message posté le 12 fév 2008 à 15h41
Faites que le rêve dévore votre vie,
Afin que la vie ne dévore pas votre rêve
Votre argent de poche en surfant.
Faites que le rêve dévore votre vie,
Afin que la vie ne dévore pas votre rêve
Votre argent de poche en surfant.
Mes tutos : le tuto du NAM, le tuto des automates, le tuto pour présenter sa ville, le tuto du tram étirable et le tuto pour une texture transparente
Mes BATs, LOTs et automates : sur ce fil
Ma ville : Omega Bay (membre du CVN et Lama d'Or 2008 dans la catégorie "La nature la plus luxuriante")
Et enfin l'essentiel pour SC4
Faites que le rêve dévore votre vie,
Afin que la vie ne dévore pas votre rêve
Votre argent de poche en surfant.
This file contains a history of all the Transit related items that have been fixed, addressed and/or added to by the NAM Team &/or others since SimCity 4 has been released. To install the mod, please refer to the Installation Instructions.
This Network Addon Mod includes, but is not limited to, all of the following items listed below.
* 1. Modular NAM release (June 2007)
* 2. Post-NAM release (April 2004)
* 3. Pre-NAM release (April 2004)
Please be sure to remove any/all older file(s) related to the Network Addon Mod before use, otherwise conflicts may occur & some items may not work as intended.
1. Modular NAM release (June 2007)
07.06.01
* The main NAM file has been divided into five resource files that can be updated individually. The RUL and INI files have been separated as "NAM Controller" for easier updates as well. GLR and dual-networking puzzle pieces have been made optional. Please note: If you are using the GLR or dual-networking puzzle pieces, make sure to select them in the optional components dialogue of the NAM installer. The same counts for other optional plugins, such as the roundabouts or turning lanes.
* Additional plugins, such as bridges or the RHW mod, are released as individual plugins. Please note: If you are using additional bridges that use custom bridge models in your cities, you will have to install them separately. They are no longer contained in the main NAM download.
* The LTEXT labels have been separated from the NAM DATs in order to make translations easier.
* In addition to the GLR puzzle pieces, draggable GLR is now available, using dedicated starter puzzle pieces (both urban and rural versions).
* GLR-in-Avenue puzzle pieces have been added, as well as GLR-on-slope puzzle pieces.
* The appearance of the GLR tracks has been changed to a more urban look. The old textures for the puzzle pieces are still available as an optional plugin. Similar textures for the draggable GLR might be released in the future.
* Avenue roundabouts have been added, available under a new menu button that also contains the other avenue intersections, such as the Avenue Y-Stack.
* Highway-on-slope puzzle pieces has been added.
* Elevated (heavy) Rail and Underground Rail puzzle pieces now have more options, such as 45° turns and diagonals.
* Gentle Road Curve and S-Curve puzzle pieces have been added.
* A plugin that removes most of the OneWayRoad arrows has been added.
* Some menu icons have been graphically improved.
* The number of files contained in all NAM DATs reaches 19,000.
* The NAM core files are not longer considered as a "beta" version. However, certain plugins might still be in beta status.
* A BSC Cleanitol file has been created that helps removing outdated NAM files and related transit mods.
2. Post-NAM release (April 2004)
06.12.24
* Diagonal Streets plugin has been enhanced. There are now some additional puzzle pieces to be used on sloped terrains to avoid flattening. Furthermore, there are a few helper pieces which allow you to drag other networks over it to build intersections.
* All the game effects on the ped mall puzzle pieces have been removed again because ped malls had acted like a cheat. The generation of crowds has also been removed because it forced older computers to be very slow.
* Many cosmetic issues have been done. Some raised puzzle pieces have been remodelled, and the one-way bridges come with one-way textures now.
* A set of puzzle pieces to build commute rail tunnels has been added. You may use the default Maxis railway station to handle the traffic switching or (may be) any upcoming underground commute rail station.
* Long Turn Rail puzzle piece has been added.
* European-style lateral highway exits and another one for raised roads have been added.
* The custom bridges MOD became part of the NAM. You may choose different new styles of bridges for the common networks.
* NAM readme updated to a more convenient layout. Some screenshots illustrate the usage of puzzle pieces and roundabouts.
05.09.30
* NAM now has an Installer which can guide users through the installation.
* Format of NAM versions changed from MMDDYY to YYMMDD.
* The Structure of the NAM Folders & Documentation has been modified. This has been done due to an Installer now being available.
* Missing Rail Y-Stack added. Yes, it is actually added this time (those of you with the temporary fix for this, be sure to remove it).
* Diagonal Start/End Road & OneWayRoad PuzzlePiece items adjusted to reduce possible terrain indentation when being placed.
* Graphical improvements made to GLR on PedMallTile items.
* Various ElevatedRail on Street Dual-Networking PuzzlePieces added. See the Contents for more details.
* GLR Loop PuzzlePiece item added.
* Rail double Width\Tile Orthogonal S-Curve added.
* Rail (Double) Diagonal x Orthogonal Unlimited. This supersedes the previous Double Diagonal x (single) Orthogonal Rail junction.
* Avenue Intersections\Junctions: several new avenue intersections &/or junction types have now been added &/or are now possible. See the Contents for more details.
* OneWayRoad Roundabouts have now been added & currently exist as an additional optional plugin. The existing OneWayRoad network tool is used for this.
* Street Roundabouts have now been added & currently exists as an additional optional plugin. The existing Street network tool is used for this.
* Adjustments implemented for Avenue curve x Road/Street/OneWayRoad to address graphical issues.
* Adjustments made to several PedMallTile items due to graphical conflicts.
* Shadows fixed on ElevatedHighway Curve & several ElevatedHighway Curve x Street/Road/Rail/OneWayRoad/Avenue junctions.
* A list of Additional Intersections & Junctions (for normal networks) has now been included & can be found in the Contents.
* YIMBY Effects on Ped Mall Tiles & Footbridges adjusted to more balanced levels & are as follows:
o Type of Effect (Magnitude, Radius)
o Landmark Effect (70,7)
o Park Effect (35,7)
o Mayor Rating Effect (5,8)
o Air Pollution Reduction (-5,3)
o Water Pollution Reduction (0,0)
o Garbage Reduction (1,0)
05.07.25
* Due to a recent file format discovery a number of intersections’ files have been adjusted to address current & possible future issues. Due to these adjustments, any existing items that made use of these adjusted items will be affected & may show as an invisible tile in-game. If this occurs, please bulldoze & rebuild the given intersection &/or section of network to correct the problem.
* The Structure of the NAM Folders & Installation Files has been modified. This has been done to better handle some of the additional plugins that this mod contains. Please see the Installation Instructions regarding installation.
* Diagonal Streets have now been added & currently exist as an additional optional plugin. The existing Street Network tool is used for this. Please note: This does not change the inherent functionality of the Street Tool. To trigger diagonal streets, simply zig-zag the street tool & the tiles will automatically change & update. Please note: As at the time of writing this particular item was currently in Beta still.
* Roundabouts have now been added & currently exist as an additional optional plugin. The existing Network Tools, where applicable, are used for this. To trigger roundabouts, simply join road in a four tile area like a circle. Many variations exist with the Road, OneWayRoad & Street networks. If in doubt, please experiment. Please note: As at the time of writing this particular item was currently in Beta still.
* Rail Y-Stack added. This is currently located in the Rail PuzzlePieces menu button. This is similar to the AvenueY-stack.
* Avenue & OneWayRoad Onslope PuzzlePieces added & can be found in their appropriate PuzzlePiece menu button.
* Over 50+ new intersections, junction &/or network possibility types added. These are many & varied but encompass most of the above ground networks. If in doubt, please experiment.
* Several new path, drawing &/or graphical bug fixes added. These fixes relate to original Maxis items & also custom content items. Please note: It may require rebuilding some sections of network &/or also the game given several game months, if not a lot longer (i.e. 2 years depending on city size, pc specs etc), in order for some of these fixes to take affect.
* Most internal files have now been compressed to help reduce the overall file size of the NAM. This should not affect functionality.
* Main NAM.dat surpasses 10,000 files mark.
05.06.17
* Main mod file by default, no longer contains Avenue Tuning Lanes (ATL). This portion of the mod exists as an optional component by way of an additional Plugin file. Please see the Installation Instructions regarding this optional plugin file.
* Numerous visual improvements made to various existing items.
* 70 plus new junctions &/or intersection types added. These new junctions typically involve “Network1 Piece or JunctionType, Network2 Overhead (or underneath ~ relative to Network1)”. As some examples; Orthogonal Street + Junction, Diagonal ElevatedRail. Also; Orthogonal Rail + Junction, Diagonal ElevatedHighway. And; Orthogonal ElevatedRail + Junction, Diagonal Avenue. And many others similar to these involving all the different (above ground) networks. If in doubt, please experiment.
05.06.08
* Ground Light Rail (GLR) Mod (Alpha 3) has been merged & included with the NAM. Currently at this time this inclusion only extends to Puzzle Piece related items. Please see the Contents for more details.
* Avenue Turning Lane (ATL) Mod (beta_04) has been merged & included with the NAM. Left-Hand Version players please see Installation Instructions for additional Plugin(s) required.
* Left Hand Version Rail-Networks Fix: A fix has been made, for players who actively use Left Hand Version of the game, for all of the Rail-Based networks. This fix encompasses Rail, ElevatedRail, MonoRail, & Subway networks & any intersections involving these networks. This fix makes adjustments so that the Trains on these networks operate & run on their proper side for Left-Hand Version players, just like cars do on road based networks. This fix is also UDI compliant (where applicable). This fix is only applicable & only intended for active Left-Hand Version players. This fix subsequently has a bearing on Transit Enabled Lots. Left-Hand Version players please see the Installation Instructions for additional Plugin(s) required. For more details regarding this fix please read the Technical Notes.
* Numerous visual improvements made to various existing items ~ of which there is to many to list.
* OneWayRoad Bridges have been adjusted. The models & textures they use are no longer dependent on the games own files, & hence can be changed. Please see the Contents for more details.
* Monorail over Elevated Highway overpass.
* Double Diagonal Rail x Orthogonal Avenue (this is a normal ground intersection).
* Numerous new Puzzle Pieces added. Any new Puzzle Pieces have been placed in their appropriate menu button. A majority of new Puzzle Piece items have been integrated into their existing appropriate Puzzle Pieces menu position & can be accessed via the Home/End keyboard key. For example; the Diagonal Road Start/End Puzzle Piece is integrated along with the existing Orthogonal Road Start/End Puzzle Piece. Using the Home/End keyboard keys will rotate the item from orthogonal to diagonal to orthogonal etc. The same applies to many other Puzzle Pieces containing a Diagonal component. Please see the Contents for more details.
* OneWayRoad Puzzle Pieces have been overhauled to address Pathing/Automata issues that currently exist with them. Most OneWayRoad Puzzle Pieces now contain Directional Enforcing & contain Directional Arrows to assist with their placement & general use. Please note: For this reason any existing OneWayRoad Puzzle Pieces should be checked, preferably bulldozed & replaced, especially if Pathing issues start to arise. The game should also be given some time to adjust & update because of this. This adjustment will ultimately reduce the Pathing/Automata issues that currently exist with this item & make them function more efficiently. Using either query tools &/or the bulldozing tool & highlighting OneWayRoad Puzzle Pieces (one tile at a time only) will show these Directional Arrows, & hence the flow of direction.
* The above paragraph subsequently also applies to OneWayRoad Overpasses.
* The existing 1x1 Avenue Filler Puzzle Piece has been overhauled to address pathing/automata issue that currently exist with the item & now contain Directional Enforcing. Please note: For this reason any existing 1x1 Avenue Filler Puzzle Pieces should be checked, preferably bulldozed & replaced, especially if Pathing issues start to arise. The game should also be given some time to adjust & update because of this. This adjustment will ultimately reduce the Pathing/Automata issues that currently exist with this item. Directional Arrows have now also been added to applicable 1x1 Avenue Filler Puzzle Pieces & preview models to assist with their placement & general use. Using either query tools &/or the bulldozing tool & highlighting applicable 1x1 Avenue Filler Puzzle Pieces (one tile at a time only) will show these Directional Arrows, & hence the flow of direction.
* Various other file item adjustments, improvements &/or fixes ~ of which there is to many to list.
* Main NAM.dat surpasses 8,000 files.
05.03.08 (05.02.15B)
* Orthogonal Elevated Highway over Orthogonal Ground Highway Stack. Note; if you’ve used a previous (file) version of this in-game, for best usage be sure to bulldoze the item & re-build it.
* Diagonal Avenue transition into Orthogonal Road. To join, simply drag a straight road into a dead-end diagonal avenue.
* Orthogonal Road transition into Double Diagonal OneWayRoad – this must be joined using the Road tool, in a similar fashion as the Diagonal Avenue to Orthogonal Road transition above. Be sure when/if connecting this, that the Double Diagonal OneWayRoads’ flow of traffic matches up with the road it’s transitioning into.
* Elevated Highway transition into Double OneWayRoad – Orthogonal & Diagonal. The Elevated Highway tool must be used to join the two networks, in the same fashion as ElevatedHighway<>Avenue transition; in order to join, the OneWayRoad section of network must be two tiles width.
* Fixed a pathing issue with games original Diagonal Elevated Highway over Orthogonal Elevated Highway overpass, which prevented vehicles from using the whole of one side of the diagonal highway overpass.
* New Orthogonal Elevated Highway (Raised) over Diagonal Elevated Highway (Flat) Overpass. The Orthogonal portion of the Elevated Highway rises over the Diagonal portion of the Elevated Highway. This is in addition to the games original overpass of this type, which has the Diagonal portion rising over the Orthogonal portion. If the conditions are right, this will be built automatically when using the Elevated Highway Tool.
* New Orthogonal Ground Highway (Raised) over Diagonal Ground Highway (Flat) Overpass. The Orthogonal portion of the Ground Highway rises over the Diagonal portion of the Ground Highway. This is in addition to the games original overpass of this type, which has the Diagonal portion rising over the Orthogonal portion. If the conditions are right, this will be built automatically when using the Ground Highway Tool.
* Minor fix of issues resulting from custom content (seems some particular custom related Overpasses have been unable to draw/build – this should now be fixed though).
* Double Diagonal Rail Merge, as well as new intersections related to this. It should now also be easier to draw/drag Double Diagonal Rail. Please note; that while numerous bugs related to this have been addressed, some may still exist.
* (Single) Orthogonal Rail x Double Diagonal Rail intersection, as well as new intersections related to this. Please note; that while numerous bugs related to the implementation of this have been addressed, some may still exist.
* A number of (other) Rail related (drawing) bugs &/or intersections addressed. Please note; that it may require bulldozing &/or (re-)drawing some sections/intersections of rail network in order for some of these addressed bugs to take effect.
* All existing Road/OneWayRoad/Avenue Overpasses, Puzzle Pieces, Ground & Elevated Highway Ramps Preview Models have been given a facelift.
* Following (diagonal-based) Puzzle Pieces added:
o Orthogonal Road over diagonal/double diagonal Rail
o Orthogonal Road over diagonal/double diagonal Road
o Orthogonal Road over diagonal/double diagonal OneWayRoad
o Orthogonal Road over diagonal Avenue
o Orthogonal Road over diagonal GroundHighway
o Orthogonal OneWayRoad over diagonal/double diagonal Rail
o Orthogonal OneWayRoad over diagonal/double diagonal Road
o Orthogonal OneWayRoad over diagonal/double diagonal OneWayRoad
o Orthogonal OneWayRoad over diagonal Avenue
o Orthogonal OneWayRoad over diagonal GroundHighway
o Orthogonal Avenue over diagonal/double diagonal Rail
o Orthogonal Avenue over diagonal/double diagonal Road
o Orthogonal Avenue over diagonal/double diagonal OneWayRoad
o Orthogonal Avenue over diagonal Avenue
o Orthogonal Avenue over diagonal GroundHighway
o Orthogonal Rail over diagonal/double diagonal Rail
o Orthogonal Rail over diagonal/double diagonal Road
o Orthogonal Rail over diagonal/double diagonal OneWayRoad
o Orthogonal Rail over diagonal Avenue
o Orthogonal Rail over diagonal GroundHighway
* Please note: Diagonal-based Puzzle Pieces are more temperamental. Extra care should be taken when interacting with these (placement, bulldozing etc.)
04.11.29
* All Ped Mall Tiles & Footbridges now contain YIMBY Effects. Specific details of the (YIMBY) Effects are as follows:
o Type of Effect (Magnitude, Radius)
o Landmark Effect (150,7)
o Park Effect (150,7)
o Mayor Rating Effect (5,8)
o Air Pollution Reduction (-150,3)
o Water Pollution Reduction (-100,3)
o Garbage Reduction (-10,0)
* In addition Ped Mall Tiles now contain an extra ‘Pedestrian Automata’ Effect. Pedestrian Automata should now spawn on Ped Mall Tiles periodically from time to time in addition to the natural automata of Ped Mall Tiles.
04.11.15
* ElevatedHighway to GroundHighway Extended Transition (This is actually an Interchange item).
* Missing Paths fixed for the Avenue Y-Stack, causing a delayed reaction/freezing with the game when placed.
* Avenue curve missing Pedestrian Path files fixed; this prevented Sims from being able to walk along an Avenue Curve, & potentially preventing them from accessing Mass Transit buildings along Diagonal Avenue.
* Lights added to Elevated Rail Dual/Double-Decker Networking Pieces.
* Diagonal Avenue to Diagonal Road transition. The Avenue tool &/or Road tool can be used to connect the two on the diagonal.
* Orthogonal OneWayRoad to Orthogonal Road transition.
* Diagonal OneWayRoad to Diagonal Road transition.
* Improvements made to Double-Diagonal OneWayRoad to Diagonal Avenue Transition & Double-Diagonal OneWayRoad to Diagonal GroundHighway Transition. The OneWayRoad tool itself can now be used as well, to join to Diagonal Avenue/GroundHighway.
* Various GroundHighway, ElevatedHighway, & Avenue; intersections &/or tiles; fixes &/or improvements, & are as follows;
* GroundHighways & ElevatedHighways can now be shifted over sidewards by just one tile in a single continuous stretch, thus removing the previous two tile restriction. This is applicable to both Orthogonal & Diagonal directions (try a little experimenting).
* Models, Textures, &/or Paths addressed as applicable for the following items (References to “S-Curve” can & do encompass a sideward shift of the network mentioned by one tile &/or two tiles, as applicable). Please note that some of these may still have some minor issues with them.
o ElevatedHighway Curve by Orthogonal Street - Enabled
o ElevatedHighway S-Curve by Orthogonal Street - Implemented
o ElevatedHighway Curve by Orthogonal Road - Enabled
o ElevatedHighway S-Curve by Orthogonal Road - Implemented
o ElevatedHighway Curve by Diagonal Road - Enabled
o ElevatedHighway Curve by Orthogonal OneWayRoad - Fixed
o ElevatedHighway S-Curve by Orthogonal OneWayRoad - Implemented
o ElevatedHighway Curve by Diagonal OneWayRoad - Enabled
o ElevatedHighway Curve by Orthogonal Rail - Fixed
o ElevatedHighway S-Curve by Orthogonal Rail - Implemented
o ElevatedHighway Curve by Diagonal Rail - Enabled
o ElevatedHighway Curve by Orthogonal Avenue - Enabled
o ElevatedHighway Curve by Diagonal Avenue - Fixed
o ElevatedHighway S-Curve by Orthogonal Avenue - Enabled
o ElevatedHighway S-Curve by Diagonal Avenue - Fixed
o ElevatedHighway Curve by Orthogonal GroundHighway - Fixed
o ElevatedHighway Curve by Diagonal GroundHighway - Enabled
o ElevatedHighway S-Curve by Orthogonal GroundHighway - Fixed
o ElevatedHighway S-Curve by Diagonal GroundHighway - Enabled
o GroundHighway Curve by Orthogonal ElevatedRail - Improved
o GroundHighway S-Curve by Orthogonal ElevatedRail - Implemented
o GroundHighway Curve by Diagonal ElevatedRail - Enabled
o GroundHighway Curve by Orthogonal MonoRail - Improved
o GroundHighway S-Curve by Orthogonal MonoRail - Implemented
o GroundHighway Curve by Diagonal MonoRail - Enabled
o GroundHighway Curve by Orthogonal ElevatedHighway - Fixed
o GroundHighway Curve by Diagonal ElevatedHighway - Enabled
o GroundHighway S-Curve by Orthogonal ElevatedHighway - Fixed
o GroundHighway S-Curve by Diagonal ElevatedHighway - Enabled
o GroundHighway S-Curve by S-Curve ElevatedHighway - Implemented
o Avenue Curve by Orthogonal ElevatedRail - Fixed
o Avenue Curve by Diagonal ElevatedRail - Fixed
o Avenue S-Curve by Orthogonal ElevatedRail - Fixed
o Avenue Curve by Orthogonal MonoRail - Fixed
o Avenue Curve by Diagonal MonoRail - Fixed
o Avenue S-Curve by Orthogonal MonoRail - Fixed
o Avenue Curve by Orthogonal ElevatedHighway - Fixed
o Avenue Curve by Diagonal ElevatedHighway - Fixed
o Avenue S-Curve by Orthogonal ElevatedHighway - Fixed
04.10.28
* Important note(s) regarding a known game issue. See the Contents or Technical Notes for more details.
* The optional Auto Prompting file is no longer supported. See the Installation Instructions for more details.
* Ground Rail Puzzle Pieces.
* Additional Pedestrian Mall Tiles.
* Pedestrian Footbridges (Puzzle Pieces) added.
* Lights added to various Puzzle Pieces & Overpasses.
* Elevated Rail Dual Networking (This is only just new, & currently rather limited).
* Double-Diagonal OneWayRoads to Diagonal GroundHighway transition.
* Minor Path fixes; includes pathing for the games original 1x1 Road & 1x1 Street; having to many of these in a city (previously) caused issues with the game.
* 1x1 Rail single tile & pathing added ~ similar as above.
04.09.04
* U-Drive-It for Elevated Rail.
* Avenue Y-Stack.
* New radical Traffic Plugin file. See the Traffic Plugin file for full details.
* Several path file changes & fixes pertinent to UDI EI Rail, & various other file improvements.
* NAM now contains well over 2100 files (This is just the main NAM .dat file, & doesn’t take into account any of the other additional .dat files).
04.08.14
* Monorail has been changed, so that it no longer creates Air Pollution - Note: The “Traffic_Plugin” file used must be replaced in order to make use of this; Be sure to let the game [city/cities] run for a few months so that it can update this.
* All Custom preview models now contain a ‘red’ [or bad] draw preview; that appears when a network item can not be placed.
* New intersections added;
* Orthogonal Elevated Highway x Double-Diagonal rail
* Orthogonal Elevated Highway x Double-Diagonal road
* Diagonal Elevated Highway x Double-Diagonal rail
* Diagonal Elevated Highway x Double-Diagonal road
* Orthogonal Elevated Rail x Double-Diagonal rail
* Orthogonal Elevated Rail x Double-Diagonal road
* Orthogonal Elevated Rail x Double-Diagonal OneWayRoad
* Diagonal Elevated Rail x Double-Diagonal rail
* Diagonal Elevated Rail x Double-Diagonal road
* Diagonal Elevated Rail x Double-Diagonal OneWayRoad
* Orthogonal Monorail x Double-Diagonal rail
* Orthogonal Monorail x Double-Diagonal road
* Orthogonal Monorail x Double-Diagonal OneWayRoad
* Diagonal Monorail x Double-Diagonal rail
* Diagonal Monorail x Double-Diagonal road
* Diagonal Monorail x Double-Diagonal OneWayRoads
* Orthogonal OneWayRoad x Double-Diagonal rail
04.07.18
* Double-Diagonal OneWayRoads - Note: The OneWayRoad Tool behaves slightly differently with these than with typical normal OneWayRoads. It’s highly advisable you do not use the “NoOneWayRoadArrows” Mod with these as it may cause problems. Using these may take some trial & error.
* Double-Diagonal OneWayRoads to Diagonal Avenue transition.
* Complete overhaul of all Ped Mall Tiles and all Puzzle Pieces - The previous Flat Terrain requirement is no longer necessary in order to use & place these, even when next to each other. This includes now being able to place them on water. Note: Be mindful/careful of how you use these with the terrain.
* Orthogonal road by Double-diagonal Rail intersection.
04.07.13
* Diagonal Single-Sided Ramps added for all the [current Single Sided] Parallel Ground/Elevated Highway Ramps
* Improvements made to all custom Ground/Elevated Highway Single Sided Orthogonal Ramps-Terrain movement should now be minimized/minimal when placing orthogonal single sided ramps.
* Slight improvements made to the preview models for Ground/Elevated Highway Single Sided Parallel Ramps.
* Elevated Highway Avenue One-Sided [dual] Ramp [not single sided; but one sided].
04.07.06
* Various improvements made to the games original Elevated Highway ‘X’ type junction; which includes additional Rotation among other things.
* Improvements made to the games original Elevated Highway Orthogonal by Diagonal highway Overpass junction.
* Fixed an issue regarding Elevated Highway Perpendicular Single-Sided Road Ramps.
* Fixed an issue with Ped Mall Tiles, causing the game to crash [this should be fixed].
04.07.02
* Various improvements made to the games original Elevated Highway ‘+’ type junction; which includes additional Rotation among other things.
* Four (4) Elevated Cloverleaf-based interchanges added.
* Optional Custom Highway Menu file added.
* A new feature added; Ped Mall Tiles.
* Various changes & improvements made to the documentation and files [both internal & external changes]
* A “Q&A” file added.
* Path fixes for Orthogonal by Diagonal Elevated Highway Interchange.
04.06.19
* Visual display issue fixed for the new Orthogonal by Diagonal Elevated Highway Interchange-This affected players using Software Mode.
* A number of Single-Sided Perpendicular & Parallel Ramps added for both Ground &/or Elevated Highway
* Puzzle Pieces added for OneWayRoad.
* New & Improved Menu Icons for additional menu buttons that this mod has added.
* Main mod file by default, no longer contains AutoPrompting.
04.06.12
* Orthogonal by Diagonal Elevated Highway Interchange added.
* Puzzle Pieces feature added. See the Contents file for list of Puzzle Pieces included.
* Various improvements made to the games original Ground Highway ‘+’ & ‘X’ type junctions; which includes additional Rotation among other things.
04.06.04
* Various New Overpasses added [see the Contents file].
* Elevated Highway single sided OnRamp & OffRamp added.
04.05.09
* Additional Network Overpasses added.
* Additional Traffic & Automata related Plugin options added. See the Traffic Plugin &/or Automata Plugin files for full details.
* Ground Highway to One way road transitions added.
04.24.04
* NetworkAddonMod Beta Version released. Please consult this file in conjunction with the Contents file for a list of Transit related items added for this mod to date.
Mes tutos : le tuto du NAM, le tuto des automates, le tuto pour présenter sa ville, le tuto du tram étirable et le tuto pour une texture transparente
Mes BATs, LOTs et automates : sur ce fil
Ma ville : Omega Bay (membre du CVN et Lama d'Or 2008 dans la catégorie "La nature la plus luxuriante")
Et enfin l'essentiel pour SC4
°*°*°*°Bravo a tous pour vos ville°*°*°*°
venez decouvrire mon site univers sim city vous trouverez presque tous les telechargement de simtropolis mais avec les description en français.cliquez ici !
attention site encore en construction.
Faites que le rêve dévore votre vie,
Afin que la vie ne dévore pas votre rêve
Votre argent de poche en surfant.
Mes tutos : le tuto du NAM, le tuto des automates, le tuto pour présenter sa ville, le tuto du tram étirable et le tuto pour une texture transparente
Mes BATs, LOTs et automates : sur ce fil
Ma ville : Omega Bay (membre du CVN et Lama d'Or 2008 dans la catégorie "La nature la plus luxuriante")
Et enfin l'essentiel pour SC4
°*°*°*°Bravo a tous pour vos ville°*°*°*°
venez decouvrire mon site univers sim city vous trouverez presque tous les telechargement de simtropolis mais avec les description en français.cliquez ici !
attention site encore en construction.
Mes tutos : le tuto du NAM, le tuto des automates, le tuto pour présenter sa ville, le tuto du tram étirable et le tuto pour une texture transparente
Mes BATs, LOTs et automates : sur ce fil
Ma ville : Omega Bay (membre du CVN et Lama d'Or 2008 dans la catégorie "La nature la plus luxuriante")
Et enfin l'essentiel pour SC4
Alucard XIII a.k.a. Benjamin Crewz - Fondateur des Lamas D'Or TSC
\|/ Isle Royale de Lithanie : Justitia - Pietas - Fides \|/
Crewz Gaming - Squad 29
____________________________________________________
In the name of God, Impure souls of the living dead shall be banished into eternal damnation, Amen.