So we’re cocked a bit to the east.”Ĭurse you John Cleves Symmes!!!! So all my roads are crooked. By the time they got a few counties north of here, they were using true north. So Miami Road is about three degrees west of true north. “When the early surveyors mapped most of Hamilton County, including Madeira, they laid their section lines on magnetic north rather than true north. Here’s a quote from the Madeira Historical Society So after looking at some of the details, it looked like the best way to lay out Kenwood Road would be to make it an avenue, and add the TULeP pieces to put in the right turn lanes. I also looked at the TULeP (Turning Lane Extension Project) project, which changes the behavior of the default road and avenues to add turning lanes and such. When I was able to get back into the game after re-installing RHW, that did indeed fix the problem. I posted about that over at SC4Devotion (which is a fairly active SC4 modding community) and the helpful poster had come to the same conclusion. The RHW is a subset of NAM, and when I uninstalled my previous version of NAM, that had removed the RHW mod, and when I had installed version 29 of the NAM, I had not re-installed the RHW. Okay so the next morning after thinking about things, I realized that NAM (Network Addon Mod) and RHW (Real Highway Mod) are NOT the same thing. I can always come back to touch this stuff up, especially considering that I don’t really know what I’m doing or what all tools are available to me. I figure there is plenty of time, and probably more important things to get right. I’m trying to remind myself to be patient and not spend hours and hours on one little section. Astute viewers will also notice that there’s a bit of a weirdness where the left turn lane on to Dawson starts. For instance, in this example, the country club has no traffic light and the intersection at Dawson only has a flashing yellow light, rather than a full stoplight. I haven’t quite figured out how (or if it’s possible) to connect streets to the TULeP pieces, or get rid of / adjust traffic lights for intersections. The street that is coming in from the west is the entrance to Kenwood Country Club. Here’s a closeup of Kenwood Road looking northbound as Dawson Road comes in from the east. So I used a few of those, plus added some more touchups using the TULeP turning lane mods. Then I figured out about the FAP (Fractional Angle Project), which has S-curves, which allow for slight (1 tile) jogs, as well as 18.4 degree angled roads, which let you go over 2 tiles for 8 tiles height. So I did a bit more work on Kenwood Road this evening, trying to solve (or at least mitigate the angled road problem I talked about earlier.įirst of all, here was how things looked on my first try, where I was just using the default in-game jogs in the road I also decided that since this is a part of town that I “care” more about, I’ll put it on hold for now until I know more of what I’m doing. What I mean by that is if I put a road 1 tile too far to the east, then that means that its intersecting roads have to be 1 tile to the east, and then maybe an intersection of THAT road is 2 tiles too far to the east, etc., etc.īut I think where I’m at now is that I’ll try to get each of the neighbor connections accurate to the tile (as much as possible), and then be a bit more flexible within a particular city, focusing more on making things look nicer, with straighter roads, etc. Sure it’s important to get things pretty close, and any inaccuracies that I introduce have the risk of compounding. After taking a bit of a break to think about it, I decided that I should probably be less concerned about “to the tile” accuracy. So here’s where that has led (compare to the real area) I do that a few times, and then that tells me where the road needs to be. That tells me what square that should be in SC4, and I put a sign or other indicator there. So then usually I go to Google Maps, and mouse over a road intersection. I have the borders for each city in my region, so I can put in a latitude (in either decimal format like Google Maps or the minutes and seconds from an atlas), and it will tell me how many pixels from the top / bottom / left / right edges of the city.ģ. So based on that, I created an Excel spreadsheet, with a few formulas in it. On that, I have each city square (4×4, 2×2 or 1×1), and the latitude and longitude borders of each square.Ģ. First, I use the config.bmp I created a few months ago. I’m still trying to figure out exactly how the best way is to simulate these things.ġ. Okay so my next steps were to try and tie in some of the side streets off of Kenwood Road.
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You're able to aim with precision while in bullet-time. It's not just a gimmick ripped off from the movies it actually affects gameplay. In bullet-time, spent shells seem to hover in mid air and explosions mushroom slowly upwards in striking clarity. Max Payne, for those of you new to the series, is an action game built around a solid gimmick: players can press a key to go into 'bullet-time,' where everything moves in super-slow motion. Many gamers will be able to slam through it in a weekend, but it'll be one hell of a roller-coaster, plot-twisting, bullet-dodging couple of days. And the narrative splits at times, telling the story from multiple angles and allowing you to play as more than one character.Īlthough it's lacking in length and replayability, Max Payne 2 is one of the most memorable action titles this year (see sidebar on this page). A new underlying physics engine powers everything from falling bodies to flying debris, making the entire experience more lifelike and interactive. The graphics engine is more polished, with more special effects for realistic rain, lighting, and explosions. Max Payne 2 adds a little more to the magic of the first game, although it retains the same core gameplay and storytelling tactics. as well as some of the greatest action gaming you can find on any system. The end result? Bad guys in bodybags and burning buildings up and down Manhattan. Somehow, he perseveres, driven by either his anger or want of justice. Through his inner monologue and gravelly voice, we see Max Payne filled with self-doubt and an almost suicidal depression that's more dangerous to his enemies than it is to himself. Since his explosive debut in 2001's original Max Payne, the title character has had his family murdered, his career shattered, his friends gunned down - and he's been filled with more bullets than the stockroom of an Appalachian Wal-Mart during hunting season. There seems to be no end of bad things in Max's life, but we don't mind. Max Payne is now a member of the NYPD, so missions involve interrogating prisoners, speaking with witnesses, and more. The groundbreaking use of bullet time effects for slow-motion combat has been redesigned to incorporate different rates of speed for more theatrical gunplay. Players will walk through cities as rain splashes down onto the streets with puddles reflecting the glow of neon signs, streetlights, and other details of urban life. 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