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SimCity 4 Devotion Custom Content Showcase => Team Custom Content Projects => RTMT Place => Topic started by: b22rian on July 14, 2017, 02:01:26 PM

Title: RTMT version 4.0
Post by: b22rian on July 14, 2017, 02:01:26 PM
Just a quick update from me:

Work is continuing to press forward on the massive RTMT 4.0 stations build
.. and we are starting to near completion for this mod..
I cannot give a projected date for release, but I will now try my best to update this thread to give interested players some updates here..

thanks, Brian
Title: Re: RTMT version 4.0
Post by: Alan_Waters on July 14, 2017, 02:57:11 PM
That's great news, Brian! Look forward to.  :bnn:
Title: Re: RTMT version 4.0
Post by: Tyberius06 on July 14, 2017, 03:27:23 PM
Oh yeah!!!!!  :bnn: :popcorn: &apls
I can't wait. After 2 years last month I finally learned how to use the previous update properly... My bad :D :D :D
So I look forward to.

- Tyberius
Title: Re: RTMT version 4.0
Post by: eagle74 on July 14, 2017, 04:39:36 PM
This is great news!  I am a big fan & user of RTMT.  Don't play without it.
Title: Re: RTMT version 4.0
Post by: bryan1998 on July 14, 2017, 05:15:34 PM
I don't really post a lot (at all) around here, but this is so awesome i thought i'd start,

Well done!
Title: Re: RTMT version 4.0
Post by: b22rian on July 14, 2017, 06:17:54 PM
Thanks for all the support guys  :thumbsup:

The community overall may be shrinking but now were down to the quality people right ?
The cream that rises to the top  ::)

Were down to just 3 active people on the team now, i am sure to noone's surprise..
But were quite confident we can still see things thru. to an eventual RTMT new release

I would not be able to sleep nights really if we left the largest transit station release ever for the game ( i think as an estimate there is something like 350 new RTMT stations ), hanging at 90 % completion or where ever we are at now with this.

I am going to assume most of you guys are currently using versions 3.61, 3.6 or 3.5 ?

From the development side of things the only thing I can think of at the moment we have left would be the Flup station pathing for the 3 - tile wide stations ( Ave- 6 + TLA-7  station sets)..

But we still have more testing to do.. ( the 3 -tile wide flup stations are very complicated)..
Also there is work still to be done on the documentation and the most help were going to need is to get the install exe built..

One concern related to the install, that both myself and MGB
have expressed is over crowding of the transit game menus..
So i will have to check with MGB and Pierre on the status of our game menu MML's..
I was actually using my own custom install for my own personal use where i was using sub folders for the different NWM networks / station sets depending on what networks i was using in a  given city.. But i checked with MGB already and were not able to do an install that going to set the users up with sub folders like that ..
So the menu size is a bit of a concern at the moment..

The 2 main features of the 4.0 build i would say are the new NWM stations + the FLUP stations
so 13 regular NWM station sets and than we also have a corresponding 13 flup NWM station sets ** + various Maxis network flup stations..

** a station set refers to various types of RTMT stations , so for example, bus, subway , and combo ( bus + subway) for each of the 13 NWM networks..
..
Title: Re: RTMT version 4.0
Post by: matias93 on July 14, 2017, 07:02:52 PM
This is really great news!!!  :bnn: :bnn:


Certainly, with all the new lots, a solution for overcrowding will be needed. What you think about distributing a DAMN configured entry with the new release of the RTMT? I haven't had the best experiences with those menus, but I'm pretty sure it's due to my bad management when creating the custom menus, so maybe using already tested ones would work better.
Title: Re: RTMT version 4.0
Post by: b22rian on July 14, 2017, 07:14:42 PM
QuoteCertainly, with all the new lots, a solution for overcrowding will be needed. What you think about distributing a DAMN configured entry with the new release of the RTMT? I haven't had the best experiences with those menus, but I'm pretty sure it's due to my bad management when creating the custom menus, so maybe using already tested ones would work better.

thanks much,

You reminded me that the DAMN menus was in our original plans...
But something happened with the build on them that got us stuck.. And since I wasn't one of the original developers involved in that and it was also a long time ago, I cannot be any more specific than that .. But we ultimately decided it was best to abandon the damn menu project...
Title: Re: RTMT version 4.0
Post by: Terring7 on July 16, 2017, 09:03:03 AM
RTMT is coming back? Awesome! &dance
Title: Re: RTMT version 4.0
Post by: b22rian on July 16, 2017, 11:32:27 AM
Quote from: Terring7 on July 16, 2017, 09:03:03 AM
RTMT is coming back? Awesome! &dance

Yes eventually it is  ;D

I forgot to also mention that work also needs to be done still on the props..
Although I am not sure exactly the nature of that work..
I can elaborate more on that later, when I can find out more..
Title: Re: RTMT version 4.0
Post by: Tyberius06 on July 16, 2017, 12:46:20 PM
Huh DAMN... for me that's a nightmare. I think I install that program because of the RTMT the first time, but I couldn't understand how it worked, and I haven't figured it out so far...
I don't know about coding and modding too much, but is it possible to put the different station versions (bus, subway, combo etc) under a TAB-ring? Like the Puzzle Pieces or RHW, railway elements, the FLUPs? So icon for the Road Stations shows up in the menu, we click and with the TAB we can choose the station version, what we want to use.
Just an idea, I don't know if it's even possible...

- Tyberius
Title: Re: RTMT version 4.0
Post by: b22rian on July 16, 2017, 02:21:20 PM
Ya , the tab ring is an interesting idea,

But it is actually easier to find the stations from the game menu if there just listed all in one listing like we have them set up now

but thanks for the suggestion  :thumbsup:
Title: Re: RTMT version 4.0
Post by: Tarkus on July 16, 2017, 06:00:35 PM
The TAB Ring ability is a function of RUL0, which deals with the placement of ploppable network items--puzzle pieces, starter pieces, and FLEX pieces.  Transit stations like the ones in RTMT are transit-enabled lots.  As such, aren't considered strictly "network" items by the game, and don't run through the RUL system.  Unfortunately, that distinction precludes them from being placed into a TAB ring. 

-Alex
Title: Re: RTMT version 4.0
Post by: b22rian on July 16, 2017, 06:10:31 PM
Ya thanks Alex,

I didnt think it was possible.. Still finding the station I want seems fairly easy.  But maybe it is because I have used RTMT for so long. I am able to quickly scroll thru the menu and find the station i want fairly quickly..
Title: Re: RTMT version 4.0
Post by: tigerbuilder on July 16, 2017, 06:46:34 PM
Yeah...I would hate an installer that forced me to include them all. I would like to pick the few i would actually use.

Cheers, Tiger
Title: Re: RTMT version 4.0
Post by: Mad_genius on July 17, 2017, 01:55:22 AM
@b22rian Thank you for all the news. It's super awesome to see that the RTMT v4 project is still alive after all this years.

I'm with you on the "quickly scroll through the menu", probably because I've been scrolling through SC4 menus for so many years. It just becomes second nature after a while. :D

I agree that the installer approach would allow people to only install what they'll actually use. That would help people to possily reduce the size of their menu a bit.


Once again, thanks for the news and keep up the awesome work.

Title: Re: RTMT version 4.0
Post by: b22rian on July 18, 2017, 04:00:31 AM
   Mad_genius,

.. thanks for the encouragement..

Right now our current step is we have been discussing, and updating all the NWM/ FLUP station capacities for the 4.0 build, We have completed much of this work but still have a bit to go with it. Pierre has a busy week in regards to RL, but i am waiting for him to post a listing of the NWM station capacities for me and than we have to update the necessary stations using the Live reader program. We do all of our team work in the RTMT Private threads.. So perhaps to part of the transit community is may look like we have not done much. But in fact we have been quite continuous with working on the mod in a  slow but deliberate fashion for quite some time now..
Title: Re: RTMT version 4.0
Post by: Alan_Waters on July 18, 2017, 09:14:36 AM
Is it possible to install version 4 on top of version 3.6, or will it be necessary to completely delete 3.6?
And will there be versions of stops and stations for diagonals? ()what()
Title: Re: RTMT version 4.0
Post by: b22rian on July 18, 2017, 02:03:06 PM
Alan , thanks for your reply  :thumbsup:

QuoteIs it possible to install version 4 on top of version 3.6, or will it be necessary to completely delete 3.6?

oh, its possible to be sure  ;)
But the problem is, I still have no idea at all what shape the final  RTMT V 4.0 EXE install will take . So not able to answer that.

QuoteAnd will there be versions of stops and stations for diagonals?

I know at one time it was what team leader Z ( Steve), really wanted..
But as we saw the large size of version 4.0 already taking shape, and its hundreds of new stations, we decided we would hold off on that until a future release sometime after version 4.0..
Title: Re: RTMT version 4.0
Post by: b22rian on July 18, 2017, 02:35:15 PM
I was having a look at some of the various RTMT threads and you know I dont think there has ever been all that many pics floating around of these RTMT flup stations...

Anyways, this is from the very early days of team development.. Maybe around 2011/ 12.. I dont even recall these road markings  $%Grinno$%

But this is a Glr- in -Ave RTMT Flup bus station over an avenue underpass/ flup . So on this particular RTMT station the bus transfers from pedestrians occur only on the upper level of the station.. Transfers for some of the other Flup stations can occur on both levels of the underpass.. But the explanations get quite complicated and I can explain that in another posting or if someone wants to know more  :thumbsup:


(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.com%2Fa%2Fimg856%2F4985%2Fretestclass4setup.jpg&hash=6851e42537bdc07f19ee91dcf3c2db084da4774a)
Title: Re: RTMT version 4.0
Post by: pierreh on July 18, 2017, 11:36:53 PM
Quote from: b22rian on July 18, 2017, 02:03:06 PM
QuoteIs it possible to install version 4 on top of version 3.6, or will it be necessary to completely delete 3.6?

oh, its possible to be sure  ;)
But the problem is, I still have no idea at all what shape the final  RTMT V 4.0 EXE install will take . So not able to answer that.

I regret to have to contradict Brian on that point. The file and folder structures in RTMT V4 will be markedly different from those in earlier versions of RTMT, so that it will not be possible to install V4 'on top'. Any older version will have to be deleted, prior to installing V4. What we don't know at this point is whether the V4 installer will take care of the required deletions, or whether this will have to handled 'by hand' as a preparatory step.
Title: Re: RTMT version 4.0
Post by: b22rian on July 19, 2017, 02:38:27 AM
Pierre,

thank you very much for your posting here  :thumbsup:

QuoteThe file and folder structures in RTMT V4 will be markedly different from those in earlier versions of RTMT, so that it will not be possible to install V4 'on top'. Any older version will have to be deleted, prior to installing V4

This is indeed quite true , and my comments to the contrary were quite premature.
These prior file structures for rtmt 3.5 and than addons 3.6 and 3.61 are quite different from what we work with now with the current Build of RTMT 4.0

Here are a couple of the NWM Flup stations over a GLR Flup -

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.com%2Fa%2Fimg537%2F4350%2FDPAb21.jpg&hash=d93ac871ad4ca7a8fe4b4ed7a2c63b0beb333534)
Title: Re: RTMT version 4.0
Post by: mgb204 on July 19, 2017, 08:37:57 AM
Ideally the installer will take care of removing the previous install. Honestly I've not made a lot of progress here due to other commitments, but my current installer builds are quite complex and I'm confident I can work out the coding necessary to handle such operations.

The main priority installer-wise though is just getting a basic install of all the options, with sufficient choices to allow for users to select only the components of RTMT 4.0 they want to use. So a basic install would probably look much like v3.6 but with newer updated files.
Title: Re: RTMT version 4.0
Post by: Tyberius06 on July 19, 2017, 11:36:49 AM
Hi dear RTMT Team!

@b22rian: I'm a little confused seeing your last showed pictures. So far I haven't realized, that you were talking about actual FLUP stations... So are they working as a normal FLUP piece and a station as well? Automatas can go through under the OWR 4 (on the picture), like cars/trains, UDI?
I'm asking because with this we finally can get an alternative method to making FLUPs under NWM, until the NAM Team catches itself up and can make that secret future implementation which will be a new approach for the FLUP system and finally we may get Dexter's FLUP tunnel models... :)

Anyway, the RTMT one of my favourite mods.

- Tyberius
Title: Re: RTMT version 4.0
Post by: b22rian on July 19, 2017, 12:01:20 PM
Tyberius,

My congrats on finding out one of RTMT little secrets  :-\

Yes my friend , RTMT makes it possible to have underpasses/ flups under the NWM networks :)

Acting as both a transit station + underpass...  :thumbsup:
Title: Re: RTMT version 4.0
Post by: b22rian on July 20, 2017, 04:26:16 AM
Quickie Update :

    Pierre, and I are having a RTMT meeting in the chat room tomorrow. So i am hoping were getting close to finalizing the RTMT station capacities  :thumbsup:

The next step beyond that is to complete the Flup Pathing for the 3 - tile wide station sets ( AVE-6 + TLA-7)..
This is necessary in order to make sure the automa functions correctly when driving thru these stations or using UDI..
This would be the final build step concerning the actual stations and there function.
However a pretty large step would be also to BETA test these 3 - tile wide stations to see if they pass functionality over all the various type of FLUPS.. Which will be a bit of a time consuming testing endeavor ...
Title: Re: RTMT version 4.0
Post by: b22rian on July 28, 2017, 10:38:44 AM
Another Quickie Update :

                    Pierre and i finally got all the station capacities finalized,,
So now I have to make the necessary changes in the building exemplars using the Live Reader.. And than the stations and the game menus will have to be looked at to make sure this was all done correctly  :thumbsup:

Also there was another item I forgot to mention on our " To Do List". before this can be released to the public..
We still have a fair amount of work to do with all the Left hand paths.. We have completed some but still there are many i think that need to be created as yet..
Title: Re: RTMT version 4.0
Post by: b22rian on August 04, 2017, 11:05:52 AM
New Update:

We have made some progress on the RTMT station capacities..
We are just about done with the regular stations..
And I plan on getting the bulk of the Flup capacities finished this weekend  :thumbsup:

ROLL ON RTMT, ROLL ON !!
Title: Re: RTMT version 4.0
Post by: Tyberius06 on August 04, 2017, 11:48:29 AM
Hi!

It sounds great! I can't wait to rebuild basicly my entire Mass Transit network with these new possibilities!  :)
Thanks for the hard work on it! :)

- Tyberius
Title: Re: RTMT version 4.0
Post by: FrankU on August 05, 2017, 06:29:57 AM
RTMT 4, that would be great!
Title: Re: RTMT version 4.0
Post by: b22rian on August 05, 2017, 06:46:49 PM
Thanks both of you for your replies.. :thumbsup:

Pierre and I are still making slow but steady progress with the RTMT station capacities,,

There are now just a few left to finalize... So pretty much should still have this wrapped up by the end of the weekend..

After that,
We will than proceed to the FLUP pathing for the 3 - tile wide station sets..
As i have mentioned in an earlier posting, this is mostly for the purpose of making sure the automa and UDI functions properly thru the RTMT, 3 - tile wide stations..
Title: Re: RTMT version 4.0
Post by: APSMS on August 05, 2017, 10:41:00 PM
Very exciting!

Is it just you and Pierre, or has Steve been around to help as well?
Title: Re: RTMT version 4.0
Post by: b22rian on August 06, 2017, 04:15:27 AM
QuoteIs it just you and Pierre, or has Steve been around to help as well?

Steve has been helping some and even Alex has helped and offered his help to us as well...

MGB 204, is our current active team leader...
              He has helped us a lot and it is clear we cannot finish this Mod without his help.
But at the same time as you know he is also a key member of the NAM team. And so while we are trying to get NAM 36 ready and polished up for release, there are still elements of this "RTMT 4.0 home stretch drive to a future release", which Pierre and myself are capable of handling so we can allow him to put his full efforts toward NAM 36..
Title: Re: RTMT version 4.0
Post by: b22rian on August 11, 2017, 12:01:55 PM
New Update :

the station capacities Have been all finalized now...  :thumbsup:

and work will start shortly on the 3 - tile wide Flup paths ..

This will include paths for the Flup TLA-7 + AVE -6 station sets...
Title: Re: RTMT version 4.0
Post by: b22rian on August 18, 2017, 12:28:12 PM
Short update this week :

I have completed the 2 flup paths  that are necessary for the automa + and functionality of the AVE- 6 station set ..

The next step here will be to associate these paths with the individual stations. This is done by modding the Lot config exemplars of these stations..

Pierre is still working on constructing the paths for the TLA-7 station set.

The stations will have to be tested after this quite intensively.
Title: Re: RTMT version 4.0
Post by: Jack_wilds on August 18, 2017, 03:09:22 PM
also in your endeavers... plans include, will this work right and good with NAM 36  %confuso and up plus deal with all if not most of eth RTMT 3.x shortcomings   ??? ()what()... encourage cause better more realistic bus routing or even a player create teh bus routes to be used, same with the mono rail and trams...

good luck... quit the challenge  :thumbsup:


:)
Title: Re: RTMT version 4.0
Post by: b22rian on August 18, 2017, 07:11:04 PM
Thanks for your post there Jack  :thumbsup:

Yes we are hopeful that RTMT V 4.0 would fit right in with NAM 36 or 37 even..

Oh I think your going to love this version of RTMT over the past versions , sure

I too have often pondered how we can have dedicated bus routing and how we could add to that aspect of the game we love...

Have anyone ever played City skylines ?
They seem to have some excellent ideas of how the bus routing can be improved upon ?

Meanwhile, just a little side RTMT 4.0 update:

I have already associated the AVE-6 paths with the 4 stations of that flup station set..
( it was pretty quick and easy to do this step)..
Title: Re: RTMT version 4.0
Post by: b22rian on August 20, 2017, 11:22:09 AM
RTMT Interim Update :

I am happy to report all 4 flup paths have been completed for the 3 - tile wide flup station sets ( TLA-7 + AVE-6)  :thumbsup:

I have enough of a set up area built up in my newest city that  already I have started testing the AVE-6 Flup stations ..

Right now I am testing the road flup + glr flup .. Testing of the Ave- 6  stations has gone well so far..

However, it looks like for the time being the , the Ave- 6 Flup bus ( 3 X 1 ) station appears to be fully non - functional , with no traffic reported anywhere near the station on any network.. So this will have to be looked into, to determine cause of non- function .. So far the subway and the combo X 2 station seems to be working quite well. I have not had a chance yet to test the remaining and 4th station, which is the bus ( 3 X 2 ) station ..

Also testing has not started as yet for the TLA-7 station set..
Title: Re: RTMT version 4.0
Post by: Tyberius06 on August 20, 2017, 11:27:55 AM
You've just quite fired up this whole RTMT project! It will be awesome. Besides the NAM RTMT is one of my favorite mods (and I just started to use properly after 3 years a few monts ago... :D :D :D )

Thanks the hard work on it! :)

- Tyberius
Title: Re: RTMT version 4.0
Post by: b22rian on August 20, 2017, 05:32:06 PM
thanks :)

i just felt I should go public with our development progress .
Mostly to let people know were still working on this longer term mod , trying to get it finished and released ..
But I agree its nice to have some activity with RTMT and perhaps just a hint of the old days  :thumbsup:

** Just a note,

that all RTMT flup stations also support the underpasses of underground rail ..
And that underground rail is actually the most stable of all the networks in terms of its interaction and transit switching with RTMT stations ..
Title: Re: RTMT version 4.0
Post by: Alan_Waters on August 21, 2017, 09:56:54 AM
My patience is held only by a thread.  :D
Title: Re: RTMT version 4.0
Post by: b22rian on August 21, 2017, 05:00:58 PM
Good news on today's RTMT update...

Pierre, came to the rescue and saved the day...
He gave me the idea to fix the Flup Ave-6 Bus ( 3 X 1 ) station...

I have tried his suggestion and tested the station in my test area...
I am happy to report the station looks to be fully functional now to this point..  :bnn:

Testing will now continue on the various flups with our 4- Ave- 6 flup stations..

Here is a look at my test area i am using to test the Ave-6 flup stations...
I have constructed road, GLR + U - rail flups here..

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimagizer.imageshack.us%2Fv2%2F800x600q90%2F922%2FvtDI8I.jpg&hash=482ed34590c3ba7d314ed2c62988d26144d5d258)
Title: Re: RTMT version 4.0
Post by: Alan_Waters on August 22, 2017, 09:36:31 AM
Great news!  :thumbsup: &apls &apls &apls
Title: Re: RTMT version 4.0
Post by: b22rian on August 23, 2017, 03:51:21 AM
Alan ,

thanks for the nice comments from you  :thumbsup:

I have now added a GLR - in - Ave Flup to the set up -

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimagizer.imageshack.us%2Fv2%2F1024x768q90%2F923%2FCqf33U.jpg&hash=92b35523779430f4c4e05ccc2fa25d792fc5ea65)

There are pretty much 5 primary type flups you can used with these flup stations , that we test pretty thoroughly..

Glr-in-ave, U- Rail, base tram, and than 2 road based flups, road + Avenue

( so far I have done at least some testing on 4 of these flups.. only the avenue flup i have not constructed as yet in my set -up)

i think with these flups the , TLA-7 network ( which I will be testing a bit later), is a little more pedestrian -oriented because it has that center turn lane.. Is a bit more useful network to use for these stations than the Ave-6 network ( which I tend to use more as a thru-network, and i use the TLA-7 more in residential -based areas because again the turning lane feature it has..

But having said this, i think its only a small difference really in the networks , regarding the flup stations. The reason why is you can have a lot more combinations of different type transit switchings with the RTMT flup stations than you get from the regular stations, because of the complexity of the set ups with the flup stations  :thumbsup:

Players will see what I mean here as I gradually try to explain more about how the flup stations work in this thread..
and players will get to see what there full potential is with time..
Title: Re: RTMT version 4.0
Post by: b22rian on August 24, 2017, 05:32:29 PM
Update :

there may be a bit of a delay in postings here as I try to help the NAM team with testing on NAM 36 Alpha 2 build,,
so we can try to get this NAM 36 release out the door to you guys  :thumbsup:
Title: Re: RTMT version 4.0
Post by: b22rian on August 27, 2017, 05:12:25 AM
New Update : TLA-7 Flup stations..

  I had a bit of a break while NAM 36 Alpha 3 is being built..

I am pretty much finished with my new TLA-7 Flup testing area... ( I still have to build a subway network to test that aspect of the stations. All RTMT flup stations have subway support also)..

Also Pierre has agreed to do some more intensive UDI testing for all 3 tile wide stations  :thumbsup:

Ok so in the below pic, this is pretty much the 5 possible flups you can use with these types of stations .
so 1-5 shows ( road, avenue, GLR, GLR-in-AVE and underground rail flups with RTMT TLA-7 flup station on top of the underpasses )-

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.com%2Fa%2Fimg923%2F6537%2FgnpKNO.jpg&hash=b3a68d36f0a5e4e8107d5951b7f0ddf5d94b9e71)
Title: Re: RTMT version 4.0
Post by: b22rian on September 01, 2017, 05:27:36 PM
RTMT version 4.0 Testing Update :

Summary from this morning RTMT chat meeting ..

This from Pierre,

QuoteI have performed successfully the UDI testing of the FLUP stations for AVE-6 and TLA-7.

Also from my end testing has gone excellent, so far for the functional testing of those same 3 tile wide station sets  :thumbsup:

There are still a couple things I want to test, but the stations so far have performed very well in my active traffic environments..

On the horizon than is the completion of all left hand paths for the build..
Title: Re: RTMT version 4.0
Post by: matias93 on September 01, 2017, 07:25:20 PM
You are going faster each day, it's really impressive!  &apls
Title: Re: RTMT version 4.0
Post by: AsimPika3172 on September 02, 2017, 12:32:40 AM
I will waiting for this one! Keep moving forward!!!  &apls &apls &apls &hlp :bnn:
Title: Re: RTMT version 4.0
Post by: b22rian on September 02, 2017, 03:20:07 AM
Thanks for your comments guys  :thumbsup:

Yes, for the time being anyways, things are rolling along quite well..

There has been less issues associated with the flup , 3 tile wide stations than we anticipated so far ..

I think i am going to warp up testing on those stations quite soon , unless i find something i think looks out of place with the way the stations are switching traffic from one network type to another ..

But its great to have everyone on board.. I realize the community is smaller than it once was, but we can still have a lot of fun with all this ..So all your postings, comments, questions and input are appreciated  ;)
Title: Re: RTMT version 4.0
Post by: b22rian on September 05, 2017, 03:41:33 PM
RTMT version 4.0 Build Update :

Still all good news everyone on this update   :thumbsup:

Pierre has completed the remaining left hand paths necessary for the 4.0 release..

I still have not found any issues with the complicated Flup 3 tile wide station sets ( AVE-6 + TLA-7 ).. with my ongoing testing

We will be having a team chat meeting Friday to discuss what to proceed with next to continue to work toward a release date..
Title: Re: RTMT version 4.0
Post by: b22rian on September 08, 2017, 11:27:20 PM
RTMT Version 4.0 Build Update:

First let me mention I am on the west coast of florida...

So of course I am keeping a close eye on Hurricane irma,,,

I would be likely to lose power and cable at some point..

But we had the RTMT meeting this morning . We decided that out next are of focus should be to complete the RTMT version 4.0 Documentation..

In addition Pierre  will be at some point posting an update that details what else we need to do to get the package out to you guys and what sorta outside help we will need to accomplish that  :thumbsup:
Title: Re: RTMT version 4.0
Post by: eagle74 on September 09, 2017, 08:49:35 AM
Take care of yourself & stay safe.  I am in South Carolina near the Georgia line, so we stocked up on water & other supplies earlier in the week. . . but it looks like we are not going to get anything close to what is coming your way.
Title: Re: RTMT version 4.0
Post by: kelis on September 10, 2017, 04:15:56 AM
Good luck for these hard days !!
Title: Re: RTMT version 4.0
Post by: tigerbuilder on September 10, 2017, 07:05:55 AM
Yes you will lose power. Stay safe Brian.

Tiger
Title: Re: RTMT version 4.0
Post by: b22rian on September 13, 2017, 05:30:03 PM
i wanted to thank you guys for all your well wishes..

Everything has been restored now and i suffered no major damage from Irma's wrath.. :thumbsup:

And so now its back to work on RTMT V-4.0  ;D
Title: Re: RTMT version 4.0
Post by: eagle74 on September 13, 2017, 07:32:07 PM
Its good to hear that you are OK.
Title: Re: RTMT version 4.0
Post by: b22rian on September 17, 2017, 06:02:42 AM
RTMT ( Quickie update)...

We have delayed work on the completion of the RTMT Doc...

More importantly, Pierre will be posting a fairly long post,( in our private development threads), in the next few days or so  which will detail to some of our more expert NAM + RTMT members the areas we need help with and areas we need to  to complete in order to get this uploaded to you guys..

So we should be getting back to the RTMT Doc soon than,

I will of course keep you guys updated as I have been  :thumbsup:

Thanks to all you guys for your continued support  ;)
Title: Re: RTMT version 4.0
Post by: b22rian on September 24, 2017, 03:36:11 AM
RTMT Update :

Everything still seems to be moving along so far...

Our team leader MGB, has a bit more time now and has created a really organized plan for the team to get RTMT 4.0 at some point to a release date for you guys now that we have NAM 36 out the door, However keep in mind he is still working on several community projects at the same time, and in addition there are still some areas we need to finalize,  so we still do not expect a quick completion process here or want to pressure the team in any way with a lower quality premature release package for 4.0.. Pierre and my main job at this point is still going to be to complete the 4.0 Doc..

But there is also another team meeting scheduled for Tuesday morning , where things should become even more clear in terms of what paths we need to take to get the release uploaded to the community ...

That is about all I have to share at this point with you guys..
Thanks for your continued support  :thumbsup:
Title: Re: RTMT version 4.0
Post by: b22rian on September 27, 2017, 12:51:22 PM
RTMT Version 4.0 Quickie Update :

Our team meeting was now pushed back until friday , so i should be able to give you guys an update/ summary on the relevant points that come out of our meeting over the weekend  :thumbsup:
Title: Re: RTMT version 4.0
Post by: b22rian on October 04, 2017, 03:51:40 AM
RTMT Version 4.0 Quickie Update :

  Sorry I missed the update on the previous weekend guys..
Right now things have been progressing slowly on the RTMT v-4 build. Were doing some minor things related to the RTMT doc. i am personally spending a lot of my sc4 time helping out with pathing the newer content for the NAM team.  As you guys know were spread quite thin on both the teams ( NAM + RTMT)..

We do have another team RTMT meeting on Friday . So i will try to give you guys an update on that over this upcoming weekend.
Title: Re: RTMT version 4.0
Post by: b22rian on October 08, 2017, 03:36:28 AM
Things right now are still a bit slow with the RTMT build...
I did mange to get just a little done with the RTMT doc...
Title: Re: RTMT version 4.0
Post by: matias93 on October 08, 2017, 04:57:33 AM
Any advance is a good advance  :thumbsup:
Title: Re: RTMT version 4.0
Post by: b22rian on October 09, 2017, 03:33:09 AM
QuoteAny advance is a good advance

thanks so much,
and for everyone's patience here.. I am really glad I started this thread  :thumbsup:

It does help my motivation to stay in contact with you guys from this community and know there is still a "demand" for these stations  ;)
Title: Re: RTMT version 4.0
Post by: b22rian on October 11, 2017, 03:27:30 AM
Another small update here :

Pierre and I are in the process of learning how to embed both images and tables into the RTMT wiki..
The RTMT wiki is also the future source for the RTMT doc and the read me file for the version 4.0 future release..
Title: Re: RTMT version 4.0
Post by: b22rian on October 18, 2017, 02:46:54 AM
Sorry guys,

very little went on this week with RTMT version 4..
There are some new and exciting ideas that have been discussed in the private transit threads , that i cannot share with you guys at this point however which do involve the future release of version 4, i can tell you  :thumbsup:

Even if we have a slow week here like this past week was for the team, i will always at least do the weekly updates though on Wednesday's ..  ;D
Title: Re: RTMT version 4.0
Post by: b22rian on October 25, 2017, 03:23:15 AM
Hey guys,

Since nothing new was done this week regarding RTMT V 4.0, what i think is best to do here is just post when things get moving forward again and I have something new to to tell you on our progress here.. i am currently still devoting all my Modding time to working on the pathing + testing for the new  REW mod for the NAM team ..

Regards Brian
Title: Re: RTMT version 4.0
Post by: b22rian on October 29, 2017, 03:35:51 AM
Small update here :

Pierre and I have returned again to the RTMT Doc + RTMT Wiki  :thumbsup:

We are still in the process of trying to figure out how to post/ embed images in the RTMT Wiki. Pierre has found a longer more promising help article on how to do this  ;D
So what I plan to do when i return home monday is; split my SC4 Modding time window time with -

1) Working on the pathing + testing for the new  REW mod 

2)    and working on the RTMT Wiki,,
Title: Re: RTMT version 4.0
Post by: b22rian on December 02, 2017, 03:05:49 AM
Short Update here :

After a fairly lengthy lull here , Pierre has now come to the rescue and resumed work on the -  RTMT Doc + RTMT Wiki  :thumbsup:

Also for those interested, :
I will hope to have time to help Pierre out soon, although .. I am quite busy pathing the new REW ramps for its upcoming release in the next NAM release.. I hope to have completed today all Type A ramps for the relevant networks ..
Title: Re: RTMT version 4.0
Post by: b22rian on December 14, 2017, 02:54:51 AM
Another small update here :

First, sorry guys that i have not posted an update here in awhile. There has been some activity..Pierre continues to work on the RTMT and Doc ( with just a little help from myself).. He has made some  progress here .
To remind everyone this is one of the 3 areas that need to completed before RTMT version 4 can finally be released.. ( the other 2 areas are the props + the EXE Install file.)

And i am in a  similar position, slowly continuing to path REW ramps . and were working on more coding improvements, DRI drag patterns and Flex options for the ramps and improvements to the MRC curves,, and I am hoping to find the extra time to help Pierre more with his efforts on the RTMT doc + Wiki  :thumbsup:
Title: Re: RTMT version 4.0
Post by: Seaman on December 14, 2017, 03:33:00 PM
Thank you so much, b22rian, for keeping us posted.  :thumbsup:
Title: Re: RTMT version 4.0
Post by: b22rian on December 22, 2017, 10:10:56 AM
Holidays RTMT Update :

     Pierre, put in some quality time with the RTMT Doc + Wiki, and he really made some good progress this week  :thumbsup:

Meanwhile. progress has also been steady for myself pathing the upcoming REW ramps.. I would guess im at least 80 % completed with this phase of the pathing.

So hopefully all of this will come together for all of my devoted friends here, in terms of REW, NAM 37 and RTMT V 4.0, and the new pedestrian  walking paths on the expressways.. in our attempts to synchronize some game elements I know will increase the enjoyment of using the most recent transit upgrades..
Title: Re: RTMT version 4.0
Post by: Tyberius06 on December 22, 2017, 10:17:51 AM
Thanks for the update! Keep up the good workR

- Tyberius
Title: Re: RTMT version 4.0
Post by: b22rian on January 06, 2018, 05:34:51 AM
Recent RTMT version 4.0 update:

Pierre continues to work on the RTMT doc + wiki.., in the form of either text add on's or improvements..
I have appreciated his efforts going solo on this, while I have been working on the REW pathing..
We are still planning to upload pics in there , but we want to complete the props area first before doing this..

There are some other ideas in the work for all my devoted followers here, that i am hoping we can work out meanwhile, that I cannot quite share the details about as yet  ;D
I am hoping to be able to do this soon with you guys  :thumbsup:
Title: Re: RTMT version 4.0
Post by: b22rian on January 11, 2018, 11:56:06 AM
RTMT version 4.0 update: + Bonus

hey guys just a small update + a small bonus  :thumbsup:

We did have some activity recently from Pierre, who besides the great work he has recently done for the RTMT Doc , is also working on some ideas to get the final decisions on props to move that along a bit.. He will be posting about this a bit later on.
Again besides these 2 areas than , the only other area to complete would be the final RTMT installer. Everything else has been completed..

Now the Bonus :

This is to show my appreciation to you guys for your dedication to this thread and its something I think most of you would enjoy..

Recently we have decided ( as a trial), to open up the former NAM discord chat room to non NAM members  ;D
We will be keeping # NAM as a private room for NAM discussions only still...
However you are welcome to attend any of our other 3 channels which include the main channel-

# General,  -which mostly focuses on transit / sc4 chatter , but also has a general topic theme to it..

# Pictures - focuses on either presenting pics for demonstration of nam and transit  (issues + bugs)
                         - but also has pics of peoples recent work in there cj's and cities..

# Support - an area to post issues and bugs in order to take advantage of "live help" for these in the chat room..

Finally , since this is a first  pilot/ trial sharing of the chat room, i would ask for ( the time being anyways), that we not share the link with others readily outside this thread for now, We do not want to flood the chat room too quickly is the reason..

Please obey the small amount of rules we have and the Chat Mods/ ops there...
We hope to see you in chat soon and please have a good time  ;D

Here is the link to join us NAM members :  https://discordapp.com/invite/NsNZHEC (https://discordapp.com/invite/NsNZHEC)
Title: Re: RTMT version 4.0
Post by: b22rian on January 21, 2018, 04:21:55 AM
RTMT version 4.0 update on Props :

Pierre ,has been working hard on the props pretty much since my last post 10 days ago...

He has made some good progress in this area, although there will be a bit of a lull in this important remaining area due to the fact he will be on his annual ski trip over the next 2 weeks..

Although i think many of you are aware of this perhaps, i would like to post a couple examples of the version 4.0 stations we are working with .

Here is my current Maxis RTMT Bus station -

(https://imagizer.imageshack.com/v2/1024x768q90/924/ac36IH.jpg)

And than here is Pierre's version he has in plugins , which has a few minor differences from mine. But he has also done a great job in labeling what the current props are for RTMT bus stations..

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimagizer.imageshack.us%2Fa%2Fimg922%2F4813%2F9PRbCS.jpg&hash=176feced00e84ea3c1908a2750e124c5048a1960)
Title: Re: RTMT version 4.0
Post by: matias93 on January 21, 2018, 01:44:29 PM
Nice advancement  &apls

There is some possibilty to see somewhat akin to a tutorial for replacing RTMT props? That would be very useful to make custom configurations and also deflect requests from the RTMT team to the wider custom content community...
Title: Re: RTMT version 4.0
Post by: b22rian on January 22, 2018, 04:29:36 AM
Quote from: matias93 on January 21, 2018, 01:44:29 PM

There is some possibilty to see somewhat akin to a tutorial for replacing RTMT props? That would be very useful to make custom configurations and also deflect requests from the RTMT team to the wider custom content community...

Matias,

thanks so much for your posting  :thumbsup:

I was just looking thru the main Tutorial which is located in the RTMT private thread for station developers ..
I suppose you could always refer to the "RTMT props" as a bit of weak area, ( at least since Cogeo went into semi retirement from the team). But there is nothing really about the props in our tutorial, although just about every other imaginable area was covered by Z, when he created the tutorial for developers..

MGB,( our current team leader) has made some worthwhile ideas and contributions to the RTMT props in recent years , but other than that very little has changed with them from the older ( Cogeo RTMT) days..
Title: Re: RTMT version 4.0
Post by: huzman on January 22, 2018, 06:38:23 AM
So, is this Wonder of the World already available to the common mortals?
Title: Re: RTMT version 4.0
Post by: b22rian on January 22, 2018, 10:12:32 AM
Quote from: huzman on January 22, 2018, 06:38:23 AM
So, is this Wonder of the World already available to the common mortals?

We are getting there  :thumbsup:

Just parts of a couple areas to finish up, 1) props + 2) the Doc + wiki doc

and than we need to put together an installer for it.. and its ready to upload  ;D
Title: Re: RTMT version 4.0
Post by: b22rian on February 06, 2018, 03:45:04 AM
Good news for everyone still following this thread  :thumbsup:

Pierre has returned from vacation now and he is motivated to return to work on RTMT right a way..

Here is what he has mentioned to me about the important RTMT props work so far since his return :

QuoteNow I want to look a bit deeper into this props business, including identifying prop exemplars, and understanding how it all hangs together. Then i'll think about how we could move forward ...

I will keep everyone posted here on our progress with the props  ;D
Title: Re: RTMT version 4.0
Post by: b22rian on February 18, 2018, 03:34:55 AM
Just a quick update and some good news fro me guys  "$Deal"$

Team leader (MGB),  has allocated some time from his busy NAM schedule in an energetic effort to roll toward a final completion and eventual release of version 4.0  :thumbsup:

Pierre and I ( the only other active team members) are at his side and assisting with final home stretch tasks..

I Or MGB will try to be more specific later on as the release date draws closer..
Title: Re: RTMT version 4.0
Post by: Shiftred on February 18, 2018, 09:15:22 AM
Thanks for the update.
Title: Re: RTMT version 4.0
Post by: catty on March 10, 2018, 02:12:45 AM
Long time between visits, its good to hear you are on the home stretch to releasing RTMT 4.0, hopefully I will be around to see it released.

Anyway reason for my popping in, I am currently sorting out my SC4 and website files and have found I still have a folder on my computer called RTMT Archives (11,996 items, totalling 1.4 GB in size) I'm assuming its now all out of date as the most recent file I can find in it has a 2016 date on it.

But before I go deleting it, just want to check in and make sure.

-catty
Title: Re: RTMT version 4.0
Post by: pierreh on March 11, 2018, 12:36:09 AM
Hello Cathy, it is very good to get a wink from you! I hope that everything is fine for you in NZ.

Regarding the RTMT files that you still have on your computer: yes, they are probably out of date, or let's say that some of them are for sure, since there were a few further modifications to some files until late in 2017. However, just in case - one never knows - would it be possible for you to copy them to a USB key or some other external support? In any case if you want to clean up the SC4 file space on your computer, you can go ahead and remove them.

Pierre
Title: Re: RTMT version 4.0
Post by: catty on March 11, 2018, 01:58:01 AM
Quote from: pierreh on March 11, 2018, 12:36:09 AM
.... However, just in case - one never knows - would it be possible for you to copy them to a USB key or some other external support? In any case if you want to clean up the SC4 file space on your computer, you can go ahead and remove them...

Unfortunately I am not trying to save space on my computer, while I am 99.9 % certain you guys have all these files, if I get time I'll sort out something ... one of the Simtropolis staff has suggested I use something called

https://wetransfer.com/

Its got a 2gb limit which should be more than enough to pass these files over to you.

Cathy

.... Will sent you a PM
Title: Re: RTMT version 4.0
Post by: b22rian on March 27, 2018, 08:30:34 AM
I just thought I would post a quick update in here since its been awhile  :thumbsup:

As far as I know RTMT Team leader MGB is still busy at work with the home stretch build for RTMT V 4.0

Meanwhile I have just started pathing work on the NWM MRC curves, which will be one of the feature items of the NAM 37 release..

I have completed the pathing on the first curve of 24 than need to be pathed...
Title: Re: RTMT version 4.0
Post by: b22rian on June 01, 2018, 07:41:57 PM
I have not done an update here for awhile so

I have not heard from team leader MGB for awhile now concerning his remaining progress with the home stretch of RTMT v 4.0
So i am unsure of the current status of the project at this time.. But a great deal of the work has already been completed here. so i am still hopeful we can put something together for  those of you still interested in RTMT content..
Title: Re: RTMT version 4.0
Post by: b22rian on July 18, 2018, 04:46:43 AM
I just wanted to do a new update , to let everyone know we are still working on the RTMT 4.0 Mod to get some stations ready for everyone to help us out with feedback, testing and also enjoy of course   :thumbsup:..
I still have not heard from Robin regarding if he is still working toward the final release and installer. And also Pierre has been recovering from surgery at home. But he is feeling better each day and i still am able to keep in contact with him daily.. Also eggman has offered his help down the road after NAM 37 gets out the door in case we need more help putting together the final installer..

Meanwhile, i am getting help also from tibi on our NAM discord channel and we are working together to build a beta 4.0 RTMT which its possible to install this manually. Depending on what elements of the mod you are testing its actually a very easy thing to do with the current builds that either Pierre or myself have in our plugins folder. Indeed in the past in previous attempts by myself to have 'outside" testing help.. it was pretty much just a  matter of installing or swapping a user's existing RTMT folder with mine ( the current RTMT 4.0 build folder ) , and you should have the same functionality of the new stations that I have now..

So those that are interested in helping out with testing and feedback can join the NAM discord channel -

invite link - https://discord.gg/gQJEYW2 (https://discordapp.com/invite/NsNZHEC)

We have live support there such that we can give new users instructions on how to install some new 4.0 rtmt stations for testing purposes..

Tyberious06

Pierreh

and i am Brian55 there :)  .. so just contact one of us over there and we can help get you set up with the Beta..

changed discord invite to go to RTMT channel ~ Erik
Title: Re: RTMT version 4.0
Post by: Tyberius06 on July 22, 2018, 02:46:49 AM
That's great Brian! :)
Thanks for making this post and good job with the RTMT! :)

- Tyberius
Title: Re: RTMT version 4.0
Post by: b22rian on August 13, 2018, 06:53:54 PM
hey guys,

I have a new update and i think all of you will like the news this evening  "$Deal"$

I just heard from team leader MGB , and he is indeed still working hard and diligently on the final RTMT version 4 release.. :thumbsup:

So in light of this and especially considering with  (his advanced skills and knowledge), a much high quality version of the mod will become available at a later date , I have cancelled the previous manual beta that we had talked about getting together for people on discord... Which was surely a lower quality version of RTMT V 4.0 without the work that MGB has been preforming over the past few months..
Keep in mind please this is a massive mod and requires a lot of time and work to get things correct and right for the quality release this mod deserves..

We do not want to cause any issues for MGB and what he is working on by releasing a mix of content
and we applaud and appreciate all his efforts in this regard   &apls

So I just have to ask everyone still interested in RTMT to continue to wait patiently for more further news i can share ,on version 4 developments
and in the end I think can still promise everyone the best TE/ stations related release of its kind in the community's history

Of course everyone is still welcome to join us over on discord where we have a lot of fun chat about sc 4 transit , be in RTMT, NAM or anything else sc4 related over there  ;D
Title: Re: RTMT version 4.0
Post by: Seaman on August 14, 2018, 01:06:11 AM
thx Brian, for the headsup. I'm sure that most of us will be happy to wait until you guys have something that you feel comfortable releasing!
Title: Re: RTMT version 4.0
Post by: b22rian on September 11, 2018, 03:54:37 AM
Update:

First I apologize for lack of updates here. I would prefer one at least every 2 weeks at a minimum.
So its been about a month ... but the good news is our small remaining team has been quite active still working on RTMT version 4.0 during the past month..

We are still working on smaller areas of the build such as LTEXT and prop work for example, which will eventually lead us into the creation of the RTMT exe install work..
( All of our Developmental work/ postings) are taking place in the RTMT private board , if you wondering why you dont see any other public RTMT postings about all this) ..

Also just a  small sneek peek beyond rtmt version 4.0-

There was 11 RTMT U - rail stations that were started as a project ( perhaps back in 08-09) that had been left unfinished. (I just completed function testing on those recently ) , where they are all in very good shape functionally and passed testing.  :thumbsup:

However, appearance -wise these are very basic and plain looking stations that still need a lot of work in that area.
So tentatively these would be planned to be in a future release of RTMT 4.1 or 5.0
Title: Re: RTMT version 4.0
Post by: Terring7 on September 11, 2018, 07:55:19 AM
RTMT used to be one of my favorite mods and I can't wait for the new version ;D
One question though. Will be there stations that can be build on + and T intersections and even on corners? I think that would made the mod even more flexible. And by the way, how about a subway-to-rail station that can be placed on the top of railroads? An RTMT version of the subway to rail connection from Simcity 3000.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FWbHrk1D.png&hash=c97b0a6253b3ae7bd894aa9f3196b9ed59bf8b38)
Title: Re: RTMT version 4.0
Post by: mgb204 on September 11, 2018, 10:12:56 AM
As it stands the major updates for RTMT 4.0 in terms of stations is as follows:


That will bring the station count to well over 250 lots, which is a huge upgrade. Given the in-development time for v4, we're way past feature freeze at this point.

After that there are plans to add U-Rail stations. Diagonal stations are under consideration and perhaps at that point we can look at the feasibility of T / + or perhaps corner stations. Although I imagine those will be quite difficult from the perspective of TEing them. It also requires that sufficient prop models exist that can be used to create them with the RTMT feel, something that does pose a potential issue. For example there is practically no space on a + intersection for props. However it is an interesting idea and we'll certainly consider it when the time comes.

But for now, a real push is needed to get RTMT 4 ready so we will be focusing on that for a while.

Rail to Subway is technically possible, but comes with some limitations, mainly that freight trains can't use the subways. Such lots already exist and whilst it may not be obvious, all such "converter" lots are also stations. More accurately, all stations are Transit Switches, which in simple terms means a lot where sims can switch between transit types. As such this isn't necessarily an area for RTMT. For RRW you can check out the Rail to Subway lot I personally released, other models exist for regular rail styles.
Title: Re: RTMT version 4.0
Post by: Terring7 on September 11, 2018, 12:25:05 PM
250 lots? Oh boy, that's a serious update! :shocked2:
Keep up the good epic work &dance
Title: Introducing RTMT Themes
Post by: mgb204 on November 30, 2018, 04:43:46 PM
Introducing RTMT Themes

Many of the upcoming features for RTMT 4 have been well documented already, so I wanted to introduce something completely new. Some changes under the hood will expand the Prop Customisation options which have always been a key feature of RTMT.

With RTMT 4, it will be possible to use unique Bus Shelter and Subway Stair props for different network RTMT lots. Options exist to use different props on the following networks:


This does have a downside, because it does complicate the initial setup of RTMT. Since now you will need to select even more Prop and Model file combinations to populate the RTMT lots correctly. Those users who will appreciate the new customisation options, will likely not be bothered by this. However, we are all too aware that some users already struggle setting up RTMT and just want the simplest setup possible, handled for them during the install process. That's exactly where the new RTMT Themes come into play...

During installation of RTMT 4, you will be able to optionally choose to install one of three theme options:


Those who do, will get a set of pre-configured props, including all the necessary models (dependencies), allowing RTMT to simply work out of the box. The ancillary Props have all been carefully chosen to blend in with a given theme and where possible all models used support Night Lighting. For those looking for the simplest possible setup of RTMT, we hope that Themes will make this possible.

Of course, the original PropF (Family Prop) system from RTMT 3.6 will return, in fact it remains completely unchanged. Since use of Families doesn't meld well with the new PropS (Single Prop) customisations, it was necessary to keep them as before.

Additionally, we will also be shortly releasing a Developer Pack, so that others can make sets of RTMT props or adapt existing models to work with RTMT. We hope that this will enable for many more "Themes" to appear on the exchanges over time, allowing even more choices. I will also be releasing a special DarkNite set of the UK Theme, which will be a first for RTMT. This will appear around the time of the RTMT 4 official release.

Sadly, since the team does not have access to all the included models of RTMT as 3D Modelling files, the same treatment is not possible for the current US/EU sets. However, to be truly compliant with RTMT specs (v4 onwards), all new props should at least be in HD. Ideally, with MN and DN variants. Of course the last one is not possible to implement for all, since those without access to 3DS Max, have no way of making DN props. Rest assured too that these HD props will work for all SC4 players, since the textures are only 256x256px for props, there are no issues using them with software rendering.
Title: Re: RTMT version 4.0
Post by: bladeberkman on November 30, 2018, 07:47:22 PM
Love what you've done with the UK set. The HD subway stairs are certainly a welcome addition.  :)
Title: Re: RTMT version 4.0
Post by: b22rian on December 01, 2018, 03:08:46 AM
This is another strong post by RTMT team leader MGB...

New options for both novice players + more advanced ones..

I applaud both the work, + time + effort, that went into the upcoming Station release of the decade !! :thumbsup:
Title: Re: RTMT version 4.0
Post by: pierreh on December 02, 2018, 02:01:54 AM
Beautiful work! I applaud too!

I have a few questions about the bus shelters: the way they are placed, their back is on the roadway side, and their front on the opposite side. Is this intentional? Is it the way bus shelters are placed in the UK (I haven't been there for ages, so I cannot remember the way it was then). WIll it be the same for the EU (and US) theme(s)? Where I live, bus shelters are placed so that they open on the roadway side, that way the passengers can easily see their bus approaching, and make a sign to the driver for the bus to stop.
Title: Re: RTMT version 4.0
Post by: mgb204 on December 02, 2018, 02:38:52 AM
Indeed this is how the bus shelters in London / UK are commonly positioned, when close to a road, I believe it serves two purposes. Safety, since if a car mounted the pavement, the bus shelter would provide some protection. Likewise, a car driving through a puddle probably wouldn't splash everyone at the bus stop. I would hazard a guess too, that the more cramped pavements in the UK, especially places like London, are a key reason behind this design.

But indeed, this effect comes from rotating the UK Prop 180°, so all other Bus Shelters (including any existing UK ones), are completely unaffected.
Title: Re: RTMT version 4.0
Post by: ramsey on September 02, 2020, 08:45:42 AM
quite curious to find out if rtmt v4 actually exists yet!
Title: Re: RTMT version 4.0
Post by: Tyberius06 on September 03, 2020, 03:04:12 AM
Quote from: ramsey on September 02, 2020, 08:45:42 AM
quite curious to find out if rtmt v4 actually exists yet!

Hi Ramsey!

RTMT v4 is still under development. As a publishable version, it does NOT exist currently, but when it will be ready, it will be released for the public. Sooner or later. Sadly RL and other commitments mean a bit bigger roadblock on this one, as we thought.

- Tyberius
Title: Re: RTMT version 4.0
Post by: ramsey on September 04, 2020, 02:49:48 PM
Ah cool, I just wondered since the thread ended a couple years ago if it had been finished and distributed in some other way.  it's been several years since I had a working sc4 plugins folder and I'm showing the kids how much more fun sc4 is than the newer origin version of simcity.