http://www.simtropolis.com/forum/files/file/13510-road-top-mass-transit/) of RTMT v3.50.  Be sure you install either the single prop or prop family version of these props; full details about these two versions are in the Readme file.
Title: Re: The RTMT V3 Support Thread
Post by: SNR1984A on June 14, 2011, 09:08:15 PM
I did that and it worked, thanks a lot!! =D
Title: Re: The RTMT V3 Support Thread
Post by: diamonddog_74 on June 21, 2011, 04:26:42 AM
Hi everyone,

I saw this screen shot of a proposed project on the NAM thread but it reminded me of a question I wanted to ask in this forum:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg694.imageshack.us%2Fimg694%2F1874%2Fadna1i.jpg&hash=947bf292db076eb0eb47d23a3e138d0bffcda3c1)

It looks like there is a bus stop under the elevated rail line linking the ped malls on both sides of the avenue.

One thing I've noticed when placing tram-on/in-road puzzle pieces, and then placing an RTMT bus stop somewhere along the way, is that the train (tram) makes a stop at the bus stops as well as the actual on/in-road tram stop.

To illustrate better, I place bus stops every ten tiles along a road, and a tram stop every 25 tiles. Basically, I thought the tram would ignore these bus stops and just speed along the track to the tram stop. Instead, I see it stopping at every bus stop along the road. Is this normal behavior, or is it a little bug that may be fixed in the future?
Title: Re: The RTMT V3 Support Thread
Post by: catty on June 21, 2011, 11:18:35 AM
Quote from: diamonddog_74 on June 21, 2011, 04:26:42 AM
...To illustrate better, I place bus stops every ten tiles along a road, and a tram stop every 25 tiles. Basically, I thought the tram would ignore these bus stops and just speed along the track to the tram stop. Instead, I see it stopping at every bus stop along the road. Is this normal behavior, or is it a little bug that may be fixed in the future?

Hi diamonddog

This question came up on the RTMT Support topic over at Simtropolis ... quoting Z or Z1 as he is know over there

QuoteThe fact that the trains stop above these stations is essentially a game bug; stations that handled multiple travel types in situations like this were not part of the original SC4, so this issue never came up then. However, no passengers get on or off the el trains at these stops; you can verify this with the Route Query Tool. Only the automata are affected by this bug, which cannot be fixed by us.

see here for the original question and answer

http://www.simtropolis.com/forum/topic/4490-road-top-mass-transit-developmentsupport-thread/page__view__findpost__p__1012760

hope that helped

:)
Title: Re: The RTMT V3 Support Thread
Post by: diamonddog_74 on June 21, 2011, 07:27:07 PM
Quote from: catty on June 21, 2011, 11:18:35 AM
Hi diamonddog

This question came up on the RTMT Support topic over at Simtropolis ... quoting Z or Z1 as he is know over there

see here for the original question and answer

http://www.simtropolis.com/forum/topic/4490-road-top-mass-transit-developmentsupport-thread/page__view__findpost__p__1012760

hope that helped

:)

Thanks catty.

I was pretty sure it probably had been addressed before somewhere. I'm glad that it's only a cosmetic bug then, and doesn't affect the actual function of the network.
Title: Re: The RTMT V3 Support Thread
Post by: SNR1984A on June 21, 2011, 10:46:30 PM
Now I have different problems... The civic vehicles can't go through RTMT roads or streets lots. How can I fix it? Can someone help me?
Title: Re: The RTMT V3 Support Thread
Post by: z on June 21, 2011, 11:07:42 PM
Which civic vehicles are you referring to?  If you're talking about such things as fire trucks and police cars, then this is most likely a conflict with another plugin.  Temporarily empty your plugins folder of everything but RTMT, start a new city, and see if you still have the problem.
Title: Re: The RTMT V3 Support Thread
Post by: soccerderek on July 13, 2011, 10:24:12 AM
Hi all! I'm having a little problem just with the bus stops. I have deleted all PropS files and chose all my props for every station and accessory. Everything functions properly except the bus stations. I chose the Big blue and the DPMO stations. However in the game when I plop them, sometimes there are brown boxes instead of the station, one brown box and one of the station, and on rare occasions, the two stations. I think its the London bus stop that is appearing as the brown box. Any suggestions to fix this?(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi1193.photobucket.com%2Falbums%2Faa341%2Fdman10257%2Frtmtproblem.jpg&hash=3b4b6b7c86d744d83e67f9705dd8257afdcfbab1)
Title: Re: The RTMT V3 Support Thread
Post by: z on July 13, 2011, 12:40:25 PM
Could you please post the contents of your Props and Models folders?
Title: Re: The RTMT V3 Support Thread
Post by: MR.Y on July 13, 2011, 02:46:49 PM
nice. May you can change the texture without the text "Bus way", cause so you can use it all over the world, without the language mistake(I can't imagine, that here in germany somewhere at a Bus Stop stand "Bus way"). Hope you know what I mean.
Title: Re: The RTMT V3 Support Thread
Post by: z on July 13, 2011, 03:23:14 PM
Quote from: MR.Y on July 13, 2011, 02:46:49 PM
May you can change the texture without the text "Bus way", cause so you can use it all over the world, without the language mistake(I can't imagine, that here in germany somewhere at a Bus Stop stand "Bus way").

The road markings are overlay textures; if you don't like them, you can just remove the file, as specified in the Readme.  There's also a special set of German road markings, too; it's included within the RTMT v3.60 update.
Title: Re: The RTMT V3 Support Thread
Post by: CaptCity on July 13, 2011, 09:06:30 PM
Quote from: soccerderek on July 13, 2011, 10:24:12 AM
Hi all! I'm having a little problem just with the bus stops. I have deleted all PropS files and chose all my props for every station and accessory. Everything functions properly except the bus stations. I chose the Big blue and the DPMO stations. However in the game when I plop them, sometimes there are brown boxes instead of the station, one brown box and one of the station, and on rare occasions, the two stations. I think its the London bus stop that is appearing as the brown box. Any suggestions to fix this?(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi1193.photobucket.com%2Falbums%2Faa341%2Fdman10257%2Frtmtproblem.jpg&hash=3b4b6b7c86d744d83e67f9705dd8257afdcfbab1)
Since you had to plop that one station 23 times to not get a box, I'll ask if you also removed all the PropF files for SimGoobers (SG) stops? There's 20 of them, which means the chances of getting boxes is greater than not. Just a thought...
Title: Re: The RTMT V3 Support Thread
Post by: soccerderek on July 14, 2011, 10:10:57 AM
Hi again. Yes I deleted all simgoobers 20 bus stops.
Here are the contents in my props folder for you Z: (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi1193.photobucket.com%2Falbums%2Faa341%2Fdman10257%2Fpropsrtmt.jpg&hash=4abc9025ecf334f5ff2aea3b96be1fadbec5081a)
models:(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi1193.photobucket.com%2Falbums%2Faa341%2Fdman10257%2Frtmtmodels.jpg&hash=04436b04d25e867dc8055eb9f46c364e6cbdaf3f)
Thanks again!
Title: Re: The RTMT V3 Support Thread
Post by: CaptCity on July 14, 2011, 11:15:48 AM
Unless you have them somewhere else, I don't see the model files for the BigBlue and DPMO shelters. Also the model for the Ninja BusSign. Ckeck the Readme for links if you need them.

I set my RTMT folder up like yours, and that's the only thing that gave me the boxes.
Title: Re: The RTMT V3 Support Thread
Post by: soccerderek on July 14, 2011, 01:01:36 PM
Quote from: CaptCity on July 14, 2011, 11:15:48 AM
Unless you have them somewhere else, I don't see the model files for the BigBlue and DPMO shelters. Also the model for the Ninja BusSign. Ckeck the Readme for links if you need them.

I set my RTMT folder up like yours, and that's the only thing that gave me the boxes.

I downloaded the bus stops from the stex yes. I have them in the general plugins folder.
Title: Re: The RTMT V3 Support Thread
Post by: z on July 14, 2011, 01:44:22 PM
Your Models folder is very sparse in general, and I can see several potential problems.  The Models folder is supposed to be fully populated.  It doesn't matter if you have extra models in there; they just won't get used.
Title: Re: The RTMT V3 Support Thread
Post by: soccerderek on July 14, 2011, 01:52:14 PM
Quote from: z on July 14, 2011, 01:44:22 PM
Your Models folder is very sparse in general, and I can see several potential problems.  The Models folder is supposed to be fully populated.  It doesn't matter if you have extra models in there; they just won't get used.
What should I do?
Title: Re: The RTMT V3 Support Thread
Post by: z on July 14, 2011, 02:56:41 PM
I gather from your folder contents that you have access to the RTMT zip file.  Simply extract from it all the files from the Models subfolder, and put them in your Models folder.
Title: Re: The RTMT V3 Support Thread
Post by: CaptCity on July 14, 2011, 03:18:22 PM
I went back and noticed you thought the boxes were from the London Bus. The London Bus prop (TfL) and is included in the RTMT files and is a single prop, not a prop family prop. I'm wondering if you may have other RTMT files in your plugins that aren't in the actual RTMT folder. Just a thought...
Title: Re: The RTMT V3 Support Thread
Post by: physics on July 14, 2011, 07:09:16 PM
I recently installed 3.60 and for whatever reason, the El Rail over road stations are always grayed out, but everything else is accessible.  I've tried deleting and replopping the MML and restarting/reinstalling but nothing seems to work.  I'm sure I'm missing something obvious--can anyone help?  Thanks!
Title: Re: The RTMT V3 Support Thread
Post by: soccerderek on July 15, 2011, 09:15:51 AM
Quote from: z on July 14, 2011, 02:56:41 PM
I gather from your folder contents that you have access to the RTMT zip file.  Simply extract from it all the files from the Models subfolder, and put them in your Models folder.
So take all the files in the second picture, the models sub folder, and put them where?
Title: Re: The RTMT V3 Support Thread
Post by: z on July 15, 2011, 05:39:01 PM
Quote from: soccerderek on July 15, 2011, 09:15:51 AM
Quote from: z on July 14, 2011, 02:56:41 PM
I gather from your folder contents that you have access to the RTMT zip file.  Simply extract from it all the files from the Models subfolder, and put them in your Models folder.
So take all the files in the second picture, the models sub folder, and put them where?

What I meant is that you take all the files from the Models subfolder that is in your RTMT zip file and place them in your Models folder that you displayed.
Title: Re: The RTMT V3 Support Thread
Post by: CaptCity on July 15, 2011, 06:01:24 PM
If you only have the RTMT v3.50 file then the four models shown earlier are all there is. To get other models, you'll need to get the 3.60 addon (http://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2247).
Title: Re: The RTMT V3 Support Thread
Post by: z on July 15, 2011, 06:55:44 PM
Quote from: CaptCity on July 15, 2011, 06:01:24 PM
If you only have the RTMT v3.50 file then the four models shown earlier are all there is. To get other models, you'll need to get the 3.60 addon (http://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2247).

For him to have had the prop files that he displayed, he must have had the zip version of RTMT v3.50.  This contains all the model files.
Title: Re: The RTMT V3 Support Thread
Post by: CaptCity on July 15, 2011, 08:59:24 PM
Quote from: z on July 15, 2011, 06:55:44 PM
Quote from: CaptCity on July 15, 2011, 06:01:24 PM
If you only have the RTMT v3.50 file then the four models shown earlier are all there is. To get other models, you'll need to get the 3.60 addon (http://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2247).

For him to have had the prop files that he displayed, he must have had the zip version of RTMT v3.50.  This contains all the model files.

Didn't mean to take the thread in this direction, but I'm confused. The version 3.50 on the LEX (I just downloaded it again) only has four model files in the Model folder - the four that soccerderek showed in his image. Am I missing something or thinking of something else...?
Title: Re: The RTMT V3 Support Thread
Post by: z on July 15, 2011, 10:40:58 PM
You're absolutely right - and now I'm confused.  For example, where are the timetable models?  I don't see them anywhere in any of the RTMT distributions.  EDIT:  Some of the small models are combined with their prop files, such as the TfL bus stop.  Now I remember.

As for soccerderek, he has a number of props that don't have models, such as the Shmails GLR shelter.  Perhaps he has them with their downloads, but I'd be most suspicious of these.
Title: Re: The RTMT V3 Support Thread
Post by: soccerderek on July 20, 2011, 06:30:12 PM
Quote from: z on July 15, 2011, 05:39:01 PM
Quote from: soccerderek on July 15, 2011, 09:15:51 AM
Quote from: z on July 14, 2011, 02:56:41 PM
I gather from your folder contents that you have access to the RTMT zip file.  Simply extract from it all the files from the Models subfolder, and put them in your Models folder.
So take all the files in the second picture, the models sub folder, and put them where?

What I meant is that you take all the files from the Models subfolder that is in your RTMT zip file and place them in your Models folder that you displayed.
The models subfolder I displayed is the folder in my RTMT zip file.
Title: Re: The RTMT V3 Support Thread
Post by: z on July 20, 2011, 07:02:09 PM
Is it possible that you have prop files from a previous installation of RTMT somewhere in your Plugins folder?  This seems to be the most likely explanation for what you're experiencing.
Title: Re: The RTMT V3 Support Thread
Post by: soccerderek on July 29, 2011, 07:48:37 PM
Quote from: z on July 20, 2011, 07:02:09 PM
Is it possible that you have prop files from a previous installation of RTMT somewhere in your Plugins folder?  This seems to be the most likely explanation for what you're experiencing.
I'll check. Thank you :)
Title: Re: The RTMT V3 Support Thread
Post by: DaveB on September 27, 2011, 05:10:30 AM
Afternoon guys, great work on everything you have achieved to date  &apls

I seem to have an issue though.... and I'm 100% sure it's something I have either done or not done lol

Basically if I want to put down a bus stop on a street/road/oneway road (the type you then run the road type through to transport enable) then thats fine, but as soon as I lay the road/street through, it lays fine on either side of the stop but not the tile itself, leaving it transparent with nothing but the "bus stop" writing that would be seen on the road.....

I am using the UK.dat files, and I have deleted the US & DE files as stated to do in the readme, but I think I have snagged myself on the 3 UK files and which to keep and which not to keep..... if you guys could help that would be brilliant!! Unfortunately I'm a bit of an idiot when it comes to some of the jargon you use, so keep it idiot proof if you possibly could please  :thumbsup: hahaha

Cheers,

Dave
Title: Re: The RTMT V3 Support Thread
Post by: CaptCity on September 27, 2011, 06:42:10 AM
Quote from: DaveB on September 27, 2011, 05:10:30 AM
Basically if I want to put down a bus stop on a street/road/oneway road (the type you then run the road type through to transport enable) then thats fine, but as soon as I lay the road/street through, it lays fine on either side of the stop but not the tile itself, leaving it transparent with nothing but the "bus stop" writing that would be seen on the road.....

I am using the UK.dat files, and I have deleted the US & DE files as stated to do in the readme, but I think I have snagged myself on the 3 UK files and which to keep and which not to keep.....

Sounds like you have installed the Addon Set - 3.60. Did you also install the 3.50 original? There are some needed files in that one that are still required. If you do have the original, do you have one of the RoadTextures files in the folder? There are two options - one named Standard and the other Euro. You might have used the Euro file thinking that would be the one to use with the UK lots. However, if I remember correctly, the Euro file is used with the Euro texture mod. If you're not using that mod, then the one named Standard is the one to use.
Title: Re: The RTMT V3 Support Thread
Post by: DaveB on September 27, 2011, 08:09:40 AM
I definately installed 3.50 first yeah, ran the installer for family props iirc, as opposed to dropped the lot into the plugins folder like i did before.....

i will have a look this evening, and if thats the case, should be an easy fix :D I will keep you updated.....

Another thing that has just popped into my mind regarding RTMT, and I think somebody else might had a similar problem, is when plopping some of the lots - simgoobers bus/bikeshed stops sometimes it will plop just fine, and other times it might take a few attempts to avoid the brown box, what causes this?

Thanks a lot for your help so far, I hope your right about that file :P
Title: Re: The RTMT V3 Support Thread
Post by: CaptCity on September 27, 2011, 08:04:59 PM
I'll have to amend my above post... Having the RoadTexture_Euro file instead of the Standard won't cause the textures to not appear. It will just display the wrong one for the Road stops (without the Euro texture mod). Having neither texture file would lead to having no textures displayed in the game.

As for the intermittent brown boxes... Depending on what Prop files you have, you would need to be sure to have the associated model files installed also. Might check those dependencies...
Title: Re: The RTMT V3 Support Thread
Post by: DaveB on September 28, 2011, 04:14:41 AM
I sorted out the road textures problem as per your first reply last night, so thanks very much for that!! I'm delighted :D

as for the props, they were all extracted when I ran the installer, so is this a case of removing the ones I don't want (a bit like the US & German road textures) or is a case that I could have a dependency missing?
Title: Re: The RTMT V3 Support Thread
Post by: CaptCity on September 28, 2011, 06:41:59 AM
Quote from: DaveB on September 28, 2011, 04:14:41 AM
...as for the props, they were all extracted when I ran the installer, so is this a case of removing the ones I don't want (a bit like the US & German road textures) or is a case that I could have a dependency missing?
You mentioned you had used the Prop Family installer. Therefore, yes, you could remove the PropF files you don't want to use, or make sure you have all dependencies. If I remember correctly, the only dependency for that was Simgoober's Bus Stops (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1618). Did you get that one? Other than that, there wasn't much file manipulation with the instaler version.
Title: Re: The RTMT V3 Support Thread
Post by: DaveB on September 28, 2011, 11:16:13 AM
Yeah, I made sure to get SimGoobers bus stop dependancy, but it still leaves open my question of why I need sometimes need to click multiple times until it plops correctly  &mmm
Title: Re: The RTMT V3 Support Thread
Post by: z on September 28, 2011, 02:11:54 PM
If you first installed SimGoober's bus stops, and then installed RTMT, and then if you removed the copy of SimGoober's models from the RTMT Models folder, thinking that they were duplicates, or if you removed the original SimGoober models for the same reason, this could result in the symptoms you describe.  Similarly, copying the files from one place to another could cause problems.  RTMT needs to have its own copies of these models, specifically the ones provided in RTMT v3.60.  Although the names are the same as with SimGoober's models, the contents differ slightly in that the RTMT models don't also have a prop exemplar included in them.

Do you have all twenty bus stop models from SimGoober in the RTMT Models folder?  Are these the ones obtained from RTMT v3.60?  And do you still have your original SimGoober models in the SimGoober bus stops folder?
Title: Re: The RTMT V3 Support Thread
Post by: apeguy on October 28, 2011, 03:02:38 PM
I'm not sure if this problem is due to the RTMT or not, but it occurs when the Tram-in-Road stations. I'm trying to build a tram network in one of my cities using a combination of Tram-Avenue, Tram-in-Road, and standard GLR, as well as using stations for all three of thse networks. After a few months, the game crashes, every time, and it's starting to become frustrating. Now I've heard that you have to activate the stations by dragging road or OWR through it, but I've done that with all my stations and it hasn't worked, the game still crashes. Is there something I need for them to work without crashing?

Any help would be appreciated.
Title: Re: The RTMT V3 Support Thread
Post by: z on October 28, 2011, 03:42:04 PM
There is nothing in RTMT that would explain your problem.  It is most likely caused by some other plugin, though I don't know which.
Title: Re: The RTMT V3 Support Thread
Post by: pierreh on October 28, 2011, 11:34:55 PM
In support and confirmation of the previous post, I can say that I have been implementing all varieties of trams in some cities: tram-in-avenue, tram-in-road, tram-on-road, tram-on-street, GLR on its own right-of-way, with all types of stations that can be installed on those types of tram tracks, as well as most of the crossings, junctions, loops, transitions to subway, etc, that are available. In my largest cities this means tram networks of considerable size, which also enjoy a high level of utilization. It has never caused any crash of the game. RTMT, in my experience, is very solid and reliable.
Title: Re: The RTMT V3 Support Thread
Post by: harryloko20 on January 26, 2012, 08:29:28 AM
I dowloand everything that need for use, but my station dont show up, why '-'
Title: Re: The RTMT V3 Support Thread
Post by: catty on January 26, 2012, 09:35:32 AM
Quote from: harryloko20 on January 26, 2012, 08:29:28 AM
I dowloand everything that need for use, but my station dont show up, why '-'

Hi harryloko20

The RTMT comes with a MML plugin "RTMTV3__MML.dat" which will hide all the stations until you plop the MML lot itself (looks like a repair yard in-game) then you will see all the stations, check your plugins to see if you have it and remove, if that's not your problem then please let me know and we will figure out what's wrong   :)

Catty
RTMT Team
Title: Re: The RTMT V3 Support Thread
Post by: harryloko20 on January 26, 2012, 03:52:56 PM
Quote from: catty on January 26, 2012, 09:35:32 AM
Quote from: harryloko20 on January 26, 2012, 08:29:28 AM
I dowloand everything that need for use, but my station dont show up, why '-'

Hi harryloko20

The RTMT comes with a MML plugin "RTMTV3__MML.dat" which will hide all the stations until you plop the MML lot itself (looks like a repair yard in-game) then you will see all the stations, check your plugins to see if you have it and remove, if that's not your problem then please let me know and we will figure out what's wrong   :)

Catty
RTMT Team

Hey Catty i fixed after i posted.i Downloaded
www.simtropolis.com/forum/files/file/14202-berlin-mass-transit-theme/
http://www.simtropolis.com/forum/files/file/13698-additional-subway-entrance-props/

and everything show up now ... when i didnt download , just the field show up, but now its okay, nice plugin, but i cant use them on street, cuz i use TEARSELED street hehehe, ;D
Title: Re: The RTMT V3 Support Thread
Post by: catty on January 26, 2012, 09:59:46 PM
Quote from: harryloko20 on January 26, 2012, 03:52:56 PM
Hey Catty i fixed after i posted.i Downloaded

Glad you got your problem sorted out   :)

Quote...but i cant use them on street, cuz i use TEARSELED street hehehe, ;D

We do have an addon pack for all the SAM Streets you can find it here

http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2247

if you do download it make sure you have all the dependencies   :thumbsup:
Title: Re: The RTMT V3 Support Thread
Post by: harryloko20 on January 27, 2012, 09:14:20 AM
Nice Catty im dowload ur suggestion for sam and other utilitys <3 , now its so hard to install in english language ... but ... i tried, and my Sub menu dont open nothing ... and search menu dont display any results.

i use USA(game) direction ... i deleted all UK archives ... its okay .. i found sam bus station ... sub .. in normal menu (maxis tranport) but .. another types i cant find without the DAMN?
my "transport paste" located in simcity4/plugins/RTMTV3/Transport ... how i use the DAMN menu '-' , in game when i click for search i wirte "RTMT" and display 0 results ... Thank you for support.
Title: Re: The RTMT V3 Support Thread
Post by: catty on January 27, 2012, 11:48:58 AM

Hi harryloko20

You may find it easier to install using the ZIP Version  http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1058  you also need these dependencies for the models and SAM

http://www.simtropolis.com/stex/details.cfm?id=3194
http://www.simtropolis.com/stex/details.cfm?id=3195
http://www.simtropolis.com/stex/details.cfm?id=12499
http://www.simtropolis.com/stex/details.cfm?id=11421
http://www.simtropolis.com/stex/details.cfm?id=18441
http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1040
http://www.simtropolis.com/stex/details.cfm?id=4079
http://www.simtropolis.com/stex/details.cfm?id=3050
http://www.simtropolis.com/stex/details.cfm?id=11467
http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1594

and we also have the following add-ons

RTMT Add-On Pack V3.60  http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2247
RTMT Interim T-RAM Stations  http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1986
RTMT GLR Transitions  http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2248

you have already downloaded most of this stuff, as to the DAMN this is optional and I would recommend getting the RTMT working first before installing it, its also something I don't use so I will have to get one of the other RTMT Team members to talk you thru getting it running.

Example RTMT Folder (UK Version)


Directory of RTMT main folder
RTMTV3_Locales.dat
RTMTV3_LotsAGLR_UK.dat
RTMTV3_Lots_NonRoadTop_High.dat
RTMTV3_Lots_UK.dat
RTMTV3_Queries.dat
RTMTV3_RoadMarkings_UK_Wide.dat
RTMTV3_RoadTextures_Standard.dat
RTMTV3_StationsAGLR_NAMCapacity_High.dat
RTMTV3_Stations_NAMCapacity_High.dat
SC4TrashcanFix.dat

Directory of El Rail over Road
Ele-Rail Prop.dat
RTMT_El_Rail_Locales.dat
RTMT_El_Rail_Lots_UK.dat
RTMT_El_Road_Textures_Standard_Low.dat
RTMT_Stations_El_Rail_Capacity_High.dat

Directory of GLR Transitions
RTMT_KeepLeft_NoUTurn_Rd-GLRInRoadTrans.SC4Model
RTMT_KeepRightOrLeft_NoUTurn_Rd-GLRInRoadTrans.SC4Desc
RTMT_Tram_in_Avenue_to_Underground.SC4Lot
RTMT_Tram_in_Avenue_to_Underground.SC4Model
RTMT_Tram_in_Road_to_Underground.SC4Lot
RTMT_Tram_in_Road_to_Underground.SC4Model
RTMT_Tram_Transition_Paths_Left.dat
RTMT_Tram_Transition_Textures.dat

Directory of Interim T-RAM Stations
RTMT_Lots_T-RAM_Euro.dat
RTMT_Road_Textures_Euro.dat
RTMT_Road_Tram_Paths_Left.dat
RTMT_Stations_T-RAM_Capacity_High.dat
RTMT_T-RAM_Locales.dat

Directory of SAM
RTMT_SAM_Locales.dat
RTMT_SAM_Stations_Capacity_High.dat
RTMT_SAM_Textures.dat
RTMT_SAM_UK_Lots.dat


I haven't included the Models or Props folders in the above example, as it would have made it too big

Hope that helps, if not then please let me know and sorry for the long post   &mmm

Catty
Title: Re: The RTMT V3 Support Thread
Post by: harryloko20 on January 27, 2012, 01:28:36 PM
Well, then DAMN is optacally, right ... , rest of plugins is ok ... sam stations ... everything ... all dependencys ok ... Thank you ... but on transport menu , i just can plop a type of bus station ... like green (german style i think) for every road , sam ... avenue ... buts its okay ... i'm happy ith it already (:
Title: Re: The RTMT V3 Support Thread
Post by: catty on January 27, 2012, 06:12:37 PM
Quote from: harryloko20 on January 27, 2012, 01:28:36 PM
...buts its okay ... i'm happy ith it already (:

Glad its working     :)
Title: Re: The RTMT V3 Support Thread
Post by: Magneto on July 09, 2012, 02:01:03 PM
Hello,

I'm using RTMT with last update v3.60 and I like it a lot. However I noticed a small texture problem with El rail over road stations... The El rail bit over the station has a different texture compared to doubledecker pieces or classic el rail

Is there any further release that will correct this cosmetic bug? For info I use latest NAM (r30) + hotfix.

Also,

I have another question concerning customosable features

I've read extensively the readme enclosed with 3.50 but can't figure out where to find the model (or is it the prop?) to get the phonebooth with nightlightings (goes along with Porkie props) and yellow bus sign (raphalninja)



I have the listed dependencies but there is something missing, I searched in the prop families and single props but no luck

Anyone can help? Thanks,

Cheers
Title: Re: The RTMT V3 Support Thread
Post by: CaptCity on July 09, 2012, 03:11:14 PM
Quote from: Magneto on July 09, 2012, 02:01:03 PM
I'm using RTMT with last update v3.60 and I like it a lot. However I noticed a small texture problem with El rail over road stations... The El rail bit over the station has a different texture compared to doubledecker pieces or classic el rail...

Could you possibly post a picture of the difference you're seeing? If you mean the slight color difference, that could be due to trying to match the station model to the NAM pieces. I'm not up on the technical aspects of the process, but I understand it can be difficult.

QuoteI've read extensively the readme enclosed with 3.50 but can't figure out where to find the model (or is it the prop?) to get the phonebooth with nightlightings (goes along with Porkie props) and yellow bus sign (raphalninja)...
I have the listed dependencies but there is something missing, I searched in the prop families and single props but no luck.

If you're sure you have all the dependencies, you may need to check if the correct prop files are in the Prop folder. If you want the Paris phone booth (the one requiring Porkies props), you should have a file in the Prop folder named RTMTV3_Prop_PhoneBooth_Paris. All other files named RTMTV3_Prop_PhoneBooth_*** should be removed. Likewise with the Ninja bus sign. There should be a file named RTMTV3_Prop_BusSign_Ninja, and all other files with the name RTMTV3_Prop_BusSign_*** removed.

If you used the installer version of 3.50, these files may not have been included. You'll need to get the manual version (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1058) and copy the files into your folder structure.

Hope this helps...
Title: Re: The RTMT V3 Support Thread
Post by: Magneto on July 10, 2012, 10:24:06 AM
Sure! Here it is

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg43.imageshack.us%2Fimg43%2F1116%2Frtmt.jpg&hash=aefefbe8a5be18590d32057ecac7e24387e8dfdd)

As you can see nothing dramatic but because of that visual difference I barely ever use the said stations  &mmm

QuoteIf you used the installer version of 3.50, these files may not have been included. You'll need to get the manual version and copy the files into your folder structure

Ah, that's why I never saw those files  ;D

Thanks for the link Captain! Yyour help is appreciated

Cheers


Title: Re: The RTMT V3 Support Thread
Post by: catty on July 10, 2012, 11:53:57 AM
Quote from: Magneto on July 10, 2012, 10:24:06 AM
...As you can see nothing dramatic but because of that visual difference I barely ever use the said stations  &mmm...

Have you installed the z_RTMT folder, it contains a file called GizmoFix.dat, which should have fixed this problem, if you have the file installed, then we need to take another look at things and see what might be causing this to happen.
Title: Re: The RTMT V3 Support Thread
Post by: Magneto on July 10, 2012, 12:45:22 PM
Huh I totally overlooked that file, now it's installed but it doesn't change anything? I tried in RTMT folder and in plugins folder...

A mod conflict maybe? Anyways thanks for your reply Catty,

Cheers

PS nice avatar!
Title: Re: The RTMT V3 Support Thread
Post by: CaptCity on July 10, 2012, 01:27:18 PM
Quote from: Magneto on July 10, 2012, 12:45:22 PM
Huh I totally overlooked that file, now it's installed but it doesn't change anything? I tried in RTMT folder and in plugins folder...

Do you, by chance run the game on "Low" graphics. I noticed you were using the euro textures, so I loaded my set up, but did not notice the same difference. However, running the game with the graphics set to "Low" did.
Title: Re: The RTMT V3 Support Thread
Post by: Magneto on July 11, 2012, 11:35:45 AM
I got everything selected on low settings bar the 2 last graphic options in the menu (texture quality and visual details I think) which are on medium setting.
Title: Re: The RTMT V3 Support Thread
Post by: CaptCity on July 11, 2012, 02:29:24 PM
It appears the the Texture setting needs to be on "High" for the ElRail-over-Road pieces to match the station track. This can be changed while running the game, but you'll need to do a standard "Save" (no need to exit) for the change to take effect.
Title: Re: The RTMT V3 Support Thread
Post by: z on July 11, 2012, 05:37:49 PM
You could also try using the file "RTMT_El_Road_Textures_Standard_Low.dat" (or "RTMT_El_Road_Textures_Euro_Low.dat", as the case may be) instead of your existing textures file.  These files were designed to address this problem.
Title: Re: The RTMT V3 Support Thread
Post by: Magneto on July 12, 2012, 11:03:29 AM
Okay I tried with the euro low texture, here is the result:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg838.imageshack.us%2Fimg838%2F1183%2Fimprovedb.jpg&hash=99fced7a78dd473bdac2fa46ed93d882c4e24772)

Road texture matches perfectly, however the rail texture is unchanged

And here with the graphic settings set to high as Capt suggested (still with euro low texture)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg51.imageshack.us%2Fimg51%2F3108%2Fimproved2.jpg&hash=708de805882302b3f766e05a5319b26a447b161b) 

That is neat! Only probem is I can't run with those settings, makes the game too slow to be playable on my PC. Do you think there is a way to make it work with medium settings? That would be great.

Oh one more question, by any chance does the team have something like a el rail station over double decker pieces in the pipes? I stumbled across a thread on this site where Xyladoria  showed pictures of a station, I have a very similar station made by him but it's designed to cross over an avenue... Were his project scrapped for some reason?

Anyway big thanks to you guys for your time and input, its really appreciated.

Cheers
Title: Re: The RTMT V3 Support Thread
Post by: CaptCity on July 12, 2012, 07:52:48 PM
Quote from: Magneto on July 12, 2012, 11:03:29 AM
Okay I tried with the euro low texture, here is the result:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg838.imageshack.us%2Fimg838%2F1183%2Fimprovedb.jpg&hash=99fced7a78dd473bdac2fa46ed93d882c4e24772)

Road texture matches perfectly, however the rail texture is unchanged.

I noticed the same thing when switching the Standard texture files...
Title: Re: The RTMT V3 Support Thread
Post by: z on July 12, 2012, 07:54:10 PM
Let's take another look at your original picture:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg43.imageshack.us%2Fimg43%2F1116%2Frtmt.jpg&hash=aefefbe8a5be18590d32057ecac7e24387e8dfdd)

Note that part of the problem here is that the space in the middle of the tracks surrounding the station shows very dark, even though there's grass below them.  In the spaces above the station, you can see the grass, just as in the spaces beyond the roadway.

This would appear to be a NAM bug, where the spaces in the el rail over road aren't displayed properly at the Medium and Low level.  I don't know how hard it would be to fix, but you could always post on the NAM board and ask.

Then, of course, there's still the property that the texture of the rail itself over the station doesn't match the texture of the surrounding rail at Low and Medium levels.  We use the same model for the el rail that the NAM does - in fact we just reference it - so it would appear likely that the difference is caused by the different way that lots and networks work.  Whether or not this could be fixed, I don't know (although personally I doubt it); it took us a long time to get this to work as well as it does.

Quote from: Magneto on July 12, 2012, 11:03:29 AM
Oh one more question, by any chance does the team have something like a el rail station over double decker pieces in the pipes? I stumbled across a thread on this site where Xyladoria  showed pictures of a station, I have a very similar station made by him but it's designed to cross over an avenue... Were his project scrapped for some reason?

We really did want to get this station done, but it was shelved for lack of resources.
Title: Re: The RTMT V3 Support Thread
Post by: Neshi on February 18, 2013, 03:26:51 AM
I've installed the latest patch to the RTMT and I'm loving it, there is just one little thing that is bugging me.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg19.imageshack.us%2Fimg19%2F127%2Fredsquarew.jpg&hash=62efd4be728cfaf906c236e6daaa2f818b892c81)

the red square where the bus is supposed to stop, is not in front of the busstop. Is that due to an error of mine with a particular file, or is that just the way it is?
Title: Re: The RTMT V3 Support Thread
Post by: FrankU on February 18, 2013, 05:34:39 AM
It looks like you have a Left Hand drive game with Right Hand drive busstops!

Welcome to the community by the way, I see it is your first post on SC4D.  :thumbsup:

Frank
Title: Re: The RTMT V3 Support Thread
Post by: z on February 18, 2013, 12:59:50 PM
Those UK road markings are used only for left-side driving.  It looks like you've got the RTMTV3_Lots_US.dat file installed, which is correct if you're in the U.S. or any other country where people drive on the right.  Assuming that's the case, you just have to pick a different road marking.
Title: Re: The RTMT V3 Support Thread
Post by: Neshi on February 18, 2013, 02:28:31 PM
I have been lurking for a long time, haha
Never had any problems with the stuff I've downloaded :)

I have the everything installed for lefthand drive, so I am unsure what is causing the busstops to show up as right hand drive.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg811.imageshack.us%2Fimg811%2F1116%2Frtmt.jpg&hash=7de4e40bcf5bf07688535f0e78b6dbed0febca08)
Title: Re: The RTMT V3 Support Thread
Post by: z on February 20, 2013, 02:53:25 AM
I figured out what your problem is.  Despite what your folder listing says, those aren't the UK lots - they're the US lots.  Somewhere in your Plugins folder you have a file called RTMTV3_LotsAGLR_US.dat, and it's overriding the UK version of this file.  Perhaps you have a DatPacked version of RTMT?  Or another version stored somewhere else?

You can easily prove that this is what is actually happening.  Temporarily move everything except your RTMT folder into a temporary place outside your Plugins folder.  Then start up the game in an empty city, and plop this lot.  You'll see that the position of the subway and the bus stairs are reversed.
Title: Re: The RTMT V3 Support Thread
Post by: Neshi on February 20, 2013, 11:04:39 PM
No I don't. I've done a windows search thingy, but the US.dat does not show up. I don't know. I will try it with the US.dat and see if that changes things around. Other than that, I have no idea what's wrong.
Title: Re: The RTMT V3 Support Thread
Post by: z on February 21, 2013, 02:11:15 AM
Did you try this in an empty city with only RTMT (and the NAM) in your Plugins folder?
Title: Re: The RTMT V3 Support Thread
Post by: wacs on April 02, 2013, 12:52:42 AM
Hi,
Long time lurker, first time poster.  I installed rtmt recently, but have not been able to get the DAMN menu to work correctly.  It posts a bunch of garbage when I click the return to RTMT main menu from the DAMN menu interface.  I followed the installation instructions, renaming customnews.dat etc, and moving files around.  Any help would be great.  Thanks!
Robin
Title: Re: The RTMT V3 Support Thread
Post by: catty on April 03, 2013, 03:14:33 AM
Quote from: wacs on April 02, 2013, 12:52:42 AM
Hi,
Long time lurker, first time poster.  I installed rtmt recently, but have not been able to get the DAMN menu to work correctly....

Hi Robin

Sorry I missed seeing your post, I've been using the DAMN Manager by Yild which you can find on the LEX  here

http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2876

I need to dig out our Readme as its been a while and my plugin folder is using the RTMT beta, but I'll get back to you tomorrow.

-catty

EDIT:  Sorry got caught up in RL will still test/check this out for you first chance I get
Title: Re: The RTMT V3 Support Thread
Post by: catty on April 06, 2013, 11:39:22 AM
Hi wacs

Sorry for the delay, I re-installed Daeley's Advanced Menu Navigator

http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1775

the new NAM and the RTMT and its dependencies into an empty plugin folder also have installed the DAMN Manager (see previous post),  am using a Win 7 64bit all-in-one single core desktop computer

No problems or error messages while testing it using the Maxis Region from the citybuilders site

QuoteIt posts a bunch of garbage when I click the return to RTMT main menu from the DAMN menu interface

What was the "garbage" or can you post a screen shot of it as I've gone from the DAMN menu to the RTMT menu and back again a number of times, it maybe that as I'm doing this in an empty plugins folder something in your plugins folder is causing a conflict?

-catty
Title: Re: The RTMT V3 Support Thread
Post by: eagle74 on November 22, 2013, 03:34:09 PM
I have been away from the game for awhile, & need some guidance.  Is the RTMT v3.5 the latest version?  And then there is a v3.6 patch?  Want to make sure I install the right one(s)
Title: Re: The RTMT V3 Support Thread
Post by: catty on November 22, 2013, 04:07:18 PM

Hi eagle74

Quote from: eagle74 on November 22, 2013, 03:34:09 PM
...And then there is a v3.6 patch?...

v3.60 isn't a patch but an add-on for v3.50, its called RTMT Add-On Pack V3.60 and can be found here

http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2247

we also have the  RTMT Interim T-RAM Stations found here

http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1986

and also the RTMT GLR Transitions which is here

http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2248

hope that helps

-catty
Title: Re: The RTMT V3 Support Thread
Post by: eagle74 on November 22, 2013, 04:15:00 PM
Catty,
Thanks, I will start with v3.5.
Title: Re: The RTMT V3 Support Thread
Post by: catty on November 22, 2013, 04:30:25 PM
Quote from: eagle74 on November 22, 2013, 04:15:00 PM
Catty,
Thanks, I will start with v3.5.

:thumbsup:

get stuck at all, here to help

-catty
Title: Re: The RTMT V3 Support Thread
Post by: eagle74 on November 25, 2013, 03:27:10 AM
OK, I installed V3.5, & then, V3.6 add-on.  The readme says that there are two capacities, low & high.  But, mine did not change from V3.5.  It is still the 5X.dat version.  Is this OK?

Also, I read through the strings in this support thread explaining capacities & still don't understand why the RTMT capacities are so much lower than the transit stations add-ons included in NAM 31.2.  Just a question.
Title: Re: The RTMT V3 Support Thread
Post by: Rady on November 25, 2013, 03:41:59 AM
Hi there, since I've been absent from SC4 for quite some months now, I just wanted to drop in and ask if there a re any news regarding RTMT stations for the new NAM NWM networks? Anything in works right now  %confuso? Or "on the list"? Since the poll did show quite some interest in that, I thought I just might ask ...

Apart from that, thank's for you great work in creating this addon  :thumbsup:
Title: Re: The RTMT V3 Support Thread
Post by: catty on November 25, 2013, 08:37:01 AM
Quote from: eagle74 on November 25, 2013, 03:27:10 AM
OK, I installed V3.5, & then, V3.6 add-on.  The readme says that there are two capacities, low & high.  But, mine did not change from V3.5.  It is still the 5X.dat version.  Is this OK?

Also, I read through the strings in this support thread explaining capacities & still don't understand why the RTMT capacities are so much lower than the transit stations add-ons included in NAM 31.2.  Just a question.

A number of the V3.5 files either need to be deleted or replaced with the V3.60 files, the readme called "!!!README!!!_RTMT_Addon_Pack_V3.60.html" goes into the details, but in short you are deleting all the capacity files from V3.5 and replacing them with either a low or high capacity file from V3.60 ... I would recommend making everything high capacity, as to the difference between the RTMT and NAM capacity for transit stations, it is because the RTMT release is now a couple of years old and the NAM is current, in the next version of the RTMT the capacities will match.

Quote from: Rady on November 25, 2013, 03:41:59 AM
Hi there, since I've been absent from SC4 for quite some months now, I just wanted to drop in and ask if there a re any news regarding RTMT stations for the new NAM NWM networks? Anything in works right now  %confuso? Or "on the list"? Since the poll did show quite some interest in that, I thought I just might ask ...

Apart from that, thank's for you great work in creating this addon  :thumbsup:

The RTMT Team does plan on putting out a RTMT V4.0, but most of the team are also members of the NAM team, which is currently taking priority, I can't say at this stage when V4.0 will be ready for release, but can tell you the last beta did contain FLUP and NWM stations.

:thumbsup:
Title: Re: The RTMT V3 Support Thread
Post by: Rady on November 25, 2013, 02:55:00 PM
Quote from: catty on November 25, 2013, 08:37:01 AM
The RTMT Team does plan on putting out a RTMT V4.0, but most of the team are also members of the NAM team, which is currently taking priority, I can't say at this stage when V4.0 will be ready for release, but can tell you the last beta did contain FLUP and NWM stations.

:thumbsup:

Thanks for the heads up, and keep on with your marvellous work :thumbsup:
Title: Re: The RTMT V3 Support Thread
Post by: eagle74 on November 25, 2013, 05:33:33 PM
Rady,
Appreciate the help.  I must have extracted some of the files to the wrong subfolder the 1st time around.  this time I got them in the right place & deleted the ones not needed.  It appears to be working OK now, but will have to plop a few stations & let them run for awhile to make sure. 

One more question:  I assume that it is OK to delete lots & models not used, e.g., Berlin bus stop, etc.

By the way, I really do appreciate all the effort that went into RTMT.  Great job!  I don't play the game without it.
Title: Re: The RTMT V3 Support Thread
Post by: catty on November 26, 2013, 12:31:17 AM
Quote from: eagle74 on November 25, 2013, 05:33:33 PM
Rady,
Appreciate the help.  ...

()sad()

QuoteOne more question:  I assume that it is OK to delete lots & models not used, e.g., Berlin bus stop, etc.

I tend to keep models in my plugins folder even if I don't have the lot any more, but I think that's a personal preference on my part, as for the Berlin Bus Stop, I can't see that deleting it will cause any problems, but until you are sure you may just want to move the lots and models you don't want in the RTMT to somewhere else, so you can put them back easily if you do have problems.

-catty
Title: Re: The RTMT V3 Support Thread
Post by: Rady on November 26, 2013, 03:27:23 AM
Quote from: catty on November 26, 2013, 12:31:17 AM
Quote from: eagle74 on November 25, 2013, 05:33:33 PM
Rady,
Appreciate the help.  ...

()sad()



-catty

It's always nice to get a hug for nothing  ;D
Title: Re: The RTMT V3 Support Thread
Post by: eagle74 on November 26, 2013, 04:03:23 AM
Catty,
Thanks for the help. I am removing files only to keep the size of my plugins folder down.  ()stsfd()
Title: Re: The RTMT V3 Support Thread
Post by: catty on November 26, 2013, 08:00:06 AM
Quote from: Rady on November 26, 2013, 03:27:23 AM
...It's always nice to get a hug for nothing  ;D

()flower()

Quote from: eagle74 on November 26, 2013, 04:03:23 AM
Catty,
Thanks for the help. I am removing files only to keep the size of my plugins folder down.  ()stsfd()

Good luck with that I've long since given up trying   ;D
Title: Re: The RTMT V3 Support Thread
Post by: tvrcars on January 16, 2014, 08:08:15 AM
I cant seem to get the euro textures working, I cant get rid of the double yellow lines in the road. I have the RTMTV3_RoadTextures_Euro.dat in the main file but the double yellow lines are still there, I thought the roads going through the bus stop would have dashed white lines to match the euro roads. Have i missed out something in the main file? You can see what i have in my plugins RTMT main file
Title: Re: The RTMT V3 Support Thread
Post by: catty on January 16, 2014, 08:51:16 AM
If you are trying to match the road, then you would need to use "RTMTV3_RoadTextures_Standard.dat" instead of the Euro file, I should point out you are using a old version of the RTMT and you may want to consider upgrading at a later date

-catty
Title: Re: The RTMT V3 Support Thread
Post by: tvrcars on January 16, 2014, 09:15:10 AM
the old version? I only use RTMT on roads and avenues, the new one has the sam streets etc, I like to keep mine simple lol

I replaced the file with "RTMTV3_RoadTextures_Standard.dat" and I still have the yellow lines going through the bus stop.

Does it have anything to do with the installer when I was asked I went for the Euro texture style, if i reinstalled it clicking on the standard road texture would that fix the problem?

Title: Re: The RTMT V3 Support Thread
Post by: cogeo on January 16, 2014, 10:44:05 AM
The installation (using RTMTV3_RoadTextures_Euro.dat) looks OK to me. And this file indeed contains the euro-style textures. So this is really strange.

I can only think of a duplicate installation. Pls search into your plugins for RTMTV3_RoadTextures_Standard.dat. If it's not found, it may be some custom content creator who put the textures into his upload. Normally the main RTMT installation folder is named RTMTV3 and put immediately under the Plugins folder (also the case in your installation). Try renaming RTMTV3 to z_RTMTV3. This will cause the folder to be loaded last, and therefore "override" (replace) the previous one. If so, you should be getting the euro textures in your busstops. But... we are not done! Then try renaming it to say, u_RTMTV3, and so on, until you find the culprit. Please let us know the results.
Title: Re: The RTMT V3 Support Thread
Post by: tvrcars on January 16, 2014, 12:57:26 PM
ok got it to work after taking all my plugins out and just leaving in NAM files and RTMT in. Added my plugins in a few at a time and the only one that causes the problem is zzz_RTMTV3_sandstone.
Title: Re: The RTMT V3 Support Thread
Post by: catty on January 16, 2014, 01:13:43 PM
Quote from: tvrcars on January 16, 2014, 12:57:26 PM
...the only one that causes the problem is zzz_RTMTV3_sandstone.

which does explain the problem as that's not a RTMT file, it belongs to the "Sandstone Texture Mod for Road Top Mass Transit (RTMTV3)" and was created by someone called AtmoGuy

http://community.simtropolis.com/files/file/26535-sandstone-texture-mod-for-road-top-mass-transit-rtmtv3/
Title: Re: The RTMT V3 Support Thread
Post by: cogeo on January 17, 2014, 01:35:10 AM
Glad that you found it!

So the Sandstone Texture Mod contains textures for the standard (american) roads only. If you wish to have both the sandstone and the euro road textures installed, some little (and I really mean little) texturing work. Only one texture needs to be re-created, the basic road base texture (so that it's a sandstone sidewalk with euro road texture combination).
Title: Re: The RTMT V3 Support Thread
Post by: tvrcars on January 17, 2014, 07:21:37 AM
I have SC4 tools at a guess i have to use it to adjust the dat file of the sandstone road texture, the only being I have never used it before, dont know enough on how to do it. Can you give a few pointers on it please?
Title: Re: The RTMT V3 Support Thread
Post by: Petefromwhere on March 05, 2014, 09:44:11 AM
Greetings. I installed--in order--NAM32, the DAMN menu, RTMTv3.5, RTMTv3.6. I feel like I followed the instructions meticulously, but am now wondering if I went wrong somewhere and I don't know where to find the fix.  :-\

When I look at the Bus/Subway Station (Road) in the original Maxis menu the passenger capacity states 4000.
When I look at the Bus/Subway Station (Road) with the query tool after placement the max capacity states 12000.
When I look at the Bus/Subway Station (Road) in the DAMN menu the passenger capacity states 28000.

I'd be really grateful if someone could tell me if this is expected or, if it's not, what dat files/locations I need to focus on to remedy the discrepancies. I've double checked my work, but I don't think I have a deep enough understanding of how these files work to have the "aha" moment I need without outside help.  &idea


Title: Re: The RTMT V3 Support Thread
Post by: thebagleboy on March 05, 2014, 06:00:56 PM
It sounds to me that the descriptions in the maxis and DAMN menus have been updated with incorrect capacities. Trust the one the query tool gives you.
Title: Re: The RTMT V3 Support Thread
Post by: z on March 05, 2014, 06:34:15 PM
Quote from: Petefromwhere on March 05, 2014, 09:44:11 AM
I'd be really grateful if someone could tell me if this is expected...

Definitely not.  All three methods should yield the number 28,000.

Quote...or, if it's not, what dat files/locations I need to focus on to remedy the discrepancies. I've double checked my work, but I don't think I have a deep enough understanding of how these files work to have the "aha" moment I need without outside help.  &idea

The installation of the v3.60 upgrade is rather complex; in retrospect, it would have been better for us to wait until an installer was ready before releasing it.  In your situation, the discrepancy between the DAMN capacity and the actual station capacity comes from picking the High station capacity but picking a DAMN menu that ends in Low; you need to replace it with one that ends in High.  As for why you're getting that erroneous number in the Maxis menus, I don't know, but my guess is that you've got an extra file in there.  If you could post a list of the contents of your main RTMTV3 folder, that would help a lot in tracking this down.
Title: Re: The RTMT V3 Support Thread
Post by: Petefromwhere on March 06, 2014, 07:20:00 AM
Thank you very much for the reply. I went to the v3.6 Core Add-On Pack and re-copied the RTMT DAMN Menus High to the DAMN root. The original discrepancies remained. Then I tried using the RTMT DAMN Menus Low for comparison. Maxis menu showed 4000 (same), query tool showed 12000 (same), DAMN menu showed 8500 (changed as expected). I reverted back to RTMT DAMN Menus High.

Then, using your insight, I went back to the RTMT main with fresh eyes to look for the suspected extra file. I noticed the following:
RTMTV3_Stations_NAMCapacity_High.dat
RTMTV3_Stations_NAMCapacity_x5.dat
RTMTV3_StationsAGLR_NAMCapacity_High.dat
RTMTV3_StationsAGLR_NAMCapacity_x5.dat

I removed RTMTV3_Stations_NAMCapacity_x5.dat and RTMTV3_StationsAGLR_NAMCapacity_x5.dat. Started up the game again, and voila; maxis menu 28000, query tool 28000, DAMN menu 28000.

THANK YOU for the mod and for the support!
Title: Re: The RTMT V3 Support Thread
Post by: paul4763 on April 17, 2014, 04:54:43 PM
I just downloaded the RTMT Interim T-Ram stops but it won't work. I've deleted them all except one.

I can see them in the menu but I can't click on them and so can't plop them. Is this a bug?
Title: Re: The RTMT V3 Support Thread
Post by: DJSun1981 on April 17, 2014, 09:21:23 PM
I have the same problem with that parts :(
Title: Re: The RTMT V3 Support Thread
Post by: catty on April 18, 2014, 03:33:32 AM
Quote from: paul4763 on April 17, 2014, 04:54:43 PM
I just downloaded the RTMT Interim T-Ram stops but it won't work. I've deleted them all except one.

I can see them in the menu but I can't click on them and so can't plop them. Is this a bug?

Quote from: DJSun1981 on April 17, 2014, 09:21:23 PM
I have the same problem with that parts :(

Hi Guys

paul4763 when you say you have deleted them all except one I'm assuming you have only deleted six of the "RTMT_PropS" files and haven't deleted the "RTMT_PropAS" files from the Props Folder and you have kept all the model files in the Model Folder

I use the "RTMT_PropS_GLR_TSC_Road.dat" myself.

-catty
Title: Re: The RTMT V3 Support Thread
Post by: ronaldhaha on June 04, 2014, 10:00:35 PM
Greeting! I have a problem regarding to the UDI mode on RTMT. When I drive a car/ bus towards a bus/ sub stop on a one-way road, the can/bus that I am driving always get disappeared and I never complete the missions of UDI. The direction of the bus/sub stop on one way road should be correct as the signs of "bus and sub" are not inverted and all the ensuing path are of the same direction. Could anyone help me solve the problem like this?
Title: Re: The RTMT V3 Support Thread
Post by: z on June 05, 2014, 12:14:14 AM
This has to do with the way one-way RTMT stations are implemented - they're actually two way, so that they work with both right- and left-hand drive.  You can get around this problem by turning off the "Snap to Roads" feature by hitting the Shift key shortly before your vehicle enters the station.  You can turn "Snap to Roads" back on again once the vehicle has left the station.
Title: Re: The RTMT V3 Support Thread
Post by: cmdp123789 on June 05, 2014, 09:18:29 AM
I know this is a support thread, but I was wondering how far are we standing from a new RTMT release? just checking... you know, last year I asked the same, and you guys showed a picture I think, and told me you were working on a new release... we are half way 2014, and to be honest, RTMT is one of the things I use the most in my urban cities... so, I just wanted to know if this new version would become true during 2014 or are we looking at a release maybe in 2015?
Title: Re: The RTMT V3 Support Thread
Post by: b22rian on June 05, 2014, 02:38:15 PM
Quote from: cmdp123789 on June 05, 2014, 09:18:29 AM
I know this is a support thread, but I was wondering how far are we standing from a new RTMT release? just checking... you know, last year I asked the same, and you guys showed a picture I think, and told me you were working on a new release... we are half way 2014, and to be honest, RTMT is one of the things I use the most in my urban cities... so, I just wanted to know if this new version would become true during 2014 or are we looking at a release maybe in 2015?

Thanks much for your interest in V4 of RTMT !

We had progressed through about 80 % + ( just a guess ), through version 4 developments , but than the main members of RTMT were asked to help out with the new TE section created recently in the NAM. there we have been working on some new stations, improved station function and thorough testing of those new stations for the recent NAM releases.

The plan is to one day return back here to RTMT to finish version 4 and get it released finally.
We are waiting for our team leader Z ,( Steve)  to finish some software projects he is working on to be called back into RTMT version 4 station builds to hopefully finish RTMT version 4.

I will leave it up to Steve , if he wants to elaborate further on his plans..

Thanks, Brian
Title: Re: The RTMT V3 Support Thread
Post by: z on June 05, 2014, 10:17:30 PM
Currently, I am occupied with some urgent RL activities that are taking all my free time, and that will take some number of weeks to finish.  (I'm sorry that I can't be more specific than that, but that's as much as I know.)  Once that's finished, I can finish up the small amount of work that I need to do on the NAM, and then I can return to RTMT full time.

Quote from: b22rian on June 05, 2014, 02:38:15 PM
We had progressed through about 80 % + ( just a guess ), through version 4 developments...

A very good guess indeed.  That's the same number I would estimate.

As for when this release will be ready, I would certainly hope that it would be this year, and earlier rather than later.  But as RL is a bit up in the air for me, I'm afraid I can't make any promises.
Title: Re: The RTMT V3 Support Thread
Post by: Kergelen on June 06, 2014, 02:35:00 AM
Good to know it will be another RTMT release. I use version 3.60 quiet a lot and it will be great to use a new version especially if it includes some NWM stations.
Thanks :)
Title: Re: The RTMT V3 Support Thread
Post by: b22rian on June 06, 2014, 02:47:37 AM
Quote from: Kergelen on June 06, 2014, 02:35:00 AM
Good to know it will be another RTMT release. I use version 3.60 quiet a lot and it will be great to use a new version especially if it includes some NWM stations.
Thanks :)

Thanks Kergelen,

One of the main features of version 4 of RTMT will be its NWM stations  :thumbsup:
I would say the other "headliner " of the release would be the RTMT Flup stations .

thanks, Brian
Title: Re: The RTMT V3 Support Thread
Post by: scadamsc on November 15, 2014, 02:20:53 AM
I've attempted for hours now to get RTMT to work on my mac. I just can't get it. None of the road top stations will show up. Strangely, other stations I've never seen before (like some of Ninjas non-roadtop stations do appear). Any help would be appreciated.

• I have the version from the Mac App Store.
• I have NAM installed. Best I can tell I am using the standard config. I'm not entirely certain I have identified this correctly though. Help figuring this would be helpful.

1. I downloaded the v3.5 zip version of RTMT. I installed it using the detailed, helpful readme.txt and the InstallationExamples.html. I have attached screenshots of the resultant .dat and model configurations in my folders. The folder I placed these files in is "User/Documents/SimCity 4/Plugins".

2. I configured my dat files per the detailed readme instructions. I did this in all 3 folders, and attempted to download the dependencies. Again, images attached.

3. When I sign into game, I can't seem to find the single-tile roadtop subway/bus station, though I find other stations I've never seen before.

Thanks for your help!
Title: Re: The RTMT V3 Support Thread
Post by: catty on November 15, 2014, 02:42:10 AM

Hi scadamsc

catty from the RTMT Team here I was just heading off to bed when I saw your post, hopefully someone else from the RTMT Team will be able to help you while I'm   :sleeping:  otherwise I'll be back again tomorrow to help.

-catty

Title: Re: The RTMT V3 Support Thread
Post by: scadamsc on November 15, 2014, 02:57:59 AM
Quote from: catty on November 15, 2014, 02:42:10 AM

Hi scadamsc

catty from the RTMT Team here I was just heading off to bed when I saw your post, hopefully someone else from the RTMT Team will be able to help you while I'm   :sleeping:  otherwise I'll be back again tomorrow to help.

-catty

Hey there! Thanks. I hope so to. I wish I knew what I was doing wrong.

Thanks for saying hey. Looking forward to using RTMT!
Title: Re: The RTMT V3 Support Thread
Post by: memo on November 15, 2014, 03:04:52 AM
Quote from: scadamsc on November 15, 2014, 02:20:53 AM
I have the version from the Mac App Store.
• I have NAM installed. Best I can tell I am using the standard config. I'm not entirely certain I have identified this correctly though. Help figuring this would be helpful.

1. I downloaded the v3.5 zip version of RTMT. I installed it using the detailed, helpful readme.txt and the InstallationExamples.html. I have attached screenshots of the resultant .dat and model configurations in my folders. The folder I placed these files in is "User/Documents/SimCity 4/Plugins".

The plugins folder of the Mac App Store version of the game is located at:

~/Library/Containers/com.aspyr.simcity4.appstore/Data/Documents/SimCity 4/Plugins

This is also where you had to install the NAM. The installation instructions of the Mac version of the NAM explain this in detail.
Title: Re: The RTMT V3 Support Thread
Post by: scadamsc on November 15, 2014, 04:31:31 AM
Quote from: memo on November 15, 2014, 03:04:52 AM
Quote from: scadamsc on November 15, 2014, 02:20:53 AM
I have the version from the Mac App Store.
• I have NAM installed. Best I can tell I am using the standard config. I'm not entirely certain I have identified this correctly though. Help figuring this would be helpful.

1. I downloaded the v3.5 zip version of RTMT. I installed it using the detailed, helpful readme.txt and the InstallationExamples.html. I have attached screenshots of the resultant .dat and model configurations in my folders. The folder I placed these files in is "User/Documents/SimCity 4/Plugins".

The plugins folder of the Mac App Store version of the game is located at:

~/Library/Containers/com.aspyr.simcity4.appstore/Data/Documents/SimCity 4/Plugins

This is also where you had to install the NAM. The installation instructions of the Mac version of the NAM explain this in detail.

Thanks for the info! That fixed it all up. Thank you!
Title: Re: The RTMT V3 Support Thread
Post by: catty on November 15, 2014, 10:01:46 AM
Glad to know its all sorted out and thanks memo for the MAC help    :thumbsup:
Title: Re: The RTMT V3 Support Thread
Post by: diego6677 on January 10, 2015, 01:49:35 PM
Hello,

I got a little problem.  I checked readme and I can't find the particular prop for this problem (see screenshot).  I double checked that I got all depencendies but it is not the case as the screenshot demonstrated.

Please can anyone advise me which missing file that I need to double check in order to install it if it's missing.

Thank you very much for your helps.

Edit: removing wrong screenshot and attaching correct screenshot this time.

Title: Re: The RTMT V3 Support Thread
Post by: catty on January 10, 2015, 02:41:11 PM

Hi diego6677

I'm going to have to come back to you on this problem, as I can't replicate it so far.

Will have another look later today when RL life takes a break.

-catty
RTMT Team

Title: Re: The RTMT V3 Support Thread
Post by: diego6677 on January 10, 2015, 03:19:40 PM
Hi Catty/RTMT,

Thank you for your kind helps in advance.  No problem and no rush - your RL takes priority please. :)

If it is helpful, as there are several stations.  The problem I have got with is: It is GLR-BUS Avenue Station.

All other stations appearing to be normal so far. 

Thank you again for your kind helps.

Diego


Quote from: catty on January 10, 2015, 02:41:11 PM

Hi diego6677

I'm going to have to come back to you on this problem, as I can't replicate it so far.

Will have another look later today when RL life takes a break.

-catty
RTMT Team
Title: Re: The RTMT V3 Support Thread
Post by: CaptCity on January 10, 2015, 08:24:39 PM
Hi Diego6677

I was able to kind of replicate the issue in your image, but I don't know if it will fit your situation. The answers to a couple questions would help clarify... First, did you use the installer version of the RTMT set? If so, did you run all three of the installers included? Running all three is not the proper installation procedures. Only two are needed. The same thing could happen if using the manual version and not removing the appropriate files.

Second, did you install the RTMT 3.60 update files after installing RTMT 3.50? This would have had to have been done manually since it isn't an installer. While installing the update, there are some files that need to be removed.

The way I replicated your issue was to run all the RTMT installers and not install the update (3.60) files. It seems from your image that the station lot is attempting to use both the model from the Single Prop set as well as Simgoober's model from the Prop Family set. Simgoober's model files were updated and included in the 3.60 update because there was something not working with the originals.

I know this might be a little confusing, but anything that rings a bell would help clarify the situation. I will admit that the above gave me the missing model flag in all stations using the bus shelters, not just the GLR-in-Ave Bus station, so I'm not sure if it fits your situation exactly.
Title: Re: The RTMT V3 Support Thread
Post by: catty on January 11, 2015, 01:06:03 AM

Hi Guys

CaptCity thanks for taking the time to have a look, Diego6677 if you installed all the dependencies from the readme then you have everything, except the red phone booth that got merged into a mega pack, but doesn't apply in this case and looking at your picture again you have all the props so you aren't missing anything, I think if you could answer CaptCity questions or show us a picture of your RTMT folder contents that would help.

thanks

-catty
Title: Re: The RTMT V3 Support Thread
Post by: diego6677 on January 13, 2015, 10:20:18 AM
Hello CaptCity and Catty,

Thank you very much for your kind helps and advices in this matter, and sorry for my late reply.  Some stuff popped in RL in last few days which delayed me to investigate SC4 for you until today.

This is a bit embarrassing :-[  -  I followed CaptCity's advice: I have looked at the RMT3.60 and RMT3.50 which I downloaded according to my download history.  I confirmed that I installed 3.50 first.  And then I installed 3.60 (core part) based on its readme.html.

It puzzled me a bit as I seemed to install everything it asked of me.  So i fire SC4 up and run it again.  I tested all stations and I don't see that missing prop in GLR-BUs avenue anymore.   ()what()  So I exit the city and test it on several cities and I never see the problem again.  I don't understand it myself because few days, I noticed that problem repeatedly in several cities and did test those before I reported this issue in this forum.  I didn't make any change to my SC4 since I reported this problem and somehow it resolved by itself?  ()what()

I think it would be wiser if I will follow Catty's suggestion by posting a picture of my RTMT folder content, to see if my folder is okay or not.  I will do that later and post it here.  I will plan to screenshot RTMT's top level folder and GLR Transition (since I assumed it is must-be as I got original problem with GLR station).  Or should I do more than that (ie screenshot of other folders in RTMT's folder contents)?

Thank you for your kind helps again and sorry for the troubles.
Title: Re: The RTMT V3 Support Thread
Post by: diego6677 on January 13, 2015, 03:29:18 PM
Quote from: diego6677 on January 13, 2015, 10:20:18 AM
Hello CaptCity and Catty,

Thank you very much for your kind helps and advices in this matter, and sorry for my late reply.  Some stuff popped in RL in last few days which delayed me to investigate SC4 for you until today.

This is a bit embarrassing :-[  -  I followed CaptCity's advice: I have looked at the RMT3.60 and RMT3.50 which I downloaded according to my download history.  I confirmed that I installed 3.50 first.  And then I installed 3.60 (core part) based on its readme.html.

It puzzled me a bit as I seemed to install everything it asked of me.  So i fire SC4 up and run it again.  I tested all stations and I don't see that missing prop in GLR-BUs avenue anymore.   ()what()  So I exit the city and test it on several cities and I never see the problem again.  I don't understand it myself because few days, I noticed that problem repeatedly in several cities and did test those before I reported this issue in this forum.  I didn't make any change to my SC4 since I reported this problem and somehow it resolved by itself?  ()what()

I think it would be wiser if I will follow Catty's suggestion by posting a picture of my RTMT folder content, to see if my folder is okay or not.  I will do that later and post it here.  I will plan to screenshot RTMT's top level folder and GLR Transition (since I assumed it is must-be as I got original problem with GLR station).  Or should I do more than that (ie screenshot of other folders in RTMT's folder contents)?

Thank you for your kind helps again and sorry for the troubles.


Edit:  Very Sorry! I hit "post" without adding my note. :-[

Catty & Capt City, I am attaching two screenshots of RTMT folder and GLR Transition folder in my plugins (in "My document's simcity 4's plugins" I meant).  What do you think? Any missing file or does it look fine?

Thank you again for your kind helps.

Title: Re: The RTMT V3 Support Thread
Post by: catty on January 13, 2015, 04:01:12 PM
hi diego6677

I'm at work so will look later, but you didn't need to give us a picture of the GLR Transitions folder contents as this is something we did as a sort of add-on, but its not anything to do with RTMT stations as its designed to connect tram lines to the underground rail or subway and since it was created its now been added to the NAM and won't be available in the next RTMT release.

-catty
Title: Re: The RTMT V3 Support Thread
Post by: mgb204 on January 13, 2015, 05:18:19 PM
Hey Catty,

Since it's been brought up, can I ask you something (I tried messaging Z but I'm not sure if he's around right now), I was hoping it might be possible to get hold of the original Gmax or 3DS max models for the GLR ramps included with RTMT? I wish to change the concrete tram texture to fit with a couple of sidewalk mods, trying to replace the models is a pretty difficult task and if I could get a hold of the original files it's a simple case of replacing some textures and re-rendering them. I know it's a big ask, but I'd be eternally grateful if anyone can help me track down these files so I may release a texture override to match everything together.

Thanks.
Title: Re: The RTMT V3 Support Thread
Post by: catty on January 13, 2015, 05:28:49 PM

Hi mgb204

I'll check my gmax folder when I get home, if we do have the originals, then I'll check with the rest of the Team and see if anyone can remember who did the models so we can OK it with them.

-catty
Title: Re: The RTMT V3 Support Thread
Post by: CaptCity on January 13, 2015, 08:59:39 PM
Quote from: diego6677 on January 13, 2015, 03:29:18 PM
Quote from: diego6677 on January 13, 2015, 10:20:18 AM
Hello CaptCity and Catty,

Thank you very much for your kind helps and advices in this matter, and sorry for my late reply.  Some stuff popped in RL in last few days which delayed me to investigate SC4 for you until today.

This is a bit embarrassing :-[  -  I followed CaptCity's advice: I have looked at the RMT3.60 and RMT3.50 which I downloaded according to my download history.  I confirmed that I installed 3.50 first.  And then I installed 3.60 (core part) based on its readme.html.

It puzzled me a bit as I seemed to install everything it asked of me.  So i fire SC4 up and run it again.  I tested all stations and I don't see that missing prop in GLR-BUs avenue anymore.   ()what()  So I exit the city and test it on several cities and I never see the problem again.  I don't understand it myself because few days, I noticed that problem repeatedly in several cities and did test those before I reported this issue in this forum.  I didn't make any change to my SC4 since I reported this problem and somehow it resolved by itself?  ()what()

I think it would be wiser if I will follow Catty's suggestion by posting a picture of my RTMT folder content, to see if my folder is okay or not.  I will do that later and post it here.  I will plan to screenshot RTMT's top level folder and GLR Transition (since I assumed it is must-be as I got original problem with GLR station).  Or should I do more than that (ie screenshot of other folders in RTMT's folder contents)?

Thank you for your kind helps again and sorry for the troubles.


Edit:  Very Sorry! I hit "post" without adding my note. :-[

Catty & Capt City, I am attaching two screenshots of RTMT folder and GLR Transition folder in my plugins (in "My document's simcity 4's plugins" I meant).  What do you think? Any missing file or does it look fine?

Thank you again for your kind helps.



Hi Diego6677

It would help if you could include an image of your 'Props' and 'Model' folders also. The items that appear on the station lots are determined by what is installed in those.

Also, just to clarify, do you remember which installers you used from the RTMT download? Or did you use the manual version?


Quote from: catty on January 13, 2015, 05:28:49 PM

Hi mgb204

I'll check my gmax folder when I get home, if we do have the originals, then I'll check with the rest of the Team and see if anyone can remember who did the models so we can OK it with them.

-catty

If I'm remembering correctly, I believe Xyloxadoria made the transition ramps. That's if I'm remembering correctly...
Title: Re: The RTMT V3 Support Thread
Post by: catty on January 14, 2015, 01:14:09 AM
Quote from: CaptCity on January 13, 2015, 08:59:39 PM
If I'm remembering correctly, I believe Xyloxadoria made the transition ramps. That's if I'm remembering correctly...

Yes we have a copy of the GMAX models and I've just checked the RTMT boards and CaptCity is correct it was Xyloxadoria who created them, unfortunately mgb204 that may not help you as its been over six months since he last logged into SC4D.

-catty
Title: Re: The RTMT V3 Support Thread
Post by: diego6677 on January 14, 2015, 09:20:27 AM
Quote from: CaptCity on January 13, 2015, 08:59:39 PM

*SNIPPED*



Hi Diego6677

It would help if you could include an image of your 'Props' and 'Model' folders also. The items that appear on the station lots are determined by what is installed in those.

Also, just to clarify, do you remember which installers you used from the RTMT download? Or did you use the manual version?


Quote from: catty on January 13, 2015, 05:28:49 PM

* SNIPPED*

Hello Catty,

Thank you for your checking and request.  I will post 2 separate posts below (one for model, and the other for props) due to the size of 4 screenshots.

As for your installation question - I use manual installation as there is no automatic installation unless you meant "auto installation" as in copying whole folder from zip to my plugins?  If so, yes that is correct.

As i recall vaguely - I copied whole folder of RTMT 3.50 folder inside the zipped file, and then I followed the instruction of Readme to remove "unnecessary" files (as Readme said that I only choose one file per category installed).

Then I got 3.60 packon and I followed the readme html (including 3.51 readme) for manual installation.  I only installed Core-Add on Pack and then remove some "unnecessary" files like above paragraph.  I didn't install optional add-on as I read and didn't thin it is necessary for me and my (SC4 cities') needs.

Below is Model folder's content. 

In my next post, it will be Prop's folder content.

Thanks,
Diego

Title: Re: The RTMT V3 Support Thread
Post by: diego6677 on January 14, 2015, 09:33:39 AM
Catty,

As I created this new post (due to max size of screenshots in my previous post), here are screenshots of My Props' folder's content as requested. 

Thank you again for your kind helps/advices.

Diego

Title: Re: The RTMT V3 Support Thread
Post by: mgb204 on January 14, 2015, 09:54:55 AM
Well I certainly appreciate you looking into the matter for me, I guess I could try sending him a message, maybe I'll get lucky.

It's beginning to look like the only way of getting non-white ramps is to make them yourself, maybe one day I'll be able to do this.

Thanks.
Title: Re: The RTMT V3 Support Thread
Post by: CaptCity on January 14, 2015, 04:03:48 PM
Hi Diego6677

At a first glance, it looks like your main RTMT files are good, but you have loaded all the Single Props and Prop Family props loaded. You might want to check through the Readme one more time to be sure to select the appropriate files for your need.

I'm at work now, but when I get to my computer, I'll check to see about more specific suggestions. But checking the Readme would be a place to start.



Later Edit:

Had a look at the files on my home computer. I think there's a couple things happening in your case. The first is that it does appear that you have left both the Single props files and the Family prop files in the RTMT/Prop folder. This, by itself, wouldn't give you the missing model 'flags', but I think you also did not install the shelter dependencies given in the Readme (namely the Big Blue and the DPMO models). At least they don't appear in your images above. Since you have all the Prop Family files installed, there will be random times where the lot will try to display one of them. Without the models you will get the flag. The reason it appears to be sticking up through the blue bus shelter is because you also have the single prop files for that particular shelter, so it appears normal.

If you do wish to only use only the blue shelter, in the RTMT/Props folder you can remove all the files with APropBase and PropF in their names, leaving the ones with PropS and Prop in the names. If you do wish to use the Prop Family files (to get a variety of shelters), keep the APropBase and PropF files that you want and remove the PropS files. However, in this case you will need to get those shelter dependencies.

Something else to consider is removing the Prop files you don't want to use. You don't need to keep all the similarly named files for things like the phonebooths, bussigns, and timetables. The game will only display one (the last one loaded - usually by alphabetical order)

Hope this makes sense. It's a very simplified explanation of the directions in the Readme. You should probably go through it again to be sure you get what you want.
Title: Re: The RTMT V3 Support Thread
Post by: catty on January 15, 2015, 12:55:03 AM

Thanks CaptCity  :thumbsup: ....its my first week back at work after the holidays so have three weeks of catch-up work to get sorted out, hopefully diego6677 that helps you sort out your problem and also thanks as well for posting the pictures it makes it a lot easier to work out what's causing the problem.

-catty
Title: Re: The RTMT V3 Support Thread
Post by: diego6677 on January 23, 2015, 09:27:56 AM
Hi CaptCity and Catty,

First of all - I apologise for my late reply as I was busily occupied IRL in the past week.

Secondly, thank you so much for your kind time for looking into this matter for me and your advices as those are much appreciated. Thank you again.

Thirdly,  I follow your advices by reading README again and I used your advice above as guidance.  I solve the problem of that missing prop.   :-[  Sometimes having a fresh set of eyes and being away from SC4 for a bit help me to see what is the problem in front of me.  It is a case of "can't see a tree in front of me when I am in middle of forest."  :-[ 

Anyway, thank you once again for your kind helps and advices.  :thumbsup: &apls :thumbsup:

Have a great weekend both of you! :)
Title: Re: The RTMT V3 Support Thread
Post by: catty on January 23, 2015, 11:52:03 AM

Glad to know you are all sorted out   :thumbsup:
Title: Re: The RTMT V3 Support Thread
Post by: b22rian on January 24, 2015, 03:58:18 AM
Strong RTMT team performances by both Cathy and CaptCity   :thumbsup:

I am really happy this group is remaining quite active and we can still be of help to the gaming community..

Well done, to both of you !

thanks, Brian
Title: Re: The RTMT V3 Support Thread
Post by: Zeratai on June 22, 2015, 01:35:16 AM
Hi, I'm having troubles with the installation.... I just don't understand quietly if my RTMT3 folder is ok. I dont have any problems (I think) but reading de READMES I can see that you need to delete a lotof files, so I don´t know if I did it ok... I just want to have a basic  setupo ofthe RTMT, but when I see my fodler there are a lot of files I don't know if I should delete. Can you guide me to thelight of a perfect folder installations?

I attach photos of my folders...
Title: Re: The RTMT V3 Support Thread
Post by: Zeratai on June 22, 2015, 01:37:32 AM
1 more photos, sorry for  the big post... Also under the "SIGN" folder I have tons of files I dont know what those do
Title: Re: The RTMT V3 Support Thread
Post by: b22rian on June 22, 2015, 03:10:55 AM
Zarati,

  The best I can tell it looks like everything installed just fine.
You do not need to delete anything.

As long as the stations preform in game the way that they should this is the real test of whether RTMT version 3 was installed properly or not.

Please let us know if your satisfied after using these stations in your game ?

Thanks, Brian
Title: Re: The RTMT V3 Support Thread
Post by: titanicbuff on June 22, 2015, 05:41:09 AM
Quote from: Zeratai on June 22, 2015, 01:35:16 AM
Hi, I'm having troubles with the installation.... I just don't understand quietly if my RTMT3 folder is ok. I dont have any problems (I think) but reading de READMES I can see that you need to delete a lotof files, so I don´t know if I did it ok... I just want to have a basic  setupo ofthe RTMT, but when I see my fodler there are a lot of files I don't know if I should delete. Can you guide me to thelight of a perfect folder installations?

I attach photos of my folders...

so long as the product has normal functionality it should work fine- also get the 3.1 updTE, THAT SHOULD HELP FIX THAT.
Title: Re: The RTMT V3 Support Thread
Post by: Zeratai on June 22, 2015, 09:44:10 AM
Thanks for the replies. I think RTMT works fine. I also downloaded the addon (v3.6)... my major concern were the plugins for capacity, as I have the CAM installed, I supposed I should've left the one that said CAM Capacity, but on the readme said that only High or Low capacity NAM plugin should be left alone in the folder. So, which is the good one?

Also I have the big blue station but dont like it. I would rather have a more smaller style of station. My question is if I only have to modify the "props" folder in order to achieve what I want? and How many files (aprox.) I should have in the props folder?, because I'm afraid of deleting one or have two of the same prop causing somekind of conflict. (i.e. 2 station files or phoneboot)

Sorry for all the questions and thanks for the help.
Title: Re: The RTMT V3 Support Thread
Post by: APSMS on June 22, 2015, 11:34:02 AM
As for station capacity, the higher one is recommended I think. This is because of a bug in Maxis' code that causes station performance to remain at 100% until a hard cap is reached (somewhere around 400% capacity),at which point the station just stops functioning completely. The "increased wait times" is cosmetic only, so lower capacity stations don't make you monitor your transit networks better they just stop them from working, which is not desirable as on a road-top station  this will also prevent additional traffic from moving through the road.
Title: Re: The RTMT V3 Support Thread
Post by: titanicbuff on June 22, 2015, 03:01:52 PM
Quote from: Zeratai on June 22, 2015, 09:44:10 AM
Thanks for the replies. I think RTMT works fine. I also downloaded the addon (v3.6)... my major concern were the plugins for capacity, as I have the CAM installed, I supposed I should've left the one that said CAM Capacity, but on the readme said that only High or Low capacity NAM plugin should be left alone in the folder. So, which is the good one?

Also I have the big blue station but dont like it. I would rather have a more smaller style of station. My question is if I only have to modify the "props" folder in order to achieve what I want? and How many files (aprox.) I should have in the props folder?, because I'm afraid of deleting one or have two of the same prop causing somekind of conflict. (i.e. 2 station files or phoneboot)

Sorry for all the questions and thanks for the help.

I agree with APSMS about the higher capacity- CAM takes construction levels above to level 10 margin, and therefor an increase in capacity is the best option.
Title: Re: The RTMT V3 Support Thread
Post by: Zeratai on August 23, 2015, 01:03:13 PM
Hi, first of all thank you for all the support given in this community. Second I managed to get same RTMT models in my cities through a lot of investigation about the RTMT folder setupo and your help. Third, I have a question regarding "subway exits... why is there a picture of the prop and model and when placing RTMT subway stations. there is only entrance for subway... I've never seen an exit.

PS Sorry for my english... :)
Title: Re: The RTMT V3 Support Thread
Post by: catty on August 23, 2015, 02:31:56 PM
Quote from: Zeratai on August 23, 2015, 01:03:13 PM
....Third, I have a question regarding "subway exits... why is there a picture of the prop and model and when placing RTMT subway stations. there is only entrance for subway... I've never seen an exit...

Hello Zeratai

Once a RTMT subway station is connected to another station via a subway line it becomes not only the entrance but the exit as well, once the sims start using it you should them coming and going   :)

-catty
RTMT Team
Title: Re: The RTMT V3 Support Thread
Post by: Alan_Waters on July 29, 2016, 05:03:35 AM
Good day to all!
I ran into two problems, I thought I could solve, but was confused and asking for your help.

1. Incorrect texture of asphalt at the bus stops for the streets and roads, and at the bus stop in the two cells texture right.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fsavepic.ru%2F10725417.png&hash=d5114576fe3fb36dfba8b087e1d22bdf42ed2029)

2. At the stops "Tram on Road" and "Tram in Road" no bus stops, but stops for SAM and "El Rail over Road/Street" - boxes appear.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fsavepic.ru%2F10727465.png&hash=ae9963e4515df325b9fb9391e66093c7f163d41c)

Another says that is not enough plugins 211660768, 211660773, 211660775, 211660777, 211660784, 211660789, 211660794, 211660834 and 211660851.

Thanks in advance for your help!
Title: Re: The RTMT V3 Support Thread
Post by: mgb204 on July 29, 2016, 08:29:52 AM
I believe the first issue might be related to Magneto's mod, some of the RTMT overrides don't work correctly. Sorry I'm mixing things up, I've just checked and the files seem fine. In which case I'm stumped really as to the cause. If you remove the files for RTMT from Magneto's Mod, does the problem go away?

The second issue is that you are missing models from RTMT's installation. I couldn't say which ones, since it depends on which prop files you've selected during install. Refer to the readme for a full list of dependencies needed.
Title: Re: The RTMT V3 Support Thread
Post by: matias93 on July 29, 2016, 09:08:38 AM
If I don't remember wrong, those (1st image) are swapped FSHs on Magneto's package, so it can be fix with the reader. All other things look like missed dependencies.


Maybe renaming plugins folder and trying with only RTMT, then only Magneto's mod and then mixing? Preferably on a new city tile
Title: Re: The RTMT V3 Support Thread
Post by: Alan_Waters on July 29, 2016, 09:16:09 AM
Many thanks! The boxes have disappeared. Due to the complexity of the installation, apparently removed as it seemed to me unnecessary models.
But the texture of asphalt and left - the road on the street, a street on the road, and without marking; even after removal of the RTMT files in SLA.

P.S. Deleted SLA folder and all was well.

P.S.S. And how to make them compatible?
Title: Re: The RTMT V3 Support Thread
Post by: mgb204 on July 31, 2016, 04:53:25 AM
Easiest solution, load the attached file after Moonlights Mod, it should fix things.

Note: These were specially made with SV Grass textures and SLA Paving, so they won't be for everyone.
Title: Re: The RTMT V3 Support Thread
Post by: Alan_Waters on July 31, 2016, 05:25:31 AM
mgb204, you are incredibly sympathetic person and helped me in many ways. I really appreciate it.
I downloaded a file that you have provided. I put it in the root of the plug-ins folder, and the folder "z ___ NAM", and in the folder "z____Super Light Asphalt Mod (sandstone)". He renamed it "zzzzRTMT_CustomTextures.dat" to boot after "zzz___ML Side Walk Texture Super Light asphalt.dat"...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fsavepic.ru%2F10730167m.png&hash=1e074a7a8ef6b5f3323357b30074a01357672f90) (http://savepic.ru/10730167.htm)


I'm sorry, but this method did not work. Maybe I'm doing something wrong?  :crytissue:
Title: Re: The RTMT V3 Support Thread
Post by: mgb204 on July 31, 2016, 06:07:12 AM
It's a load order thing, an override of Magneto's mod, must be placed after it to work. If you drop it in the z____MGB Mods folder, you should have no problems.
Title: Re: The RTMT V3 Support Thread
Post by: Alan_Waters on July 31, 2016, 08:02:45 AM
It also did not help. Perhaps it is karma. :D
Title: Re: The RTMT V3 Support Thread
Post by: mgb204 on July 31, 2016, 09:02:11 AM
Well there is a caveat here. What is the name of the folder containing Magneto's mod? Because if it is "z____Super light Asphalt...", that folder is loading later than z____MGB mods, so that could be your problem. In which case, I'd recommend the following load order:

z___NAM (Default - Unmodified).
z___Super Light Asphalt... (3 underscores)
z____MGB Mods. (4 underscores)

My folder should be loading after Magneto's mod. If it does, then the override file should work.
Title: Re: The RTMT V3 Support Thread
Post by: Alan_Waters on July 31, 2016, 10:00:08 AM
Folder "z___Super Light Asphalt" is in "z___NAM" folder (It is written in the Read Me), but otherwise I have everything as you write, but it does not work. And if I transfer the folder SLA in the root of the Plugins folder - it does not change anything, it does not work. :'(
It seems to me that this problem does not deserve such work. I'll live with it. :)