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GLR & Tram-Avenues Gameplay: Basics & Tricks

Started by Chrisim, May 11, 2008, 04:53:35 PM

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Chrisim

This thread is a tutorial. For GLR support, help and new functionality requests, please use the thread "GLR & Tram-Avenues - Help and Development"!

Constructing GLR or Tram-Avenue networks is simple as long as you know some basic rules and a few tricks. In this tutorial thread I list some basics and best practises for GLR-beginners and give some tricks from & for more experienced players (look for the word "Trick"). If you know further tricks, please share them with us.

NOTE: a bug exists in the Windows version of SC4 that causes the game to crash to desktop (CTD) when a puzzle piece of a certain network is moved over a TE-lot that is transit enabled with the same network. When you select a puzzle piece, simply by chance the cursor may be located over a TE-Lot - Boom. We cannot prevent this - you can just reduce the number of crashes by careful city building.

Be familiar how to select traffic menu items:
When you select a traffic menu button, e.g. the GLR starter pieces or the tram-avenue puzzle pieces, the first puzzle piece is selected and can be plopped.  click POS1 or END to rotate or flip it. More network puzzle pieces are available: click TAB to select the next puzzle piece (or SHIFT-TAB to select the previous one).

Make sure to have the latest Network Addon Mod (NAM) installed (presently the April 2008 version).

I hope you find this GLR & Tram-Avenues Gameplay: Basics & Tricks useful. Some tricks were taken from various postings of GoaSkin, Andreas and others in various threads - thank you! I am sure that there are further tricks around in your mind - please share them with us and post your tricks. I may include some to update this gameplay tutorial.

Table of Contents:
1. Draggable GLR
2. GLR Puzzle Pieces
3. GLR Stations and other GLR TE-Lots
4. GLR bridge
5. Tram-Avenue Puzzle Pieces
6. Tram-Avenue Stations and other Tram-Avenue TE-Lots
7. Tram-Avenue Roundabouts and Station
8. New Stuff
9. Other tricks
10. Problem solving

The GLR stations shown on the pics below are the BSC SFBT GLR Tram Mod stations and their extensions. Many thanks to daeley and mikeseith from the BSC for developing the original Light Rail Mod. Also thanks to the SFBT members GoaSkin, ArkenbergeJoe and Andreas for their development, modifications and betatesting. The new GLR-avenue stations have been announced in the SFBT thread and shall be published soon.

Chrisim

#1
Note: this tutorial was created with an old version of the NAM, and features may have changed with newer versions

Two ways exist to build Ground Light Rail (or better Tram in English and German) in SC4. Trams can be dragged or puzzle pieces can be set.
Our clear recommendation is to use dragged GLR: it is much easier to build, there are certain tram tiles that exist for draggable GLR only and the risk of CTD is much reduced.

You find the starter piece for draggable GLR in the Traffic - Misc menu:
(dragTram1.jpg)
Rotate it until the arrows point into the direction you wish to drag:
(dragTram2.jpg)
and select the Elevated Rail (also in the Traffic - Misc menu):
(dragTram3.jpg)
Click on the tile of the starter piece that had shown the arrows and drag (while keeping the mouse button pressed):
(dragTram4.jpg)
It does show elevated rail in the preview, but when you stop, the GLR track will be build:
(dragTram5.jpg)
You can drag across several (but not all) other networks and intersections will be created automatically (e.g., for road, street, oneway, ...)
(dragTram17.jpg)
(dragTram18.jpg)

You cannot simply drag into the opposite direction.
(dragTram6.jpg)

Trick: Make sure that the dragged GLR track is at least 6 tiles long (8 tiles with starter piece). Then you may bulldoze the starter piece (both tiles!)
(dragTram7.jpg)
(a piece of elevated rail or a diagonal road piece may possibly appear - simply bulldoze it)
and you can drag into the other direction
(dragTram8.jpg)
Now you can drag more tracks form each tile in any direction.
(dragTram9.jpg)

If the tracks reverts to elevated rail, the track was too short. Simply plop a starter piece on either end (overlapping one piece)
(dragTram10.jpg)
and the elevated rail track will become GLR track.

Trick: There are several starter pieces available! Use TAB to select diagonal or rural starter pieces. Most helpful are the loop starter piece and the elevated to ground rail connector puzzle piece. The last piece of the Tram-Avenue is also a GLR starter piece.
(dragTram11.jpg)
(dragTram12.jpg)
(dragTram16.jpg)

Trick: For short tracks, plop the starter piece, rotate it into the opposite direction and plop it again
(dragTram13.jpg)
Now you can drag in both directions (starting from the outer tiles).
Disadvantage: you cannot build a junction or a station on starter pieces (and puzzle pieces) - three tiles are blocked if you use this trick.
(dragTram14.jpg)

Trick: For very short tracks, plop the starter piece (left), bulldoze the outer end (the one without arrows in the preview) and a strange diagonal road is displayed (second from left), move one tile and drag the elevated rail over the strange diagonal road (drag at least three tiles long, see third from left) and you get a short GLR track. Now you can drag in both directions (starting from the outer tiles).
(dragTram0.jpg)
Disadvantage: you cannot build a junction or a station on starter pieces (and puzzle pieces) - one tile is blocked if you use this trick.

You can create GLR connections to neighboring cities by dragging, as for other networks.
(dragTram15.jpg)

(note to myself: images now on imgur.com - if they get deleted, the originals are archived in my folder SimCity4\NAM\T-RAM\Tutorials\HowToBuildGLRandGLR-avenues\GLR_gameplay\Bilder)

Chrisim

#2
There are only a few reasons why you may need GLR puzzle pieces. It is recommended to avoid their usage, because crashs to desktop (CTD) occur when a GLR puzzle piece is moved over a GLR station (or other GLR TE-Lots).

You need GLR puzzle pieces for pedestrian zones (e.g., in town centers), because the draggable GLR does not contain ped paths: no Sim can cross a draggable GLR. The NAM Team is considering to add starter pieces for GLR in ped malls for future releases.
These are the available textures for GLR puzzle pieces in ped malls:
puzzleTram_1.jpg

You also need GLR puzzle pieces for very short connections, always for one tile and in certain cases for two and three tiles connections.

You also need GLR puzzle pieces for some intersections with other networks, e.g., for GLR below elevated highway, and for on-slope puzzle pieces.
Use the T onslope puzzle piece to create GLR overpasses:
puzzleTram_2.jpg

For GLR to cross ground highways, use the ramp to elevated rail on each side and connect them across the highway by elevated rail.

Puzzle piece sets have the behavior to rotate automatically until a matching position has been found. If the RUL configuration does not allow a valid direction, the cursor becomes red and placing is impossible.

Chrisim

#3
Often a confusing and annoying (even painful) topic.
Problem 1: Crashs to desktops (CTD)
Problem 2: Some GLR stations are not properly modded and may behave strangely.

Approach to Problem 1: Be careful to avoid crashes. Save the game very often (it's a good idea to use Daeley's Save Alarm Mod).
CTD happen when a puzzle piece of a certain network is moved over a TE-lot that is transit enabled for the same network.
Note: when you select a puzzle piece, simply by chance the cursor may be located over a TE-Lot - Boom
When you use draggable GLR, the only used puzzle pieces are the starter pieces. So the chance of CTD is low - but it will happen if you are not careful.

Solution to Problem 2: Use properly modded GLR stations only, for example those from the BSC SFBT GLR Tram Mod. If your station does not show the behaviour described below, please first verify whether you have the latest version installed. Verify also, whether the NetworkAddonMod_GLR_Stations_Patch is installed (stations downloaded from http://kurier.simcityplaza.de do not require this patch). Then, you may ask in the support thread (see link in first post).

The GLR stations can be selected from the "Misc. Transportation" menu. A GLR station can be set ontop of dragged GLR, but not on top of GLR puzzle pieces.

Recommended method: Placement on dragged GLR track
Simply plop the station on top of the previously dragged GLR track (left figure). In this case, there is no need to "activate" the station.
If the track on either side of the station is less then 6 tiles long, it will revert to elevated rail (middle figure). In this case, be extremely careful when plopping the starter puzzle piece next to the station, pointing away from the station (right figure). If you touch the station with the starter puzzle piece, the game will crash!!!

glr_regular_3.jpg glr_regular_4.jpg glr_regular_5.jpg

Alternative technique, not recommended: Placement between GLR puzzle pieces
You cannot plop a station on top of GLR puzzle pieces (top left figure, below). You must leave a gap of 5 tiles (station length plus one tile at each end). Plop the station in the center of the gap (top right figure). Be extremely careful when plopping GLR track puzzle pieces on the tile to the left and right of the station (bottom left figure) - without touching the station, otherwise the game will crash !!!
Finally you have to activate the station (bottom right figure): use the el-rail tool and draw it "through" the station (along all tiles of the station) to ensure that tram automata can pass the lot. Alternatively, save the city and exit it (to region), after re-start the tram automata will work.


glr_regular_6.jpg glr_regular_7.jpg glr_regular_8.jpg glr_regular_9.jpg

Chrisim

#4
Available thanks to Smoncrie! Starting from a GLR starter piece or dragged GLR track, simply drag elevated rail to the other waterside. A window opens - select the right bridge "GLR bridge".
glr_bridge_1.jpg
Don't be confused by the preview display of elevated rail, when you click "OK", the GLR bridge will be build.
glr_bridge_2.jpg
Use a GLR starter piece to convert the elevated rail track to GLR track.
glr_bridge_3.jpg

Chrisim

#5
Tram-avenues are dual network puzzle pieces and must be plopped. Tram-Avenue Puzzle Pieces may be moved over tram-avenue stations without CTD because the latter are modded using the oneway network. Therefore, the risk of crashs to desktop is reduced, but does exist: if you move a tram-avenue puzzle piece over a normal GLR station, the game will crash.

It's not that hard to use the GLR-in-Avenue puzzle pieces, but it requires some time and patience. We suggest the following procedure: Place a regular avenue and then lay out the zones as desired.
tramAvenue6.jpg
Keep in mind that tram-avenue stations will block access to the adjacent residential lots, so make those larger as the station (usually 2x2 tiles), or with an offset. Once the zones are layed out, you can plop tram-avenue puzzle pieces on top of the avenue. Remember to leave gaps of 2x2 tiles for tram-avenue stations. If you would try to zone the area next to a tram-avenue, the arrow will point away from it:
tramAvenue7.jpg

Trick: plop tram-avenue puzzle pieces on avenues, otherwise T21-props (traffic lights and similar) are often not displayed.

When bulldozing tram-avenue or close to tram avenue, it does often happen that a tram-avenue puzzle piece reverts to elevated rail. In this case simply plop the puzzle piece again.
tramAvenue8.jpg

The following puzzle pieces (and flipped and rotated versions) exist in the tram-avenue rotation ring:
The first four puzzle pieces are for orthogonal and diagonal tram-avenues with junctions:
tramAvenue1.jpg

The next puzzle pieces straight tram-avenues with intersections (road, street, oneway, avenue):
tramAvenue2.jpg

Next, there are two avenue junctions with tram-avenue turning left or right, followed by three tram-avenue junctions:
tramAvenue3.jpg

Next, there are six GLR entries/exits to tram-avenue:
tramAvenue4.jpg

Finally, there are six further GLR entries/exits to tram-avenue:
tramAvenue5.jpg


The highway above tram-avenue roundabout is another new puzzle piece (NAM April 2008). You find it in the menu Traffic - Build roads - Avenue Intersections. Use the TAB key several times until this particular roundabout is active:
glr_ave_hwy_roundabout.jpg

Why do Sims don't use the tram of the tram-avenue, but do often prefer to drive by car?
Since the distance is the same for cars and trams along tram-avenues, Sims prefer to drive their own car.
Trick: Plan your network in such a way that tram distances will be shorter than car distances, then Sims will start using the tram when there is enough demand.

Chrisim

#6
When plopping GLR-avenue puzzle pieces, leave a two tiles wide gap, bulldoze the avenue if present and plop the regular GLR-avenue station (left). Finally, use the oneway road tool and draw it "through" the station (through all four tiles, through two tiles and then through the other two tiles!) to ensure that tram automata can pass the lot. Alternatively, save the city and exit it (to region), after re-start the tram automata will work.

glr_ave_regular_3.jpg glr_ave_regular_4.jpg glr_ave_regular_5.jpg
These stations are published as part of the updated BSC SFBT GLR Tram Mod.

Note! The bug in SimCity that causes the game to crash when hovering a puzzle piece over a transit enabled lot has been circumvented for these GLR-avenue tram stations. No crash when using GLR or GLR-avenue puzzle pieces only. However, there are a few oneway road puzzle pieces in the game, when hovered over such a station the game will crash. This will rarely happen - why would you use a oneway puzzle piece next to such a station?

When zoning, keep in mind that tram-avenue stations will block access to the adjacent residential lots, so make those larger as the station (usually 2x2 tiles), or with an offset. Stations block commercials as well, but luckily, they won't get "no road" zots and abandon, since they don't spawn any sims, but only receive commuters. So the stations won't affect commercial development, only residentials.

There are some tram-avenue stations available for download (e.g. at Simtropolis) that are not properly modded - therefore they will not work properly or you may experience problems. Use the latest versions from the LEX at http://sc4devotion.com or the Kurier at simcityplaza.de

Chrisim

#7
The Tram-Avenue Roundabout Station displayed below are published as part of the BSC SFBT GLR Tram Mod.
First, you need to plop the GLR-avenue roundabout from the NAM: select the menu Traffic - Build roads - Avenue Intersections and use the TAB key several times until this particular roundabout is active. Plop it and bulldoze the center four tiles (top left figure). Now you can plop one of the new GLR tram stations into this roundabout. Be careful to rotate it correctly (top right figure)!
Finally, use the oneway road tool and draw it "through" the station (through all four tiles, through two tiles and then through the other two tiles!) to ensure that tram automata can pass the lot (bottom figures). Alternatively, save the city and exit it (to region), after re-start the tram automata will work.


glr_ave_roundabout_3.jpg glr_ave_roundabout_4.jpg glr_ave_roundabout_5.jpg glr_ave_roundabout_6.jpg

If you are concerned for the Sims: they do not wait for the traffic light to turn red, they just cross but never get killed ;)
TodesmutigeSims.gif
There have been discussions about creating ped underpasses, but so far they have not been created.

In the past, some people thought that it would be impossible to build GLR stations inside a tram-avenue roundabout. The station is a TE-lot and the roundabout a puzzle piece, good prerequisites for a crash. These concerns were unjustified. It works fine because of the way the roundabout is generated (it's not a "normal" puzzle piece) and due to the modding of the station (using oneway, so the two are modded with different networks preventing crashs).

Chrisim

may or may not be published with a future NAM ...
(this is a place holder)

Chrisim

#9
GLR track inside highways
With the present NAM, it is possible to build GLR inside highway. However, there are severe limitations: only for straight GLR in highway, no curves, no highway puzzle pieces, no exits ...
glr_hwy.jpg
First, drag a straight ground highway.
Plop a GLR starter piece a few tiles behind one end of the highway and drag the GLR towards the highway and over the complete length of the highway. The red turns green when you drag it beyond the other end of the straight highway. One side of the highway survives.
Bulldoze the GLR track.
Drag a straight ground highway parallel and just next to the existing one tile wide highway.
Repeat the second operation (plop a GLR starter piece and drag it along the middle tile of the three tiles wide highway).
Connect the highway ends with oneway roads.

Chrisim

#10
Problem: Gap in path
If trams do not use a track (visible from tram automata or the yellow line traffic information from the route query), and if you have installed the "Extra Cheats Plugin from Maxis" available at http://kurier.simcityplaza.de/details.php?file=727 , you may display all paths (including GLR paths) and search for gaps.
Click Control-X and a small window opens in the upper left corner. Type the F1 button and a list of available cheats is shown
pathTrick_1.jpg
Click on "DrawPaths" and type Return. Now paths are displayed:
pathTrick_2.jpg
Note the gap on one tile. Here, the GLR station was plopped partially on dragged GLR track. On the other side GLR puzzle pieces had been inserted. The user did not activate the station and therefore the gap exists.
The quickest way to solve such activation problems is to save the city and exit it (to region), after re-start it will work.

threestooges

Excellently done, and very thorough. This will be a good source for the newcomer to GLR and is good for those who have used it already. Thanks especially for the trick regarding using the GLR bridge.

CabraBuitre

Awesome... just found this tutorial!  It will be very helpful!!

Check out Abelfarei!

WC_EEND

i don't have the GLR in avenue starter piece, al the rest i have
RIP Adrian (adroman), you were a great friend

My LOT thread                                    

SCAG BAe146/Avro RJ Project

sim-al2

There is none: You have to plop them one by one. ::)
(\_/)
(o.O)
(")_(")

Crissa

Do the GLR-in-roundabout add more distance to the avenue than the tram?  If so, it might be a good way to bump up travel distances to slow avenue traffic down to encourage tram use...

-Crissa

z

Lots of good info here!  :thumbsup:  But there's one error I'd like to correct, which also makes Crissa's question above moot.

Quote from: Chrisim on May 11, 2008, 05:37:57 PM
Why do Sims don't use the tram of the tram-avenue, but do often prefer to drive by car?
Since the distance is the same for cars and trams along tram-avenues, Sims prefer to drive their own car.
Trick: Plan your network in such a way that tram distances will be shorter than car distances, then Sims will start using the tram when there is enough demand.

Things are actually a lot more complicated than that in the traffic simulator.  There are a certain proportion of Sims at each wealth level who prefer to drive, a certain proportion who prefer mass transit, and a certain proportion who prefer the fastest route.  These proportions are flexible; how flexible they are and what the proportions themselves are vary by traffic simulator.  But other things being equal, Sims prefer to travel by the faster of the two methods (car or mass transit); the greater the speed difference, the stronger the preference.  Again, what is meant by "other things being equal" depends on the traffic simulator being used.  However, the trams travel at the speed of el rail (the underlying network), which is much faster than cars, so if given a choice over a route covered by trams, Sims will choose the trams.  But if they have to take a route that is only partially covered by trams, then whether or not they take them will depend a lot on the availability of mass transit for the rest of their route.  In other words, you can encourage tram usage by setting up more bus stops, commuter rail, and subway lines in the rest of your city.

Chrisim

You are right that the details are more complex, but I always prefer simpler rules for building cities: if a road connection is shorter or similar distance, I do not see much tram usage. Of course, if distances are long between living and working quarters, the different speeds make a difference, but often the distances are not so long and it does not matter too much. Therefore the simple trick: Plan your network in such a way that tram distances will be shorter than car distances, then Sims will start using the tram when there is enough demand.

pierreh

I have built the beginning of a tram network in an already built-up city, using mainly tram-in-avenue puzzle pieces, with a short section of tram-in-road and two short sections of plain (off roads) GLR. Nearly all stations are on the avenues, using the "GLR Modern Short White" station. (Two stations are on the plain GLR sections). I have installed RTMTV3 and the 3.51 Patch to get the latest T-RAM stuff. The tram lines are being used, as shown by the traffic queries. But no tram automata run anywhere; tracks look deserted. I must have overseen something but I cannot see what it could be.

Chrisim

One possibility: a conflict between two tram automata. Which skins / automata do you use? For example, if you use the SFBT BSC GLR Tram mod and also a mod that replaces the default elevated train automata, the latter will only show when you remove the file SFBT\GLR Tram Mod\BSC_SFBT_glr_light_rail_no_el-train_automata.dat
Another possibility: although traffic queries indicate tram usage, it might be too little for automata to appear. Check the numbers.