SC4 Devotion Forum Archives

SimCity 4 Devotion Custom Content Showcase => Network Addon Mod (NAM) => NAM Creations => Topic started by: dedgren on October 16, 2008, 12:49:28 PM

Title: RAM (Rail Addon Mod) - Development Thread
Post by: dedgren on October 16, 2008, 12:49:28 PM
RAM development has been discontinued.  Further railroad development will be part of the new RealRailway (RRW) project (http://sc4devotion.com/forums/index.php?topic=15931.0).

Rail Addon Mod
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi293.photobucket.com%2Falbums%2Fmm50%2Fbighead99999%2Framlogo-Copy.png&hash=ee851372c2bb5a388e3fc40946315d9cba3217e9)



Installation (#post_installation) ♦ RAM Networks (#post_ramnetworks) ♦ Frequently Asked Questions (#post_faq) ♦ Sundries (#post_sundries) ♦ Wiki (http://www.wiki.sc4devotion.com/index.php?title=Single_Track_Rail)



RAM is short for (you guessed it) Rail Addon Mod. It is based primarily on the heavy rail network that maxis created, using RUL overrides and starter piece technology (much the same way as GLR and SAM) to create the range of new networks. To accompany the draggable form are various puzzle pieces such as the Wide curves and Wye switches. The Mod is released under the NAM.

Installation

The RAM was merged into NAM 31.x-series releases as an option--just check the box to install it.  It is no longer available as a separate download component plugin.  There will be no future RAM development, as all Rail development resources have been shifted toward the RealRailway (RRW) project.


RAM Network Chart

STR is the only network available to download

[tabular type=1]
[row] [head]Network[/head] [head]
Number of tracks on 1 tile
[/head] [head]
Progress
[/head][/row]
[row] [data]STR[/data] [data]Single[/data] [data]Complete[/data][/row]
[row] [data]DTR[/data] [data]Double (Maxis)[/data] [data]Complete[/data][/row]
[row] [data]TTR[/data] [data]Triple[/data] [data]In progress[/data][/row]
[row] [data]QTR[/data] [data]Quad[/data] [data]Planned[/data][/row]

[row] [data]EL-STR[/data] [data]Elevated Single[/data] [data]In progress[/data][/row]
[row] [data]EL-DTR[/data] [data]Elevated Double[/data] [data]In progress[/data][/row]
[row] [data]EL-TTR[/data] [data]Elevated Triple[/data] [data]Planned[/data][/row]
[row] [data]EL-QTR[/data] [data]Elevated Quad[/data] [data]Planned[/data][/row]
[/tabular]
all networks fit on 1 tile.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi293.photobucket.com%2Falbums%2Fmm50%2Fbighead99999%2Fexample.jpg&hash=6548c2f981420f0b5b2726cbe79adb8fce8513fe)
Quad Track Rail




FAQ

1. I'm having problems and/or I would like to report some bugs/technical issues. How do I go about this? (#post_faq1)
2. Will Triple Track Rail (TTR) be able to draw diagonal? (#post_faq2)
3. I've seen elevated-STR pics for a while now. when is this going to be released? (#post_faq3)
4. Why is it that the Mod has no elevated road/avenue/owr crossing puzzle pieces? (#post_faq4)
5. How come the Str puzzle pieces have Dtr stubs? (#post_faq5)
6. Will tunnels ever be part of this fantastic Mod? (#post_faq6)
7. When I drag STR over one of the SAM networks, it reverts back to normal street. (#post_faq7)
8. When I'm in U-drive-it mode, it is difficult to decide which way the switch is pointing. This occurs on curve switch puzzle pieces. (#post_faq8)
9. Why are my trains colliding head on when travelling along STR? (#post_faq9)
10. When will Version 2 be released? (#post_faq10)

1. I'm having problems and/or I would like to report some bugs/technical issues. How do I go about this?

make sure to have some pics illustrating the problem and post it in this thread (http://sc4devotion.com/forums/index.php?topic=7152.0).

[Back to FAQ] (#post_faq)

2. Will Triple Track Rail (TTR) be able to draw diagonal?

yes. this is possible using the model overhang trick.

[Back to FAQ] (#post_faq)

3. I've seen elevated-STR pics for a while now. when is this going to be released?

It will be ready when it's ready. Originally it was puzzle piece based and then the creators decided to transfer It and El-DTR to draggable form.

[Back to FAQ] (#post_faq)

4. Why is it that the Mod has no elevated road/avenue/owr crossing puzzle pieces?

This is planned for a later release as the elevated models included in the NAM are in a state of review.

[Back to FAQ] (#post_faq)

5. How come the Str puzzle pieces have Dtr stubs?

The reason behind this is to allow greater slope conforming. If the stubs are included, this means more RuL work and time. In some instances, the slope gradient would be non-existent. 

[Back to FAQ] (#post_faq)

6. Will tunnels ever be part of this fantastic Mod?

This has been discussed as a team and is still on the drawing board for best methods of implementation. 

[Back to FAQ] (#post_faq)

7. When I drag STR over one of the SAM networks, it reverts back to normal street.

the RUL code is unstable for that particular intersection and will be fixed for Version 2.

[Back to FAQ] (#post_faq)

8. When I'm in U-drive-it mode, it is difficult to decide which way the switch is pointing. This occurs on curve switch puzzle pieces

This is due to the way the game is made. It was designed for 1 tile switches (draggable switches) that are directly orthogonal to diagonal. 

[Back to FAQ] (#post_faq)

9. Why are my trains colliding head on when travelling along STR? 

Str is pathed bi-directionally. This is purely for functional reasons so that trains can commute both ways.

[Back to FAQ] (#post_faq)

10. When will Version 2 be released?
Just like the NAM, we can't give you a release date as we don't know it ourselves (and it would ruin the surprise :))

[Back to FAQ] (#post_faq)




Sundries

T21 Mods:

Rail Catenary Mod (http://ttp://sc4devotion.com/forums/index.php?topic=6316.msg200089#msg200089) By Plunderer

STR stations:

Beverley Station (http://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2041) by Bighead99*
SMP Suburban STR Station (http://www.simtropolis.com/stex/details.cfm?id=22735) by thequiltedllama

STR Bridges:

Wooden Trestle Bridge  (http://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1998)by Threestooges*
Plate Girder Rail Bridge  (http://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1999)by Threestooges*
Howe Truss Rail Bridge  (http://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2000)by Threestooges*

*NAM Certified

if it is not listed above then it will be here (http://sc4devotion.com/forums/index.php?topic=6086.0). The List of Railway-Related Plugins by Caspervg
Title: Place Holder
Post by: superhands on November 29, 2008, 07:14:55 AM
woops.. let one out to the public $%Grinno$%
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi293.photobucket.com%2Falbums%2Fmm50%2Fbighead99999%2FDDD.jpg&hash=c5015c4d069f6c91ca2a60b9c1c37afcc8844d55)
Title: Re: Content Showcase
Post by: JoeST on November 29, 2008, 07:54:45 AM
oh thats just AWESOME!!!!!!!!!!!!!! :o
Title: Re: Content Showcase
Post by: Toichus Maximus on November 29, 2008, 05:00:38 PM
my mind just ended. I am now afraid to do anything but refresh this page repeatedly to be sure this is real...
Title: Re: Content Showcase
Post by: Fatsuhono on November 29, 2008, 06:17:07 PM
YESSS! ;D I am particularly interested in heavy industry, and once this is released, will go great in my industrial areas! :thumbsup:
Title: Re: Content Showcase
Post by: deathtopumpkins on November 29, 2008, 06:48:58 PM
 :o

:o

Inconceivable!
Title: Re: Content Showcase
Post by: nerdly_dood on November 29, 2008, 07:43:26 PM
O_O

Wow....

&apls
Title: Re: Content Showcase
Post by: TheTeaCat on November 30, 2008, 12:41:26 AM
What  ()what()

Its a joke right? STR puzzle pieces??

What is next I wonder?

Seriously this is amazing  &apls &apls

:satisfied:
TTC

Title: Re: Content Showcase
Post by: art128 on November 30, 2008, 03:27:39 AM
........OMG !! I can't cry that !! this is just awesome !! great work  &apls &apls
Title: Re: Content Showcase
Post by: sim-al2 on November 30, 2008, 04:36:10 AM
Quote from: bighead99 on November 29, 2008, 07:14:55 AM
woops.. let one out to the public $%Grinno$%

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi293.photobucket.com%2Falbums%2Fmm50%2Fbighead99999%2FDDD.jpg&hash=c5015c4d069f6c91ca2a60b9c1c37afcc8844d55)

:o x I think Maxis made the trains sublimely with single-track in mind, because that train looks like it was made for that! *(I know that's a custom train)
Title: Re: Content Showcase
Post by: debutterfly on December 01, 2008, 06:28:42 AM
I was just about to ask David if he planned for an el-SLR but i guess my question has been answered.

-Larry (debutterfly)
Title: Re: Content Showcase
Post by: Jonathan on December 01, 2008, 09:04:07 AM
All the el-STR pieces were made by Dave (Bighead99), he's done an amazing amount of pieces. Also there may be a surprise in the release of the RAM (sometime next year).

Jonathan
Title: Re: Content Showcase
Post by: Orange_o_ on December 02, 2008, 08:16:33 AM
I really didn't know that could be make, very very impressive :thumbsup:

Orange
Title: Re: Content Showcase
Post by: SimNation on December 02, 2008, 01:46:56 PM
I cant wait for this....my freight rail lines will extend all over my region now even through remote areas since single track looks so great. Top notch work fellas.  &apls
Title: Re: Content Showcase
Post by: 05greene on December 08, 2008, 04:19:19 AM
WOOW this is looking good
Title: Re: Content Showcase
Post by: Pat on December 08, 2008, 07:23:43 AM
wow is all I can say here!!!  &apls :thumbsup:
Title: Re: Content Showcase
Post by: Monorail Master on December 09, 2008, 01:26:10 PM
Quote from: bighead99 on November 29, 2008, 07:14:55 AM
woops.. let one out to the public $%Grinno$%

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi293.photobucket.com%2Falbums%2Fmm50%2Fbighead99999%2FDDD.jpg&hash=c5015c4d069f6c91ca2a60b9c1c37afcc8844d55)

Wow!!! That looks just like the elevated MIS ramp in the RHW 3.0 development thread.
Title: Re: Content Showcase
Post by: TheChosenOne on January 09, 2009, 11:13:57 AM
No updates? &mmm
Title: Re: Content Showcase
Post by: JoeST on January 09, 2009, 11:19:21 AM
check out the 3RR board

http://sc4devotion.com/forums/index.php?topic=112.0
Title: Re: Content Showcase
Post by: Jonathan on February 03, 2009, 04:24:16 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi200.photobucket.com%2Falbums%2Faa230%2FwarriorST%2F4netowrksatonce.jpg&hash=fad19afab3c38f7681252ec688866ee334eb0579)

Oh dear, this is actually the public thread ;)

Jonathan
Title: Re: Content Showcase
Post by: Andreas on February 03, 2009, 04:37:46 AM
Amazing. :)
Title: Re: Content Showcase
Post by: JoeST on February 03, 2009, 04:56:34 AM
*drools*

seriously :o

are you guys on drugs ???
Title: Re: Content Showcase
Post by: rooker1 on February 03, 2009, 05:06:09 AM
&apls truly great stuff.

As for drugs...you must mean steriods.
Title: Re: Content Showcase
Post by: deathtopumpkins on February 03, 2009, 06:40:29 AM
Oh, Jonathan! That is amazing! I want that STR viaduct and tripe-track rail!
Title: Re: Content Showcase
Post by: io_bg on February 03, 2009, 06:50:40 AM
 :o Awesome! Great work, guys! &apls
Title: Re: Content Showcase
Post by: Jonathan on February 03, 2009, 06:58:09 AM
Well the TTR, won't be in the first release, and I'm not 100% sure on El-STR,
But it only took me under an hour to get the entire TTR in game, because I can basically copy and paste the STR RULs with a few changes, so it's quite easy to add new overrides :)

Jonathan
Title: Re: Content Showcase
Post by: JoeST on February 03, 2009, 07:01:26 AM
CTRL+H ;D

and that is AWESOME
Title: Re: Content Showcase
Post by: LE0 on February 03, 2009, 08:41:58 AM
So is STR like One way Rail? :)
Title: Re: Content Showcase
Post by: threestooges on February 03, 2009, 09:02:48 AM
Hi LE0. STR is actually pathed so that trains can move in both directions. In RL, there would be sidings for trains to pass each other (and we can still make them visually in game), but trains can move in both directions on STR and will just visually pass through each other when they meet. It was designed to be used where rail traffic is not enough to require 2 sets of rails, and also for places where it would just look better in the user's opinion.
Title: Re: Content Showcase
Post by: Orange Julius on February 25, 2009, 02:26:16 PM
Holy heck! If there was thing missing from SimCity 4, it was single-track railroads! You guys are amazing. I almost feel like trekking down to Target and placing stickers on the SC4D boxes that say "COMING SOON! SINGLE-TRACK RAILROADS! GO TO SC4DEVOTION.COM"
Title: Re: Content Showcase
Post by: joelyboy911 on June 10, 2009, 03:48:39 AM
Is that, per chance, an elevated draggable STR I can see? Or would that be a ploppable/puzzle piece system?
Title: Re: Content Showcase
Post by: gardenwong on June 22, 2009, 07:20:29 PM
Is there ant news? it seems that RAM is stopping again :(
Title: Re: Content Showcase
Post by: threestooges on June 22, 2009, 10:59:21 PM
Don't worry. Things are still going, just nothing that we've shown around much yet. Don't want to get people too excited before things are ready to really get rolling.
-Matt
Title: Re: Content Showcase
Post by: Terring7 on July 19, 2009, 03:04:58 PM
Sorry if this post is at wrong topic but it's just an idea. How about a puzzle piece that split the dual rail into 2 single tracks?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg32.imageshack.us%2Fimg32%2F7233%2Fspliter.jpg&hash=7ef5bf40eec75e6483b21c51e98555b22d9ee0fa)
Title: Re: Content Showcase
Post by: WC_EEND on July 19, 2009, 03:08:18 PM
I like your idea, but something just seems wrong about that picture :D
Title: Re: Content Showcase
Post by: kassarc16 on July 19, 2009, 03:51:46 PM
Well I think he just used the RHW piece to show the gist of his idea, which is indeed needed.

This might be better in this thread though: http://sc4devotion.com/forums/index.php?topic=3697.120
Title: Re: Content Showcase
Post by: superhands on July 19, 2009, 06:56:23 PM
we'll see what we can do :thumbsup:


-dave
Title: Re: Content Showcase
Post by: claydog on July 26, 2009, 07:47:13 AM
Wow guys, that's absolutly awsome!
One question though; does the triple track reflect greater capacity and does that show up in the color coded transit map view???
Thanks,
Clay
Title: Re: Content Showcase
Post by: WC_EEND on July 26, 2009, 08:21:33 AM
I think it will show up in the transport view as it's basically a puzzle piece override of maxis rail
Title: Re: Content Showcase
Post by: superhands on July 29, 2009, 07:43:12 AM
Just a pic of one of the many interchanges you'll be able to make in the upcoming ram...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi293.photobucket.com%2Falbums%2Fmm50%2Fbighead99999%2FFA2SCREENIE.jpg&hash=4806ec2d26bccc87d6b7abd91d8041710a566fc9)

-dave
Title: Re: Content Showcase
Post by: danielra96 on August 23, 2009, 07:28:58 PM
that's awesome
i have to download that :)
Title: Re: Content Showcase
Post by: choco on August 27, 2009, 10:15:34 PM
well, im not on the RAM team, but i was tinkering with some other files and managed to come up with this....still needs shadows and T21's, but i'll carry traffic.  ;D
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi141.photobucket.com%2Falbums%2Fr70%2Fchoco_028%2FNewCity-Mar6061251151359.png&hash=a5be71eddf881756d6a539896b9ff3f361af26df)

it works the same as the current rail viaducts in that it'll change to whichever texture is chosen by the user.  if anyone's interested, i'll see about submtting this to the team.
Title: Re: Content Showcase
Post by: Leodido on August 28, 2009, 02:40:23 AM
Very nice, please submit it to the team ;)
Title: Re: Content Showcase
Post by: joelyboy911 on August 28, 2009, 02:46:01 AM
Is that a bridge in the ordinary sense, but made to connect with EL-STR?
Title: Re: Content Showcase
Post by: choco on August 28, 2009, 02:58:06 AM
STR for now....although an elevated version could be easily done.  ;)   altering the height of any bridge is simple....there's a BridgeHeight property in the exemplar to offset the models in the Z direction.  for instance, the Maxis Cable-Stayed Highway bridges....

Title: Re: Content Showcase
Post by: joelyboy911 on August 28, 2009, 03:17:21 AM
So, (off-topic, I'm sorry) theoretically, you could quite easily modify the maxis avenue bridges to raise them 15 metres and then they would join up nicely to the puzzle pieces?

I thought EL-STR because of the support column style and your mention of viaducts, but I see what you mean now. I would suggest that possibly the dirty patches around those columns need to be adjusted.
Title: Re: Content Showcase
Post by: choco on August 29, 2009, 02:16:18 AM
Quote from: joelyboy911 on August 28, 2009, 03:17:21 AM
So, (off-topic, I'm sorry) theoretically, you could quite easily modify the maxis avenue bridges to raise them 15 metres and then they would join up nicely to the puzzle pieces?
i suppose...there's a few things it entails.  i'll explain elsewhere if ya like.

QuoteI would suggest that possibly the dirty patches around those columns need to be adjusted.
im still rather horrible with textures, but i hope this is an improvement..... :)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi141.photobucket.com%2Falbums%2Fr70%2Fchoco_028%2FNewCity-Sep28071251536361.png&hash=a7e348ced097c7120ebf0f3f3b6015f9a3abf1d3)



Title: Re: Content Showcase
Post by: joelyboy911 on August 29, 2009, 02:59:05 AM
Much better.

So did you take the rail viaduct models used in the puzzle pieces (EL-STR isn't out yet is it?) and adapt them to a bridge situation? If so, could something similar be done to have matching styled bridges for the elevated roads etc?
Title: Re: RAM (Rail Addon Mod) - Development Thread
Post by: TJ1 on May 31, 2011, 07:34:30 AM
has the RAM been abandoned? i was really looking  forward to the new one  :(
Title: Re: RAM (Rail Addon Mod) - Development Thread
Post by: noahclem on May 31, 2011, 08:39:14 AM
No it has not. Of course it is impossible to know when or even a 100% if, but I suspect you will be pleasantly surprised.  ;)
Title: Re: RAM (Rail Addon Mod) - Development Thread
Post by: TJ1 on May 31, 2011, 09:49:12 AM
phew!! im glad its not  :thumbsup: cant wait  :)
Title: Re: RAM (Rail Addon Mod) - Development Thread
Post by: Tarkus on May 31, 2011, 10:58:13 AM
Generally, if there's no news on a project, we typically haven't forgotten about it . . . we're just involved in other projects.  Right now, there's not really much staff on the RAM . . . the main exponents of the project (David and Dave) are less active at the current moment, and the majority of the active developers who have the skills/qualifications to do anything on the RAM are generally occupied with other projects (RHW, NWM, T-RAM, etc.). 

If it's full-on cancelled/dead, we'll usually say so.  And it's very rare that we do that--heck, Duke Nukem Forever is actually going to be released after 14 years in development, so even projects long thought relegated to the "vaporware" category can come back around and surprise you.  The NWM took almost 4 years between when we announced it and when it saw its first release.  We've only been a little over 2 years since the first RAM . . . just give it some time. :)

-Alex
Title: Re: RAM (Rail Addon Mod) - Development Thread
Post by: c0rnh0li0 on June 14, 2011, 09:25:00 AM
I tried downloading the RAM. The Windows file says RAM_STR_mac.zip, the MAC download file says RAM_STR_mac_version.zip
Title: Re: RAM (Rail Addon Mod) - Development Thread
Post by: Tarkus on June 14, 2011, 04:11:32 PM
Quote from: c0rnh0li0 on June 14, 2011, 09:25:00 AM
I tried downloading the RAM. The Windows file says RAM_STR_mac.zip, the MAC download file says RAM_STR_mac_version.zip

As I recall, when we initially uploaded the RAM way back when, the Mac file was accidentally loaded to the Windows upload.  This was fixed fairly quickly, but the LEX software retains the filename of whatever the first version uploaded was, and it is very difficult if not impossible to fix.  That's also why the RealHighway filenames still have "Rural Highway" in them, NAM Essentials still says "June 2007" on it. 

In those situations, it's best to just ignore the filename and just pay attention to the date.  As long as there's an installer inside it like there's supposed to be for the Windows version, you're okay.

-Alex
Title: Re: RAM (Rail Addon Mod) - Development Thread
Post by: c0rnh0li0 on June 15, 2011, 06:25:12 AM
Ok. I was wondering because when I clicked on one of the railroad menu items, the game crashed. So I didn't know if I had the correct file.
Title: Re: RAM (Rail Addon Mod) - Development Thread
Post by: c0rnh0li0 on June 16, 2011, 04:40:42 AM
I see what's causing my problem now. When I click on some of the NAM menu items & move the cursor over some of the PEG seaport content, then game crashes.
Title: Re: RAM (Rail Addon Mod) - Development Thread
Post by: threestooges on June 18, 2011, 09:41:13 AM
Likely that's caused by hovering a puzzle piece (like the original GLR pieces before they were made draggable) over a lot that is transit enabled, like many of PEG's seaport lots that have driveways which automatically connect to the road. Basically, if there are lots you can drag a transit network through, then they're transit enabled, and care should be used when placing puzzle pieces around them.
Title: Re: RAM (Rail Addon Mod) - Development Thread
Post by: Tarkus on August 16, 2011, 01:36:56 AM
You may have noticed the RAM Development thread is now in a new location--it's been moved out of the RAM Team Place and into NAM Creations.  Development on a Version 2 is about to go full steam ahead (pun fully intended) after the upcoming NAM Version 30/RHW 5.0/NWM 2.0 release cycle. 

Given that the "RAM Team" is all NAMites anyway (and has been for years), meaning it's as much a NAM Team project as the RHW, T-RAM, etc., and NAM Creations is one of the most frequented and visible boards on the entire site, it seemed logical to pull the thread into a different station so more folks would board as we head down the track toward further development (again, puns fully intended--my apologies, I really get silly late at night).

-Alex
Title: Re: RAM (Rail Addon Mod) - Development Thread
Post by: strucka on August 16, 2011, 02:00:51 AM
I'd like this, but here is no like button.
True the railways were a bit left behind for some time now, but we are getting some really great roads and highways, which will surely be complemented by the rails in the near future. So good for us all.
What would would be nice is, if someone would post a reply of what the goals are with the RAM, what was done until now, what the plan is for a realese (we know that might not happen as you say, but just to show in which way it will be evolved).
So I will aplaud you and wish a fast release of the current NAM projects and a good progress on the RAM thingie.. =D

&apls &apls
Title: Re: RAM (Rail Addon Mod) - Development Thread
Post by: Rady on August 16, 2011, 03:43:30 AM
First,  thanks for the hard work of yours ....

Second, may I just say that I would see the desperate need for some additional rail x street(road/avenue) functionality, since I very often end up not knowing how to cross my STR. The draggable crossings only works if the straight STR section exceeds a certain length, otherwise it will reconvert to "normal" rail.

So, a few puzzle pieces would be fine, as well as a STR FLUP piece .. but I think the FLUPS are done by another team ..?
Title: Re: RAM (Rail Addon Mod) - Development Thread
Post by: jdenm8 on August 16, 2011, 04:19:54 AM
Nope :P
It's done by us now.

The override isn't really something we can help.

There is a simple solution to your problems though. There's a Diagonal STR starter in the tab loop. Simply find the rotation that works properly when you demolish the non-starter bit, leaving the starter stub (some don't) then plop it over the DTR stub after the STR puzzle piece.
Title: Re: RAM (Rail Addon Mod) - Development Thread
Post by: ps2owner on August 16, 2011, 07:14:46 AM
So I suppose RAM is back in business?
That's awesome!  &apls
Title: Re: RAM (Rail Addon Mod) - Development Thread
Post by: sepen77 on August 16, 2011, 08:50:09 AM
Rumours of TTR? (Triple Track Rail)
Title: Re: RAM (Rail Addon Mod) - Development Thread
Post by: Jonathan on August 16, 2011, 09:03:38 AM
Quote from: Rady on August 16, 2011, 03:43:30 AM
Second, may I just say that I would see the desperate need for some additional rail x street(road/avenue) functionality, since I very often end up not knowing how to cross my STR. The draggable crossings only works if the straight STR section exceeds a certain length, otherwise it will reconvert to "normal" rail.

That's strange, because I was pretty sure we'd got rid of all the issues of reconverting back to rail. 

Could you post some images of the situations where this happens, it will be a great help in making it more stable and fixing this.
Title: Re: RAM (Rail Addon Mod) - Development Thread
Post by: Tarkus on August 16, 2011, 10:38:19 AM
Quote from: ps2owner on August 16, 2011, 07:14:46 AM
So I suppose RAM is back in business?
That's awesome!  &apls

It's never really been out of business, as there's been a few "spurts" of development every now and again since the Version 1 release, but the isolation of the project on a separate, less active board made it seem that way. 

Quote from: strucka on August 16, 2011, 02:00:51 AM
What would would be nice is, if someone would post a reply of what the goals are with the RAM, what was done until now, what the plan is for a realese (we know that might not happen as you say, but just to show in which way it will be evolved).

Actually, the initial post on the thread gives a fairly good indication of the direction the project is headed, listing some of the new networks that will be added in future releases.  While Version 2 probably won't exhaust that list, it'll be a bigger release than Version 1 was.  I'll leave it to the folks more involved with the RAM show what they've been up to. :)

-Alex
Title: Re: RAM (Rail Addon Mod) - Development Thread
Post by: ivo_su on August 16, 2011, 01:03:44 PM
I'm curious to know if RAM is concerned with Elevated rail tracks that serve to cross over other networks. In this line of thinking, when is planned to have pieces to go over all NWM - networks. I know that great design jondor level crossings with barriers, but an overpass would be much more effective in wider networks, to no traffic jams to traffic lights.

Regards,
Ivo
Title: Re: RAM (Rail Addon Mod) - Development Thread
Post by: Mr.Sixty on August 16, 2011, 04:51:18 PM
About the rail viaducts: Is there a chance they will be draggable anytime soon?
Title: Re: RAM (Rail Addon Mod) - Development Thread
Post by: Tarkus on August 16, 2011, 11:19:02 PM
Ivo and Mr. Sixty, to answer your question, the EL-DTR (Elevated Dual Track) network mentioned in the RAM Network Chart (http://sc4devotion.com/forums/index.php?topic=5975.0#post_ramnetworks) is essentially a draggable version of the existing NAM Heavy Rail Viaducts.  That network is currently in development for the Version 2 release.

-Alex
Title: Re: RAM (Rail Addon Mod) - Development Thread
Post by: Mr.Sixty on August 17, 2011, 10:00:20 AM
Quote from: Tarkus on August 16, 2011, 11:19:02 PM
Ivo and Mr. Sixty, to answer your question, the EL-DTR (Elevated Dual Track) network mentioned in the RAM Network Chart (http://sc4devotion.com/forums/index.php?topic=5975.0#post_ramnetworks) is essentially a draggable version of the existing NAM Heavy Rail Viaducts.  That network is currently in development for the Version 2 release.

-Alex

Yaaaay!!  ;D
Title: Re: RAM (Rail Addon Mod) - Development Thread
Post by: metarvo on August 17, 2011, 10:08:14 AM
So, this is basically going to be analogous to the comparison of ERHW-over-x puzzle pieces to draggable ERHW that can cross over x.  This sounds promising. :satisfied:
Title: Re: RAM (Rail Addon Mod) - Development Thread
Post by: Rady on August 30, 2011, 08:58:55 AM
Quote from: Jonathan on August 16, 2011, 09:03:38 AM
That's strange, because I was pretty sure we'd got rid of all the issues of reconverting back to rail. 

Could you post some images of the situations where this happens, it will be a great help in making it more stable and fixing this.

Sorry, I'm pretty late with posting this, but now here we go: The first picture is the setup before I add the 45° curve. THe road tiles are just placed because you can't see the grid at this elevation ..

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg198.imageshack.us%2Fimg198%2F4458%2Fram1e.jpg&hash=ae065255079a2373d3be426c882bfd547ac4c736)

Now, after adding the 45° curve, the three-tile straigh section re-converts to normal rail:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg846.imageshack.us%2Fimg846%2F993%2Fram2m.jpg&hash=6f2b50915ad5176ebc4b0e36b6be1c1a4b29097c)

Of course it's no problem placing the STR filler piece on it, but than you won't get a road crossing to work ... or at least only with a graphic glitch.
Title: Re: RAM (Rail Addon Mod) - Development Thread
Post by: Jonathan on August 30, 2011, 09:04:22 AM
Oh right, that's because puzzle pieces don't have starter tiles on the ends of them, if they did and the pieces were placed on slopes it would flatten awkwardly at the end, and it allows curves to be places right next to each other. So for each section between puzzle pieces you'll need add a starter piece (you can delete the tile that doesn't let you drag over it, without destroying the starter tile).
Title: Re: RAM (Rail Addon Mod) - Development Thread
Post by: dwelln8hss32 on August 30, 2011, 11:37:06 AM
The DTR reversion Rady's described happens to me when I cross STR over certain SAM streets, such as PEG's Dirt Roads or Trolca's Dirt Streets. In fact, concerning the former SAM street, I still have missing textures for the STR/SAM crossing tiles  &mmm. (I'm all up to date with the NAM, BTW). So the reversions are very much still a concern, as are the missing SAM textures. If I can get a picture posted, I'll throw one out.

Very glad to see the RAM progress in development! Great job NAMmers!
Title: Re: RAM (Rail Addon Mod) - Development Thread
Post by: ScottFTL on August 30, 2011, 11:57:42 AM
Quote from: dwelln8hss32 on August 30, 2011, 11:37:06 AM
The DTR reversion Rady's described happens to me when I cross STR over certain SAM streets, such as PEG's Dirt Roads or Trolca's Dirt Streets. In fact, concerning the former SAM street, I still have missing textures for the STR/SAM crossing tiles  &mmm. (I'm all up to date with the NAM, BTW).

There is a patch for this railway crossing. It is attached to the first post in the SAM thread (http://sc4devotion.com/forums/index.php?topic=1617.0).  "$Deal"$
Title: Re: RAM (Rail Addon Mod) - Development Thread
Post by: jondor on August 30, 2011, 12:04:22 PM
Quote from: dwelln8hss32 on August 30, 2011, 11:37:06 AM
The DTR reversion Rady's described happens to me when I cross STR over certain SAM streets, such as PEG's Dirt Roads or Trolca's Dirt Streets. In fact, concerning the former SAM street, I still have missing textures for the STR/SAM crossing tiles  &mmm. (I'm all up to date with the NAM, BTW). So the reversions are very much still a concern, as are the missing SAM textures. If I can get a picture posted, I'll throw one out.

Very glad to see the RAM progress in development! Great job NAMmers!

That patch also contains the textures for DTR crossings.  Unfortunately, the SAMxSTR rules are extremely unstable in the current public controller.  &mmm

However, I spent some time fixing them for the controller that will eventually be released with NAM 30.  :thumbsup:
Title: Re: RAM (Rail Addon Mod) - Development Thread
Post by: dwelln8hss32 on August 30, 2011, 12:24:33 PM
Quote from: jondor on August 30, 2011, 12:04:22 PM
That patch also contains the textures for DTR crossings.  Unfortunately, the SAMxSTR rules are extremely unstable in the current public controller.  &mmm

However, I spent some time fixing them for the controller that will eventually be released with NAM 30.  :thumbsup:
Ah-Ha! Thanks Scott FTL and Jondor for pointing that out. My hiatus from SC4 explains my unawareness. Despite the instability, I'll try out the patch... I use SAM quite a bit. Until then, looking forward to NAM 30!  ;D

Best,

Jake
Title: Re: RAM (Rail Addon Mod) - Development Thread
Post by: Rady on August 30, 2011, 02:53:25 PM
Quote from: Jonathan on August 30, 2011, 09:04:22 AM
Oh right, that's because puzzle pieces don't have starter tiles on the ends of them, if they did and the pieces were placed on slopes it would flatten awkwardly at the end, and it allows curves to be places right next to each other. So for each section between puzzle pieces you'll need add a starter piece (you can delete the tile that doesn't let you drag over it, without destroying the starter tile).

Ok, so given my example, I could plop the orthogonal starte piece right after the curve, so that after demolishing the starter stub the remaining tile of STR would allow me to cross with the road. Then I would add to orthogonla filler pieces on both sides of the crossing and be fine?

I'll give it a try, however I think that when demolishing the starter stub the curve will be destroyed ... 'cause normally when demolishing a single tile adjacent to a FAR piece the FAR is destroyed, too.
Title: Re: RAM (Rail Addon Mod) - Development Thread
Post by: Jonathan on August 30, 2011, 03:24:22 PM
Quote from: Rady on August 30, 2011, 02:53:25 PM
Ok, so given my example, I could plop the orthogonal starte piece right after the curve, so that after demolishing the starter stub the remaining tile of STR would allow me to cross with the road. Then I would add to orthogonla filler pieces on both sides of the crossing and be fine?

I'll give it a try, however I think that when demolishing the starter stub the curve will be destroyed ... 'cause normally when demolishing a single tile adjacent to a FAR piece the FAR is destroyed, too.
You would place the starter piece backward, pointing towards the curve:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi200.photobucket.com%2Falbums%2Faa230%2FwarriorST%2Fstep1.png&hash=bd3dd5c356b1581c4e603af3415090ae04a3fad7)
(It won't matter if you've already joined the curves together)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi200.photobucket.com%2Falbums%2Faa230%2FwarriorST%2Fstep2.png&hash=d0041b99dac683fad849abd49bbd842dbf2ce14a)
(You place the starter piece pointing towards the curve, so that the tile you demolish is not directly next to the puzzle piece)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi200.photobucket.com%2Falbums%2Faa230%2FwarriorST%2Fstep3.png&hash=f26b6a933b9fc44c6b3fbb355c5cd980fa76e339)
(Then delete the "dead" tile of the starter piece)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi200.photobucket.com%2Falbums%2Faa230%2FwarriorST%2Fstep4.png&hash=69bace1bc5e5ad26b7c20fbe08df69ac5bafb8da)
(Drag rail out of the starter piece and join up the other puzzle piece)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi200.photobucket.com%2Falbums%2Faa230%2FwarriorST%2Fstep5.png&hash=05212c8d9fc2ebc1ad4de3ce93ad62425cef098c)
(You can then drag networks across the STR, except for on the tile that the "live" starter is on)

I hope the helps,
Jonathan
Title: Re: RAM (Rail Addon Mod) - Development Thread
Post by: Rady on August 30, 2011, 11:52:07 PM
Quote from: Jonathan on August 30, 2011, 03:24:22 PM
I hope the helps,
Jonathan

Ahh .. you're great! Maybe this little "tutorial" can make it's way into the RAM documentation?
Title: Re: RAM (Rail Addon Mod) - Development Thread
Post by: pimmapman on September 01, 2011, 05:35:50 PM
After you get EL-DTR, TTR, and QTR, will it be possible to get TR-DTR (dragable trench rail)?
Title: Re: RAM (Rail Addon Mod) - Development Thread
Post by: jdenm8 on September 01, 2011, 06:22:24 PM
There have been experiments with having draggable networks cutting into the ground, but SC4's graphics engine gets confused and it just doesn't work.
Title: Re: RAM (Rail Addon Mod) - Development Thread
Post by: Kitsune on September 01, 2011, 07:23:00 PM
Quote from: jdenm8 on September 01, 2011, 06:22:24 PM
There have been experiments with having draggable networks cutting into the ground, but SC4's graphics engine gets confused and it just doesn't work.

are we sure its sc4 limitations and not computer limitations? Even though this game is very old, it is still quite capable of putting a serious machine in a bit of stress.
Title: Re: RAM (Rail Addon Mod) - Development Thread
Post by: jdenm8 on September 01, 2011, 09:20:59 PM
It. Is. A. Game. Limitation.

It is to do with how the graphics engine orders the models.
It always renders the ground first. However, the ordering for 3D networks are different. The necessary settings to get the model to render after the ground made it render it last, and therefore in front of everything else (buildings, other draggable networks, so on).
Without these settings, it would render before the ground and the ground would ignore the LOD (no visible traffic).
Not to mention that the models don't transform correctly.
LOT-based approaches work since the way that the game handles models on LOTs, but it does not work on draggable networks (EDIT) or Puzzle Pieces.
Title: Re: RAM (Rail Addon Mod) - Development Thread
Post by: DAB_City on September 02, 2011, 04:00:28 AM
Are you also considering one-way STR in addition to the other networks, as well as two-way track crossovers (as in the FARR, but both ways - see link) and suitable transitions? Elevated and FLUP versions as well? That would be very useful...  :-\


Thank you very much anyway for the great job you have been doing, and I look forward to RAM 2.0!  :)

(Double-Track) Crossover: http://www.bripizza.net/sc4/miniItem/item.html (http://www.bripizza.net/sc4/miniItem/item.html)

Ideal track types (shown as RHD, swap necessary tracks for LHD):

STR (One-Way/Bi-Directional)

>>>>>>>>>>>>>>>>>>>>>>>> (One-Way)

<><><><><><><><><><><><> (Bi-Directional, current STR)

DTR (Maxis)

>>>>>>>>>>>>>>>>>>>>>>>> (One-Way)
>>>>>>>>>>>>>>>>>>>>>>>>

<<<<<<<<<<<<<<<<<<<<<<<< (Built-in Maxis)
>>>>>>>>>>>>>>>>>>>>>>>>

TTR

>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>> (One-Way)
>>>>>>>>>>>>>>>>>>>>>>>>

<<<<<<<<<<<<<<<<<<<<<<<<
<><><><><><><><><><><><> (Middle is bi-directional)
>>>>>>>>>>>>>>>>>>>>>>>>

<<<<<<<<<<<<<<<<<<<<<<<<
>>>>>>>>>>>>>>>>>>>>>>>> (Middle is one-way)
>>>>>>>>>>>>>>>>>>>>>>>>


QTR


>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>> (One-Way)
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>


<<<<<<<<<<<<<<<<<<<<<<<<
<<<<<<<<<<<<<<<<<<<<<<<< (Local/Express configuration)

>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>


<<<<<<<<<<<<<<<<<<<<<<<<
>>>>>>>>>>>>>>>>>>>>>>>> (Equivalent to two parallel Maxis tracks)
<<<<<<<<<<<<<<<<<<<<<<<<
>>>>>>>>>>>>>>>>>>>>>>>>
Title: Re: RAM (Rail Addon Mod) - Development Thread
Post by: Jonathan on September 02, 2011, 02:40:12 PM
With TTR, currently the middle track is bidirectional, with the outer tracks in opposite directions.
The problem with having a variety of paths is it could get confusing, how would the user know what paths were on previously laid track (without using the draw paths cheat, which not everyone has or knows about)?
Also each network takes quite a while to create in the RULs, while the textures would already be done. The current RULs could;t be copied and pasted for networks with one way paths, you can't see it much in the game (although if you look at some networks like road you'll notice the double yellow lines don't quite match up on some tiles) but the textures are flipped and rotated and you can't tell which way as the textures are symmetrical. Maybe in RAM 4.0 different varieties of current networks can be created, but they won't make it to RAM 2.0 or 3.0 :/

Elevated STR is considered and mostly implemented (but this may or may not make 2.0) :)
Title: Re: RAM (Rail Addon Mod) - Development Thread
Post by: DAB_City on September 03, 2011, 01:30:45 AM
Quote from: Jonathan on September 02, 2011, 02:40:12 PM
With TTR, currently the middle track is bidirectional, with the outer tracks in opposite directions.
The problem with having a variety of paths is it could get confusing, how would the user know what paths were on previously laid track (without using the draw paths cheat, which not everyone has or knows about)?
Also each network takes quite a while to create in the RULs, while the textures would already be done. The current RULs could;t be copied and pasted for networks with one way paths, you can't see it much in the game (although if you look at some networks like road you'll notice the double yellow lines don't quite match up on some tiles) but the textures are flipped and rotated and you can't tell which way as the textures are symmetrical. Maybe in RAM 4.0 different varieties of current networks can be created, but they won't make it to RAM 2.0 or 3.0 :/

Elevated STR is considered and mostly implemented (but this may or may not make 2.0) :)

Good point. It would also matter which way round the starter stubs were positioned, but at least STR One-Way would be useful... Are you also thinking about implementing FLUP?

Thanks anyway  :)  &apls
Title: Re: RAM (Rail Addon Mod) - Development Thread
Post by: Jonathan on September 03, 2011, 02:48:13 AM
FLUPs won't be hard to implement, it will just need a tunnel, and underground the trains can use the dual track paths, as you can't see them. But it's not on the current list of things to do (at least for me) so it might not make 2.0
Title: Re: RAM (Rail Addon Mod) - Development Thread
Post by: DAB_City on September 03, 2011, 05:59:50 AM
Quote from: Jonathan on September 03, 2011, 02:48:13 AM
FLUPs won't be hard to implement, it will just need a tunnel, and underground the trains can use the dual track paths, as you can't see them. But it's not on the current list of things to do (at least for me) so it might not make 2.0

For STR, all you would need to do would be change the tunnel entrance, as all the puzzle pieces are already built into the NAM. Shouldn't be too hard, as it would probably only require a slight tweaking of the texture...

Never mind, at least there are many great things for us to look forward to!  :thumbsup:
Title: Re: RAM (Rail Addon Mod) - Development Thread
Post by: strucka on September 03, 2011, 03:47:00 PM
Is it possible to have only freight trains on these ''special'' tracks? For instance on the middle bi-directional track of the TTR?
Title: Re: RAM (Rail Addon Mod) - Development Thread
Post by: kassarc16 on September 03, 2011, 04:01:43 PM
Quote from: strucka on September 03, 2011, 03:47:00 PMIs it possible to have only freight trains on these ''special'' tracks? For instance on the middle bi-directional track of the TTR?

Probably just with traffic control lots, though I wonder if it's possible to have the middle tracks inaccessible from adjacent lots or zones, thus making the center tracks express tracks. Since it's all one tile, probably not, just like capacity, I would think.
Title: Re: RAM (Rail Addon Mod) - Development Thread
Post by: Jonathan on September 03, 2011, 04:43:34 PM
Someone could make a lot to block or allow only freight trains, but this won't be included in the RAM, as we don't do lots. By splitting the TTR into 3 separate tiles and then placing traffic control lots on each, you might be able to prevent freight trains on just the middle rail, but I doubt this would be stable (or even useful).

The capacity of TTR will be the same as STR and DTR, we may be able to overcome this by using a network other than rail for TTR, but this is not thought about yet. And it is not possible to make the centre track an express, since the game does everything based on tiles.
Title: Re: RAM (Rail Addon Mod) - Development Thread
Post by: pimmapman on September 03, 2011, 05:11:39 PM
How do they manage to change the capacity for say MIS and RHW4?
Title: Re: RAM (Rail Addon Mod) - Development Thread
Post by: jdenm8 on September 03, 2011, 05:23:50 PM
Quote from: pimmapman on September 03, 2011, 05:11:39 PM
How do they manage to change the capacity for say MIS and RHW4?
We don't. They have the same capacity and speed, as does OWR-1 compared to OWR-2. There's always DIPs, but they've been fiddly of late, especially with the paths squished up near the side of the tile like we'll be having.

EDIT: Fixed DIPs as per Ganaram's correction below  :-X :P
Title: Re: RAM (Rail Addon Mod) - Development Thread
Post by: GDO29Anagram on September 03, 2011, 05:41:55 PM
Quote from: jdenm8 on September 03, 2011, 05:23:50 PM
There's always SIPs, but they've been fiddly of late, especially with the paths squished up near the side of the tile like we'll be having.

Don't you mean DIPs (Distilled Intersection Paths)...?  ()what()
Title: Re: Content Showcase
Post by: Ilikeanrhw on November 05, 2011, 11:40:06 PM
Quote from: LE0 on February 03, 2009, 08:41:58 AM
So is STR like One way Rail? :)
Looks that way.  :) The STR only directs one direction.  :-[

     
Title: Re: RAM (Rail Addon Mod) - Development Thread
Post by: jdenm8 on November 06, 2011, 12:31:15 AM
No, STR is not One Way Rail at all. It functions like most real-life examples, carrying two directions of traffic on one track. This is also how the centre track on TTR will work.
Title: Re: RAM (Rail Addon Mod) - Development Thread
Post by: Ilikeanrhw on November 06, 2011, 05:57:21 PM
Quote from: jdenm8 on November 06, 2011, 12:31:15 AM
No, STR is not One Way Rail at all. It functions like most real-life examples, carrying two directions of traffic on one track. This is also how the centre track on TTR will work.
So you mean: If southbound (I'm using Right hand drive) trains are straight trip and the double track rail becomes a STR, the northbound trains should be going in the same direction?
Diagram:

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<Southbound trains<<<<<<<<<<<<<<
>>>>>>>>>>>>>>>>>>>>>>>>>>             Empty tile                             >>>>>>>>>>>>>>>>>
Title: Re: RAM (Rail Addon Mod) - Development Thread
Post by: jdenm8 on November 06, 2011, 06:03:10 PM
The directionality will not change, the whatever train will just move onto the single track, regardless of its heading. STR is NOT One Way Rail.

If you provide a reason for trains to move in both directions, they will.
Title: Re: RAM (Rail Addon Mod) - Development Thread
Post by: Will12 on January 30, 2012, 11:58:43 PM
With TTR being developed over at 3RR is there any news on the viaduct models for STR or any other things or is this on hold and are other aspects of the NAM being focused on like Project 0E? Tarkus also told me JD's been over here!

EDIT:
Read the post at simtropolis RHW support :)

Title: Re: RAM (Rail Addon Mod) - Development Thread
Post by: Tarkus on January 31, 2012, 12:16:17 PM
This is what's actively in development right now:

-TTR (primarily just trackage only--not crosslinks with other NAM components)
-RHW 6.0/Project 0E
-Diagonal On-Slopes and L1 (7.5m-high) content for NAM Road/OWR/AVE Viaducts

This is what's sort of being worked on sporadically on the side.  These projects will periodically go silent off-and-on over the development cycle.

-NWM Wide-Radius Curves and Viaducts, plus intersections for ElRail-over-Road Dual Networking pieces.
-OWR Wide-Radius Curves
-The MHW revamp

Everything else is not currently a point of focus for development.  Viaducts-over-STR/TTR will probably happen toward farther along in RAM/TTR development.  There will also probably be a little bit more NWM and TuLEPs stuff before the release.  Tram stuff depends on Chrisim's level of activity.  I would not anticipate much happening with HSRP or CAN-AM going forward--they're inactive projects, and likely to stay that way. 

-Alex
Title: Re: RAM (Rail Addon Mod) - Development Thread
Post by: Wiimeiser on January 31, 2012, 04:00:23 PM
You did mention the possibility of new overpasses for the CAN-AM based on the existing models; hopefully we should at least get MIS support
Title: Re: RAM (Rail Addon Mod) - Development Thread
Post by: jdenm8 on May 09, 2012, 02:43:19 AM
I was reminded recently of the bug with the STR S Curve puzzle piece.

The attached file fixes that bug in both RHD and LHD.
Drop this file into the RAM Directory.
Title: Re: RAM (Rail Addon Mod) - Development Thread
Post by: Silur on May 20, 2012, 09:09:32 PM
THANK YOU Very Much !!!
Title: Re: RAM (Rail Addon Mod) - Development Thread
Post by: DAB_City on June 07, 2012, 11:32:22 AM
As and when you restart your work on new RAM networks, may you please aim to complete QTR before TTR, unless of course the TTR network functionality is quite far into development. Real life four-track railways are generally more common, I assume.
Title: Re: RAM (Rail Addon Mod) - Development Thread
Post by: Tarkus on June 07, 2012, 11:59:02 AM
TTR development is much further along--there's a fair bit in place already (at least on the RUL side).  To my knowledge, QTR has not gotten beyond a simple proof-of-concept.

-Alex
Title: Re: RAM (Rail Addon Mod) - Development Thread
Post by: DAB_City on June 07, 2012, 12:13:22 PM
Oh yes, I seem to remember that TTR has been shown off in TRR. I look forward to seeing more though, I won't necessarily be switching to SC2013 for a while... If only I had the time to work for the NAM Team &mmm
Title: Re: RAM (Rail Addon Mod) - Development Thread
Post by: Gugu3 on June 27, 2012, 03:07:53 PM
Following almost every NAM thread tonight :Dregarding STR is some development for the advanced set (the implementation of the base one) still going on?
and what about TTR?I know David's been busy for a while..
Title: Re: RAM (Rail Addon Mod) - Development Thread
Post by: Tarkus on July 01, 2012, 01:40:13 PM
Quote from: Gugu3 on June 27, 2012, 03:07:53 PM
Following almost every NAM thread tonight :Dregarding STR is some development for the advanced set (the implementation of the base one) still going on?
and what about TTR?I know David's been busy for a while..

TTR and almost all other RAM development has been on hiatus for awhile, due to some technical issues discovered with TTR pathing about 4 months back.  Until those issues are solved, or at least mitigated, there's not going to be much development at all on the RAM.

-Alex
Title: Re: RAM (Rail Addon Mod) - Development Thread
Post by: AngryBirdsFan436 on July 11, 2012, 06:39:57 AM
Hello, I can see a ##Intersection Placement String Missing## on one of the STR pieces. I have the latest NAM and it's a fresh install.
Title: Re: RAM (Rail Addon Mod) - Development Thread
Post by: jdenm8 on July 11, 2012, 06:51:06 AM
Are there models and paths on the piece? If not, it's an error made by us and is for a piece that is not publicly available.

Sadly, as the Hotfix is something we knocked up relatively quickly to fix a RUL-Bound issue from a mixture of the Public and Development controllers (There's a bunch of fixes which were originally in the Development Controller and had to be copy/pasted into the Public one), we may have things like this.  :-\
Title: Re: RAM (Rail Addon Mod) - Development Thread
Post by: RickD on July 11, 2012, 07:38:46 AM
I have this, too. It is the last item in the tab-cycle. It just shows ##Intersection Placement String Missing## and there is nothing to plop down.
Title: Re: RAM (Rail Addon Mod) - Development Thread
Post by: jdenm8 on July 11, 2012, 07:58:32 AM
I'm guessing that's exactly what it is. We've uncommented an in-development Puzzle Piece's Tab Loop Entry and forgotten to disable it again in the Public build. (If it's what I think it is, it's basically a 1x1 straight rail piece, it's uncommented in the development controller too for some reason).

It's not a major issue and we don't have enough other "Not Major Issue"s to justify putting out a new controller.
Title: Re: RAM (Rail Addon Mod) - Development Thread
Post by: AngryBirdsFan436 on July 11, 2012, 09:35:12 PM
Ohh, I see, Anyway, is RAM on hiatus because of the RHW Project 0E?
Title: Re: RAM (Rail Addon Mod) - Development Thread
Post by: GDO29Anagram on July 11, 2012, 11:11:47 PM
P57, and not because of P57 (RAM has its own dedicated team), but because it ran into a bunch of track-switching problems.
Title: Re: RAM (Rail Addon Mod) - Development Thread
Post by: Tarkus on July 11, 2012, 11:40:33 PM
Additionally, many of the key members of the RAM's dedicated development group are MIA at present.  The RHW development group is currently the only fully active part of the NAM Team.  P57 is behind the inactivity of the NWM and TuLEPs, however, as RHW folks are often involved in development on those projects.

Beyond the RAM group and the RHW/NWM/TuLEP group, there's also the SFBT group that handles T-RAM/FLUPs/occasional Maxis Highway work (on a planned RL-related hiatus until later this year), and the Bridge Engineering Department (semi-active).  The SAM and CAN-AM also had dedicated groups once upon a time, but they have not existed for roughly 3 years.  All other projects (including HSRP) have been done on an ad hoc basis.

-Alex
Title: Re: RAM (Rail Addon Mod) - Development Thread
Post by: Wiimeiser on September 12, 2012, 05:34:13 AM
I'm wondering if a splitter could be made resembling the one on this lot (http://community.simtropolis.com/files/file/28013-central-station-twilight-town-kingdom-hearts/). Would be neat to have.

EDIT: Lot has this. Don't ask me how it's possible. The Elevated Speedways I found on some Japanese site do it as well.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg155.imageshack.us%2Fimg155%2F6004%2Fcityse2jan001347456969.th.png&hash=1b06e92cf81da84684cb6d9879dd6448944b7c04) (http://imageshack.us/photo/my-images/155/cityse2jan001347456969.png/)
Title: Re: RAM (Rail Addon Mod) - Development Thread
Post by: jdenm8 on September 12, 2012, 07:50:13 PM
It's clear they've stuck their textures in the NAM's range. It's not really our problem, they're in our range, you need to bring this up with the lot creator.
Title: Re: RAM (Rail Addon Mod) - Development Thread
Post by: GDO29Anagram on September 12, 2012, 09:25:57 PM
Let's be specific here...

Included with the NWM is a set of overlay textures for use with third-party NWM lots. What happened is that someone else used the same exact IID range that was designated for use with the NAM. For the record, the main IID range that the NAM Team uses is 0x50000000 to 0x5FFFFFFF. If someone else sticks something in that range and it conflicts with the NAM, it's their problem.
Title: Re: RAM (Rail Addon Mod) - Development Thread
Post by: Tarkus on September 12, 2012, 11:55:56 PM
Tropod had geoffhaw reserve the entire 0x50000000-0x5FFFFFFF range for the NAM Team in the BSC Texture Index way back in 2004.  A conflict of this sort would indicate that the creator of the lot is not adhering to the Texture Index.  As there's a very understandable language barrier, and that portion of the SC4 community isn't well-linked with this one anymore (particularly as we've lost our main go-betweens), it's almost certainly unintentional, and I'm not sure they're even aware there's an index here and at ST.  It goes to show that you have to be careful with those sorts of files.

-Alex
Title: Re: RAM (Rail Addon Mod) - Development Thread
Post by: jdenm8 on September 13, 2012, 12:30:11 AM
Actually, I was mistaken. I have since downloaded the file and the textures on the lot use completely different IIDs (FC782DA0 - FC782DCE, F37800D0 - F3780119).

All I can conclude is that you have another mod designed for the NWM, but doesn't use the NWM's Lot Support Package and has its own lot-texture versions of the NWM textures. You will need to do a Binary Plugins search to find the offending plugin and maybe comment on the upload.

EDIT: I had a cursory look on the STEX and found the culprit. You need to remove the NWM TollBooth Pack 1 by TwinsFan14.
Title: Re: RAM (Rail Addon Mod) - Development Thread
Post by: arl85 on September 26, 2012, 01:21:41 PM
Quote from: jdenm8 on May 09, 2012, 02:43:19 AM
I was reminded recently of the bug with the STR S Curve puzzle piece.

The attached file fixes that bug in both RHD and LHD.
Drop this file into the RAM Directory.

I don't know if it is the bug you were talking about or not, but this path error seems to be still there...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg651%2F2121%2Fnuovacitt31gen011348690.png&hash=b02b2042cf78106843690adffa3d3bbbdb09ee00) (http://imageshack.us/photo/my-images/651/nuovacitt31gen011348690.png/)


Title: Re: RAM (Rail Addon Mod) - Development Thread
Post by: strucka on November 08, 2012, 06:17:07 AM
Sorry to bump this thread, but I really wondered if this was possible and if so, it would really be a good addition to (N)RAM.

So here goes: would it be possible to create and add a couple of ''new'' viaducts for RAM, that would be able to coexist with the ones we have now? Because we now have these 1x1 pieces that are of course old. At least in Europe no one makes rail viaducts with stone half arches anymore. Theyre made out of concrete usually pretensioned concrete (which gives them the ability to span much much further) And so as we already have steel structures going over RHW, we could as well have some concrete ones that would supplement the old stone ones. Maybe even replace the steel ones for the RHW. I mean, I ussually make viaducts a space or two larger than needed, or sometimes even over the fake rivers and it just doesn't look good, or modern made. So that would be a nice touch. A difference between existing rail infrastructure and new infrastructure.

Just a suggestion. Thanks for listening (reading)! =D
Title: Re: RAM (Rail Addon Mod) - Development Thread
Post by: jmyers2043 on November 08, 2012, 06:22:23 AM
Quote from: strucka on November 08, 2012, 06:17:07 AM
Just a suggestion. Thanks for listening (reading)! =D

That is a good suggestion. I am doing some rural bats and lots right now. I started some transit things a couple years back but never finished them because they didn't turn out the way my minds eye wanted. Maybe someone from the NAM team will see your post?

- Jim

Title: Re: RAM (Rail Addon Mod) - Development Thread
Post by: ivo_su on November 18, 2012, 05:15:42 PM
I wondered what had happened to the development of RAM, and in particular the projects of David. He is not particularly active lately, lest they met any serious difficulties in the implementation of the project or would perhaps RL hit him. Although NAM 31 will focus mainly on the real highway, if there is any chance of an update and other projects such as RAM.
Title: Re: RAM (Rail Addon Mod) - Development Thread
Post by: jdenm8 on November 18, 2012, 06:52:06 PM
Quote from: ivo_su on November 18, 2012, 05:15:42 PM
I wondered what had happened to the development of RAM, and in particular the projects of David. He is not particularly active lately, lest they met any serious difficulties in the implementation of the project or would perhaps RL hit him. Although NAM 31 will focus mainly on the real highway, if there is any chance of an update and other projects such as RAM.

There will be some expansion of the RAM's capabilities (like the ability to cross STR using Road Overpasses), however TTR development has essentially been halted due to a mixture of RL on Dedgren's end as well as an undesirable jumping issue we have been unable to fix.
Title: Re: RAM (Rail Addon Mod) - Development Thread
Post by: Wiimeiser on November 18, 2012, 07:57:03 PM
What jumping issue? The one that happens normally with cars? I believe paths were coded to treat all paths sharing an exit side as being legal jumps, except car paths where they have to share an entrance as well, which was done because of highways, otherwise OxD overpasses would result in undesirable car jumping.
Title: Re: RAM (Rail Addon Mod) - Development Thread
Post by: Tarkus on November 18, 2012, 10:21:37 PM
It's a different issue.  That issue operates on the traffic simulator level, whereas this issue is related to train automata behavior.  Train vehicles are suddenly jumping tracks while going down the line, and not just at junctions and overpasses.  David called it a "showstopper".

There are theories about how to fix it, involving making sure that the "path numbers" match up (and a proof-of-concept I did awhile back showed promise), but the files are a mess at present, and we already have our hands full with P57-Mk2 and getting the file architecture worked out for the Monolithic NAM.

-Alex
Title: Re: RAM (Rail Addon Mod) - Development Thread
Post by: Wiimeiser on November 19, 2012, 12:19:58 AM
Ah, I see. So automata are snap-to, but it doesn't seem to work for rail right now.
Title: Re: RAM (Rail Addon Mod) - Development Thread
Post by: Tarkus on November 19, 2012, 01:05:25 AM
Snap-to is a UDI thing . . . although you don't really want to be trying to do UDI on an STR or TTR line that has actual rail traffic on it, that's a different issue, too.

-Alex
Title: Re: RAM (Rail Addon Mod) - Development Thread
Post by: jdenm8 on November 19, 2012, 01:09:59 AM
No. On non-straight sections of rail, automata that would appear while you were playing the game would jump between paths going in the same direction. For cars, this is acceptable behaviour since it's not very noticeable, but on rail it's very noticeable and therefore unacceptable in Dedgren's eyes.
Title: Re: RAM (Rail Addon Mod) - Development Thread
Post by: eggman121 on November 29, 2012, 05:35:38 PM
I wonder if this will ever make it into a NAM release  :-\

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi245.photobucket.com%2Falbums%2Fgg72%2FEggman121%2FSwitchCombined.jpg&hash=557abf37dc6d61d572a3c833773dc04f4a635092)

It still needs some work but you get the idea. Thoughts anyone?
Title: Re: RAM (Rail Addon Mod) - Development Thread
Post by: Swordmaster on November 29, 2012, 06:01:35 PM
Depends on what purpose you want this for. Maybe as part of a railyard? Then, yes. But you wouldn't want to use this for a mainline spur. That kind of switch (we call it an "Englishman") requires a lot of maintenance and can't handle speeds above 40km/h. You would want to use two separate switches for higher speeds and more modern building standards. From an engineering point of view.

Cheers
Willy
Title: Re: RAM (Rail Addon Mod) - Development Thread
Post by: eggman121 on November 29, 2012, 08:58:39 PM
Thank you Swordmaster for your feedback.

Although the switch is uncommon on mainlines they do exist. I know of this switch being used on mainlines in Australia, especially where there is limited space to place properly designed turnouts. They also occur near busy junctions where many lines converge and near stations.

Thankfully in Melbourne many of these "Englishman" turnouts are being replaced or removed due to the facts you have stated which are high maintenance costs and slow crossing speeds. (Although I know of one of these "Englishman"  turnouts with running trains across it at 60 to 80 km/h.) ???

Yes they are uncommon but they do exist on mainlines.

Sorry for going off topic

eggman
Title: Re: RAM (Rail Addon Mod) - Development Thread [CLOSED]
Post by: Tarkus on June 15, 2013, 10:54:27 AM
RAM development has been discontinued.  Further railroad development will be part of the new RealRailway (RRW) project (http://sc4devotion.com/forums/index.php?topic=15931.0).

Thread closed.

-Tarkus