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  1. b22rian: Hello all and welcome to the revival of the Simtropolis Seminars.
  2.  
  3. b22rian: Today we have one guess speaker b407260 or simple Kyle. He is here today to present to you guys 3 things that are either an in game solution or a way to improve game play.
  4.  
  5. b22rian: Kyle is one of the new talents in the community. He is not from where most of you are thinking, he is from Yellowknife Canada.
  6.  
  7. b22rian: Please hold all questions until the end of the seminar, thanks !
  8.  
  9. b22rian: I now give the floor to Kyle !
  10.  
  11. b22rian and many other persons are applauding
  12.  
  13. b407260: My first topic is about the GLR and zoning. After I downloaded it I found that the biggest issue was the in ability to zone alongside dual networks such as GLR in Road, GLR in Avenue etc. So I thought ill see if there is a way to resolve this issue.
  14.  
  15. b22rian: yup
  16.  
  17. b407260: And to my luck I found a simple way to zone alongside these networks. The issue as seen by this picture http://imageshack.us/photo/my-images/684/firstpicture.png/ is that the zones don't face the road and are thus inaccessible to people.
  18.  
  19. b407260: Now what I discovered was that by doing a simple two step process you could zone an entire area in one sweep properly. Now STEP 1. When you go to zone your area ensure you are holding the Ctrl button upon zoning.
  20.  
  21. b407260: here is the next section to the seminar
  22.  
  23. b407260: 1. When you go to zone your area ensure you are holding the Ctrl button upon zoning. This will cause the entire area to become one big block. The big block you will notice will also be facing the dual network as seen here http://imageshack.us/photo/my-images/21/secondpicture.png/ Now all of you know that there is no in game building that is this big so you need to make the zone smaller.
  24.  
  25. b407260: To do this you just delete one square of the zoned area and bam this is what it then becomes this http://imageshack.us/photo/my-images/18/thirdpicture.png/ . If these steps are all followed then there shouldn't be any issues with zoning alongside dual networks any more :) .
  26.  
  27. b22rian: heh nice
  28.  
  29. samerton: That's very useful!
  30.  
  31. b407260: My second concept that I am here to present today also goes with the dual networks. Hopefully the right guys are here and that everyone will understand what I am saying. My "design proposal" is that you combine the drag able GLR and avenue abilities into one.
  32.  
  33. b22rian: hang on
  34.  
  35. b22rian: so your saying in your final pic
  36.  
  37. katherman111: b407260: nice idea
  38.  
  39. lifetopumpkins: You can't.
  40.  
  41. b22rian: thos zones will now grow ?
  42.  
  43. b22rian: ok maarten
  44.  
  45. b22rian: and connor
  46.  
  47. b407260: yes in the last pic ^/18/thirdpicture.png/. those zones will grow
  48.  
  49. samerton: lifetopumpkins: why is it not possible?
  50.  
  51. b22rian: connor says no
  52.  
  53. samerton: actually, we'll wait for this part to finish
  54.  
  55. b22rian: maarten says this is possible :)
  56.  
  57. mrtnrln: Well I was thinking about draggable neworks the other night....
  58.  
  59. b22rian: go on maaten :)
  60.  
  61. lifetopumpkins: I am referring to his second concept, FYI
  62.  
  63. mrtnrln: ... and I stumbled across some problems
  64.  
  65. b407260: Now let me explain ok. What I am saying is since there is already a drag able GLR function and drag able Avenue function why not just let the drag able GLR be compatible on top of an Avenue
  66.  
  67. b407260: But when doing this you don't get some messed network, but instead it just becomes the same current dual networks like is seen already. This will eliminate what I find is the number one reason for crashing with puzzle pieces and allows large sections to be made rapidly.
  68.  
  69. b22rian: ok thank you kyle
  70.  
  71. lifetopumpkins: I'm reasonably sure that is not possible.
  72.  
  73. mrtnrln: First, the major problem would be on what network such a dual network is based on
  74.  
  75. b407260: My last and final topic of the day is about the current toll booths. I was actually driving along this highway in real life http://en.wikipedia.org/wiki/Ontario_Highway_407 and noticed that the toll booths are all electronic as seen here http://upload.wikimedia.org/wikipedia/commons/f/f3/Electronic_Toll_Equipment_in_Ontario.jpg.
  76.  
  77. b22rian: connor first :)
  78.  
  79. b22rian: hang on maarten :)
  80.  
  81. b22rian: let connor go first ok :)
  82.  
  83. b407260: hold questions to the end as said guys
  84.  
  85. b22rian: ok kyle :)
  86.  
  87. b407260: Upon seeing this and noting there wasn't any of this in game I was just wondering if it is at all possible to do this. If it is then I'm hoping one of you guys here or if you know someone that can do this will come forward and take on this task, as I am incapable of doing it with my current abilities :(.
  88.  
  89. bluelightning joined the room.
  90.  
  91. b22rian: ah :)
  92.  
  93. b407260: And that is all i have to say today. If anyone has any questions for me they will now be taken one at a time. If those who are willing to take on the electronic toll booths task could stay behind and further discuss it with me and b22rian that would be greatly appreciated :).
  94.  
  95. lifetopumpkins: b407260: There already are electronic toll booths on the STEX.
  96.  
  97. b22rian: we will get the debate now that vince is here :)
  98.  
  99. redscope53 left the room. (Going to Social Lobby)
  100.  
  101. b22rian: lifetopumpkins: ok so these eletronic toll booths experience no commute delays ?
  102.  
  103. b407260: Algright that is everything i have to say guys
  104.  
  105. mrtnrln: lifetopumpkins: Yup, I have one released
  106.  
  107. mrtnrln: A second problem with draggable dual networks would be the instersection setups. These can be very tricky, especially when it comes to connecting one of the two components of the dual network
  108.  
  109. b407260: if anyone has questions they will now be taken
  110.  
  111. lifetopumpkins: AFAIK draggable dual networks aren't really feasible.
  112.  
  113. b22rian: ok i appreciate that maarten
  114.  
  115. samerton: May I mention another method (that is slightly more well known than Kyle's) for the zoning by GLR-in-Avenue?
  116.  
  117. bluelightning: I had lots of fun dealing with them before
  118.  
  119. b22rian: but id like to hear vince comments on this :)
  120.  
  121. b22rian: go on vince
  122.  
  123. bluelightning: Aka, its a pain in the arse
  124.  
  125. bluelightning: So not soon
  126.  
  127. b22rian: heh
  128.  
  129. mrtnrln: Third, as far as I know, you can't base any override network on the two-tile networks...
  130.  
  131. bluelightning: Yes you can
  132.  
  133. lifetopumpkins: mrtnrln: well, it kinda sorta works but not really practically
  134.  
  135. bluelightning: The only difference is the way the starter stubs are set up
  136.  
  137. mrtnrln: bluelightning: But I've seen that's still very tricky
  138.  
  139. bluelightning: I even made a prototype for a ave-4 based mave-4
  140.  
  141. bluelightning: mrtnrln: Cuz the turning lanes at avenue intersections are annoying to override
  142.  
  143. bluelightning: Everything else is just the same
  144.  
  145. mrtnrln: I once thought about "The Real HighWay Mod, Cosmetic Pieces and You."
  146.  
  147. b407260: Now guys i heard talk about there already being an "electronic" toll booth
  148.  
  149. b407260: can anyone get me that link so i can compare it to what i have in mind
  150.  
  151. b22rian: ok sure what is the link to this electonic toll booth ?
  152.  
  153. lifetopumpkins: b407260: there are several on the STEX.
  154.  
  155. b407260: can i see one then please
  156.  
  157. b407260: i want to compare them and how they operate to my idea
  158.  
  159. lifetopumpkins: If I can manage to dig up a link... I have some in my game but they're old
  160.  
  161. b22rian: lifetopumpkins: so your saying that these electonic ones are a commute time saving in game over the regular ones ?
  162.  
  163. lifetopumpkins: there's only one way they would operate
  164.  
  165. bluelightning: MrSnoopy has some I think
  166.  
  167. lifetopumpkins: It's a toll booth, it's not that complicated.
  168.  
  169. leo_the_robot joined the room.
  170.  
  171. mayorm left the room. (Logged out)
  172.  
  173. bluelightning: Tollbooths in SC4 operate like stations
  174.  
  175. lifetopumpkins: b22rian: depends exactly how they were modded
  176.  
  177. b22rian: lifetopumpkins: interesting
  178.  
  179. bluelightning: The only speed cost there is is what the entry switch cost (time, not $) is
  180.  
  181. samerton: For those who are wondering: http://www.simtropolis.com/forum/files/file/4003-mr-snoopys-new-toll-stations/
  182.  
  183. b22rian: bluelightning: right thanks :)
  184.  
  185. samerton: Mr Snoopy's Toll Booths
  186.  
  187. b22rian: i wanted to show vince something actually since we are all here :)
  188.  
  189. b407260: ok those are nothing like what ive got in mind
  190.  
  191. b407260: ill get you the link to show you what i have in mind
  192.  
  193. b407260: there is no real "booth" on what i have
  194.  
  195. swat-medic left the room. (Going to Social Lobby)
  196.  
  197. b407260: here is waht i have in mind guys http://www.roadtraffic-technology.com/projects/407/images/10_toll.jpg
  198.  
  199. b407260: notice there is no booth a
  200.  
  201. b407260: thus there is no need to slow down or stop
  202.  
  203. 111222333444: b407260: there's one like that in the STEX
  204.  
  205. b407260: this is better then what Mr Snoopy made
  206.  
  207. bluelightning: b407260: I can easily mod the maxis booths to have no delay.
  208.  
  209. b407260: can i see a link to it then
  210.  
  211. b22rian: b407260: yes but connor just said on some of them there isnt any commute time loss anyways
  212.  
  213. lifetopumpkins: b22rian: no I didn't :|
  214.  
  215. lifetopumpkins: b22rian: I said that depends on how they're modded :|
  216.  
  217. b22rian: lifetopumpkins: well that is what vince is saying :)
  218.  
  219. bluelightning: I didnt say that
  220.  
  221. samerton: b407260: http://www.simtropolis.com/forum/files/file/2836-electronic-toll-booth/
  222.  
  223. lifetopumpkins: I rarely ever use tolls in-game so I haven't really looked into how toll booths are modded
  224.  
  225. samerton: there are some there.
  226.  
  227. riiga joined the room.
  228.  
  229. b407260: yes that one sam is for avenues and roads but not for RHW or Highways
  230.  
  231. samerton: b407260: ah.
  232.  
  233. riiga: mrtnrln: Ah.
  234.  
  235. 111222333444: b407260: Oh, you're asking for RHW ones
  236.  
  237. b407260: i want mine to be compatable on all networks so you don't need to download multiple ones
  238.  
  239. bluelightning: b407260: Its called a pack?
  240.  
  241. katherman111: bluelightning: yeah that's also something i saw ure special thats a fact
  242.  
  243. bluelightning: Download one pack, have all the toll booths>
  244.  
  245. katherman111: bluelightning: do u know how to make automata cars
  246.  
  247. bluelightning: katherman111: No
  248.  
  249. katherman111: bluelightning: aahn why nobody knows this ART form anymore
  250.  
  251. mrtnrln: I have an electronic toll gate in this pack, or at least a prop: http://www.simtropolis.com/forum/files/file/20440-maartens-sign-request-pack-02/
  252.  
  253. bluelightning: katherman111: B/C its rather specialized
  254.  
  255. b407260: mrtnrln: is it compatable with every network though
  256.  
  257. riiga: http://i705.photobucket.com/albums/ww55/anonymson/tull-pa-gang-som-funkar.jpg
  258.  
  259. riiga: I'll finish this one eventually...
  260.  
  261. mrtnrln: b407260: No, you can only plop it next to one tile or two tile networks
  262.  
  263. b407260: ok that is one of the two things i was trying to solve
  264.  
  265. b407260: none of the ones out right now aren't compatable with every network including RHW
  266.  
  267. b407260: i have to go in about 15mins guys so if anyone has questions for me send them now
  268.  
  269. bb407260: so nobody has questions for me
  270.  
  271. b22rian: b407260: did we fully answer your Q about draggable duel networks ?
  272.  
  273. b407260: not really all i heard was that it was impossible to do but with no proof
  274.  
  275. b22rian: b407260: there possible to do but vince says a pain :)
  276.  
  277. b22rian: ok well before we leave
  278.  
  279. b22rian: id like to thanks some ppl :)
  280.  
  281. b22rian: first id like to tahnk kyle our guest speaker
  282.  
  283. b22rian: for doing an excellent job
  284.  
  285. b22rian: and also hans :)
  286.  
  287. meister1235 :)
  288.  
  289. b22rian: our recorder today :)
  290.  
  291. b407260: :D
  292.  
  293. b22rian: and finally all u nam guys :)
  294.  
  295. b22rian: thanks much :)
  296.  
  297. mrtnrln: You're welcome!
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