Sim City 4 Devotion Forums

SimCity 4 Devotion Custom Content Showcase => NAM Place => Topic started by: jahu on June 03, 2007, 11:15:49 AM

Title: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jahu on June 03, 2007, 11:15:49 AM
Please read the NAM FAQ (http://sc4devotion.com/forums/index.php?topic=5094.0) before asking questions in this thread.  It discusses many common problems, like the infamous "Red Arrow" bug, and issues with One-Way Road Puzzle Pieces.. -Alex

This topic is (please) the single place to post all of your NAM questions and problems. It has been created from several individual threads, and future questions or issues not raised in it will be merged here. - Fred

Yesteday I installed the new version of NAM, with the essentials, bridges, RHW, glr stations and everything.

However, by mistake, I removed the oneway roads arrows.

To make them appear again, I've uninstalled the NAM, deleted the folder and reinstalled everything, in the same order.

Now some icons disappeared from the transportation menu and the new glr stations now have brown boxes.

The only way I've found to solve it, is removing the NAM. But I wanna keep it.

Please, someone help me.
V. SC4 Deluxe

 (http://www.imagehosting.com/out.php/i725328_Image4.jpg) (http://www.imagehosting.com)

 (http://www.imagehosting.com/out.php/i725329_Image7.jpg) (http://www.imagehosting.com)


EDIT: (070110) Expanded Fred's opening line. -DE


Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on June 03, 2007, 01:55:58 PM
Hi jahu-

It looks to me like the issue you are having is related to the Draggable GLR Stations Patch.  If you have the patches installed for stations that you don't have, that's the error that will occur.  Try removing the GLR stations patches for the stations you don't have, or downloading the missing stations.

Hope that helps!

-Alex (Tarkus)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jahu on June 03, 2007, 05:59:42 PM
Thanks, it works now.

I'll try to find the stations
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Gaston on June 03, 2007, 07:25:23 PM
Hi jahu-

It looks to me like the issue you are having is related to the Draggable GLR Stations Patch.  If you have the patches installed for stations that you don't have, that's the error that will occur.  Try removing the GLR stations patches for the stations you don't have, or downloading the missing stations.

Hope that helps!

-Alex (Tarkus)
Yes jahu,
  You too must ...
Quest fot the Missing GLR Stations  !!!,
  as I have started doing.      %confuso   You will look high and low, and still some will evade your grasp.     I wish you luck on this quest.     May the Gods guide you.


---Gaston
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: flame1396 on June 11, 2007, 01:00:09 PM
I had that problem...

I removed the GLR :P I never use it anyway.
may get it back because i know how to fix it now....
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on June 11, 2007, 01:32:35 PM
I removed the GLR :P I never use it anyway.

Well, that's why we made it optional in this version - it would have clogged your menu with three additional buttons - a bit too much if you don't use it at all... ;)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: monkeyjunk on June 12, 2007, 05:42:46 PM
I can't get the draggable GLR peice to show up or work. I can not get the Avenure Roundabout to work either.I also can't get most of the brodges to work. I have Uninstalled and deleted all the NAM stuff including additional bridges, i have used Cleanitol, and then reinstalled it. It still doesn't seem to work at all. Any Help please.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on June 12, 2007, 06:14:42 PM
Most likely, you still have an outdated mod installed that is not covered in the Cleanitol file. Try to look through your plugins folder manually, if you encounter anything suspicious. Be esp. careful if you encounter files that start with "z", or files that have "NAM", "RUL", "INI" or "override" in the filename.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: monkeyjunk on June 20, 2007, 01:33:36 PM
I have found all the old nam files and other conflicting files possible and deleted them. Now I don;t RHW only have ANT. The new GLR and Draggable GLR pieces icon are on the menu but don't work. I have installed all the additional bridges and updated NAM essentials and they don't appear. I used to have all the new june NAM on and offramps that came with but they dissappeared as well as their still is no avenue roundabout. Any suggestions on what i should do. any help is appreciated. &mmm &hlp &hlp &hlp %confuso :angrymore:
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: sobol on June 22, 2007, 12:29:17 AM
It probably because I have poor reading comprehension, but where's the train/trolley for the GLR???  Once I install the 6/07 NAM.. where is it??  can someone take a picture and point to it??

Since I still have reading comprehension issues...  I am a little stuck with the commuters...  which of the additional plug-ins do I use to extend the SIM's commute distances without affecting anything else??  I want them to travel further on foot, by car/bus/train etc...  without telling me how much they hate me...   Oh, how do I activate the smarter pathfinding option.. because my SIM's are as dumb as me, and have a hard time crossing the street to their jobs..


Yea, You probably hate me, and wish I had searched the interweb before bothering you all..  sorry.

:(
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Indisguise on June 22, 2007, 06:28:01 AM
you want to be looking at the automata files, there are several depending on your style of play, you'll be looking for the one called.

NetworkAddonMod_Automata_Plugin_Radical_Automata24 rasie eyecandy distance, 

any of the NetworkAddonMod_Traffic_Plugin xxx plugins with higher capasity speed and or x10 comute will increase distance the sims actual travel in the simulator as per the pathfinding :thumbsup:
use only 1 Traffic plugin at 1 time

not sure if this includes the trolley or if it's a seperate automata prop file though , sorry I don't use the GLR personelly.

ps need traffic volume and the graphics turned up to see the rail, more often the top two  zoom levels (depends on your specs) the trains aren't visible too...:)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on June 22, 2007, 08:14:11 AM
Since GLR is basically el-rail on the ground, you will see either the standard Maxis el-rail automata, or a custom el-rail skin, if you have installed any. vester_DK created a collection of great automata skins that will give you a more appropriate feedback of what typical trams look like. There's also a variety of GLR stations available at the STEX and the LEX.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: sobol on June 22, 2007, 10:32:07 AM
Aha..

So, the GLR, is a ground level El-Train.  A Maxis made el-train station will work, or any of the custom user content... nice.  Now to try this (apperantly I have a bad hibt where I have to re-state the obvious :(  ).
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on June 22, 2007, 10:48:33 AM
Yeah, a Maxis el-rail station would work, however it doesn't exactly look pretty on a GLR line. ;)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: sobol on June 22, 2007, 02:05:50 PM
Yeah, a Maxis el-rail station would work, however it doesn't exactly look pretty on a GLR line. ;)
Can you suggest  a el train (skin) and station combo with ittle to no dependancies, or something that is a self contained file?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on June 22, 2007, 05:14:37 PM
Try this one: http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=879 (make sure to read the readme file before using the stations and the included automata).
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: sobol on June 22, 2007, 07:46:08 PM
Try this one: http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=879 (make sure to read the readme file before using the stations and the included automata).

Perfect, I'll give it a spin.

 :thumbsup:
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: glepet on June 23, 2007, 09:55:11 PM
I'm running into a similar problem. I don't have the roundabouts, though the button is there, and I don't have the S,45, and 90 degree roads. I had them initially, but I am in the process of rebuilding my plugins folder, so, I'm guessing that it's a conflict with a plugin that I recently added.  I'm going to try to pinpoint the culprit file and let you know if and what I find.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: sobol on June 23, 2007, 11:06:01 PM
I tried... but nothing happened.  I will download and try again, under which menu can I find the station??  can the GLR track make 45 or 90 Degree turns???
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on June 24, 2007, 08:20:04 AM
The GLR stations are located in the Misc. Transit menu, most likely somewhere near the top. Draggable GLR should allow both 45 and 90 degree turns.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: sobol on June 24, 2007, 01:35:28 PM
Hmmmm.. misc transit menu...  vous iz dous?  I will look for it.. I will also mess around with the GLR tracks some more.

Two off topic questions: Do you know where simgoober posts? and why mayoral approval would drop and certain regions stay in the red...  no matter what you do?

Back to the topic: Do I need the GLR station patch as well?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on June 24, 2007, 02:54:52 PM
Back to the topic: Do I need the GLR station patch as well?

Not for the stations I linked above, they were already updated for the draggable GLR.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Indisguise on June 24, 2007, 03:13:50 PM
well let AR explain the NAM stuff, your not going to get any better info anywhere.

as for the lowering of your mayor rating, you most likely be looking at a badly modded lot (could be a plop growable building, even civic or park). One with wacky stats thats are beyond the game stats (high garbage, air pollution,etc)  lowerring of the mayor rating beyond that might be you forgetting to deal with some sort of NIMBY effect in the game, the ussual culprit is garbage, double check th garbage graph see iof you gone beyond the cities capasity.

If it not that try using the disirability, landvalue, and air and water pollution views, see if you can identify and unusual red areas, centre in on the lots (and/or lots) see if you can identify the lots in question and check the stats.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: sobol on June 24, 2007, 03:30:42 PM
Andreas:

 thanks...  here is what happened.. when I used the nam patch for the glr.. everything got hokie.. so I took it out..  when I use that specific station with the dragable GLR when I run a line through the stations.. CTD...  when I try to connect the subway to the glr.. CTD..



the SFBT causes a ctd as well as the NDEX..  ugh.


Indisguise:

I haven't downloaded all that much....  I am gonna go and make sense out of all of the dependancy files, and organize the essentials and megapack files... but I really don't have too many...


I will check out the trash issue.. can ferry's move trash as well??  the place I am having issues with is island like...

only 2 parks I have added.. is a green tree park.. no special effects that I can tell, and a money park.. $250 per park/fountain that I don't use.. not yet at least...  that park is specifically for future MD/CJ's as well as the cousin vinnie ordinance, neither being used... 

I know there is a program that can really help me organize my plug in folder, and help me go through each file and check the dependancies...

Now, if I only remembered what it was ( I know I know it.. )
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Indisguise on June 24, 2007, 03:49:45 PM
plugin managaer is the program your looking for, I don't have a link to it personelly, sure AR (or someone else) will help you out with finding the whereabouts of the program.


if it's not a mod or a lot causing your problems, might be just the sims revolting at you not adding new services  (or they are underfunded) schools, hospitals, EMS, water, water treatment and adding parks and lowering air pollution amd tax rates(plus many more in combination or alone) so they are happy. As a city grows the sims will tend to demand more and more servies and parks  to keep them happy, if you ingnore these things, the sims get unhappy, which is what the mayor approval rating indicates.

might try the import sims into your city, they sometimes give you reasons why the aproval rating is down, I myself don't use this option in the game, but I'm informed by reliable ppl that it will help identify problems.

little bird told me your running into the blank lot syndrom as well with NDEX lots, this is a problem that resulted in using Ralphninja's custom blank lots to create the buildings, and you need to change the parent cohort (sp ?) to eliminate the problem

Ripplejet has 1 or posible a couple of threads on what the problem is, and how to fix it.  (sorry unable to link you to the threads, but won't get into that)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: sobol on June 24, 2007, 06:39:33 PM
Indiguise:

Tax rates... that's right.....    damn.. I completely forgot....

bro...  you are on the money.  I will adjust tax rates.  I will look through some of the tutorials.. there is a tax rate breakdown there...  and i am adding parks...

I have sims.. I do not really know what the different ballons mean...  I know green is good, and red is bad....  and I know some of the balloons.. but when I send them to the area to check.. they always give me a happy sunny response...  not very helpfull.

Speaking of SIMS, I downloaded a modd/package of  bunch of SIMS, and I am trying to figure out where to stow them to make them usefull (alternate faces.. I am sick of the usual bunch)....  if you have a clue.

Yea.. several blank lots.. I just deleted them.. I thought I was missing some weird dependencies...  not sure how to fix it though...  I have very few lot/bat's...  very few.  I am waiting for the CAM to come out and the CAMelot's with it.  I have a whole bunch of automata.. and the like.

Hey, thanks for the help.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on June 24, 2007, 07:06:45 PM
The GLR stations shouldn't crash your game. The only known bug that will crash the game instantly is hovering with a puzzle piece over a transit enabled lot (that's why you should build the puzzle pieces first and then plop the stations. Dragging el-rail through the stations shouldn't harm, though.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: sobol on June 24, 2007, 08:32:35 PM
The GLR stations shouldn't crash your game. The only known bug that will crash the game instantly is hovering with a puzzle piece over a transit enabled lot (that's why you should build the puzzle pieces first and then plop the stations. Dragging el-rail through the stations shouldn't harm, though.

Hmmmm, I wonder if that is what I did...  I will move the files back to the plugin folder... and see what happens.
I have to see what I am doing...  but I definately had crash to desktop...

I will test it some more....
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: freedo50 on June 25, 2007, 07:28:48 AM
Hi guys,
I have a problem related to the NAM, I have the new avenue roundabouts installed, and they work fine. I have also downloaded a few sets of avenue roundabout fillers, but I find I can't plop these in the middle of my avenue roundabouts because the roundabouts are lots (of some kind?). Please help, because I've seen them used in people's MDs and so on. I must be missing something obvious  &ops.
Thanks in advance,

Fred
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: wouanagaine on June 25, 2007, 07:43:45 AM
Fred, bulldoze the 2x2 inside of the roundabout :)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: freedo50 on June 25, 2007, 08:23:29 AM
Ah! Of course, I had no idea it was two separate pieces! Thanks woug!

Fred
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: sobol on June 25, 2007, 08:53:06 AM
Andreas....  when I try to plop the station you linked me to, I get a brown box...  It's weird.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on June 25, 2007, 12:28:42 PM
Check if the "BSC_SFBT_glr_light_rail_props.dat" is present - this file contains the station props.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: sobol on June 25, 2007, 08:55:29 PM
Check if the "BSC_SFBT_glr_light_rail_props.dat" is present - this file contains the station props.

Yes, there are 11 things in that folder.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: sobol on June 27, 2007, 10:15:40 AM
Andreas, can you walk me through this?  I have the files you linked me to, and the NAM 6/07 and it's GLR patch.  That is where I am having trouble.  Can you give me a step  step process.  I am slow.

Thank you.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Mayor Abe on July 17, 2007, 04:07:22 AM
I got the draggable GLR working, removed the patches for stations I don't haves, but sometimes the patched stations plop improperly and turn the surrounding track into EL rail, while the same station will plop somewhere else with no problem..
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Diggis on July 17, 2007, 04:28:15 AM
it's to do with the amount of rail you have hanging over.   one option is to extend the track before replopping, or if you have room, loop some track around the station and join in to the otherside, that should recreate the glr.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: zoran on July 18, 2007, 01:46:38 PM
hello
i'm sorry for my english

i have download all the nam files
and i haven't the elevated avenue,i have at this place the begining of this elevated avenue and the end of this elevated avenue
i'dont have the rail under the avenue,i have at this place an avenue under another avenue
i'dont have the elevated rail
some things are worked like the rondpoint

i don't know if there is an order to install the nam files
if there is an order please explain me what is the good order

and if some french people see my reply please help me

thanks all i hope you have understand my problem
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Filasimo on July 18, 2007, 02:17:24 PM
zoran make sure u install the Network addon mod first then the NAM essentials files, some of the features like the additional NAM bridges and GLR are seperate downloads. the ave puzzle pieces u have to hit the TAB button to toggle bw pieces as for the other NAM puzzle pieces. so here is the way to do it:
Install the June 07 NAM
then install the June 07 NAM essentials
then whatever plugins you want for the NAM whether it be the GLR capability and or the additional NAM bridges.
You can find all these in the LEX look under NAM in the category search and all the files u need are there.
Before reinstalling make sure u use the BSC cleanitol to erase any old NAM files bc if you have any old files it will conflict with the New NAM.
I hope this answers all your questions and good luck!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: BigSlark on July 18, 2007, 06:10:26 PM
So...I have Frogface's 4-track Modern Station installed, the GLR patch installed, and the draggable GLR installed as well. I get the "brown box" and the icon doesn't display in the Misc Transit Menu.

However, it does work when I plop it from the rail menu as a railroad station...

Anyone have any ideas?

Cheers,
Kevin
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on July 19, 2007, 03:26:24 AM
So...I have Frogface's 4-track Modern Station installed, the GLR patch installed, and the draggable GLR installed as well. I get the "brown box" and the icon doesn't display in the Misc Transit Menu.

However, it does work when I plop it from the rail menu as a railroad station...

Anyone have any ideas?

IIRC, there is the original rail station, and then a GLR conversion that was released later. You need both of them (and the GLR patch, of course), otherwise it won't work properly.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: BigSlark on July 19, 2007, 06:23:50 AM
I have all three, Andreas, and the GLR station worked before the June NAM.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Bluebeard on July 19, 2007, 03:44:16 PM
Sorry if the answer is in this thread but wife wants the computer back.
    Download the NAM but it's not in the game menu.Oh I'm running Vista.Thanx for help.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Bluebeard on July 19, 2007, 07:36:28 PM
Ok I got NAM installed but not from SC4D LEX.Well I tried the LEX download but it appears either my computer don't like it or maybe the file has a itch.Thanx for the help. :)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on July 20, 2007, 05:17:28 AM
Did you install the proper file? Maybe you only installed the NAM Essentials - but you need the complete NAM installer, which is about 10 MB large. The current NAM Essentials are only necessary if you want to use the Rural Highway (RHW) Mod, or the custom bridges.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Bluebeard on July 20, 2007, 05:33:23 AM
Thanx Andreas.
    You may right seeing how I am new to this Vista and my head is spinning trying to figure it out.Dang I miss my Win 98.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: le_harv on August 07, 2007, 02:59:58 PM
I have a bit of an issue and it has been bugging me for a few days. I recently got back into SC4 so took out my plugins folder (to eliminate conflict) and installed the new NAM which I downloaded from the SC4D LEX a couple of days ago. I installed it following the instructions and readme but did notice that the installer looks to be from December 2006.

(http://img442.imageshack.us/img442/9428/installer1pl6.jpg)

I proceeded through the installation and got to the part with the plugins so selected all of them as i wanted to use everything, i did notice there was no optional plugin for GLR/dragable GLR nor for avenue roundabouts or the road/rail smooth curves.

(http://img264.imageshack.us/img264/7730/installer2yu6.jpg)(http://img405.imageshack.us/img405/8471/installer3fc2.jpg)

From there I downloaded the NAM Essentials File for June 2007 and installed that as per the instructions. I did not run cleanitol as i had no other plugins. I also installed the RHW Mod too.

(http://img405.imageshack.us/img405/416/installer4ea9.jpg)

Now i have read the readme and understand that things like the dragable GLR and avenue roundabouts are part of the NAM file so do not need to be downloaded separately? I do not have any in game shots so i will explain it as best I can...

1. The road curves exist within the puzzle piece menu but when placed nothing shows up other than 2 stubs where the ends of the curves would be. The description of the item in the menu shows an 'intersection string' missing. This is the same for the rail puzzle pieces.
2. The Avenue roundabout exists in the puzzle piece menu but when placed does not show up correctly and also says 'intersection string missing'
3. Finally dragable GLR is not located separately beneath the GLR puzzle piece icon in the menu structure as i have seen in other screen shots. Within the GLR puzzle pieces themselves there are 2 pieces that say 'intersection string' missing and i am pretty certain I the GLR puzzle pieces themselves have the old textures on them from a months back and not the new ones by Ebina that i see have been included in the June 2007 version.
4. The RHW does not appear when the two lines of ANT are drawn alonside each other. Textures do however appear under overpasses etc.

I am at a bit of a loss for what to do as I have reinstalled the NAM a few times and redownloaded to make sure i have the right version. Could someone please explain what i am missing? I am computer literate and know my way round a desktop, i even thoroughly read the readme!

EDIT:

On further review i see that I appear to be missing some files in my plugins folder related to the NAM. They appear to be the modular structure of the newer NAM?

Many thanks in advance.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on August 07, 2007, 03:25:43 PM
Well, it doesn't only look like you installed the NAM version from December 2006, but this is an old version (the date label is there for a reason). The most current NAM is from June 2007, and the NAM Essentials will only work with this version. Also, you only need to install the NAM Essentials if you also want to use the current version of the RHW (Rural Highway Mod). I suggest to uninstall the old NAM and delete the NAM folder(s) manually, before you install the most current version. I also suggest to run the included Cleanitol file before installing the new NAM.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: le_harv on August 07, 2007, 03:39:56 PM
Well, it doesn't only look like you installed the NAM version from December 2006, but this is an old version (the date label is there for a reason). The most current NAM is from June 2007, and the NAM Essentials will only work with this version. Also, you only need to install the NAM Essentials if you also want to use the current version of the RHW (Rural Highway Mod). I suggest to uninstall the old NAM and delete the NAM folder(s) manually, before you install the most current version. I also suggest to run the included Cleanitol file before installing the new NAM.

Thanks for getting back to me. Its nearly impossible for me to have that old version of the NAM because I never previously downloaded the NAM from January 2007. The screenshots of the installation file have come from the one i downloaded from this link here... (http://www.sc4devotion.com/NAM/NetworkAddonMod_Setup.zip).

I thought the problem might have been an older version of the NAM but I am adamant that I have downloaded the correct one from this site. I have the June 2007 NAM Essentials file and the latest RHW files. Are their other locations to download the 2007 NAM? Each time i reinstall i manually delete every NAM file by hand.

I will try the other things u suggested. Thanks...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on August 07, 2007, 03:42:47 PM
Hmm, I don't know about that link, but the most current NAM was uploaded to the LEX. It can be found here: http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=851
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: RippleJet on August 07, 2007, 03:47:42 PM
That is in fact the file you download if you go to the page linked to from NAM 2007 (http://sc4devotion.com/nam.html?option=com_facileforms&Itemid=59) in the header of the SC4Devotion homepage (http://sc4devotion.com/).

Seems like Jeronij needs to correct that download...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: le_harv on August 07, 2007, 03:52:11 PM
Andreas

This looks more like it! Thanks for the help.

(http://img180.imageshack.us/img180/1346/installer5jr4.jpg)


Ripplejet

You are right i think that link points to an outdated file. I thought the date on the installer was a bit old.


Thanks for the help again, much appreciated.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: RippleJet on August 07, 2007, 03:55:53 PM
You are right i think that link points to an outdated file. I thought the date on the installer was a bit old.

Thanks for the help again, much appreciated.

Thank you le_harv for pointing out that outdated version! ;)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Bluebeard on August 18, 2007, 11:03:59 AM
Thanx to the Goddess I am here.
   Ok my problem for today is the Avenue GLR.
 You have a Avenue running North to South and another running East to West.Now when these 2 intersect I havn't found the proper puzzle piece.
   So is there a Puzzle Piece for 2 Avenues that intersect?.A pic is appreciated.Thanx :)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Shadow Assassin on August 19, 2007, 07:15:38 PM
There is. It's in the Avenue GLR rotation ring. Just keep on pressing Tab till it comes up. It should be somewhere in there.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Bluebeard on August 20, 2007, 06:05:23 AM
Thanx Shadow but I have Tab till my fingers hert but thanx for the help. :)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: BigSlark on August 20, 2007, 06:56:57 PM
Bluebeard, shift+tab reverses the loop...so if there's a piece you want at the end of loop, it only takes hitting the keyboard once, instead of twenty times.

Cheers,
Kevin
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mightygoose on August 21, 2007, 06:30:06 AM
i cant get euro road textures to work with the new NAM... is there any particular version i must use ? aqnd where exactly do i put them. i havent had problems with previous NAM's but i thought i'd clarify...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on August 21, 2007, 06:34:44 AM
The Euro Road Textures Mod (ERTM) has to be loaded after the NAM. IIRC, the original installer uses a path like \NAM\ERTM. Since the NAM folder strucure has changed, try to add a "z_" to the ERTM folder, so it's loaded last. Also, I haven't heard from frimi since a while, so currently, there are no Euro textures for the new NAM items so far.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mightygoose on August 21, 2007, 07:01:41 AM
thankyou that has been the solution to my problems.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: yoshiisland2 on August 21, 2007, 12:39:02 PM
The NAM itself seems to function fine, all the paths are correct, all the textures are right, and no missing components.  So what's the problem you ask?  Well, it's kind of weird actually; it's a problem with the intersections.  The traffic lights (red, yellow, green) themselves don't show up, just blank poles.  I keep reinstalling the NAM, but that doesn't help.  I'd post a picture except that the computer I'm typing off of doesn't have SC4 on it; the computer that does have SC4 doesn't have internet yet.  I ran the BSC cleanitol to alleviate conflicting plugins but that doesn't do me much good, either.  In case you're all wondering I install the NAM components in the following order:
1.) June 2007 NAM
2.)June 2007 NAM Essentials
3.)RHW V13 Beta

I also have additional bridges already installed, but I don't see how that would effect intersections...
-yoshiisland2
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: nsj806 on August 24, 2007, 01:32:02 PM
I have a few questions

Is there an easier way to build GLR avenues because it gets really hard to keep clicking and pressing tab.

Is there a GLR station or do you just use the El-Train station and ramps up and down from it.

When you build a Ped. walkway does it matter which way the little arrow is.

If this isnt the NAM help thread could some one direct me to it. I can't find it.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: JoeST on August 24, 2007, 02:16:23 PM
there are plenty of glr stations arround, and even some glr in ave stations...

glr in ave is tedious, but you never know there may be a puzzle drag piece in the works

i dont thing it matters with ped walkways

and the NAM help thread is irelivent if you have read the manual....

hope this helps

Joe
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Jonathan on August 24, 2007, 02:29:01 PM
Star.torturer: there wont be a puzzle drag piece for Ave/GLR as it wont work properly.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: JoeST on August 24, 2007, 02:46:47 PM
I didn't think so. Thanks for the conformation
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: kassarc16 on August 28, 2007, 07:59:30 PM
Having a problem with the RHW. Installed the new NAM, installed the Essentials, and used Cleanitol to remove any old mods. In-game, it still says it's the ANT network, has that icon, and when I try to drag the two, it takes at least a minute to draw, but all the textures work. Tried moving all the plugins to a folder that loads after NAM, but that hasn't worked either.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on August 29, 2007, 12:40:25 AM
Hi kassarc16-

Which order did you do everything in?  If you did the Cleanitol in the NAM download after you installed the new NAM, that might cause some issues.  The RHW, by default, is installed to your Network Addon Mod\Rural Highway Mod folder--it should load correctly if its in that placement.  You might also have an old version of the RHW sitting around as well.  The versions before v13a (which was released at the end of April) don't have pathed end stubs, which slows the conversion down a great deal.

If you're still having issues, let me know.  I'm happy to help. :)

-Alex (Tarkus)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: kassarc16 on August 29, 2007, 12:06:27 PM
I think my problem was that I though the RHW was included in the NAM now, but after reading the description in the STEX download, that doesn't appear to be the case. I think after I redo everything and actually install the RHW, everything should be fine.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Crissa on September 08, 2007, 11:43:11 PM
I cannot get RHW to work...(More at Simtropolis) (http://www.simtropolis.com/forum/messageview.cfm?catid=124&threadid=70622) And the culprit may be some corrupted files.

Is the NAM Essentials supposed to expand to this?:
drwx------   6 stacey  admin  204 Sep  7 15:59 NAM Essentials

/Applications/Games/SimCity 4 Deluxe/SimCity 4 Data/Plugins/_props/NAM Essentials:
total 568
-rw-r--r--   1 stacey  admin   24810 May 31 18:44 NetworkAddonMod_Essentials_June_2007[173724]-26.dat
-rw-r--r--   1 stacey  admin  226349 May 31 18:44 NetworkAddonMod_Essentials_June_2007[192050]-28.dat
-rw-r--r--   1 stacey  admin   31267 May 31 18:44 NetworkAddonMod_Essentials_June_2007[342493]-30.dat


This doesn't look right, does it?

Can anyone link to an uncorrupted archive of the .dat files, please?

-Crissa
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on September 09, 2007, 07:04:12 AM
@Crissa: Are you using FileJuicer on a Mac to extract the NAM Essentials? It looks like the filenames weren't correctly extracted, but there are three DAT files included in the Essentials. Telling from the size, the filenames should be as following:

1. NetworkAddonMod_Bridges_Plugin_Controller.dat
2. NetworkAddonMod_Controller.dat
3. NetworkAddonMod_IndividualNetworkRULs.dat

If you want to use the RHW, you need 2. and 3., and if you want to use the additional bridges, you need 1. (but for the time being, this is identical with the file in the NAM). Just rename the files and overwrite the versions that are contained in your NAM folder.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: BigSlark on September 09, 2007, 01:12:24 PM
This isn't so much as a "trouble" as a question:

Is it possible to use ebina's new Classic Rural GLR texture while keeping the standard puzzle pieces the concrete texture? From the readmes, it seems that EVERYTHING but the Standard Draggable GLR will be the classic texture.

I use the concrete puzzle pieces to piece together GLR in Avenues and railroad crossings together and would like that to stay the same.

Thanks!

Cheers,
Kevin
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Bluebeard on September 09, 2007, 01:30:45 PM
Sorry if this been asked but flipping page over page ain't my cup of tea.
      This Drag Glr is there anything else you need to download beside the main file?.Because when I try to Drag the GLR all it does is Plop.Thanx
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Jonathan on September 09, 2007, 01:33:53 PM
You plop the puzzle piece and then you drag El-rail form the puzzle piece. The el-rail turns into GLR
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Crissa on September 09, 2007, 04:33:05 PM
 :thumbsup:
Thank you, Andreas!

Okay, now I have control of the most complicated tool ever ^-^

Two questions:

How do I get onto bridges from RHW?  And where's the on and offramps for it hidden?

I know how to make it work with Avenues, but in many cases I'd not like to slow down traffice with an avenue piece if I can avoid it.

-Crissa

Some needs to make a tips thread just for this tool!  I could spend hours explaining how to make right and left turns and giving examples ^-^  Maybe I should, as I learn by doing.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Bluebeard on September 09, 2007, 04:44:23 PM
Thanx Warrior. :thumbsup:

 Well I got it working thanx to Warrior help but the GLR Stations have don't seem to work with the Drag GLR.So is there different stations for the drag or is there a patch?.Thanx
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: BigSlark on September 09, 2007, 05:50:33 PM
How do I get onto bridges from RHW?  And where's the on and offramps for it hidden?

I know how to make it work with Avenues, but in many cases I'd not like to slow down traffice with an avenue piece if I can avoid it.

Well, bridges don't exist yet for the RHW. Its on the greater Network Widening Mod (which RHW is a part of) to-do list. As for ramps, they are known as the Modular Interchange System and are coming in a future release of the NMW. As is NAM policy, no release dates are ever given, but if you check out the RHW development thread there are some great MIS photos and I imagine it won't be too many months before we're graced with a Beta release.

Cheers from a long-time NAM follower and transit modding wannabe,
Kevin
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on September 09, 2007, 07:44:46 PM
Is it possible to use ebina's new Classic Rural GLR texture while keeping the standard puzzle pieces the concrete texture? From the readmes, it seems that EVERYTHING but the Standard Draggable GLR will be the classic texture.

I use the concrete puzzle pieces to piece together GLR in Avenues and railroad crossings together and would like that to stay the same.

I haven't tried ebina's new GLR textures yet, but from what I know, the draggable GLR uses different texture IDs than the puzzle pieces, so it should be possible to get several styles by using both items. At the moment, I can only advise to actually try it, though.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Bluebeard on September 11, 2007, 02:42:42 PM
So how do you get the old GLR working with the new Drag GLR?.Thanx.
   Also is there new GLR Stations for the Drag GLR?.Thanx again
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jplumbley on September 11, 2007, 03:44:27 PM
So how do you get the old GLR working with the new Drag GLR?.Thanx.
   Also is there new GLR Stations for the Drag GLR?.Thanx again

Draggable GLR and Ploppable GLR are two separate mods.  They were both released this time because it is the first NAM with Draggable GLR and existing GLR will have to be removed before removing the Ploppable GLR from the NAM.  Essentially, you should be removing any cases of Ploppable GLR.

There are 2 versions of GLR stations out there right now.  You have to have the original Ploppable GLR downloads which VesterDK has kindly posted links to at ST and I believe he did here aswell.  Now, Ploppable GLR stations will not work on Draggable GLR networks.  This is due to the fact that Ploppable and Draggable are two different mods and the way they were created differently.  Andreas has uploaded LOT Patches for ALL of the GLR stations, this is in one download and only has the LOT files not the DESC or the Model files.  You must replace the old Ploppable Lots with the new Draggable LOTs.  Make sure ALL old GLR Ploppable Stations are destroyed before you replace the LOTS with the new GLR Draggable Stations.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Bluebeard on September 11, 2007, 04:49:33 PM
 :D
   Thanx JP.So I take your answer as the Drag Stations at this time are limted and I should stick to the old method until the world catches up.Thanx again
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jplumbley on September 11, 2007, 07:01:03 PM
No BB, ALL of the old Ploppable GLR Stations have been given the upgraded lots.  There is one download in which has ALL of the updated lots.  These lots replace the lots from the OLD GLR stations.  But due to the fact you are not allowed to upload other people's models without permission you are required to download the OLD GLR stations and then add the new lots for the Draggble GLR.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: zakuten on September 11, 2007, 07:55:17 PM
I have a problem where for some reason, no matter what I do, even with updating everything, the Millau Viaduct and Tsing Ma bridges won't show up under the Additional Bridges setup. Is there a way I can get around this, like zzzing the names or moving them out of the NAM section? I already had a Tsing Ma before but deleted that to get it compatible with the new NAM, and Millau I've never been able to use. I'm sorry I'm so untechnical about this, but I really know nothing about how the various plugins interact. Also, I did read the other thread about the Fukuda bridge problems, and nothing helped from that. I'm 100% sure I have it installed right.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on September 12, 2007, 03:48:19 AM
Make sure to delete all old versions of the additional bridges you might have installed. Download the current versions from the LEX, these should work perfectly with the June 2007 NAM. I can't guarantee that the bridges that are available at the STEX are fully compatible, since I cannot update those. At the moment, you don't need to download the NAM Essentials if you want to use the additional bridges together with the NAM, since the same bridge controller file is already included. Only if you want to use the bridges without the NAM (this actually works!), or if new bridges are released in the future, you need to update the NAM Essentials as well.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: zakuten on September 12, 2007, 10:26:48 AM
Yes, I did download it all off the LEX. The other custom bridges work fine-- it's just those specific two. Even Akashi Kaikyo works(when I can make a big enough span...)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Swesim on September 14, 2007, 03:43:37 AM
I just installed the new NAM (june 2007) and suddenly all my turninglanes dissapeared (roads) although i specified in the installer that I wanted them.
When browsing my plugins I can only find avenue turninglanes as .DAT file, I suppose there should be a similar .DAT file for the road turning lanes as well?
If it matter I use the Euro textures mod, but that didn´t affect the previous NAM.
Also a hint to Andreas and other NAM specialists: I first downloaded the NAM essentials, and when I used the link there to download the NAM installer I was directed to the old 2006 version of the installer...

Any help regarding the turning lanes would be much appreciated, thanx!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: rickmastfan67 on September 14, 2007, 04:00:55 AM
I just installed the new NAM (june 2007) and suddenly all my turninglanes dissapeared (roads) although i specified in the installer that I wanted them.
When browsing my plugins I can only find avenue turninglanes as .DAT file, I suppose there should be a similar .DAT file for the road turning lanes as well?
If it matter I use the Euro textures mod, but that didn´t affect the previous NAM.
Also a hint to Andreas and other NAM specialists: I first downloaded the NAM essentials, and when I used the link there to download the NAM installer I was directed to the old 2006 version of the installer...

Any help regarding the turning lanes would be much appreciated, thanx!

First, Start the reinstall process for the NAM.

2nd, when you get to the screen below, select the "Full Installation" (Select the Left Hand One if you drive on that side) where the blue arrow is pointing.  That will select both sets of turning lanes. (That's what the red arrow is pointing at.)
(http://img.photobucket.com/albums/v645/rickmastfan67/SC4/NAM/NAM1.png)


3rd, I personally recommend then going up to the "Click + to select Oneway Arrow Mods" and turning them both off.  The reason why you ask?  Well, some people have reported not being able to remake some types of transitions from the AVE to a pair of One Way Roads.  Now, this part is up to you.
(http://img.photobucket.com/albums/v645/rickmastfan67/SC4/NAM/NAM2.png)


Hope this helps ya out. ;)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on September 14, 2007, 12:54:16 PM
Also a hint to Andreas and other NAM specialists: I first downloaded the NAM essentials, and when I used the link there to download the NAM installer I was directed to the old 2006 version of the installer...
Is that old 2006 NAM version still online? I thought jeronij fixed that a long time ago... Anyway, I will check the link (in the readme file, I suppose), so it points to the most current NAM. Most likely, the NAM Essentials will be updated soon, so I'll wait for this occasion.

Regarding the road turning lanes: I made them optional in the default NAM installation type, because not everyone might want them in his city, and they're also a bit more resource-intensive than other NAM items. I thought I made it absolutely clear how to select the individual NAM items by adding that "<- Click here to select..." caption, but apparently, this is still not the case.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Swesim on September 15, 2007, 12:26:51 AM
well, the problem with the rtl is now solved, so thanx!
It appears I was in a bit of a hurry...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Bluebeard on September 15, 2007, 11:18:23 AM
Which goes first.Does the Core NAM go before the Essentials or is it Visa Versa?.
     See I'm just wondering has the Essentials screwed up my set up when I installed NAM.I don't want find myself driving on the wrong side of the road or worse blowing up my pc then having my wife cut me to pieces.Thanx
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: JoeST on September 15, 2007, 11:31:28 AM
You install it in this order:

Network Addon Mod June 07 (core)

NAM Essentials

RHW
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Bluebeard on September 15, 2007, 11:35:06 AM
Isn't RHW part of Essentials?.
   If not where does 1 go to download RHW and once download where will RHW show in the game menu?.Thanx

 Oh so the Essentials didn't screw up the Core.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Jonathan on September 15, 2007, 11:40:56 AM
For the RHW:
The main NAM files contain the files which enable the ANT network, that the RHW uses
Essentials contain the RUL files which make the RHW textures "work" in game.
The RHW files contain the textures that are used by the RULs.


At the top of the Highway menu is where the RHW icon is..
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Bluebeard on September 15, 2007, 11:47:13 AM
Thanx but 1 slight problem.
     The "Essentials" wiped out my "ANT" thanx to the Cleanitol.So are you saying to wipe "All" the NAM out and re-install and ignore the Cleanitol.?.Thanx
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on September 15, 2007, 11:59:58 AM
Run Cleanitol before installing the NAM or any other current NAM plugin.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Bluebeard on September 15, 2007, 12:12:17 PM
Um I did that Andreas.That is why I no longer have "ANT" beside of Cleanitol.

  Here is what I did:
     I had NAM already installed so I try this RHW but you need Essentials.So I download Essentials but before installing ran Cleanitol and removed what it asked.
   Now no ANT and I ain't sure how screwed up my Core NAM is.Thanx
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on September 15, 2007, 12:34:34 PM
Did you select the ANT Plugin when installing the NAM?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Bluebeard on September 15, 2007, 12:44:04 PM
Well I must have because the Cleanitol found it.
    So if need "ANT" for RHW what would the Essentails Cleanitol tell you to remove it?.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on September 15, 2007, 01:03:52 PM
Well I must have because the Cleanitol found it.
    So if need "ANT" for RHW what would the Essentails Cleanitol tell you to remove it?.

The Cleanitol file will remove all outdated NAM files, regardless if the filename is the same or different than in the current NAM version. That's because you should run it first, so all old NAM stuff and other incompatible transit mods get removed. Please read the includede "ReadMeFirst" document that comes with the NAM for more information. :)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Bluebeard on September 15, 2007, 01:25:43 PM
No disrespect Andreas but I did "Read" the "Read Me" and there is no outdated NAM.So the Essential Cleanitol removed a new ANT file.
   So since you havn't a clue and I apprecaite the attempt you made I'll just skip the RHW.Thanx
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: JoeST on September 15, 2007, 01:31:17 PM
He blatently said about 3 times that you run the Cleatnitol file before installing the NAM. If you do that and then install the both parts of the NAM essentials and then the RHW 13b installer, you should have no problem.

Though if you cant follow these simple tips then more fool you, your the one that will miss out on the great NAM addoon
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Bluebeard on September 15, 2007, 01:35:06 PM
Star I do understand english and I have followed the directions.So please get off your soap box and I will not be using RHW at this time.
   I apprecite the help but not your attitude.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: JoeST on September 15, 2007, 01:38:24 PM
Well I am sorry for the attitude, hopefully you can get off your soap box also  :thumbsup:

Oh and Its a real pitty that your not going to try and get it working, its an amazing mod

Joe
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: RippleJet on September 15, 2007, 01:38:43 PM
Bluebeard, please note that the same Cleanitol file is shipped both with the core Network Addon Mod and with the NAM Essentials. Do not run the Cleanitol supplied with the NAM Essentials after installing the core NAM. Otherwise parts of your fresh NAM installation will be moved. :thumbsup:
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Bluebeard on September 15, 2007, 01:44:36 PM
Thanx RT for finally answering my question. :thumbsup:
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on September 15, 2007, 03:06:25 PM
Hmm,the NAM Essentials shouldn't contain a Cleanitol file. If they do, it was not added by me. ;)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: yoshiisland2 on September 16, 2007, 08:07:33 AM
Well, I've been trying to figure out what's wrong with my NAM intersections for a while now...
(http://img166.imageshack.us/img166/571/namproblem1fs3.jpg)

Try as I might, I can't find the problem.  Now, I know for a fact it's something in my plugins folder, because everytime I move the bulk of my plugins elsewhere when I'm working on/testing something but keep the NAM stuff in there the lights do show up.  The weird thing is...
I went back to look at an old CJ of mine from about late May 2007, and when I looked closely at the pictures, I noticed the traffic lights weren't in those pictures either.  This means the problem has gone months without notice.  Now, I remember downloading alot of SG stuff back then.  Has anyone using a bunch of Simgoober's stuff had this problem or could it be something else.

Anyways, I'll keep trying things out, but I hope we can get this problem resolved.  Thanks for any help!
regards,
-Yoshiisland
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: DFire870 on September 16, 2007, 03:55:07 PM
I have a problem. I'm using the GLR-in-Avenue pieces in my city, but no one is using the GLR when it's part of the avenue. I've made sure all of the ends are either closed loops or connected to a neighbor, and I made sure the GLR-in-Avenue stations had their paths enabled by dragging one-way roads, but they're still not being used. I have regular GLR in other parts of the city and it's being used, but not the GLR-in-Avenue. Is there something else I need to do to get them working? (Also, the cars are using the avenue part, but the GLR part isn't being used).
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: emilin on September 25, 2007, 12:21:53 AM
I finally updated to the newest NAM, and I love the new features. Thanks! &apls

However, I seem to have a problem related to jeronijs slope and tunnel mod (as available on LEX). It doesn't seem to function at all at the moment. Is there a different loading order for the new NAM when it comes to slope mods? Or is this specific slope mod just not working together with the latest NAM and I should try another one?

Thanks!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on September 25, 2007, 02:11:23 AM
I'm not aware of any incompatibilities, however, you can try to load the slope mod after the NAM - this is how my plugins folder always has been organized, and it works fine for me (however, I use my own slope mod version, which is a slight modification of BigRedFish's original mod).
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Nealos101 on September 25, 2007, 02:21:09 AM
I have a problem. I'm using the GLR-in-Avenue pieces in my city, but no one is using the GLR when it's part of the avenue. I've made sure all of the ends are either closed loops or connected to a neighbor, and I made sure the GLR-in-Avenue stations had their paths enabled by dragging one-way roads, but they're still not being used. I have regular GLR in other parts of the city and it's being used, but not the GLR-in-Avenue. Is there something else I need to do to get them working? (Also, the cars are using the avenue part, but the GLR part isn't being used).

Any Avenue that holds the GLR in Avenue acts like a blockadge to all other developments on that avenue, and as a result, anything you put off from that road will basically have a no-access zot on it or it will not be serviced.  Your problem probably lies with the lack of commuters that are willing to catch the GLR...?

Have you tried the following:
- Having a different transit network that connects to a GLR-in-Avenue Station via an external road or street?
- Run the simulator for a long enough time as to bring in traffic?
- Have enough development around the avenues to have some sort of demand for the use of the GLR itself?
- Not run a parellel GLR line next to the Avenue one?
- Run the GLR so that it goes from one type of zoning to the other, i.e. Commercial <-> Residential

I shall get back to you when I can if these options do not work or you are already doing them.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: DFire870 on September 25, 2007, 05:26:16 AM
I ran the simulator for quite some time, up to 2-3 years, and nothing. The GLR-in-Avenue is in my downtown area, and there aren't any other GLR lines other than the GLR-in-Avenue in the area. The way I have it set up, one of the lines runs directly in front of commercial zones, but they're still getting access as there aren't any no-access zots and the buildings are still growing. And I do have it so that it goes from Residential to Commercial, as there are not only residential sections in the downtown area, but in other parts of the city that should be commuting to downtown via the GLR line.

I'll go over my lines later today to make sure a puzzle piece wasn't misaligned, and I'll try some more residential development outside of the city to see if they'll use the lines.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jplumbley on September 25, 2007, 07:11:12 AM
I ran the simulator for quite some time, up to 2-3 years, and nothing. The GLR-in-Avenue is in my downtown area, and there aren't any other GLR lines other than the GLR-in-Avenue in the area. The way I have it set up, one of the lines runs directly in front of commercial zones, but they're still getting access as there aren't any no-access zots and the buildings are still growing. And I do have it so that it goes from Residential to Commercial, as there are not only residential sections in the downtown area, but in other parts of the city that should be commuting to downtown via the GLR line.

I'll go over my lines later today to make sure a puzzle piece wasn't misaligned, and I'll try some more residential development outside of the city to see if they'll use the lines.

Sounds like this should be made draggable, sooner rather than later....  ???
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: zakuten on September 25, 2007, 10:37:11 AM
Sorry to bother again, but I tried re-installing all the NAM stuff, from this site too, and still had no luck with Tsing Ma and Millau viaduct. Do you know any reason it wouldn't work besides the bridge controller? Internal NAM conflicts even?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Shadow Assassin on September 30, 2007, 07:49:06 PM
Quote
However, I seem to have a problem related to jeronijs slope and tunnel mod (as available on LEX).

It has to load after the NAM. I have that slope mod in a folder inside my NAM folder called ZZZZ_Other NAM Files, and it works just fine.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Crissa on October 01, 2007, 02:39:32 AM
Disappearing tiles!

(http://crissa.twu.net/SC4/Snapshot%202007-10-01%2001-30-00.jpg)

There seems to be some missing tile issues here... This happens even if the straight piece isn't through or is street. Very weird.  Mostly since there seems to be a tile that'd fit, if reversed, so I'm guessing something isn't assigned right.

(Yes, I know the RHW2 doesn't have many intersection tiles; I was just using it for an experiment)

-Crissa

PS:  On the 'loading' problem, I realized that if I merely place things in the order of:
Code: [Select]
Network Addon Mod/Network Addon Mod/(mod, mod plugins, etc)
Network Addon Mod/Plugins/(RHW, bridges, etc)
Network Addon Mod/Update/(Essentials)
That it seemed nice and clean and displayed neatly in folders.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Bluebeard on October 01, 2007, 07:13:13 AM
Is this the proper thread for RHW?.
   I was just wondering if there are any plans for off-ramps for the RHW.Thanx
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: DFire870 on October 01, 2007, 07:34:00 AM
Okay, well, I had to restart my region for various reasons, but before I did I went over my GLR-in-Avenue lines, and there were no misaligned puzzle pieces. Also, the GLR line WAS being used, but the trains were going from one regular GLR line to another using the GLR-in-Avenue, using no stops. So I wonder if it might have something to do with the actual station rather than the line (I was using gshmails' GLR-in-Avenue station btw).
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: NikNik on October 01, 2007, 08:05:23 AM
 :'( NAM2007  :'(
I first had problem downloading the correct NAM as the one under LEX is indeed (as stated on page 3) the December 2006 one. So after much browsing and checking I finally have the correct one and started to unzip it.
First removed all NAM files with Cleanitol tool.
Then installed NAM June 2007
Finally installed NAM Essentials Bridges.

Next I used the datpacker tool to pack all the plugins to a neat easy to use format. And I startup the game.
It operates good. So what's the problem?
The problem is that I do see the Avenue roundabout icon, but I cannot plop it. the cursor arrow is constantly red.
Secondly I cannot find the curvy road thingy.

I see a lot of answers to GLR questions in this thread but at least two people had the same problem as I have with the Avenue roundabouts. What can be done about it?

BTW the NAM is installed in the first directry of the plugins folder.

Please help.

Nik-Nik
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jplumbley on October 01, 2007, 08:10:55 AM
Disappearing tiles!

(http://crissa.twu.net/SC4/Snapshot%202007-10-01%2001-30-00.jpg)

There seems to be some missing tile issues here... This happens even if the straight piece isn't through or is street. Very weird.  Mostly since there seems to be a tile that'd fit, if reversed, so I'm guessing something isn't assigned right.

(Yes, I know the RHW2 doesn't have many intersection tiles; I was just using it for an experiment)

-Crissa

Very good Crissa.  We will have to look into this.  To me that looks like a problem with the RULs for Diagonal Streets referencing a  non-existant Texture.  That may take some time to figure out because there are hundreds of lines of RULs for the Diagonal Streets and they were done before my time.  &mmm

@Bluebeard  This is not the official RHW thread.  RHW has its own stickied thread in this forum.  I would suggest you follow along with the developement within that thread.  There are a few things in developement for the RHW, I cant go too far into specifics, but:  &idea

RHW-MIS (RHW - Modular Interchange System) is in production, more and more work is getting done every week and the initial Alpha Release may not be too distant.  %confuso  When that day is, we are not sure.  You will be the first to know when it does, or atleast, everyone will know at the same time.

Also with the RHW there are regular interchanges being created as well.  The RHW will have Street, Road, Avenue, and OWR Intersections.  These may be sometime in the making as there are few texturers on this project.  Rickmastfan is doing an awesome job with his work on the textures and lets hope he has time to continue his work into the intersections sooner than later.  Once Alex and I have textures, the RULs will come faster.  :thumbsup:
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Bluebeard on October 01, 2007, 08:17:38 AM
Thanx. :thumbsup:
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jplumbley on October 01, 2007, 08:20:45 AM
:'( NAM2007  :'(
I first had problem downloading the correct NAM as the one under LEX is indeed (as stated on page 3) the December 2006 one. So after much browsing and checking I finally have the correct one and started to unzip it.
First removed all NAM files with Cleanitol tool.
Then installed NAM June 2007
Finally installed NAM Essentials Bridges.

Next I used the datpacker tool to pack all the plugins to a neat easy to use format. And I startup the game.
It operates good. So what's the problem?
The problem is that I do see the Avenue roundabout icon, but I cannot plop it. the cursor arrow is constantly red.
Secondly I cannot find the curvy road thingy.

I see a lot of answers to GLR questions in this thread but at least two people had the same problem as I have with the Avenue roundabouts. What can be done about it?

BTW the NAM is installed in the first directry of the plugins folder.

Please help.

Nik-Nik

I would suggest that you not DAT Pack the NAM into everything else.  What DAT Packer does is remove any "duplicate" files, and if for some reason you have a 2nd version of one of the RUL files in an older Transit Mod or what ever it will keep the first one it finds and remove any succeeding ones.  DAT Packer is good for LOTs, Props, BATs, etc, but for a mod the size of NAM it is suggested that you not DAT Pack them.  Esspecially since there are continuous updates to the files.

I dont know if this will totally fix your issue but I would be it goes a long way to solving the issue.  What it seems to be is that your RUL 0x10000000 (Interchange Solutions RUL) has been overwritten by an older file.  This file deals with the RULs that define the Puzzle Pieces and their order in the Rotation Rings (TAB-Icons).  The Road Curves will be found in your Road Rotation Ring and if it is not there, this sounds to be your issue.  If this is true, I would stress the above and not DAT Pack your NAM Files.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: rickmastfan67 on October 01, 2007, 10:53:43 AM
Also with the RHW there are regular interchanges being created as well.  The RHW will have Street, Road, Avenue, and OWR Intersections.  These may be sometime in the making as there are few texturers on this project.  Rickmastfan is doing an awesome job with his work on the textures and lets hope he has time to continue his work into the intersections sooner than later.  Once Alex and I have textures, the RULs will come faster.  :thumbsup:

I'm working on the textures as fast as possible. lol.  Plus I have other texture projects that I work on (NASCAR Paint schemes). ;)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Crissa on October 01, 2007, 10:57:10 AM
Very good Crissa.  We will have to look into this.  To me that looks like a problem with the RULs for Diagonal Streets referencing a  non-existant Texture.  That may take some time to figure out because there are hundreds of lines of RULs for the Diagonal Streets and they were done before my time.
It's the eased curve segment that's being wonky; as you can see on the left I can put in diagonals and it replaces the missing eased curve.

I was just looking to make some sweeping streets for neighborhoods when I came across this.

-Crissa
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: snowski55 on October 03, 2007, 11:01:38 PM
I have only ID in a region next door, and some commercial in the region with my residential. All residential is poor (one $). I have only 2000 population, and have previous cities built the same way with no troubles. I have no other plugins installed except the June 2007 NAM. I have tried it on regular, perfect pathfinding, Radical Custom Special, and 5x Capacity 10x Speeds 10x Commute and no NAM. Without the NAM I see no problems, but with other NAM settings, I have certain locations that are always long commute resulting in no job zot and abondonment, while just next door is the same commute, but commute is correctly short. This is a fresh install of SimCity4RH and NAM. Does anyone know what is going on? I have two screenshots attached showing this.

ShortCommute (http://img101.imageshack.us/my.php?image=shortcommuterr1.jpg)
LongCommute (http://img187.imageshack.us/my.php?image=longcommutefb3.jpg)

Thanks for the help,
Ben
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tropod on October 04, 2007, 12:45:28 AM
Personally, I don't think I have ever said NAM fixes abandonment, commute times, or sims not being able to find jobs (i.e No Job zots). And yet, I have occasionally seen that people are still insistent that the NAM (supposedly) fixes these things. It doesn't, & never will 'fix' them, it only helps address them to some degree, nothing more (Read documentation contained in the Traffic Plugin html file).

Unfortunately (or rather, fortunately?) your problem goes back to something that has nothing to do with NAM, though NAM certainly does have an influence (overall, for the better).
Problems like this exist in the stock standard game, without modifications. They just may not be as apparent (like many issues with the game, they're not apparent until someone tries adjusting something). I would not necessarily call this a bug though, though I guess some may see it that way. Too many players take a narrow perspective when seeing something like this, automatically thinking it must be a bug.
The way I see it, generally speaking commuters have preferences when it comes to commuting, whether it be by walk, car, bus, train etc. Now I would hardly think for a minute that Maxis programmed 'attitudes' into Sims, but that is how I would put it; a Short commute for one sim, may be considered not short by another sim (even if it is the same/similar).
However, having said this; If I recall, Residents/Commerce TrafficNoise/Customer numbers is derived based on data from specific localised areas (4 tile radius I think?) within Residents/Commerce, & I would not be surprised if the same applies to Commute time for some parts. And adding to this....
I have personally examined the Developer Exemplars (ones that deal with Commute Time for each individual RCI Property 0x87CD6346 & 0x87CD6347 can't remember which one, may be both) & adjust things so they're more balanced, but with mixed results (from the limited moding I did of it). If one has a look at these 2 properties though, you will see that a few of the Developer Exemplars they're in have a narrow range, so I am not the least bit surprised the way it behaves in-game. Unless someone is will to do extensive & thorough testing with modding this particular aspect, I dare say this will continue to happen.

I hope this helps answer your (& others) question.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: snowski55 on October 08, 2007, 07:12:31 PM
Personally, I don't think I have ever said NAM fixes abandonment, commute times, or sims not being able to find jobs (i.e No Job zots). And yet, I have occasionally seen that people are still insistent that the NAM (supposedly) fixes these things. It doesn't, & never will 'fix' them, it only helps address them to some degree, nothing more (Read documentation contained in the Traffic Plugin html file).

Unfortunately (or rather, fortunately?) your problem goes back to something that has nothing to do with NAM, though NAM certainly does have an influence (overall, for the better).
Problems like this exist in the stock standard game, without modifications. They just may not be as apparent (like many issues with the game, they're not apparent until someone tries adjusting something). I would not necessarily call this a bug though, though I guess some may see it that way. Too many players take a narrow perspective when seeing something like this, automatically thinking it must be a bug.
The way I see it, generally speaking commuters have preferences when it comes to commuting, whether it be by walk, car, bus, train etc. Now I would hardly think for a minute that Maxis programmed 'attitudes' into Sims, but that is how I would put it; a Short commute for one sim, may be considered not short by another sim (even if it is the same/similar).
However, having said this; If I recall, Residents/Commerce TrafficNoise/Customer numbers is derived based on data from specific localised areas (4 tile radius I think?) within Residents/Commerce, & I would not be surprised if the same applies to Commute time for some parts. And adding to this....
I have personally examined the Developer Exemplars (ones that deal with Commute Time for each individual RCI Property 0x87CD6346 & 0x87CD6347 can't remember which one, may be both) & adjust things so they're more balanced, but with mixed results (from the limited moding I did of it). If one has a look at these 2 properties though, you will see that a few of the Developer Exemplars they're in have a narrow range, so I am not the least bit surprised the way it behaves in-game. Unless someone is will to do extensive & thorough testing with modding this particular aspect, I dare say this will continue to happen.

I hope this helps answer your (& others) question.


Well, the example I gave was only one instance. Actually, the exact same thing happens all over any new developments I add. So, I don't believe it is what you describe. It is a relatively widespread problem that is not isolated to that one location.

Here is the new zoning:
New Zoning (http://img524.imageshack.us/my.php?image=preloadft9.jpg)
And here is the result:
Abandoned (http://img256.imageshack.us/my.php?image=postzs2.jpg)

Any new zoning results in the same. Commute time is long, and I get abandonment. There are plenty of jobs in the region just next door, and the neighbors of these new developments commute there, and have commute time of short.

Anyone know what is going on?
Thanks,
Ben
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jeronij on October 09, 2007, 07:36:13 AM
I'd suggest to give your sims the work they can take. If you dont have any education in your city yet ( I cant see any in the picture, but I can be of course wrong), your sims will only be able to work in agricultural and dirty industrial zones. A few number of them can take also some CS$ jobs, but dont expect your uneducated sims to take specialized jobs.

This is my suggestion. I hope this helps  ;D
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: snowski55 on October 11, 2007, 08:39:14 PM
I added a lot of dirty industrial right next to their homes. They still have long commute and abandon.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: ebina on October 25, 2007, 03:34:42 AM
This was reported by a certain Japanese player. Avenue over Rail overpass was missing the SC4PATHs for its slope part, this issue happens only in the Left Hand Version. It has already been fixed and file is on the Edit BBS of Sim City Force.
(http://img84.imageshack.us/img84/2923/aveoverpasspathfixkh9.jpg)

I have used these IIDs for this fix, have been changed according to the Left Hand Version Rail Networks Fix that is mentioned in technical notes. Maybe the game handles this overpass as rail.

Type:0x296678F7 / Group:0xA966883F / Instance:0x44030000, 0x44030010, 0x44030100, 0x44030110, 0x44030200, 0x44030210, 0x44030400, 0x44030410, 0x44030500, 0x44030510, 0x44030600, 0x44030610 (Original IIDs of these PATHs are 0x04030###)

If the NAM Team updates the Left Hand Version Plugin in the future, feel free to merge this fix into it.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: MAS71 on October 25, 2007, 10:47:26 PM
Hi Ebina san and NAM teams.

@Ebina san
Yes! Thanks a lot for your solution fix !!  &apls
Ebinaさん、解決策の発見と公開、お疲れ様です。なによりもありがとうございます!! :)
実は随分以前にこのバグ報告をNAMチームにしてはいたものの、対応していただけず :-[
NAMもまだまだ開発真っ最中ですし、次のアップデートには是非修正して頂けたらと思いますね ;)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: ebina on October 26, 2007, 07:20:17 AM
@Ebina san
Yes! Thanks a lot for your solution fix !!  &apls
Ebinaさん、解決策の発見と公開、お疲れ様です。なによりもありがとうございます!! :)
実は随分以前にこのバグ報告をNAMチームにしてはいたものの、対応していただけず :-[
NAMもまだまだ開発真っ最中ですし、次のアップデートには是非修正して頂けたらと思いますね ;)
MAS san: Oh, you had told it to them... If I'm not mistaken it was almost 4 month ago, if you told the issue then, someone of the NAM Team may have touched (and already fixed) it.
そうでしたか。四ヶ月近く経ってるはずなので、NAM Teamのどなたかが既に問題に着手されていたかもしれませんね。あるいは修正済みかもしれません…

NAM Team: Excuse my interference, but I wanted to fix this early for the people, especially a person who has reported the issue. I may have wasted someone's time even if what I did could be help... sorry.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Shadow Assassin on October 26, 2007, 08:12:01 AM
Actually, it's a great idea, we need all the help we can get. :P
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mott on October 26, 2007, 01:36:30 PM
The way I see it, generally speaking commuters have preferences when it comes to commuting, whether it be by walk, car, bus, train etc. Now I would hardly think for a minute that Maxis programmed 'attitudes' into Sims,

They did.  There's a perference setting for each wealth level in the Commute Simulator Tuning Parameters exemplar (the "pathfinding" file). 
"Commute Preference by Wealth Level," I think it's called, something like that. 

If the Sim has a preference, he will use his "preferred" method if it gets him to work within the Max Commute time, and will not consider any other method unless his preferred one fails.  Only then will he will then try the other method.   The game adds an artificial "time penalty" to his commute when this happens. That penalty is controlled by the "Trip Starting Cost by Transit Type" entries in the "pathfinding file" also.  There are three entries, one for each of the preferences ("fastest," is considered "no preference"). 

Quote
a Short commute for one sim, may be considered not short by another sim (even if it is the same/similar).

Here's how the "Commute Length" is calculated - it's done two different ways by two different processes, and that's how the "abandonment issues" came about.

The zone developer (and demand/desirability?) calculate the *expected* time it would take to reach a job or amenity, according to the formula:
Expected Time Te = (Manhattan Distance * Pathfinding Heuristic)

If (Te < 10), the commute is considered "short" by the developer at this stage.  If (10 <= Te < 100) it is "medium," and at (Te >= 100) is long.

It builds accordingly.

After development, when Sims move in to the building and try to commute to work, the pathfinding process ("Commute Simulator," internally) calculates a *real* path to the job.  The lot-query "Commute Length" is changed to reflect the *actual* time it took the Sim to reach the job, instead of the heuristic estimate, according to the formula:

Actual Time Ta = (Map Steps Taken / Max Commute) * 255

And again, if Ta < 10 it is "short," if it is between 10 and 100 it is "medium", and then "long" after that.

There is a setting called "Commute Time Display Multiplier" in the "pathfinding file," that *may* be a scalar multiplier on Te/Ta before these inequality comparisons occur, but I haven't gotten any conclusive results.  I think it was used for this purpose in Vanilla, but Rush Hour ignores it and uses code in the EXE instead, to account for the different possible map sizes.  I'm not sure; I have to check it more.

Note that the "Commute Length" on the query is an average of all residents.  If the trip would be "short" by car, but all the residents choose to walk, that takes a lot more time and the commute will likely show as "medium."  Once the Sims have moved in to the building, the estimate is replaced with the reality of whatever those particular Sims are doing.

Also, note especially that the "Pathfinding Heuristic" is used by the developer process (and everything else, like the advice system) to *estimate* the commute times that the Commute Engine will find.   The pathfinder may refer to this heuristic estimate to check its progress toward the goal, but this is not the primary purpose of the heuristic.

Quote
However, having said this; If I recall, Residents/Commerce TrafficNoise/Customer numbers is derived based on data from specific localised areas (4 tile radius I think?) within Residents/Commerce,

It looks within a 4-tile radius, and finds the tiles with the highest morning and evening traffic volumes.  The two counts are added together, to obtain total morning+evening traffic nearby.  This number is then multiplied by a scalar (I forget what it's called; it's one of the first entries in the "pathfinding file" and the default value is 0.128).  Any result larger than 255 is replaced with 255, so the final result will be in the range 0-255.

It then uses a range comparison just like the commute time display does, to decide whether to display "low," or "medium," or "high."  I don't know the ranges offhand, but I think they're listed in _constants.lua.

A business's "customers" and a resident's "traffic noise" are the same thing.  Note also that any vehicles that don't produce traffic (such as buses, and I think pedestrians?) won't count as noise or customers.   Which could be a problem for ped-mall lovers.

Quote
I have personally examined the Developer Exemplars (ones that deal with Commute Time for each individual RCI Property 0x87CD6346 & 0x87CD6347 can't remember which one, may be both) & adjust things so they're more balanced, but with mixed results (from the limited moding I did of it). If one has a look at these 2 properties though, you will see that a few of the Developer Exemplars they're in have a narrow range, so I am not the least bit surprised the way it behaves in-game. Unless someone is will to do extensive & thorough testing with modding this particular aspect, I dare say this will continue to happen.

Best leave those alone - if you increase those numbers and carry it all the way through, you'll end up doing the same thing as if you'd just increased Max Commute Time.  Max Commute Time is the key, global scalar variable that all the simulators use to define time and distance.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: sollord on October 27, 2007, 01:33:02 AM
I've got the missing GLR station bug from the station patch and short of removing it as I want to get more station styles. I was wondering if you guys had a list some place with all the GLR stations you patched so people can download them instead of guessing what is what and where it all is posted?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Shadow Assassin on October 27, 2007, 02:57:02 AM
Quote
I think it was used for this purpose in Vanilla, but Rush Hour ignores it and uses code in the EXE instead, to account for the different possible map sizes.  I'm not sure; I have to check it more.

There were small, medium and large maps in Vanilla, too. RH probably ignores it because the mechanics of the game were changed because of the new transport options and modifications.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on October 27, 2007, 05:07:30 AM
I've got the missing GLR station bug from the station patch and short of removing it as I want to get more station styles. I was wondering if you guys had a list some place with all the GLR stations you patched so people can download them instead of guessing what is what and where it all is posted?

Well, I must admit that the GLR station patch is a bit inconvenient to use, but it wasn't really possible to create a list, because I gathered the GLR stations from various sites a long time ago. Due to the poor naming scheme of some of them, it might be hard to figure out which file belongs to which station, but the patches have the very same filenames than the original lots, only with a "z_draggable_GLR_Patch_" prefix. However, you can look at vester_DK's GLR station thread at Simtropolis (which is also linked in the NAM readme file) for a (more or less) complete overview about the available GLR stations.

I don't know how you guys have structured your plugins folder, but I know virtually any plugin that I have installed by memory, and because I structured my plugins folder by creator names, it's a piece of cake to find the relevant files. I can only suggest to create a similar organization with your plugins folder, everything else turns into a mess quickly. ;)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Crissa on October 27, 2007, 11:00:50 PM
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: frdrcklim on November 01, 2007, 08:28:28 AM
Can anyone gimme instructions and the needed files on how to get draggable GLR. Also the same thing for roundabouts and those smooth road/rail curves. :)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jplumbley on November 01, 2007, 08:53:01 AM
@frdrcklim...

Draggable GLR is on the LEX in the NAM Section.  It will be named Draggable GLR (at work, so no time for link).

This addition will put a ploppable Draggable GLR Puzzle piece in the Trains menu if I am not mistaken.  Use this puzzle piece to plop where you want to begin the Draggable System.  Then use the El-Rail tool and drag it from the end of the puzzle piece you plopped, it will magically change everything into GLR.  If you have used the SAM (Street Addon Mod) it works in the same fashion.

Roundabouts and Curved Roads require NAM fron June 2007 (on the LEX).  The Roundabouts are draggable configurations, but the Avenue Roundabout is a ploppable puzzle piece found in the Road Menu.  Curved Roads are also puzzle pieces, I believe put at the end of the Road Rotation Ring (using TAB).
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on November 01, 2007, 06:08:12 PM
frdrcklim, just to add to what jplumbley said, the Draggable GLR is included in the June NAM.  It's going to be under the Misc. Transit menu with the Elevated Light Rail.  There will be a little icon for it that shows a GLR track and and an arrow.  There's a few options for the starter pieces, so be sure to TAB through the loop.  In order to make sure it works properly, just check the readme file carefully, and/or my NAM installation guide, found here (http://www.simtropolis.com/forum/messageview.cfm?catid=124&threadid=89350&enterthread=y&STARTPAGE=4#1137943). 

Hope that helps.

-Alex (Tarkus)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: frdrcklim on November 02, 2007, 05:33:36 AM
Hmmm... yeah I've had that icon on my mass transit option. The GLR with an arrow sign. The thing is that the pre-build thing where the elevated rail thing is supposed to come out isn't coming out. In fact, nothing appears but a red arrow.

BTW, about the gentle road/ rail curves, assuming I have it, where should I find it.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Shadow Assassin on November 02, 2007, 07:40:13 PM
For the gentle road curves, you'll find them at the end of the tab loop in the road puzzle pieces.

For rail, they're at the end of its respective tab loop, before the Ramp and after the Rail Interchange, if I remember correctly.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: frdrcklim on November 03, 2007, 05:22:32 AM
Hello, I actually found the 45 degree gentle rail curve. Anyway, that's all the curves I found. Sadly, didn't see the road curves in the road puzzle piece. This NAM is self-sufficient in itself right or am I missing something like a missing download.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: JoeST on November 03, 2007, 07:23:34 AM
this was a suggestion found at simtrop for how to make it easier for the NAM team to help people:

Quote from: frdrcklim
I have a request. I have difficulty getting some of the latest NAM additions to work. These are mainly the draggable GLR, the avenue roundabouts and finally the all the gentle road/ rail curves except for the 45 degree rail curve. Anyways, I'm thinking it's very hard to explain everything in detail for how to get each of them working so I was thinking if they could give their technical assistance on youtube. The NAM Team could show some of us (and me) where to particularly to find it, how to use it and, if there's a problem, how to get it. I don't know if anyone suggested about it but I just thought about it now and if anyone did suggest it, I'm already looking for it in youtube .

I thought it was an ingenious idea especially if someone could get a program that recorded the screen and also maybe showed what keys were pressed..

Joe
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: frdrcklim on November 03, 2007, 09:07:37 AM
Whoa... I didn't think that post would come all the way here lol... I did check youtube and didn't know where and how to begin. :)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: JoeST on November 03, 2007, 01:29:56 PM
Im just testing out screen recorders now.... Grin

Here is me editing this post

http://files-upload.com/files/596907/Editing%20Post.wmv
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on November 03, 2007, 04:55:28 PM
frdrcklim, if you're only finding the Rail Curve piece it means either a) you accidentally installed the January 2007 NAM by mistake, or b) you have some January 2007 NAM stuff still in your plugins.

The Rail Smooth Curve piece was actually added by memo into the January NAM--the Road ones were added in June.

I'd suggest maybe deleting your NAM folder and re-installing it with the version up on the LEX. 

Hope that helps!

-Alex (Tarkus)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: frdrcklim on November 04, 2007, 12:43:59 AM
Tarkus,

I decided to take your advice and I installed the one at the LEX and uninstalled mine. For some reason, when the NAM installation was running, the date 12.24.06 appeared. I immediately thought it was the old NAM but I continued anyway. To my surprise, I was wondering where the files are placed. It finally hit me, I remembered that before I uninstalled the June NAM, I remembered I had two NAM folders and the second folder is where the 12.24.06 was placed. Why did I keep that folder you might ask? Well, it was because of the Euro modd textures I downloaded before. So now, I have to ask:

1. Is the Euro road modd the cause of this problem I had?
2. I like the Euro road (double yellow line roads got me bored), is there anyway I could keep it?
3. Is there a Euro road modd for the June NAM 2007 assuming I can't keep it?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: frdrcklim on November 04, 2007, 12:50:21 AM
To add to my last post, I also saw an RHW v13 file. I'm thinking there is the RHW in the June 2007 NAM. It's incredible and I'm hoping this is the cause.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on November 04, 2007, 01:02:04 AM
Hi frdrcklim, to answer your question about the Euro Road mod, it's just a texture mod, so it doesn't affect any of the internal workings on the NAM (the RUL files) so it will work fine with the June NAM.  There hasn't been an update to it since the version you got.  Folder placement will have a large effect on it working, though, with the game's alphabetical load order.  I'd suggest putting it in the Network Addon Mod\Plugins folder, and if that doesn't work, then try creating a Network Addon Mod\z-Euro Texture Mod folder. 

And with the RHW, if the file says "v13" on it, that would be either version v13 or v13a, which were released in April 2007, and as such, are not compatible with the June NAM.  However, a new version, v13b, was released in June simultaneously with the June NAM, which can be found here (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=853).  In order for the new RHW version to function, you'll also need an updated NAM Controller file, with the central RULs.  The required update can be found in the NAM Essentials-June 2007 Version package, here (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=850).  It will also update the Bridge Controller, allowing the custom bridges currently available to function.

If you are planning on using the Street Addon Mod (SAM) by jplumbley (which adds capabilities for multiple street textures to co-exist), found here (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1168), it further updates the NAM Controller file, so you'd need to install it after installing the RHW and NAM Essentials.

Hope that helps!

-Alex (Tarkus)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: vistla on November 18, 2007, 02:10:01 AM
 I've had the latest version of the NAM installed since it first came out but havn't really had time to play SC4 in a few months, as my employer is part of some cosmic conspiracy to try to work me to death. Anyways, I just noticed that I'm missing the avenue Y-stack interchange (I have all the rest of them, of course), but I thought that this was a bit strange. Has anyone else encountered this problem? If so, what can be done about it? I would greatly appreciate any advice on the subject, as it's one of my favorites. Also, has anyone attempted to make a highway version of the same interchange?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on November 18, 2007, 04:37:27 AM
Hi vistla-

In the June NAM, the Avenue Y-Stack has been moved from the "Avenue Puzzle Pieces" to a new "Avenue Intersections" button, where you can also find the new Avenue Roundabouts (which are pictured on the icon).

As far as a highway version, I believe there was one attempt a couple of years ago, which never got anywhere.  If you use the RHW, though, there's a new version (v20) in the works, which will include a Modular Interchange System (MIS), which you'll be able to utilize to produce vast numbers of fully-customized interchanges.

Hope that answers your questions.

-Alex (Tarkus)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: VeTram on November 21, 2007, 03:28:46 AM
-NAM (Windows) version June 2007  Core Files is the first download for starting to install NAM from the beginning,  YES or NO?
-During the installlation , i dont understand what is ANT Plugin and if i must choose it or not , and also which in your opinion is the most realistic option to choose in Automata Controller files , and Traffic Controller files?  %confuso...thanx
-Finally if i change my mind later on , can i run installer again and choose another option without problem?? %confuso
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: capo on November 21, 2007, 04:19:03 AM
-NAM (Windows) version June 2007  Core Files is the first download for starting to install NAM from the beginning,  YES or NO?
-During the installlation , i dont understand what is ANT Plugin and if i must choose it or not , and also which in your opinion is the most realistic option to choose in Automata Controller files , and Traffic Controller files?  %confuso...thanx
-Finally if i change my mind later on , can i run installer again and choose another option without problem?? %confuso


All your questions can be easily answered with just reading the provided read me (a box with "show read me" will be highlited after installing NAM). May I suggest you first have a look at the read-me before you post your questions next time? But to answer your questions this time:

* Yes, first you install the NAM June version.
* ANT: This file contains the modified files of an Additional Network Tool that Maxis left incomplete & non-activated in the games files. As at the time of writing, this item was still in beta. The plugin has been adapted for the usage with the RHW (Rural Highway mod), which can be downloaded separately. (from the read-me). The most realistic option to use for the automata + traffic files is the radical one, but make sure your computer can handle it!!
* You should remove the NAM before re-installing. You can either delete the whole NAM map in your plugins folder, or choose to remove the software through the remove software option in windows.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: VeTram on November 21, 2007, 05:07:29 AM
thanx for the informations capo....now after installing the above NAM (Windows) version June 2007 , should i also download Network Addon Mod Essentials by the NAM Team - Version June 2007???   or its the same? %confuso
if must install should i unistall first the NAM (windows) version 2007? %confuso
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: capo on November 21, 2007, 05:16:10 AM
The NAM Essentials is an update for some of the NAM core files
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: VeTram on November 21, 2007, 05:30:41 AM
capo , should i uninstall the NAM (Windows) version June 2007 , or should i simple run the update? ( NAM Essentials) %confuso
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: RippleJet on November 21, 2007, 05:33:38 AM
The NAM Essentials contains the RUL and INI files that you must install, after you've installed the ordinary NAM files.
Do not uninstall the NAM before installing the Essentials, they are both required.

The reason they have been separated is that they need to be updated every time a new RHW, TLA, SAM, or other addon is released.
Keeping them in a separate download reduces the size of the files you need to redownload whenever such an addon is uploaded.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: VeTram on November 21, 2007, 05:53:29 AM
ok i just installed the NAM Essentials , should i do anything else?  thanx RippleJet
and something more...where i can find stations for GLR , that is already contained in NAM GLR patch for stations...? what if i dont download all the stations? will be empty icons in misc trans menu?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: RippleJet on November 21, 2007, 06:18:15 AM
where i can find stations for GLR , that is already contained in NAM GLR patch for stations...? what if i dont download all the stations? will be empty icons in misc trans menu?

You should only install the patches for those GLR stations you have. Otherwise you will indeed have empty icons in your menu.

Although Vester_DK isn't updating the thread anymore, the GLR stations (http://www.simtropolis.com/forum/messageview.cfm?catid=124&threadid=75809&enterthread=y) thread is still the best source.
Be sure to download only those that have a patch available for the latest NAM! ;)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: VeTram on November 21, 2007, 06:43:50 AM
thanx again ....can i delete every station that i dont use from NAM GLR stations patch , in order not to have empty icons? should be ok?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on November 21, 2007, 06:57:55 AM
Yes, delete all patches for stations you don't have installed. Since I can't update files that don't belong to me, I decided to make one big archive with patches for all of them. Just put the patch(es) for the station(s) you have installed in the folder where the station(s) is/are located. And regarding the NAM Essentials: At the moment, you only need to install them if you want to use the RHW. The rest of the files is identical to the NAM core download. This will change soon, however, when the new items that are currently under development will be released. We intend to release a "NAM Updater", which will update the files that have been changed, and there will also be a new release of the RHW.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: VeTram on November 21, 2007, 01:06:52 PM
thanx Andreas.....someth else now....what's the purpose of existing draggable GLR pieces?  Of course i know that we must use draggable GLR pieces in GLR stations in order to work.. but is that the only explanation for the above question?  and if yes ,  what's the purpose of existing simple GLR pieces?  ...also a GLR line must constist of only one kind of GLR pieces (puzzle pieces + draggable ones)  or they can be used together?
...also....the textures in draggable GLR pieces arent the same as simple puzzle pieces....it isnt pleasant for eye...so i am wondering if i can use just only draggable pieces in a railway line in order to have uniform lines...
....and finally ...should i download anything more in order to see GLR trains more often?   %confuso
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on November 21, 2007, 06:12:18 PM
You can use both ploppable GLR puzzle pieces and the draggable GLR. The main reason why both are included is the backwards compatibility - and yes, you can mix both without any problems. The main advantage of the draggable GLR is that it's a lot easier to use, and you can build extended GLR systems in a very short time. However, for some specific situations, puzzle pieces are still needed, such as for a GLR/el-rail intersection. If you'd drag the el-rail across a GLR line, it would convert to GLR as well, since both are essentially the same network. By using the puzzle piece, you can create this kind of intersection, though. For both the puzzle pieces and the draggable GLR, both texture styles (the old grey one that look like the el-rail, and the new pavement style) are still available - either within the NAM, or as external plugin. For seeing more GLR trains, you need to improve your GLR system, so the usage goes up.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: VeTram on November 21, 2007, 06:31:06 PM
Andreas thanx for informations and help....someth. last please....is it true that i must lay down draggable puzzle pieces infront of the stations in order to work , for the Sims , and also must those stations be near bus stops in order to be transit enable?   thanx once again
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on November 21, 2007, 06:43:24 PM
This is how stations are built: First drag your GLR network, then plop the stations (with the GLR station patch installed if the stations are not modified for the draggable GLR anyway) on top of the GLR line. Please note that you should leave about eight to ten tiles between the stations, otherwise, the GLR line might convert back to el-rail. When you're done, drag a short stretch of el-rail right through the stations in order to activate the automata paths. Some stations already might contain bus station functions, but if not, place a bus station next to them, so the sims can switch between trams and buses.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: JoeExplorer on November 24, 2007, 04:18:07 PM
Is the RHW compatible with LOTS? 

I think I read every post in this forum.  I'm getting forum fatigue. 

I draw the RHW and I zoned some Res around it.  Nothing happened except I get a car icon meaning that I'm not connected to a road for my zoning.

I also read here where you can have a 45 degree turn with the RHW but every time I try it I get the old road back. 

The only RHW I've been able to draw is a straight line.  It won't even conform to the terrain.  It stays at one level digging the ditch along the way. 

And lastly:  It appears according to this forum that you can have a six or eight lane highway.  Or am I missing something here?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: rickmastfan67 on November 24, 2007, 09:20:34 PM
Is the RHW compatible with LOTS? 

I think I read every post in this forum.  I'm getting forum fatigue. 

I draw the RHW and I zoned some Res around it.  Nothing happened except I get a car icon meaning that I'm not connected to a road for my zoning.

I also read here where you can have a 45 degree turn with the RHW but every time I try it I get the old road back. 

The only RHW I've been able to draw is a straight line.  It won't even conform to the terrain.  It stays at one level digging the ditch along the way. 

And lastly:  It appears according to this forum that you can have a six or eight lane highway.  Or am I missing something here?


Ok, here's the answers to your questions:

1. Lot's aren't recomended to be used with the RHW system.  However, in the future there will be Big Dig lots that will work with the RHW system.

2. You can't zone lots along the RHW system.  Since the RHW system acts like the default Highway system in SC4, the lots will not grow along it unless the lots are connected to another type of network.

3. To get a 45 degree turn with the RHW, you have to curve it correctly, otherwise you'll just get the default ANT(RD) textures.

4. Do you somehow have any slope mods installed?

5. Yes, it will be possible in the future to have a six or eight lane highway.  However, it isn't released yet.  And odds are, it will not be released with the next version of the RHW.  However, I have a feeling it would be in the one after the next one released.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Shadow Assassin on November 24, 2007, 09:36:10 PM
The RHW can have transit-enabled lots, but they are not recommended due to the nature of transit-enabled lots.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: JoeExplorer on November 25, 2007, 09:07:29 AM
That clears up alot.  And I'm serious....I got Forum Fatigue ....LOL

No I do not have any slope mods installed.  Should I?  Is there a recommended one?

thanks for helping out a tired old man.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: rickmastfan67 on November 25, 2007, 06:30:00 PM
That clears up alot.  And I'm serious....I got Forum Fatigue ....LOL

No I do not have any slope mods installed.  Should I?  Is there a recommended one?

thanks for helping out a tired old man.

Well, it sounds like you already do if the RHW is drawing a perfect straight line and cutting into a mountain.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: JoeExplorer on November 26, 2007, 07:18:56 AM
No I don't have any slope mod installed.

Isn't the idea to have the highway scale up the mountain rather than cut a big hole through it?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Dexter on November 27, 2007, 11:11:34 AM
I am having trouble connecting one-way roads up to other networks. I used to be able to connect one-way road up with RHW, but now it just goes red when I try. Also connecting one-way roads to avenues at certain angles is not possible. I used to be able to do this fine. I think it stopped working somewhere around after installing the latest NAM. Is this a bug? Thanks for your help.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: nerdly_dood on November 27, 2007, 02:25:02 PM
No major problem...that's just the way things are...and BTW if you have the NAM then you can already do a lot more kinds of intersections than if you only had Rush Hour.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: simzebu on November 27, 2007, 04:16:10 PM
Dexter: I think that's related to the Street Addon Mod. I have the same problem, and it seemed to have started right after I installed the SAM. It should be fixed with the next version, but in the mean time, you can connect to avenues instead of one ways.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: rickmastfan67 on November 28, 2007, 03:20:23 AM
Dexter: I think that's related to the Street Addon Mod. I have the same problem, and it seemed to have started right after I installed the SAM. It should be fixed with the next version, but in the mean time, you can connect to avenues instead of one ways.

The OWR into a RHW-4 WILL BE FIXED for the next version.  In fact, we've already been testing the fix so far and it's working fine. ;)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: simlove on November 28, 2007, 04:41:33 AM
Hi I have problems whit the intersection. :'(
The traffic lights[red yellow,green} It ONLY SHOWS GREEN,and its only on the turning line ligths road,the rest of the NAM sems to function fine.
All the phats are corret,
all the texture are rigth
and no miissing coponents.
I ceep reinstaling the NAM,but dosent help.Iinstall in following order.

Cleanitol to remowe old file

1 JUNE2007 NAM,
2JUNE2007NAM ESSENTIALS,
3RHW V13 BETA

And this lead to chrasings to the desktop after a 20 min.time
I only have the NAM instald in my plugin, on my old coputer this works fine :thumbsup:PLEASE HJELP ME and thanks for any hjelp %confuso and sorry for my writhing in bad eangles "$Deal"$
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tracker on December 01, 2007, 12:29:58 PM
I have a vital highway link between the Camelot city tiles of West Central and Downtown. Downtown is a record-breaking city for me with more than one million people (that is more than four times the population of the city where I live, about 250,000 people). This six-lane highway is experiencing heavy traffic congestion. I need to do a rebuild of the Camelot Freeway, but what should I do? Camelot, as the name implies, was my first CAM city (Downtown); the three other city tiles, West Central, East Central, and Far West, came later. The Camelot Freeway is one of the most congested routes ever since I began playing: it used to be an avenue, but was upgraded to a highway after congestion got the better of the avenue. What should I do to expand the capacity of and relieve the congestion on the Camelot Freeway?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: sisum on December 01, 2007, 07:05:36 PM
I edited a previous version of NAM for transit capacities.  I would like to edit the current version to have the same values as the before.  I can't find the file to edit, can someone direct me to the right one?

Or, can I use the Better Pathfinding dat that I edited?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: BigSlark on December 02, 2007, 10:44:40 AM
I have a vital highway link between the Camelot city tiles of West Central and Downtown. Downtown is a record-breaking city for me with more than one million people (that is more than four times the population of the city where I live, about 250,000 people). This six-lane highway is experiencing heavy traffic congestion. I need to do a rebuild of the Camelot Freeway, but what should I do? Camelot, as the name implies, was my first CAM city (Downtown); the three other city tiles, West Central, East Central, and Far West, came later. The Camelot Freeway is one of the most congested routes ever since I began playing: it used to be an avenue, but was upgraded to a highway after congestion got the better of the avenue. What should I do to expand the capacity of and relieve the congestion on the Camelot Freeway?

I suggest a parallel subway line with parking garages near the busiest interchanges, provided the city can afford it.

I find the monorail to be the ultimate congestion buster.

Check out some of the great custom stations by SimGoober, they are deep enough to fit in a CBD and look great to boot.

Good luck!

Cheers,
Kevin
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tracker on December 02, 2007, 01:56:44 PM
I already have a full-blown transit system...I just ran a Big Dig highway/subway line through town (I could not build over town; it would create too much impact on the city), and had to nearly isolate the subway's south end from its north end and eliminate the Camelot River crossings to make it work. The freeway's going to have more problems in West Central and Far West, where the subways are less prevalent. At least I have Far East to build...and it will be built with the Camelot Freeway in mind.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: floyd86s on December 05, 2007, 06:08:47 PM
hi guys! i want to ask for some help regarding to the NAm mod. it turns out that the mod makes my SC4 run unproperly, because many things happened since i've instaled it: for example, when i place light rail pieces (or other nam stuff) the game crashes, also the part of the screen wich is supposed to be all black or grey it becomes blue and also when i move around the city in pause mode i get some yellow stripes in the screen....and i know it's the nam mod because when i take it out from the plugins folder the game works just fine (i have 3gb in plugins installed).

So i would like anyone to help me and tell what do i have to do to make this mod work, because it's really awesome and i want it in my game!
maybe someone could tell me step by step which files to install and where to install them (i have the Rural highway mod, additional bridges, GRL original textures, and the nam file wich is 10mb), or maybe tell me wich plugins are compatible and wich are not because maybe it's that the issue.

i don't know really what's happening  Sad so everything you guys can tell me will help a lot!

thanks to all of you for taking time to read this and help me  thumbsup  Wink

CU
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: kit66 on December 06, 2007, 10:39:31 PM
My diagonal streets don't seem to have street lights although zones and buildings are powered. Am I missing dependencies or is this normal?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on December 07, 2007, 04:40:49 AM
My diagonal streets don't seem to have street lights although zones and buildings are powered. Am I missing dependencies or is this normal?

This is "normal" - the NAM doesn't contain T21 exemplar files ("network lots") that put streetlights along the diagonals. smoncrie started to create a small mod ages ago, but it never got released or included into the NAM. He posted a beta at Simtropolis, but I don't know if it's still attached to his posting (and I don't know where to find it).
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: kit66 on December 07, 2007, 11:35:33 PM
Thanks for clarification, Andreas.

Would like to see some underground pedestrian crossing too!

In Singapore, there is a park connector concept that uses jogging tracks (usually along canals) to join parks (green lungs).
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: simplaya1234 on December 16, 2007, 06:00:35 PM
Hi guys,

I have a problem about the RHW and its that why I can't connect one-way roads with RHW roads but then I can do that with the avenue roads. Like before I fixed the problems with the red tiles for SAM and avenue roundabouts and updating the RHW texture mod, I can fuse or connect one-way roads and RHW just fine. But after following the uninstalling-and-reinstalling-in-the-order told by the NAM team and updating the RHW texture, I can't connect one-way roads with RHWs. So can you tell me why?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: rickmastfan67 on December 16, 2007, 06:17:48 PM
Hi guys,

I have a problem about the RHW and its that why I can't connect one-way roads with RHW roads but then I can do that with the avenue roads. Like before I fixed the problems with the red tiles for SAM and avenue roundabouts and updating the RHW texture mod, I can fuse or connect one-way roads and RHW just fine. But after following the uninstalling-and-reinstalling-in-the-order told by the NAM team and updating the RHW texture, I can't connect one-way roads with RHWs. So can you tell me why?

http://sc4devotion.com/forums/index.php?topic=1444.msg94457#msg94457

If you would have just looked one page back, you would have gotten your answer. ;)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: simplaya1234 on December 17, 2007, 06:24:58 PM
then thats great!!! but is it also going to include ramps for the RHW too and w/e neccessities for the next RHW patch?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: rickmastfan67 on December 17, 2007, 06:28:48 PM
then thats great!!! but is it also going to include ramps for the RHW too and w/e neccessities for the next RHW patch?

Yes, the MIS ramps for the RHW will be in the next version.  If you have anymore questions about the MIS, please post them in the RHW thread since they aren't released just yet. ;)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: SC4BOY on December 18, 2007, 09:39:44 AM
I am posting a "heads up" to this thread just for people's information.
I already mentioned this in the Datpacker thread, and a more thorough discussion  (http://sc4devotion.com/forums/index.php?topic=204.msg99338#msg99338) is there if you wish to read it.

The jist of the conversation is this. There are some people working with the NAM who address updates and betas by making a .bak file in the NAM inside the plugins directory. The problem is that DatPacker reads this .bak file EXACTLY AS IF IT WERE A STANDARD NAM FILE! For this reason it is HIGHLY LIKELY that using the datpacker in a directory in which you have a .bak file will not yield the EFFECT YOU DESIRE.

You may address this by several methods including: 1. not using the datpacker on your NAM files 2. by moving the .bak file to another temporary directory (this can be a problem as the people who make the .bak file don't tell you that they are doing this), 3. or some other method (assumes you have some insight to the processes involved).

My point here is not to solve anything, but simply alert people so they won't have problems without being aware. Just note that datpacker DOES read a .bak file, Cleanitol DOES NOT remove or back up .bak files, and you should take some appropriate action based on this information.

Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: wouanagaine on December 18, 2007, 09:49:10 AM
The .bak file is read before the .dat file ( which is ok ) so DatPacker will behave the same as SC4. SC4 also read the .bak file
The only problem which can arise ( beeing SC4 or SC4DatPacker ) is that the bak file contains more TGI Entries than the actual dat file. In that case the game will nonetheless use the extra tgi, which may not be what the original author wanted
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: SC4BOY on December 18, 2007, 10:47:13 AM
SC4 also read the .bak file

Wow.. nice added information!! I didn't know that! Always nice to know what's happening.. Thanks for dropping by to help keep me honest.. hehe
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on December 18, 2007, 11:44:54 AM
Just as added bit of information: No final NAM plugin will contain or create any BAK or SAV files - those are only created as backup file during a test period (the BAK file in question was created by the SAM Beta installer), so it can be uninstalled without any hassle. This is a common procedure when dealing with software, BTW. Windows also uses certain DLL files as shared ressources (like the prop pack dependencies in SC4), and sometimes a program needs a newer version of such a file, which might not be compatible with the old one, once the program is uninstalled again.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Diggis on December 18, 2007, 11:54:21 AM
Umm, but isn't name technically always in Beta?  :P
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jplumbley on December 18, 2007, 01:06:38 PM
I will quote my post in that thread here.  As it is of high relevance to Transit Mods and DAT Packing.

I would like to point out one thing.

Do to the nature of Transit and other Complex Mods it is generally not a good idea to DAT Pack them.  NAM is a component that has been broken up into smaller files and there are too many older mods out there that can interfere with new versions of NAM which NAM has superseeded.  It is advisable that any Transit Mods should be installed as they are intended to be installed and not by any means DAT Packed.

As Andreas has stated, the NAM_Controller.bak file is the backup file of the JUNE 2007 NAM release of the NAM_Controller.dat.  During pre-release discussions with Andreas we had decided to make this automatically happen with the SAM Installer, just in case something went wrong and SAM had to be Recalled.  Obviously, most of the project went according to plan and there were only a few minor slips.

AGAIN!!!  Major MODS such as NAM shoud NOT be DAT packed.  There are simply too many older files that can cause issues.  It is imperative that you make a MODs Folder where all of your MODs should be held and not DAT packed.  You never know what can happen.

Now, LOTs, BATs and Prop Packs are safe to DAT pack and by all means do so, it will save you much aggravation, but be mindful of what you are DAT packing and making one big DAT of your entire plugins is not always the way to do it.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on December 18, 2007, 03:04:32 PM
Umm, but isn't name technically always in Beta?  :P

Well, the June 2007 NAM was the first that didn't carry the name "Beta" anymore. :)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: geoffhaw on December 19, 2007, 06:36:03 PM
Both the Avenue Roundabout and Diagonal Street Helper buttons don't seem to work in my game.  The cursor shows up in red wherever I hover it, and when I press the tab key nothing happens.  What have I done wrong?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on December 20, 2007, 03:36:36 AM
You have another plugin installed that conflicts with the current NAM Controller. In the past, some people released transit-related mods that included a copy of the central RUL file (which is also contained in the current NAM Controller), but there can only be one of these files. Try to rename the NAM folder with a "z_", so it's loaded last. If it works now, try to find the conflicting plugin and remove it from your plugins folder (and if it's not included in the Cleanitol list, please let us know, so we can add it).
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: geoffhaw on December 20, 2007, 03:44:57 PM
whoops!  How embarassing!  It looks like I had two versions of the NAM in my plugins...

Everything's OK now!  Thanks Andreas.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: A200 on December 21, 2007, 02:31:51 PM
Just a quick question

I have the euro road texture mod installed, and the NAM installed with the turning lanes plugin activated, but the intersections all still have the yellow  road lines... if you get what I mean.

So how can I get the euro road mod to work with the turning lanes plugin, or should i just remove the plugin and have no turning lanes...?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on December 21, 2007, 03:03:41 PM
Make sure that the Euro Textures are loaded after the NAM and the plugin files. The most current release (available at the LEX) puts a "z_" in front of the Euro Texture Mod's folder name to ensure this.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tracker on December 22, 2007, 01:00:12 PM
I have the RHW installed, but I never get RHW when I drag ANT. What's wrong?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on December 22, 2007, 01:15:28 PM
Tracker, I'm not sure you should really worry about using the existing version of the RHW right now, if you know what I mean . . .  ;)  In the next version (v20), the RHW will be produced through a Puzzle Drag (like SAM and Draggable GLR), so you won't have to mess around with the old side-by-side method anymore (in fact, the side-by-side method has been removed).

-Alex (Tarkus)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tracker on December 22, 2007, 01:16:53 PM
What's holding up the release of v20 then?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on December 22, 2007, 01:47:44 PM
Busy modders. ;)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on December 22, 2007, 05:05:44 PM
What's holding up the release of v20 then?

Everything. ;)  The entire universe will implode and turn into a plantain banana if we release it now. &hlp

But still, I'd suggest deleting that RHW file you currently have.  I just have a feeling you won't be needing it anymore. ;)  In due time.  Very short due time, we will figure out how to release it without the deeply negative side-effects.

-Alex (Tarkus)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tracker on December 22, 2007, 10:16:03 PM
Everything. ;)  The entire universe will implode and turn into a plantain banana if we release it now. &hlp

But still, I'd suggest deleting that RHW file you currently have.  I just have a feeling you won't be needing it anymore. ;)  In due time.  Very short due time, we will figure out how to release it without the deeply negative side-effects.

-Alex (Tarkus)

What are these side effects, and why would the universe implode if it was released now?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Shadow Assassin on December 22, 2007, 10:25:56 PM
Well, one of the side effects is breaking into tears at random. :P
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: rickmastfan67 on December 22, 2007, 11:34:39 PM
You want to know what could happen Tracker?

Well, I foresee two possibilities.

1. With both plugins in the plugins folder, SC4 simply might just CTD everytime you start it.

Or

2. The encounter of both plugins could cause a time paradox, the results of which could cause a chain reaction that would unravel the very fabric of the space time continuum and destroy the entire universe.  Granted, that would be the worst case scenario, but the destruction might be very localized merely to our own galaxy.

 $%Grinno$%
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: A200 on December 26, 2007, 03:15:28 PM
Make sure that the Euro Textures are loaded after the NAM and the plugin files. The most current release (available at the LEX) puts a "z_" in front of the Euro Texture Mod's folder name to ensure this.

I already had it configured that way too... the euro texture mod begins with Z, and NAM begins with A, and it still doesnt work...   :'(

Thanks for your help
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Jack Bauer on December 30, 2007, 06:47:59 AM
I got a problem with my hsrp!!! in fact i would to switch the original HSRP' train by the ACELA that i have downloaded on simtropolis!!!!! i put the files on my plugins and in my game the acela don't appear whereas the original hsrp train is still there!!!! does anyone have a solution? :'(

thank you very much, jack bauer
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: rickmastfan67 on December 30, 2007, 07:09:27 AM
Sorry, but we can't help you on the HSRP front.  It isn't an official NAM product.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Jack Bauer on December 30, 2007, 07:30:43 AM
what? i read that the hsrp is lined with the NAM!!! i will pose my question on an another topic!!! sorry!!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Jonathan on December 30, 2007, 07:35:55 AM
 I have sent you a PM
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Bluebeard on January 01, 2008, 08:49:49 AM
Thanx for the latest update but in order to get the other bridges do we still download them seperate or where they added to the update?.Thanx
    Also since you did a smashing job overhauling the EL is there New Stations planned?.Thanx again :)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on January 01, 2008, 08:54:19 AM
All custom bridges will be released as separate plugins.

And maybe we will convert other el-rail stations as well, as long as they match at least a bit with the rail viaduct styles. ;) BATters are encouraged to create new stations as well, though. :)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Bluebeard on January 01, 2008, 09:00:27 AM
Thanx Andreas. :thumbsup:
    Well I'm off to get my bridges and search for EL Stations.Thanx again for help. :)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Bluebeard on January 01, 2008, 10:18:25 AM
Am I doing something wrong?.
    Looking at the pic it appears the Arches are for the EL but when I finally got to look at them they are for Rail.So if I am wrong is there some sort of Tutorial on using the New Pieces?.Thanx
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: High5Tower on January 01, 2008, 11:43:42 AM
Thank you for all the new fantastic additions. :thumbsup:
Just wanted to check in on proper file order and placement. All parts are working as specified and my installment went very easy, I believe becuase I read the read me"s
Since there has been talk about where to put the NAM files and data packing or not data packing here is what I have done and the game seems to work just fine with this set up.
I moved my NAM folder over to the Main Maxis (On C drive) plugins folder.
Inside NAM I have:
Additional Bridges
EL-Rail Facelift Mod
Plugins
Rural Highway Mod
Street Addon Mod
Then there are the regular Nam dats

At least this way the Nam is out of the way of the regulare goings on of the Documents plugins folder.
If there are other Mods or Essentials that will work in the Maxis plugins folder I will gladly move them there to help relieve the load that the Documents folder is put thru. And again Thank you all for your dediciation to this simple little activity we call SimCity. &apls
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on January 01, 2008, 11:46:21 AM
@Bluebeard: Those arches are for elevated heavy railway (=rail), not for elevated (light) rail (=el-rail). ArkenbergeJoe modelled them because those el-rail models looked a bit too "weak" for heavy rail. ;) New el-rail models are being worked on by buddybud at the moment, though.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Bluebeard on January 01, 2008, 01:24:56 PM
Once again Andreas your on the ball.
   Now hopefully in the future we can get some Stations to match those awesome Arches.Thanx again :)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Bluebeard on January 01, 2008, 07:23:09 PM
Not to look a gift horse in the mouth but the pic on LEX is misleading.The New Arches are for Heavy Rail not the EL but the pic shows a station connected.
   So can you use EL Stations for Heavy Rail and if not what was the reason for raising Heavy rail above ground with no stations?.Thanx
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on January 01, 2008, 07:48:02 PM
Misleading maybe, but the station showed in the pic is a converted el-(light)-rail station that now works as el-(heavy)-rail station. ;) It will be released as soon as I have the chance to wrap up the files and add a readme.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Bluebeard on January 01, 2008, 07:56:00 PM
So you built the carriage and with no horse.Have you been taking lessons from EA?.Thanx Andreas ;)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on January 01, 2008, 08:53:33 PM
Well, the horse is still galloping in the wilderness, waiting for a talented cowboy to tame it. I don't know if pirates have those skills as well, though. ;)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: JoeST on January 02, 2008, 02:28:02 PM
I dont know weather it has been pointed out before but the one way road roundabout link with road, OWR, and street isnt pathed correctly for one direction, Anticlockwise. this may be something to do with the left hand drive, it works fine Clockwise

(http://img406.imageshack.us/img406/2806/72292704sy2.jpg)

it also appears to only be pathing 1 of the lanes of OWR on either directions

Joe

EDIT: while I have the draw path cheat on, I have noticed that the ortho Rail stop paths on road diagonals ony appear to work one way
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: TopCliff on January 02, 2008, 02:31:26 PM
I have a complaint. It's an odd one too. Normally, loading a city tile for me takes around, oh, ten to fifteen minutes. Right now, immediately after I downloaded it, it's going on forty minutes load time. How on Earth is that happening? I mean, how could one modification add half an hour to a load time?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Bluebeard on January 02, 2008, 03:17:41 PM
TopCliff you ain't alone.
   I can do a load of wash and get a cup of coffee before the game is up and running.But I'm a download junkie so it's my own damn fault and I ain't got no plans to stop downloading. :thumbsup:
   
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: TopCliff on January 02, 2008, 03:24:39 PM
Maybe you're right. After all, I doubt those 14.7 gigs of plugins are helping much either.  :P It took longer to load the tile than it did to start the game, sit in the massage chair for twenty minutes, AND have two chili cheese dogs. Combined. I'll find a work-around though. I always do.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Filasimo on January 03, 2008, 02:13:38 AM
mmmmmmm chili dogs sounds good right now mmmmmm chili dogs.....   ::drools::
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: snorrelli on January 03, 2008, 02:58:29 AM
I have a complaint. It's an odd one too. Normally, loading a city tile for me takes around, oh, ten to fifteen minutes. Right now, immediately after I downloaded it, it's going on forty minutes load time. How on Earth is that happening? I mean, how could one modification add half an hour to a load time?

Have you tried DatPacker? Should make a big difference, although 14G of plugins is the most I've ever heard of, I think. :o With my 5gigs it makes the game playable again...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: TopCliff on January 03, 2008, 10:45:23 AM
I got down to 14 gigs with DatPacker. And then I compressed the files too. I will admit, it was worth the wait. Maybe I could free up space by getting rid of old programs I don't use anymore. After all, SimCity is on my old laptop which I don't use anything for except the game. I'd get rid of old files, but I can't find the DATs for them. I'll get rid of some things, and that may get the NAM and the game to run faster. Thanks for your help.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: A200 on January 03, 2008, 08:19:55 PM
I already had it configured that way too... the euro texture mod begins with Z, and NAM begins with A, and it still doesnt work...   :'(

Thanks for your help

Sorry to sound impatient or anything, but does anyone know why this isnt working? For roadxroad intersections, It has the yellow lines unstead of the white ones that come with the Euro Texture MOD. I have the NAM beginning with A and the euro road mod beginning with Z, and I have the road turning lanes plugin installed, but it doesnt work! Is there some texture I am missing? Does anyone know?  :o  ()what()
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: TopCliff on January 04, 2008, 04:48:44 PM
I have another problem. For some reason, my GLR stations won't line up anymore with the draggable GLR. The trains won't go through the stations, and anything spawned at the stations won't leave. Just disappears. Any reason why my stations don't work anymore?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: DrPepper on January 04, 2008, 05:08:52 PM
I can't plop the GLR peice to drag. It just stays red. Also my SAM won't work either. My roundabouts aren't ploppable either. For some odd reason they just stay red. no matter what terrain I try place it on it stays red.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: BigSlark on January 04, 2008, 05:49:29 PM
DrPepper,

You have conflicting files somewhere in your plugins folder. Try running the cleanitol file included with the January 2008 NAM. If that doesn't work, save your Additional Bridges, Draggable GLR Stations patches, etc. and delete everything else in your Network Addon Mod folder. Then reinstall June 2007 NAM, then January 2008 NAM, then RHW, then SAM, finally put the Additional Bridges and GLR Station Patches back in your NAM folder.

That's what I had to do, none the less, I had some strange Beta files in my NAM folder.

Let us know how it turns out.

Cheers,
Kevin
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: SC4BOY on January 05, 2008, 09:02:37 PM
I have rather a minor problem. It doesn't cause an game issues, but I'm just curious if I have something wrong or this is just normal?

(http://img146.imageshack.us/img146/9297/menuimgelrailig7.jpg)

The FIRST MENU ITEM does nothing as far as I can tell. It will plop the first puzzle piece only and has no "tab images"

The SECOND MENU ITEM seems to work properly and has an array of puzzle pieces accessable through the tab key.

Thanks for your thoughts
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: ebina on January 05, 2008, 09:38:18 PM
SC4BOY: NAM Update includes updated version of NetworkAddonMod_Light_URail_Puzzle_Plugin.dat. I think both the old and the new are in your plugins folder, you need to remove old one. Updated file's time stamp is Dec 24th, 2007. Old version's time stamp should be June 1st, 2007 or thereabouts.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: SC4BOY on January 06, 2008, 12:21:40 AM
Ok thanks.. that was all I needed to know..
I got a double menu on the HSR project and that was not changable, so I thought this might be the same thing, but now that I know, I'll take care of it.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: minnie on January 06, 2008, 02:39:38 PM
Since I'm not alowed to stricken my post I editing with this remark. Pictures shown below have flaws caused by something else. I think. It is not the NAM. Please ignore this post.

...and so I have updated with the new NAM feature, start up my game and my cities and the look like this.

(http://)

(http://)

(http://)

I obviously am missing something and I can't seem to figure out what. Or perhaps there is a conflict between something  ()what() I really don't know and would appreciate any input as to why it looks like this around the avenues and railroads and I might add only avenues and rail  %confuso

I don't use SAM.
I do use both SMP roadside brick texture as you can see and Jeronijs streetside mod and there has been no conflict before the NAM update. I removed the JRJ Sidewalks_OPTIONAL-folder to see if that would help and it didn't.
I only have the NAM and other texture/roadtextures dependancies related to dependancy list from this site, BSC Essential etc.

I hope you've had a Merry Christmas with near and loved ones and wish for prosper New Year to you all.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: TopCliff on January 07, 2008, 04:11:37 PM
I don't want to sound pushy or anything, but my draggable GLR stations are acting weird on me. I bulldoze a plot, put a station down, and try to drag El-Rail through. No good. Then, I complete the line and try to plop the station right on top. No dice there either. So, the only possible thing left to do is put a station down, and drag El-Rail over the station? I'm just confused because the patch for it made it sound easier than it actually is, and now I'm lost. Any help appreciated. Thank you.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Meastro444 on January 08, 2008, 04:42:12 AM
have you downloaded the Patch for the stations? if not, you should and copy the lotfiles of the stations you use to your plugin folder. those are needed ;)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: blunderclod on January 08, 2008, 01:21:06 PM
I have noticed that with the RHW and the rail piece that crosses over it tends to cause the automotia to disappear as soon as it hits that spot. Testing further, it seems to happen most when the RHW is westbound and rail crosses over is North to South. The eastbound lane was not affected and traffic flowed smoothly underneath.
The next test was to see if it could because the traffic through that area is side by side, so I gave it a distance of one tile apart.
No change in the result.
I'll be playing around with a bit more and I'll get back with the results.

-blunderclod aka susanmarie
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: TopCliff on January 08, 2008, 07:38:10 PM
have you downloaded the Patch for the stations? if not, you should and copy the lotfiles of the stations you use to your plugin folder. those are needed ;)

I DLed the patch, and I transferred the LOT files over. Still not working. I decided I'll just use regular stations and connect them with the starter pieces. Thanks for your help though.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: BrooklynBus on January 08, 2008, 08:12:59 PM
I downloaded the NAM last week.  I was trying to build a diagonal LRT.  I can't find any road, street, avenue crossings, etc. for a diagonal line.  The road top station also does not work for a line built diagonally.  Everything else seems to work except for some of the overpasses where I get a message like "Missing setup string."

Is there a patch or additional files that I also need to download?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: TopCliff on January 08, 2008, 08:16:39 PM
Well, there's two things. First off, there's a thread for all of you NAM problems in the NAM forum. Secondly, did you read the entire Read-me?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: JoeST on January 09, 2008, 12:23:59 AM
I have noticed that with the RHW and the rail piece that crosses over it tends to cause the automotia to disappear as soon as it hits that spot. Testing further, it seems to happen most when the RHW is westbound and rail crosses over is North to South. The eastbound lane was not affected and traffic flowed smoothly underneath.
The next test was to see if it could because the traffic through that area is side by side, so I gave it a distance of one tile apart.
No change in the result.
I'll be playing around with a bit more and I'll get back with the results.
I think it might be that the path for this piece is backwards... do you have Left Hand Side driving? because thats what I have

Joe
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: rickmastfan67 on January 09, 2008, 04:26:54 AM
I have noticed that with the RHW and the rail piece that crosses over it tends to cause the automotia to disappear as soon as it hits that spot. Testing further, it seems to happen most when the RHW is westbound and rail crosses over is North to South. The eastbound lane was not affected and traffic flowed smoothly underneath.
The next test was to see if it could because the traffic through that area is side by side, so I gave it a distance of one tile apart.
No change in the result.
I'll be playing around with a bit more and I'll get back with the results.

-blunderclod aka susanmarie

We are aware of the Rail over RHW-4 problems for the right hand side drivers.  A fix is being worked on to correct it.  It was just one of those small things that got past us somehow in alpha testing period.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: blunderclod on January 09, 2008, 08:02:37 AM
Quote
We are aware of the Rail over RHW-4 problems for the right hand side drivers.  A fix is being worked on to correct it.  It was just one of those small things that got past us somehow in alpha testing period

Thank you. You guys rock! :thumbsup:
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: BrooklynBus on January 09, 2008, 06:04:23 PM
It looks like the Jan. 2008 upgrade solved the overpass problem, but I still have the LRT diagonal problem. 

Thanks. I'll look for the Nam forum, and yes I did read the Readme.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: opiq on January 10, 2008, 02:22:09 AM
hi all, i just wanna know is there any possibilities to reduce the poles on the NAM puzzle pieces? like in the first picture (red circled), the poles are only in the middle of the overpass, which looks more realistic as it goes over canal.. but i never can do it (2nd picture)
anyone can give me a clue?
everything is appreciated, thank you very very much...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: rooker1 on January 10, 2008, 06:17:30 AM
opiq,
You need to use what ever transit network you want over road, street or rail and than use the canal extention peice to cover it up.  I hope you understand and this helps.

Robin  :thumbsup:
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: freedo50 on January 10, 2008, 06:59:28 AM
What the creator of the first picture has done is to use a road-over-highway(or avenue) piece and then cover up the highway/avenue with the canal water tiles. It's quite a clever idea, and it works well.

Fred


EDITI'll say!  That's a keeper. -DE
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: opiq on January 10, 2008, 05:46:29 PM
great, thank you freedo & rooker..
i'll put it right on..
i think that is the most reasonable solution for it..
again, thanx a lot...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: DrPepper on January 11, 2008, 09:18:32 AM
Oh hey, Yeah, I just removed all the plugins and left Nam there. Then I re-installed NAM then put all the plugins back. For some odd reason it works now. Ha, weird.

thx anyway Kev. ;)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Kitsune on January 11, 2008, 09:55:32 PM
Is there any plans to be make new pieces for the blank tile without poles? It could come in very handy.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: SC4BOY on January 13, 2008, 08:38:31 AM
I feel pretty silly posting this, but I've spent a lONG time on this, and I give up... even a search for answers on here and ST and the NAM docs didn't help.

Edit: I finally remembered/recreated it.. I will post it in a tutorial which I will link here when I get it posted. No responses are needed now (well I would still like to know about the GLR/GLR Ave intersection) .. Sorry to bother all.. Its hell getting old.. ;)

I made this GLR over sunken rail bridge a while back and cannot recreate it for the LIFE OF ME.. HELP! lol

(http://img258.imageshack.us/img258/3112/glrbridgeno2.jpg)

I tried my usual "on-slope" method using the glr puzzlepiece as I would for normal rail, avenue, road or whatever and can't make them work. I recall I had to widen the sunken part to 3 wide to do it, but still can't make it work for me again.. I know I'm doing something extremely simple as when I did it before it was not a big deal.. hehe

Also while I'm asking, it there a way to do this intersection:?

(http://img443.imageshack.us/img443/3015/glrintersectionaw6.jpg)

where a piece similar to the upper one but with only GLR crossing an avenue and "T-ing" with the avenue GLR? I didnt find one.. It would be nice, but not necessary I suppose.. just being sure I'm not overlooking it. I have figured only one way to get it, but with lots more real estate required.. any ideas?

Thanks for your support.. If this is the wrong place, feel free to move it. Last post I had they moved it TO HERE.. hehe.. I'm just never sure what is what.. sooo....
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Paris on January 14, 2008, 04:11:35 AM
When a road crosses the ANT or the ANT crosses a road I get a blank tile at the intersection.

I Only have NAM installed in the plugins folder, the latest release. I have tried it with and without SAM installed, but it made no difference. I have read and searched the forums, but can't seem to find anything specific on this -no doubt someone will point to a dozen posts with this issue  :)

Any suggestions?

Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on January 14, 2008, 11:28:56 AM
Paris, the ANT Plugin has actually been discontinued.  Its features have all been incorporated into the latest version of the Rural Highway (RHW) mod, v20. 

The reason you are getting those blank spots is because the IntersectionSolution RUL, which basically tell the game which texture to place when two different networks cross has been changed for the ANT/Road intersections as part of the latest updates. The update was mainly to solve the issue of all the ANT/ANT and ANT/Road intersections having the same texture defined in the RUL, so that the game could distinguish between them, which we needed to do from a modding standpoint in order to improve network functionality and add new features into the RHW mod.

Hope that answers your question.

-Alex (Tarkus)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: nerdly_dood on January 14, 2008, 03:27:46 PM
What I recommend is, unless someone makes a mod to take them away (which I suspect will remove ALL your mid-wealth streetlights) that you drive a tank in U Drive It and shoot the streetlights.  To make sure you shoot things real close to you, well, i can't remember the keyboard commands for it...but you need to lower the barrel and decrease power.  then that will destroy only buildings and props on your networks, it won't destroy your actual networks.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Filasimo on January 14, 2008, 03:31:52 PM
nerdly dood: if you dont have any question or a logical answer to help someone out with a problem, please dont waste threadspace  &sly thank you
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Wyldone on January 14, 2008, 04:45:40 PM
Hey, juh..not really an issue or anythin' but..I was just wonderin' somethin'. Since the new Viaduct stations are available only in red it seems, can I just delte the grey viaduct eleveted rails 'n replace 'em with the red ones? I REALLY don't wanna have to reinstall EVERYTHIN'. Otehr than that, these things look GREAT! 10/10!!!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: BigSlark on January 14, 2008, 04:56:39 PM
Wyldone,

You can safely delete your Network Addon Mod folder and reinstall it with no ill effects to your cities. Then select the Red Brick viaducts in the installer and the skins magically change the next time you load a city!

I would recommend removing any plugins' folders (Rural Highway Mod, Additional Bridges, and Draggable GLR Station Patches come to mind) before deleting the whole folder as it takes some time to reinstall all of those individually.

Of course, there may be a more elegant solution, but I couldn't find a "Heavy EL-Rail Viaduct" .dat to replace anywhere in my NAM folder.

Cheers,
Kevin
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on January 14, 2008, 06:26:50 PM
Wyldone, the alternate textures for the Viaducts are contained in separate .dat files which get installed when you select the option in the NAM January 2008 Update installer.  Or, you could just download the Mac version (loose files, no installer ;)) and extract the file from there.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Paris on January 14, 2008, 06:46:20 PM
Quote
Paris, the ANT Plugin has actually been discontinued.  Its features have all been incorporated into the latest version of the Rural Highway (RHW) mod, v20. 

Thanks Tarkus, I appeaciate your help.

Sadly it does answer my question. Now I know why my older cities turned into a transport mess as soon as I touched them with the new NAM.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on January 15, 2008, 05:14:35 AM
Wyldone, the alternate textures for the Viaducts are contained in separate .dat files which get installed when you select the option in the NAM January 2008 Update installer.  Or, you could just download the Mac version (loose files, no installer ;)) and extract the file from there.

Or simply run the NAM Update installer again, and select another texture style. The grey textures are the new standard style, so there isn't a separate file (I cheated a bit by adding an option for it in the components selection page ;) ). The brown and red styles are separate DATs which are being installed into the NAM Plugins folder. Just delete them manually if you want to pick another style.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: DrPepper on January 15, 2008, 11:03:56 AM
Is there any plans to be make new pieces for the blank tile without poles? It could come in very handy.

For Some Odd Reason my Tiles come with and without poles. I will post a screenie here whenever I can. Right now I don't have the SC4 Disc.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Pikatchoum on January 16, 2008, 07:26:29 AM
Hi.

I have a problem whie insallng the update Nam. I've donwloaded the june 2007 version. Then i launched the installer of the update version and the latest rural highway mod. In game, i can see the icons of the differents tools (roundabouts, Rural highway mod etc) but when i clik on them, nothing apears. I tried many time but i just don't see where the problem is. Does omebody have an idea ?

Thanks.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on January 16, 2008, 06:11:16 PM
Pikatchoum, sounds like you have the infamous "red cursor" bug.  The only thing that causes that is having outdated high-level transit mods (containing modified RUL files) sitting in your Plugins.  These could include past versions of the NAM, RHW, and various pre-NAM transit mods.  If you're not getting the Avenue Roundabouts, it's something older than June 2007.  I'd uninstall the NAM, run the BSC Cleanitol file included in the June NAM download, and then re-install all the components in the following order:

1) June 2007 NAM
2) January 2008 NAM Update
3) RHW v20

If you are using the SAM or Additional Bridges, I'd install them after the January 2008 update as well.

Hope that helps.

-Alex (Tarkus)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: kassarc16 on January 17, 2008, 10:43:55 PM
A quick question about GLR-Ave. Some of my road intersections are missing traffic lights, while others have them. It's not really a big deal, just looks a little silly. Also, is there anyway to put stop paths on the intersections. I notice that on the transition piece the cars on one side stop when a train rolls through.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: TopCliff on January 17, 2008, 10:46:48 PM
Thanks Kassarc. You just reminded me of a problem I found out about recently involving GLR in Avenue. My latest tproblem (of many) is the transition from GLR-in-A to two one-ways with GLR, I can drag the GLR out. The diagonal exit, however, won't let me drag or anything. And speaking of dragging, none of my stations are working. I thought I had it solved, but now none of the stations are working at all. Any help appreciated, considering the city this is all in is almost entirely based on GLR. Later.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Filasimo on January 17, 2008, 10:55:30 PM
hey guys those are good questions but, please post pictures of your issues you guys are having it will help us determine whats wrong with the setup.
thanks
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: kassarc16 on January 18, 2008, 12:23:10 AM
(http://img.photobucket.com/albums/v359/kassarc16/GLRAVE1.jpg)
(http://img.photobucket.com/albums/v359/kassarc16/GLRAVE2.jpg)

These two shots are from along the same stretch of GLR-Ave.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on January 18, 2008, 05:12:09 AM
The "missing" traffic lights are most likely related to the fact that no type 21 exemplar files have been made for them so far.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: memo on January 18, 2008, 06:28:13 AM
You could try to demolish the intersection without traffic lights and also demolish the EL-Rail end caps which will appear. Then connect the remaining puzzle pieces with the avenue network. Plop the intersection onto the avenue first, and place the missing straight avenue-GLR pieces afterwards. I know, this sounds complicated, but it isn't and it should work. You just need to understand how it works basically. ;)
In most cases, it is necesarry that the Dual puzzle pieces are connected to a real avenue, so that the props appear. However, I am not sure, but probably this doesn't work, if there are stations on the track, since the part between two stations doesn't connect to an avenue then. So you'll have to make use of the little workaround I explained.
Probably, this really sounds confusing now!? ()what() $%Grinno$%
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: kassarc16 on January 18, 2008, 05:38:53 PM
I thought it was probably the stations cutting off the tiles from the avenue at the end, but I wasn't sure since, like the pictures, some have lights and some don't. I'm going to try redoing it with a direct line from end to end, then placing stations.

Edit: Yep, placing them over an avenue worked. Now if only the game would allow the traffic lights and stops to work correctly.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: schm0 on January 19, 2008, 08:39:14 PM
Has this problem been noted? There's a bit of bleeding or space between the textures on the 45 degree turn for the roads. Just wondering. :)

(http://i49.photobucket.com/albums/f277/schm01978/texturebleed.png)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on January 20, 2008, 06:49:17 AM
Has this problem been noted? There's a bit of bleeding or space between the textures on the 45 degree turn for the roads. Just wondering. :)

Yes, we are aware of that. Most likely, there's a slight problem with the S3D files, since the textures are perfect. Unfortunately, I don't know enough about S3D's, otherwise I might have fixed it when reworking the gentle NAM curves.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: SC4BOY on January 20, 2008, 08:26:09 PM
I make bypass tracks and stations all the time for my railroads. I haven't been much of a GLR user before, but I tried to apply the same principle to save crowding issues on the GLR stations. It never seems to work. ALL the traffic always seems to go through the station siding and never on the "through" tracks.. is this coincidence, or is there some problem with this structure on the GLR?

(http://img413.imageshack.us/img413/9533/glrbypasshx1.jpg)

If I seperate the two tracks by 1 or more tiles, they seem to work. Is there any known reason why the side by side tracks might not work? It seems to work if I do this:

(http://img262.imageshack.us/img262/2586/glrbypasssplitnh6.jpg)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: spartan air on January 23, 2008, 05:27:39 PM
Hi.  I searched, hopefully I didn't miss the solution.
In a much older version of NAM I had a traffic controller file that allowed better pathfinding and higher capacity and\or speeds.  I don't see a way to do that now.  Am I missing something?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Sabretooth78 on January 23, 2008, 07:42:56 PM
First off, let me say every time I disappear from the SC4 scene for some period of time, I'm always amazed by the great things that seem to "come out of nowhere".  RHW & MIS is pretty much everything I always wanted!

That said, however, I'm experiencing a couple of problems:

Some background info:  I'm installing NAM from scratch with completely empty plugin folders (with the exception of the CD-installed AirForceBase landmark; basically I'm attempting to consolidate and weed out things I never or rarely use), starting with the June 07 base version and working incrementally upward.  Therefore there theoretically should be no issues with dependencies or conflicts of any nature.

When I install the January 08 update of the NAM, I get a "xx Intersection placement string missing xx" occasionally throughout my tab cycle for rail puzzle pieces (maybe 6± in total?), and 2 at the end of the avenue puzzle piece cycle.  I'm not sure how much of a problem this is, as I still have, in the instance of rail, 27 properly appearing puzzle piece variations, i.e. everything appears to be present, just these "extra" error pieces.  See picture below.

When I install the RHW (v.20), all of the "Rail over..." RHW/MIS puzzle pieces appear as depicted below.  This seems to be a fairly major issue?

(http://mysite.verizon.net/~sargeantcm/sc4rh/001.jpg)

Thanks
Chris
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Ryan B. on January 23, 2008, 07:46:54 PM
Let me be the first (I think) to extend a warm welcome to you here at SC4D!  I was wondering when Operation Buffalo Wing would set up shop over here.  :)

I'm having the same issue, too.  However, I'm in the midst of rebuilding my plugins folder, so maybe the issue will sort itself out once I get everything cleaned up.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Sabretooth78 on January 23, 2008, 07:55:34 PM
Set up shop?  I need to get the shop running again!  I always say I'm back into it, but...  Holidays, vacations, new job, buying a house... aye ye ye.  Somebody is conspiring against it!

As I said, the only things in my plugins folder are that Maxis AFB landmark, the background PNGs, June 07 & Jan 08 NAM, and RHW.  I'm not even using StartupManager to pare things down or anything.  Now, if I had my usual scenario with the folders chock full of stuff, I might sit back and think "well, maybe this is my fault".  But I don't think that can be the case here.

Anywho, nice to hear somebody else has the problem (well, not really).  At least it's a known issue; I can deal with that.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: ebina on January 23, 2008, 08:55:46 PM
When I install the January 08 update of the NAM, I get a "xx Intersection placement string missing xx" occasionally throughout my tab cycle for rail puzzle pieces (maybe 6± in total?), and 2 at the end of the avenue puzzle piece cycle.  I'm not sure how much of a problem this is, as I still have, in the instance of rail, 27 properly appearing puzzle piece variations, i.e. everything appears to be present, just these "extra" error pieces.  See picture below.

When I install the RHW (v.20), all of the "Rail over..." RHW/MIS puzzle pieces appear as depicted below.  This seems to be a fairly major issue?
Basically color patch appears when there's no textures for S3D file. Your case is able to happen if the NAM Jan 2008 Update was installed before the NAM June 2007. It also can be a cause of missing pieces.

Please check the date stamp of NetworkAddonMod2.dat. If it's not Dec 2007, it's an old file. I'd suggest reinstalling the NAM. Maybe your case can be solved by reinstalling the Jan 2008 Update to your current installation. Afterwards install the latest NAM Essentials for the RHW.

Edit: Dec 2007 is the case of GMT+9:00. It can be Nov 2007 in other time zones.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on January 23, 2008, 09:16:34 PM
sargeantcm, good to see you around, and welcome to SC4D!  I'm also quite pleased to hear you like the new MIS. :) 

As far as those "IntersectionPlacementString Missing" errors, it sounds like you may have outdated Locale files for both the NAM and RHW.  In addition to reinstalling the January 2008 update as ebina suggested, I'd also suggest reinstalling RHW v20 right after it.

Hope that helps!

-Alex (Tarkus)

Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Sabretooth78 on January 23, 2008, 10:12:52 PM
Figured it out.

I was just installing the Jan 08 update to the NAM essentials (lex file 850).  D'oh!  I was totally missing the full update (featured on the home page no less) (file 1425).  All works well now.

Thanks!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: debutterfly on January 24, 2008, 12:45:01 PM
I have a problem where I still get rickmanfast67's old replacement textures from 13b for the RHW-2. And sometimes on rare instances there are "congested" RHW's with little traffic. I have nothing zoned next to the RHW/MIS system. I also am using the Startup Manager and not using the Legacy support in updated cities. I'll get you some pics shortly.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: rickmastfan67 on January 24, 2008, 05:36:17 PM
I have a problem where I still get rickmanfast67's old replacement textures from 13b for the RHW-2.

That can't be possible.  I didn't release any RHW-2 stuff in my old replacement texture download.  Only stuff for the RHW-4.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on January 24, 2008, 06:10:37 PM
The old RHW-2 textures were mjig_dudy's, and they were never included as part of the actual RHW mod.  If you remove that file (I don't remember the name of it off the top of my head, except that the words "Two Way" were in it), the new textures included in RHW v20 should show up.

-Alex (Tarkus)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: debutterfly on January 24, 2008, 06:27:15 PM
i deleted the file long ago but the textures RHW-2 still show even on a new map w/o 13b
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on January 24, 2008, 06:37:58 PM
The old file file is still hiding somewhere (perhaps in an obscure location) in your Plugins from the sounds of things.  The file should be named "twoway RHW.dat"--try doing a Search in your plugins for it.

-Alex (Tarkus)

Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: debutterfly on January 24, 2008, 07:24:59 PM
cannot find it on my computer anywhere.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on January 24, 2008, 07:29:50 PM
Hmm . . . unusual.  Do you by chance mean RHW-4?  If so, that is the legacy support file's doing.  I assigned the old textures from v13b (before rickmastfan's update) to the Instance IDs used in prior versions of the RHW, such that you could see whether or not you've updated the your RHWs to the new standard.

Of course, I may still be missing the issue here.  Would you be able to show some pics?  That may help quite a bit.

-Alex (Tarkus)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: debutterfly on January 24, 2008, 07:46:24 PM
no, somehow the SC4 Startup Manager was reading my compressed Plugins. deleted the folder and now i'm happy!!!  ;D
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on January 24, 2008, 08:04:32 PM
That would do it.  Glad you found the problem, debutterfly. :)

That's why we'd suggest to anyone out there who's DatPacking their Plugins to not include their NAM folder in the DatPacking process, due to its frequent updates. ;)

-Alex (Tarkus)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: RebaLynnTS on January 26, 2008, 10:15:42 AM
I group my files in dat packs, by type .. Airport, hospital, etc. Then things that get updated fairly regularly, I leave in seperate folders (NAM, SAM, RWH, ect.), so far this has served me well.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: schm0 on January 28, 2008, 08:59:14 PM
Has this texture problem ever been addressed? I've been playing forever but never noticed, and apparently I've been told it's a Maxis problem. In the SAM forum thread I was told this is a Maxis texture and appears this way because there are an odd amount of pixels. Can this/is this being fixed?

(http://i49.photobucket.com/albums/f277/schm01978/streetcrossingtexture.jpg)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: rickmastfan67 on January 28, 2008, 09:23:00 PM
Has this texture problem ever been addressed? I've been playing forever but never noticed, and apparently I've been told it's a Maxis problem. In the SAM forum thread I was told this is a Maxis texture and appears this way because there are an odd amount of pixels. Can this/is this being fixed?

(http://i49.photobucket.com/albums/f277/schm01978/streetcrossingtexture.jpg)

Only can be fixed if the entire road and street network was rebuilt from the ground up.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: RebaLynnTS on January 28, 2008, 09:35:18 PM
The number of pixels should not be the reason. Just looks like someone did not take the time to do it right to start with.

I'd think, you would only need a patch to replace the one texture ID.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: rickmastfan67 on January 28, 2008, 09:49:20 PM
The number of pixels should not be the reason. Just looks like someone did not take the time to do it right to start with.

I'd think, you would only need a patch to replace the one texture ID.

That's where you're wrong.  With every default network that Maxis made, they all had dimensions with odd pixel numbers.  When a piece needs to be rotated that's where the pixel problem shows itself.  However, with the new networks that are being created, we're using even number pixels for then so they will not have the rotation problem compared to their predecessors.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Diggis on January 29, 2008, 03:21:03 AM
Reba, because a tile is an even number of pixels... ie 128 then textures have to be an even number wide to allow rotation and flipping, otherwise you get the issue displayed here.  I think this only applies to the roads and streets as I think the rush hour sets were corrected although I could be wrong. 

The NAM team are aware of this and all SAM textures (I know cos I did them) are the right number of pixels.  As Rick stated above the RHW and MIS etc are also being done correctly.  To fix the issue we would have to redo every single road and street texture and I'm not even going to tell you how many there are, or how long that would take.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: schm0 on January 29, 2008, 05:50:21 AM
To fix the issue we would have to redo every single road and street texture and I'm not even going to tell you how many there are, or how long that would take.

Aw, come on. I'm sure there are only a finite number of possible connections that roads and streets could possibly have. Most likely the number is some where around 150 total. Why wouldn't you want to re-write 150 texture IIDs?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: rickmastfan67 on January 29, 2008, 06:16:53 AM
Reba, because a tile is an even number of pixels... ie 128 then textures have to be an even number wide to allow rotation and flipping, otherwise you get the issue displayed here.  I think this only applies to the roads and streets as I think the rush hour sets were corrected although I could be wrong.

OWR's are made with an odd number as well Diggis.  The AVE is as well, but it doesn't seem to be affected when rotated/flipped because it's a two tile network.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on January 29, 2008, 06:30:25 AM
Aw, come on. I'm sure there are only a finite number of possible connections that roads and streets could possibly have. Most likely the number is some where around 150 total. Why wouldn't you want to re-write 150 texture IIDs?

150 textures wouldn't be much of a problem, but we're talking about some 1500 texture here, including all wealth levels...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Diggis on January 29, 2008, 06:34:04 AM
Aw, come on. I'm sure there are only a finite number of possible connections that roads and streets could possibly have. Most likely the number is some where around 150 total. Why wouldn't you want to re-write 150 texture IIDs?

Schm0, as mentioned earlier it's not just the intersections but the entire network that needs redoing.  each piece needs to be able to match each other piece so they will all need redoing.  Add to that the fact each piece needs 4 for each wealth, and then 5 for each zoom thats a lot of textures.  Plus the Alpha channels.... do you get the picture?

There are 350 textures (excluding the different zooms) for each of the SAM sets, and that is only for the straight pieces.  When you add in the road diagonals the number gets considerably higher.

Rick, Ave wouldn't matter for exactly the reason you stated.  Because they can only join one way. I'm not surprised about OWR as it was based off the road network.  If you look carefully you can still see the yellow lines down the centre of the tile.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: RebaLynnTS on January 29, 2008, 11:44:59 AM
Just so I am understanding correctly, are you saying some textures are an even numbered size, while others are an odd numbered size?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on January 29, 2008, 11:55:33 AM
Not the textures themselves, but the streets and roads that are painted on them. This 1-pixel-shift also occurs with various park path textures, so Maxis really screwed up this area.  &mmm
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: tomdapom on January 29, 2008, 05:14:15 PM
After having the NAM for a while now, I finally got round to updating it, and installing the RHW and MIS. The RHW works fine, but for some reason, I can't get the MIS to work.

(http://img147.imageshack.us/img147/2494/pooez3.jpg)

All I get is a blank arrow, with no MIS interchange tools at all. Also, I cannot plop the new avenue pieces, or use the GLR. What am I doing wrong?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Shadow Assassin on January 29, 2008, 05:17:22 PM
You'll have to update your copy of the NAM. What's possible is that you have an old copy of the NAM Essentials [it is, after all, essential - you want the Jan 2008 version].
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Filasimo on January 29, 2008, 05:25:24 PM
not only that by the looks of the pic you have the old RHW version installed
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on January 29, 2008, 05:29:11 PM
not only that by the looks of the pic you have the old RHW version installed

Well, he could have an old RHW built with v13b or earlier, and the v13 Legacy Support file is loaded (which will show the old textures).

-Alex (Tarkus)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: tomdapom on January 29, 2008, 05:39:38 PM
I do have the latest version of NAM, with the RHW v20. However, the problem seems to be with anything draggable (I can use the ploppable GLR, but not draggable).
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Filasimo on January 29, 2008, 05:42:26 PM
regardless you still have an old NAM file in your plugins
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: rickmastfan67 on January 29, 2008, 05:42:49 PM
Then maybe you somehow have two NAM folders in your plugins area.  You might want to double check that.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: tomdapom on January 29, 2008, 05:48:43 PM
I just checked, and I don't think I do. Just to see, here is a pic of all things which have 'Network' in them, in my plugins.

(http://img155.imageshack.us/img155/8445/dumhr4.jpg)

I'll probably be missing something really obvious . . . lol
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: rickmastfan67 on January 29, 2008, 05:53:23 PM
Then all I can sugest is that you re-install the NAM from the ground up.  That means delete your current "Network Addon Mod" folder and reinstall everything you want from the NAM.  If that doesn't help, you then somehow have a mod that has RUL's in it that are messing up the NAM.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on January 29, 2008, 05:57:49 PM
I do have the latest version of NAM, with the RHW v20. However, the problem seems to be with anything draggable (I can use the ploppable GLR, but not draggable).

That's probably because the ploppable GLR is included in whatever version of the RUL files is loading into the game, but the newer items aren't listed.  If that is your entire list of items with "Network", then it is more than likely an outdated version of the RHW (earlier than v13b), or some other transit plugin dated prior to the June 2007 NAM (when the Draggable GLR was introduced).  If the RHW is still working by the old side-by-side ANT method, than it is an old RHW version--try searching for "RHW".

If that still doesn't turn up anything, I'd uninstall the NAM (and also delete any DatPacked NAM files if you have any, they could be a culprit as well), and then run the BSC Cleanitol file included in the NAM June 2007 Download (which will clear out any hidden , then reinstall in the following order:

1. NAM June 2007
2. NAM January 2008 Update
3. RHW v20

Hope that helps!

-Alex (Tarkus)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on January 29, 2008, 05:59:24 PM
Check the date stamp of the Network Addon Controller file - it should be a date somewhere around January 1, 2008. If this isn't the case, reinstall the NAM, or at least the NAM January 2008 Update. If you still have problems, refer to the troubleshooting guide that is included in the NAM January 2008 Update "ReadMeFirst" file.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: RebaLynnTS on January 29, 2008, 07:59:14 PM
I had the same problem when I first upgraded, so, I deleted everything having to do with NAM, reinstalled the new stuff, and it worked fine. (Search for NAM, and GLR as well)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: zakuten on January 29, 2008, 09:21:51 PM
So, recently I was playing and somehow this happened: A RHW-2 (just plain ANT tool with v20 installed) tunnel. I thought this wasn't supposed to exist, and obviously isn't supported by the game, as seen by the hole in the ground, but if this IS something new that hasn't been seen before, might a portal be makable for it?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: dragonshardz on January 29, 2008, 09:44:56 PM
No. The tunnels are hardcoded into the .exe file. The ANT is a network tool that Maxis never finished, obviously they were planning for tunnels and gave the ANT that ability, but never got the chance to make a tunnel portal.

And NO, there is currently NO way to make a tunnel portal without "cracking" the .exe file, which would violate the user agreement and be illegal too.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: zakuten on January 29, 2008, 09:47:44 PM
Sorry, I was just asking. I know I've seen some custom portals floating about for such things as HSRP and I believe roads too, so I thought it could be done. I guess I musta saw something else.

Edit: Actually, it was a European-inspired rail portal on the STEX, made by Fukuda.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Shadow Assassin on January 29, 2008, 10:45:53 PM
The tunnel portal models can be changed. The functionality of the tunnel itself, however, is hard-coded and cannot be changed.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: zakuten on January 29, 2008, 11:40:36 PM
Ah, OK. That makes it a bit easier to understand. I'm not sure if it holds traffic, due to the placement of it in the city, but if you say it's not correctly functional as a tunnel rather than just graphically glitched, then nevermind it. I just don't know much about these things, sorry.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Crissa on January 30, 2008, 12:55:46 AM
Technically, it's not illegal to crack an exe on your own harddrive; what is illegal is to decode anything that may be encoded securely or retransmitting it.  This law may be unconstitutional, however.

Either way, it's sad.  But it's possible to make pieces to perhaps transfer ANTs to other tunnel types.

-Crissa
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: RebaLynnTS on January 30, 2008, 08:15:10 AM
Note: If someone cracked the exe, and altered it, the only way they could share it, would be with written permission from the holder of the rights to the game.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: nerdly_dood on January 30, 2008, 02:27:48 PM
Which we all know will come when hell freezes over, cause this is EA, not...ok, who can come up with a nice generous corporation who would give us permission to tinker with their EXE file and distribute the tinkerations for free?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: dragonshardz on January 30, 2008, 08:26:09 PM
Stardock Entertainment. Their games are pretty much OGL.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: JoeST on February 03, 2008, 11:23:07 AM
I dont know what others think of this but I would suggest that the NAM board be reorganised.

A proposed Board/Thread Layout (provisional)(boards in Bold)

NAM Place (http://sc4devotion.com/forums/index.php?board=90.0)

-NAM Creations (http://sc4devotion.com/forums/index.php?board=91.0)

-RHW & MIS Development

Hope to hear from people about this

Joe
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: SC4BOY on February 03, 2008, 01:01:33 PM
I'm not a team member, so I'm just giving an outsider's opinion... but I think you have the right idea about re-organizing.. there have been so many ideas and development in such a short time.. plus it has a LOT of interest.. so it's getting pretty messy.. Your outline looks fine to me, but the team will no doubt have better observations.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Filasimo on February 04, 2008, 12:57:50 AM
we apprectiate the proposal joe and we are talking about it. but its a great idea  :thumbsup:
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: JoeST on February 04, 2008, 01:12:02 AM
another suggestion would be to have a board for each different project, and having the development thread sticky'ed. This would allow for people to just post their questions in the board below, kinda thing...

Maybe not..

Thanks for taking notice tho, especially as your all busy developing ;)

Joe
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Shadow Assassin on February 04, 2008, 01:19:15 AM
Here's what I think:

The NAM board simply isn't active enough to justify such a reorganization. That is, while quite a few people come through and post, the number of threads in the forum index of this board isn't enough to really justify splitting everything up. If anything, it will cause a lot of confusion to people where things aren't where they expect them to be.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: JoeST on February 04, 2008, 01:23:04 AM
It makes more sense for some of the support threads to be out of the NAM CREATIONS board tho....
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Shadow Assassin on February 04, 2008, 01:32:54 AM
I agree, though, about NAM support. But it should be say, in another group of sub-sub-forums in this board...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: JoeST on February 04, 2008, 01:34:47 AM
or in the root of the NAM team board... that would make more sense. That's pretty much what i suggested to start with...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: blahdy on February 05, 2008, 05:27:41 PM
I believe the current setup we have is fine and it's best that we just leave them as is until sufficient user traffic warrants justification.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: superhands on February 10, 2008, 02:19:33 AM
Request to nam or ram members!

is the GLR system going to be made or thought of for streets/roads? (like avenues but with track along the same path as cars?)

or is this immpossible?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jplumbley on February 10, 2008, 03:30:28 AM
@bighead...  This is possible by puzzle pieces, but the problem is we need someone who is going to do it.  There are more problems with these types of puzzle pieces than you would think though and it is not likely to happen for quite sometime, if ever.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: nerdly_dood on February 17, 2008, 01:55:37 PM
(http://i220.photobucket.com/albums/dd138/nerdly_dood/streetinwater.jpg)
Diagonal streets are interesting in more ways than one!  ;D
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: TopCliff on February 17, 2008, 02:14:18 PM
(http://i220.photobucket.com/albums/dd138/nerdly_dood/streetinwater.jpg)
Diagonal streets are interesting in more ways than one!  ;D

Dude, I can't even think of something to say that's so funny and messed up. :D :P
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: JoeST on February 17, 2008, 02:24:35 PM
driving into the abyss?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: nerdly_dood on February 17, 2008, 02:34:03 PM
i couldn't find a suitable thread other than this to putit in and >_< i can't make a new one ("Show Us Your Glitches")
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: JoeST on February 17, 2008, 02:35:16 PM
their is already a glitches one "Show us your Game Oddities"
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: nerdly_dood on February 17, 2008, 02:40:32 PM
oh! thanks.

BACK TO THE TOPIC NOW. and i don't have any major SC4 problems, so what are yours?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Glazert on February 17, 2008, 04:08:03 PM
I have come across a minor glitch in the pathing for pedestrians in the Avenue Y-stack intersection. Part of the pathing shows up as flashing between red and white (see right of intersection).

(http://i249.photobucket.com/albums/gg204/Glazert/Doodle-3way.jpg)

I only noticed this because I was using drawpaths from the extracheats.dll.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Jonathan on February 17, 2008, 04:15:15 PM
That means the Entry/Exits points gor those paths dont match the order of the path coordinates. So most likely 2 numbers need to be swaped
I wonder why anyone hasnt picked up on that before, I didnt realise that it had ped paths, it would be kinda suicide to walk along that.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: nerdly_dood on February 17, 2008, 04:55:55 PM
I think I see orange path lines there.  And I am reasonably surethat orange path lines indicate heavy rail pathing.  Strange.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on February 17, 2008, 05:14:20 PM
Actually, that's a flashing red path, which means it's invalid.  I've seen it more times than I'd like. :D  It's in the middle of a flash here, and thus, it looks a bit orangish-pinkish.

I have to agree with Warrior here . . . I'm not sure I'd want to be walking there either.  I'm wondering if perhaps the pedestrian paths should just be taken out.

-Alex (Tarkus)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: nerdly_dood on February 17, 2008, 05:40:52 PM
Pedestrian paths are rather pointless in this sort of interchange.  What i would do is use ped mall puz pcs to take the ped pathing around the interchange safely.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on February 17, 2008, 07:02:23 PM
Well, obviously there wouldn't be ped access on a RL interchange like that, but since the Y stack is a replacement for an avenue Y junction, it might be better to keep the paths, since some people might rely on that feature. The invalid one should be repaired, though. :)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on February 17, 2008, 08:50:20 PM
Problem solved. :)

(http://img174.imageshack.us/img174/4449/namaveystackfixed021720ny5.jpg)

-Alex (Tarkus)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jondor on February 18, 2008, 12:33:52 AM
Hey all, I've been enjoying the RHW, makes cities look much more realistic, but I've run into a small problem.

I didn't see any posts about this issue, so in case no one has noticed it, here it is:

I have a one sided on-ramp next to a NAM overpass ramp piece, going to a RHW-4 using the 'A' ramp, but where it intersects the road, the intersection is backwards, as are the paths.
(http://www.maj.com/gallery/jondor/Other/rhw_prob1.jpg)

Right now, my workaround is to drag the MIS ramp through to the other side which fixes the path problem.
(http://www.maj.com/gallery/jondor/Other/rhw_prob2.jpg)

There is an off-ramp to the north that is built identically (if mirrored) and functions correctly.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Glazert on February 18, 2008, 02:52:57 AM
Tarkus: that was fast work fixing the minor glitch on the Avenue Y-stack.

It had never actually caused me any problem, because I was surprised to see pedestrian access at all, but I thought it best to stick to reporting a very minor glitch.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on February 18, 2008, 03:06:10 AM
jondor, I'm glad to hear you're enjoying the latest RHW.  As far as that intersection goes, I've found that it's a bit finicky.  About 50-75% of the time, it works correctly, but the other 25-50% of the time, it doesn't.  It's definitely an issue related to the RUL files, so it will require releasing a new version of the NAM Essentials to fix it.  (The same goes with the orth-diag transition issue with the MIS, for those who are wondering.)  I will definitely take a look at it and see if I can make it 100% stable, perhaps coinciding with the RHW v21 release, if not sooner (depending, of course, on how RHW v21 development goes).

Glazert, thanks again for reporting that as well.  Simple path fixes are usually not terribly hard to fix.  Now the trick is to figure out how to release it. :D 

-Alex (Tarkus)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on February 18, 2008, 06:57:06 AM
Simple path fixes are usually not terribly hard to fix.  Now the trick is to figure out how to release it. :D

True. ;) Updating the NAM Essentials is rather easy (and hopefully, the next update can be released soon), but the paths are usually located in the related NAM DAT files, so it's a bit harder to keep track of all errors and fixes.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: kassarc16 on February 18, 2008, 04:55:58 PM
I had an odd thought. Is there anyway to have paths based on the 24 hour clock, or are paths only possible for 24/7? I'm not sure if anyone has delved into that, since some alternating-direction express lanes for the RHW would be nice to have, but it's probably not possible within the engine.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Crissa on February 19, 2008, 01:24:18 AM
But... There really are roads like that:  underwater! (http://maps.google.com/maps?f=d&hl=en&geocode=&saddr=&daddr=36.048045,-95.275047&mra=mi&mrsp=0&sz=18&sll=36.048023,-95.275052&sspn=0.003145,0.005364&ie=UTF8&t=h&z=18&iwloc=ddw1)

-Crissa
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Swamper77 on February 19, 2008, 02:13:59 AM
I had an odd thought. Is there anyway to have paths based on the 24 hour clock, or are paths only possible for 24/7? I'm not sure if anyone has delved into that, since some alternating-direction express lanes for the RHW would be nice to have, but it's probably not possible within the engine.

The paths are 24/7. Time-based pathing is not possible with SC4's engine. They would be nice to have though ;)

-Swamper
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: SusanMarie1956 on February 22, 2008, 10:40:41 AM
Will the interchange pieces of RHW be a little more slope friendly?

- SusanMarie aka blunderclod
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: dragonshardz on February 22, 2008, 11:33:45 PM
there are no interchange pieces, the MIS is free form interchange.

Hmm. Idea. Do you think you could give out not interchanges but interchange "templates" for making interchanges with the MIS?

IE a "drawing" to lay the networks on?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on February 23, 2008, 01:47:34 AM
I believe what SusanMarie1956 was referring to was the actual starter pieces.  Unfrotunately, I'm not entirely sure it's possible to make them more slope friendly, unfortunately, at least not without invoking the old "NAM Sinkhole" bug.   &mmm

'shardz, what exactly do you mean?

-Alex (Tarkus)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Heblem on February 23, 2008, 02:07:17 AM
Hi i have been using the last NAM addon and my problem is to make the pieces match  :'( its soo tedious and difficult, actually the home/PgUp and End/PgDn buttons just rotate the camera but not the pieces. I have using the 2008 NAM version in my MD, as for suggestions:

-RHW-RHW2 overpass piece, RHW-RHW overpass piece,  RHW2-RHW2, RHW and RHW2 starter overpass pieces.
-Multilane exits as like RHW.
-MIS connector to RHW2 (the current one its a RHW2-RHW2 texture)
-Fix the road MIS conector texture.
Suggestion for the MIS -Make it multi lane option when it gets closer to a road or avenue, etc
-The RHW2 needs more curves option (but i can be plopped from the RHW curves, not sure if it works well)
-Curves for streets (also if it possible compatible with SAM)
-Diagonal RHW2 conection in to rails shows a one-way road texture.

The RHW textures are different even for the curves, and the straight pieces, I suggest to change the straight piece to a drawable RHW like past versions. As for the multilane again its soo tedious to try to plop the connector piece (RHW-Multilane) would better if that piece generates automatically while drawing into the RHW-Multilane.

I'm willing to help the NAM team in make textures if it possible ;)
Thanks
Eblem
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: City Builder on February 23, 2008, 06:09:55 AM
Hello,

Perhaps someone can tell me if Im missing a NAM texture or if it's maybe something else.  My problem is when I place a street (the gray one) and it creates a tunnel, there is no real tunnel enterance, it's basically a black box that the street runs into, where as my roads (the black with yellow striped ones) does have a tunnel enterance and exit.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: RebaLynnTS on February 23, 2008, 08:26:48 AM
I do believe this has been covered already, and that the reason is, there is no model for it at this time. I am sure it will be added as soon as it can be, and we need only be patient. I could make a model, but would have to be on an over hanging lot, as I do not know how to make transit network models ... yet.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: City Builder on February 23, 2008, 08:30:36 AM
Okalee Dokalee.  No problem over here waiting for it.  I just figured that if my install of Nam or some other plugin was the cause of it, then i'd like to find out what it is and fix it, but if it's just a matter of waiting I'll continue to only use the roads for those areas that need tunnels.  No biggie really.  Just thought i'd ask.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: dragonshardz on February 23, 2008, 09:32:51 AM
What I mean is a "template" for us to lay our networks on ingame and then delete.

like a guide for how to lay out say a basic diamond.

              ||
             /||\
           /  ||  \
          ---------
           \  ||   /
            \ || /
              ||

Oh, wait, wrong thread.....
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: SusanMarie1956 on February 23, 2008, 12:06:57 PM
Tarkus is correct, by the meaning of starter pieces. A lot of my rural highways are in hills or mountains. To create an interchange in a lot of places means taking a big expanse of land and flattening it out to create the interchange.
In some places, I've left the default Maxis diamond interchange, but it looks weird to go from 2 lanes to Maxis for a short distance for the interchange and go straight back to 2 lanes.

-Susan Marie aka Blunderclod
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tropod on February 23, 2008, 04:24:50 PM
Hello,

Perhaps someone can tell me if Im missing a NAM texture or if it's maybe something else.  My problem is when I place a street (the gray one) and it creates a tunnel, there is no real tunnel enterance, it's basically a black box that the street runs into, where as my roads (the black with yellow striped ones) does have a tunnel enterance and exit.

I don't know why people are still releasing/using plugins that allow street/dirtroad/ElevatedRail tunnels.
*To my knowledge*, tunnel (routing) functionality is hardcoded. Thus, even making a model for this it still wont be functional for anything other than UDI. Unless of course someone's managed to find a way to get routing through these tunnels to work.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: snorrelli on February 23, 2008, 04:52:57 PM
I don't know why people are still releasing/using plugins that allow street/dirtroad/ElevatedRail tunnels.
*To my knowledge*, tunnel (routing) functionality is hardcoded. Thus, even making a model for this it still wont be functional for anything other than UDI. Unless of course someone's managed to find a way to get routing through these tunnels to work.


Doesn't the El tunnel transit switch it to subway and then back again? Don't know about the street...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Swamper77 on February 23, 2008, 05:01:21 PM
Doesn't the El tunnel transit switch it to subway and then back again? Don't know about the street...

No. Only with the Elevated Rail <-> Subway transition does it do that, and that is a transit-enabled lot.

-Swamper
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: snorrelli on February 23, 2008, 05:08:07 PM
What about Morifari's hillside transition (http://www.simtropolis.com/stex/index.cfm?id=11413) (also TE'd). This is what I always use. Pathing *seems* to work fine...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tropod on February 23, 2008, 05:24:04 PM
I don't know why people are still releasing/using plugins that allow street/dirtroad/ElevatedRail tunnels.
*To my knowledge*, tunnel (routing) functionality is hardcoded. Thus, even making a model for this it still wont be functional for anything other than UDI. Unless of course someone's managed to find a way to get routing through these tunnels to work.



This is in reference to Tunnels, not Transit Enabled Lots. They are two completely different things & function in two completely different ways. So yes, Morifari's transition is going to work, assuming you connect everything up properly, since technically speaking it is not a Tunnel as defined by the game.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: snorrelli on February 24, 2008, 02:23:19 AM
OK - I got it... :)

Should have known better than to stick my nose into that one in the first place.  :D
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Haljackey on February 25, 2008, 09:54:58 AM
I have an issue with the NAM.  I don't know if its my fault or if others are experiencing this as well, but my RHW network is not functioning below the new rail-over-RHW puzzle piece.  Have a look:

(http://aycu26.webshots.com/image/43985/2005597157598112883_rs.jpg)

As you can see, I have the RHW correctly "lined up" below the rail network, but traffic isn't using it.
-In addition, I cannot drive under the rails in UDI either, so would that mean that there may be an issue with the pathing?

Any help is appreciated.  If you need additional information, let me know!

Best,
-Haljackey

Edit: 300th post.  Wow!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: JoeST on February 25, 2008, 10:33:59 AM
I dont know whether this is right or not but the Rail over RHW pieces had wrong paths, so maybe check using drawpaths...

Joe
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Starmanw402007 on February 25, 2008, 11:03:10 AM
My only problem I have with the nams is this. If I accidently place a puzzle piece over a building for new highway or road. It wont let me demolish the building anymore. I'm not sure if that's a bug or not. I keep demolishing but its still standing LOL. That's one tough building I say :D. $%Grinno$%.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Jonathan on February 25, 2008, 11:45:32 AM
Starmanw: Try zoning residential under the building then bulldozing and see if that works.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on February 25, 2008, 12:39:58 PM
Haljackey, there is indeed an issue with that path--it's backwards.  The Rail-over-RHW piece we've known about for awhile.  It's very easy to fix, but then we have to figure out how to distribute it.  (Same with the pedestrian paths on that Avenue Y-Stack.)  I'm not sure it warrants updating the main RHW file, as that's the only thing that's really wrong with it (all other reported issues are RUL-related and have to be fixed through NAM Essentials.)

In the interim, if you flip the piece backwards (such that the yellow line is on the wrong side) it will function.

-Alex (Tarkus)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Haljackey on February 25, 2008, 12:52:57 PM

In the interim, if you flip the piece backwards (such that the yellow line is on the wrong side) it will function.

Really?  Well, if that will fix my problem, than I will do it!  Thanks for letting me know!

Best,
-Haljackey
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: SusanMarie1956 on February 25, 2008, 01:57:52 PM
I can verify that putting the pieces in backwards fixes that problem.
And unless you're zoomed in really close, you won't notice that the lines under the bridge are reversed.

-Susan Marie
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Starmanw402007 on February 25, 2008, 09:18:19 PM
Warrior, I realigned my city, See Recently Published in MD for details. It was alot work realigning everything LOL. I was able to destroy it and rebuild my entire city. I'm now waiting for the new modds to come out so I can upgrade my roads and highways. And thanks for the advice also.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: rickmastfan67 on February 25, 2008, 10:42:25 PM
In the interim, if you flip the piece backwards (such that the yellow line is on the wrong side) it will function.

-Alex (Tarkus)

Alex, when I did that, somehow the rail traffic got blocked while the RHW worked again...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on February 25, 2008, 11:37:15 PM
Alex, when I did that, somehow the rail traffic got blocked while the RHW worked again...

That's odd--the Rail paths are 2-way and should face the correct direction either way.  It's possible, too, that fixing the RHW resulted in the Rail no longer needing to be used.  Try it in UDI.

-Alex (Tarkus)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: rickmastfan67 on February 26, 2008, 05:25:03 AM
That's odd--the Rail paths are 2-way and should face the correct direction either way.  It's possible, too, that fixing the RHW resulted in the Rail no longer needing to be used.  Try it in UDI.

-Alex (Tarkus)

Well Alex, fixing the RHW didn't warrant the Rail not to be used because before I placed the overpass for the Rail, both the RHW and Rail had no problems with the At-Grade intersection.   While building the overpass, I temporary built a second at grade crossing so the rail service wouldn't be interrupted.  Once I had the overpass finished with the RHW textures the correct way for the highway, rail over RHW worked fine (I also closed the 2nd At-Grade Crossing), but RHW was blocked.  Then I changed the piece for the RHW around.  The RHW then worked, but the rail was blocked somehow.  Then I "re-opened" the secondary At-Grade Rail crossing, and the trains started to flow again.

Crazy, huh?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Ladymame on March 03, 2008, 10:28:52 AM
I've downloaded but not yet installed the NAM June 07, the NAM Essentials, and the NAM 08 Update all for windows.  I'm confused about the NAM Simulator A and B February 08.  Is the an update to REPLACE one of the above or is it an update to INSTALL ALONG WITH the above.  ()what()  Thanks.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on March 03, 2008, 11:07:08 AM
The new Traffic Simulators are a replacement for the old Traffic Plugins that come with the NAM, but they are not mandatory. If you feel that your Traffic Plugin could do a better job, feel free to try one of the new files.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Ladymame on March 03, 2008, 11:33:23 AM
Does the included Cleanitol automatically remove the no longer necessary files, or do I remove them manually per the Cleanitol list?  I'd like to use Simulation A Easy for the increased traffic capacity.  Thanks.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on March 03, 2008, 02:42:47 PM
You can run Cleanitol for automatically removing old Traffic Plugins, but of course you can do that manually as well. If you created or downloaded a custom Traffic Plugin, the Cleanitol file won't cover it anyway.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: kassarc16 on March 03, 2008, 05:10:30 PM
Also the Cleanitol removes the automata files (though they might have updated that), but the simulators don't have any automata properties, so you'll need to keep your automata plugin. Correct me if I'm wrong, though.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: zakuten on March 03, 2008, 08:26:51 PM
I'm not sure where I'd put this anymore, since it really isn't a puzzle piece and Maxis type highways don't seem to be supported anymore (Due to everyone wanting RHW), but has there been a ground-highway parallel exit made? And if not, how could I request it properly?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Glazert on March 04, 2008, 06:52:04 AM
I don't really know if this should count as a NAM issue, since it probably arose from me trying to do things with avenue roundabouts which they weren't designed for.

I really like the Avenue Roundabout with Elevated Highway overpass, but after it has been connected up to ramps to the highway only one avenue each side of the highway can connect to the roundabout.

So like many real-world junctions in the UK I thought of using one roundabout each side of the highway, with a connecting avenue between them. That way it would be possible to connect up to three avenues plus a couple of other roads each side of the highway. I got one way-roads to link the on/off ramps to the roundabout.  (Note that I am using left-hand drive.) However, when I had Drawpaths turned on, I could see that although the roads had connected, the paths had not connected the ramp link roads to the roundabouts (see picture).

Gap in paths:
(http://i249.photobucket.com/albums/gg204/Glazert/GapinPaths.jpg)


It might reasonably be thought that I was trying to connect the one-way roads at an awkward angle, but as you can see on the left of the picture, there are roads joining the roundabout at a similarly awkward angle in one direction.

Fortunately there is another way of using roundabouts each side of the highway and joining them up with the paths OK (see second picture). The roundabouts are one tile away from the highway.


Paths OK:
(http://i249.photobucket.com/albums/gg204/Glazert/PathsOK.jpg)


So there is a way of doing what I was thinking of. I only mention this here because it shows that just because you can join the roads it doesn't necessarily mean you have joined the paths.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on March 04, 2008, 07:38:03 AM
Well, those particular roundabout entries were designed to connect to a highway onramp, as shown in the NAM thread, so I guess warrior thought it wouldn't be necessary to add pedestrian paths. However, if someone uses the connections in other setups, it might be better to add the paths. This should be easy enough to fix for the NAM Team, thanks for pointing it out. :)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Glazert on March 04, 2008, 07:56:56 AM
Andreas: I agree about there being no need for pedestrian paths to connect to highway ramps. My point was about the road (for vehicle) paths not joining at the roundabout.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: RebaLynnTS on March 04, 2008, 08:09:13 AM
Glad you pointed out the vehicle paths, I missed it the first time you posted.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Crissa on March 05, 2008, 03:09:25 AM
Yes, but the whole concept just blows my mind.

Why would you build that? O-o

-Crissa
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Diggis on March 05, 2008, 03:50:18 AM
Because it reflects how it can be in some places.  he did say that it's common in the UK.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Glazert on March 05, 2008, 08:33:08 AM
In my post yesterday I showed how I had come across an oddity in the pathing of one-way roads joining avenue roundabouts each side of a highway as part of an interchange I had built.

After thinking about it overnight,  I realised that the basic point could be shown without any highways or highway ramps. Bear in mind that I have the Left-Hand Drive version. I do not know what shows with Right-Hand Drive.

Picture 1 shows that one-way roads in these particular directions and joining the avenue roundabouts at these particular points do not have the paths connecting the one-way roads to the roundabouts.


Picture 1:
(http://i249.photobucket.com/albums/gg204/Glazert/Picture01_05March2008.jpg)


Picture 2 show one-way roads at the same points, but with the direction of the one-way roads reversed. The paths are all connected up.


Picture 2:
(http://i249.photobucket.com/albums/gg204/Glazert/Picture02_05March2008.jpg)


Picture 3 show two-way roads at the same points. The paths in both directions are connected up.


Picture 3:
(http://i249.photobucket.com/albums/gg204/Glazert/Picture03_05March2008.jpg)


So this little glitch only seems to affect one-way roads in one direction joining avenue roundabouts in a particular way (and I only know about the left-hand drive version).
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on March 05, 2008, 09:36:11 AM
Ok, that makes sense. I must admit that I overlooked your first pic where the "broken" car paths were showing, but after looking at it again there are no paths because it would be a way too sharp turn from the roundabout into a oneway road like this (even though there are such paths for the roads). Let's see what the NAM guys think about the issue.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Toichus Maximus on March 06, 2008, 08:28:30 PM
Guys, I'm having some trouble with the bridge controller. I've reinstalled it several times now, but some of the newer bridges like the Garabit Viaduct and the Tsing Ma bridge don't show up in my folder, despite my double checking to be sure the .dat files are there. Any ideas of what could be wrong or what to do?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Ladymame on March 06, 2008, 08:39:30 PM
I've installed the June 07 NAM, the NAM Essentials and the February 08 update as well as the Simulator A.  The problem is that all my vehicles keep disappearing when they reach an intersection, their destination or just in the middle of the road.  Sometimes they will turn at an intersection and keep going a short distance then fade away.  It's been a long time since I played last, but I remember the vehicles pulling into parking lots, going through intersections and toll booths, stopping at lights and then continuing, etc. I was warned that the Cleanitol which comes with the Simulator A might remove the automata files but they seem to be intact.   Can anyone shed some light on this problem or put forth some ideas to fiddle with to solve this?  Thanks.

Also, I'm confused about the Cleanitol programs.  I understand how they are supposed to work and their purpose.  What confuses me is that when I pull a download that is supposed to have a Cleanitol, the only thing I find is a list of files that the Cleanitol is supposed to remove. It originally was in the Simcity/Plugins but didn't seem to work so I moved it to My Documents/Simcity/Plugins...still didn't work, so I move it outside to the Program Files.  Perhaps I still have it in the wrong place?  When I try to run it from where it is now, I just comes up with a blank list.  Thanks again.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jplumbley on March 06, 2008, 08:56:18 PM
I've installed the June 07 NAM, the NAM Essentials and the February 08 update as well as the Simulator A.  The problem is that all my vehicles keep disappearing when they reach an intersection, their destination or just in the middle of the road.  Sometimes they will turn at an intersection and keep going a short distance then fade away.  It's been a long time since I played last, but I remember the vehicles pulling into parking lots, going through intersections and toll booths, stopping at lights and then continuing, etc. I was warned that the Cleanitol which comes with the Simulator A might remove the automata files but they seem to be intact.   Can anyone shed some light on this problem or put forth some ideas to fiddle with to solve this?  Thanks.

In the Network Addon Mod folder of your Plugins, there should be a file named NetworkAddonMod_Automata_Plugin_*...  I have never really paid attention to Automata in game before, but I do know that it randomly disappears when the Automata reaches its time limit or destination.  In most cases it never reaches a destination because the timelife is not set high enough in the Vanilla game.  In some of the NAM Automata Plugins the life span has been extended but it will still cause it to disappear when it reaches the end of its lifespan.

Only lots that are Transit Enabled will allows for cars to enter the lot and drive around.  So, it depends which lots will do such a thing.

Quote
Also, I'm confused about the Cleanitol programs.  I understand how they are supposed to work and their purpose.  What confuses me is that when I pull a download that is supposed to have a Cleanitol, the only thing I find is a list of files that the Cleanitol is supposed to remove. It originally was in the Simcity/Plugins but didn't seem to work so I moved it to My Documents/Simcity/Plugins...still didn't work, so I move it outside to the Program Files.  Perhaps I still have it in the wrong place?  When I try to run it from where it is now, I just comes up with a blank list.  Thanks again.

The Cleanitol is a program that will take a *.txt document and read the contents of it.  The contents has the files names of all the files the creator wishes to remove from your plugins folder due to outdated files, conflicts etc.  I have never really used the Cleanitol because I maintain my plugins folder fairly regularily, so.. I cannot tell you how to physically use it, I just know how it works.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: RebaLynnTS on March 07, 2008, 08:02:30 AM
A few things in the cleanitol program could be a bit clearer, however ....
After starting the program, click the button maked "..."
This brings up a box that you use to find the cleanitol file supplied by the creator of the plugin you downloaded.
Next press the "locating files" button
This will create a list of things you don't need, or plugins that you do need.

To get rid of old files, click the "backup now" button.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Ladymame on March 07, 2008, 10:02:08 AM
Thanks to you both.  I got how to work the Cleanitol now, but I'm still confused somewhat.  I've deleted all NAM files and am reinstalling using the Cleanitol.  I've found my automata error and am preparing to fix it but need an answer.  If I choose any under Perfect Pathfinding, it will slow the game down a great deal.  If I find it's too slow, can I change after the fact to Better Pathfinding, or once my decision is made am I stuck unless I reinstall?

After running Cleanitol and choosing Locate Files, it runs down a list.  This is when I need to Backup Now.  I'm confused by a message at the bottom of the list that states I have all the required dependancies.  Does this just mean I'm in good shape, or are these the ones I want to remove to make way for updated ones?  Is there a different message for when you need to remove to backup?  Thanks. %confuso
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Diggis on March 07, 2008, 10:14:20 AM
Yes perfect pathfinding will slow you game somewhat, depending on your computer.  You can change later with little problem.  It might take a while to update.  I would suggest that instead of those you look at JPlumbly's new traffic plugins which have better settings that the original NAM ones which are being Phased out.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Ladymame on March 07, 2008, 10:39:10 AM
If you mean the Simulator A and B from February 08, I have that.  I hope to install A.  I thought I needed to install the NAM June 07, the Essentials, Feburary Update and then Simulator A.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Diggis on March 07, 2008, 10:43:20 AM
Yes, but the simulators replace the NAM ones.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jplumbley on March 07, 2008, 10:58:30 AM
If you mean the Simulator A and B from February 08, I have that.  I hope to install A.  I thought I needed to install the NAM June 07, the Essentials, Feburary Update and then Simulator A.

If you plan to install these, do not use the Cleanitol, because by accident it will remove the Automata file aswell as the Traffic Plugin file.  What you will need to do is remove the NetworkAddonMod_Traffic_Plugin_* file that you installed with the NAM June 07 manually.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Crissa on March 07, 2008, 06:57:08 PM
The images in the thread header post are missing.

-Crissa
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on March 07, 2008, 07:58:25 PM
The images in the thread header post are missing.

They have been for awhile now.  In fact, I'm not even sure what they were anymore. Oh well.  The old issue with the GLR Stations patch isn't that exciting to look at anyways. :D 

-Alex (Tarkus)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Crissa on March 09, 2008, 12:08:43 AM
Yeah, but I thought the idea was to make the thread re-usable.  Think someone could put in a snapshot of what good directory architecture looks like, or something?

-Crissa
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on March 09, 2008, 12:10:30 AM
Crissa, that's a fantastic idea.   :)

-Alex (Tarkus)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: j-dub on April 13, 2008, 08:26:28 AM
Okay guys, I was browsing sites, and came across this, ignoring the train crash in the picture, but looking to the left, where exactly is this network, is it NAM related? The one thing I'd like to know is that elevated avenue on the top left, what is that? Is it a different hwy, a bridge (I don't know where) or an unreleased prototype? I have never seen other pictures of this, but the one thing that concerns me, is the occasional double yellow markings on the avenue in the lower left corner. The 2 cars also appear to be on the wrong side of the median on the bottom left, even though traffic is coming the other way, but it appears to be right hand drive. Any ideas anyone? To be honest, there are alot of different network configurations in this pic, the one stop sign and cross hatch on the street, next to the elevated ave in the picture, but theres no street connecting to it. I'm confused. ()what()
(http://www.gamershell.com/static/screenshots/3319/51930_full.jpg)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Jonathan on April 13, 2008, 08:52:39 AM
I remember something about this picture, it was either a pre-release picture, for a CJ/MD, or obviously just plain fake.

But this is not a NAM picture.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on April 13, 2008, 09:17:43 AM
It's a promo pic for Rush Hour, distributed by EA, and obviously photoshopped. ;)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: dragonshardz on April 13, 2008, 10:13:51 AM
And very badly I might add.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: CasperVg on April 13, 2008, 10:18:49 AM
Yeah, it shows some real bad photoshopping. Take the road in the upper right hand corner, it doesn't follow the grid nor 45° at all, that bridgelike thing would be huge compared to SC4 scale, seeing as default NAM Overpasses are 15m high already... Not to mention the avenue-alike set of double roads...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: TopCliff on April 13, 2008, 11:54:53 AM
All I can say to that pic is this: shoulda, coulda, didn't. If only EA cared about its fans . . .
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Haljackey on April 13, 2008, 01:09:17 PM
Yes that pic was a promo for the Rush Hour expansion pack before it was released, j-dub.

Most games' inital screenshots look nothing like the end result, and SC4RH was no exception.



Heck, just take a look at this promo for the original SC4 before it was released.  Does the cloverleaf look like this now? What about the menu and the sidebar? It's just a prototype screenshot.

(http://www.kurumi.com/roads/interchanges/simcity4_cloverleaf.jpg)

Best,
-Haljackey
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: j-dub on April 13, 2008, 05:15:49 PM
Good point with your pic Haljackey, maybe it was more it was incomplete than anything else with the same avatar being used, but the menu interface is almost  what we have now.   
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Pompic on April 16, 2008, 10:06:52 PM
Today I've discovered that there is at least one intersection that was possible in previous NAM versions that isn't available in the latest versions. It's the diagonal avenue splitting into an othogonal and diagonal OWR intersection. I tried making this intersection and couldn't do it, so I checked an old city of mine to make sure if it wasn't just me imagining all of this but no, I was right, here is the intersection in all of its glory:
(http://img231.imageshack.us/img231/5869/missing1rv0.jpg) (http://img517.imageshack.us/img517/2977/missing2qk3.jpg)

The picture at the right show what happened when I tried rebuilding the intersection with the January 2008 NAM: it just won't let me rebuild it. To make sure it wasn't a problem on my part, I moved all my other plugins including the SAM and rural highway elsewhere, keeping only the NAM core and still couldn't reproduce the intersection.




Fortunately, I've kept all the other previous NAM versions downloads. So I installed the June 2007 NAM and still came accross the same problem. Then I installed the December 2006 NAM and tadam:
(http://img231.imageshack.us/img231/6672/missing3rr9.jpg)

I don't know if other intersections were cut from the current NAM, but you should check it out. I used to use extensively this intersection so I hope it'll get a fix soon. It's still possible for me to build it by moving the 2008 NAM and putting the 2006 NAM instead, then build it and finally move back the 2008 NAM but it's a very tedious process.

Thanks in advance.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Swamper77 on April 16, 2008, 10:22:20 PM
The problem of the "cut intersection" with the avenue and oneway roads is due to the Oneway Arrows Reduction plugin in the current build of the NAM. They are working on a solution for this, which involves edits to the RULs. In the meantime, just temporarily remove the Oneway Arrows Reduction plugin that comes with the NAM.

-Swamper
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Pompic on April 16, 2008, 11:32:21 PM
The problem of the "cut intersection" with the avenue and oneway roads is due to the Oneway Arrows Reduction plugin in the current build of the NAM. They are working on a solution for this, which involves edits to the RULs. In the meantime, just temporarily remove the Oneway Arrows Reduction plugin that comes with the NAM.

-Swamper

Thanks a lot. At least the intersection works with the no one-way arrow (at all) mod (not the reduced one) so it solves all my problems!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on April 17, 2008, 03:44:17 AM
As Swamper77 said, memo found the error and created a fix for it, so you'll get that intersection back in the next NAM release. :)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: SusanMarie1956 on April 18, 2008, 12:24:56 PM
A while ago, the computer crashed and I thought it was a good time to clean up SC4 since it was a mess. This time, I kept it simple for a while only loading NAM and a few other key componanents. Now that things were running smoothly, I thought I would start adding new stuff.
I loaded CAM, now, I noticed the traffic on all RHW are moving half the speed of any other street/road. It's not only the cars, but trucks and buses as well. On normal streets/road, they are moving normally.
I could of sworn I saw an issue like this mentioned before, but can't find it.
Any ideas where I can find it? Or what may be the cause of this?

**Update**
Okay, found the problem. I uninstalled both CAM and NAM from the plugins. Reinstall them, but this time, installed CAM first, use Cleanital, then installed NAM. It is nice to see the vehicles go zooming down the freeways again.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Raindog on April 19, 2008, 03:25:28 PM
My game is crashing on me. Stopped playing my region as I got kicked out every 10 minutes or so. Removed most of my plugins but kept the NAM and some other stuff. Now I start a new region and see this little building here. Upon clicking I get kicked out of simcity again.

(http://img76.imageshack.us/img76/7373/pic1smalljm9.jpg)

So let's remove this annoying thing and guess what. It does not want to be deleted.

(http://img246.imageshack.us/img246/5645/pic2smallyg4.jpg)
(look mum, without zoning  ()what() )


I am using the june 2007 version together with the Jan 2008 update. Have replaced the traffic plugin for the one by JPlumbley.
The textures on the curved roads I found on the Stex: NAM_Smooth_Curve_Euro_Road_Texture.dat and added that to an old version of the euro streets-textures I am using: zzz1_NAM_eurotex.dat (together with zzz2, zzz3 and zzz4).
I am not entirely sure the problem is caused by the NAM but it sure looks like it.

Hopefully this problem looks familiar to one of you and we can find and remove the cause.
thanks in advance,
the Raindog


edit: Have removed the old euro-textures and replaced for the latest version just found on the lex. Let's see what happens.


Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Jonathan on April 19, 2008, 03:35:28 PM
To delete the "empty" lots, just zone residential over it, and then delete it, then dezone the residential.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Raindog on April 19, 2008, 03:53:36 PM
Thanks Warrior, that did the trick. The mystery building has been removed.
Now to find out what's causing it.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Jonathan on April 19, 2008, 04:06:09 PM
It got like that, becuase you placed a puzzle piece on top of it.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Anthony on April 24, 2008, 10:32:02 PM
 ()what() i just installed the new SAM and April 2008 NAM + NAM Essentials.

(http://i268.photobucket.com/albums/jj23/SNL_oRbz/SC4/NAM.jpg?t=1209097839)
NAM folder

(http://i268.photobucket.com/albums/jj23/SNL_oRbz/SC4/NAM_plugins.jpg?t=1209097800)
NAM plugins folder

after which i suddenly got traffic problems when there used to be none  &mmm
(http://i268.photobucket.com/albums/jj23/SNL_oRbz/SC4/TrafficProb.jpg?t=1209097734)

what did i do wrong?
is this because the cleanitol removed the installed NAM traffic simulator files?
any help on how to resolve this would be highly appreciated  :(
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on April 24, 2008, 10:43:16 PM
Anthony, you do have one of the NAM Traffic Simulators installed--that's what that "NetworkAddonMod_Traffic_Plugin_C_Standard.dat" is.  The question I would have would be what traffic simulator did you have installed before?  If you've changed Simulators, this can have an effect on congestion.

Also, jplumbley's Congestion Data View mod was incorporated into the April 2008 NAM, which changes the way in which the game assigns the coloration, so as to more accurately represent congestion.  That may have an impact as well.

(And thanks for posting pics of your problem and your NAM directories--that helps a lot! :thumbsup:)

-Alex (Tarkus)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jplumbley on April 24, 2008, 11:18:41 PM
()what() i just installed the new SAM and April 2008 NAM + NAM Essentials.


NAM folder


NAM plugins folder

after which i suddenly got traffic problems when there used to be none  &mmm


what did i do wrong?
is this because the cleanitol removed the installed NAM traffic simulator files?
any help on how to resolve this would be highly appreciated  :(

Please read the first post in the following thread about information on the Traffic Simulators (Traffic Plugins):

NAM Traffic Simulator Help (http://sc4devotion.com/forums/index.php?topic=3693.0)

I have not updated the thread to include Traffic Simulators C, D, and E.  Traffic Simulator C is the vanilla Simulator that came with the game.  Traffic Simulator D is the old "better pathfinding" from the NAM.  Traffic Simulator E is the old "perfect pathfinding" from the NAM.  There are various versions for different capacities.

These were changed because through research, we found the Simulators that modified the Speeds and Maximum Commute Time values improperly could cause issues with your overall simulation of the game.  Simulators A and B were created with balanced calculations to keep the game working how it should be.
______________________________________________________

Now for your direct situation, you have installed the Standard Simulator that shipped with the game.  Meaning you probably have reduced the Capacities of your networks by installing this Plugin if you had an older NAM Plugin that changed the capacities.  So, your networks will have become over capacity by simply reducing the capacities with the installed Plugin.

There is also another minor but also major change with this NAM.  The Congestion Scale has been "fixed".  Basically, the Standard MAXIS Congestion Scale used to show your network Yellow at 200% Capacity, and wasnt fully Red until closer to 400% Capacity.  I have fixed it so that it starts turning Yellow around 90 to 130% Capacity and being fully Red around 250 to 270% Capacity.  The difference is, it now shows you when your network is begining to suffer the consequences of Congestion rather when it is already fully suffering the consequebces and it is nearly too late to fix it.

Every city in RL has traffic problems, why should your game show you green when your city is suffering the consequences of Congestion?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Anthony on April 25, 2008, 02:21:16 AM
i had previously installed the perfect pathfinding traffic simulator so i guess the shift to another simulator caused the change in this particular city's traffic congestion :-[

i guess the best thing to do is to do some testing to determine what simulator will best suit my gameplay &Thk/(

Alex (Tarkus) & jplumbley: thanks a bunch  :thumbsup:
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: soulchaser on April 25, 2008, 04:12:34 AM
I'm new on this forum, but using the NAM for aeons....great work by the way....
ok...my problem:
i uninstalled the old nam and installed the new one....and several additions as the latest SAM and RHW....i opened an old region, and none of the starterpieces worked....the textures are all still there, but i can't build any new grids

Anyone any idea?

thanks for your help
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Diggis on April 25, 2008, 05:36:00 AM
Sounds like you might have an old NAM controller somewhere.  Check for any dat packed versions.

What happens when you try to plop an new starter piece?

Did you also install the new essentials files too?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: soulchaser on April 25, 2008, 05:43:12 AM
as i understood the readme, the new essentials are already implemented in the basic NAM....

for plopping: the arrow keeps red all the time, i don't even get the chance to plop any of the starter pieces, whether RHW, nor SAM

will be searching for NAM controllers right now
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Diggis on April 25, 2008, 05:52:19 AM
No you need the essentials file too.  Try that first.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: soulchaser on April 25, 2008, 06:06:49 AM
i installed the new essentials now....but it's still not working...red arrows with the SAM-, RHW-, higher El-Rail-, GLR- and higher Mono-Rail-starterpieces....

thank you for your help so far

btw: i didn't find any lost/left controller files...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on April 25, 2008, 07:02:14 AM
No you need the essentials file too.  Try that first.

No, you don't. ;) The most current NAM Essentials are also included in the NAM installer. But if there are red arrows, there's definitely an outdated controller hidden somewhere in the plugin folders. Try to remove everything from your plugins folder and only install the new NAM. Then it should work properly. Don't forget to change the plugins folder in the SC4 installation folder as well.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: soulchaser on April 25, 2008, 07:51:44 AM
so....finally found the old glr tram mod (incl. a controller) (i think you uploaded it at the stex ;)).....deleted it....still a red pointer
any other idea?
i'd like to avoid deleting the pluginfolder....it's about 2.2gb.....
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on April 25, 2008, 08:02:14 AM
Not deleting - just move out everything else temporarily. If it works after that, move the files/folders back in one by one and test - until you found the problem.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: HandsOn on April 25, 2008, 08:21:29 AM
 &apls Zo, ze new NAM is installed and vorks fine, ja. We haff to commend you young men, wery fine vork indeed!

But I did come across an oddity: no cause for alarm and easily rectified (see pic). But if you try to connect either two NAM highway pieces or a NAM piece and a standard piece and you try this with a single click, you get a strange effect. Demolishing and dragging a new, at least 32m long piece will fix it, though.

Also, in the new double-decker GLR/Road puzzle, there seems to be one crucial piece missing - although it may well be impossible to create it: if a road passes over a railway, there is no GLR/Road piece available and you have to either veer the road of and around (kind of exetended U) or - more space consuming) veer off the GLR. Wouldn't it be nice if...  :P
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: soulchaser on April 25, 2008, 08:51:45 AM
@andreas: ok...in fact i moved them temporarily to my rcycle bin;)....didn't solve the problem....so i'll try other ways this weekend......allowing bit by bit to load with the sc4 startupmanager....that will take a while
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: smoncrie on April 25, 2008, 12:04:18 PM
HandsOn,

I have seen this behavior with the Highway puzzle pieces, but if you move your cursor a bit, you should be able to get rid of it before you click or release your mouse button.

In part this is because I relaxed the rules so that it was possible to use the “T” Highway OnSlopes to span a single tile wide (e.g. rail) underpass or sunken network.


Double-decker puzzle pieces already use two networks.  There is no known way to add a third network (like rail) without undesirable side effects.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Haljackey on April 25, 2008, 12:16:07 PM
Okay, I have found a few minor bugs with the new NAM so far.  Although, it might just me, because of the other files I am using.

1.  UDI/visuals for one way road over diagonal ground highway is not functioning.  Cars are just vanishing when they hit this puzzle piece either on the ground highway or on the raised one way road.  However, it is still functional on the traffic query.  I have tried replacing this overpass several times and the same problem results.
-I am not sure if this is happening on other raised puzzle pieces, but it is for this particular one.

2.  I am having some texture problems with the double raised monorail puzzle pieces.  I am using the bullet train skin for the monorail network, but the texture reverts to monorail for the double overpass.  Is there any way I can override this?

3.  In the NAM file you have stated that the "Shadow" on the on-slope ground/elevated highway puzzle piece was corrected.  This is true, however I am using the asphalt highway texture for my ground/elevated highways.  From certain camera angles, the concrete texture appears on both orthogonal and diagonal pieces, but look normal from other angles.  However, the new gentle ground highway curve accepts the asphalt texture without any visual glitches. 

If you need visuals for any of the issues above, I can gladly provide them.
-That's all the problems I have found with the new NAM at first glance. 

You guys really outdid yourselves, you know that?  I really didn't expect curved ground highways and a roundabout with both GLR AND elevated highway pass through it.  The double height puzzle pieces also make a big change to transit setups.  You are masters of your domain, and you never seem to run out of ideas.   :thumbsup:

Best,
-Haljackey 
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: smoncrie on April 25, 2008, 02:00:30 PM
Haljackey,

On first look it seems that the paths are missing for the one-way over diagonal ground highway puzzle piece.  Sorry.  :thumbsdown:

I have been away from SimCity for a while, so I do not know about the bullet train skin,  but I suspect that it will need to be up dated to include the new puzzle pieces.

I have attached a file that will allow you to use asphalt highway textures on the highway OnSlopes.   Extract the folder and put it in your Plugin directory.   Make sure that this folder still contains zzzAsphalt-HW-OnSlope_ColourFix.dat
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: HandsOn on April 25, 2008, 03:16:06 PM
HandsOn,

I have seen this behavior with the Highway puzzle pieces, but if you move your cursor a bit, you should be able to get rid of it before you click or release your mouse button.
No worries, here, it is toooo eaasy to correct, and once you know what to expect it can be avoided.

As for GLR networks, single or otherwise, I do have two questions:
1) the dragable GLR doesn't, at least not for me. But I may do something wrong: placing the starter piece, then drag; drag while placing - all I get is the starter piece, nothing else.
2) since NAM underwent major revisions, does that mean all current NAM-compatible GLR stations need to be updated??

Oh, yes, one other thing, absolutely minor: when you use the BSC DL Utility, the NAM Additions are listed as 2007 - as is the .ZIP, so you only know you've got the right one whence you open it..  :thumbsup:
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Jonathan on April 25, 2008, 03:23:58 PM
HandsOn: You plop the starter piece, then drag el-rail from it and the el-rail converts to GLR. If you use the SAM or RHW then it is like that expect with El-rail instead of Street/ANT.

The GLR stations should not need updateing as far as I know.

Glad see people enjoying the NAM. :)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on April 25, 2008, 03:37:06 PM
Oh, yes, one other thing, absolutely minor: when you use the BSC DL Utility, the NAM Additions are listed as 2007 - as is the .ZIP, so you only know you've got the right one whence you open it..  :thumbsup:

This might be a weird glitch that is caused by the method we had to update the file at the LEX - since it exceeds the 10 MB limit, it was uploaded manually, so the filename might have reverted to "2007" by the LEX software. As long as the installer itself shows "April 2008", you have the correct file.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: HandsOn on April 25, 2008, 03:59:30 PM
HandsOn: You plop the starter piece, then drag el-rail from it and the el-rail converts to GLR. If you use the SAM or RHW then it is like that expect with El-rail instead of Street/ANT.

The GLR stations should not need updateing as far as I know.

Glad see people enjoying the NAM. :)
Thanks. Enjoying is the modus operandi here - I am not as excised about it as everyone else seems to be. But then I don't even know I had ANT's in SC4 - but why not, there's many a strange beasts stalking these here woods. Oh, yes, now I remember - I did see the ANT icon once - when I first installed NAM, about three years ago. Never seen it since - don't know what it does. Should I now worry..??
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: kassarc16 on April 25, 2008, 04:01:22 PM
I believe the ANT has been absorbed completely by the RHW mod and isn't part of the base NAM anymore.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: soulchaser on April 25, 2008, 05:12:34 PM
aaaahhh...found the disturbing plugin...hidden and forgotten RHWv12

thanks everybody....
great job guys &apls
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Haljackey on April 25, 2008, 05:50:12 PM
Haljackey,

On first look it seems that the paths are missing for the one-way over diagonal ground highway puzzle piece.  Sorry.  :thumbsdown:

I have been away from SimCity for a while, so I do not know about the bullet train skin,  but I suspect that it will need to be up dated to include the new puzzle pieces.

I have attached a file that will allow you to use asphalt highway textures on the highway OnSlopes.   Extract the folder and put it in your Plugin directory.   Make sure that this folder still contains zzzAsphalt-HW-OnSlope_ColourFix.dat


Thanks a lot for the reply!  Any chance of a "patch" or something that will fix the one-way over diagonal ground highway puzzle piece?  I actually use it quite a bit.   :P

About the bullet train skin, no worries.  I downloaded it from a Japanese site (I cannot remember which).  Up to now it worked with new NAM components all the time (excluding the RHW).  But I guess not this time.  I'll see what I can do about it. 

Thanks for the file too!  That fix will come in handy!

If I find out anything other issues with the NAM, I will let you know.  Thanks again!   &apls

Best,
-Haljackey
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: ebina on April 25, 2008, 05:50:48 PM
1.  UDI/visuals for one way road over diagonal ground highway is not functioning.  Cars are just vanishing when they hit this puzzle piece either on the ground highway or on the raised one way road.  However, it is still functional on the traffic query.  I have tried replacing this overpass several times and the same problem results.
-I am not sure if this is happening on other raised puzzle pieces, but it is for this particular one.
They are working in the LHD version. This time we moved all paths which will only be used in the LHD version to the LHD plugin. Paths for reversed one way road tiles are assigned similar IIDs to the other LHD paths, we moved those paths by mistake. Sorry for the inconvenience. We'd have to re-check every one way road item carefully.

2.  I am having some texture problems with the double raised monorail puzzle pieces.  I am using the bullet train skin for the monorail network, but the texture reverts to monorail for the double overpass.  Is there any way I can override this?
I think you are talking about APTX's Shinkansen Mod.  As smoncrie said, such modds need special 3D models designed for that mod to replace existent 3D models, so they will not cover the new tiles automatically.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: HandsOn on April 25, 2008, 08:00:46 PM
The wonders of NAM never cease to amaze me: I thought I'll try rail under road, usefull in a tight spot in front of the down airport - now the trains run a hectic pace: in circles! What a blast.

But seriously: will there be a mod that rids us entirely of the one-way arrows?? I used to have one, but of course it no longer works, and the updated Euro Textures reintroduced them with a vengance. NAM allows me to reduce them - but I don't want to see them at all.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: JoeST on April 26, 2008, 01:04:42 AM
LOL that is pretty silly HandsOn... that is an unusual one...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: HandsOn on April 26, 2008, 04:48:06 AM
LOL that is pretty silly HandsOn... that is an unusual one...
You could actually use that feature to provide a local rail link around the city. Much like some cities have a special airport train (Shanghai's Maglev comes to mind)..  ::)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on April 26, 2008, 06:29:24 AM
But seriously: will there be a mod that rids us entirely of the one-way arrows?? I used to have one, but of course it no longer works, and the updated Euro Textures reintroduced them with a vengance. NAM allows me to reduce them - but I don't want to see them at all.

Well, in some cases, the direction of a OneWay Road can reverse by accident, and without the arrows, you don't have any chance to notice it. The arrow reduction plugins have been designed with this in mind. I haven't checked if the old mod that completely eliminates the arrows still works properly, but it should if you don't install the arrow reduction plugins and the small mod from the Euro Road Textures Mod that changes the double arrow to a single one.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: HandsOn on April 26, 2008, 06:56:13 AM
Well, in some cases, the direction of a OneWay Road can reverse by accident, and without the arrows, you don't have any chance to notice it. The arrow reduction plugins have been designed with this in mind. I haven't checked if the old mod that completely eliminates the arrows still works properly, but it should if you don't install the arrow reduction plugins and the small mod from the Euro Road Textures Mod that changes the double arrow to a single one.
There's a - I believe built-into SC4 - simple way to avoid confusion: if you connect an additional stretch of one-way the right way around, the entire stretch of one-way lights up. Besides, during plopping, the construction vehicles face in the direction of the one-way.

All that aside, let me recap to see if I understand this correctly: I need to remove the the one-way mod of the Euro Road Textures, and remove the installed NAM one-way reduction DAT. That will mean that the No One-Way Arrows mod I already have will come again into effect?

Thanks for your help, Andreas.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: JoeST on April 26, 2008, 06:58:57 AM
I dont know what others think of this but I would suggest that the NAM board be reorganised.

A proposed Board/Thread Layout (provisional)(boards in Bold)

NAM Place (http://sc4devotion.com/forums/index.php?board=90.0)
  • NAM: Development (http://sc4devotion.com/forums/index.php?topic=1138.0)
  • NAM Traffic Simulator Help (http://sc4devotion.com/forums/index.php?topic=3693.0)
  • NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE (http://sc4devotion.com/forums/index.php?topic=1444.0)
  • TE Lots, Transit Switches, and You :) (http://sc4devotion.com/forums/index.php?topic=2763.0)
  • Network Addon Mod Reference Guide: A Comprehensive Guide in how components work (http://sc4devotion.com/forums/index.php?topic=3355.0)
  • Other general Help/Information topics, etc...

-NAM Creations (http://sc4devotion.com/forums/index.php?board=91.0)
  • SAM - Street Addon Mod (http://sc4devotion.com/forums/index.php?topic=1617.0)
  • Turning Lane Avenues (TLA) Project--Development (http://sc4devotion.com/forums/index.php?topic=1200.0)
  • SLR (Single Lane Road) Project Thread (http://sc4devotion.com/forums/index.php?topic=2079.0)
  • Boston Central Artery/Tunnel Project (Big Dig) (http://sc4devotion.com/forums/index.php?topic=1551.0)
  • Other project threads,  etc...

-RHW & MIS Development
  • RHW ("Rural" Highway) Project and MIS (Modular Interchange System) (http://sc4devotion.com/forums/index.php?topic=)
  • Help threads on RHW & MIS, because its just such a huge project.

Hope to hear from people about this

Joe
Remembering this just a while ago I thought I might ask again... as the number of stikied topics in your CREATIONS board is quite large (11!!) with four of them being non developmental threads.... they shouldnt really go under the creations thread but in the teams place board, one board above it (you know, the one thats empty at the moment) as well as all the threads not relating to new creations (eg RHW neighboring city connections (http://sc4devotion.com/forums/index.php?topic=4391.0)). I dont mean create another sub board with all the help threads in, just use the space you have already, kinda where this stuff is sposed to be anyway.

and tbh its quite a little fib you have if you think that your board doesnt get enough traffic to warrant splitting things up...being that the lowest view count on any thread in your forum is 132 and there has been nearly 1000 views on the April 08 Release thread... its been out for under 3 days!

Joe
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on April 26, 2008, 07:04:50 AM
All that aside, let me recap to see if I understand this correctly: I need to remove the the one-way mod of the Euro Road Textures, and remove the installed NAM one-way reduction DAT. That will mean that the No One-Way Arrows mod I already have will come again into effect?

Yes, I think that should do the trick. The NAM reduction plugins actually use new textures for some OWR parts, if you used that before, you might have to re-draw the affected OWR's. Both the mod that completely eliminates the arrows, and the one that is included in the Euro Texture mod are merely a modification of the original Maxis OWR arrow overlay textures. Those should be replaced automatically when installing the DATs.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: HandsOn on April 26, 2008, 07:11:45 AM
Must be the part of my German heritage - it's a s,all part  ::) - but I agree with star-torturer: organisation of the threads, especially around NAM & SAM, could do with his improvement. One might want to add another category, though, aimed at clueless stuppies like myself: "What NOT to do with Sam, Nam & their family of nice offspring..". I've made soooo many mistakes since I started lotting and plotting (and largely rotting) that I keep posting too many - for others - questions with obvious answers - if one new what to avoid..!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: JoeST on April 26, 2008, 07:17:22 AM
HandsON: I think your points about what to avoid might be answerd by the FAQ/Wiki (http://sc4devotion.com/forums/index.php?topic=3289.0) that is hopefully going to be continued :)

thanks for the support though

Joe
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: HandsOn on April 26, 2008, 07:46:25 AM
HandsON: I think your points about what to avoid might be answerd by the FAQ/Wiki (http://sc4devotion.com/forums/index.php?topic=3289.0) that is hopefully going to be continued :)

thanks for the support though

Joe
Ah, yes, the - still - elusive Wiki (actually, that sounds like all my ex-lady friends). But what is one to do in the meantime? Other than annoy everyone? And when & where will that wiki appear? Not that I am impatient or anything like that..? :satisfied:
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: JoeST on April 26, 2008, 07:55:26 AM
If you PM me with ALL your questions I am sure I can help you out :P and anything I cant help you with, I will ask around ;)

Joe
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: HandsOn on April 26, 2008, 08:18:32 AM
If you PM me with ALL your questions I am sure I can help you out :P and anything I cant help you with, I will ask around ;)

Joe
Thanks, Joe, but I do not think you realize the scope of what you are offering here  ::) I am someone with tons of free time at my hands just now (between contracts) and thus am diving headlong into the icy waters of modding, plotting, lotting, and all the other Machiavellian stuff you folks do so well. But, I am not about to bite the hand that will feed my limitless curiosity; thus somewhere between now and tomorrows F1 race you'll get a loooong list of questions. Do with it as you like..  :-[

Again, thanks
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Haljackey on April 26, 2008, 05:30:36 PM
They are working in the LHD version. This time we moved all paths which will only be used in the LHD version to the LHD plugin. Paths for reversed one way road tiles are assigned similar IIDs to the other LHD paths, we moved those paths by mistake. Sorry for the inconvenience. We'd have to re-check every one way road item carefully.
I think you are talking about APTX's Shinkansen Mod.  As smoncrie said, such modds need special 3D models designed for that mod to replace existent 3D models, so they will not cover the new tiles automatically.

So does that mean that this puzzle piece can be fixed?
-I have some visuals now of a example situation.  Cars are not appearing either on the one way road or the ground highway.
(http://img254.imageshack.us/img254/8246/terransettlementjun2116px8.jpg)

However, the traffic query states usage:
(http://img245.imageshack.us/img245/7308/terransettlementjun2116op1.jpg)

About the bullet train mod, yes I believe it is APTX's Shinkansen Mod that I am using.  Here is a picture of the texture problem.
(http://img233.imageshack.us/img233/1041/terransettlementjun3161iw5.jpg)

Here is another picture before the new NAM.  Although not a perfect fit, this overpass did seem to accept the texture quite well.  As for the highway texture, well, that is something I can live with. 
(http://img294.imageshack.us/img294/4381/downtownapr914211904247ne4.jpg)

And, thanks a lot for the highway texture fix!   :thumbsup:  An interesting little bug showed up when I downloaded the NAM:
(http://img150.imageshack.us/img150/5408/thethruwayjan3011209144nm0.jpg)

Rotate 180 degrees, and the textures actually flipped to the other side of the puzzle pieces.  ??? Interesting, eh?
(http://img81.imageshack.us/img81/6698/thethruwayjan3011209144hb6.jpg)

Anyways, thanks for the help everyone!  I really appreciate it!   &apls
-I know you deal with strictly NAM stuff, and I know all of these other textures, files , etc cannot always be up to date.  Thanks for your time!

Best,
-Haljackey
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: zakuten on April 26, 2008, 07:47:55 PM
I was wondering, are we ever going to see GHW straight ramps? In some cases, I'd like to use them without having that strange stub-end sticking out the other side... Are these in the pipeline possibly?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: HandsOn on April 26, 2008, 08:02:03 PM
Is it just my imagination or has the new NAM changed the minimum bridge height for EL/Overhead GLR? Spanning a narrow piece of water became impossible because SC4 suddenly seems to expect some very, very tall ferries to come on the market any day now..!

I tried using the higher ramp GLR puzzle pieces instead to start a bridge over troubled waters, but that did not work either because SC4 would not let me connect between them unless both were clearly on land..
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: smoncrie on April 27, 2008, 12:25:58 AM
Haljackey,

I am sorry about the problem with the one-way over diagonal ground highway puzzle piece.  I guarantee that we will fix it.

The Onslope puzzle pieces are working as intended.   They work by changing colour to compensate the shadows that appear on Onslope pieces.  The shadows only occur if puzzle piece is placed on a slope and only at some viewing angles.  The puzzle pieces are compensating for a non-existent shadow, because you did not place them on a slope.  You don’t see the compensation at all angels, because the shadows don’t appear at all angles.

Try plopping both the highway OnSlop and the rail OnSlop on a slope (All Onslopes are designed for a slope that rises 15m in one game tile), and compare them at different viewing angles. The rail OnSlope does not compensate for the shadow.

Zakuten,

Someone else will have to answer your question.  I am newly back on the NAM team and I don’t yet know what everyone’s plans are.

HandsOn,

I am not sure I understand your question.  The GLR bridge is new with this release, and it is lower than the Elevated rail bridge.  I could look into it more if this is not the problem.

To use the elevated rail bridge, you can use a ramp to convert from GLR to elevated rail.  You then drag elevated rail over water to create the bridge.  To finish you can place a ramp on the other side.  Don’t place both ramps first; bridges are very fussy about height changes.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: relics8801 on April 28, 2008, 01:19:42 AM
Hello NAM-Team's good members.
all of before, Thank you very much for up-date NAM always. ;)
and If you already know it, or somebody already reported it in thread, I'm sorry to double post. ;)

I found a problem about a SC4Path of Pedestrian Mall Tiles.
(http://img168.imageshack.us/img168/3595/nam01eb1.jpg)
You can see that SC4Path slips off an angle of 90 degrees. ;D

I wish this is revised at the time of next update of the NAM.  ;)


Thank you.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Chrisim on April 28, 2008, 10:58:05 AM
Hello Relics8801, thank you for the bug report. Attached is a fix. Just extract the contents of the zip file into the main NAM folder.
I tested this in a right hand drive version of the game. In Japan, you've got a left hand drive version of the game.
I believe that the fix will work for both, RHD and LHD, but if not, please report back
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: relics8801 on April 28, 2008, 11:38:46 AM
@Chrisim

Before, I'm sorry to forgot to write my setups of the NAM in my post.
Yes, I using a plugins "Left-Hand-version" for NAM.
and
Yes, I got it ! :thumbsup:
Thanks for reply and a fix for then qucikly. ;)
(http://img241.imageshack.us/img241/8296/nam02mp6.jpg)

By the way,,,
Will you(NAM team) update again NAM with this bug-fix on LEX soon ??
If it possible, May I link to your post that attached a "Fix" in our(japanese) site while update again NAM on LEX ??


Thanks again for your helps and fix. ;)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on April 28, 2008, 12:29:27 PM
I guess we could update the current file with the bugfix, but it's possible that there are some other bugs that will be discovered over the next few days, so we'll wait a bit. Anyway, thanks for your hint! :)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: wir3d on April 28, 2008, 04:41:38 PM
Ok this is pretty awsome but something is wrong with mine.

The double height EL train and monorail do not work for me.  And the High speed rail network or whatever it is called does not work.  Help! 


Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on April 28, 2008, 04:44:44 PM
Ok this is pretty awsome but something is wrong with mine.

The double height EL train and monorail do not work for me.  And the High speed rail network or whatever it is called does not work.  Help! 

It sounds to me like you have some outdated, conflicting transit mods sitting in your Plugins (old versions of the NAM, etc.)--everything will work fine once those have been removed. ;)  Try removing the NAM, running the Cleanitol definitions and reinstalling.

-Alex (Tarkus)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: dragonshardz on April 28, 2008, 04:51:46 PM
Also, as far as I know no one outside the NAM Team besides me has the current HSRP files. Unless i am wrong, which is a very real possibility.

EDIT: Yup. I was wrong. Looks like my Alpha-test version of the HSRP needs to get updated!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on April 28, 2008, 04:55:32 PM
Also, as far as I know no one outside the NAM Team besides me has the current HSRP files. Unless i am wrong, which is a very real possibility.

EDIT: Yup. I was wrong. Looks like my Alpha-test version of the HSRP needs to get updated!

Yeah, they were released earlier today, and your test version might be outdated, since we incorporated some last-minute fixes over the weekend. :)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: c0rnh0li0 on April 28, 2008, 11:37:01 PM
Could someone help me w/this problem?

I'm having trouble w/commuters "disappearing" once they reach the border. It's one corner in one city. I have commuters coming & going @ other connections in my region, but the southwest corner of this particular city (Larkins) seems to be "dead". Traffic leaves town, but none enter. If you go to the connecting cities though, I'm supposed to have close to 2500 travelers in that corner (1900 from the south (Blue Haven), 500+ from the west (Aaronburg)).
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jplumbley on April 28, 2008, 11:46:03 PM
Could someone help me w/this problem?

I'm having trouble w/commuters "disappearing" once they reach the border. It's one corner in one city. I have commuters coming & going @ other connections in my region, but the southwest corner of this particular city (Larkins) seems to be "dead". Traffic leaves town, but none enter. If you go to the connecting cities though, I'm supposed to have close to 2500 travelers in that corner (1900 from the south (Blue Haven), 500+ from the west (Aaronburg)).

This is a problem that has been known for quite some time.  I think Ripplejet would probably knows the most about it.  But the game just simply doesnt count and keep track of the cars going through Neighbor Connections very well...  It actually isnt a problem limited to Neighbor Connections but also can be seen in Transit Enabled Lots as well.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: c0rnh0li0 on April 28, 2008, 11:48:15 PM
This is a problem that has been known for quite some time.  I think Ripplejet would probably knows the most about it.  But the game just simply doesnt count and keep track of the cars going through Neighbor Connections very well...  It actually isnt a problem limited to Neighbor Connections but also can be seen in Transit Enabled Lots as well.

So nothing can be done? There is no workaround or solution? I'm looking for the exact same commuters, but to have zilch is disappointing &, frankly, a buzzkill.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jplumbley on April 28, 2008, 11:56:11 PM
So nothing can be done? There is no workaround or solution? I'm looking for the exact same commuters, but to have zilch is disappointing &, frankly, a buzzkill.

There is nothing in the Traffic Simulator that deals with this, that I have come across.  It is an error the game itself creates when reading data from the neighboring Cities.  This is something that we cannot fix because it is an error in the way they designed the game.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: c0rnh0li0 on April 29, 2008, 12:01:16 AM
There is nothing in the Traffic Simulator that deals with this, that I have come across.  It is an error the game itself creates when reading data from the neighboring Cities.  This is something that we cannot fix because it is an error in the way they designed the game.

So do I need to take the Simulator out of my plugins?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: RippleJet on April 29, 2008, 12:16:56 AM
Eternal Commuters
This is extracted from the CAM Manual (http://sc4devotion.com/forums/index.php?topic=1877.0):



Eternal commuters are best visualized by the following example. Consider that you have a region with four cities. Each city has 200 inhabitants and 100 industrial jobs.

The residential areas are located close to the corner that all four cities share, and the industrial districts are located in the middle of each city (far away from the residential areas).

(http://img405.imageshack.us/img405/7330/eternalcommutersjq0.jpg)

Consider playing city A for a while. The workforce (about 100 persons, 50% of the population) starts looking for jobs. They consider the industry in their own city to be farther away than the industrial jobs in city B. The jobs in city B are considered to be situated just across the border crossing from city A, so all 100 workers head for city B.

Now, consider playing city B for a while. That city has a workforce of 100 plus 100 commuters coming from city A. All these workers consider the industry in city B to be farther away than the industrial jobs in city C. The jobs in city C are considered to be situated just across the border crossing from city B, so all 200 workers head for city C.

Now, consider playing city C for a while. That city has a workforce of 100 plus 200 commuters coming from city B. All these workers consider the industry in city C to be farther away than the industrial jobs in city D. The jobs in city D are considered to be situated just across the border crossing from city C, so all 300 workers head for city D.

Now, consider playing city D for a while. That city has a workforce of 100 plus 300 commuters coming from city C. All these workers consider the industry in city D to be farther away than the industrial jobs in city A. The jobs in city A are considered to be situated just across the border crossing from city D, so all 400 workers head for city A.

Now we’re coming back to city A to play for a while. And now you probably understand the problems we’re seeing. The regional population is still only 400, but city A already sees a workforce of 500, 100 living in the city and 400 commuting from city D. These would once again commute to city B. However, sooner or later it will be obvious that there are less jobs available in city B than there are commuters going across the border.

This leads to a high job demand all around the region, and for quite a while the simulation will allow the situation to continue. However, the longer you play and the more skewed the situation becomes, the more difficult will it be to achieve a healthy development.

Those commuters going around in circles through cities A –> B -> C -> D -> A -> etc. will never disappear. Commuters only increase in numbers, they never decrease. Thus you will soon have traffic and pollution problems around that corner.

Before long, you will also face a situation where residential buildings start to dilapidate, since all jobs in the neighbouring cities are “taken” by the eternal commuters and those living in the city will suffer from unemployment.

Be sure not to build border crossing close to a corner shared by several cities. You may have border crossings from each city in one direction, but not connecting to two cities close to a corner.

E.g. in the example above you could have had border crossings between A and B, as well as between C and D, but not between B and C, nor between D and A in those cases.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jplumbley on April 29, 2008, 12:28:07 AM
So do I need to take the Simulator out of my plugins?

No its not the Simulator that is causing this... It is the game itself.  The problem lies in what MAXIS did when they designed the game.  We cannot fix this.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: c0rnh0li0 on April 29, 2008, 12:31:40 AM
I read that. That's what I thought of @ 1st, ripple. So I went back & looked up the CAM manual. But I don't have circulating traffic. I've barely stared this region. The traffic from Blue Haven is from Blue Haven alone. Same w/Aaronburg. So the sims aren't getting a chance to go Larkins>Aaronburg>Blue Haven>Larkins. They just get to the Larkins city limits & *poof* gone. There's no problem w/Larkins' commuters if I go into Blue Haven.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: RippleJet on April 29, 2008, 12:54:40 AM
And I didn't read your first post carefully enough... &ops

The commuters on either side of a neighbour connection very seldom match up.
The main reason to this is that you're never playing on the regional level, only on a city level.

The game never knows exactly what happens on the other side of the border.
It only knows the latest work/workforce balance when the neighbouring city was latest saved.

Based on this information the game makes some assumptions on how the neighbouring cities would continue to develop while the city you are playing is developing.
Based on these the number of commuters crossing the city borders is always a rough estimate.

The simulator only sees the residential capacity available in the region, and the commercial/industrial capacity available in the region.
These numbers form the basis for what each city sees as additional capacities in itself, due to capacity elsewhere in the region.
These extrapolated capacitites are what the number of commuters are based upon.

Let's take a residential city as an example.
Its neighbouring city has a large industrial capacity that is unused.

Just in the same way as industries within a city can have a capacity (which is seen in the query), the route query may not show anybody actually working in that industry. The industrial capacity seen across the border is there for the simulator to take into consideration, but it is no guarantee that anybody will actually be crossing that border if you query it with the route query.

Since neighbouring cities are never syncronized, you will never have matching numbers of commuters in the route queries on both sides of the border.
Switching cities often and playing each a short period of time is the only way to get them closer to each other. But they will probably never be exactly the same.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: c0rnh0li0 on April 29, 2008, 01:09:49 AM
I think you're still not getting me. &ops The problem is not conflicting numbers, ripple. The problem is no one getting through into the city. 1900 leave Blue Haven for Larkins. Zero get to Larkins. 500 leave Aaronburg for Larkins. Zero get to Larkins. Its like the freight traffic. They leave the city, but you don't see them when you open the border town. I'm getting the same thing from my sims going to work.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: RippleJet on April 29, 2008, 01:14:37 AM
Could you get a snapshot of the Census Repository Facility's query window for Larkin?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on April 29, 2008, 01:17:56 AM
It's possible the neighbor connection just might not be working--I've run across this myself.  Have you tried rebuilding the neighbor connection?  Sometimes that works.  Which network is used for each neighbor connection?  Have you upgraded these networks from 1-tile to 2-tile recently?  Both of those situations can cause this sort of result due to pathing and the way in which the game handles neighbor connections.

-Alex (Tarkus)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: c0rnh0li0 on April 29, 2008, 02:22:30 AM
It's possible the neighbor connection just might not be working--I've run across this myself.  Have you tried rebuilding the neighbor connection?  Sometimes that works.  Which network is used for each neighbor connection?  Have you upgraded these networks from 1-tile to 2-tile recently?  Both of those situations can cause this sort of result due to pathing and the way in which the game handles neighbor connections.

-Alex (Tarkus)

The Blue Haven connection is a ground highway. For Aaronburg, I have one tile ground hwy, 1 tile one-way, then RHW.

And Ripp, I don't know how to post a pic. And excuse my ignorance, but what the heck is a Supository Faculty?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on April 29, 2008, 02:28:18 AM
c0rnh0li0, the two-tile networks sometimes have a tendency to be a bit finicky with neighbor connections--it has to do with the way in which the .exe handles paths and neighbor connections for those networks.  Try re-building them from both sides.

-Alex (Tarkus)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: c0rnh0li0 on April 29, 2008, 02:38:03 AM
c0rnh0li0, the two-tile networks sometimes have a tendency to be a bit finicky with neighbor connections--it has to do with the way in which the .exe handles paths and neighbor connections for those networks.  Try re-building them from both sides.

-Alex (Tarkus)

Ok. I just got finished redoing things from Larkins' end. I got 13 people from Blue Haven @ 1st, then they disappeared, then 1 car, then nothing. Still nobody arriving from Aaronburg. I'll try from the neighbor cities next. I have to get back to work though. :'( So I won't be able to try it until I get off later this AM. Thanks for everyone's help so far though.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: HandsOn on April 29, 2008, 02:59:38 AM
And Ripp, I don't know how to post a pic. And excuse my ignorance, but what the heck is a Supository Faculty?
He's refering to the Census Repository - a mod by RippleJet found on the BSC Exchange. It allows you to plop a single tile tower building in every city (found on the reqards menu). When you query that building you get the best darn reports & statsd about the cities population, workforce, commuters, et al. One you have tha up on the screen (city level) click on the odd little bitton with the three dots on the bottom of the screen then click on the first camara, and when the white border appears, click again. This whil save a PNG file under \Albums\City Name - best to convert it to JPG, if you can, which you can then attach to your posts. Just use the Power Search (Hah!) and select RippleJet, it'll come up.

I had a similar situation a while back when I started this new region: what did it for me was an alternate transit: in this case rail + Hway. Solved the problem as far as I can see.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: RippleJet on April 29, 2008, 03:25:44 AM
He's refering to the Census Repository - a mod by RippleJet found on the BSC Exchange.

Unfortunately I still haven't got version 3 finished and uploaded on the LEX. &ops :-[ &ops

Version 2 is still only available attached to the first post here:
http://www.simtropolis.com/forum/messageview.cfm?catid=41&threadid=84816&enterthread=y

Be sure to read that first post and get RalphaelNinja's model file from STEX as well. ;)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: HandsOn on April 29, 2008, 04:51:45 AM
Unfortunately I still haven't got version 3 finished and uploaded on the LEX. &ops :-[ &ops

Version 2 is still only available attached to the first post here:
http://www.simtropolis.com/forum/messageview.cfm?catid=41&threadid=84816&enterthread=y

Be sure to read that first post and get RalphaelNinja's model file from STEX as well. ;)

Oops, you're right - I did get it there. Mea culpa, mea culpa. But since you're doing V3 - I'd like to make a request: would a different type of building be possible - like a statue or a town hall? I know, Ralph's building is easi;y spotted, but it does stick out a bit much in small towns, and gets lost in metropolis..just checking.. :thumbsup:
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Anthony on April 29, 2008, 05:04:27 AM
^^ i second the motion :-[
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: RippleJet on April 29, 2008, 05:05:36 AM
Version 3 will have two alternative buildings.
The one for rural/small town settings is based on an unreleased bat by Colyn. ::)

As a teaser, it can be seen in the upper right-hand corner of this picture:

(http://i232.photobucket.com/albums/ee198/RippleJet/CensusRepositoryVaultTeaser.jpg)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: HandsOn on April 29, 2008, 05:15:33 AM
As a teaser, it can be seen in the upper right-hand corner of this picture:
(http://i232.photobucket.com/albums/ee198/RippleJet/CensusRepositoryVaultTeaser.jpg)
Teasing is not nice, young man, not nice at all! Now ve vill haff to drum our fingers impatiently. But - did I spot a two or three story brownstone with a stoop? Can Woody Allen be far from that scene..?

Seriously, though: since the repository saves its data - could that be in CSV format? Or is it already??
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Anthony on April 29, 2008, 05:22:28 AM
Version 3 will have two alternative buildings.
The one for rural/small town settings is based on an unreleased bat by Colyn. ::)

yay!!!  :thumbsup:
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: RippleJet on April 29, 2008, 08:54:24 AM
Seriously, though: since the repository saves its data - could that be in CSV format? Or is it already??

It doesn't save any data, despite its name... ::)
It's reading variables that are available from within the game. ;)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on April 29, 2008, 10:19:43 AM
Just in the same way as industries within a city can have a capacity (which is seen in the query), the route query may not show anybody actually working in that industry. The industrial capacity seen across the border is there for the simulator to take into consideration, but it is no guarantee that anybody will actually be crossing that border if you query it with the route query.

I have experienced this phenomenon in my latest city as well. The city was created in a region with about 5 million residents, and was connected to two other cities, one large one and a small one. Due to the high demand for industry, I was able to create about 200,000 industrial jobs, but there wasn't a single commuter travelling to my industrial areas! The buildings worked, fine, though, the query showed a nice number of workers, and freight was leaving my city. I expanded that city up to 200,000 residents or so, when there appeared commuters finally, and I was able to rise the population to 500,000 sims in no time. Now the avenues, railways and trams are crowed, and deep-red in the traffic data view. ;)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: c0rnh0li0 on April 30, 2008, 12:08:23 AM
Well, I finally got a chance to turn the game back on & try redoing the connections. Still no difference. :'( It's like I've created the Larkins Triangle. Sims go in, but don't come back out.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jplumbley on April 30, 2008, 03:03:00 AM
Well, I finally got a chance to turn the game back on & try redoing the connections. Still no difference. :'( It's like I've created the Larkins Triangle. Sims go in, but don't come back out.

I dont think this is a solvable problem.

I think it is a problem with the way MAXIS designed the Region tracking, or lack or Region Tracking.  Essentially, when Commuters reach a border they are considered as having a job in the Residential City.  Sometimes, as it would seem these numbers may get confused by the game and instead of the Industrial City reading the commuters as "commuters" (who need to look for a job), it is being told they already have a job.

As we all know now, SimCity4 is not a regional game.  It is and always will be a game for a single city and the neighboring tiles of that city.  This is due to the fact MAXIS really, really skimped out on the regional tracking and never built any Traffic Simulator for regional play.  Basically when you exit a City, the game saves a very limited amount of data for Regional Play, such as, population, jobs, population commuting, jobs available, etc.  And it is very dumb aswell, because the game will not update this information until that city is opened again.  Since you cant have two tiles open at once, neighboring tiles dont communicate with each other.

Think about the commuication between two cities as Voice mail messages when you keep missing someone you need to talk to.  You phone your buddy and you leave a message saying, lets to goto the bar tonight.  Your buddy phones you back 20 mins later but you miss the call so he has to leave a message.  His message says, man I only have $15 maybe we should goto the movies instead.  So, you get his message, look up some movies and phone him back.  You get voice mail again and you leave a message with all the movies.  Then your buddy gets your new message...  He phones back and then gets your voice mail and says its cool man I was given $50 at work today we can goto the bar.

Imagine how difficult it would be to communicate with someone like that...   Not very easy.  This is how the game does "regional tracking".  Its very stupid, but it is a simplistic way of making it appear as if the game was built for regional play, when it really, deep down wasnt.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: HandsOn on April 30, 2008, 03:40:50 AM
It doesn't save any data, despite its name... ::)
It's reading variables that are available from within the game. ;)
Well, may it should. Since it is becoming abundantly clear that Maxis slept through the regional finals, maybe the CR can jump into the breach: save the data for each city as you exit and read all adjecent city as you enter a city.

Or am I crazy?
 ()what()
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Diggis on April 30, 2008, 03:45:45 AM
I was given $50 at work today we can goto the bar.


Or am I crazy?
 ()what()

I think you might be. 

We would have to figure out not only how to save that information but also how to get the game to read it as well.  The Census Respository only reads information already available.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: HandsOn on April 30, 2008, 03:51:02 AM
I think you might be. 

We would have to figure out not only how to save that information but also how to get the game to read it as well.  The Census Respository only reads information already available.
Of course, I am, that was a rhetorical question. But since I am: you minor (and major) gods in the SC4 pantheon are MODifying the game all the time - your generate data for the game through NAM; caps are changed, hats are passed. So if the CS where to save the data, the CS could read it when you queried it. The EXE need never know (as any divorced man will tell you..)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jplumbley on April 30, 2008, 04:02:12 AM
The Census Repository, only reads Data from the Save Game files.... We cannot make a "lot" in-game overwrite the Save Game files... that is kinda impossible since these files are being used by the game.

What, *may* be possible but still probably wouldnt help is a program that reads the data from the Save Game files, while your not playing, and makes them all "line up"... but the limitation is not necessarily the data.  Its the way the EXE reads and interprets the data.  If there isnt anything in EXE that is written to read or compare, etc then the game wont do it.  Also, if there is an error when the EXE calculates something, we still cannot fix it because it is in the EXE.

All the files WE edit are file MAXIS extracted out of the EXE and provided for us to edit them.  These files override the files in the EXE...  No we cannot extract other files out of the EXE, or create other files to add functionality.  If we wanted to add functionality, such as Diagonal Bridges, we would have to edit the EXE, we cant edit the files we have to make Diagonal Bridges.  Just like there are not "useful" files for Regional Tracking.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: HandsOn on April 30, 2008, 04:08:38 AM
Aargh - another dream shattered  :'(
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: c0rnh0li0 on April 30, 2008, 08:09:04 AM
You ain't kidding.  :angrymore: I just don't get why this one "dead" spot exists. I have no problem w/my other hwy/road connections. That's why I thought it was a problem w/the new NAM. I just couldn't figure how I messed up after going over the entire setup over & over.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: RippleJet on April 30, 2008, 08:26:22 AM
Aargh - another dream shattered  :'(

Even if we would be able to read the exact census from all cities in the region and make them available to the game, that wouldn't lead to a better simulator. The simulator extrapolates the regional census it reads when starting a city, somehow considering that the surrounding cities are growing at the same pace as the one we are playing at the moment. If this wouldn't be the case, if the simulator would always rely on the regional census available last time the surrounding cities were saved, then the development would soon come to a complete halt in that city.

Besides, that last saved regional census is available if you use Daeley's Regional Tracking Mod (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=416). :thumbsup:


You ain't kidding.  :angrymore: I just don't get why this one "dead" spot exists. I have no problem w/my other hwy/road connections. That's why I thought it was a problem w/the new NAM. I just couldn't figure how I messed up after going over the entire setup over & over.

I would still want to see the Census Repository Facility's report for Larkin! ::)
Just to rule out the possibility that Larkin wouldn't be seeing any residential capacity in the neighbouring cities.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: builder on April 30, 2008, 09:11:47 AM
You guys are lucky. I can't even install the newest NAM. I've tried at simtropolis too, but when I click the download button, nothing happens. It makes me go: :angrymore:
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Diggis on April 30, 2008, 09:13:03 AM
Even here?  The ST one seems to be locked for some reason.  We are unable to sort that, but the one here is fine.  Are you registered on the LEX as well?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: HandsOn on April 30, 2008, 09:19:50 AM
Even if we would be able to read the exact census from all cities in the region and make them available to the game, that wouldn't lead to a better simulator. The simulator extrapolates the regional census it reads when starting a city, somehow considering that the surrounding cities are growing at the same pace as the one we are playing at the moment. If this wouldn't be the case, if the simulator would always rely on the regional census available last time the surrounding cities were saved, then the development would soon come to a complete halt in that city.

Besides, that last saved regional census is available if you use Daeley's Regional Tracking Mod (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=416).

Last first: I tried Daeley's mod before I found yours, RJ. And it left me wanting because of its insistence; unlike the farm report you always need to "switch it off". Besides, your's gives a full representation at a single, UI glance.

All that's been said about it is valid - the simulator reamins an untouchable. But keeping the data you provide does also serve an another purpose - to see development over time - thus my plea for a "Save" button..at the moment I copy it out by hand and then enter it a spreadsheet. And I find this sort of malarkey very interesting. Remeber: if you torture numbers long enough, they will tell you anything..
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: xxdita on April 30, 2008, 09:25:07 AM
I take screen captures of the Census Repository Report on a regular basis, especially before and after using any questionable mods or lots. Saves trees that way.  :P
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: c0rnh0li0 on April 30, 2008, 09:42:56 AM
I would still want to see the Census Repository Facility's report for Larkin! ::)
Just to rule out the possibility that Larkin wouldn't be seeing any residential capacity in the neighbouring cities.
If I can get some time this week to download it & figure out how to post an image, I'll post it here. FAIR WARNING: I'm as skilled at a computer as Brittney Spears is at being sober.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: builder on April 30, 2008, 12:01:41 PM
You think that will work? Joining the LEX?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Jonathan on April 30, 2008, 12:08:05 PM
The LEX uses a different system(or something) to the forums, so you need to register to the LEX as well as the Forums(which you have obviously already done). The ST download link is just crazy so tbh be honest you'd be safer getting it here(that's a fact and I'm not trying to sitetist)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: nerdly_dood on April 30, 2008, 02:38:55 PM
When exactly should i install the NAM Essentials to enable new bridges to work? Before or after the new bridges? I keep trying to install the bridges but i keep forgetting that i must be doing something wrong that involves not installing the Essentials, or installing at the wrong time.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on April 30, 2008, 02:54:50 PM
nerdly, if you have the April NAM, there's no need to run the April NAM Essentials, which is there mainly for people who want to use the new bridges without installing the NAM. 

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: c0rnh0li0 on April 30, 2008, 11:05:21 PM
Ok, Ripp. I installed the CRF (game is on my personal laptop, not hooked online). What is it that I'm looking for?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: xxdita on May 01, 2008, 12:14:46 AM
Check for Commuters from SimNation, as well as To Simnation.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: c0rnh0li0 on May 01, 2008, 12:20:36 AM
Check for Commuters from SimNation, as well as To Simnation.

Res: From - 6,651
Comm: To - 12,100
Ind: To - 11,694

What does all of that mean? ()what()
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jplumbley on May 01, 2008, 12:31:09 AM
Res: From - 6,651
Comm: To - 12,100
Ind: To - 11,694

What does all of that mean? ()what()


It should mean you have 6651 Sims using the City Borders... This is the net calculation, meaning there are 6651  more Sims coming into the city than leaving.

The Comm and Ind values should be either total jobs or the total of un-occupied jobs in the city... I would assume un-occupied jobs.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: builder on May 01, 2008, 01:42:56 AM
Ok, but I can't find where to register on to the LEX. I don't have donate, I just have to register?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: c0rnh0li0 on May 01, 2008, 01:53:20 AM
It should mean you have 6651 Sims using the City Borders... This is the net calculation, meaning there are 6651  more Sims coming into the city than leaving.

The Comm and Ind values should be either total jobs or the total of un-occupied jobs in the city... I would assume un-occupied jobs.

Edited:
That can't be right. The road query has no one coming in by hwy. Approx. 900 from Aaronburg by one road. The majority are leaving. About 1000. 1340 if you count freight trucks & rail passengers.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jplumbley on May 01, 2008, 02:06:54 AM
Could you show pictures of both cities?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: c0rnh0li0 on May 01, 2008, 02:11:56 AM
Could you show pictures of both cities?

I'll try when I get home from work. I can't use the online connection @ work to do it. I might be able to put something up in about 6hrs.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: xxdita on May 01, 2008, 02:30:56 AM
Basically, the numbers shown by querying the neighbor connections are all but useless. The Census Repository will show you exactly what's going on in your city.

(http://i91.photobucket.com/albums/k301/ditareinvented/SC4D/ScreenShot050.jpg)

As this is a predominantly Industrial city, there are plenty of jobs, so no one should actually need to leave to find work elsewhere in the region, keeping the Commuters to SimNation at 0. But there are 35,000 Sims commuting in to work, reflected by the Commuters from SimNation.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: RippleJet on May 01, 2008, 03:45:42 AM
Res: From - 6,651
Comm: To - 12,100
Ind: To - 11,694

What does all of that mean? ()what()

Ok, not quite how JPlumbley explained it... ::)

All figures in the query window are capacities (except for the number of inhabitants seen to the right in the green bar).
Also the commuters are capacities, not actual commuters using the roads.

6,651 commuters coming from SimNation means there is a residential capacity seen in your neighbouring cities.
People occupying that capacity in those neighbouring cities may commute into Larkin looking for jobs.

12,100 commercial commuters to SimNation means there is a commercial capacity seen in your neighbouring cities.
People living within Larkin may go to the neighbouring cities to look for those commercial jobs.

11,694 industrial commuters to SimNation means there is an industrial capacity seen in your neighbouring cities.
People living within Larkin may go to the neighbouring cities to look for those industrial jobs.

As always with capacities, they do not have to be used.
As I told before, you can have industries with a certain capacity (as reported by the normal query),
but without having anyone actually working there (as reported by the route query).

It's the same with capacities seen across city borders.
It is there, but it does not mean someone actually has to be commuting to work across the border.

For a full analysis I would still need to see the whole Census Repository report though.
The commute balance for Larkin would indicate that it's primarily a residential city.
There's a total capacity of 23,794 jobs seen across its border.
People should primarily be commuting out of Larkin for jobs.

The number of available jobs in Larkin is rather essential with regard to commuters from SimNation being able to come to this city for them.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: c0rnh0li0 on May 01, 2008, 08:04:15 AM
OK, it looks like I'm not going to have time to get to it today (real life kicking me in the rear. That's why I play @ work. I have more free time.) But I did discover something last night while taking photos. I do have one of those feedback loops. But it wasn't where I was looking. I have another city, Eastwood, to the SE of Larkins where commuters are going. Then they go thru Eastwood into Blue Haven, back up to Larkins. So there is probably my problem.

I've been trying to build the suburbs before making my major city, Blue Haven. So I guess I need to go back into Blue Haven, build it back up, then I'll have some jobs for these guys to go to. But it still doesn't explain the disappearing commuters.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: HandsOn on May 01, 2008, 10:48:17 AM
My head is spinning from this simulator stuff: are there actually any reliable numbers to be had? Like a train station reporting 5,150 in usage - it must be meters, cannot be passengers because I am watching and there's a nary a train appearing!

RJ: you've done a helluva job with the CR, even with all the tooltips, etc. But I think we need a fully detailed read-me or some such with the next version, to really explain where the numbers are coming from and where they are going - if anywhere. At least dumb old me would.. ::)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: c0rnh0li0 on May 02, 2008, 06:22:56 PM
Don't know if this will work or not. I've never posted images before.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: c0rnh0li0 on May 02, 2008, 06:24:51 PM
A Road from Aaronburg into Larkins.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: c0rnh0li0 on May 02, 2008, 06:27:26 PM
Larkins to Blue Haven. Sorry for the mulitple posts, but the site said my post was too large w/all 3 attachments @ one time. If this doesn't work, let me know.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on May 02, 2008, 06:31:36 PM
It looks like you just have freight traffic going between Larkins and Aaronburg, if I'm not mistaken.  The way the game works, all freight traffic just searches for the shortest route to a neighbor connection and arriving at the connection, the game considers that freight to have "arrived" and ends its trip there.  This is because Maxis skimped out on the way the game handles freight.  That's just the way the game works, unfortunately, and fixing it would more or less require editing the .exe file.  So that is why the traffic isn't getting over the border between Larkins and Aaronburg either way.

(Also, I'd recommend using Imageshack [link] (http://imageshack.us) to upload the pics.  It's free and works great most of the time, and then you don't have to worry about the Attachment limit here.)

-Alex (Tarkus)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: c0rnh0li0 on May 02, 2008, 06:49:37 PM
It looks like you just have freight traffic going between Larkins and Aaronburg, if I'm not mistaken.  The way the game works, all freight traffic just searches for the shortest route to a neighbor connection and arriving at the connection, the game considers that freight to have "arrived" and ends its trip there.  This is because Maxis skimped out on the way the game handles freight.  That's just the way the game works, unfortunately, and fixing it would more or less require editing the .exe file.  So that is why the traffic isn't getting over the border between Larkins and Aaronburg either way.

(Also, I'd recommend using Imageshack [link] (http://imageshack.us) to upload the pics.  It's free and works great most of the time, and then you don't have to worry about the Attachment limit here.)

-Alex (Tarkus)

I don't understand. Why does that explain why traffic isn't coming in to Larkins?

2 other things I forgot to ask:

How do I take a photo of the CRF? The game won't allow me to click photo when the CRF is on the screen.

And do you think there could be a problem w/reconcilling the borders? I used the terraformer to create my region & haven't opened some of the "outside" tiles yet.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on May 02, 2008, 06:59:08 PM
According to the Traffic Query, you do actually have Car traffic (Green) coming into Larkins from the Road at the top part of your second pic, going to jobs in the Industrial area on the other side of the bridge.

But the traffic that appears to be going to Aaronburg is all freight traffic (Light Blue), as shown in the first and second pics.  As far as the game is concerned, the freight has reached its destination at edge of the tile.  It simply doesn't exist in Aaronburg.

As far as taking a photo of the CRF, try using the Print Screen button--then just open up an image-editing program and use the Paste command, which will bring the image into the program and allow you to save it.

-Alex (Tarkus)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: c0rnh0li0 on May 02, 2008, 11:16:55 PM
According to the Traffic Query, you do actually have Car traffic (Green) coming into Larkins from the Road at the top part of your second pic, going to jobs in the Industrial area on the other side of the bridge.

But the traffic that appears to be going to Aaronburg is all freight traffic (Light Blue), as shown in the first and second pics.  As far as the game is concerned, the freight has reached its destination at edge of the tile.  It simply doesn't exist in Aaronburg......
-Alex (Tarkus)



I realize this. But does it explain the disappearance of the traffic going into Larkins. That's the dilemma.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: soulchaser on May 03, 2008, 02:37:14 AM
ehrm...another question:
is it possible that those hole-diggers (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1544 (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1544)) don't work anymore with the new nam?
i'm not able to drag any roads on to those lots anymore...

Edit....
nevermind...reloaded the citytile and the lots worked again....strrrrrange (ok...that's not the explanation.....see edit2)

Edit2....
even stranger: all raisers work...diggers 8 & 10, too....but none of the other diggers....problem with the nam? or with the lots?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: HandsOn on May 03, 2008, 03:07:48 AM
ehrm...another question:
is it possible that those hole-diggers (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1544 (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1544)) don't work anymore with the new nam?
i'm not able to drag any roads on to those lots anymore...

Edit....
nevermind...reloaded the citytile and the lots worked again....strrrrrange (ok...that's not the explanation.....see edit2)

Edit2....
even stranger: all raisers work...diggers 8 & 10, too....but none of the other diggers....problem with the nam? or with the lots?

Do you have a slope mode (ennedi's) installed. Because then the new hole diggers/raisers have to be used (not smorics)?!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: soulchaser on May 03, 2008, 03:17:33 AM
i have a slope mod....and all lots worked before the new NAM...i use a slope mod called andreas_tunnelandslopemod....don't remember where i got this

and it's shadow assassin's raiser/digger......isn't it the newer one?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: HandsOn on May 03, 2008, 03:32:50 AM
i have a slope mod....and all lots worked before the new NAM...i use a slope mod called andreas_tunnelandslopemod....don't remember where i got this

and it's shadow assassin's raiser/digger......isn't it the newer one?

Yup, the new ones (easily identified by the clearly labelled icons - 8 to 24 m up & down) are, I believe SA's. And they work - here - without a problem despite the new NAM. Same goes for Andrea's slope mod. Only Ennedi's slope mod recommends specific (i.e., new) raisers and diggers.

You might want to check for duplication, both in NAM and diggers - I've had a bit of an issue with (other) files being there twice. Got rid of the duplicates, no more problems.

From my own experiences a clean re-install of the questionable mods usually does it. Especially NAM, it cannot abide anything from previous versions (take care to look at folders starting with one or more Z_ starting the folder names).
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on May 03, 2008, 03:53:26 AM
I assume you got my slope mod from SimCityKurier (or SimsZone back then). ;) By any chance, is your new city completeley flat? Obviously, the hole diggers don't work if the terrain is on sea level already. I had the same "error" once and was pretty desperatate, not seeing the true cause. ;)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: soulchaser on May 03, 2008, 04:19:11 AM
i usually play on terraced land....so...quite flat, but still far away from sea level....i'll see if there's any problem with the old files and reinstall.....
thanx so far


edit:
aaah....you were right....an issue of height...nevermind....have never had that problem before....

example of my terraced regions....
(http://img253.imageshack.us/img253/9995/crawvatn0ea6.th.jpg) (http://img253.imageshack.us/my.php?image=crawvatn0ea6.jpg)


hmmm....in the end it seems not to be a NAM problem ::)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Rayden on May 03, 2008, 09:50:26 AM
I found a conflict between a Callagrafx's lot (The Old Coach House) and the newest HSRP included on the latest NAM. Any clues?

Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on May 03, 2008, 09:59:46 AM
Hmm, that is an ID conflict indeed - the texture looks like the HSRP ramp. When checking the IDs, it appears that the ones for the HSRP ramp preview model have the same instance ID as a part of the Old Coach House model. The IDs for the ramp preview model are a bit unusual, since they are similar to the BAT renderings, rather than following the standard NAM ID scheme that is in the 0x5... range.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: HandsOn on May 03, 2008, 12:56:42 PM
i usually play on terraced land....so...quite flat, but still far away from sea level....i'll see if there's any problem with the old files and reinstall.....
thanx so far


edit:
aaah....you were right....an issue of height...nevermind....have never had that problem before....

example of my terraced regions....
(http://img253.imageshack.us/img253/9995/crawvatn0ea6.th.jpg) (http://img253.imageshack.us/my.php?image=crawvatn0ea6.jpg)


hmmm....in the end it seems not to be a NAM problem ::)

Still, in most places you should be able to tunnel with 8m down digger lots: the trick is to use two successive pieces at either end, then flatten the inside bottom lots (I use rail single polps because of slope mod) and then ensure that the three tile above the tunnel entrance are also flate - again using street or rail plos. Delete the "flatteners" then drag tje rail or road from either end - if it does not work from one end, it usual works from the other - at least it does here. And in casese of side-by side tunnels, they must be dragged from opposite ends..
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Rayden on May 03, 2008, 01:09:17 PM
Hmm, that is an ID conflict indeed - the texture looks like the HSRP ramp. When checking the IDs, it appears that the ones for the HSRP ramp preview model have the same instance ID as a part of the Old Coach House model. The IDs for the ramp preview model are a bit unusual, since they are similar to the BAT renderings, rather than following the standard NAM ID scheme that is in the 0x5... range.
Is it fixable, or shall I gaet rid of Cal's lot conflicting with the NAM?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Swamper77 on May 03, 2008, 01:15:26 PM
It's fixable. We just need to get Warrior to update the HSRP files to eliminate the problem.

-Swamper
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Jonathan on May 03, 2008, 01:34:21 PM
I can update the STEX files, but not the LEX files, I'll change the IIDs upload them to the DevEx, so they can be updated. Sorry about the conflict &ops
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: soulchaser on May 03, 2008, 01:36:24 PM
Still, in most places you should be able to tunnel with 8m down digger lots: the trick is to use two successive pieces at either end, then flatten the inside bottom lots (I use rail single polps because of slope mod) and then ensure that the three tile above the tunnel entrance are also flate - again using street or rail plos. Delete the "flatteners" then drag tje rail or road from either end - if it does not work from one end, it usual works from the other - at least it does here. And in casese of side-by side tunnels, they must be dragged from opposite ends..

thanx....never had problems with the tunnels....just was wondering why hole digging suddenly didn't work (15 down for bridges without slopes) ...the terrace i tried was one of the lower ones, so it didn't work because of height, not because of NAM-issues
you're doing a great work  &apls
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on May 03, 2008, 04:16:41 PM
@Warrior: I'll update the HSRP download as soon as I get your fix (or just tell me where I should edit the IDs). :)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: wes.janson on May 06, 2008, 03:22:32 PM
Is it possible to add different props to the ped tiles?
If so, how would one go about doing so?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: simbox on May 06, 2008, 08:05:52 PM
Hey guys!


I just have a question/advice:


I have been having problems with monorails and I think railways too.  Basically, the screen freezes for a few seconds when I try to build monorail tracks, and also when I try to build roads near monorails or below them. In one city, the monorail usage collapsed entirely after I downloaded NAM 4/2008, and it doesn't seem like it's working properly when I try to change transportation modes.

I've used the cleanitol files for each of the downloads, and followed the instructions, I think, correctly, in downloading them in the right order.

Can anyone tell me what the issue here is? Any help would be greatly appreciated!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: HandsOn on May 09, 2008, 02:42:13 PM
Maybe, maybe not: a NAM bug. Since nothing else changed on the transits, NAM's my first port of call. Problem is similar to the well known bug of hovering a puzzle piece over a TE lot - CtD! But in this case its a street drawn towards or past a TE lot such as a metro/subway station: Crash! Samething happens if I zoom with an avenue-GLR piece ready to plop - but not always.

And before everybody points to the Zoom/Graphics bug - that's been solved eons ago, I believe by RJ (npt sure). Anyhow, no longer an issue here. Game's stable as icecubes in a freezer. Thus far only seen with streets - will try tomorrow with road/ave. Hope it ain't NAM..
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Diggis on May 10, 2008, 01:04:12 PM
Normal street or SAM?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jplumbley on May 10, 2008, 02:08:23 PM
Maybe, maybe not: a NAM bug. Since nothing else changed on the transits, NAM's my first port of call. Problem is similar to the well known bug of hovering a puzzle piece over a TE lot - CtD! But in this case its a street drawn towards or past a TE lot such as a metro/subway station: Crash! Samething happens if I zoom with an avenue-GLR piece ready to plop - but not always.

And before everybody points to the Zoom/Graphics bug - that's been solved eons ago, I believe by RJ (npt sure). Anyhow, no longer an issue here. Game's stable as icecubes in a freezer. Thus far only seen with streets - will try tomorrow with road/ave. Hope it ain't NAM..

Is this a one time occurance or reproducable?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: HandsOn on May 10, 2008, 05:12:07 PM
Normal street or SAM?
Normal street, strangely enough, as well as road (did it three times), but not avenue. And yes, I reproduced it, but I'd have to go back and test it with something other than the in-game subway station.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Bdonj on May 11, 2008, 02:50:40 PM
I am really new at this so please bear with me. I just downloaded the new NAM package along with the NAM essentials. Everything seems to be working except the Avenue intersections and rotaries. The icon shows up in the road menu, but there are no puzzle pieces. The file seems to be empty. I have uninstalled NAM several times and used the cleaner but I just can't get it working.

I am doing something wrong or does something else need to be installed?

Other than that, I love the NAM package.

I would appreciate any help I could get.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on May 11, 2008, 04:59:29 PM
bdonj:  Well, if the Avenue interchanges/roundabouts/rotaries aren't working for you, it sounds like you have an outdated older transit mod (pre-2007) laying around in your Plugins.  Uninstall the NAM again, and read the "ReadMe First!" document that is packaged in the .zip file with the installer.  It'll tell you how to solve the problem.  You'll want to get the BSC Cleanitol [linkie] (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=97) program off the LEX, too, as it helps immensely in finding the conflicting Plugin.

-Alex (Tarkus)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Cosmic on May 12, 2008, 04:25:32 PM
Ok. This is my first major NAM question since ... well, since I got it. Here's my question:

There's apparently a Raised Avenue bridge, yes? It seems that it *bugs* avenue bridges so that they can only be one tile shorter than the raised bridge, thus, when you select it, there's only one end you can connect, and the other ends as part of the bridge, which you can't drag out from. You can't make it 1 tile longer to give it the other end, and it can only be this one length that it doesn't have a second end (i'll post some screenies below showing what I mean)

1:
(http://i25.tinypic.com/21juipw.jpg)

2:
(http://i28.tinypic.com/1552t07.jpg)
(I drew the avenue tool over the bridge in this picture to show how long the bridge is)
I can't get it any longer than shown in the screenies otherwise it turns up an "Unsuitable area to build network" message... It's driving me nuts!!  :bomb:

This is also the only length it appears in the menu at, no more, no less, only this length...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: eljacko on May 17, 2008, 07:17:02 PM
I have a serious issue with the new NAM, one that concerns me particularly because I have not seen anyone else mention it here.

The problem comes down to the simple fact that my elevated rails no longer work.  At all.  In fact, any tile that has el rail on it is "dead".  If a road passes underneath the el rail, no cars can use that road.  This is running the NAM with little more than the el rail double decker option installed, in a brand city with no other plugins (aside from the NAM).

I have attached images to show my issue; while I did not use them in the photos, subways do work fine.

nobody goes to the industrial zone, and here, nobody is using the el-rail.
(http://images.frozenbear.com:9090/i/picfu0/2008/05/17/18/7/1/2/71227f2526521b8de97f9880bc15562e0_medium.png) (http://picfu.com/link/11157/872b3e896421f6bb)

now, everyone can go to the industrial zone, but only by car.  notice they go around the station, and not under the el-rail
(http://images.frozenbear.com:9090/i/picfu0/2008/05/17/18/3/5/5/355b2e69bef301397d61ee630a225fd20_medium.png) (http://picfu.com/link/11156/bf01a6df9aa16173)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Shadow Assassin on May 17, 2008, 07:51:31 PM
It seems I have a small problem with this NAM.

On some of the newer puzzle pieces [especially the monorail high-el pieces], I get the "Intersection Placement Missing" description on those puzzle pieces, but I can still plop them just fine. What's the issue here? Has someone forgotten the descriptions or is it something else?

Or do I need the HSRP mod [I haven't got that installed at the moment :P]?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: simbox on May 19, 2008, 10:23:41 PM
Ok, I have two more problems, and any help at all would be greatly, greatly appreciated.


When I place any files of any kind in my plugin folder along with the Network Addon Mod ones (incl. rural highway mod and street mod, downloaded in the recommended order), the avenues, monorails, and el rails slow down when I criss cross them in the game. I mean that the game freeze for a short while.

And, when I try to make use of the street adon mod and rural highway mod selections (the one where you click tab to choose), not a single one of the options appears; I simply can't use it.

Can anyone tell me what the issue might be? I have tried pretty much everything, empyting out the plugin folder wholesale, meaning, having absolutely no plugins of any kind in addition to the NAM ones, is the only thing that's working, but that's hardly workable.

:-(


Edit: Just to add- it seems the avenue/monorail/el rail issue has somehow been resolved, but I still can't get the SAM and RHW items to appear. Instead, what's happened is that each of the other items in the highway and street menus appears double.  So, the interchanges for the highways, for example, appears twice in the menu.  Anyone have any idea what the issue might be? This time, btw, the problem occurs only when the plugin folder is full.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Shadow Assassin on May 20, 2008, 07:54:44 AM
You've got an old controller file or an older version of the NAM sitting in your plugins folder.

You should search for anything to do with the NAM and delete it from your plugins folder... then reinstall a clean copy of the NAM. It should fix your problem.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: simbox on May 20, 2008, 11:56:12 AM
Thanks Shadow Assassin!

The issue with the avenue/monorail/el rail has returned though.  Is this still connected to some controller file in the plugins folder? I deleted an older version of NAM, ran the cleanitol files once again, and re-installed NAM. I'm not sure what else to remove from the folder.  Could you recommend some specific things to look for?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Swamper77 on May 20, 2008, 02:22:25 PM
I have a serious issue with the new NAM, one that concerns me particularly because I have not seen anyone else mention it here.

The problem comes down to the simple fact that my elevated rails no longer work.  At all.  In fact, any tile that has el rail on it is "dead".  If a road passes underneath the el rail, no cars can use that road.  This is running the NAM with little more than the el rail double decker option installed, in a brand city with no other plugins (aside from the NAM).

El Jacko,

When you were installing the NAM, did you select the Left Hand Drive Plugin as one of the options during the install? If not, you may want to re-run the installer and select that option. Most of the NAM's left hand paths are stored in a separate file for ease of updating/isolating pathing problems.

The game uses two sets of pathfiles, one for right hand drive and another for left hand drive. The game handles the switch of its own paths just fine, but will not do it for custom content unless the left hand path files for that content is present.

-Swamper
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tropod on May 21, 2008, 03:13:59 AM
Ok. This is my first major NAM question since ... well, since I got it. Here's my question:

There's apparently a Raised Avenue bridge, yes? It seems that it *bugs* avenue bridges so that they can only be one tile shorter than the raised bridge, thus, when you select it, there's only one end you can connect, and the other ends as part of the bridge, which you can't drag out from. You can't make it 1 tile longer to give it the other end, and it can only be this one length that it doesn't have a second end (i'll post some screenies below showing what I mean)

1:
(image in previous post)
2:
(image in previous post)
(I drew the avenue tool over the bridge in this picture to show how long the bridge is)
I can't get it any longer than shown in the screenies otherwise it turns up an "Unsuitable area to build network" message... It's driving me nuts!!  :bomb:

This is also the only length it appears in the menu at, no more, no less, only this length...


hhmm....I am aware of this issue (I had forgotten about it though when it was released), but from the testing I did it only occurred in certain set ups/situations, such as this, so it's by no means common (well, least from what I could see from testing). From what I recall, I believe this particular issue is triggered if the initial bridge on the view is not a raised bridge, and it's not long enough....so when/if you select the raised bridge from the menu, it causes a problem since it's (not) the same (bridge) length.

Anyone experiencing this issue; I'd suggest trying experimenting with it a bit, get a feel for it. In mean time I'll see whether or not this can be resolved though.
Cheers~

EDIT:
Same issues occurs in original Maxis Road Raised Bridge, again similar trigger as the avenue one (as explained in paragraph above);
(http://img393.imageshack.us/img393/752/roadraisedbridgemaxisbuyg1.jpg) (http://imageshack.us)

So whether it can be fixed or not, in either case, well I can't say really at this point. But as I said, I'll take a look into it.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: eljacko on May 21, 2008, 04:44:39 PM
El Jacko,

When you were installing the NAM, did you select the Left Hand Drive Plugin as one of the options during the install? If not, you may want to re-run the installer and select that option. Most of the NAM's left hand paths are stored in a separate file for ease of updating/isolating pathing problems.

The game uses two sets of pathfiles, one for right hand drive and another for left hand drive. The game handles the switch of its own paths just fine, but will not do it for custom content unless the left hand path files for that content is present.

-Swamper

Not only did this solve the problem, but it sped up the game considerably.  Thank you very much!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tropod on May 22, 2008, 03:25:28 AM

Quote from: Cosmic on May 12, 2008, 05:25:32 PM
Ok. This is my first major NAM question since ... well, since I got it. Here's my question:

There's apparently a Raised Avenue bridge, yes? It seems that it *bugs* avenue bridges so that they can only be one tile shorter than the raised bridge, thus, when you select it, there's only one end you can connect, and the other ends as part of the bridge, which you can't drag out from. You can't make it 1 tile longer to give it the other end, and it can only be this one length that it doesn't have a second end (i'll post some screenies below showing what I mean)

1:
(image in previous post)
2:
(image in previous post)
(I drew the avenue tool over the bridge in this picture to show how long the bridge is)
I can't get it any longer than shown in the screenies otherwise it turns up an "Unsuitable area to build network" message... It's driving me nuts!!  bomb

This is also the only length it appears in the menu at, no more, no less, only this length...

-------------------------------------------------------------------------------

hhmm....I am aware of this issue (I had forgotten about it though when it was released), but from the testing I did it only occurred in certain set ups/situations, such as this, so it's by no means common (well, least from what I could see from testing). From what I recall, I believe this particular issue is triggered if the initial bridge on the view is not a raised bridge, and it's not long enough....so when/if you select the raised bridge from the menu, it causes a problem since it's (not) the same (bridge) length.

Anyone experiencing this issue; I'd suggest trying experimenting with it a bit, get a feel for it. In mean time I'll see whether or not this can be resolved though.
Cheers~

EDIT:
Same issues occurs in original Maxis Road Raised Bridge, again similar trigger as the avenue one (as explained in paragraph above);
(image previous post)

So whether it can be fixed or not, in either case, well I can't say really at this point. But as I said, I'll take a look into it.




After having had a (quick) look into it, it does appear as though it's (probably) non-fixable & an issue most likely within the exe. If it is (fixable), it'd most likely need to be addressed via the specific BridgeRULs (which means having to add these whole particular bridges to the BridgeRUL-personally, I don't think it's worth it given the nature of the problem because>), and even then there's no guarantee it'll fix the issue properly (though it's possible). As can see by the following picture, it perhaps explains the issue best more than words can describe;

Onewayroad raised bridge; in this particular issue, if I draw/drag from left to right, trigger a normal (level) bridge, with a OWR stub on each end of the bridge, & then select the raised bridge from the menu, this (is more likely to) occurs.
(http://img376.imageshack.us/img376/5409/onewayroadbridgebug001an7.jpg) (http://imageshack.us)
If I ensure there's at least 2+ stubs/network pieces on each end of the bridge before selecting raised bridge, there's less likelihood of this happening.


Adjusting the (minimum) bridge length via BridgeExemplar doesn't appear to properly resolve the problem either. For whatever reason, the exe just doesn't always handle the switch well/properly from other bridges to the raised bridges.



For those who experience this issue:
Suggestions to minimize the occurrence of this happening:
1. Try dragging from left to right, or right to left across the river (there's actually a right<>left network draw/drag issue with the game, that can make a difference with this [& other similar] aspects).
2. Be sure to drag in/on-land far enough on the one side, and then into/onto the land far enough on the opposite side.
3. If all else fails, experiment. Including adjusting the terrain.


EDIT:
Quote
I can't get it any longer than shown in the screenies otherwise it turns up an "Unsuitable area to build network" message... It's driving me nuts!!  :bomb:
This is also the only length it appears in the menu at, no more, no less, only this length...

As for the length;
(http://img329.imageshack.us/img329/6897/avenueraisedbridgelong0us9.jpg) (http://imageshack.us)

Bridges can be quite fickle, if it/game doesn't like the terrain. Again, experiment.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: FrankU on May 22, 2008, 05:38:10 AM
I feel a bit stupid, but cannot find an answer anywhere.

In the NAM are a lot of on- and off-ramps to and from Highways (ground and elevated).
There are several versions that look the same. Another thing is that some are called "reverse" although they look non-reverse (how do you say this?), are they made by left-hand drivers?

My question is: is there somewhere a list that shows and explains the use of all these different on- and off-ramps?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Cosmic on May 22, 2008, 12:13:43 PM
If you are asking about the OWR ramps, then that's because they're just that: one way. If you only had on-ramps (and no off-ramps) for the OWR (I believe it's the non-reverse one. I could be wrong, though.), then there would be no way to get off the freeway without either changing to avenue via transition, or by using a different ramp (i.e, a road ramp).

This would, in essence, make OWR ramps useless.

If, on the other hand, you are talking about the normal road ramps, it's  because it needs one direction for one side, and the other for the opposite side. If there was only one, you'd only be able to make half of the ramps...

(If anyone has a clearer answer on this, feel free to post it. This is just how I've experienced the on/off-ramps.)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: wes.janson on May 23, 2008, 07:29:17 PM
I bought a copy of SC4 online and it just so happened to be the British Version. I have used the regedit method to change it a right hand drive version and everything worked fine. Upon installing the new NAM and finally having an avenue/avenue intersection, I noticed that the avenue turning lanes are what should appear if I had chosen the left-hand drive version of NAM. Thinking I was an idiot and had accidently selected that option; I uninstalled and reinstalled NAM (Making sure that the left hand drive option was NOT selected) and yet when I draw an avenue/avenue intersection the left hand drive textures still turn up for the turning lanes.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: nerdly_dood on May 23, 2008, 07:34:35 PM
Make sure you look at ALL the options when you install the NAM - the turning lanes, the extra onramps, the menu reorganization, the PED mall puzzle pieces... EVERYTHING.  (I have the American version, so i probably couldn't replicate your problem)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: wes.janson on May 23, 2008, 07:59:36 PM
I took your advice. I practically crawled through that install, just to reassure myself that I did infact make the proper selections.

Edit: The problem still exists. The road turning lanes appear as they should, but avenues still seem to want to appear as left-hand drive. It's more of a visual annoyance because the pathing works as it should.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Dargor on May 25, 2008, 12:57:44 PM
Hello guys,

I have a weird problem with the NAM Road Top Mass Transit-pieces (the Utils_RT-files so to say), and I hope you can help me out... I recently started to play the game again because of the NAM, but I have brown boxes (or red/green/blue markers with Peg's mod) on most of the pieces for bus/subway that seem to tell me I have either a missing dependency or missing prop... I have no pic now, but if I use the bus stop for roads, I see the coloured marker on the side. The pedestrian mall-pieces that have a standard subway station, appear almost blank with the same marker. I have uninstalled the NAM, re-installed it, same problem.

I cleaned all my plugins recently, and two weeks ago I downloaded a lot of stuff again... so there is not a single file from an old NAM-version instaled. There is no problem with the functionallity of all pieces.

Any help would be greatly appreciated, and I can provide pics on request. But I thought it's easy to visualize a brown box over a road top bus station that came with the last NAM  ;)

thanks in advance.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Swamper77 on May 25, 2008, 01:05:39 PM
The NAM does not contain lots, so the problem is not caused by the NAM.

The boxes/colored patches mean you are missing the models for the lots. Re-read the readme file(s) for that set of lots to see what you need to download to get the models.

-Swamper
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Dargor on May 25, 2008, 01:41:40 PM
The NAM does not contain lots, so the problem is not caused by the NAM.

The boxes/colored patches mean you are missing the models for the lots. Re-read the readme file(s) for that set of lots to see what you need to download to get the models.

-Swamper

Thanks for your response...  :) I am hoping to tackle the problem. I have found I am not missing any prop files or models on the road pieces, so the conflict can be caused by something else in my plugins-folder probably? I opened some road bus station/GLR stations in the LOT editor to see how they look like there... The NAM also comes with no dependencies of course, so I have to look elsewhere for a solution I guess.

EDIT: A new found taught me those RTMT-files aren't even included with the NAM  :D So please excuse me for posting it here... As soon as Simtropolis is up and running again, I will go hunting for my missing files ;)

Sorry for posting it here.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: tcx on May 26, 2008, 11:27:33 AM
I have this problem and I think is because of NAM, maybe with textures, I don´t know, as you can see in the next images. It only happen in the closest zoom and in only one view it may be south or nost or east or west. It has happened with other BAT's, one from goofyguytpa and one from SFBT.

(http://i59.photobucket.com/albums/g301/yosoyyomero/601-16Jul201211762089.jpg)
(http://i59.photobucket.com/albums/g301/yosoyyomero/601-16Jul201211762076.jpg)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: HandsOn on May 26, 2008, 11:57:34 AM
Warrior of HSR is aware of it, I had it too with two other buildings, at the last two zoom levels. It appears to be a texture conflict. Since I now see there are more folks with the problem, I am indeed wondering if HSR can be switched off until the fix is in?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Jonathan on May 26, 2008, 12:09:20 PM
I have done the fix, except I can't edit the LEX files, or change the installers, the fix is waiting on the NAM private exchange for someone to update the LEX and installer.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: HandsOn on May 26, 2008, 01:59:37 PM
Just found this (Sidewalks for NAM  (http://www.simtropolis.com/stex/index.cfm?id=19830) and am wondering if anyone can verify that such "add-ons" to NAM are save to install?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on May 26, 2008, 03:25:49 PM
I will update the HSRP at the LEX ASAP, but at the moment, I'm very busy with RL, unfortunately. I'll try to find some time tomorrow or wednesday, though. :)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on May 26, 2008, 04:28:57 PM
Just found this (Sidewalks for NAM  (http://www.simtropolis.com/stex/index.cfm?id=19830) and am wondering if anyone can verify that such "add-ons" to NAM are save to install?

It is indeed safe.  It's just an overhanging "eyecandy" lot, with no transit functionality whatsoever.

-Alex (Tarkus)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: HandsOn on May 26, 2008, 04:49:35 PM
It is indeed safe.  It's just an overhanging "eyecandy" lot, with no transit functionality whatsoever.

-Alex (Tarkus)
Thanks Tarkus - better safe than sorry..
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: VeTram on May 29, 2008, 12:51:30 PM
Hi to all !....here is my problem...
-I downloaded today the new version of NAM April 2008 , and naturally i updated my previous zip file of NAM ( I think it was June's 2007 version)
Now the problem is that when i returned to continue my game , i realised that my game generally begame more slow , and the worst is that whenever i am trying to replace an old road or avenue or rail , the game seems frozen and i must wait about 10 minutes (!) to continue...the same happens with new roads , rails etc.....also i dont see any more trains in rails , where i could see many trains before...what has happened?? i tried to find the older version to download , but there is not exist anymore..... :'(.............help :'(
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Jonathan on May 29, 2008, 01:24:34 PM
VeTram: The NAM April isn't an update, you have to remove the previous NAM before you install the April Version.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: VeTram on May 29, 2008, 03:23:38 PM
i know that Warrior , and i have unistalled the previous version before installing the new one...no doubt about that....help... :'(
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: xxdita on May 30, 2008, 07:05:32 AM
VeTram - It sounds like you've chosen one of the less frequent automata files as part of the installation. Try downloading the MAC Version from the LEX, which has all of the files in a zip instead of an installer, so that you can switch that out. Be sure to remove your current automata plugin (just look for the file in your NAM folder that has automata in the name).
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Sapphire Blue on May 30, 2008, 10:33:06 AM
I recently downloaded the new version of the NAM and the RHW but I am not getting on very well with using them.  I have read the tutorials and they are fine as far as they go.  I have searched for hours through all the posts on NAM and RHW but I cannot find anywhere that explains how you connect the slip roads from the Rural Highway to ordinary roads, avenues etc.  I followed the suggestion in an earlier post about trying it all out in a new flat city but everytime I try and connect up the slip roads to other roads I get odd looking junctions and no traffic will use it.  Also even though I have downloaded the left hand version plug-in the exit and entrance slip roads seem to be on the wrong side of the highway.  Can anyone please help me? before I tear all my hair out !
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on May 30, 2008, 11:35:48 AM
Hi Sapphire Blue-

All you have to do with the MIS ramps (the slip roads) is connect them directly up to intersect with the surface streets--make sure that you have at least one completely straight tile of MIS ramp before the intersection, or else the intersection will revert to the base RHW-2 version.  This (http://sc4devotion.com/forums/index.php?topic=4519.0) might help you out as well (though

As far as the entrance/exit ramps being on the wrong side, that may be a by-product of the fact that the LTEXT descriptions were done for the RHD version, and there aren't separate ones for LHD, so the entrance is really the exit and vice-versa.  Sorry for the confusion--that'll be fixed soon. ;)

Hope that helps!

-Alex (Tarkus)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: VeTram on May 30, 2008, 01:15:51 PM
back to my problem......thanx for reply , but need more help
here is two pics below with NAM in my plugins folder , and it's subfolder PLUGINS , with all their context..

NAM FOLDER
(http://i120.photobucket.com/albums/o184/vetram/NAMFOLDER.jpg)

and here is the PLUGINS SUBFOLDER IN NAM FOLDER..
(http://i120.photobucket.com/albums/o184/vetram/PLUGINSSUBFOLDER.jpg)
..I would appreciate some more help...thanx
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Sapphire Blue on May 30, 2008, 01:51:55 PM
Thanks Alex (Tarkus), for the link.  I will go and try out David and Haljackey's tips straight away.  I don't think I would ever have found it without you pointing me in the right direction.  I have spent nearly two days searching the forums !  It would be a great help to people like me if David and Haljackey could be persuaded to add their explanations and pictures to the tutorials section so they are easier to find.  Once again Many Thanks for your help.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Sapphire Blue on May 30, 2008, 07:09:02 PM
Hi Alex (Tarkus)
Well I gave it a try but still not very good I'm afraid.  The RHW is not being used and I am still getting weird looking junctions.  Attached photos so you can see what I mean.  Any idea what I could be doing wrong?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on May 30, 2008, 07:34:32 PM
Hi Sapphire Blue-

Well, the issue you're having is that there isn't a completely straight tile before the intersection, and due to how the RUL coding is written, it is basically causing the MIS ramp to "de-convert", so you'll just need a little bit more room between the curve and the junction of the intersection with the ramp.  Notice the ramp on the right-hand side of your second pic--you have that one set up correctly. ;)

Hope that helps!  And I'm planning on improving the coding with the next version so this won't be an issue. ;)

-Alex (Tarkus)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: VeTram on May 31, 2008, 12:12:00 AM
at the meanwhile waiting for a reply , i have some new informations to add..

-Well , the problem is centre on rails , where there is much delay (about 5-10 min) whenever i am trying to lay down a rail-line in city. The game as i have already written completely like frozen , and i cannot do anything else but wait for the new rail-line to complete.. and the worst is that i cannot see any train in excisting rail-lines , which means that the capacity of my station is falling into zero..
 -I have already followed xxdita's suggestions , but the problem insists....i also made some tests and here are the following results..

1) without NAM , the problem dissapear..
2) NAM without PLUGINS , the problem stays the same..
3) NAM in another city in the same region , the problem stays the same
4) NAM in another new born city in another new born region , the problem stays the same....

-i repeat the problem , focus on rails , the other types of network seems o.k
waiting forward for some help... %wrd


Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Sapphire Blue on May 31, 2008, 12:54:37 PM
Hi Alex (Tarkas),
Followed your instructions and it worked,  Many thanks.  It was hard work though, the terrain has to be perfectly flat or else you cannot plop the slip road (ramp) pieces where you want them and the road over RHW4 pieces were a bit tricky to get lined up correctly, they kept plopping the wrong way round, with the hard shoulder on the inside.  It is difficult to see with the description text getting in the way, but I did it.  I now have fully working RHW interchanges with traffic - see attached photos. I did notice two very minor oddities, when you route query the slip road one small diagonal section of it says it is elevated rail ?  Also the "keep left" arrows on the RHW4 to RHW2 transition piece are on the wrong side for the Left Hand Drive version (also attached photo of this). 
You mentioned working on the next version, and I noticed that the slip roads can only be used on level terrain.  Many road interchanges in real life have sloping ramps and I wondered if it would be possible to create slip roads for use on slopes in the next version?  I realise that I know nothing about creating any of this stuff, I am just a player, and I may be asking for the impossible but it was just a thought.  I think you are all wonderful, talented people and we the players are extremely grateful for all the great work you are doing for us.  Once again many thanks for your help.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: nerdly_dood on June 01, 2008, 04:07:09 PM
You can press End and Home to turn puzle pieces and lots around to make them point the way you want them to.

The thing with the arrows pointing the wrong way is a result of the fact that the Euro RHW mod was made primarily for right-hand drive, but I think that it is likely that the arrows will be fixed for left-hand drive in the near future. ;)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: HandsOn on June 01, 2008, 04:33:21 PM
You can press End and Home to turn puzle pieces and lots around to make them point the way you want them to.

The thing with the arrows pointing the wrong way is a result of the fact that the Euro RHW mod was made primarily for right-hand drive, but I think that it is likely that the arrows will be fixed for left-hand drive in the near future. ;)
This is slightly off-topic but has bearings, I think: Home and End keys only work - it seems - if there is no adjecent road/avenue/street. Once you have those nearly everything in SC4 clings to that like its existence depends on it. Is there any way to switch that behaviour off?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: kassarc16 on June 01, 2008, 10:42:06 PM
This is slightly off-topic but has bearings, I think: Home and End keys only work - it seems - if there is no adjecent road/avenue/street. Once you have those nearly everything in SC4 clings to that like its existence depends on it. Is there any way to switch that behaviour off?

I don't believe so, but if you don't move the cursor, you can get it to stay at least long enough to plop the lot.

Ok, a question from me. Is it possible to get sidewalks on the gentle Road and Ave curves?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: HandsOn on June 02, 2008, 06:10:56 AM
Quote
Ok, a question from me. Is it possible to get sidewalks on the gentle Road and Ave curves?
Yes it is, in two ways: one is to create your own: make a 1x1 lot with the texture you want, plop it whereever needed, then resize it with the single texture at the end (there's a tutorial here somewhere applying said principle to under-highway stuff; and another by Rochefort in SimPegs Simposium).

The second method is somewhat simpler: check the latest downloads on the STEX (I posted a query about it a page or two back). It was posted by someone about four days ago: he created overlays for the three NAM curves: 45, 90 & SS curves. Sorry - no link handy.

Meanwhile I have a question of my own (sort of):
Although NAM works fine since installation, I finally encountered a strange and ultimately little problem: the invisible puzzle pieces: what you see in the pic is actually an elevated rail piece (with a somewaht strange price-tag): it happens at all zoom levels and at times requires two or three changes of said zoom level to reappear. And it happens with all puzzle pieces except those that have starter pieces (RHW, dragable GLR).

(http://i283.photobucket.com/albums/kk289/DocRorlach/Empire01-06-2008_0001.jpg)

At first I, of course faulted my graphics card, then my sizeable plug-ins folder. But I haven't made change to the former, and it happens also with only NAM in the plug-ins folder.

Any comments?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on June 02, 2008, 11:41:44 AM
If you encounter "invisible" puzzle pieces, then there's something conflicting or missing in the NAM files. You might have either an outdated or buggy NAM Controller, or not the most current NAM DAT for those puzzle pieces. Please check if your NetworkAddonMod2.dat has a datestamp of April 22th, 2008, and the NetworkAddonMod_Controller.dat should say April 23th, 2008.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: HandsOn on June 02, 2008, 12:07:49 PM
If you encounter "invisible" puzzle pieces, then there's something conflicting or missing in the NAM files. You might have either an outdated or buggy NAM Controller, or not the most current NAM DAT for those puzzle pieces. Please check if your NetworkAddonMod2.dat has a datestamp of April 22th, 2008, and the NetworkAddonMod_Controller.dat should say April 23th, 2008.
They do have those dates - both. I ommitted that this is a recent effect, and I am beginning to think it was something I ate, eh, installed. Because a second side-effect, on/off these past two, three days, is that the usual affinity of even simple pieces such as sunken highway walls, cannot be averted from roads/streets. Home/End keys turn the stuff, but nefore you can say cl... it's back towards the road/street. Trouble is, I got the behavious in the sandbox with clad in nothing but NAM (felt rather embarrassing - luckily nobody was looking).

The invisibility did always happen to some pieces, such as long curves hitting a slope. But now it affects every puzzle-piece in NAM, and it starts usually after a few plops. Then the only remedy is to zoom in or out, sometimes repeatedly.

It's not the end of the SC4 World, but it does annoy..  %wrd
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: sffc on June 02, 2008, 02:30:19 PM
I seem to be having a graphics problem with the GLR OnSlope puzzle pieces in the new NAM.

The textures or something in the puzzle pieces seem to have a problem.  Based on the pictures, there are two graphics problems: the railings on the elevated rail and the track itself.  Here's a screenshot:

(http://img32.picoodle.com/img/img32/4/6/2/f_Picture5m_b2030f6.jpg)

They work, though:
(http://img28.picoodle.com/img/img28/4/6/2/f_Picture6m_47aaba6.jpg)

I checked for plugin conflicts, but found none.  I emptied half of my plugins folder, and this issue existed, and then I emptied the other half, but the issue still exists.  What is the problem?

P.S. The "T" OnSlope Puzzle Piece has the same problem.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on June 02, 2008, 05:17:28 PM
Sapphire Blue, thanks for the kind words, and I'm glad I was able to help you sort things out with the RHW and MIS.  :) 

To answer your questions, the reason why the diagonal MIS draggable stub shows "Elevated Rail" on the Query is a side-effect of the "puzzle-drag override" method that was used in creating that network.  As far as the game is concerned from a technical standpoint, that tile is actually an intersection between the RHW network and Elevated Rail, which has just been defined as the diagonal ramp texture.  It shows up as Elevated Rail instead of RHW because of the hardcoded "network hierarchy" scheme, and the Elevated Rail is higher in the hierarchy than the RHW.

As far as the terrain issues go, I think that is partially a side-effect of the "puzzle-drag override" method, and possibly also something to do with the ConsLayout section in the RUL defining the puzzle piece.  It becomes especially noticeable when using a slope mod that affects the RHW--I've run into this as well myself, so it is something I do intend to look into very soon.

I also plan on modifying the Preview Models for the puzzle pieces slightly, such that they show up a bit more above the ground.  It's easier to plop the pieces in the correct direction with the default American textures, since one side has a yellow line, but as popular as the Euro mod is, I may need to look into a way of making it easier to tell which direction things are facing.

Thanks for the detailed comments/suggestions! :thumbsup:

sffc, the weird brightly-colored squares are a sign of a missing texture on a model.  I'll take a look into those pieces and see what I can find.

-Alex (Tarkus)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: sithlrd98 on June 02, 2008, 05:29:23 PM
Ok, a question from me. Is it possible to get sidewalks on the gentle Road and Ave curves?
The second method is somewhat simpler: check the latest downloads on the STEX (I posted a query about it a page or two back). It was posted by someone about four days ago: he created overlays for the three NAM curves: 45, 90 & SS curves. Sorry - no link handy.

Don't know if you still need this but here is the file HandsOn was referring to by Uroncha
Sidewalk For NAM Smooth Curve (http://www.simtropolis.com/stex/index.cfm?id=19830)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: smoncrie on June 02, 2008, 07:50:39 PM
sffc, as Tarkus says there are missing textures.

In the latest version of the NAM (April 2008), both of the GLR OnSlope pieces use a method to compensate for the “shadow” you get at some angles on OnSlopes pieces.  This compensation is done with both the tracks and the railing.

The textures that are missing are the ones that were modified to compensate for the shadow.

[edit] At first look it seems that these textures are in the High ELRail Plugin but not the the GLR plugin.  Try installing the High ELRail Plugin.  Sorry about that.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: sffc on June 03, 2008, 02:11:56 PM
At first look it seems that these textures are in the High ELRail Plugin but not the the GLR plugin.  Try installing the High ELRail Plugin.  Sorry about that.

That fixes the problem!

(http://img26.picoodle.com/img/img26/4/6/3/f_Picture1m_462f82c.jpg)

Thank you so much for researching this issue!  Would it be okay for me to create a patch with the textures copied from the High ElRail plugin file?  If so, could I post it on the STEX (I have not begun my candidacy on the LEX)?  It would not be reasonable to create a full NAM update to fix this relatively small issue.  If you would prefer, I could send the fix to someone else so they could post it under the "NAM Team" username.  Again, thanks for taking the time to investigate this texture mix-up.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: VeTram on June 03, 2008, 05:12:27 PM
Hi to all !....here is my problem...
-I downloaded today the new version of NAM April 2008 , and naturally i updated my previous zip file of NAM ( I think it was June's 2007 version)
Now the problem is that when i returned to continue my game , i realised that my game generally begame more slow , and the worst is that whenever i am trying to replace an old road or avenue or rail , the game seems frozen and i must wait about 10 minutes (!) to continue...the same happens with new roads , rails etc.....also i dont see any more trains in rails , where i could see many trains before...what has happened?? i tried to find the older version to download , but there is not exist anymore..... :'(.............help :'(

Come on guys , i need some help , dont forget about me....i am still waiting for some help....did i posted it in a wrong thread? ...i have already mentioned some experiments that i made , exactly after i first posted my problem , but i get no answer....is it so difficult?

Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on June 03, 2008, 05:21:58 PM
VeTram, my sincere apologies that your question got lost in the shuffle there. &mmm

Would you be able to take a pic of the Network Addon Mod\Plugins folder?  I'd like to see what you have going on with the Simulators/Automata Plugins.

-Alex (Tarkus)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: VeTram on June 03, 2008, 10:54:43 PM
Alex (Tarkus) i have already done this under my first post ....here it is..
 
back to my problem......thanx for reply , but need more help
here is two pics below with NAM in my plugins folder , and it's subfolder PLUGINS , with all their context..

NAM FOLDER
(http://i120.photobucket.com/albums/o184/vetram/NAMFOLDER.jpg)

and here is the PLUGINS SUBFOLDER IN NAM FOLDER..
(http://i120.photobucket.com/albums/o184/vetram/PLUGINSSUBFOLDER.jpg)
..I would appreciate some more help...thanx


I have also used and the others options for Automata , and the result was the same .....read also below and some final conclusions that i have reached...

Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: VeTram on June 03, 2008, 11:00:21 PM
and here they are some conclusions that i have reached...

at the meanwhile waiting for a reply , i have some new informations to add..

-Well , the problem is centre on rails , where there is much delay (about 5-10 min) whenever i am trying to lay down a rail-line in city. The game as i have already written completely like frozen , and i cannot do anything else but wait for the new rail-line to complete.. and the worst is that i cannot see any train in excisting rail-lines , which means that the capacity of my station is falling into zero..
 -I have already followed xxdita's suggestions , but the problem insists....i also made some tests and here are the following results..

1) without NAM , the problem dissapear..
2) NAM without PLUGINS , the problem stays the same..
3) NAM in another city in the same region , the problem stays the same
4) NAM in another new born city in another new born region , the problem stays the same....

-i repeat the problem , focus on rails , the other types of network seems o.k
waiting forward for some help... %wrd




Thanks for interesting and i am waiting to follow your suggestions..
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Swamper77 on June 03, 2008, 11:03:45 PM
VeTram,

Do the cars drive on the left in your game. If so, you need to install the "Left Hand" plugin when you install the NAM. It's one of the options in the NAM installer.

-Swamper
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: FrankU on June 04, 2008, 04:40:45 AM
This is slightly off-topic but has bearings, I think: Home and End keys only work - it seems - if there is no adjecent road/avenue/street. Once you have those nearly everything in SC4 clings to that like its existence depends on it. Is there any way to switch that behaviour off?
Yes, the lots always want their arrows to point at the adjacening road, street or avenue (not highway).
I sometimes had to demolish a complete bridge only to place a wall texture in the right position. Quite an expensive business.
Somehow my game changed this, some weeks ago. The default position of the lot is still with the arrow pointed at street/road/avenue, but if I want to rotate it the lot stays rotated and I can place it in the position I want to. I have no clue what did this. The most important thing I did was DatPack the whole stuff. But I can't guess if this is related.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: HandsOn on June 04, 2008, 04:46:47 AM
Yes, the lots always want their arrows to point at the adjacent road, street or avenue (not highway).
I sometimes had to demolish a complete bridge only to place a wall texture in the right position. Quite an expensive business.
Somehow my game changed this, some weeks ago. The default position of the lot is still with the arrow pointed at street/road/avenue, but if I want to rotate it the lot stays rotated and I can place it in the position I want to. I have no clue what did this. The most important thing I did was DatPack the whole stuff. But I can't guess if this is related.
Correct, Frank. It appears to happen randomly. The day I wrote that message, going back to the game - without any changes at all - the rotation was possible again. What I think is this: I know a lot of folks have stipulated the order in which the game loads plug-ins; but I do not think that is fixed, and I do think available memory addresses (which the OS changes all the time) have a bearing on this. Because I also noticed that the order of icons in the mayor tree menu keeps changing, although I have not installed anything in months in that area. Conclusion: the ace modders need to start thinking again..  :P

Edit: VTram's issue used to happen with rails curves and a lot with the "old" NAM - since the latest install this has totally disappeared. I did notice something else, though (and it maybe irrelevant, but it helped my games speeds): there are unnecessary files in his plugins (uninstall.exe's). Since I removed ALL non-essential files, AND DAT-packed the plugins, the only time the game hesitates is when opening the overstuffed park menu..
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: sithlrd98 on June 04, 2008, 05:36:00 AM
Well , I've been having an issue similar to VeTram , mainly with the new highway curve piece (probably because of the complexity of the RULs and such?) , and sometimes with the RHW , (don't know why , but its usually when doing the starter) and when demolishing  , but never for the amount of time that he is seeing .
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: wouanagaine on June 04, 2008, 06:01:43 AM
Rotation are always possible, however if you move the mouse ( even 1 pixel ) then the rotation will be reseted to face the road. So you'll have to be very cautious when you click to not move the mouse at the same time
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: FrankU on June 04, 2008, 07:29:25 AM
Rotation are always possible, however if you move the mouse ( even 1 pixel ) then the rotation will be reseted to face the road. So you'll have to be very cautious when you click to not move the mouse at the same time

Thanks Wouanagaine,
That answers my question indeed: I did not only DatPack (did I thank you for this tool already? No? Thanks then!  &apls), but also use my mouse since my ten year old tablet appears to have broken down last month.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: VeTram on June 04, 2008, 12:42:04 PM
VeTram,

Do the cars drive on the left in your game. If so, you need to install the "Left Hand" plugin when you install the NAM. It's one of the options in the NAM installer.

-Swamper

Swamper what for? I think this is an option for U.K players....is that anything to do with my problem?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: VeTram on June 04, 2008, 04:40:32 PM
Some more recently informations about my known problem , perhaps it may help ...
Well , i tested once again , and the problem seems to focus on Avenues and Rails...
I agree with sithlrd98  , that the delay is NOT so much , but it is about 1-2 minutes...( i dont know if it is normal)
But the worst of all is the fact that i suddenly do NOT see any train on rails , and my stations capacity falls into zero...which means that i dont have rail tranportation at all!....Perhaps this last problem has to do with the whole problem ...I think it must have a connection , because whenever i unistall NAM April 2008 , and install again NAM June 2007 ( which i found again in my back ups) , the problem in whole dissapear!!....
i hope that i helped , everybody who is willing to help..
thanx and waiting forward....( i  have left my project in the middle)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Anthony on June 04, 2008, 09:44:15 PM
@VeTram: does your traffic graph query show that you have a rail line?
this no-rail-line issue happened to an existing city of mine when i copied it together with the plugins folder from my laptop into a brand new pc.
traffic query on trains=0, train station usage query=0, and traffic graph query shows that i don't have a rail line at all in that existing city.

i have not gotten around to resolving the issue as the new pc had to be overhauled due to an issue on sound card-CPU incompatibility so... i hope this problem will be resolved just in case i encounter the same again when i get around to installing SC4 on that new pc  :)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: wes.janson on June 04, 2008, 10:12:24 PM
I posted not too long ago and I was wondering if anyone had any ideas that would correct this current situation of mine.

My old copy of SC4 Deluxe got trashed (When your roommate is 3 years old, CDs left out tend to get used as frisbees); so I bought a UK version of SC4 Deluxe on ebay. After installing it, I changed it to a right-hand drive version using RippleJets Tutorial (http://sc4devotion.com/forums/index.php?topic=3961.0), and this is when I noticed my problem. The road turning lanes appear as they should, but the avenue turning lanes apparently assume I have chosen the left-hand drive version of NAM. I un-installed my entire NAM folder and re-installed, but to no avail. Any help will be appreciated.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: VeTram on June 05, 2008, 01:33:28 PM
Anthony:  In my Traffic Volume Graph shows that there is NO Freight Train exist at all! ....in Data View also Freight Train Volume Data doesn't exist....in Route Query in some pieces of rail line says "freight Train:21" and in other pieces of rail line says "freight Train : none .....and finally i have three freight stations , and in one of them that is my Container Seaport fuctional as a seaport in game ( from Peg) says that the capacity used : 21 while the other two Freight Stations say the capacity used : 0%.... :'(
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Anthony on June 06, 2008, 07:54:43 AM
^^ well... as i said it seemed that the game in that city of mine did not recognize the rail line i built so queries do not show any activity at all.
anyways, good luck on resolving your problem  ;)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: simonut on June 06, 2008, 10:05:22 PM
I have installed the new NAM, but when I start up the game, most of the roads disappear. The buildings soon become dilapidated. Anyone know a solution?
Here's a pic:
(http://i215.photobucket.com/albums/cc259/simonut/NewPicture-6.jpg) 
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on June 07, 2008, 04:58:07 AM
Maybe you forgot to install the Road Turning Lanes plugin?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: simonut on June 07, 2008, 07:46:19 AM
Hey... You were right!
Thanks for the help  :D
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: simbox on June 07, 2008, 10:48:44 PM
Hey guys,


You might remember that I posted a while ago about a problem I had with the highways, monorails, and el rails freezing.


Well, I got the Highway to work again by unclicking the turning lanes option for it during the downloading.

But, the monorails and el rails continue to freeze.  I'm basically out of ideas at this point.

All files were installed in the correct order: NAM (NAM Essentials is not needed for the april 2008 one, but I've tried it with and without), Bridges, Rural Highway, then SAM.

I've run cleanitol, and it didn't detect any older files.

I deleted, rather than uninstalled, the previous NAM folder. I had turned it into a DAT file using the DATPacker.  Could that be the problem?

I'm really not sure what files to hunt for and get rid of to get the monorail and el rail working again :-(
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: CommodoreTech on June 15, 2008, 02:13:29 PM
I have gone to the NAM page, clicked on the BSC link and.... absolutely nothing happens. My computer bleeped and that's it.... what do I do?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jay88 on June 15, 2008, 11:47:34 PM
Hi guys -

I'm hoping you can help me out here.  Since installing the NAM, my sims wont use any mass transit at all, except for buses, and the subway. Even when it's the only way to get to work.
For example, if I connect a small residential zone to an industrial zone with just some rail, they wont use it; the houses will have No Job zots and they abandon (except for one household who work at the train station lol)

Also, having rail cross over a road at any point will act as if there was a break in the road, and any houses dependant on the section of road after the crossing, will become abandoned. If I use an overpass instead, the overpass acts as the break; it won't be used and again, any houses after the overpass become abandoned.

Once I uninstall the NAM, everything is fine again.

I've tried reinstalling the NAM, and also installing using just the core plugins, to no avail.

I'm hoping there's a solution... I love the NAM and simcity, and having just come back to the game after a long break I'm eager to get back into it!

Thanks for any help you can provide.

-John.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Swamper77 on June 16, 2008, 12:06:27 AM
Do your Sims drive on the left? If so, you need to install the Left Hand Plugin for the NAM. It's one of the options in the Installer.

-Swamper
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jay88 on June 16, 2008, 12:20:34 AM
I just tried reinstalling with the left hand drive plugin and still no luck.  &ops

I spose I should mention, I'm not running any additional plugins/mods.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: VeTram on June 16, 2008, 05:56:35 PM
-I am always facing my known problem ( see below and previous last pages ) ...and i am still waiting for an answer...  %wrd....I have tested everything several times , but the problem dissapear only if i reinstall previous NAM version June 2007....what's happening finally ...i am really curious to know...is there a bug in NAM ver April 2008 ??? ()what()... ()what() ()what()....of course i can NOT even use SAM Mod , as in dependancies mention that must be installed the last version (2008) of NAM...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on June 16, 2008, 07:03:54 PM
I deleted, rather than uninstalled, the previous NAM folder. I had turned it into a DAT file using the DATPacker.  Could that be the problem?

Having a DATPacked NAM will cause issues, and for that reason, DATPacking the NAM is strongly discouraged

-I am always facing my known problem ( see below and previous last pages ) ...and i am still waiting for an answer... 

My apologies for that--much of the team is dealing with RL right now (including myself to a degree), so unfortunately, we're not always able to deal with support issues immediately, particularly more complicated ones like you seem to be facing. 

I do have a few other questions for you:

1) Do you have anything in the other Plugins folder (not the My Docs one, but the Program Files\Maxis\SimCity 4 one)? 
2) Would you be able to show a pic of your Rail lines with the DrawPaths cheat turned on? 
3) Are you using any sort of Slope Mod?  If so, which one?

Also, I'd recommend switching your Traffic Plugin from the "D" Plugin you're currently using to one of the "A" or "B" options.  They are more recent additions, the result of additional research by jplumbley and mott into the Traffic Simulator, and not only promote better pathfinding, but tend to be less taxing on system resources. 

We'll get to the bottom of this eventually. ;)  I don't think it is a bug with the NAM, as very few people seem to be having this problem.

-Alex (Tarkus)

Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: VeTram on June 17, 2008, 05:56:51 PM
Tarkus , first of all , thanks for replying and all your efforts , and here are the latest news and the answers to your questions.

Well , i decided today to unistall the whole game , and make a new fresh installation , with NO plugins at all , in order to have some more safe answers and conclusions..

so, here they are...

1) The game without NAM , and after a fresh installation and in the same region where my city belongs , everything was O.K
2) The game with NAM June 2007 , ( and nothing else's in my plugins folder ) and after a fresh installation and in the same region where my city belongs ,  everything was O.K
3) The game with NAM April 2008 , ( and nothing else's in my plugins folder ) and after a fresh installation and in the same region where my city belongs , was ....NOT  O.K


And when i say it was NOT O.K i mean that , there is NO volume in Train Traffic , and the Train Stations are empty , and finally there is no train anywhere.....

I just tested in Passenger and Freight Stations.. these are the final conclusions .

As for your questions now...

1) I did not had anything else in my Program files\Maxis\SimCity4\Plugins ,because as i wrote before i made a new installation

2) There is no meaning to show any pic of Rail Lines , because i used completely new RL lines ( if you insist i can send of course)

and 3) Yes i used a sort of Slope Mod , but in the new installation in my documents\SC4\Plugins was only NAM 2008 as i wrote before. In case you need to know the kind of Slope Mod that i used before i can find and write to you in my next post.

That's all...i hope that i helped as i could ....waiting forward for news , and i really wonder if i am the only one having this problem..

thanks anyway


P.S : You recommended switching the Traffic Plugin from "D" to "A" OR "B' options..Did you mean the Traffic Controller files when we choose components in Set Up of NAM 2008?   If yes , i already selected "Simulator A Easy"  if that was what you wanted to mean.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: HandsOn on June 18, 2008, 03:02:55 AM
I can't claim to be an expert, but one thing I do find odd is your writing of
Quote
\Maxis\SimCity4\Plugins
. My own experience points to leaving that folder empty except for the four background JPG files. All plugins and custom content ought to go to (if you are on XP) to ..\My Documents\SimCity 4\Plugins or (if you are on Vista) ..\Documents\SimCity 4\Plugins. If you have nothing but NAM installed it ought to look like the pic below.

Another thing I noticed with NAM is that train traffic, both passenger and freight, only really begins to develop when connections to another city exist. One more thing you can try out is to use the attached train generators from Swamper77 (I only attach them directly as I think they came from ST) - just plop one next to a track and trains ought to appear right away. This is not a solution, this is just so you can extend your testing.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: VeTram on June 18, 2008, 04:56:53 AM
HandsOn , thanks for the interesting ...I read carefully your post , but i would not agree in all ...
So, here we are..

1) At the point that i mention about .. Program files\Maxis\SimCity4\Plugins was mentioned by me , because Tarkus asked me to describe it in his previous post. As i mention , there was nothing else but the four background JPG files ( the ones you mention) , because i made a completely new installation of the game

2) I am not either an expert , but i am absolutely sure that whenever i install NAM version June 2007 , and with NO connections to any other city , there is Train  Traffic and i see also the trains. So , i dont think that a connection with another city must exist for developing trains. If anyone knows anything different ,please write it.

3) See , my pics below , the one is from NAM 2008 FOLDER and the other is from NAM 2008 PLUGINS FOLDER... As i can see there are some differences than your pic .. I suppose someone could say us if everything is O.K

4) I didn't know about Swamper's77 train generator. Thanks for the information , i will have it in  my mind for later, because i agree with you that this is not the solution to the problem.. Thanks again for all

This is from NAM 2008 FOLDER in my DOCS\SC4\PLUGINS
(http://i120.photobucket.com/albums/o184/vetram/NAM2008FOLDER.jpg)

AND this is from NAM 2008 PLUGINS FOLDER
(http://i120.photobucket.com/albums/o184/vetram/NAM2008PLUGINS.jpg)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: HandsOn on June 18, 2008, 05:04:43 AM
What I don't see might be interesting - just offering suggestion, nothing more:  &mmm

There is no Automata file in your folder. Might this be the reason? I know this is tiresome but did you get a correct download from the LEX?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: VeTram on June 18, 2008, 05:07:35 AM
Automata file?  isn't the second one in my plugins folder?

Correct download from LEX? WHERE HOW?  ..If i am not wrong the latest update is 2008/04/24..
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: HandsOn on June 18, 2008, 05:31:43 AM
Automata file?  isn't the second one in my plugins folder?

Correct download from LEX? WHERE HOW?  ..If i am not wrong the latest update is 2008/04/24..
It does indeed look like there's a file missing - I am only going by what I have installed and I never had a problem with NAM 2008. I also have the Automata_Radical in the NAM plugins subfolder, but I also have a NetworkAddonMod_Automata_Plugin_Standard in the Network Addon Mod folder. Now, for all I know, it should not be there, but I do have it and everything works.
As for the DL, it is indeed the one dated 28/04/2008, coming in at 11,339 KB and directly from the LEX.
I think, seeing the complexity of your problem, the best person to consult is Andreas - if anyone knows, it is him. Might be best to send him a PM, at least he is on the same time zone as you and me, although he may be at work right now.
Meanwhile, why not try it with preceisely the same folder content that I have? There's nothing to lose, is there? I've attached a picture of the contents of my NAM Plugins folder; the folder above it is in my previous post.


Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: ebina on June 18, 2008, 05:50:01 AM
VeTram: If you have installed NAM without LHD plugin to LHD version of SC4, your problem appear.

In April 2008 version of NAM, SC4PATH files which will only be used in the LHD version have been moved to LHD plugin from NAM core, since they are not needed for RHD version. You said NAM 2007 has no problems. Perhaps your game is missing those moved path files. If you haven't tried Left Hand Version Plugin yet, please install it and see what happens.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: VeTram on June 18, 2008, 07:54:29 AM
To HandsOn : Yes , my friend perhaps it will worth to use your NAM FOLDER ...i have already send you a p.m ...if you are still online , can you send it? are you really using LHD plugin in your NAM FOLDER?

To Ebina:  Oh! oh!  just a minute....perhaps you are RIGHT! :thumbsup:.....I used LHD and i saw trains at last!......i used a Passenger Station , i do not know about other types of trains , but since now it seems that your idea is working!....we will see what will happen in the future and i will let you know, and now the BIG question is ...all the people using NAM without problems are using LHD????  was i the only one NOT using it??
...anyway , thanx a lot Ebina, :thumbsup: hope to let me add you to my friends list..
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: HandsOn on June 18, 2008, 08:23:37 AM
To HandsOn : Yes , my friend perhaps it will worth to use your NAM FOLDER ...i have already send you a p.m ...if you are still online , can you send it? are you really using LHD plugin in your NAM FOLDER?

To Ebina:  Oh! oh!  just a minute....perhaps you are RIGHT! :thumbsup:.....I used LHD and i saw trains at last!......i used a Passenger Station , i do not know about other types of trains , but since now it seems that your idea is working!....we will see what will happen in the future and i will let you know, and now the BIG question is ...all the people using NAM without problems are using LHD????  was i the only one NOT using it??
...anyway , thanx a lot Ebina, :thumbsup: hope to let me add you to my friends list..
Eh, most folks (at least the sensible ones) drive, you know, on the right side of the road..?  ?=mad)=
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: VeTram on June 18, 2008, 08:56:22 AM
friend HandsOn , the question becomes even more bigger , because as you say you did not use LHD....so , the question is how you played the game without problem?....i am trying to understand it and find a final solution as i do NOT want to use LHD ..did that meaned that i used LHD in version of NAM 2007? , and if yes , what if i remove all roads and use new ones with NAM 2008 WITHOUT LHD.. ()what() ()what() should that fix the problem? ..perhaps Ebira could tell us , or anyone else that knows about...

and something more , another question for answer is that you have right , there is a file NetworkAddonMod_Automata_Plugin_Standard.dat that it does not exist into my NAM Folder.. ()what()
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: ebina on June 18, 2008, 09:06:36 AM
If RHD version players are getting same problem, more people should report it.

You can check your game LHD or RHD with route query. It's easy and good way since it can be used even if the number of sims/cars in graphic setting is set to low. If your route query says like left side of this picture, you need to install Left Hand Plugin.
(http://img66.imageshack.us/img66/412/routequerylhdrhdsg7.th.jpg) (http://img66.imageshack.us/my.php?image=routequerylhdrhdsg7.jpg)

Left Hand Version Rail Networks Fix section in the NAM's documentation, Technical Notes page may give an idea about why rail related networks excluding subway don't work in the LHD version without LHD plugin after installing NAM.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: HandsOn on June 18, 2008, 09:10:37 AM
friend HandsOn , the question becomes even more bigger , because as you say you did not use LHD....so , the question is how you played the game without problem?....i am trying to understand it and find a final solution as i do NOT want to use LHD ..did that meaned that i used LHD in version of NAM 2007? , and if yes , what if i remove all roads and use new ones with NAM 2008 WITHOUT LHD.. ()what() ()what() should that fix the problem? ..perhaps Ebira could tell us , or anyone else that knows about...
Methinks our Japanese friend confused the issue somewhat: Japan does indeed drive on the left - at least it did, last time I looked. Thus the game, when originally installed, will select the lef-hand-drive option because of the localization. European installations, with the exception of the stubborn  $%Grinno$% Irish and British, wil by default use the right hand version. Thus if you bought your game from the UK, you will have a LHD version, which would esplain why the LHD switch worked. Why that affects trains is a bit of a mistery to me, though.
Thus, if this has indeed an effect on your game - where did you buy it? And what is the localization language in use: US English, UK English, Greek?
And no, don't remove all your roads - just look at on which side the traffic runs: right or left?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: VeTram on June 18, 2008, 09:14:49 AM
O.K Ebina , i will try right now , and i will let you know in a very few minutes...pls stay online

o.k HandsOn , i bought the game in Greece , and the localization language in use is English...i will check the roads ...pls stay online also
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: VeTram on June 18, 2008, 09:28:54 AM
here are the results...

i tested it as Ebina said , with NAM 2008 together with LHD Plugin , and i saw that the roads were in LHD

AND ...also i removed NAM and i saw that my roads were still in LHD....

so , does it means that i used LHD with NAM VERSION JUNE 2007?....and if yes , how will i solve the problem dear Ebina , if i do NOT want to use LHD in my NAM? ()what()
It will not be difficult for me to remove all roads , if this is the solution , as my project is on its early steps .
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: HandsOn on June 18, 2008, 09:40:42 AM
here are the results...

i tested it as Ebira said , with NAM 2008 together with LHD Plugin , and i saw that the roads were in LHD

AND ...also i removed NAM and i saw that my roads were still in LHD....

so , does it means that i used LHD with NAM VERSION JUNE 2007?....and if yes , how will i solve the problem dear Ebira , if i do NOT want to use LHD in my NAM? ()what()
It will not be difficult for me to remove all roads , if this is the solution , as my project is on its early steps .

It appears that you have indeed a left-hand-drive version of the game. Since the fix is 1KB too large to be attached here, I've emailed you a ZIP file called Left-to_right. Uninstall NAM first, then install the fix. If then - without NAM - your cars drive on the right, install NAM. If the fix does not work for you, you can uninstall it from the Windows uninstaller (Programs and Features in Vista, or Applications in XP).

NOTE: there's a problem with your email address: it does not work! Please send me the correct email address so we can fix this
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: krbe on June 18, 2008, 10:21:37 AM
The European version of the game uses LHD if you install it in English. All other are driving on the right side, literally. The     
SC4 Registry: How to Switch Languages and Driving Sides (http://sc4devotion.com/forums/index.php?topic=3961.0) thread will help you.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Kumba on June 19, 2008, 12:02:51 AM
Hello,

With the new NAM coming out, a problem has been arising ever since, I cannot plop a avenue roundabout, the icon just remains red, I've tried everything including redownloading NAM 4 times.

Also the RHW doesn't even work, and yes I know about the starter peice and dragging it more than 4 tiles down, but it still remains a 2 lane RHW like a road and wont become a 2 lane one way like its supposed to be. I have NO idea whats causing these two problems.

So... Help?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: CasperVg on June 19, 2008, 12:08:49 AM
Make sure that you have no prior versions of the NAM laying around in your plugins' folder.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: VeTram on June 19, 2008, 09:47:58 AM
- Hi to all friends..

- I don't hide,  that i feel happy since yesterday night that finally after so many efforts, there is a solution to my known problem.. :)

-For sure it is too early for final conclusions , as i am in the beginning of my project , but for the moment everything i have tried in game it ....works. :satisfied:

-So , i feel i would like to thanks again everyone who show his/her interest and tried to help , and especially to friend HandsOn , :thumbsup: (  finally my friend i did not use your file , as i read the instructions from the link that krbe showed to me ).....especially thanks so much also to Ebina , for her sharp mind , that discover the ..light on the dark tunel...and all her interesting..  :thumbsup: and finally Krbe for his help with the precious link.. :thumbsup:

-As for my problem i used to have , i strongly propose to anyone else who is facing the same problem , to read the link from Krbe above..
..thanx again ,  :thumbsup:

P.S :  "$Deal"$ .. Here in Greece it is too hot already , (38 degrees of Celcium!!) the sun is shinning and the sea is wonderful , so whoever friend of community is thinking to visit Greece , and Athens , dont forget to p.m first.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Kumba on June 19, 2008, 11:56:56 AM
Make sure that you have no prior versions of the NAM laying around in your plugins' folder.

There is no other version in my plugin file except the newest. It still doesn't work.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on June 19, 2008, 12:04:31 PM
Kumba, by chance, do you have a DatPacked NAM sitting around?  That can also cause a similar conflict.

VeTram, I'm glad to hear things are working better for you now!  (And I'll pass on my thanks to HandsOn and krbe as well.)

-Alex (Tarkus)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Kumba on June 19, 2008, 12:27:13 PM
What do you mean DatPacked NAM?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Jonathan on June 19, 2008, 12:41:48 PM
DatPacking is when you merge dats together. So lots of plugins into one big one.

A DatPacked NAM is when all the NAM files are merged into one.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: HandsOn on June 19, 2008, 12:45:56 PM
What do you mean DatPacked NAM?
Since you ask that question, I doubt that you do it, because you obviously do not have Wou's DAT Packer (found on the LEX). Sounds to me, hoever, that you may not have chosen everything necessary during the installation - there are several options & combinations possible. Haven't found NAM particular delicate, but the choices do determine what works and what not. And, like in the case of our friend VeTram, the question arises: which version of SC4 do you have - left or right hand drive (British or US Virgin Islands)?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on June 19, 2008, 12:48:11 PM
Also, there are other mods besides old NAM versions that can cause conflict, like old RHW versions before it became an official NAM Plugin (version 12 or 13), and various other older transit mods. Basically, when you get the "red arrow" bug, it means that there are RUL files that do not include functionality for that item loading after the most recent NAM Controller file.  

If you have Cleanitol, I'd recommend uninstalling the NAM again, and then running the Cleanitol definition file that is packaged with the NAM download.

Hope that helps!

-Alex (Tarkus)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Kumba on June 20, 2008, 12:04:03 AM
Since you ask that question, I doubt that you do it, because you obviously do not have Wou's DAT Packer (found on the LEX). Sounds to me, hoever, that you may not have chosen everything necessary during the installation - there are several options & combinations possible. Haven't found NAM particular delicate, but the choices do determine what works and what not. And, like in the case of our friend VeTram, the question arises: which version of SC4 do you have - left or right hand drive (British or US Virgin Islands)?

I will download the datpacker, but I've always thought unzipping the installer would do the job the same?

I've selected all the required option plus some of the optionals as well. My version is the Right hand drive.

This is just the first time I had this problem, the previous 3 NAM worked fine before this one, even the RHW worked but for some reason just this specific month RHW and NAM Ave. roundabout doesn't work for me. Weird.


Tarkus-

I've checked my plugin folder 3 times, I've found no older versions of the RHW, ran a search and didn't find anything beside the new one. Perhaps there was a fix for a problem and I didn't d/l it?

I've heard of the cleanitrol, could you tell me where to find it, it just might help.

Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on June 20, 2008, 12:08:13 AM
It could be some other sort of outdated Plugin--the Cleanitol will definitely take care of that, though.  Here (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=97) is the direct link.

Hope that helps!

-Alex (Tarkus)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: HandsOn on June 20, 2008, 12:38:38 AM
I will download the datpacker, but I've always thought unzipping the installer would do the job the same?
DAT Packer is a different kettle of fish: it is not an installer but it will take the folders below \Plugins and pack each one into a single file. This way the game in 95% of the cases loades faster and operates faster. It makes most sense as your plugin folder grows. But: PLEASE read the instructions first. The same goes for the Cleanitol.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: gabrielbyrnei on June 20, 2008, 09:44:44 AM
Im using :

NetworkAddonMod_Congestion_Data_View.dat
NetworkAddonMod_Traffic_Plugin_D_BetterPathfinding_2xCapacity.dat
NetworkAddonMod_Traffic_Plugin_A_Easy.dat

Streets are supposed to hold 1000 cars at 100% capacity, and they are supposed to be shown red when they reach 280% when using the congestion data view plugin. Any possible solution?

Thanks
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: gabrielbyrnei on June 20, 2008, 10:31:39 AM
OH and also, is there a way to convert my game which is using left hand driving to regular right handed one?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Unassigned on June 20, 2008, 11:23:44 AM
Aren't you supposed to use at most 1 of the Traffic_Plugin file family?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Jonathan on June 20, 2008, 11:24:08 AM
See this thread on how to change driving sides: http://sc4devotion.com/forums/index.php?topic=3961.0

EDIT: As Unassigned said, you should probably remove the Traffic Plugin D
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: gabrielbyrnei on June 20, 2008, 06:39:18 PM
I read somewhere that having A and B plugins at the same time is not recommended, i havent read anything about better pathfinding and Plugin D, maybe im wrong, can someone clarify this?

thanks again
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on June 20, 2008, 06:44:20 PM
Yes, it's the same situation with D.  You can only have one traffic plugin at a time.  Which ever one is last alphabetically is the one you have, so that would be D--Plugin D is causing your congestion issues.

-Alex (Tarkus)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: HandsOn on June 20, 2008, 07:08:30 PM
See this thread on how to change driving sides: http://sc4devotion.com/forums/index.php?topic=3961.0

EDIT: As Unassigned said, you should probably remove the Traffic Plugin D
There is an alternative to the somewhat messy method mentioned in that tutorial, as good as it is: there is a Left-to-Right Mod (or at least was a fe months ago) on the STEX mod page. Simple install, and bob's your uncle. I tried both, and found the mod simpler to use. If it can no longer be found, I gladly forward it to anyone who needs it.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: McDuell on June 22, 2008, 09:05:09 AM
Dear NAM team

First of all I'd like to tell you that the NAM is THE thing that still keeps me playing SimCity, and for that I thank you!  :thumbsup: &apls

Now, while experimenting with building interchanges with the puzzle pieces (especially the OWR ones), I realized that many of my ramps and constructions are not UDI-able (vehicle disappears every time at the piece corner). While this is no problem for me personally, the issue itself might be interesting in general. It seems to me (an absolute layman), that several puzzle pieces are not fully pathed for UDI.

As I'm not that good at describing these problems in detail, here is a picture of some of the pieces, along with several (seemingly) without paths. I hope this is understandable enough. For cycling through the rotation ring, I used the <END> key:
(http://i240.photobucket.com/albums/ff211/McDuell/Pathing_OWR.jpg)

I'm using following mods:
- the newest NAM version from April
- RHW 20 beta
- SAM, newest version
- Euro road textures mod
- SimCity extra cheats .dll ('DrawPaths' activated)

- Many other (imho) not directly involved mods, at least Cleanitol found no outdated files.

I hope those descriptions are sufficient  :)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on June 22, 2008, 01:54:59 PM
McDuell, thanks for reporting that--it appears some paths may be missing on some of those pieces.  They were made before we had the luxury of the DrawPaths cheat, so there was not any conclusive way of knowing when they were made, but I'm surprised they've escaped for this long.

I'll take a look over the files and hopefully have something to report back.

-Alex (Tarkus)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Jonathan on June 22, 2008, 02:25:50 PM
I tried the corner pieces* (all 8 rotations) and I got correct paths on all of them, I think it may be just your game, McDuell. I don't have anything that interferes with these pieces. I'd post a pic but it would take a long time.

*They were the only ones I could remember in your picture.  So I'm guessing the other pieces are fine.

Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Swamper77 on June 23, 2008, 12:05:50 AM
If I remember correctly, there was a discussion about these missing paths. Their ID's are similar to the ones used for the Left Hand paths, so they were accidentally moved to the Left Hand Plugin. Installing it should put back the missing paths and shouldn't affect the game. The game knows which paths to use based on the registry keys from the installation of the game.

-Swamper
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: McDuell on June 23, 2008, 03:26:59 AM
Thank you all for your quick replies :).

Tarkus, thanks in advance for investigating. If you want me to test out some other puzzle pieces, please let me know, I'll gladly help (as good as I can with my limited knowledge  ;)).

Swamper77, you seem to be right in your assumptions. After installing the Left Hand Plugin, all the missing paths are now visible and there is no UDI crashing anymore  :thumbsup::

(http://i240.photobucket.com/albums/ff211/McDuell/Pathing_OWR_corrected.jpg)


Warrior, as you're from the UK, you may have already installed your Left Hand plugin and thus never had any path issues, so you're kind of right: It's just my game (and probably many other Right Hand driven games too)  ;).

Anyway: Thank you all for your help  :).




Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Unassigned on June 23, 2008, 10:10:21 AM
It seems some NAM rail bridges block ferry traffic. I belive the issue is that their pylons(?) raise the level of the waterbed.

Here's the scenario: The bridges are raised 30+ meters relative to the riverbank. Placing a bridge disrupts existing ferry lines. Bulldozing the bridge does not make the ferry lines reappear, after bulldozing it is necessary to lower the riverbed (ie dredge a channel) across the former location of the bridge, then the ferry lines reappear.

I am not using the Bridge Height mod, my entire bridging setup is vanila NAM April 2008.

I have seen this with "Metal Arch Rail Bridge by Fukuda", "JRJ Warzone Bridge" and one of the Garabit bridges. The "Modern Rail Bridge by jeronij" does not have this issue for me.

Is this a known issue? If so, any workarounds?

If this is a new issue just ask if you'd like a more thorough investigation or pix...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: HandsOn on June 23, 2008, 10:33:23 AM
It seems some NAM rail bridges block ferry traffic. I belive the issue is that their pylons(?) raise the level of the waterbed.

Here's the scenario: The bridges are raised 30+ meters relative to the riverbank. Placing a bridge disrupts existing ferry lines. Bulldozing the bridge does not make the ferry lines reappear, after bulldozing it is necessary to lower the riverbed (ie dredge a channel) across the former location of the bridge, then the ferry lines reappear.

I am not using the Bridge Height mod, my entire bridging setup is vanila NAM April 2008.

I have seen this with "Metal Arch Rail Bridge by Fukuda", "JRJ Warzone Bridge" and one of the Garabit bridges. The "Modern Rail Bridge by jeronij" does not have this issue for me.

Is this a known issue? If so, any workarounds?

If this is a new issue just ask if you'd like a more thorough investigation or pix...
Uassigned - you've just explained a nagging problem I've had and for which I could never think of a solution - because I blamed the custom ferry ports. It explains why I have tons of "ferry lines" in regional view, but spars traffice along them in particular areas.

But I don't think it applies to all ferries, because since I've installed Goldiva's water taxi those ferries, once the appear after some time, roam widen and far, no matter which bridge they encounter.

And: by how much is the level raised? Does it only affect shallows, or also deep water?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Unassigned on June 23, 2008, 01:04:59 PM
Those regional view "ferry lines" include some "possible routes", so they don't necessarily reflect the actual state of the network.

Goldiva's water taxis are tiny vessels with little draught (if that is how to say it in English), they can sail almost anywhere. My problems were with car ferries, both the Maxis one and one of PEG's (PEG-CDK3_SmallFerryLanding_100.dat).

And: by how much is the level raised? Does it only affect shallows, or also deep water?
I haven't made a comprehensive test (yet), this occurred in a "river tile" on mrbisonm's/NEXIS's Grand River Valley map...erm, gief tool I can measure heights and depths with.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: HandsOn on June 23, 2008, 01:24:51 PM
Those regional view "ferry lines" include some "possible routes", so they don't necessarily reflect the actual state of the network.

Goldiva's water taxis are tiny vessels with little draught (if that is how to say it in English), they can sail almost anywhere. My problems were with car ferries, both the Maxis one and one of PEG's (PEG-CDK3_SmallFerryLanding_100.dat).
I haven't made a comprehensive test (yet), this occurred in a "river tile" on mrbisonm's/NEXIS's Grand River Valley map...erm, gief tool I can measure heights and depths with.
Draught is correct, and here's where I've got to back-track a bit: river ferry traffice always appeared to me to work differently. I could be wrong. I've never gotten much in terms of car ferries up the creeks.

To "measure the water depth" just try laying a water pipe if your squares are on just count the steepest incline or sheerest cliff. Methinks 1 square = 16m?

Antother think to consider, because you got me thinking, is that if the distance between the ferries isn't equivalent to a minimum distance (which I don't know) then the ferries won't show. I've got one stuck to a dock at a sharp angle for aeons now brcause the trip across the gap to the next ferry port is only two boat lengths..

Ok, so I'm not thinking, just rambling..
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: skell on June 25, 2008, 09:39:11 AM
Hopefully this is proper forum for my question. I recently had to reinstall the game and in the process decided to seriously weed out my plugins. In getting the new NAM, SAM and RHW mod installed I noticed that on diagonal streets, the ugly triangles were forming. I could've sworn that these did not occur with my prior set of plugins.  Here's an example

(http://i57.photobucket.com/albums/g211/skellehe/DiagonalStreets.jpg)

One possibility is that I'm imagining things and I got similar triangles in my rural areas before.  The other possibility is that I had a plugin somewhere that I cannot track down that removed these. Thanks for any help!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: smoncrie on June 25, 2008, 04:49:24 PM
Unassigned, I have checked the NAM bridges for ferry traffic.

The following NAM bridges do NOT block ferry traffic:

Akashi Kaikyo Ground Highway
GLR Elevated Rail
GHSR Monorail
HSR Monorail
Metal Arch Rail
Metal Pylon Rail
Modern Rail
Old Road
Rural Rail
Rural Street

CSX Kwanyoni Road blocks ferry traffic by design.

The following NAM bridges incorrectly block ferry traffic:

Dusktrooper Road
Garabit Rail (both versions)
Garabit Green Rail (both versions)
JRJ Warzone Rail
Krummbach Road
Millau Viaduct Avenue
TS Wooden Covered Road
TsingMa Elevated Highway

I have fixes for these bridges, but it may be awhile before they are updated in the LEX.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Unassigned on June 26, 2008, 12:08:08 AM
smoncrie, thank you for testing these bridges for me  ;)

Contrary to your test results, I still have the ferry issue with the Metal Arch Rail bridge. That is the one I wanted to build, so it has been thoroughly tested in my scenario and the issue occurred in each & every test I did. Any suggestions as to why?

Fixes sound good. Do you need a tester for them fixes?   ;)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: smoncrie on June 26, 2008, 11:41:19 AM
I did some more tests on the Metal Arch Rail Bridge.  I found that it allowed ferry traffic if it was bit higher than the minimum height where is says ferries are OK.  I also found that for some bridge lengths there are gaps in the arches, but that is not something I can fix without additional bridge models.

Thanks for offering, but I do not need a tester.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Unassigned on June 26, 2008, 11:59:20 AM
If I remember correctly, gaps in the arches occur if the length of the bridge (in tiles) is not a multiple of 4.

Will try and raise my bridge access ramps a bit more, then.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: enncore on June 26, 2008, 01:32:30 PM
Hi i downloaded the NAM april and the nam april essentials.

But the avanue pieces wont show up? I can make roud roundabouts, and one way road roundabouts.. but avanue roundabouts, Y stacks etc will not show up? I only keep seeing a empty red arrow.. and when i push the tab key it results in nothing..??

Did I do someting wrong? ore did I forget something to download, ore is there some files missing?

Greetings Harry
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on June 26, 2008, 01:57:47 PM
enncore, seems like you have the old Red Arrow Bug . . . the only thing that can cause that is outdated "high-level" transit plugins (RUL-based ones) being left in your Plugins, likely loading after your NAM folder.  Make sure you don't have a DatPacked NAM, or any other outdated Plugins lying around--you can use BSC Cleanitol and the included NAM Cleanitol List (in the NAM download) before reinstalling the NAM, and it will automatically delete the conflicting stuff.

Hope that helps!

-Alex (Tarkus)

Edit:  For more info, check out the new NAM FAQ (http://sc4devotion.com/forums/index.php?topic=5094.msg161792#msg161792).
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: ed2 on June 27, 2008, 07:16:12 AM
hi
having some problems with the newest NAM
i build a kick rear GLR network but noone uses it
all the stations say 0% for like 25 years and i cant drive a train on it
no automata
nothing
same issue with the monorail and regular elevated rail
any ideas what is wrong?
i am using SC4 deluxe with update

Slight language edit.  -Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Jonathan on June 27, 2008, 10:01:43 AM
Welcome to SC4Devotion, take a look at the FAQ , there's a link in Tarkus's post above.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: enncore on June 27, 2008, 12:53:13 PM
enncore, seems like you have the old Red Arrow Bug . . . the only thing that can cause that is outdated "high-level" transit plugins (RUL-based ones) being left in your Plugins, likely loading after your NAM folder.  Make sure you don't have a DatPacked NAM, or any other outdated Plugins lying around--you can use BSC Cleanitol and the included NAM Cleanitol List (in the NAM download) before reinstalling the NAM, and it will automatically delete the conflicting stuff.

Hope that helps!

-Alex (Tarkus)

Edit:  For more info, check out the new NAM FAQ (http://sc4devotion.com/forums/index.php?topic=5094.msg161792#msg161792).

A BIG THANKS TO YOU MY FRIEND.  ;D

I have used the cleanitol tool and reinstall the NAM April mod, I had the euro traffic simulator mod in my plugins folder. The mod that produces heavy traffic.. I have deleted that also. Now everything works! Avenue roundabouts, avenue with GLR.. and also the street mod works! Now I can really get on with building my city... It wasn't finished yet and now I gonna change a lot of things again! haha! It gonna look really nice..

So again a really big thanks!  :thumbsup:
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: flame1396 on June 27, 2008, 12:57:33 PM
I cannot find the smooth highway curves or any other highway puzzle pieces in my menus. Where are they, I just downloaded the new NAM, and have never seen the puzzle-pieces for highway ever.

I could be stupid, are they in the custom interchange menu?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on June 27, 2008, 01:01:08 PM
enncore, glad I could help. :)

flame, the highway curve is indeed under the Custom Interchanges button.

-Alex (Tarkus)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: flame1396 on June 27, 2008, 04:45:12 PM
Thanks Tarkus.

 $%Grinno$% I was as stupid as I suspected. Darn.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Mbolism on June 29, 2008, 02:04:27 PM
I have the HSR as well as some other NAM stuff, from the Rural Highway project to the puzzle pieces for about everything.  However, while some of them say draggable, I can't seem to make that happen.  The HSR, for example.  It's just puzzle pieces as far as I can see.  I cannot turn it either (not sure if that's intentional, which makes sense seeing as it's HSR, just wasn't sure). 

Same with the rural highway, etc.  I can't seem to drag any of them.  Am I missing something?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Diggis on June 29, 2008, 02:33:21 PM
Did you read the readme that explains how to drag them?  You plop the puzzle piece, then drag from it with the appropriate tool. (IE SAM uses streets, HSR uses Monorail)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Jonathan on June 29, 2008, 02:52:53 PM
I did a very basic video that shows how to drag networks here: http://www.youtube.com/watch?v=lBQSnYeuaOA

And if you need any more NAM related Help, then post in the NAM issues thread :)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Mbolism on June 29, 2008, 10:05:42 PM
Bah,  I didn't read the readme on that one, so my bad.  And yeah, guess I should have posted this in the right thread eh? :)

Thanks!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: McDuell on June 30, 2008, 05:56:47 PM
I had indeed no more pathing problems with the left hand mod activated  :) - until now  &mmm. I once more wanted to UDI a self created interchange (>picture (http://i240.photobucket.com/albums/ff211/McDuell/6way-2Jan001214575935.jpg)< with DrawPath activated, for those who are interested  ::)), which was mainly done with elevated OWR pieces. There still seems to be a pathing issue with some of the puzzle pieces though.

This are all the OWR pieces I already have checked (only OWR over single diagonal network). Most are ok, but there are a few with red lines on them (barely visible) who block UDI traffic.
(http://i240.photobucket.com/albums/ff211/McDuell/Pathing-2Jan001214862254.jpg)


After sorting out the good ones (without red lines), these are the ones that are 'bad'.
(http://i240.photobucket.com/albums/ff211/McDuell/Pathing-2Jan001214863774.jpg)
edit: Some numbers OWR/dRoad are wrong. They should be: 1, 3, 14, 16, 17, 19, 30, 32  :-[.


There definitely seems to be a pattern here. Only the Tiles 'North/South over Northeast/Southwest' and 'East/West over Northwest/Southeast' (hope I got this right) are affected. Furthermore, only the OWR pieces seem to be affected. A similar 'setup' with other pieces did not show those lines. I have not UDI-tested them though.
(http://i240.photobucket.com/albums/ff211/McDuell/Pathing-2Jan001214864620.jpg)

About the numbering of the tiles: I started the default rotation direction with 1 (n-th tile in the ring) rather than with 0 (# of rotations). I hope the other descriptions are accurate enough.

I have one question at the moment (should be no ranting at all, just curious  ;)): What can go wrong with using the left hand plugin and a right hand drive game setup? I haven't had any bad experience until now. The Rail, GLR and Avenue networks are still right-driven. The roundabouts are also counterclockwise pathed. I can even freely choose the direction of the 3x3 OW roundabout.

Thanks in advance  :)


Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Swamper77 on June 30, 2008, 06:44:24 PM
The only thing that can go "wrong" is that the graphics for the ATL will be displaying the UK textures which appear mirrored to the right-hand versions. The cars will still drive properly though. The textures are purely cosmetic.

-Swamper
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: inner nerd on July 20, 2008, 08:59:30 PM
I have downloaded the latest NAM and the RHW, then I went and got the NAM essentials... I know this is gonna sound kinda stupid, just like myself, but when I use the puzzle pieces(IE, avenue over avenue) and then drag my avenue to connect, there is a slight gap between the pieces, and the dragged avenue just ends in the U-shaped piece, like it does when there's no connection at all...

My RHW's, I watched the videos on Youtube and everything, but once i drag to a certain point they revert back from RHW-4 to RHW-2 pieces... What am I not doing right?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: j-dub on July 21, 2008, 04:34:17 PM
Hi, Inner Nerd. Some puzzle pieces are very testy. The avenue over avenue is definitely one for example. The avenue underneath will have to have had the avenue already there to begin with. Otherwise it won't go through when you try to drag it under there afterword. Where as the top avenue's ramps require to be dragged after its built. As for the RHW, that's another thing. Again it can get tricky. Here's one way it may go back to 2 on you. If you try to use the RHW4, and after a while, maybe an intersection connects to it, there are times, it decides to revert back to two lanes on that. You just have to use more starter pieces in between. When you place the starter piece, you can only demolish the middle part, or one one of the ends of the starter piece and still have the RHW4 stable. Also, the older RHW files can cause massive interference with the new one.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: derwilly on July 22, 2008, 06:51:42 PM


 Hi there

 I seem to have a problem that is stopping me from releasing the next update in my MD  &ops

 I cannot get this piece of the NAM. I tried removing and re-downloading the last NAM several times. Do you know what might be missing?

(http://img32.picoodle.com/img/img32/4/7/22/f_missingpartm_9ab4af9.png)

 I also have the SAM and RHW. Any idea what might be interfering with this??

 thanks!

 
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on July 23, 2008, 03:12:12 AM
If you can see the other new NAM items in your menus (i. e. avenue roundabouts for GLR-in-Avenue), your NAM installation should work properly. The piece in question might be "hidden" in the rotation ring, that means you have to TAB to a similar piece and then rotate this piece until the right rotation shows up.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: GrayHalcyon on July 23, 2008, 04:24:47 PM
There seems to be an issue with the Elevated One-Way puzzle pieces, specifically one of the turns. It refuses to let any traffic go through.

So the steps I've took are as follows

1. Make sure all One-way pieces and roads are facing the proper direction. CHECK.

2. Build bypass around Elevated One-Way piece. Traffic was using bypass.

3. Uninstall, run Cleanitol, Reinstall with recommended. Ran test in a new city, no improvement.

4. Remove all plugins from Docs/Simcity 4/plugins and Maxis/simcity 4/plugins. New city, no improvement.

5. Repeat #3 after re-downloading NAM April 2008. No improvement.

Attached are illustrations involving the offending one-way piece, supporting my previous statements.

If I missed something really dumb, which I tried extra-hard not to do, don't go to hard on me. :D
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on July 23, 2008, 04:52:49 PM
Hi GrayHalcyon!  Welcome to SC4D!

To answer your question, that issue with some of the OWR puzzle pieces is the result of some of the Path Files for those accidentally being moved over to the Left-Hand Drive (LHD) Plugin by accident.

If you install the LHD Plugin in the main NAM folder (moving it out of the Z_LeftHandPlugin folder it normally installs to), the paths should function again for you.

Hope that helps!

-Alex (Tarkus)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: GrayHalcyon on July 23, 2008, 05:28:57 PM
Excellent, all is as it should be. Thanks for the fast reponse.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: derwilly on July 23, 2008, 10:33:31 PM
If you can see the other new NAM items in your menus (i. e. avenue roundabouts for GLR-in-Avenue), your NAM installation should work properly. The piece in question might be "hidden" in the rotation ring, that means you have to TAB to a similar piece and then rotate this piece until the right rotation shows up.

Hi Andreas

thanks for the answer. I already know about the TAB and rotation, but that's my point, this piece does not appear... anyways, I decided I'd go for the normal elevated rail and I'll have to get back to this some other time  :(
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: robertsmitz on July 23, 2008, 11:47:29 PM
hi iv downloaded the nam but cant seem to find the smooth curves anywhere can somone please help me
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on July 24, 2008, 01:15:59 AM
The smooth curves are located at the end of the rotation ring for the Elevated Road and Avenue puzzle pieces.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: a1n2d3r4e5w6 on July 24, 2008, 11:01:03 AM
After installing the euro RHW textures, how come the avenue a/ RHW, OWR a/RHW, Rail a/RHW and road a/ RHW puzzle pieces still have the old texture?
(http://img291.imageshack.us/img291/8827/yotswan28may00121702797lo1.png)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Haljackey on July 24, 2008, 12:59:35 PM
After installing the euro RHW textures, how come the avenue a/ RHW and road a/ RHW puzzle pieces still have the old texture?

By old texture, do you mean the old Euro RHW texture or the standard RHW texture that comes with version 0.20?

At any rate, you might want to check if the Euro RHW texture is put in the right place (my documents/simcity 4/plugins/NAM/RHW and it loads after everything by having a "zzz" in front of the filename.

I hope this helps!  If not, would you be able to post a screenshot of the problem?  That would help a ton!

Best,
-Haljackey
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: A200 on July 26, 2008, 04:07:30 PM
Does anyone know if there are any GLR Avenue Stations which work in U Drive it MODE? I like to drive around my city and when I drive through a station the U Drive it MODE exits.  :thumbsdown: same with the stations for EL Rail over Road! I would love to use GLR but if I can only look at it and not drive it then its no fun!

A200

EDIT: I have another problem  ()sad()

(http://i40.servimg.com/u/f40/09/00/30/65/nam_is10.jpg)

I have a roundabout, and one of the roads into it I have an exit for 2 overpasses (1 each way) which go over all the other roads feeding into the roundabout and back to the other side of the road. Now I check it with Draw Paths cheat on, and it comes up with a spot on both overpasses that has no traffic thing assigned to it- aka it hasn't been transit mapped  &mmm those are the bits circled in red!
The section that isn't drivable is the OWR over Diagonal Avenue texture.

Anyone know why I cannot drive on this bit? Traffic cannot go on the overpass and cannot go on the avenue under it either  ??? and I confirmed this by testing it with U Drive It.

Any help is appreciated.
Thanks

A200
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: a1n2d3r4e5w6 on July 27, 2008, 02:50:00 PM
Maybe those pieces are facing the wrong direction, because if they are cars cannot drive there. Hope that helps.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on July 27, 2008, 02:52:08 PM
A200, as posted earlier on this page:

To answer your question, that issue with some of the OWR puzzle pieces is the result of some of the Path Files for those accidentally being moved over to the Left-Hand Drive (LHD) Plugin by accident.

If you install the LHD Plugin in the main NAM folder (moving it out of the Z_LeftHandPlugin folder it normally installs to), the paths should function again for you.

Hope that helps!

-Alex (Tarkus)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Chrisim on July 27, 2008, 03:24:52 PM
Does anyone know if there are any GLR Avenue Stations which work in U Drive it MODE? I like to drive around my city and when I drive through a station the U Drive it MODE exits.  :thumbsdown: same with the stations for EL Rail over Road! I would love to use GLR but if I can only look at it and not drive it then its no fun!
All properly modded GLR Avenue stations (eg those from the LEX) do work in U Drive It mode, if you activated the stations in your game. You may want to read this tutorial (http://sc4devotion.com/forums/index.php?topic=4623.0), in particular sections 3 and 6 about activation of stations. By the way, the new stations shown in the tutorial were published on the SimCityKurier today and shall be published by Andreas on the LEX later tonight or tomorrow.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on July 27, 2008, 10:40:54 PM
Can someone tell me how abandonment due to commute time is calculated?  Specifics would be appreciated, namely what property in what exemplar controls it.   Also, is it possible to tune this without affecting other types of abandonment?

In the real world, you just don't see abandonment due to commute time.  Buildings may be abandoned due to lack of desirability or lack of demand, both of which occur in SC4 as well.  But not commute time.  Sure, individuals in a building may decide their commute is too long and move somewhere else, but the whole building?  Doesn't happen.

In SC4, as long as the Commute Trip Max Time is long enough to allow the Sims to get to suitable jobs, and as long as their residence is actually touching a road or similar network, they should always be able to find a job.  But sometimes they don't.  Increasing Commute Trip Max Time helps to some extent, but never completely eliminates the problem.  The reason is the Pathfinding Heuristic.  The higher this number, the more likely a Sim is not to reach a job even if a suitable one exists.  Unfortunately, lowering this number significantly (i.e., beyond what the current traffic simulators use) increases the run time of the traffic simulator, and at very low numbers, you spend almost all your time running the traffic simulator long before you completely eliminate the abandonment problem.  So this is why I am looking for an alternate way to eliminate abandonment due to commute time.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: CasperVg on July 28, 2008, 12:50:58 AM
I'm not an expert on this, but these are the somewhat relevant abandonment-related properties;

0x87cd6354 = Desirability Threshold Decline = Tracts with desirability greater than this value never abandon.

0x47e2c401 = Lot Developer Occupancy Thresholds = When to abandon, distress, and renew.



Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on July 28, 2008, 04:04:26 AM
I had come across these, and these seemed relevant to what I wanted to do, but there were two problems.  First, they seemed to affect the abandonment of lots for all reasons, not just for commute problems.  Second, although I was able to locate the first property, I couldn't find which exemplar the second property was located in.  I found the property through the SC4Tool's property search, but couldn't figure out how to connect it to an exemplar from there.  So any help with these issues would be greatly appreciated.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: superhands on July 28, 2008, 09:24:15 PM
here is one small issue that troubled my bridges plugin.

(http://i293.photobucket.com/albums/mm50/bighead99999/shfgd.jpg)

it overided the nam plugin and prevented the other bridges from showing.

hope this helps anyone else who may have a similar problem.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on July 28, 2008, 09:32:35 PM
Here's a pretty basic question:  What units are the network capacities are measured in?  I have seen a number of posts assuming that they're measured in Sims/hour, but it seems just as likely to me that they're measured in Sims/day.  Does anyone have a definitive answer to this question, and if so, what is your source (or reasoning)?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jplumbley on July 28, 2008, 09:54:15 PM
Here's a pretty basic question:  What units are the network capacities are measured in?  I have seen a number of posts assuming that they're measured in Sims/hour, but it seems just as likely to me that they're measured in Sims/day.  Does anyone have a definitive answer to this question, and if so, what is your source (or reasoning)?

Sims per day per tile.

Both evening and morning commutes count towards congestion.  You can figure this out from the default game, test a single road, it will become red at 1250 cars if I remember correctly.  Capacity was equal to 1000 cars per tile per day, the color red showed at approximately 250% capacity meaning both to and return trips must count.  MAXIS screwed this up originally, they took into account that there were two trips per day so that made the congestion color ramp show red at 250% instead of 120% capacity.  But what MAXIS didnt do when they did this was change the values of the "Congestion vs Speed" Property, so when your roads were showing red at 250% capacity they had already been suffering the effects of congestion since it broke 100% capacity.  IF they wanted to included both trips in their calculations they should have had the Congestion vs Speed and the Cngestion color ramp syncronied, but they didnt.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on July 29, 2008, 02:30:05 AM
here is one small issue that troubled my bridges plugin.

(http://i293.photobucket.com/albums/mm50/bighead99999/shfgd.jpg)

it overided the nam plugin and prevented the other bridges from showing.

hope this helps anyone else who may have a similar problem.

This file is listed as "outdated" in the NAM Cleanitol list. It contains an outdated bridge controller, so you should install the updated bridge that is available at the LEX and remove the offending file.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: darraghf on July 30, 2008, 08:44:27 AM
i don't know if this is the right thread but.. When is the next NAM out
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: sim-al2 on July 30, 2008, 09:06:38 AM
i don't know if this is the right thread but.. When is the next NAM out

There is no offical release date for the NAM. Never has, probaley never will. As Tarkus has said, they like to surprise people.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: deathtopumpkins on August 06, 2008, 01:10:51 PM
I'm assuming this is the right place for this:
I don't use the elevated OWR puzzle pieces very often, but I just built a small interchange with them, and I noticed cars wouldn't drive over parts of it. I turned the DrawPaths cheat on, and took this picture:
(http://i188.photobucket.com/albums/z194/deathtopumpkins/SimCity%204/Pathingproblem.jpg)
It appears that the paths are messed up for diagonal OWR over orthagonal AVE, OWR turn, and orthagonal OWR over diagonal OWR. These are the only pieces I have any trouble with, and so I'm wondering if there's something I'm missing, or some update I need or something?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: JoeST on August 06, 2008, 01:15:26 PM
it also looks like your missing the paths for the corner piece, are you sure they were going the correct direction when you ploped them?

Joe
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: deathtopumpkins on August 06, 2008, 01:16:36 PM
Yeah, and I even double-checked with the query tool before I took the pic.
And this isn't even the only time I've had the problem with the OWR corner.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: sim-al2 on August 06, 2008, 01:25:09 PM
That's odd. I've heard of problems with people being unable to use diagonal OWR pieces but they had the left-hand drive plugin. ??? I assume your using a traffic generator, or else I doubt their would be cars. We need a NAM expert (calls NAM office) I wonder if Andreas can help you?  &Thk/(

P.S. What is that intersection for anyway? &idea
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: deathtopumpkins on August 06, 2008, 01:28:08 PM
Well I am using right-hand drive, and those are traffic generators, which I plopped to show how cars won't use those stretches of road.
I'm hoping someone from the NAM team will check this thread, as it is the NAM Issues Thread.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on August 06, 2008, 01:44:35 PM
I don't use the elevated OWR puzzle pieces very often, but I just built a small interchange with them, and I noticed cars wouldn't drive over parts of it. I turned the DrawPaths cheat on, and took this picture:

See my post (http://sc4devotion.com/forums/index.php?topic=1444.msg168177#msg168177) on the previous page. :)  I really need to get that added to the FAQ, as often as it comes up. ::)

-Alex (Tarkus)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: deathtopumpkins on August 06, 2008, 02:45:59 PM
But I don't have the LHD plugin installed in the first place. Do I need to install part of it?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on August 06, 2008, 02:52:33 PM
But I don't have the LHD plugin installed in the first place. Do I need to install part of it?

Yes, you do.  Some of the stuff that was supposed to be in the standard RHD files got moved over to the LHD Plugin. 

-Alex (Tarkus)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: deathtopumpkins on August 06, 2008, 03:44:53 PM
Hmm...
So what do I need to move? According to you post you linked me to I need to move the LHD plugin from the Z_LeftHandPlugin folder into the main NAM folder, but there is no Z_LeftHandPlugin folder in any subdirectory of my Plugins folder (I searched for it).  ()what()
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on August 06, 2008, 04:53:48 PM
You'd have to re-install the NAM (perhaps in a temporary second directory), or download the Mac version (just a .zip folder of files) and take the LHD Plugin out from there.

Hope that helps. :)

-Alex (Tarkus)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: deathtopumpkins on August 06, 2008, 05:04:34 PM
I feel like an idiot. I still don't get it.
So reinstall the NAM in a second directory, and then put that LHD Plugin into my NAM folder? And that wouldn't affect the traffic direction?

Oh, I get it now. Put the LHD Plugin into the game, as it contains the files for the missing paths, and since I don't have a LHD game, it won't affect the traffic flow, and the paths will be there!

Thanks, Alex. I'll try that next time I start the game.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Haljackey on August 06, 2008, 09:37:24 PM
 &idea Ah Ha!  So it is just the LHD plugin and not the mod itself!  I get it too!  &idea

I have had a problem with this since the release date of the last NAM.  I was too "afraid" to install the LHD plugin because I thought it would make all my roads left hand drive!

Thanks!  And yes, Alex, you should definitely  put this in the FAQ!   :P

Best,
-Haljackey
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on August 07, 2008, 04:43:34 AM
What effect does MT station congestion have on traffic?  Does it simply act as a multiplier to the Transit Switch Entry Cost?  (Which may be zero, in which case MT station congestion would have no effect.)  Or does it affect traffic in other ways?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: deathtopumpkins on August 08, 2008, 11:19:34 PM
Your fix worked Alex! All the paths work now.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on August 08, 2008, 11:26:47 PM
DTP, just glad I could help!  :)

And I've added it to the FAQ now, too. ;)

-Alex (Tarkus)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: SamJam on August 18, 2008, 02:30:11 AM
Not sure if the NAM team is sick of hearing about the good ol' red arrow issue, but I'll toss this in the mix anyway. I used the Cleanitol file and re-installed the NAM to get a fresh start at one point but the GLR-in-ave puzzle pieces are giving me some grief. Seems like I can plop them in spots that have a road or street connection (not that the connection itself would make much sense) but I can't plop them in the logical spots. The avenue setup I'm going for isn't set in stone and I can certainly work around it--I'm not stuck--I just thought the team might like to see it.

(http://i43.photobucket.com/albums/e400/SamJam_photos/ave-glr-red.jpg)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: sim-al2 on August 22, 2008, 07:41:05 AM
Wow.... :o  :o

Never seen that one before. ???

I think that when I go through the puzzle piece ring I can plop that one without a road connection. Perhaps you should try putting a avenue there your going first, which also allows network props to appear correctly. If that dosen't work, maybe you should empty your plugins and try it again.

EDIT: Can you delete the road after you plop that piece? or do you just have a road piece hanging out randomly?

Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: nerdly_dood on August 23, 2008, 05:54:18 PM
About the one-way-road puzzle piece path problem... So I should install the LHD plugin in order to avoid that problem, even if I have my game set to RHD? (Just clarifying)

In fact I haven't seen that problem yet... but I don't use elevated road puzzle pieces often, and when I do, they are usually two-way networks, which apparently aren't affected.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: deathtopumpkins on August 23, 2008, 07:17:35 PM
About the one-way-road puzzle piece path problem... So I should install the LHD plugin in order to avoid that problem, even if I have my game set to RHD? (Just clarifying)

Correct. It helped me anyway, and sims still drive on the right.

And to check if your pieces have the problem too, just turn on the Draw Paths cheat.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Odd from Sweden on August 27, 2008, 09:51:02 AM
First, thanks for NAM! I know there are a zibillions hours of work behind this...

Now second, I have a problem. I just installed the new NAM where You can choose between yellow, red or brown arches under the elevated heavy rail. Well, they are nicely modeled and everything but I am sorry but I do not want any of those!! Please tell me the way to get back the old, ordinary elevated "maxis style" heavy rail without arches!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: MandelSoft on August 27, 2008, 09:56:12 AM
Unfortunatly, there is no (or not yet) a way to get the old elevated rail without having the new NAM. The models are removed.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on August 27, 2008, 04:47:10 PM
Well, there is a file that includes the old models, but it wasn't released because it's not complete anymore - all newer rail viaduct puzzle pieces were done exclusively with the arches. If you want, I can send you the file, but some puzzle pieces might not show up properly afterwards. If there's enough demand, I guess ArkenbergeJoe could re-do the new pieces with the old style, and it can be released as optional file, similar to the old GLR textures.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mp2689 on August 28, 2008, 12:12:23 PM
how do u make road roundabouts plz help me i can't find nywhere plz i'm new here &ops :'( &cry2 :( ()sad()
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: sithlrd98 on August 28, 2008, 04:28:46 PM
Anybody know which NAM .dat the avenue curves are in...I have searched many times but they keep eluding me....want to see how hard it would be to add sidewalks(like the ones that were done for streets at ST)

Thanks
Jayson
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: j-dub on August 28, 2008, 04:48:22 PM
@Mp2689 Hi, and welcome to SC4 Devotion. First off, are you actually able to make the other roundabouts? During the NAM's installation where the roundabout menu is, they actually have a seperate box next to each network that has to checked in order to work. Since you only mentioned "Road", I am assuming you have found the other roundabouts, correct?  You know when you draw a one way road in a circle 3x3 tile sizes, right? Well the Road round about, is done by dragging as well, except it is only 4 tiles size. So you have to draw a circle with the road 2x2 tiles. Then it should automatically turn into a roundabout. Unlike the oneway roundabout, you can no longer put the road in the center, because the math here is smaller. Yeah, I know its hard to figure out, being that the avenue roundabout could be plopped. That came out long after the road and oneway did. If you can draw it, no need to plop it.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Odd from Sweden on August 30, 2008, 01:24:09 AM
mrtnrln and Andreas, thanks for the replies. The problem is that a few of my rail bats do not fit the new heavier columns and arches. But it seems it is an easier way to fix the problem to tweak the bats than to try to change the NAM...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on August 30, 2008, 01:44:23 AM
Ah, I see. :) Well, the old rail viaduct "style" was more or less a temporary thing right from the beginning, due to the lack of proper models. ArkenbergeJoe made the new arches as modular as possible, and variations of it could be made, but for now, I guess adapting the BAT models to the viaducts is the easier way indeed. ;)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Nexis4Jersey on September 03, 2008, 06:34:29 PM
I'm having problems with my NAM on my vista it won't work fully, the bridge controller works and certain avenue intersection combos but nothing else , i reinstalled it 5 x already , i never had this problem on my XP PC.  I did all the same installing procedures! It keep showing a red cursor on custom pieces!  can anyone help me? 
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: nerdly_dood on September 03, 2008, 06:45:08 PM
You likely have old NAM files in your Plugins folder.  You could possibly use the BSC Cleanitol program to place the files in the Cleanitol text file included with the latest NAM in another folder, but my experience with Cleanitol has been that it doesn't work on my version of Vista.  You must then manually search your hard drive with the Windows search function for each of the files in the Cleanitol file. (It is just a text file, if you don't have Microsoft Office or OpenOffice or another word processor, it cam be opened with Notepad or Wordpad, both are word processors included with Vista)

You might also want to look at the NAM FAQ which are here (http://sc4devotion.com/forums/index.php?topic=5094.0).
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: SamJam on September 03, 2008, 11:06:35 PM
...Perhaps you should try putting a avenue there your going first, which also allows network props to appear correctly. If that dosen't work, maybe you should empty your plugins and try it again.

EDIT: Can you delete the road after you plop that piece? or do you just have a road piece hanging out randomly?

Well as it turns out my plugins folder got a little jumbled during its transfer to a new computer. I'd been on SC4D and ST immediately after testing out my new system and had begun downloading several more plugins--then when I transferred the "old ones", I didn't want to immediately mix them up so I put them in a seperate folder which was then placed in the plugins folder on my new system. Anyway, once I shifted all the "old ones" into the main plugin folder everything worked normally again (including my missing turning lanes, although I can't recall if I mentioned that one before). I had no idea simply moving everything one folder deeper would mess things up... I mean, bottom line, they were still inside the plugins folder all along.  &mmm

Lesson learned: Do not mess with the plugins folder. LOL.

As for your question... that was the very first option I tried. And no, simply destroying the road segment after plopping the puzzle piece did not work, as the puzzle piece was destroyed as well. But thanks for the suggestion anyway!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: b22rian on September 17, 2008, 06:22:55 PM
Hi, Im having some problems with the NDEX ITS Nam terminus station... i was wondering if anyone else had
the same issues with it.. I started out trying it out on a test map of mine first.. It looks fine the way the el rail
tracks hook up into it and you do have pedestrian pathing through the stations and into the industrial zones
i have near by.. But noone is using the el rail part of it.. I tested my set up my plopping in another el rail station
I had and it was being used just fine..

Something else I thought was a bit strange , but didnt think this had anything to do with the transit modding side to it.. But I noticed when i removed the sc4 descr file from the folder I can no longer see the station just the station
platform.. i thought my understanding on that was we didnt have to bother with placing any of the sc 4 desc files
into our plug in folders ? , so i thought this strange...

Also I am unable to get 2 dependencies for it which seem to be missing over at simtropolis .. although again I thought my understanding on that was dependencies have to do only with the batting and textures and such and
nothing to do with the functionality of the transit modding side to stations , correct ?

otherwise , Looking at the comments from other users at simtropolis i did notice one other later comment from
someone experiencing the exact same issues with it that im having.. So it was just a guess on my part that
possibly the station may have some sort of conflict with one of the later Nam releases.. but not an earlier one..
(station was released in may of 06).. otherwise im a bit stumped with this one at the moment..
Any help would be appreciated..

Thanks Brian
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Pat on September 17, 2008, 07:22:40 PM
Hey Brian I hope I can help you sort threw your problems here and to start off with....


Hi, Im having some problems with the NDEX ITS Nam terminus station... i was wondering if anyone else had
the same issues with it.. I started out trying it out on a test map of mine first.. It looks fine the way the el rail
tracks hook up into it and you do have pedestrian pathing through the stations and into the industrial zones
i have near by.. But noone is using the el rail part of it.. I tested my set up my plopping in another el rail station
I had and it was being used just fine..

For this problem you might have to contact Ill Tonks over at Simtropolis as since he is the orginal creator of the lot...

Something else I thought was a bit strange , but didnt think this had anything to do with the transit modding side to it.. But I noticed when i removed the sc4 descr file from the folder I can no longer see the station just the station platform.. i thought my understanding on that was we didnt have to bother with placing any of the sc 4 desc files into our plug in folders ? , so i thought this strange...

The SC4Desc is what tells the game what the model is IE prop or building for patricular lot that it would be associated with IE NDEX ITS NAM Terminus Station...  When you download a property which includes a .SC4DESC file you also need the associated .SC4MODEL file as the model file contains the graphics. The desc file has pointers to the graphics in the model file. Generally, when you have a proper .DAT file you have a file where the .SC4DESC and .SC4MODEL files have been merged into one file.

Also I am unable to get 2 dependencies for it which seem to be missing over at simtropolis .. although again I thought my understanding on that was dependencies have to do only with the batting and textures and such and
nothing to do with the functionality of the transit modding side to stations , correct ?

Dependencies hmmm well to best explain it that they are needed props and textures for the lot to look like what the creator had just made.... The lot is what you have as the end user or downloader,  Now yes there may be dependcies required for some lots... But as I said that is so the lot looks what the LOTter or BATter wanted to show off...

There are BATters and some LOTters that use Maxis props and then you wouldnt need to download anything else at all.... Also on the modding side of things there shouldn't be any effects for missing some dependencies at all

otherwise , Looking at the comments from other users at simtropolis i did notice one other later comment from
someone experiencing the exact same issues with it that im having.. So it was just a guess on my part that
possibly the station may have some sort of conflict with one of the later Nam releases.. but not an earlier one..
(station was released in may of 06).. otherwise im a bit stumped with this one at the moment..
Any help would be appreciated..

This last part I wish I could be more of help on but honestly I just dont know at all....  I do hope that I've helped out at least a little bit

~~~ Patrick~~~~
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: nerdly_dood on September 17, 2008, 07:59:47 PM
For this problem you might have to contact Ill Tonks over at Simtropolis as since he is the orginal creator of the lot...

Since B22rian is kinda new here I think it's best to clarify that his username is ill_tonkso and the best way to contact him is in the Simtropolis live chat, but he's not always in there, but he is a lot of the time. He's in the UK so his slife is running 5 hours head of Americans' (in the eastern states at least)

My 100th post in NAM Place!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: b22rian on September 17, 2008, 09:57:48 PM
well first of all, ya i'm still kinda new here as nerdy mentioned.. But you guys are all really great here  &apls
I never expected to get 2 replies that fast to my posting really.. And I have nothing at all against simtropolis
and the people who hang out there but there are really some very very, good people here !

Pat, its certainly a pleasure to meet you. and yes you helped me a great deal , thanks...

I kinda half expected to get scolded a bit as its certainly a very loose assumption for me to imply that the issues
i'm having with this station have anything to do with the latest nam's.. and I had to ask myself did this post even
belong in the nam thread really.. So thanks for your patiences with a newer guy here like myself..

usually when I run into a problem like this, i will try to research it the best i can and see if I can figure something
out before i start bothering you guys, many of whom I now realize are very busy with both real life and there involvement with all the great projects that are always ongoing here at sc devotion.. Anyways since the stex
was where i dled the station from I figured my best chance to find something out was over at simtropolis..
Problem is, and im not sure you guys have noticed this yet, but there search engines over there seem to be
messed up at the moment, making things a bit slow to do any research into the forums there...

Since B22rian is kinda new here I think it's best to clarify that his username is ill_tonkso and the best way to contact him is in the Simtropolis live chat, but he's not always in there, but he is a lot of the time. He's in the UK so his slife is running 5 hours head of Americans' (in the eastern states at least)


Yup, i think thats the way i may need to go with this.. As i stated I hate bothering people too much but on
the other hand if there is a problem with his station , than perhaps he would want to know...




The SC4Desc is what tells the game what the model is IE prop or building for patricular lot that it would be associated with IE NDEX ITS NAM Terminus Station...  When you download a property which includes a .SC4DESC file you also need the associated .SC4MODEL file as the model file contains the graphics. The desc file has pointers to the graphics in the model file. Generally, when you have a proper .DAT file you have a file where the .SC4DESC and .SC4MODEL files have been merged into one file.

Yup thanks,

I suspected this was the case..so again I find it strange when i took out the .sc4DESC file it would alter the graphics like it did.. Anyways even though it shouldnt make any difference really, I placed it back into my
plug- ins folder just the same..

Dependencies hmmm well to best explain it that they are needed props and textures for the lot to look like what the creator had just made.... The lot is what you have as the end user or downloader,  Now yes there may be dependcies required for some lots... But as I said that is so the lot looks what the LOTter or BATter wanted to show off...

There are BATters and some LOTters that use Maxis props and then you wouldnt need to download anything else at all.... Also on the modding side of things there shouldn't be any effects for missing some dependencies at all

Yes thanks.. I was still ok with the "look" of the station ..  even with the 2 missing dependencies..
and I thank you for confirming those dependencies
do not have anything to do with the functionality of the station...

This last part I wish I could be more of help on but honestly I just dont know at all....  I do hope that I've helped out at least a little bit

~~~ Patrick~~~~

  " NO problem at all Pat, as i stated you helped out a great deal !.  I know sometimes these modding issues
    can be kinda complex..To be honest I have my doubts there is anything even wrong with ill_tonkso
   nice looking terminus station as i know sometimes it can be some type of conflict with ones individual
   plug -in folder.. reading through the comments i only ran across one other person who was experiencing a
   similar problem , although sometimes I would caution that those comments don't always tell you as much as
   hope for, as most comments are done initially thanking the modder the same or the next day a file is uploaded
   and does sometimes take time for "functionality issues" to show up.."

I think I also figured in time, others may read and notice the posting who might be using this el rail station and
would share with me one way or the other the proper functionality of it ..

I also thought about posting some pics but maybe the first step as you guys pointed out to me is to try and
contact ill_tonkso...

In any event was my pleasure to meet you guys  :)

Thanks again, Brian
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: ebina on September 18, 2008, 05:06:19 AM
@b22rian:
The station was created for the elevated heavy rail, I think. Because the menu button of it is in the Rail & Depot, and rail texture looks like heavy rail. Transit switches of the station are exactly for the heavy rail. If you laid out the heavy rail next to the station, sims will get on heavy rail trains.
(http://img224.imageshack.us/img224/4526/ndexterminustsnx8.th.gif) (http://img224.imageshack.us/my.php?image=ndexterminustsnx8.gif)

But for some reason the station connects to the elevated light rail. This can be fixed easily. I may create a patch file for it.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: b22rian on September 18, 2008, 11:39:05 AM
Thanks so much Ebina !

yes i wondered why the button was in the heavy rail menu myself.. I just figured it would put in the wrong
menu.. But I verified the functionality as a heavy rail station and using the draw paths dll it is indeed a
heavy rail station !!



But for some reason the station connects to the elevated light rail. This can be fixed easily. I may create a patch file for it.

Sure when you get some time that would be great.. I know you are helping Z and cogeo with those underground
rail stations for the new road top MT to be out soon.. And I understand that would take priority over this small issue.. I look forward to seeing what you can come up with.. RE: your underground rail stations.. And it was very nice to hear that you had resumed that worthwhile project...

Thanks so much Ebina  &apls,

Regards, Brian
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Pat on September 18, 2008, 11:53:59 AM
Hey Brian it was my pleasure in helping out, so dont worry there at all...  Any futher questions dont hesitate to ask at all!!! also like wise its good to meet you too....


cheers

pat
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: b22rian on September 18, 2008, 07:16:20 PM
Update on the terminus el rail station...

I found an updated file on the stex.. Which essentially is a patch for the station..
The station is now in the proper menu and it functions as an el rail station as it was intended to do in the
first place..

Thanks for everyone helps with this..

and ebina,, you can get back to work on those underground rail station for the RTMT !   ;D

Brian
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: 0rion79 on September 23, 2008, 12:27:15 AM
Hello, I write here because I think that I'm having some troubles with NAM 2008 and pathfinders. I've downloaded it only from 1 month, but I've seen what follows:

Image a medium-size map that is an industrial complex for sims living in another map: they reach it using a double line train station that is coming from a HUGE train station in their own adiacent city.
In the actual map it is all right if I build only one train station, placed more or less in the high/center part of it.

Instead, if I build ANOTHER train station far away enough from the first one to cover the commuters needs in another part of the industrial area, let's say in the south-east area but NOT in the corner, rail lines gets congested immediately (from green to red) and commuters will act as nuts, since they will go down from the most far away stop and will take buses on highway lines to come back to the first train station! It is meaningles!!! They looks as rats into a labirynth, looking for an exit!

Sometimes I'm experimenting unbeliveable commuting times of 1000 minutes, but my average is still 400 or 450 and I don't understand why!

You have to know that my region is placed on a river and I've built car&ferry stations in each river city. Else there are no sea routes among cities. I think that this is increasing the commuters loop.

I'm also afraid of traffic enabled stations. I've seen that very often orange passenger arrows show that commuters go down and up in the same station, as if it was a "forced" stop. In this way, I'm afraid that their starting city ID is getting regenerated and replaced with the one of the actual city, so that they can travel forever...
I'm not a programmer, so my one is just an intuition looking at game graphs.

Actually, I'm using Pathfinder B, at medium difficulty, since it was the most balanced...

PS: is it possible to play a game with the lame default stations, with a capacity of 2000 or 3000 passengers? I can't image something like that especially with bus stops and subway.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: j-dub on September 23, 2008, 11:02:13 PM
You may want to change that simulator, don't know which one, but it sounds like maybe a little more car traffic is the best bet for you, so the rails can get toned down. I had tried park and ride in the big city, and more commuters prefered mass transit, that the roads were less cars, but eveyone seemed to be focused on that means of travel instead. Sometimes, when after redoing a network, I have had to wait two years max, for the traffic to find a better route. Before it improoves I may see an arrow not going anywhere, or information about the amount of travelers on the network, even though the arrow is not there. I still use the default stations with the current simulators. When those get overloaded in the red, I have been able to just do away with a duplicate same capacitated station down the line solve the problem, after letting it adjust itself in play.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: 0rion79 on September 23, 2008, 11:48:14 PM
In my map there is even a highway leading to se same location the rail line does. I've seen that, if I DON'T link my rail with adjacent cities, it goes great and sims find employment in the industrial plant that I've created.
If I build another station, the sims become crazy and rails congested.
If I link the highway to other cities, they stop going to the industrial area but move to other cities. I think it is a commuters loop... or maybe commercial jobs are more actractive than industrial ones!!
Anyway, I think I need to change simulator kind because commuters can't see job places: today new PC is coming and maybe with a faster CPU I will have an improved gameplay too...

PS: about congested basic mass transit stops, you too say that, when they get congested, the only solution is to replace them with bigger ones. No way...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on September 24, 2008, 12:03:17 AM
From what you describe, it sounds like an eternal commuter loop.  You need to check your other cities and see if your Sims are going around in a large circle.  If they are, you need to break the loop.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: 0rion79 on September 24, 2008, 12:08:57 AM
Yes, probably is right.
I think too, but not sure, that the ferries are part of this loop... I can't belive it, but I see a HUGE number of people that are travelling by boat from one edge of the REGIONAL map to the opposite one... it is a region that is built on a riverside.
I was even thinking of destroying all ferries and leaving active only industrial harbours. What do you think?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: metasmurf on October 05, 2008, 09:58:59 AM
I have a weird problem with the turning lanes. For some reason I get the turning lane on the wrong side, look:

(http://img82.imageshack.us/img82/4840/turninglanesxr7.jpg)

Same problem occurs with the road turning lanes.

Any ideas?

Edit: I use the euro textures add-on, if that has anything to do with the problem.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on October 05, 2008, 10:06:07 AM
metasmurf, are you by chance using the LHD Plugin to fix the issues with some of the OWR Puzzle Pieces?  If so, make sure you've moved it out of the Z_LeftHandPlugin folder and into the main NAM folder.  Right now, it's loading after the standard RHD Turn Lane Textures.

Hope that helps!

-Alex (Tarkus)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: metasmurf on October 05, 2008, 10:26:20 AM
I simply removed the left hand plugin and moved the z_eurotextures in to the nam folder, and it got solved. cheers!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: choco on October 10, 2008, 09:03:30 AM
I wasn't quite sure where to put this, so if it needs moved, please do so. 


I was messing with the NAM bridge controller; specifically, trying to add a RUL for some light rail bridges.  Not having a clue as to what to do, I copied the 0x00001001 RUL and changed the instance ID to 0x0000100c.  Nothing happend, so i swapped the instance ID's of 1001 and 100c (essentially making my RUL the 1001).  when i started drawing heavy rail bridges, here's what i got:
(http://i141.photobucket.com/albums/r70/choco_028/untitled151.jpg)


im not quite sure what to think.  is this a maxis bridge that never got RUL'ed?  anyone ever saw it before?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: simzebu on October 10, 2008, 01:47:46 PM
I'm no expert on bridges, but that looks like Maxis' standard small metal arch bridge, except the arch isn't working. It looks like it is just repeating the top section of the arch and the support section.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: nerdly_dood on October 10, 2008, 04:44:30 PM
Yeah - you should definitely congratulate yourself - you officially turned the Maxis steel arch bridge into a work of art by murdering it! :D I oughta try fiddling with modifying existing bridges...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: choco on October 10, 2008, 05:02:06 PM
makes sense.....showed up as a simple bridge when the RUL was missing.  doh!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: FrankU on October 13, 2008, 05:26:20 AM
Well, it's a nice bridge! Maybe you can release it for everyone? Or will it screw up the game?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: choco on October 13, 2008, 01:56:34 PM
it would cause problems.  it shows like the above because i disabled the controller (RUL) file in the bridge controller.  Therefore, it defaults to what is contained in the exemplar. 
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: kj3400 on October 19, 2008, 12:00:26 PM
I hope this is in the right spot. Please move it if it isn't.
So I was messing around with some network tools in building some infrastructure and I decided to use the street tool to lessen the slope of a hill. All of a sudden I get this!
(http://i374.photobucket.com/albums/oo184/kj3400/ParadiseInternationalAirport--Jan24.jpg)
I'ts not really an issue, but maybe tunnels for the street network were started and not finished?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: deathtopumpkins on October 19, 2008, 02:30:49 PM
kj3400: I believe that is a byproduct of NAM... I'm not sure, but I've noticed myself that all networks can make tunnels now, but I don't believe the streeet tunnels are functional.



I've got something myself that's also not really a problem, but I noticed it the other day:
(http://i188.photobucket.com/albums/z194/deathtopumpkins/missingpaths.jpg)
Apparently a piece of the Maxis rail Pratt Truss (i think?) bridge is not pathed... I was wondering why no trains were crossing it.
Is there any way this could be fixed? In that instance I just fixed it by moving the embankment one tile closer on the other side.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: ebina on October 20, 2008, 06:41:39 AM
deathtopumpkins: It seems that EA/Maxis forgot to insert path file for that piece. I've looked into SimCity_1.dat and found corresponding path file does not exist. Try attached patch. It would fix that bridge. File can be installed to anywhere of the Plugins folder.

Note for LHD version players - In LHD versions patch will work but trains will run on the right side track of the bridge piece that deathtopumpkins reported. Network INI which is a part of the bridge controller needs to be updated to fix it. Next NAM release will include LHD path for the bridge piece with updated bridge controller.

EDIT: This fix has been merged into the NAM January 2009 release. Removed attached file.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: deathtopumpkins on October 20, 2008, 01:21:09 PM
Thanks ebina! I'll go try that out.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Swamper77 on October 20, 2008, 07:03:43 PM
I hope this is in the right spot. Please move it if it isn't.
So I was messing around with some network tools in building some infrastructure and I decided to use the street tool to lessen the slope of a hill. All of a sudden I get this!

I'ts not really an issue, but maybe tunnels for the street network were started and not finished?

kj3400: I believe that is a byproduct of NAM... I'm not sure, but I've noticed myself that all networks can make tunnels now, but I don't believe the streeet tunnels are functional.

That is caused by a slope mod for the game's networks. The creator of it set the Min Slope for Tunnel property for the street network to the same as the road or one of the other roadway networks. There are no tunnels for the street, elevated rail, or RHW networks. Tunnels are hardcoded into the EXE, whereas bridges are not. There's nothing we can do about this.

-Swamper
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Lilojame on November 14, 2008, 02:20:47 PM
First let me say that NAM is a super-great-mega addition to the game. Thank you a gazzilion times!  &apls

If this was already asked then I am apoliaging for asking again but my eyes missed it....  :-[ ... but... Are there any EURO-textures for the lastest NAM version out there?  ???
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on November 14, 2008, 03:50:26 PM
Of course: http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1302
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: nerdly_dood on November 14, 2008, 09:50:05 PM
^ Those are roughly the only transit-texture mod that affects the lines for all roads and most any road texture with yellow on it. Even if it's the only one, it is still EXCELLENT, and I highly recommend it to anyone - European or not. I'm an American through and through, and I thoroughly admire the work put into this mod, so much so that I think it looks BETTER than the default yellow lines. (Particularly the crosswalks... Those yellow diagonal lines are so ugly... :D )
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Lilojame on November 15, 2008, 01:24:09 AM
Andreas thank you very much and may I ad that it looks wonderful!
nerdly_dood thanks for the opinion about this mod.  :) I have to say that I admire the time and work that was put in this mod also.  &apls
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: b22rian on November 26, 2008, 08:10:49 AM
Hi all...

I had started this out over at the rhw thread, and was asked to continue this here...

You can read the start of all this over at the rhw thread..if you chose too.. but I will also see if i can
summarize here..

http://sc4devotion.com/forums/index.php?topic=990.msg202506#msg202506

and also...

http://sc4devotion.com/forums/index.php?topic=990.msg202591#msg202591

summarizing for those who dont want to read all that..
this concerns the functionality of the rail bridges and rail lines which cross over the top of either the rhw-4
(which i have tested extensively).. and also the rhw-2 ..(which I havent tested as much)..

I do have the patches for this which were supposed to fix this issue, although to be honest im a bit confused
as the need of the first patch released..

the rail over RHW-4 patch released in may 08..

because of a second patch in august that was also released..

RHW path fix 02      in aug 08..

anyways most of the tests i ran did included both these patches in my rhw folder.. although I ran a few tests
using one or the other patch, just to see if there might even be a conflict between them..
In other words , I was thinking the rhw pathfix 02, may make the first patch released in may unnecessary..

But best now to show the results of a test i did recently so you can see what is going on...
Forgive me for the smaller attachment pics, im still learning how to post those larger nicer pics that most
people are now using in their threads..But hopefully these will be clear enough to see them with some detail..

this first pic I have attached will show the original set up I have in my city.. here you will see a heavily used
rail bridge and line which crosses the maxis ground highway in my largest city.. The pic shows the usage being
over 7000 K passengers on this line and the pathing arrows..

the last 2 attached pics will show the results of the test i did..Which i tried to keep quite simple..
Basically, i replaced  the maxis rail bridge with the rhw-4  rail bridge and than simply let the game run a
good 3 years of game time.. So essentially the same set up as before but just swapping rail bridges..

the second pic and last pic in this thread..will show, is there is now zero rail usage on the rail line.. which is
also confirmed by the colored route query paths...

The third pic will show the draw paths.. which look fine..and also you have the udi and the trains passing
over the bridge, so none of that is any problem at all so far.. nor is there any problem with road traffic on the rhw
that all is working great... ill place the last pic in the next thread ..

 
I have about 8-10 of these rail bridges in my 5 cities most are the rhw-4 a couple of them rhw-2 rail bridges
but all of them show the same thing.. None of the rails which cross over them have any rail traffic at all
totally empty... And the problem does seem to be specific to the rhw only..
all other types of rail bridges which cross any of the other traffic networks are functional and have plenty
of rail traffic..in my 5 cities.

if anyone can confirm  rail traffic on their rail lines in the situation im describing than i think its likely i have
some sort of conflict in my plug in folder..

if not.. than there may still be an issue .. at least with rhw 2.0, that can still be fixed before rhw 3.0
comes out..

thanks , Brian

Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: b22rian on November 26, 2008, 08:14:44 AM
here is the final and third pic i attached
Which you would think indicates funtionality of the bridge..
although we know from the previous post, that is not the case..

Brian
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: deathtopumpkins on November 26, 2008, 01:01:21 PM
Brian, the August '08 patch shouldn't have any effect on the rail overpass paths. It fixes some messed-up paths I noticed at OWR/MIS intersections, and that's all to my knowledge.

I have no idea as to the cause of the overpass not working though...  ()what()
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: b22rian on November 26, 2008, 01:31:12 PM
yup.. thanks for your response pumkpins..

I believe its the first patch i had dled back in may 08..

zz-Rail_overRHW-4 pathfix 0511208. dat

Which is the one you need for the rail overpasses.. and i do have in my rhw folder..

You can help out if you want to by checking to see whether or not you rail over passes

over either the rhw- 4 or rhw -2 havie any rail traffic or not, and letting us know..

or anyone else for that matter..

Thanks, Brian
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: blackedemon on November 26, 2008, 03:44:22 PM
I have observed this 'fix' also to be ineffectual. I ran my own test city and the results are below..
This test is using rail-over-MIS and contain before/after pics.

Before using the rail bridge
(http://i21.photobucket.com/albums/b286/zomgterrorist/asdf-Jan24021227098705.png)

Proof that the RHW paths still work
(http://i21.photobucket.com/albums/b286/zomgterrorist/asdf-Jan9041227099122.png)

and proof that the rail paths don't
(http://i21.photobucket.com/albums/b286/zomgterrorist/asdf-Jan23041227099161.png)

I don't have the drawpaths cheat on but I definitely do have the aforementioned fixes in my plugins folder, more specifically my RHW folder.
I have also observed that the rail paths do not work when crossing over RHW-4, however I have not tested RHW-2.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: b22rian on November 26, 2008, 06:45:37 PM
Thanks a lot for running your additional tests on the rhw-4 rail bridge..

Since your posting I ran some additional tests on the rhw-2 since I had not done as much testing with it as

yet.. But with the same results as the rhw-4.. there is no rail traffic over the bridges ..If you get a chance

you can post confirmation on this.. Seems it would be easy for you to use the test conditions you have already

set up.. I dont think its necessary for you to post more pics again to confirm my findings..

A simple post from you, if you have the time.. will do fine..

Thanks again  for your response.. and it was nice test set up you ran  &apls

Brian
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: cfsego on November 27, 2008, 05:42:23 AM
I have a problem
no diag-streets can be dragged out.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: ebina on November 27, 2008, 06:29:58 AM
b22rian and blackedemon: I got the same error while editing and testing the RHW V3.0 to get compatibility with LHD versions. And I was able to fix the issue, it was caused by miscoded rule in the NAM controller.

Since rail over RHW pieces are implemented as straight RHW the game handles them according to the NAM controller so they were not handled as intersections. That's why passenger trains don't pass the pieces. Please wait for the RHW V3.0. New version of the NAM controller will fix the issue.

cfsego: You can't actually drag diagonal streets. Choose normal street tool and drag the street like staircase. Or use diagonal street helper puzzle pieces.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: b22rian on November 27, 2008, 10:36:28 AM
ok thanks ebina..

Yup best to wait now for the RHW 3.0..

In the meantime its quite easy to just use rail bridges over avenues..

Thanks for letting us know...

Regards, Brian
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Lilojame on November 27, 2008, 06:44:52 PM
Hi again.
I just wanted to say, that I to had a problem with using rails meaning that the game didn't recognized them at all etc. It took me ages to go true all of this topic to finally find the solution so I would suggest that maybe this should be added into the FAQ.
The solution to my problem was installing the "left lane".
What I do find funny is, that I have EU version of the game and until this morning I did not noticed that the cars would drive on the left and I never before used that option when installing the NAM (it worked all fine). So in my case (since my language is not supported) I have chosen the English version for my install which as already noticed automatically installs the "left lane"

Anyhow, the problem has been fixed (even if I would prefer the right side) and the rails work.  :)

Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Haljackey on November 28, 2008, 11:52:40 AM
Now to that I think of it I think the rail overpass problem can be fixed by inserting the LHD plugin into your NAM folder.  I had a similar problem with one-way road overpasses over RHW.



Yes, even I have issues with the NAM sometimes.  This issue, however, is among the weirdest I've ever seen:

Daytime:
(http://img175.imageshack.us/img175/2231/terransettlementsep2973oq3.jpg)

Nighttime:
(http://img155.imageshack.us/img155/8356/terransettlementsep2573yb5.jpg)

Any idea what's causing the brown boxes to pop up at nighttime when the lights go on?  I have never installed a lighting plugin.  I have had Gizmo's darker night mod installed for some time, but this is the first time I'm having issues like this.

Any help would be greatly appreciated.

Best,
-Haljackey
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Swamper77 on November 28, 2008, 12:10:23 PM
Hal,

The boxes on the streetlights at night is not a NAM problem. You are missing the model file for the lightcones for the streetlights. You may want to review the documentation that came with the Day/Night Mod.

-Swamper
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Haljackey on November 28, 2008, 04:04:38 PM
Hal,

The boxes on the streetlights at night is not a NAM problem. You are missing the model file for the lightcones for the streetlights. You may want to review the documentation that came with the Day/Night Mod.

-Swamper

I've had the mod for months and have never had a problem until now.  Besides, this only applies to the lighting on the raised avenue puzzle pieces, which are a NAM component. 

I recently tried running SC4 without the darker nighttime mod, and I still get brown boxes when the lights turn on at night, so it has nothing to do with the mod.

Does anyone have a clue what's going wrong here?

Best,
-Haljackey
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Swamper77 on November 28, 2008, 04:23:12 PM
Sounds like you have a file somewhere that replaces the Maxis avenue lightcones with a different one, probably a different color model at that.

I know the Athens2004 Stadium that was on the STEX had a file that caused brown boxes to appear on streetlights at night. The download had a "yellow lightcones" file in the zip file. That caused a lot of headaches for many players.

-Swamper
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Haljackey on November 28, 2008, 04:28:23 PM
I know the Athens2004 Stadium that was on the STEX had a file that caused brown boxes to appear on streetlights at night.

You know, I recently downloaded that.  I will remove the file and see what happens.  Thanks so much Swamper!

I will only post again if removing that file does not fix the issue.

Best,
-Haljackey
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: chibytuga on December 06, 2008, 04:10:00 PM
Hello all, long time forums lurker here, having a problem with getting GLR-Avenue stations to work properly. I've looked over this thread and I've seen a few other people who've had the same problem, but if there was ever an answer posted I must have overlooked it.

My GLR-Avenue stations don't seem to work as tram stops. They work fine as bus stops, but not as tram stops. I've tried a lot of different things. It's not just an issue of Sims preferring bus or car either; I've demolished routes so that the GLR-Avenue is the ONLY way for them to get to their jobs, and still, nothing.

I'm using the SFBT stations, but I've also tried it with the Gshmails GLR-Ave station and that one doesn't work either. Oddly, if I bulldoze the GLR-Ave station and plop in the SFBT Avenue Roundabout station in its place, that one works fine. The regular SFBT tram stop works fine too, and if I have regular GLR lines branch off from the GLR-Avenue, Sims will pick up the tram and it goes over the GLR-Avenue, so the network itself works fine. It just seems to be that the stations themselves don't work.

I've looked at it using the DrawPaths cheat, and everything looks good, no broken paths. I've even tried re-installing the NAM, and the stations still don't work.

Does anyone have a solution for this?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: nerdly_dood on December 06, 2008, 04:20:14 PM
You should plop the GLR-ave station first then drag one-way-road over it in the direction that traffic should flow - this should enable it to work properly. ;)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on December 06, 2008, 04:24:10 PM
The GLR-in-Avenue station were modded with integrated bus stop because they are intended for urban areas, where space is tight. The key of every public transportation network is a proper bus network, and track-based networks (such as the trams) usually serve as some kind of main arteries. Since commuters can board both buses and trams at those stations, they won't work properly if your entire GLR network uses those GLR-in-Avenue puzzle pieces. Usually, the sims will board a bus anyway, so why should they switch between bus and tram if both are using the same way? The only way to make those stations working properly is adding some dedicated GLR lines as well, and preferrably make them a bit shorter than any road connection. Use the GLR-in-Avenue pieces only in tight downtown situations, like it is common in real life as well, and use dedicated GLR tracks in the suburbs, where you have enough room. This way, people who live next to a GLR station will board a tram, and people who live next to a bus stop will board a bus. Both can leave the buses and trams at those combined bus/GLR stations in your downtown, so you don't have to build separate bus stops and GLR stations.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: chibytuga on December 06, 2008, 05:42:14 PM
nerdly_dood: You mean click and drag the two tiles of one way road on either side within the station, right? I've tried that..

Andreas: I re-read my original post and I think I mis-explained. My problem isn't that people are choosing the buses over the GLR. I've been experimenting in my little town called Experimentville (where I go when I'm trying to figure out how this stuff works best) and I've got a setup where one station is the GLR-in-Avenue, and the other is a dedicated GLR line that branches off from the GLR-Avenue, and there's no other way to get between the two areas (one RES, the other IND). There's something about the station or how I've placed it that isn't letting traffic work. When I bulldoze that station and plop in the roundabout station though, it seems to recognize the station. It's odd...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on December 06, 2008, 06:27:14 PM
Well, what I say still applies - and it won't work properly in your experimental setup in particular. If the sims have the choice between bus and tram, they will take the bus in most cases, though this might depend on what traffic plugin you're using. The stations itself work fine, they just need a proper setup.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: chibytuga on December 06, 2008, 07:24:19 PM
Hmm, okay, let me try to attach a couple of pictures, which will show what's going on in a much less clumsy fashion than me explaining.

In the first one there I've got the GLR-in-Avenue station on one end, and the regular GLR station on the other end, and a bunch of houses with no jobs because the Sims inside can't figure out how to get to work. In the second one, I've got the roundabout station and it seems to be functioning fine.

I'm sure there's something really obvious I'm missing out on here.

Thanks for your help..
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: zakuten on December 06, 2008, 08:45:16 PM
I think your problem there is how the street runs alongside the avenue with station; if you remove that and make the street intersect with the puzzle piece, it might fix itself. I'm not sure if this is true, but I have a feeling pedestrians avoid undeveloped tiles, so maybe you should fill in the extra spaces with a few more houses.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Chrisim on December 07, 2008, 11:15:41 AM
@chibytuga I also noticed yesterday that something appears to be wrong with these stations in certain circumstances. I'll check. Please wait a bit.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Flash on December 16, 2008, 05:19:23 AM
According to Cleanitol I have 2 NAM related issues,

zzz_RHW_TUM_v2.05.dat &
NetworkAddonMod_ANT_Plugin_Beta.dat

What do I need to fix this?
As far as I know, NAM is up to date.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Jonathan on December 16, 2008, 11:11:07 AM
The ANT plugin is included in the RHW now, and the RHW_TUM(Texture Update Mod) is out of date, so simply remove them from you plugins.

Jonathan
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on December 16, 2008, 01:00:27 PM
Cleanitol should have automatically removed both of those files, actually, so there's nothing you need to do on your end. ;)  It's just telling you what it got rid of.

-Alex (Tarkus)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Flash on December 17, 2008, 01:08:10 AM
Thanks for the replies.

It cleared up alot. I wasn't sure how cleanitol worked,
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: justatest on December 23, 2008, 10:43:13 AM
Hi there,

I had a look at my OWR lately (due to another post in another thread).

I notived the following (see attached pictures):
Picture 1. It seems not possible to turn right from OWR to road
Picture 2. There is a wrong path segment associated with 135° OWR intersections
Picture 3. The condition in picture 2 leads to the Sims driving in the wrong direction (in the segment between OWR coming from below to OWR leaving on the upper side).

I use the latest NAM (April 2008). Is there a fix for that?

Thank you.

Andreas
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: nerdly_dood on December 23, 2008, 10:57:23 AM
1. I think the place where the paths intersect is where they turn right - that is, they don't really turn there, they just switch paths.

2. That is indeed a problem... But at least it's not my fault Maxis had to keep up with EA's deadlines, if they had more time they could have found that and fixed it... But it's a very fixable problem, though, thanks to Daeley's path creator.

3. I recommend dragging one-way road over that intersection again in the direction you meant it to go, that should fix it.


Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: justatest on December 23, 2008, 04:56:36 PM
1. Yes, you're right. I verified with a traffic generator.

2. I will try to install Daeley's path creator - sometime (I don't have Java installed).

3. No, can't be fixed by dragging the OWR again. I also checked this with the traffic generator.

Thank you for your help!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: choco on January 08, 2009, 09:42:17 AM
how can i go about requesting a small texture ID range?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Swamper77 on January 08, 2009, 03:24:35 PM
Talk to Alex (Tarkus) about it, as he is the most active NAM Team member and handles most of the file system for the NAM.

-Swamper
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: sumwonyuno on January 08, 2009, 04:14:41 PM
Hello,

I'm not sure if this has been brought up before.  There is an issue with the puzzle pieces.  Specifically, the raised start/end and t and straight on-slope pieces for both road and one-way.  They are unable to rotate in specific directions, depending on which city edge I'm building on.

(http://img80.imageshack.us/img80/1392/puzzleng4.jpg)

In this city tile, I'm unable to rotate the t on-slope piece to fill in the rest of the overpass.  But as you can see, its twin at the other end works.  In the next city tile, with the left edge of the map, the situation is reversed; the north t-slope doesn't work, but the south one does.  And yes, it is repeatable at any city tile edge for said puzzle pieces.  The puzzle pieces are fine if I use them one tile from the edge, but this is not "fixing" the problem.

And also, from the thread with z's traffic simulator, with the Sims turning into that dead-end street after exiting the highway:
(http://img117.imageshack.us/img117/8973/routequery2yh3.jpg)

(http://img126.imageshack.us/img126/29/drawpathsnr2.jpg)

I don't know why I haven't realized this earlier, but it seems that the problem is that there is no path that turns left from that left lane (from the Sims' perspective).  Only the right lane can turn left.  There doesn't seem to be any space for Sims coming off the highway to go into that right lane.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: deathtopumpkins on January 08, 2009, 04:18:19 PM
I have both of those problems too... though I've just been unable to plop any puzzle-piece within 4 tiles of the city edge, even on flat ground, and I have the same problem with the cars entering dead-end streets, though I never thought to associate it with OWRs... and it's not your traffic simulator, sumwonyuno, as I have the same problem with A Easy.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on January 08, 2009, 08:45:47 PM
Here's another picture from my thread that sumwonyuno posted, showing everything working properly if he moves the off ramp back one tile:

(http://img116.imageshack.us/img116/1185/routequery3vb6.jpg)

If you compare this picture to the earlier one, you can see a difference that may be significant.  In the first picture, the sidewalk on the right actually intrudes over the road somewhat where it joins the street.  In the second picture, it doesn't.  This probably has something to do with the fact that in the first picture, the concrete barrier belonging to the off ramp goes right up to the sidewalk, while in the second picture, it doesn't.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: BradySeitz on January 14, 2009, 08:32:53 AM
Hello all.

I do not know if this question has been answered. I have spent the last couple of days going over the forums and have not found an answer. I have the American version of SC4. I recently changed the coding to make the cars drive on the left hand side. It fascinated me while I was in England, but anyway. . . That all works dandy but the turning lanes are still set up on the right. I have uninstalled the NAM and all dependencies and such and reinstalled checking the full left hand version and adding or changing minor details. It installs the LHD plugin but the lanes still appear on the right.

I guess my real question is, Is there a way to get the left hand turning lanes on a game that comes from a right hand drive region? If there isn't that's fine. The cars use the turning lanes like normal, just the textures and placements are wrong.

If this has already been answered, I apologize. If there is a place out there to answer my question, could someone direct me there?

Thanks,

Brady
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on January 14, 2009, 09:21:08 AM
The LHD plugin does not switch the side where the sims drive on. This has to be done with an internal switch, such as a registry setting, or using a different language file. I think there's also a command line parameter that can achieve this. But once you started your game with left hand drive activated, you need the NAM's LHD plugin for proper pathing, UK-style turning lanes etc.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: BradySeitz on January 14, 2009, 02:54:12 PM
What I am saying is that I already changed the registry and language files, uninstalled the NAM, played a bit then re-installed the NAM. The turning lanes did not change, I will try again, and thanks for a speedy reply.

Brady


**EDIT

Ok, I completely removed the NAM and the RHW and downloaded them again. I selected complete Left Hand Drive installation. The lanes are still on the right. Seems like I might be missing something. Cars are still driving on the Left and using the turning lanes, it just looks kind of funny them crossing to "oncoming" lanes to turn and turning down the "wrong way"  ()what() Maybe there is some other value I need to changed other than the registry region and language folder.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jgehrts on January 14, 2009, 11:27:25 PM
RHW v3 problem.

Followed the installation instructions - uninstalled previous NAM, ran Cleanitol, installed new NAM, installed new RHW.  Everything seems to have gone just swimmingly, but the RHW-2 textures are the old gray ones.  The stubs, I guess you could call them, of the RHW-2 are black, but when I drag it, it's gray.  All the other textures for all the other parts of the new RHW are the new black textures.

Any theories on what's causing this?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on January 15, 2009, 01:48:23 AM
With the black textures, are you referring to Shadow Assassin's Euro RHW Textures? Those will need an update as well, as some IDs have changed, and many new items have been added to the RHW 3.0. I heard that Shadow Assassin made good progress with updating his mod, but it'll take a while until it's finished.



EDIT for another notice: Unfortunately, there was a small bug in the NAM Controller that leads to a crash to desktop under certain circumstances. If you already downloaded the new NAM, please re-download the NAM Essentials (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=850) and update the NAM Controller - no further action needed. :)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: justatest on January 15, 2009, 09:23:48 AM
I'm experiencing an issue with the SAM v3 and the latest NAM:
If I build 2 streets with one lot distance, the texture of the dead end is flipping, see first picture.
Tis is not only a problem with this one texture, but also with others (e.g. it is even worse with Tolca's dirt road).

This issue was not present with the NAM of April 2008, see second picture. Thus it seems to be NAM related.

Is anybody able to verify this? Else I would have to check again my installation...
BTW, I first removed the old NAM for the plugin folder, then installed the new. Afterward I copied the SAM folder from the old NAM folder to the new one.

Thank you.

Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jgehrts on January 15, 2009, 10:54:40 AM
With the black textures, are you referring to Shadow Assassin's Euro RHW Textures? Those will need an update as well, as some IDs have changed, and many new items have been added to the RHW 3.0. I heard that Shadow Assassin made good progress with updating his mod, but it'll take a while until it's finished.



EDIT for another notice: Unfortunately, there was a small bug in the NAM Controller that leads to a crash to desktop under certain circumstances. If you already downloaded the new NAM, please re-download the NAM Essentials (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=850) and update the NAM Controller - no further action needed. :)

Nope, I'm referring to the default textures.  I think in all the screenshots that showed the RHW-2, it looked like the RHW-2 textures were exactly the same as the RHW-4 (but with different road/lane markings, of course).

I've attached a screenshot showing what I'm experiencing.

Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: MandelSoft on January 15, 2009, 12:10:22 PM
Well, it looks like you still have the two-lane-RHW from V13 on your computer. Check your plugins folder if you can find the file which is resposible for this.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: choco on January 15, 2009, 12:22:13 PM
either that, or you have one of SA's old mods installed thats not meant for 3.0
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jgehrts on January 15, 2009, 02:40:05 PM
Couldn't find anything that looked like an obvious old RHW, so I just deleted the RHW folder completely and reinstalled it.  It works a-okay now... thanks for the quick suggestions!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: santexas on January 15, 2009, 04:18:09 PM
I have a question(s) about the FLUPs.  I have installed the new NAM and the FLUPs dat files were selected and were installed into the NAM Plugins folder.  However, when I go to the Road menu and click on the FLUPs menu icon, I get the basic instructions about tab and home/end  but I do not get anything to display on the city map - just a blank square and the red arrow which of course tells me that the puzzle is not positioned correctly.  What am I doing wrong? I saw Chrism's tips on the FLUPs posted toway but I do not even see the underpass whether I am trying to position it on flat ground.  I need some assistance please.  Thank you.

santexas
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: onionofdeath on January 15, 2009, 04:29:34 PM
So I tried installing the newest (jan 09) version of the NAM, however when I load the game, none of the mods work. Come to find out that they aren't even installed to begin with ()what(). I tried re-installing several times (including the game itself) to no avail. I have no other plugins installed.


System:
MacBook Pro (early 2008) running Vista SP1 32bit
4 GB RAM
500 GB HDD
SC4 Dlx with update 1

Thanks in advance,
Onion Of Death
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Chrisim on January 15, 2009, 04:35:33 PM
Santexas, for the red arrow bug, see the first NAM FAQ (http://sc4devotion.com/forums/index.php?topic=5094.msg161792#msg161792)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on January 15, 2009, 06:09:49 PM
jgehrts, I'm glad you were able to find the problem! :)  If you're wondering what the mystery file is, it looks like you had mjig_dudy's old RHW-2 texture mod installed, released in the RHW thread over at ST back in early 2007.

onionofdeath, that's rather odd.  You could always try using the Mac versions and manually installing as well.  The files just need to go into a Plugins\Network Addon Mod folder.

-Alex (Tarkus)

Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: santexas on January 15, 2009, 07:01:13 PM
Dear Chrism,

Thank you for your reply.  I checked and I do not have any of the reasons for a red arrow in the NAM FAQ.  So, I just uninstalled everything (nothing left in folder Network Addon MOD) and started over.  After reinstalling the NAM, I had FLUPs.  So, the next Add-On I reinstalled was the SAM v3 (Beta) and I got the SAM items but I lost the FLUPs. Now, I have uninstalled the SAM and I still do not have the FLUPs.

I am going to uninstall then reinstall the new NAM.  Since I archive my downloads, I am going to try and locate the SAM v2 and install that.  If I still lose the FLUPs after that, I will just live without the SAM. I hope that no one else is having this problem.

Again, thank you,

Santexas
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: onionofdeath on January 15, 2009, 08:17:13 PM
when I download the NAM, all I see is the installer and a bunch of readme's. I don't see any way to manually install the files (unless somehow, I'm downloading the wrong NAM)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on January 15, 2009, 09:36:10 PM
when I download the NAM, all I see is the installer and a bunch of readme's. I don't see any way to manually install the files (unless somehow, I'm downloading the wrong NAM)

That'd be the Windows version, then.  Try here (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=852).

santexas, it sounds to me like you've got an incompatible NAM Controller/RUL-bound Transit Mod file somewhere still.  I would not recommend re-installing SAM Version 2, as the new NAM is set up for SAM Version 3, and as such, there will be some issues with running Version 2 and the January 2009 NAM. 

Try emptying your Plugins of everything except the NAM and SAM v3.  It should work for you then.

-Alex (Tarkus)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: santexas on January 16, 2009, 01:39:44 PM
Dear Alex,

I now have a working NAM, SAM v.3, and RHW - all give me FLUPs.  I checked to maker certain that I had no odd files in the NAM plugins and I removed any MODS that I thought might cause a conflict with the SAM, especially a z_Euro_Road_Textures MOD that had the file z-Marrast_Underpasses_Euro_Textures.dat.  I am now going to reinstall all my bridges and my cul-de-sac MOD and see what happens.  Thank you'all for your help and assistance.

Linda G. (santexas)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: gn_leugim on January 16, 2009, 04:35:36 PM
Not sure if this is the right place to post this.. but I found something about the new NAM.. when using it for the first time, after updating from the old one, I had this little "bug"

(http://i93.photobucket.com/albums/l79/gn_leugim/Escarpada-4Mar301232142140.png)

the roundabout became non functional.. was only needed one click on it to the paths became again all drawn again.. but it was a hell of struggle to find this.. as I gave a lot of traffic issues and I thought it to be from the new simulator.. (check simulator z thread for details if you want ;) )

Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on January 16, 2009, 05:56:33 PM
So it does work as intended now? By any chance, did you install the OneWayRoad Arrow Reduction plugin, which was not there before? In this case, you have to redraw your oneway roads, as the modified arrows have to be placed in a specific way (I think they are flat models, similar to puzzle pieces). It's possible that this causes the old paths to break, so the re-drag is necessary.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: SimGoober on January 16, 2009, 08:24:57 PM
Ok, I have one.  I seem to have a texture flaw on the Railrays, and I think it is related to the NAM.  I installed the new version yesterday, after deleting the old.  Now I notice that when I draw railways diagonally, the textures don't match.  They are darker.  I am assuming it is NAM related, as it was the only thing I changed before seeing this.  I figure any of you transit gurus might be able to look at this and say, "well, that HAS to be caused by X or Y.", so I know where to begin... 

(http://img238.imageshack.us/img238/756/railtextureflawza4.jpg)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: marcszar on January 16, 2009, 08:41:58 PM
I think that is a visual discontinuity between the bright Maxis rail textures and the darker NAM rail textures.

I use the SFBT Rail Texture Mod (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1564) to eliminate that visual discontinuity:

Quote
For some reason, Maxis brightened the rail textures for the zoom levels 1 to 4, maybe because they would have looked too dark otherwise. However, all known texture generators for SimCity 4 don't apply this brightness change, so the processed textures are darker for the zoom levels 1 to 4. This mod provides a better look for the rail textures in SimCity 4 by making the textures for those zoom levels darker as well, like it is the case with all rail textures that are contained in the Network Addon Mod or the various base and overlay textures that are available for lots. From now on, the color shift will be eliminated.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: gn_leugim on January 17, 2009, 02:50:56 AM
So it does work as intended now? By any chance, did you install the OneWayRoad Arrow Reduction plugin, which was not there before? In this case, you have to redraw your oneway roads, as the modified arrows have to be placed in a specific way (I think they are flat models, similar to puzzle pieces). It's possible that this causes the old paths to break, so the re-drag is necessary.

Now it does work.. it only took one single click on it to paths be redone ;) about the OneWayRoad Arrow Reduction plugin.. I can't tell what I had before.. can't remember  :-\ but maybe is that  :thumbsup:
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Fenestraria on January 17, 2009, 04:38:35 AM
I installed new NAM yesterday and I run into plugin conflict. With oppie train mod present game CTD whenever I tried to make an intersection with standard road tool. After removing that folder from plugins everything works perfectly. I find it weird that automata set would conflict with standard roads, which did not happen with previous NAM. No big deal, just thought you would like to know. And thank you all for new NAM, it is awesome. I particularily like FLUp and T-ram features.  :thumbsup:
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Pat on January 17, 2009, 10:12:22 AM
LoL SG its all good there and yes its a simple fix... To make your Rail Line textures darker and match whats there use SFBT Rail Texture (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1564)... I hope that helps you out,

Patrick
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: TWAK on January 17, 2009, 12:42:26 PM
My problem is simple but I can't find the plugin that is causing the issue.  just look at the picture I know it's a simple fix but I dont know where the file causing the conflict is, since it's not in the nam folder.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Haljackey on January 17, 2009, 12:56:51 PM
TWAK: Simple.  You have the asphalt highway mod and textures for those missing segments have not been made.  I've got the same problem too for both new interchanges.

Until "someone" makes the missing textures, the interchanges will continue to look like that.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Jonathan on January 17, 2009, 01:19:10 PM
Thanks marcszar,
I had that issue to, wonder why that texture was changed in the NAM but not the others...
I just ignored it because I hardly ever play SC4, and my plugins is a mess.

Jonathan
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: dedgren on January 17, 2009, 02:18:05 PM
Cross-posted from 3RR.  This issue was raised by Albus of Garaway and also remarked upon by Lmac.

<---snip--->
Now, everything was working wonderfully, I until I finally got some freight rolling on the tracks. The train was running smoothly for the first few curves, but then out of nowhere, this happened:

(http://img505.imageshack.us/img505/8827/railcurveissueuc5.jpg)

Any suggestions? :)

EDIT: My friend, that is a stumper. I created a "train layout" quad of dual-rail trackage using all the wide curve, FARR and switch pieces and it ran for a full day (I too used the automata generator to create a couple of trains) without incident. Can you please provide some more detail?- is that diagonal or ortho trackage? Does the "train" stay like that after is happens or resume normal form anywhere else on the trackage? Is the section you are showing flat or on a grade?

I'll cross post this in the NAM issues thread- I know all the brilliant problem solvers over there will be interested in this. If anyone else experiences this issue, please report it- maybe there's a common denominator we can figure out. Thanks for bringing it to my attention, Albus.

btw- your pics look great!
-DE

Anyone else ever seen this happen?

* * *

The SFBT rail texture mod, IMHO, should become an official part of the NAM.


David
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: deathtopumpkins on January 17, 2009, 02:23:32 PM
Yeah, I have that happen all the time. I've noticed that it usually seems to occur if a train is nearby when you build/bulldoze rail or modify something around the rail line such as terrain. It's a realitvely common occurance in my game that I've never really thought much of.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: projectadam on January 17, 2009, 03:00:54 PM
(http://img174.imageshack.us/img174/6640/namproblemsau5.jpg)

I have gotten myself into quite a pickle. On certain network pieces, (I am thinking they are all NAM pieces but not 100% for sure) I am getting doubles of them and having problems building a few of them (just a red arrow). I checked out the FAQ referring to the red arrow and it mentions having past NAM files still present which I am guessing that I do but when I run the Cleanitol program, it is not locating anything and stating that I am up-to-date.

A solution I tried was uninstalling the newest NAM, reinstalling the April NAM and using the uninstall thinking that would remove the previous files. I reinstalled the new NAM but still am running into the same problems. I am guessing it is going to be something that I just have to go through and find the files on my computer but I was hoping that someone could point me in the right direction or have a different solution because I do not want to mess anything else up as I continue. Thanks for looking it over and offering solutions.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Jonathan on January 17, 2009, 03:04:33 PM
The only explanation is that you have a NAM somewhere in the plugins folder, If you take the NAM folder out(don't uninstall just cut and paste), do you still get the icons.
Also you need to download the actual NAM not just the Essentials, whihc you might have done.

Jonathan
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: projectadam on January 17, 2009, 03:40:09 PM
The only explanation is that you have a NAM somewhere in the plugins folder, If you take the NAM folder out(don't uninstall just cut and paste), do you still get the icons.
Also you need to download the actual NAM not just the Essentials, whihc you might have done.

Jonathan

I found the older NAM File sneaking around in my Plugins. Thanks for the reply Jonathan, seems like things are working &apls
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: andreharv on January 17, 2009, 06:30:31 PM
Not sure when this happened...Installed the RHW 3.0 and it was working fine for a while.  Then I realized that no new traffic was entering the RHW roads I put down.  Existing traffic continued to use them, however.  Cleanitol checks out all right and I reinstalled NAM, essentials, and RHW in that order and still having the same problem.  I have nearly 3 gigs of plugins and was able to delete a couple old files but haven't found the culprit.  Before I start moving files one by one  :-[ I was wondering if someone figured this problem already.  Thanks/
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on January 17, 2009, 06:48:27 PM
andreharv, there could be a couple issues that may be causing what you're running into.  First of all, what kind of RHW are you trying to lay?  Are there any Network-over-RHW pieces or Neighbor Connections involved?

-Alex (Tarkus)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: TEG24601 on January 17, 2009, 07:36:46 PM
I'm curious as to why all the Monorail pieces were shoved to the bottom of the rail list.  It is quite inconvenient, especially since I have a new station plugin that sits just below the the Rail Viaducts, and then I have to click down to the bottom of the list to get to monorails to connect it.

TEG
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Swamper77 on January 17, 2009, 09:09:13 PM
The monorail tool being at the bottom of the rail menu is the game's default position for it. The puzzle pieces for the monorail were probably placed down there to be near it.

-Swamper
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: andreharv on January 17, 2009, 09:11:39 PM
andreharv, there could be a couple issues that may be causing what you're running into.  First of all, what kind of RHW are you trying to lay?  Are there any Network-over-RHW pieces or Neighbor Connections involved?

-Alex (Tarkus)

Funny you might ask.  The RHW stopped working when I was trying to get a network connection to work.  I was trying to find out how little avenue I could use to connect the RHW to the region about the time that the whole thing stopped working.  However, I tried to test RHW-2 and 4 in a seperate region with no neighborhood connections...a simple test case connecting res to ind and it didn't work.  To my knowledge, there are no overlay textures involved.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: SimGoober on January 17, 2009, 09:39:06 PM
Thanks for the links, the new textures look great, and everything matches now...  ;D
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on January 18, 2009, 04:21:25 AM
I'm curious as to why all the Monorail pieces were shoved to the bottom of the rail list.  It is quite inconvenient, especially since I have a new station plugin that sits just below the the Rail Viaducts, and then I have to click down to the bottom of the list to get to monorails to connect it.

As Swamper77 said, the default position for the in-game (draggable) monorail icon is at the bottom of the menu, near the Maxis monorail station. When the last NAM was released, we though it might be a good idea to move the icon to the top, but after playing with that configurations for a few month, I realized that it's pretty inconvenient after all, since you have to scroll through your entire menu when building a monorail line and (Maxis) monorail stations.

Also, with all those new rail-related menu icons that were added in the current NAM (and the upcoming RAM/STR), the top of the rail menu gets pretty full, and changing between draggable rail and the various rail puzzle pieces always requires a bit of scrolling, which is equally annoying. Therefore, we removed the custom position of the monorail icon again and also updated HSRP, so it will be moved to the bottom of the menu.

If you have custom monorail or HSRP stations, it would be best if you modify the Item Order property of those as well, so they get moved to the bottom of the menu. You can do this either with the Reader or SC4Tool; here's a screenshot where you have to look in the Reader:

(http://img301.imageshack.us/img301/9536/itemordergq4.gif) (http://imageshack.us)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: [Delta ²k5] on January 18, 2009, 11:12:08 AM
First of all: Great work everybody! I love those new pieces and "Networks" but I've discovered some problems that may need to be fixed:

1. A pathing problem with the style b entrace RHW6C ramp. As you can see one path isn't connected to the others and is flashing red

(http://img228.imageshack.us/img228/8683/6crampvn4.th.jpg) (http://img228.imageshack.us/my.php?image=6crampvn4.jpg)

2. A texture problem with the 90° mis curve

(http://img218.imageshack.us/img218/6032/textureno2.th.jpg) (http://img218.imageshack.us/my.php?image=textureno2.jpg)

3. A problem that is happening to me since RHW v. 2.0 with the turning lanes (I guess that something in my plugin folder is causing this problem, but I don't know what exactly...)

(http://img228.imageshack.us/img228/5682/turnlanewn4.th.jpg) (http://img228.imageshack.us/my.php?image=turnlanewn4.jpg)

I found the solution for the last one... "CPM_YellowStripe_RoadTurningLanes_LHsPatch.dat". I don't have the LH version installed :D
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: CaptCity on January 18, 2009, 02:31:26 PM
I'm experiencing an issue with the SAM v3 and the latest NAM:
If I build 2 streets with one lot distance, the texture of the dead end is flipping, see first picture.
Tis is not only a problem with this one texture, but also with others (e.g. it is even worse with Tolca's dirt road).

This issue was not present with the NAM of April 2008, see second picture. Thus it seems to be NAM related.

Is anybody able to verify this? Else I would have to check again my installation...
BTW, I first removed the old NAM for the plugin folder, then installed the new. Afterward I copied the SAM folder from the old NAM folder to the new one.

Thank you.




Just wanted to verify this issue. I am noticing the same thing. Examples of how it's appearing to me:

(http://i448.photobucket.com/albums/qq206/CaptCity/SAMbad1.jpg)

(http://i448.photobucket.com/albums/qq206/CaptCity/SAMbad2.jpg)


Adding more or redrawing causes others to 'flip' back.
(http://i448.photobucket.com/albums/qq206/CaptCity/SAMbad3.jpg)

Seems to only show up when crossing the main line and if the short streets are closer than four tiles. Also, it only appears when the starter pieces have been erased. The only items in my plugins were the new NAM and SAM v3.


Hope this is somehow helpful...
CaptCity

Little later:

Seems to be better if the cross streets are built more than six tiles from the end...

(http://i448.photobucket.com/albums/qq206/CaptCity/SAMbad4.jpg)

...but still...

(http://i448.photobucket.com/albums/qq206/CaptCity/SAMbad5.jpg)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: andreharv on January 18, 2009, 03:29:26 PM
OK...small update.  I was having problems getting traffic on the RHW 3.0.  Since my last post, I reinstalled SC4, updated it (something I didn't do the first time), installed the NAM, and RHW 3.0 again.  Removed all my other plugins as well.  As the picture indicates, I am not getting any traffic from residential but industrial seems to be fine.  Does anyone have any other suggestions?  I'm at my wit's end.  :bomb:

(http://img177.imageshack.us/img177/4365/gettingstartedtutorialsyq9.th.png) (http://img177.imageshack.us/my.php?image=gettingstartedtutorialsyq9.png)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Glazert on January 18, 2009, 03:42:21 PM
Andreharv: from what I can see in your picture, there is no residential development; it is zoned but not developed. Perhaps you just need to wait or do something to encourage development, such as putting in some green space or an elementary school, possibly a small amount of commercial.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: j-dub on January 18, 2009, 03:46:22 PM
Also, when I have been playing, more and more, it seems to want power first before developing, not so much water, but these areas seem to want power right away.

As for the RHW. Is this a problem in other cities you have made? The tutorial levels have strict specifics on them. If you connect a road through there instead, wait for the area to develop, and then replace the road with RHW, after the area is built, if cars do use it afterward, then for sure that will indicate something. However since the RHW is not considered a road, maybe your having this problem, because it doesn't like no road connections.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: andreharv on January 18, 2009, 04:09:24 PM
Well...I did a little more testing and...um...the pictures speak for themselves.
(http://img184.imageshack.us/img184/629/mommymyrhwhurtsdec27081ob9.png)
(http://img502.imageshack.us/img502/6402/mommymyrhwhurtsjul21412sn9.png)

Actually, the CAM isn't installed only NAM and RHW but the fact that I installed the Ultra Z pathfinder might have something to do with it.  Any takes?
Edit:  To sum up the pictures, everyone walks to work.  Nobody can walk on the highway or RHW so nobody goes to work.  City is abandoned and burns to the ground as a result.  The end. ;D
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on January 18, 2009, 04:18:01 PM
andreharv, it appears you have the Park & Ride version of Simulator Z Ultra installed.  With the Park & Ride versions, cars cannot drive directly to work and you need Parking Garages/Lots.

Try switching to a non-Park & Ride version, or place some Parking Garages/Lots.

-Alex (Tarkus)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Swamper77 on January 18, 2009, 04:23:08 PM
Also, the RHW2 does not have pedestrian paths on it, so the Sims can't walk to work along it.

-Swamper
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: andreharv on January 18, 2009, 04:24:22 PM
andreharv, it appears you have the Park & Ride version of Simulator Z Ultra installed.  With the Park & Ride versions, cars cannot drive directly to work and you need Parking Garages/Lots.

Try switching to a non-Park & Ride version, or place some Parking Garages/Lots.

-Alex (Tarkus)

LOL Thanks I feel real stupid  ???.  I had to think about what 'park-and-ride' implied for a second.  Then stuff started making sense. 
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: [Delta ²k5] on January 19, 2009, 06:16:53 AM
First of all: Great work everybody! I love those new pieces and "Networks" but I've discovered some problems that may need to be fixed:

1. A pathing problem with the style b entrace RHW6C ramp. As you can see one path isn't connected to the others and is flashing red

(http://img228.imageshack.us/img228/8683/6crampvn4.th.jpg) (http://img228.imageshack.us/my.php?image=6crampvn4.jpg)

2. A texture problem with the 90° mis curve

(http://img218.imageshack.us/img218/6032/textureno2.th.jpg) (http://img218.imageshack.us/my.php?image=textureno2.jpg)

Well I'm not sure if enyone saw this post by me on the last page... only to remember I'll quote it :thumbsup:
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: JoeST on January 19, 2009, 07:55:18 AM
uhhhh.... why isnt the NAM in the NAM section of the LEX? :D

page 1 (http://sc4devotion.com/csxlex/lex_search_00.php?pNO=0&sSTATEMENT=CATID%3D%2757%27) and page 2 (http://sc4devotion.com/csxlex/lex_search_00.php?pNO=1&sSTATEMENT=CATID%3D%2757%27)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: sim-al2 on January 19, 2009, 08:57:45 AM
or in the NAM section that those little buttons link to? :D The link for April 2008 links to the new one. :-[
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Jonathan on January 19, 2009, 10:55:09 AM
Joe it's confused me quite a bit, till I looked on the wiki and got the link that way, someone please move it? :)

Why would anyone one want to use a park and ride only system, it is very unrealistic to me. Seriously the amount of simulators need to be cut down to 1 or 2 in total.

Delta 2k5, good find with ramp!, i don't understand the problem with the curve though?

Jonathan
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Swamper77 on January 19, 2009, 03:03:31 PM
Delta 2k5, good find with ramp!, i don't understand the problem with the curve though?

I think his "problem" is that it doesn't have grass surrounding it like the rest of the MIS ramp. It's just a cosmetic issue, so it really doesn't affect anything.

-Swamper
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: [Delta ²k5] on January 19, 2009, 03:58:56 PM
Yes, Swamper, you are right... I meant this cosmetic thing.... :thumbsup:
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: MAS71 on January 20, 2009, 09:19:01 AM
Hello everyone. ;)
at the first, Thank so much for your big developments and sharing the latest NAM. &apls

Some japanese report to me about a problem about the NAM's Railway bug.
I found a post about it by Simgoober in a thread.

Ok, I have one.  I seem to have a texture flaw on the Railrays, and I think it is related to the NAM.  I installed the new version yesterday, after deleting the old.  Now I notice that when I draw railways diagonally, the textures don't match.  They are darker.  I am assuming it is NAM related, as it was the only thing I changed before seeing this.  I figure any of you transit gurus might be able to look at this and say, "well, that HAS to be caused by X or Y.", so I know where to begin... 
(http://img238.imageshack.us/img238/756/railtextureflawza4.jpg)
and two kind of advices that
Quote from: PAT
LoL SG its all good there and yes its a simple fix... To make your Rail Line textures darker and match whats there use SFBT Rail Texture... I hope that helps you out,
Quote from: marcszar
I think that is a visual discontinuity between the bright Maxis rail textures and the darker NAM rail textures.
I use the SFBT Rail Texture Mod to eliminate that visual discontinuity:


I had same probmlem, and tried to use then.
but it could not solved a problem at Zoom 5(and 6).
### An error in writing about "Zoom Levels" in a pic ###
1st pic is Zoom 1-4
2nd pic is Zoom 5 (and6)
(http://img177.imageshack.us/img177/6602/namrail001pq6.jpg)


We japanese using the LeftHandVersion very well (about a NAM and SFBT RailTexutreMod and more).
Does anyone have any advice for that ??

Thanks for reading.  ;)
-Mas'71
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on January 20, 2009, 09:52:45 AM
The SFBT Rail Texture Mod, or specifically the "SFBT_Rail Textures Mod_Darker Textures.dat" contains textures for the zoom levels 1 - 4 only, as the zoom 5 Maxis texture is already "dark". For the new NAM, dedgren created updated textures for the rail crossings (without switches), and an updated diagonal texture. This is why the screenshot SimGoober showed looks rather odd. If you have the SFBT mod installed, it will still show the older textures in zoom 1 - 4, so this might look odd as well. I have updated the mod (including wealth-level textures), so hopefully, there is a fix soon.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: dedgren on January 20, 2009, 10:16:49 AM
MAS71, my friend- I know what is the basic cause of your issue, and that reported by others.  It would appear that we need to think through the implementation of the diagonal rail texture upgrade, as I had always thought that it would go hand-in-hand with the use of the SFBT rail texture mod and wide-radius switches.  It might be, for some, that it would be best to make the upgrade optional, or at least develop it further to address the specific problems folks like you are experiencing.


David
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: MAS71 on January 20, 2009, 10:47:46 AM
@Andreas san
@Dedgren san
At first, I had a misswriting in my post about a Zoom-Level in a pic. :-[
I have edited my post. Please read again. I'm sorry. ;)

well,
Thank you always for your polite reply quickly !  :D
Oh I see !  I understand very well about your intntenion to that (in this case). ;)
I(we japanese) did not that think, so I do not able to judge that "It's a Bug ?" or "Our misuse a NAM ?"  :P
I know very well that a lot of hard work to create(development) the new-NAM.
so please belive that we have always a bigest thnaks for you NAM's-Creators !! :D
and I looking forward to any update works for that.

Thank you always for your big helps.
-Mas'71
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on January 21, 2009, 01:14:53 AM
Why would anyone one want to use a park and ride only system, it is very unrealistic to me. Seriously the amount of simulators need to be cut down to 1 or 2 in total.

Personally, I never use Park and Ride, but a sizable number of people appear to like it, which is why it's in the last three traffic simulators.  But as a first step, some of the space taken up on the installation screen could be reduced by introducing a Park and Ride checkbox for all three simulators; this would allow the deletion of ten simulator choices from the list.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: FrankU on January 21, 2009, 03:14:28 AM
Subject: - Jumping someone else's train -

NAM 2009 is great! Thanks guys!  &apls

I immediately started to rearrange my railway system with the new FARR. The first result is seen on the picture.

(http://i277.photobucket.com/albums/kk63/FrankU_bucket/Heeteren/S_Adoorn-Heeteren-13Mei221232466055.jpg)

A very funny thing though: the Sims (coming from the lower left side) going to the industrial port are supposed to take the train that runs around the right curve, under the bridge to the railwaystation in the upper right corner of the picture. What they do instead is take the train that runs over the viaduct directly to the upper side of the picture and jump off onto the train that indeed took this curve and happens to pass by at exactly the same moment (???) under the viaduct.
Indeed it is the shortest way. The game works fine, but somehow I feel uncomfortable about this. It makes me feel that, in game simulation terms, all of the curving tracks are useless: just eyecandy. I probably could also have worked with just two crossing tracks. Apparently the Sims are able to jump the right train.

Is there something I can do about this?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on January 21, 2009, 05:18:18 AM
Frank, unfortunately this issue cannot be fixed. The game's pathfinding engine knows only two directions - east/west and north/south. Any diagonal crossing of the same network appears to be equally east/west or north/south, that's why the trains make a turn there, apparently "jumping" from the lower tracks to the upper ones. You can observe the same problem with the Maxis highways (diagonal elevated/ground highway crossing).

BTW, your rail setup looks great, very realistic. :)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Johnnyman7 on January 21, 2009, 10:31:31 AM
Hi all,
First of all, I wanted to applaud you for your incredible efforts. Maxis should hire you in an instant!  &apls

I installed the 01/09 NAM by following the instructions. The game loads up fine, and starting a new city is no problem. However, when I load a city that I've already been working on, the game crashes to desktop while loading. I'm pretty sure this is a plugin issue, but I wanted to make sure before I completely ravaged my plugin folder. Thanks!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Jonathan on January 21, 2009, 11:34:13 AM
Andreas, I have never had that problem before with NAM or Maxis stuff, also that would mean that when you drag a diagonal rail across an orth rail the trains could turn onto the Diagonal, when visually there are no switches. And I have never had this happen to me. ()what()

Jonathan
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: JoeST on January 21, 2009, 11:37:47 AM
Jon: It is because the underpass is diagonal so it has both north-south and east-west connections, and so the lower north-south and the upper north-south "entrances" are "the same". Unlike the actual network, which is obviously different

Atleast, thats what I guess it is
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Jonathan on January 21, 2009, 11:47:22 AM
I don't know I just tryed it in game, and both the network and puzzle pieces do that, I could've sworn that has never happened before.

Jonathan
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: dedgren on January 21, 2009, 04:28:15 PM
Joe:

Quote
It is because the underpass is diagonal so it has both north-south and east-west connections, and so the lower north-south and the upper north-south "entrances" are "the same".

Although I'm a relative newcomer to pathing, each side-to-side path when there are multiple same network paths has a unique numeric identifier.  I think that serves to keep adjacent paths from getting mixed up.

Besides, in this situation, the elevated set of paths is ortho (from one side of the crossed gridsquare to the opposite side) and the ground set of paths is diagonal (from one side to an adjacent side).  So, it is clearly different (although see Andreas's explanation a few posts back concerning the pathfinding engine).

This is a two-gridsquare crossing.  They are exactly the same texture and BAT-wise, and the game .exe rotates one 180 degrees to create the entire thing.  My guess is that it has to do with the path endpoints being one on top of the other in the middle (at least in the x and y axes- as for the z axis (vertical from ground) there is a 15 (scale) meter separation.  On the other hand, this is the case with every two-gridsquare rail crossing out there (I'm pretty sure), and for many of those there is no vertical separation whatsoever.

I'm wondering, whatever the "Rush Hour" commute arrows tell us, what the automata do when they reach that point.


David[/size][/font]

Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: b22rian on January 21, 2009, 10:10:05 PM
I don't know I just tryed it in game, and both the network and puzzle pieces do that, I could've sworn that has never happened before.

Jonathan

I recall seeing the identical situation in a city of mine.. i had a rail viaduct , with a rail diagonal crossing  under
neath it .. and the pathing showed that trains were jumping down from the viaduct on to the diagonal track,
and using it as a short cut both too and from work.. Just figured it was one of the game glitches , that maxis
left us with..

Brian
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jgehrts on January 21, 2009, 10:19:30 PM
I'm having "no road access" zots popping up in undeveloped zones.  I didn't have this problem before installing the new NAM, that I can think of... so I'm wondering if it's related to that.  I originally thought it had to do with the SAM, but I tried zoning along a normal Road, and had the same issue.

I've attached a screenshot - it appears the pathing is normal (at least to my somewhat untrained eye  ;)).

Thanks for any suggestions, guys!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: simcitymaster101 on January 22, 2009, 12:43:56 AM
when i go to the highway menu and click on a rhw (version 3.0) icon it is just a red arrow when i try to place it. only a couple of rhw icons work and also the tram roads and underpasses dont work either. also where do u find the other new features?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: smoncrie on January 22, 2009, 01:18:45 AM
Jonathan, the problem of traffic jumping levels in a diagonal-orthogonal crossing has been known for a long time, certainly before the first diagonal road viaducts were released in an early version of the NAM.   No one has been able to fix this problem.

David, it has been a while since I paid any attention to it, but I think that car automata actually change levels.  The change is probably instantaneous, because I don’t remember seeing any half way between levels. I don’t remember about train automata.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on January 22, 2009, 04:14:10 AM
I'm having "no road access" zots popping up in undeveloped zones.  I didn't have this problem before installing the new NAM, that I can think of... so I'm wondering if it's related to that.  I originally thought it had to do with the SAM, but I tried zoning along a normal Road, and had the same issue.

I've attached a screenshot - it appears the pathing is normal (at least to my somewhat untrained eye  ;)).

Thanks for any suggestions, guys!

Do the zots go away if you run the game for a while?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: catty on January 22, 2009, 04:26:00 AM
I'm having "no road access" zots popping up in undeveloped zones ....

I was having a look at your picture and could not see any power lines, etc, I have probably missed seeing them and that's not the reason why you are not getting any development happening, but I get that "No Road Access" zots when I haven't build or connected any power lines/plants to an undeveloped zone, if thats not the case then I am  %confuso  and its back to the drawing board and hopefully someone else will have the correct answer
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: FrankU on January 22, 2009, 07:15:17 AM
David, it has been a while since I paid any attention to it, but I think that car automata actually change levels.  The change is probably instantaneous, because I don’t remember seeing any half way between levels. I don’t remember about train automata.

Andreas, David, Smoncrie and others....
This dicussion about pathing issues is way above my head.
I think I can stay with another explanation: it is probably a kind of quantum tunneling effect in the simulation that's running in my microprocessor. The electrons representing my railroad passengers tunnel through the electrons that represent the viaduct and everything becomes one big mess! Well, could you believe such things?

Anyway, thanks for the answer. I can live with non fixable items like this. It only, well, diminishes the fun in laying down beautifully curved tracks...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Pikatchoum on January 22, 2009, 07:46:22 AM
Hi everyone. First thanks for the new Nam, it's a great news. :).

Anyway i do have some troubles with it as some items don't appear. By exemple the new avenue roundabouts with glr inside it. The glr part inside of it doesn't appear and i don't knwo why. The rail curves also disappeared and in the avenue and rail items, while using the TAB key i have some items that also don't appear ( so i can't see wich one exactly as i can't see them). An idea ?

Edit : I solved my problem. Everything is working well. Just love the Tram-on-road.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jgehrts on January 22, 2009, 10:56:15 PM
Do the zots go away if you run the game for a while?

I set it on the fastest mode and let it go for a couple game years to no avail.  I'll give it another go, though, just to see if I need to wait longer.

To answer the later question about power lines... I'm using the no-power cheat.   ;D
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: rjaap on January 23, 2009, 02:33:08 PM
Hi there!

First of all, thank you all here for developing such excellent content! Thumbs way up!

Think I found a slight glitch. Searched for it but I couldn't find anything about it, so I thought I'll share it with you.

It happens when I draw an avenue intersection like in the picture.

When I try to draw a road parallel to the avenue over the top side the colour of the drawing tool changes into a brownish-yellow colour like those when you extend a rhw.

When the road is drawn a portion of the road is drawn with the wrong textures. It looks like they are avenue turning lane textures.
Moreover, when I try to extend that portion of the road again the brownish-yellow colour appears and the game seems to hang for 10 seconds or so.

Even stranger is the result: the road is extended but it is not visible! The invisible starts on the point where the wrong textures end.
Only when you try to draw another road onto that invisible portion or you delete that section the invisible road pieces appear. Only 1 tile at a time though, not the entire invisible section.

Maybe someone else has seen this to or can replicate this error?

Ps. I use the January 09 NAM, latest NAM essentials, RHW plugin, road and avenues turning lanes plugin
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on January 23, 2009, 06:06:35 PM
rjaap, thanks for pointing that out.  It appears there is some left-over coding from the NWM Alpha Build 00 that escaped being blocked out. 

-Alex (Tarkus)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: rjaap on January 23, 2009, 08:18:17 PM
Tarkus,

thank you for clarifying that issue.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mrbisonm on January 23, 2009, 08:38:04 PM
It wasn't clear to me on the prevoius page , but will there something to be done with these darker railpatches in the futur of NAM, or do I have to return to the former NAM? Just wondering.....I know I can easily fix it with the SBFT railtexture mod, but I don't like the darker version, because it doesn't fit with 80% of my traffic enabled lots. Thanks for letting me know.

(http://img291.imageshack.us/img291/4645/bluebayriverrailpatchesaj7.jpg)

mrb


(yoohoo, still on vacation.....;)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: deathtopumpkins on January 23, 2009, 08:51:26 PM
mrb, it looks like you have David's updated diagonal textures installed.

As for the SFBT mod not fitting in with your TE'd lots, that can't be true, because, if I'm not mistaken, the lot textures ARE the darkened ones, and just when the game applies them to the networks it doesn't darken them. Now someone please correct me if I'm wrong on this, I believe that was the part of the reasoning behind the mod in the first place though.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Swamper77 on January 23, 2009, 09:01:13 PM
mrb, it looks like you have David's updated diagonal textures installed.

As for the SFBT mod not fitting in with your TE'd lots, that can't be true, because, if I'm not mistaken, the lot textures ARE the darkened ones, and just when the game applies them to the networks it doesn't darken them. Now someone please correct me if I'm wrong on this, I believe that was the part of the reasoning behind the mod in the first place though

Maxis brightened their textures for Zooms 1-4 for some reason or another (5 is the closest). The SFBT Mod makes the tracks have the same brightness regardless of zoom level. Also track textures made for lots or custom made ones all have the same brightness for all zoom levels, which the Maxis originals did not.

Also, David's updated textures were included with the recent NAM release.

-Swamper
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mrbisonm on January 23, 2009, 09:06:42 PM
I don't have David's diagonal textures (what are they anyways?...and who is David?)  installed, at least that I know off, and for the customlots that don't fit with this darker texture, I have to double check it, once I get home from vacation, but I saw a difference just before I left. I always use the Maxis texture in the LE.

Thanks for replying, but my questions was if that texture problem in NAM will be fixed or not.

mrb
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Swamper77 on January 23, 2009, 09:14:08 PM
Mr. Bison,

David is Dedgren, the author of Three Rivers Region. He's made numerous advances in realism for the game, including wide radius rail curves and railroads that don't follow the game's default 45 and 90 degree angles.

It will be up to the rest of the NAM Team if they decide to remove the darker rail textures.

-Swamper
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: dedgren on January 23, 2009, 09:54:13 PM
Heh, Fred- It's me, remember?  Your Alaskan friend- David.

I'll PM you in a bit as to how to fix your problem.  I'm working on a global fix to the issue as this is written.


David
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mrbisonm on January 24, 2009, 12:07:13 AM
Heh, Fred- It's me, remember?  Your Alaskan friend- David.

David



LOL.....again.....lol.....sorry David, Geeez, there's so many Davids on so many forums and sites that I loose control once in awhile (not only Davids)....hey, nothing to do with Alzheimer, ya got that?..lol
I know who you are and I'll make sure NOT to forget anymore.....lol
Thanks for helping.
Fred

........btw, are there any other Freds out here?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: andreharv on January 24, 2009, 02:26:40 PM
I cannot get all 8 rotations from the rhw 8 inner curve.  I checked the controller and all the code seems to be ok.  Is anyone else getting this problem?

As I was typing this post, my office chair broke in half and I nearly had a romantic moment between the steel closet door next to me and my face! ?=mad)=
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: pilotdaryl on January 24, 2009, 04:26:18 PM
Many of the newer features seem to be unavailable for me.  This includes some new el-rail over road pieces, the new TRAM and the entire FAR/FARR set.  In some cases, such as the new el-rail over road pieces, only the old pieces show up and I get none of the new ones such as the curves, intersections, etc.  Other times, this goes for TRAM and FARR, I can click the button but all I get is nothing at all. I've thoroughly checked my plugins folder for any possibly conflicting mods and added a "Z_" prefix to my NAM sub-folder.  Is there anything that could be causing this, I.E. missing dependencies, old mod conflicts, etc.
Never mind, i just read about this in the FAQ thread.  I'll do some more investigation, reinstall the NAM and hopefully things work out.  I suspect that I have an old RHW lying somewhere in my plugins folder... or the Fenced_GLR dat that Cogeo developed that I think I may have downloaded a long time ago.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on January 24, 2009, 07:32:53 PM
I cannot get all 8 rotations from the rhw 8 inner curve.  I checked the controller and all the code seems to be ok.  Is anyone else getting this problem?

Yes.  I accidentally mispelled the "Transpose" command as "Tranpose", which is causing it not to work.  Late night modding. ::)

I've got it fixed here on my end and the fix will come out the next time we update NAM Essentials.

-Alex (Tarkus)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: andreharv on January 24, 2009, 11:44:08 PM
k thanks...I'll just dig my grubby little hands into the controller file and fix it myself.  Man I shouldn't have read your post.  I need to go to bed early tonight.
Yes.  I accidentally mispelled the "Transpose" command as "Tranpose", which is causing it not to work.  Late night modding. ::)

I've got it fixed here on my end and the fix will come out the next time we update NAM Essentials.

-Alex (Tarkus)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: JoeST on January 25, 2009, 08:44:16 AM
Odd bug here, (not actually related to the NAM) but all the vanilla menu items have ltexts of their file name ie: "Ut16x10_SubwayStation_0359_$500"

Joe
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: FrankU on January 26, 2009, 04:03:37 PM
I have been wondering quite some time about this, but never found an answer to it, so here I go.
Is there someone who can tell me what the difference is between the Ground Highway Onramp 01 and the Ground Highway Onramp 02? They look identical. I never know which to use and why I shouldn't use the other one....

And another question: I am very happy with the new Ground Highway onramp. It is just such a pity that it isn't slope conforming like the older on- and offramps. Now I cannot use it to make a good Highway Intersection.

Picture... explaining my question....
(http://i277.photobucket.com/albums/kk63/FrankU_bucket/S_Adoorn-Zuidland-2Jan001233005116.jpg)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Swamper77 on January 26, 2009, 05:47:36 PM
Frank,

I believe the difference is the direction of the OneWay Road at the end of the ramp. I'd recommend drawing the OWR in the direction you want and then try to place the Ground Highway ramps. The game will pick the correct one for the direction of the OWR road.

One of the NAMites with knowledge in the RULs will have to answer about the new ramp problem. It has something to do with how it is setup in the RULs.

-Swamper
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Haljackey on January 26, 2009, 06:08:10 PM

And another question: I am very happy with the new Ground Highway onramp. It is just such a pity that it isn't slope conforming like the older on- and offramps. Now I cannot use it to make a good Highway Intersection.


I actually like the fact that the new ramps are not slope conforming because it makes them much more realistic.  Seeing the old ramp climb a 15 meter slope in about 1 tile (16m) gives it an angle of about 40 degrees, which is not even close to the steepest slopes found in real life.

If you allow two extra tiles on either side of the highway, the OWR will be able to smoothly climb up the slope, creating a realistic interchange without consuming too much land.  The new RHW type "A" wide ramps (the one with a 1 tile gap between the RHW and the MIS) was made for a similar purpose. 

Again, if you don't like this, you can always continue to use the OWR old parallel ramps which don't take slope into account.

I hope this makes some sense to you.

Best,
-Haljackey
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: smoncrie on January 26, 2009, 07:12:30 PM
FrankU, I checked the RULs for that puzzle piece and they specify that the ramp can have a modest slope.  I tend to agree with HalJackey that this is not a problem, but I also found that this puzzle piece was a bit hard to use with a sunken highway, so I will bring it to the attention of the rest of the NAM team.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: FrankU on January 27, 2009, 08:52:19 AM
Thanks for the answer.

Yes sure, the slope is completely out of range, realistically speaking. But that is for the whole game... The RHW (which I do not use out of a layziness) corrects this, like the new FARR does for rail. Beautiful etc. I like it a lot. But well, as an alternative to the existing slopes (where I have this unused road end) I like the new onramp a lot. And in that sense it is a pity that it isn't slope conforming like the other non-realistic onramps.

And about the difference between onramp 01 and 02: they are both in the same direction. I find them indentical as far as my possibilities to find out can help me...
Who knows the difference? The NAM-team is far from stupid, so there must be a reason!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Jonathan on January 27, 2009, 01:15:06 PM
FrankU,
I was also annoyed with the slope so I changed (I stupidly deleted it though) maybe I can recover it.

Those labels aren't very descriptive at all, I think it's best if you plop one in an empty space with drawpaths cheat on, and then you can see which one to use. Maybe arrows could be added to these pieces?

Jonathan
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: cogeo on January 27, 2009, 02:05:25 PM
Never mind, i just read about this in the FAQ thread.  I'll do some more investigation, reinstall the NAM and hopefully things work out.  I suspect that I have an old RHW lying somewhere in my plugins folder... or the Fenced_GLR dat that Cogeo developed that I think I may have downloaded a long time ago.

The fenced GLR puzzle pieces is a "normal" NAM plugin. A NAM patch was included in the first release (NAM_Override_FencedGLR.dat), but this has now been removed. It was needed only for NAM version Jan 2007. But in newer versions not only it's no longer needed (as the necessary RUL entries were already incorporated in NAM's main controller since version Jun 2007), it causes conflicts too. NAM's cleanitol file removes this patch. You can search and remove NAM_Override_FencedGLR.dat manually if you don't want to run cleanitol and reinstall NAM. The fenced GLR plugin (Fenced_GLR_PuzzlePieces.dat and the Props subfloder) can be installed without problem. And that's why the patch was put in a separate datfile, ie in order to be possible to be removed without problems.

If you have fenced GLR puzzle pieces installed you don't need to uninstall it and install it anew. There isn't really a "new" version (the only "change" is that NAM_Override_FencedGLR.dat is no longer included in the pack). You only need to delete NAM_Override_FencedGLR.dat, if you haven't done so already.

And take a look at Railway Fence Props (http://www.simtropolis.com/stex/index.cfm?id=18094), it contains additional fence props. Not only you can select the fence prop(s), you can also use multiple fence props in the same city at the same time. Enjoy!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: io_bg on January 27, 2009, 04:42:53 PM
Well, after playing with the RHW I noticed a problem with the paths (there's a pic below). As you can see on it there are problems with the RHW6C type B exits.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on January 27, 2009, 04:50:06 PM
io_bg, thanks for pointing that one out.  It's on my list.

-Alex (Tarkus)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: MAS71 on January 28, 2009, 01:19:43 AM
Hi again friends. :)
I'm so sorry, I have to do a disappointing report about latest NAM(ver Jan,2009) today. $%Grinno$%

I got this report from Avels san in our wiki.
NetworkAddonMod4.dat make misdisplay with some CAMeLot.

We already confirmed tahat about 2 kind of models now.

  R$$_Stage13_Cobb Tower (Model in COBB MEGA Props Vol05.dat)
  Cs$$$_Stage13_JadeHotel (Model in  JadeHotel-0x5ad0e817_0x4d424f8e_0xa0000.SC4Model)

(http://img172.imageshack.us/img172/9303/camnam03bc8.jpg) (http://imageshack.us)

We can see this problem with only one direction of builidings in Zoom level 5.
I think that a cause is IID of models in a Custom Interchanges which added in this version. (maybe)
and It's not easy to solved a problem in this case.  &mmm
I'm looking forward to the next update the NAM. ;)


#################### Edited ####################################

Avels san found one more thing and repoted to me again.

 IM-5_PerkinsFurnitureCompany
(http://img217.imageshack.us/img217/8986/06116c489cjd9.jpg) (http://imageshack.us)

#################### Edited ####################################


Thanks for reading.
-Mas'71
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Jonathan on January 28, 2009, 01:52:20 AM
I made a fixed for that and uploaded it the private NAM downloads(before release), it should have been included?

Jonathan
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on January 28, 2009, 05:55:46 PM
I have updated the NAM about eight hours after the initial release, so it should be fixed. Can you please advise Avels san to download the NAM again and see if he still get the error?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: MAS71 on January 28, 2009, 06:22:56 PM
@Warrior and Andreas
Oh !! Thanks so much for your deal with a problem quickly !!  :)
Do you have already updated NAM about that ?

Ok. Yes, I tell him/her to that and report it to other japanese in our wiki too.  ;)
and I'm try again with latest files now and report again later.


##### Edited #####
Should I(we) overwrite file only NetworkAddonMod4.dat to existing same file ?
or
Did you(NAM team) revised file except it in this update ?


Thank you
-Mas'71
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: MAS71 on January 28, 2009, 07:34:22 PM
Quote from: MAS71
  R$$_Stage13_Cobb Tower (Model in COBB MEGA Props Vol05.dat)
  Cs$$$_Stage13_JadeHotel (Model in  JadeHotel-0x5ad0e817_0x4d424f8e_0xa0000.SC4Model)
(http://img172.imageshack.us/img172/9303/camnam03bc8.jpg) (http://imageshack.us)

 IM-5_PerkinsFurnitureCompany
(http://img217.imageshack.us/img217/8986/06116c489cjd9.jpg) (http://imageshack.us)

We can see this problem with only one direction of builidings in Zoom level 5.
I think that a cause is IID of models in a Custom Interchanges which added in this version. (maybe)

I'm sorry to post in succession.  $%Grinno$%

@Andreas san
I tested it again with each file of both versions(PC and MAC) of latest NAM which I got few minuts ago
but I could not get good result.(same result)  ()sad()
Would you check it again and upload correct file ??

Thank you for your big helps. ;)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: thefirstgenesis on January 28, 2009, 09:15:52 PM
This is my first post, and I'm trying to get used to posting an image on the blog. I think this post should go into the RHW troubleshoot guide, but I want to bring this issue to attention. I know that most of us are trying the facets of the newest NAM and the RHW updates and creating spectacular highways and interchange systems. However, the bridge capabilities are still a little bit limited. For example, Attachment 1 shows that the RHW bridge capabilities can only be used for MIS and the RHW-4 only (Highway B). But for the RHW-8 (Highway A) and possibly for the RHW-6 and RHW-10, there are missing bridge pieces. It would be nice to see that your multilaned RHW-10 highway or interstate can go over a road, avenue, or rail for that matter by creating bridges over these networks. Just a proposition to consider in the future.

Oh and by the way, a RHW-4 over an avenue looks something like this (See RHW-4 over Avenue, Attachment 2) with some restructuring using the slope-mod and a hole digging plugin. It looks very unrealistic with only one supporting pier on the left side of the avenue instead of having piers on both sides of the avenue like most realistic overpasses. I'll have to devise ways to change it.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: deathtopumpkins on January 28, 2009, 09:23:36 PM
To post an image here on the forums, upload it to a hosting site first (I.e. Photobucket) and copy the IMG code photobucket gives you into your post.

As for your request, I think elevated wider RHW networks will be in a version in the distant future, but are not a high priority right now. And this would be better posted in the RHW's own thread, methinks.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on January 28, 2009, 10:03:58 PM
Hi thefirstgenesis-

Welcome to SC4D!  As deathtopumpkins mentioned, Wider Elevated RHWs, as well as Wider RHWs under Elevated RHWs are planned for a future release. 

As far as the support piers there, that has to do with how the supports are applied--the only way to change this that I'm aware of would to be to change the Type21 Exemplars to make it so that the supports show up on every single tile. 

Also, if you're looking for a free image host, you can also try ImageShack (http://imageshack.us), which works good for quick posting purposes. 

-Alex (Tarkus)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: MAS71 on January 29, 2009, 07:21:52 AM
Avels san investigated them with LotEditer(in his Plugins : 3GB) and reported. "$Deal"$
I think that you already have fixed, I report them just to make sure.  ;)

These are LOTs have the problem that Avels san found.

Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on January 29, 2009, 01:52:52 PM
Hmm, I will check the upload again, but I do know for sure that both Jonathan (Warrior) and Chrisim posted a fix for the problem (someone else was reporting the issue, mentioning an SFBT Plattenbau lot) already. RL has been pretty busy for me lately, so I might have missed something.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jgehrts on January 29, 2009, 05:40:07 PM
I think I've (sort of) figured out what's happening with the problem I posted about a few days back (see the quoted text below) ... but I have no idea why it's happening.

If I zone a tile of commercial, all the residential zones with the no-road zot immediately (and I mean immediately) develop.  However, many of the residential zones then turn to a no-work zot (which isn't surprising, since there's only few jobs available).  I wasn't having this issue before the latest NAM release, although I'm not sure what the connection would be.


I'm having "no road access" zots popping up in undeveloped zones.  I didn't have this problem before installing the new NAM, that I can think of... so I'm wondering if it's related to that.  I originally thought it had to do with the SAM, but I tried zoning along a normal Road, and had the same issue.

I've attached a screenshot - it appears the pathing is normal (at least to my somewhat untrained eye  ;)).

Thanks for any suggestions, guys!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: MAS71 on January 29, 2009, 11:14:12 PM
@Andreas san
Yeh,Yeh, You have to be taken first priority your RL.  I(we) understand very well.  ;)
We looking forward to next update the NAM(or any upload any fixed) when you have your time. :)
Thank you always.  ;)


@jgehrts
Which file Traffic Controller do you choosed (using) ?
Please check it, and I think that you should choose again Traffic Controller File without "P"(Park and Ride)

Hope this any helps  ;)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jgehrts on January 30, 2009, 01:26:01 AM
@jgehrts
Which file Traffic Controller do you choosed (using) ?
Please check it, and I think that you should choose again Traffic Controller File without "P"(Park and Ride)
  • NetworkAddonMod_Traffic_Plugin_AP_xxxxx.dat
  • NetworkAddonMod_Traffic_Plugin_BP_xxxxx.dat
  • NetworkAddonMod_Traffic_Plugin_ZP_xxxxx.dat

Hope this any helps  ;)

I'm using NetworkAddonMod_Traffic_Plugin_B_Medium.dat ... interestingly enough, my no-road zot problem doesn't seem to always happen.  I was playing again tonight and zones in other city tiles had no problems developing "from scratch," so to speak.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tropod on January 30, 2009, 02:21:11 AM
Quote from: FrankU

Is there someone who can tell me what the difference is between the Ground Highway Onramp 01 and the Ground Highway Onramp 02? They look identical. I never know which to use and why I shouldn't use the other one....

Picture... explaining my question....
(http://i277.photobucket.com/albums/kk63/FrankU_bucket/S_Adoorn-Zuidland-2Jan001233005116.jpg)
This is for technical reasons.

As Swamper has explained, they are for different directions.
While there may appear to be duplicates, I can assure you they're not.
Where possible, any onewayroad interchange items such as this should be laid over on top of existing stretches of (normal) onewayroad. And the game will automatically configure (pick/choose) which OWR interchange item is compatible when you cycle through them over an applicable network (the majority of interchange items function this way).
The bland/non-informative labeling is due to the fact that the direction changes based on which version (ie side of the road, left/right) of the game you have. And because they are interchange items they are manually handled, whereas the draggable networks themselves are handled by the exe (generally speaking).
At the time they were made, I couldn't think or come up with anything more descriptive that would work for both left/right versions. It is something that could perhaps be changed; text versions for left & right side.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on January 30, 2009, 03:20:59 AM
I'm using NetworkAddonMod_Traffic_Plugin_B_Medium.dat ... interestingly enough, my no-road zot problem doesn't seem to always happen.  I was playing again tonight and zones in other city tiles had no problems developing "from scratch," so to speak.

I've seen this for as far back as I can remember, well before the new NAM.  But as jgehrts says, it's only an occasional thing.  I quickly learned that "no road access" sometimes means "no jobs," especially if the lot is vacant, or a new building has just been erected.  I think it's most likely an artifact of the internal Maxis traffic simulator; I don't think it has anything to do with the NAM.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: JoeST on January 30, 2009, 05:16:45 AM
Tropod: what about Exit and Entrance, Exit for the one's representing getting off the highway, Entrance for the ones getting onto the highway? or is this voided by something like the LHD plugin?

Joe
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jgehrts on January 30, 2009, 03:49:01 PM
I've seen this for as far back as I can remember, well before the new NAM.  But as jgehrts says, it's only an occasional thing.  I quickly learned that "no road access" sometimes means "no jobs," especially if the lot is vacant, or a new building has just been erected.  I think it's most likely an artifact of the internal Maxis traffic simulator; I don't think it has anything to do with the NAM.

I typically play the game only sporadically, so I couldn't recall it happening before.  That said, I'll take your word for it and proceed as normal when I see the zots pop up.  Thanks for clearing it up!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Nique on January 31, 2009, 04:43:42 PM
I don't know if this has been posted before, but there seems to be a path problem for pedestrians on the road to elevated (15m) T-Slope:

(http://i5.photobucket.com/albums/y199/Ne0que/simcity%204/2009-01-31_233755.jpg)

When you drag a onewayroad right over it to create a roundabout the peds can not use the crosswalks.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: pagenotfound on January 31, 2009, 07:17:39 PM
no CTDS occur when I use the rail curves, but rather when i use the switch pieces. I plop it and a few seconds later the game crashes, this has happened to me twice today. I dont think its a conflict or anything because I only have the current NAM. The only other thing that might cause a problem is that SFBT rail texture mod thingy but I doubt that. What is going on here? ()what()
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: dedgren on January 31, 2009, 07:40:02 PM
I assume, my friend, that you are speaking of the wide radius curve switch puzzle pieces found in the January '09 NAM?  There are four of them- is it with every piece, or just a couple of them?  I agree that the SFBT mod is extremely (to the point of "not possible") unlikely to be causing the problem.  There's never been a CTD reported yet with any of the FAR/FARR/Wide Curves puzzle pieces- it would be very helpful to know as detailed specifics as you could provide.

Sorry about this- we'll sort it out.


David
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: BigSlark on January 31, 2009, 08:29:53 PM
pagenotfound,

I've played with all the various switch and STR alphas and betas with the SFBT Rail Texture mod installed and have not encountered any conflicts, although anything is possible.

Could you tell us about your computer hardware?

Cheers,
Kevin
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: pagenotfound on January 31, 2009, 11:22:50 PM
well I tested it a third time and it did cause a CTD but not as quickly. But due to the delay of the CTD im starting to think that the switch pieces are in fact not the problem. I have had numerous occasions of this since I got a new copy 3 weeks ago. Im actually starting to think its the "Dual Core Problem". So im gonna adjust it for Dual Core (wheres that tutorial?) and report back asap.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tropod on January 31, 2009, 11:53:09 PM
Tropod: what about Exit and Entrance, Exit for the one's representing getting off the highway, Entrance for the ones getting onto the highway? or is this voided by something like the LHD plugin?

Joe

Given the modularity of NAM now, I don't see why this could not be changed really - the LHD plugin would/could actually assist with this. So yeah, something like this could probably benefit. Exit/Entrance sounds like good idea, just a matter of someone adjusting & adding the text labels accordingly.


well I tested it a third time and it did cause a CTD but not as quickly. But due to the delay of the CTD im starting to think that the switch pieces are in fact not the problem. I have had numerous occasions of this since I got a new copy 3 weeks ago. Im actually starting to think its the "Dual Core Problem". So im gonna adjust it for Dual Core (wheres that tutorial?) and report back asap.

I have had similar issues ever since I stopped using onboard video after installing separate video card. The game would sporadically crash for no apparent reason & I started suspecting the same thing (especially given I wasn't having a problem before hand). Ever since adjusting shortcut command to -CPUCount:1 though, it's not been a problem.

Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Meastro444 on February 01, 2009, 05:19:31 AM

<snip>
I have had similar issues ever since I stopped using onboard video after installing separate video card. The game would sporadically crash for no apparent reason & I started suspecting the same thing (especially given I wasn't having a problem before hand). Ever since adjusting shortcut command to -CPUCount:1 though, it's not been a problem.
I have a dual-core as well, an AMD one. If you haven't installed the X2 Optimizer, I would suggest to do it, because I haven't got any problem with it now.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on February 01, 2009, 05:39:10 AM
Pray tell, what is the X2 Optimizer?  ()what()
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Meastro444 on February 01, 2009, 08:59:58 AM
It's a program for AMD X2 CPU's, it increases performce for several games.

You can find it [Here] (http://www.amd.com/us-en/Processors/TechnicalResources/0,,30_182_871_9706,00.html)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: FrankU on February 01, 2009, 10:07:10 AM
I have something more like a warning than a problem or question.
I recently added Sithlrd98's Avenue Curves and Road Curves to my plugins folder. I also use the Euro-strassentextur-mod by Frimi and Andreas.

When I first placed the wide road puzzle pieces I saw this.
(http://i277.photobucket.com/albums/kk63/FrankU_bucket/S_Slopemodkuntsel-3Jan001233503197.jpg)

Some puzzle pieces do not have the sidewalks; you only see the trees and the lampposts.

What we want to see is this:
(http://i277.photobucket.com/albums/kk63/FrankU_bucket/S_Slopemodkuntsel-3Jan001233503061.jpg)

All road puzzle pieces are fine now.
The avenue curves are correct in both cases.

What I found out is that you need to load the Euro Strassentextur mod first and then Sithlrd's avenue and road mods. So the loading order is definitely important. I do not know if this is some bug that can be removed, but as far as I know the loading order removes all problems.

Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on February 01, 2009, 10:26:45 AM
I have an update of the SFBT Euro Road Textures Mod in the making that will fix the issue (hopefully, I'll find some time to upload it later today). What sithlrd98's mod is doing is replacing the default textures for those puzzle pieces, but obviously, the Euro Road Textures Mod does the same. In the upcoming version, I included special Euro texture plugins for sithlrd98's mod as well. The ERTM should be loaded last then, though (as usual).
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: alan_vzla on February 01, 2009, 11:01:07 AM
Hi! I have a problem, I unnistalled the previous NAM version and then installed the 2009 one, and when I launched the game, to see the new NAM features, I discovered that In my transportation menus, all of the icons were duplicated... what causes this and how can I fix it?

Also, I had in my plugins folder the asphalt mod, which changes the look of the highways.... after the new NAM the highways had the default concrete texture, and not the asphalt one... What do I have to do?

Sorry if this questions were already answered
Alan
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: carkid1998 on February 01, 2009, 11:09:59 AM

afterI installed the nam diagonal rail textures where darker  ()what() ()what() why is this happening??
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Jonathan on February 01, 2009, 11:22:15 AM
Alan, you must have another NAM somewhere in your plugins folder, as for the colour of highways, this shouldn't happen, maybe you had the asphalt mod in your NAM folder, then when you removed the old NAM the asphalt mod also was removed.

Carkid, this will be fixed soon, in the meantime you can use this (http://www.edgrens.net/SC4D/Dual_Rail_Texture_Upgrade_beta_090131-02.zip) By David, from the 3RR thread (http://sc4devotion.com/forums/index.php?topic=112.0).

Jonathan
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: carkid1998 on February 01, 2009, 11:29:56 AM

thanks for that file! :thumbsup:
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on February 01, 2009, 12:05:53 PM
As mentioned above, I've just uploaded an update of the SFBT Euro Road Textures Mod, which should cover all recent NAM additions, as well as some bugfixes.

Download Windows version (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1302)

Download Mac version (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1605)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: FrankU on February 01, 2009, 01:04:45 PM
Andreas,
Yes, I found it, downloaded and installed it and it seems to work.
Thanks.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: atilla5 on February 02, 2009, 09:38:19 PM
i don't if it's just me...but whatever happened to the railroad curves and the railroad Y intersection in the NAM??  %wrd
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: kings_niners on February 03, 2009, 01:17:08 AM
why is it s hard to find the forum for the nwm? when i type it into the search menu it says that it can't understand my request :thumbsdown: thats about it
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: CaptCity on February 03, 2009, 02:19:10 AM
atilla5

They're in the Wide Radius Rail Curve/FARR section of the Rail menu.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: j-dub on February 03, 2009, 03:58:36 PM
Atilla 5, are you getting blank spots in the rail road menu where those pieces are suppose to be? Lately, I hate to say, there have been alot of RUL conflicts with more people developing new things at once, unaware someone else had that string before them. If so, there could be some other related mod interfering thats outdated.

King Niners, I know a lot of these search engines are not as smart as they are supposed to be. Try going back to NAM place, then go to NAM creations, and look down, you'll see the NWM forum.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Dexist on February 04, 2009, 04:59:16 AM
(http://img10.imageshack.us/img10/9323/trafficbugov9.jpg)

Why does the traffic not use the left lane of this avenue over a groundhighway intersection?
(traffics uses both lanes at normal avenue over ghw(without ramps) )

on a interesection with ramp with avenue and Elevetated Highway, they will drive on both lanes but not all, just like half of the traffic use the left lane  and half is disapeering
 &mmm ()sad() &mmm ()sad() :thumbsdown: :thumbsdown:
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: dx340 on February 04, 2009, 01:41:31 PM
(http://img4.imageshack.us/img4/9719/ruralxl8.th.jpg) (http://img4.imageshack.us/my.php?image=ruralxl8.jpg)

The problem is that i can not use the RHW in the common way. I can not create it by using the starter pieces...

What is wrong?

Thanks,
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Haljackey on February 04, 2009, 01:53:36 PM
Dexist:  I've never seen that before.  It may have to do with you just using the traffic generators to make cars.  Get some real commuters to use that interchange and see what happens.

dx340:  The starter pieces are puzzle pieces.  You do not drag puzzle pieces, you plop them.  Use the RHW drag tool (by default the RHW-2) to draw your RHW networks.  Draw one tile from the puzzle pieces and you should establish the network.
-Consult the Readme for more information.

Hope this helps!

All the best,
-Haljackey
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Dexist on February 04, 2009, 03:22:15 PM
Dexist:  I've never seen that before.  It may have to do with you just using the traffic generators to make cars.  Get some real commuters to use that interchange and see what happens.


Hope this helps!

All the best,
-Haljackey

well real traffic does the same
and if i drive with a car my one. i can not drive that lane either... i just disapear then.. like if you drive of the map.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: atilla5 on February 04, 2009, 07:17:14 PM
Atilla 5, are you getting blank spots in the rail road menu where those pieces are suppose to be? Lately, I hate to say, there have been alot of RUL conflicts with more people developing new things at once, unaware someone else had that string before them. If so, there could be some other related mod interfering thats outdated.

no i haven't but thanks for the concern!!  ;) i just didn't notice the menu their before
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on February 05, 2009, 05:55:55 AM
I am currently making a lot with the cobblestone ped mall texture that I obtained from NetworkAddonMod5.dat, but I found that it is noticeably darker than the cobblestone texture used for underground rail under ped mall.  Why is this?  Is there somewhere I can get a matching texture?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on February 05, 2009, 07:08:08 AM
Textures for puzzle pieces need to be darker, as the game brightens every texture that is mapped onto a true 3D model. I think the old cobblestone texture templates are still out there, though, maybe someone still has them on his HD.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: ebina on February 05, 2009, 08:24:43 AM
I am currently making a lot with the cobblestone ped mall texture that I obtained from NetworkAddonMod5.dat, but I found that it is noticeably darker than the cobblestone texture used for underground rail under ped mall.  Why is this?  Is there somewhere I can get a matching texture?
Could you try 0x30360000-4 in SFBT_ArkenbergeJoe_Texturen.dat come with the SFBT Essentials (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=750)? I hope it is what you are looking for.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: deathtopumpkins on February 05, 2009, 09:54:55 AM
Anybody else getting a CTD when they hover a FLUP piece over another FLUP piece?  &mmm Specifically hovering the straight road under transparent texture one over the transition one. No, there aren't any TE'd lots nearby, and yes I'm sure it was actually a FLUP and not one of Marrast's underpass lots.  ;)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Dexist on February 05, 2009, 11:06:23 AM
(http://img10.imageshack.us/img10/9323/trafficbugov9.jpg)

Why does the traffic not use the left lane of this avenue over a groundhighway intersection?
(traffics uses both lanes at normal avenue over ghw(without ramps) )

on a interesection with ramp with avenue and Elevetated Highway, they will drive on both lanes but not all, just like half of the traffic use the left lane  and half is disapeering
 &mmm ()sad() &mmm ()sad() :thumbsdown: :thumbsdown:

and if i drive it myself in a car i also can not use the left lane.... i just disapear..
and normal traffic(not spawned as in the screen) does the same
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on February 05, 2009, 11:31:00 AM
Could you try 0x30360000-4 in SFBT_ArkenbergeJoe_Texturen.dat come with the SFBT Essentials (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=750)? I hope it is what you are looking for.

Cool, I didn't know that ArkenbergeJoe made a texture for lots from that one, but it does make sense, as there are diagonal filler lots for the pedmall puzzle pieces in T Wrecks' diagonal filler set. :)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: dx340 on February 05, 2009, 01:01:09 PM
Haljackey: thanks for your answer, but the problem is that I plop a starter piece to build a RHW-4 and then, when I try to drag it by using the RHW-2 draggable piece, the texture doen´t change.

Example:
I want to create a RHW-4
 - I plop a RHW-4 starter piece.
 - Then I try to draw the network using the RHW tool and starting in from the starte piece. (I supposed that is the RHW-2)
 - Finally I see that the texture doesn´t change and it is still the RHW-2 instead of the RHW-4.

(http://img4.imageshack.us/img4/9719/ruralxl8.jpg)


Thanks.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Haljackey on February 05, 2009, 01:15:02 PM
Haljackey: thanks for your answer, but the problem is that I plop a starter piece to build a RHW-4 and then, when I try to drag it by using the RHW-2 draggable piece, the texture doen´t change.

Example:
I want to create a RHW-4
 - I plop a RHW-4 starter piece.
 - Then I try to draw the network using the RHW tool and starting in from the starte piece. (I supposed that is the RHW-2)
 - Finally I see that the texture doesn´t change and it is still the RHW-2 instead of the RHW-4.

...And you still can't do it? 

Here's a last resort.  I remember someone made a video how to build a RHW.  Perhaps a visual demonstration can help you where posts, FAQs and readmes cannot.

Let me see if I can dig up the video for you.  It was made with RHW 2.0, but the concept remains the same with 3.0.

Link:  http://www.youtube.com/watch?v=REH8OfL_5EE (http://www.youtube.com/watch?v=REH8OfL_5EE)

Hope this helps!

Best,
-Haljackey
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Jonathan on February 05, 2009, 01:21:11 PM
That actually looks like the RUL file 10000002 (the one that has the override RULs) is either not there or outdated, which isn't possible unless you have opened the file: "NetworkAddonMod_Controller.dat" and removed or modifiyed it.

Try downloading the Mac version of the NAM, then copy the Controller into your Network Addon Mod fodler in your plugins, replacing the one in there at the moment.

Jonathan
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: dx340 on February 05, 2009, 01:29:56 PM
Haljackey:

My problem is in the second 16 of the video. When you place the starter pieces and then using the normal piece you dragg the network. In my game it doesn´t happen, the texture doesn´t change...

I don´t know what to do =(

thanks.

Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: choco on February 05, 2009, 01:40:17 PM
- completely empty your plugins folder....

- install only NAM and RHW using the files you downloaded first.  try to make a RHW in a sandbox city.

- if it works, you have a conflicting plugin.  if it doesn't, the download is corrupted.   
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Haljackey on February 05, 2009, 01:42:36 PM
Haljackey:

My problem is in the second 16 of the video. When you place the starter pieces and then using the normal piece you dragg the network. In my game it doesn´t happen, the texture doesn´t change...

I don´t know what to do =(

Well, don't worry, we're not going to give up on this.  :P

Have you tried what Jonathan (Warrior) suggested? 
-I would also suggest a clean reinstall of the Jan 09 NAM and RHW 3.0.  There must be a conflicting file in your plugins that is causing this problem, perhaps its the file Jonathan indicated. 

Give that a try and see what happens.  Hope it helps!

Best,
-Haljackey
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: dx340 on February 05, 2009, 02:30:08 PM
Well. i reinstalled the Nam and the RHW 3.0 and i moved to another folder all the other plugins, it works. Now I know that there is a plugin conflict...

I will try to find which is causing the conflict.

This is a mess =P
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: TwistedMentat on February 05, 2009, 11:55:38 PM
I have an instance id conflict similar to those pointed out by MAS san on page 47.  My preferred mass transit station is Brenda Xne's Modern Bus and Subway (MBS) station.  There are several other bus stops and subway stations available, and I do use them occasionally, but I have plopped thousands of these MBS stations throughout my various regions due to the ability to conveniently upgrade my transit networks with subways "on the fly" without having to free up additional tiles.  The in-game problem occurs on zooms 4 and 5 while viewing the building from the front.  I also just noticed an oddly-shaped shadow cast in the wrong direction on the westward-facing model.

This is what I see at zoom 3:
(http://i42.tinypic.com/e00sg3.jpg)

The following pics are zooms 4 and 5:
(http://i42.tinypic.com/2nvq7g7.jpg)

(http://i44.tinypic.com/5b9ou9.jpg)

The technical problem arises from an instance id for one of the new NAM highway interchanges in NetworkAddonMod4.dat which duplicates an iid (0x000a0400) used in the MBS model by Brenda Xne.

(http://i40.tinypic.com/2iuvyo8.jpg)

(http://i43.tinypic.com/20i83d5.jpg)

The station still functions properly, so I'm in no hurry -- this is merely a cosmetic issue.  Besides, the new NAM and RHW have provided me with plenty of new toys to keep me entertained for quite a while!  Thank you to everyone who applied their time and knowledge to these projects.

Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on February 06, 2009, 12:44:30 PM
Well, as mentioned before, we fixed the issue already, but apparently, I haven't uploaded the updated file to the LEX so far - I've been incredible busy over the last few weeks, and have barely touched SC4 at all. The IDs of the pieces you pointed out are fixed in my copy of the file, though. I guess the NAM Team should look through all the errors that have been posted over the last few days and compile a bugfix for those.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tropod on February 06, 2009, 08:36:57 PM
(http://img10.imageshack.us/img10/9323/trafficbugov9.jpg)

Why does the traffic not use the left lane of this avenue over a groundhighway intersection?
(traffics uses both lanes at normal avenue over ghw(without ramps) )

on a interesection with ramp with avenue and Elevetated Highway, they will drive on both lanes but not all, just like half of the traffic use the left lane  and half is disapeering
 &mmm ()sad() &mmm ()sad() :thumbsdown: :thumbsdown:


If you remove the texture plugin that you're using (& anything else network related, just to make sure), AND this junction (should?) reverts back to an avenue/highway junction without the road joining in the middle like that (where it doesn't work):
It's high probability that you need to have the game patched/updated properly. This is the only reason I can think of off-hand that would cause this to happen.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: shadd0w09 on February 06, 2009, 09:19:17 PM
I got a bug with nam 09 the preivious nam did not do thiss bug
(http://img3.imageshack.us/img3/1781/nambugrt5.jpg)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Swamper77 on February 06, 2009, 10:09:55 PM
Shaddow,

Did you install the Raised Rail Conversions from the LEX recently?
If so, that is probably my fault that this issue happened. I'll get it fixed ASAP.

EDIT: The Raised Rail Conversions on the LEX have been updated to resolve this issue.

-Swamper
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: alexr19 on February 07, 2009, 04:45:16 AM
Ok, this is a stupid question but where are the Avenue Curves in-game? I see they're installed in my plugins folder, and I see the road curves...but no avenues? Am I blind?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: shadd0w09 on February 07, 2009, 07:54:39 AM
Shaddow,

1 Did you install the Raised Rail Conversions from the LEX recently?
2 The Raised Rail Conversions on the LEX have been updated to resolve this issue.

-Swamper

1. ans yes and fixed prob removed The Raised Rail Conversions and it was fine.
2. will edit when re downloaded update to see id its fixed UPDATED VERSION OK
 ps thanks for quick answer
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Blue Lightning on February 07, 2009, 10:04:30 AM
alexr19: they are at the end of the AVE Roundabouts button.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Swamper77 on February 07, 2009, 12:30:44 PM
1. ans yes and fixed prob removed The Raised Rail Conversions and it was fine.
2. will edit when re downloaded update to see id its fixed UPDATED VERSION OK
 ps thanks for quick answer

Shaddow,

I'm glad I could help you out. Your issue likely affected a bunch of other people too, so it was rather important that I got it fixed quickly. Everyone makes mistakes, including me.

-Swamper
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jaatt on February 07, 2009, 08:26:06 PM
 &mmm Getting familiar with the extensive # of pieces in the new RHW I found I was missing some puzzle pieces. Specifically for the RHW 8 Orth diagonal outer transition 1. There are 8 puzzle pieces for transition 2 so I am assuming that there are suppose to be 8 for transition 1. When I "END" key through the selections I only get four and every second click the pieces don't change. I attached a pic to show what pieces I do get. Circled in the pic in red is the north bound lanes of the RHW 8. I am attempting to attach a diagonal from the lower right as the arrow indicates where I want the traffic to come from. But as u can see there are no pieces that marry up......Well it seems I am unable to attach the pic, if anyone can help.

Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: j-dub on February 08, 2009, 12:25:46 AM
There was a issue with the RHW 8 diagonal pieces. I think it was actually controller based, and the fix has not gone public yet. The other issue is the new diagonal pieces only do variable width S-turns, no eventual 90 degree bends.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: allan_kuan1992 on February 08, 2009, 01:40:12 AM
Well... I'm wondering if someone happened to take out one of the included NAM bridges... because for some reason or another the Avenue Raised Bridge does not seem to want to build anymore in my cities.

This issue only appeared after I obliterated one of the many incarnations of my current city and started a new one. I can't remember if this is related to the new NAM's release or some conflict in my files as I've done quite a bit of modding lately and the Reader might have suggested some wrong instances.

- Allan Kuan
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jaatt on February 08, 2009, 08:53:03 AM
Tanx jdub and the S curve is what I am looking to do, if someone could tell me the secret to attaching a pic I could show u.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: choco on February 09, 2009, 06:25:05 AM
allan_kuan1992, do you have the selection for the Raised Ave. Bridge after drawing it, or is it completely gone? 

its in the NetworkAddonMod_Additional_Bridges_Plugin.dat.....
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: A200 on February 13, 2009, 09:04:22 PM
Just a bug-

The diagonal road - FAR 2x3 piece is not pathed...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: strucka on February 16, 2009, 02:35:14 PM
The new NAM is great, it's actually awesome. There are some things i was looking for, for months and didnt find them, but now I have them. Just two issues, my diagonal rail has different textures and my automata is GONE!! =o I mean my cities have become ghost cities. Does anyone have an idea what is that all about? does it have something to do with downloaded automata? PLEASE HELP, I can't even play it because it's so boring witout cars and sims...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: dragonshardz on February 16, 2009, 03:02:24 PM
You may want to check which NAM Automata plugin you have installed...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: strucka on February 16, 2009, 03:30:23 PM
I tried every each one of them. but now i got it fixed. If someone else gets this just open UDI and drive it around a few seconds and the traffic will flow again. BTW does anyone know where could I get the VDK GLR tram mod v2? The one on the STEX is gone so is the one on PLEX and on SC4DLEX. I just need the files of the stockholm blue-white tram.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Swamper77 on February 16, 2009, 05:07:15 PM
Strucka,

It's on the LEX: http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=55 (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=55)

-Swamper
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: strucka on February 17, 2009, 02:57:14 AM
Swamper you have no idea how gratefull I am to you. Thank you VERY much.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on February 18, 2009, 02:15:33 AM
A little while ago, I took a look at the current versions of Simulators A and B for the first time since the new NAM was released.  I was surprised to find that the congestion display bug was not fixed in either simulator, even though this bug and its fix have been known for many months now.  To recap, the following picture shows the congestion in my Near South Side city using a version of Simulator A (Hard) where this bug has been fixed:

(http://img361.imageshack.us/img361/83/nssalcongie6.jpg)

However, if I use the current version of Simulator A (Hard), everything displays as completely green.  Yet the Traffic Volume View and the Route Query Tool show volumes matching the above picture, with the red networks way over their capacity.  Still, the congestion view shows them as green.

The source of the problem, as has been discussed before, is in the Congestion vs. Speed curve.  I noticed a small modification to that curve in Simulator B, but not enough to fix this problem.  The rule here is simple:  If there is ANY speed value in that table that is lower than .3, the traffic congestion view will be broken.  It doesn't matter what the congestion in the city is; simply the presence of a speed number lower than .3 anywhere in that table will break the congestion view.  Furthermore, experiments were done showing that the traffic simulator ignores speeds under .3 anyway, so nothing at all is being gained by these lower numbers.

Is there any disagreement here at this point?  Was this bug planned to be fixed, and just missed?  Or is there a reason that these values were left in?  The congestion display is a very important tool in locating traffic problems, so I would consider this a very serious bug.  And it's trivial to fix.  I would personally recommend re-releasing these simulators with the bug fixed.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: oka02 on February 18, 2009, 10:32:26 AM
Hi everyone,

I got a NAM problem: i lost my GLR pieces...
I reinstalled SC4deluxe and NAM and all other mods/props I'm using but now the GLR does not show up anymore in my misc transport menu...
does anyone have an idea how to fix it? (i already re-installed NAM)

thanks!

edit: now i see i miss some more stuff, including avenue roundabouts... what in the world did i do wrong?  ???

EDIT 2: FORGET IT! SOLVED THE PROBLEM, thanks anyway for reading!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: b22rian on February 18, 2009, 10:39:02 AM
all of Z's findings were just confirmed by myself through testing..
I went ahead and swapped out his traffic plug in.. sim Z (low).. with sim B (hard)...
I had actually raised a few of the capacities in the z (low) to suit myself, such that all the
traffic capacity settings are actually higher than any setting in Sim B..

Using sim z 0n low setting produces areas of moderate to heavy congestion in my city of 400 K..

testing with sim B on hard, produces almost an entire green map with the congestion view..

Both traffic sims A and B are bugged and bugged badly..making them almost worthless in terms of providing any
meaningful data, the way they are now..

Next using traffic sim B (fixed).. which Z himself fixed personally, seems to show quite accurate data
on the traffic congestion view..when i tested it..

thanks, Brian
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: ehbk2006 on February 18, 2009, 12:55:29 PM
Why are my gates always closed, since I installed the NAM?
When I re drag a road over it. The lights flicker for 2 sec, after that the gates remain shut.

With out the NAM they work normal.

(http://img5.imageshack.us/img5/19/bugom0.png)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Jonathan on February 18, 2009, 01:01:57 PM
That means the paths are missing, I remember someone else had this bug, but cant remember how it was fixed. Do you have LHD or RHD?
And can you post a picture with DrawPaths Enabled?

Jonathan
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: ehbk2006 on February 18, 2009, 01:13:10 PM
RHD.

 ??? no rail paths.

(http://img3.imageshack.us/img3/2213/gettingstartedtutorial1fz0.png)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: choco on February 18, 2009, 01:31:51 PM
that looks like LHD.....
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: ehbk2006 on February 18, 2009, 01:36:28 PM
that looks like LHD.....

Lol, I think we found the problem.  ;D

Oh yeah, I installed it as an English version and of course that comes with LHD.

Problem fixed, thanks.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Felipekief on February 18, 2009, 04:19:16 PM
i need help with this. when i gameplay, i place a NAM object in city and 5 minutes later the game end with no problems reporting in game. Whats this? I thanks for help me
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: LE0 on February 18, 2009, 05:06:46 PM
Sounds like the Crash To Desktop bug. it cant be fixed and happens when a puzzle peice touches a TE lot like a station.

Am i right?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Haljackey on February 18, 2009, 08:56:34 PM
May as well post this problem here:
(http://img403.imageshack.us/img403/9581/clipboard01nq4.jpg)

It seems as though only 1 rotation of the building is affected by the new NAM ramp.  Hmm...

Hope it helps!

Best,
-Haljackey
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: TwistedMentat on February 19, 2009, 12:20:48 AM
Haljackey -- a fix is on the way, but we must be patient.  Similar issues have been reported by Mas san here (http://sc4devotion.com/forums/index.php?topic=1444.msg218134#msg218134) and continued on the subsequent page, as well as in my post (http://sc4devotion.com/forums/index.php?topic=1444.msg220159#msg220159), and by Shadow_prophet (http://www.simtropolis.com/forum/messageview.cfm?catid=24&threadid=105311).

If I understand correctly, a fix is available but didn't make it into the post-release update.  Andreas or another NAM team member will get it to us when time permits.  The buildings in question should still function properly, they just look like modern art  :D

Mike
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Haljackey on February 19, 2009, 12:35:58 AM
Haljackey -- a fix is on the way, but we must be patient. 

Oh I am aware that a fix is on the way, I just want to make sure that it tackles everything it can.  This scenario may be different than others.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: plunderer on February 19, 2009, 02:45:01 AM
In NetworkAddonMod1.dat The IID 5f874100 T21 exemplar has two properties incorrect:

Exemplar ID                                         0x05F87410
kPropertyID_LotConfigNetworkTileId      0x05F87410

the both value should be 0x5F874100
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on February 19, 2009, 05:10:10 AM
Well, already reported or not, the more bugs get posted here, the better we're able to fix everything and post an update in the near future. :)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Gwail on February 19, 2009, 05:45:58 AM
May as well post this problem here:
(http://img403.imageshack.us/img403/9581/clipboard01nq4.jpg)

It seems as though only 1 rotation of the building is affected by the new NAM ramp.  Hmm...

Hope it helps!

Best,
-Haljackey
I've spotted the whole trumpet ramp in my region (without textures, too), but I was too tired to think about making any screens. I will try to find it again next time.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: oka02 on February 19, 2009, 11:38:59 AM
Hi everyone,

NAM 2009 is great, but i have a slight problem.
When I lay out GLR in Avenue, 'no road' zots appear above my adjacent commercial and residential zones. Is this how it should be and is it just me, or should the GLR in Avenue puzzle act as a normal road as well?
Thanks!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: fotomontaj on February 19, 2009, 01:43:47 PM
Hello to All Simcity Lovers!

I have a slight problem, too... After I installed NAM Jan 2009 update, when I put railway over road (or viceversa), railway always cuts the connection. I searched forum and also used "Search" option, but couldn't find a close subject to this (if there is, sorry for doubling in advance). I uninstalled all my plugins, but problem remains. Game's present version is 1.1.638.0.

Here is what I am complaining about:

(http://img252.imageshack.us/img252/1053/whattheij8.th.jpg) (http://img252.imageshack.us/my.php?image=whattheij8.jpg)

Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: CraigKingOfIreland on February 19, 2009, 02:27:18 PM
I've had this problem for a while no but never got around to trying to fix it.

A lot of the sidewalk textures won't show up for puzzle pieces for me. It happens on all of the el-rail over road, as well as when I use Sithlord's curved sidewalk mod (even though I have all the plugins)

Any help would be appreciated :)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: deathtopumpkins on February 19, 2009, 02:30:59 PM
fotomontaj, that problem was just posted on the last page. It looks like you have a LHD version of the game but did not install the LHD NAM or vice-versa.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: oka02 on February 20, 2009, 07:10:16 AM
I think i have found the problem. I have LHD installed (for some reason... probably because I choose English language I automatically get the LHD stupid thing...), so I am going to reinstall and see if it works

thanks!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Zelgadis on February 21, 2009, 09:29:56 PM
Hello,

Since my SAM Beta V3 wasn't working quite right before, I took the advice given to me and installed NAM 2009.  SAM works fine now, but I have a new problem.

None of the road networks in new cities work at all anymore (avenues, streets, roads).  I just set up a new city and the no road connection zots come up and don't go away.  Then all the R zones abandon a few months later.

It's not at all unusual for a R zone to develop and a no road connection zot to appear over it, but it always disappears after a month or so.  These are quite permanent.

I checked a pre-NAM update city and ran it for a couple of years and it was fine.  Only new cities seem to not work.

ISF
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on February 21, 2009, 11:09:42 PM
Did you by any chance install a Park & Ride traffic plug-in when you reinstalled the NAM?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Zelgadis on February 21, 2009, 11:26:10 PM
Hmmm...  Well, Z, I've actually never heard of that one.  I don't think I did...

Here's precisely what I got, more or less organized the way my previous NAM was organized:

Main NAM folder

(http://img27.imageshack.us/img27/1553/2nam.jpg)

(That big mess on the bottom right are all my additional bridges.  This is gonna sound stupid, but I keep 'em that way on purpose.  Long story.  :P  They only work, btw, if I keep them directly in that folder and in no subfolders.)

Plugins folder:

(http://img27.imageshack.us/img27/9098/plugins.jpg)

Am I missing something?  Oh, I ought to mention that there are several plugins files that exist in the NAM download but are not mentioned in any of the documentation.  Secondly, this file, NetworkAddonMod_OverpassUpdate_Maxis_Components_Plugin.dat, is mentioned in the documentation but is not included in the Mac version.

Thanks.  :)

ISF


Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on February 22, 2009, 12:17:06 AM
Your files look fine.  Sometimes this situation occurs when the affected zones don't have proper power.  The last person to report this problem was using the no-power cheat.  Do either of these cases apply to you?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Zelgadis on February 22, 2009, 12:26:42 AM
Nope, no power-related cheats.  Everything is powered up just fine.  :) 

I do use radical ordinance though.  Specifically the no garbage and no pollution ordinances.

ISF
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on February 22, 2009, 01:02:45 AM
I do use radical ordinance though.  Specifically the no garbage and no pollution ordinances.

Try removing the files for these and see if it helps.  There's all sorts of interesting stuff in there that could be having an effect.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on February 22, 2009, 07:18:26 AM
Secondly, this file, NetworkAddonMod_OverpassUpdate_Maxis_Components_Plugin.dat, is mentioned in the documentation but is not included in the Mac version.

It is in the ZIP on my HD - could it be possible that I accidentially forgot to include it in the first NAM upload, before I updated the NAM due to that crucial RUL update? Another small NAM Bugfix update will be released shortly, so in case the file is missing, it'll be uploaded to the LEX once the bugfixes are ready. The file you mentioned is only a cosmetic fix, though, so your problem must come from something else.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Zelgadis on February 22, 2009, 06:39:35 PM
Well, I have a work-around for now that at least lets me have my cake and eat it too.  :)  I reinstalled the April NAM but I used the January NAM controller file.  Now I have NAM and fully-functioning SAM.  Works fine too.  ;)

I will make another attempt to get new NAM working again in the future.  This is holding me for now.  Thanks for everyone's advice.  At least I now know what the problem isn't so I can limit my possibilities when I try again.   ;D

ISF
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: majorjet on February 24, 2009, 08:31:45 AM
i am so glad that I found this forum and this community of players!  Now I can ask questions that have been nagging me all this time.

I checkec the faq and this wasn't there so I'm asking it here.

When I click on query for a building, it shows there are workers.
But when I click on the route query, it shows there are no workers, so there's none of those coloured arrow bars that shows what my sims are using to get to work.

Is this a bug in nam?  What can I do about it so that when I click the route query, the coloured arrow bars will show.

thanks soo much you all. :)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: b22rian on February 24, 2009, 09:37:10 AM
i am so glad that I found this forum and this community of players!  Now I can ask questions that have been nagging me all this time.

I checkec the faq and this wasn't there so I'm asking it here.

When I click on query for a building, it shows there are workers.
But when I click on the route query, it shows there are no workers, so there's none of those coloured arrow bars that shows what my sims are using to get to work.

Is this a bug in nam?  What can I do about it so that when I click the route query, the coloured arrow bars will show.

thanks soo much you all. :)


First of all Majorjet let me extent a warm welcome on behalf of sim devotion !..

let me take the liberty of first assuming a couple of things, because your mis -understanding of this is a very
common one in the game ..

  1) when you say query in your first statement i assume you mean a normal query and not a route query there.

  2) When you say building i assume you mean either a commercial or industrial building..

Ok, with that being said when you query one of those buildings your going to get a set of numbers something
like this...

current jobs  151/ 177..

ok this is the hard part..
Those 2 numbers you see next to jobs have nothing to do with  the current workers in that building...

Here is what those numbers mean..

151 - that means the  number of jobs avialable that building can hold given the conditions which surround it.. IE; ( land value, amount of garbage, pollution levels, traffic noise .. ect )

     
177-  is the maximum numbers of jobs a building can have if the surrounding conditions were ideal..

The ONLY way you can find out how many workers work in a given building is by using the route query..
So if you dont see any colored paths leading up and into the building, that means that building currently
has no workers in there..ok

Anyways, I hope this helps... and let us know if you meant something different with this..
Otherwise we can move on to your other questions..

And by the way dont feel bad about this. I possibly played the game for about 2 years thinking what you did..
that those numbers from the normal query meant workers !!

Thanks, Brian
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: FrankU on February 24, 2009, 09:47:37 AM
Brian,

Your answer to majorjet throws up another question that has been nagging me for some time already.

Ok, ok I know it's no NAM question, so punish me if this is illegal, but please: it is a simple question.
If I query an industrial building I often see that trucks or trains are leaving the building. So there is production, so there should be people working in it. But the query does not show any workers going there for work! Is that normal? And if yes: why is this? And if not: what can I do? It seems a bit stupid...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on February 24, 2009, 03:42:23 PM
The automata are essentially eye candy.  They are produced according to the function of the building (and only certain buildings produce them), but they really don't tell you the level of activity there, which may be zero.  So what you're seeing is normal.  Essentially, it's a limitation of the simulation.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: deathtopumpkins on February 24, 2009, 05:05:58 PM
Frank, the industries don't actually need employees to function... they just keep shipping things out. I would assume Maxis did this to make it easier on us as players. Nothing you can do about it...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: majorjet on February 24, 2009, 06:24:37 PM
oh wow, what an eye opener!  Thanx Brian for giving me the info.  And here I was thinking all this time that my sims were lazy and not going to work hahaha! :D
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: FrankU on February 25, 2009, 08:22:31 AM
Frank, the industries don't actually need employees to function... they just keep shipping things out. I would assume Maxis did this to make it easier on us as players. Nothing you can do about it...

So I don't need residents for industry? Why then all the fuzz......????
Anyway, maybe I continue this subject in an appropriate thread. Thanks!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: SimFox on February 27, 2009, 04:32:52 PM
I have a very odd problem caused by latest release of NAM.

After it has been installed Zoom5 East of MoscowRed has been turned into this:

(http://s52.radikal.ru/i137/0902/ab/077af7ba82dc.jpg)

and here is what it should look like (barring the difference in Zoom level (this is Zoom4)

(http://s48.radikal.ru/i122/0902/09/d631ce8c2f0c.jpg)

I've traced this problem to NetworkAddonMod4.dat.
Problem only affect this zoom/rotation. Oddest part is that there really shouldn't be any sort of problem NONE of the GIs have even remotely anything in common.
My building FSHs TGIs that are replaced by NAM ones are
7ab50e44 135c6ca8 000a0400-09
TGIs of the NAM:
7ab50e44 1abe787d 521fff01-0f (some of those anyway)

Another odd thing is that switching to night view doesn't affect this problem. Same very FSHs are displayed now in stead of night views of this zoom/rotation of the building.
Does anyone have idea how there may be a conflict between those two?

Problem shows up on existing (prior to NAM2009 installation as well as on newly plopped/grown buildings, both in established and newly started cities.

Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Jonathan on February 27, 2009, 04:54:55 PM
This has been reported and fixed and the fix will be released soon.

Jonathan
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on March 01, 2009, 06:18:09 AM
On the NAM home page (http://www.sc4devotion.com/index.php?option=com_content&task=view&id=47&Itemid=), the dates don't correspond to the releases described.  The first release is labeled "April 2008," but it actuall describes the January 2009 release; the other releases are mislabeled in a similar way.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Jonathan on March 01, 2009, 06:33:02 AM
Actaully The first one is April 2008(Says the HSRP is new and theres no mention of FLUPs and Tram/Road), just the page page hasn't been updated and there is no Jan 2009 on that page anywhere

Jonathan
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on March 01, 2009, 06:53:30 AM
Ah, closer examination shows that you appear to be correct here.  So the page just needs to be updated.

I think this is a sign it's time for me to go to bed...   /wrrd%&
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: wallasey on March 01, 2009, 05:01:13 PM
I have just downloaded the recent NAM (been dormant for a good while!) but I have found the Highway Textures have reverted to Maxis'. I use Thorvin's Asphalt texture.

Is this texture obsolete with the new NAM?

http://www.simtropolis.com/stex/index.cfm?page=36&cat=Modds#


I have looked back through to page 39, and at the FAQ but it seems this problem hasn't occured.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on March 01, 2009, 05:03:12 PM
Thorvin's mod should still work if it is loaded after the NAM, but it does not contain any textures for the new highway items that have been made recently.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: wallasey on March 01, 2009, 05:08:35 PM
Thorvin's mod should still work if it is loaded after the NAM, but it does not contain any textures for the new highway items that have been made recently.

Thanks Andreas!

Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: gayleau on March 01, 2009, 08:22:30 PM
Hi all, Sorry for my stupidity; I am fairly new to SC4. I installed NAM and the Essentials and had everything working fine but then I wanted to change a couple of options so I uninstalled and reinstalled. Now the turning lanes aren't showing up. I can't figure out what I did wrong the second time around. Can anyone give me a few hints and tell me what I have done wrong? Thanks.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on March 01, 2009, 08:25:24 PM
Well, maybe you forgot to select the turning lanes plugin? Check the "Plugins" subfolder of your NAM installation folder - it should have a DAT file that has "turning lanes" in the filename (there's one for Avenue turning lanes and one for Road turning lanes). If you forgot to install it, you can simply run the installer again (without uninstalling again), but please make sure to select the same installation folder and the same plugins (esp. Traffic and Automata plugins) than before - well, and don't forget the turning lanes this time. ;)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: gayleau on March 01, 2009, 11:14:02 PM
Okay, forget my last question. I uninstalled everything then reinstalled; everything is working fine now. I have a feeling I installed another mod that conflicted. I will have to be more alert to the readme files. Thanks anyway.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: MAS71 on March 03, 2009, 04:10:45 AM
Hi there. :)

I got this report from Simren san on an our wiki in JPN.
I report today about a little problem of Transition Diagonal read to FAR(2x3).
Please look out this pic. You can see a strange path of it.
(http://img105.imageshack.us/img105/2487/114464e2ce.jpg) (http://img105.imageshack.us/my.php?image=114464e2ce.jpg)

(http://img15.imageshack.us/img15/4814/049181236035072.jpg) (http://img15.imageshack.us/my.php?image=049181236035072.jpg)

I could confirmed that UDI is worked normaly, and it have no big problem with a commuting times. ;)
but Simren san had one more problem when use this, An approval rating be downed.... &mmm


I don't know well about a SC4Path, so I don't able to judge that this is Big-problem or Little. $%Grinno$%
If you would it will be right, I'm looking forward to next update of NAM. ;)

Thanks reading.  :)

-Mas'71
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: FrankU on March 03, 2009, 05:39:27 AM
I have seen the same problem as MAS71.
I did not check the paths, so am not able to confirm that.
What I did check, though, was the fact that I see the green line (also with buses, blue line), but when I check the amount of traffic there seems to be noone lost in the false track. On both sides of the line I see the same amounts of buses and cars travelling over the road. So I thought it might be a graphical problem and I just played on....
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on March 03, 2009, 05:53:14 AM
It seems to be a pathing error, and I think the NAM Team either fixed it already, or it will be fixed shortly. We are working on a bugfix release right now, which is, as you might have heard now and then here already, imminent. ;)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on March 03, 2009, 06:59:19 AM
Will this bugfix release include the fixes that were supposed to go into the A and B traffic simulators, but didn't?  These are rather important fixes.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: CaptCity on March 03, 2009, 08:49:31 AM
Hi there. :)

I got this report from Simren san on an our wiki in JPN.
I report today about a little problem of Transition Diagonal read to FAR(2x3).
Please look out this pic. You can see a strange path of it.
(http://img105.imageshack.us/img105/2487/114464e2ce.jpg) (http://img105.imageshack.us/my.php?image=114464e2ce.jpg)

(http://img15.imageshack.us/img15/4814/049181236035072.jpg) (http://img15.imageshack.us/my.php?image=049181236035072.jpg)

I could confirmed that UDI is worked normaly, and it have no big problem with a commuting times. ;)
but Simren san had one more problem when use this, An approval rating be downed.... &mmm


I don't know well about a SC4Path, so I don't able to judge that this is Big-problem or Little. $%Grinno$%
If you would it will be right, I'm looking forward to next update of NAM. ;)

Thanks reading.  :)

-Mas'71

Hello Mas71,

This issue has been reported here (http://sc4devotion.com/forums/index.php?topic=6946.msg220521#msg220521), and my understanding is a fix is in the works...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on March 03, 2009, 11:39:16 AM
Will this bugfix release include the fixes that were supposed to go into the A and B traffic simulators, but didn't?  These are rather important fixes.

One has to provide me with those bugfixed - I got a set of modified Traffic Simulators for the January 2009 release, but unfortunately, my knowledge in that area is not sufficient enough to check if they were properly modded.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: MAS71 on March 03, 2009, 09:07:02 PM
Thank you always for your reply so quickly. ;)
and I'm sorry to my report that alredy done in other thrad by CaptCity.  :-[
(Thanks for a link to that CaptCity. :))


@Z
Just to make sure,,,,
I using a traffic-simulators is "xxx_Z_Ultra.dat" in this case. ;)
but I did not yet confirmed with other simulators.


Thank you all. ;)
-Mas'71
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on March 03, 2009, 10:24:28 PM
@Z
Just to make sure,,,,
I using a traffic-simulators is "xxx_Z_Ultra.dat" in this case. ;)
but I did not yet confirmed with other simulators.

The traffic simulator does not control pathing, so it doesn't matter which one you're using for your example.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on March 03, 2009, 10:26:18 PM
Will this bugfix release include the fixes that were supposed to go into the A and B traffic simulators, but didn't?  These are rather important fixes.

I will be taking a look into it.  :)

MAS71, I believe there's some sort of issue with a path being in the exact corner of the tile (+/-8 on both the X and Y values). 

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: dedgren on March 04, 2009, 12:44:01 AM
I uploaded the fix to this bug

(http://img15.imageshack.us/img15/4814/049181236035072.jpg)

for the NAM Update Gods to incorporate today.


David
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: richiedamien on March 04, 2009, 02:57:10 PM
I think this might be a simple question with a simple answer![/b] ()what()

I am wondering, because i couldn't find out on the forum if there is any chance to build a connection between regions with the new rail puzzle pieces?...

or do i have to do the connection on a ground level and then go up again, the reason i am asking this is that i wanted a continuation of the viaduct pieces not only for a real look, but also i have an avenue starting in the limit of another region and the logic would be connecting with the rail viaduct pieces.

Note that this avenue has one square space between the avenue and the beggining of the avenue. But i can't untill now connect thru the viaduct both regions, is there any way to do this or for now its not a possibility?

Cheers and congratulations to all people involved on the NAM, is a fantastic piece of work! &apls
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Kman915 on March 04, 2009, 04:24:32 PM
 "$Deal"$ i downloaded the new 2009Nam and theres a problem with some of the pieces of the rual HWY. i cant get the arrows to turn from red to green and there only one that works the other pieces dont. and some selections i cant even see what im putting in and nothing changes when i press the tab key..CAN ANYONE PLEASE HELP ME WITH THIS PROBLEM?? THANX &hlp
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Blue Lightning on March 04, 2009, 04:53:13 PM
Kman: That seems to say that you did not update the NAM controller. You're going to want to DL the new controller HERE (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=850)
When the installer propts you to select what to update, it is best to select "Update Both"
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on March 04, 2009, 06:04:46 PM
I am wondering, because i couldn't find out on the forum if there is any chance to build a connection between regions with the new rail puzzle pieces?

Yes, this is possible. Use the regular Rail tool first and drag a ground Rail line, and then plop the Rail Viaduct puzzle pieces on top of it. :)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: VeTram on March 05, 2009, 04:33:31 AM
a simple question pls....i have an old unfinished region , that i had created without NAM , and i want to install NAM and finish it. Would i face any problem ? .. and also , if i want to uninstall NAM after playing for some period , will i face any problem either?
thanx
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: CraigKingOfIreland on March 05, 2009, 04:37:02 AM
Posted this a few pages back but didn't get a reponse  :P

A lot of the sidewalk textures won't show up for puzzle pieces for me. It happens on all of the el-rail over road, as well as when I use Sithlord's curved sidewalk mod (even though I have all the plugins)

Any help would be appreciated :)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: FrankU on March 05, 2009, 04:53:15 AM
Adding NAM is possible.
Depending on the traffic controller you use there will be a shift in traffic problems and opportunities, like more congestion on one spot and less on another.

Deleting NAM will make it neccessary that you delete all NAM props from the cities. I think you can do it afterwards, but it will be a hell of a task and I doubt if you will be able to revive a city that has lost its NAM higways, rail, EL-rail, bridges, traffic controller etc.
I would not do that.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: deathtopumpkins on March 07, 2009, 08:19:24 PM
Urgh... I'm already having a problem with the new NAM. Just installed it and whenever I go to play the game, as soon as I click anything in my city it crashes. Doesn't crash immediately upon loading, but for example if I select the road tool as soon as I click to drag the game crashes. I am not doing anything different except for having the new NAM.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on March 07, 2009, 08:21:59 PM
Hmm, did you select the proper installation folder, and made sure to pick the same plugins you had last time?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: deathtopumpkins on March 07, 2009, 08:25:24 PM
Pretty sure, yes.

Trying it a third time now... After ending the other processes on my PC.

Crashed after running about 5 seconds.

Should I uninstall, run the cleanitol, and reinstall? I have a lot of custom stuff in there too...

Well apparently it was the city I was playing. It was fine before installing the NAM...  ??? But newly established cities seem to be OK.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: girlfromverona on March 07, 2009, 09:53:08 PM
Not sure if it's something I've done wrong or not, but right at the end of the "Wide Radius Railroad Curve..." submenu, I'm getting this:

(http://i155.photobucket.com/albums/s319/girlfromverona/missing_piece1.jpg) (http://i155.photobucket.com/albums/s319/girlfromverona/missing_piece2.jpg)

I have completely replaced all my NAM files with the ones released today (ie. deleted all the old ones and then reinstalled) to avoid any conflicts. Is anyone else getting this missing piece?

Apart from this, everything is working wonderfully!  ;D
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: CaptCity on March 07, 2009, 10:23:58 PM
Not sure if it's something I've done wrong or not, but right at the end of the "Wide Radius Railroad Curve..." submenu, I'm getting this:

(http://i155.photobucket.com/albums/s319/girlfromverona/missing_piece1.jpg) (http://i155.photobucket.com/albums/s319/girlfromverona/missing_piece2.jpg)

I have completely replaced all my NAM files with the ones released today (ie. deleted all the old ones and then reinstalled) to avoid any conflicts. Is anyone else getting this missing piece?

Apart from this, everything is working wonderfully!  ;D

Noticed the same thing, and it looks like the spot that the Dual Cross-Over piece used to be (at least that's where it was before when testing). Maybe it was left out?
Also noticed the large 90 degree Wide Road Curve was flipped from the placement preview.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on March 08, 2009, 06:56:24 AM
Thanks for the reports, we'll check that soon and update the NAM Controller, if necessary. We had to add a couple of last minute fixes to it, so something might have gone missing. :)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: simcitymaster101 on March 09, 2009, 11:41:55 PM
I downloaded the single track rail a few days ago and it doesn't work. it just get a red arrow when i try to place it. I have all the dependencies but i dont know what the problem is. Can someone help?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: CaptCity on March 09, 2009, 11:52:44 PM
I downloaded the single track rail a few days ago and it doesn't work. it just get a red arrow when i try to place it. I have all the dependencies but i dont know what the problem is. Can someone help?

Do you mean the version that went up on the LEX? If so, did you also install the newest NAM (March 09) or the NAM Essentials (March 09). You'll need one or the other fot the STR to function.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: diamonddog_74 on March 12, 2009, 11:03:40 AM
I'm having the issue that I can't make the right bridges when I drag the STR, HSR, or GLR networks across water. I also can't make wide angle avenue curves. I have March '09 NAM installed.

(http://i538.photobucket.com/albums/ff349/diamonddog_74/SC4%20Chicago%20Harbor/ChicagoHarbor-Dec4041236875053.jpg)

I've included screenshots of my NAM folders. I don't know what the issue is. If anyone has an idea, please help.

NAM folder:
(http://i538.photobucket.com/albums/ff349/diamonddog_74/SC4%20Chicago%20Harbor/NAM_folder.jpg)

NAM Plugins:
(http://i538.photobucket.com/albums/ff349/diamonddog_74/SC4%20Chicago%20Harbor/NAM_plugins.jpg)

NAM Additional Bridges:
(http://i538.photobucket.com/albums/ff349/diamonddog_74/SC4%20Chicago%20Harbor/addtional_bridges.jpg)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: choco on March 12, 2009, 12:55:33 PM
i got ya on ST...


remove zzzMetalArchRailBridge.dat and you'll be fine

while your here, you can get the NAMpatible version of fukudas bridge from the LEX (as well as the STR bridges)....
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: sarjm on March 12, 2009, 01:05:18 PM
Hi,
I cannot get the "Ground Level onramp/offramp straight" to carry traffic.
The three images show the same piece of highway with different ramps.
I am using LH (UK).
 
(http://img266.imageshack.us/img266/5504/europeanlteralhighwayon.png)  (http://img259.imageshack.us/img259/4031/onewayreverse02.png)  (http://img261.imageshack.us/img261/1366/onrampofframpstraight.png)
Thanks,
S.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on March 12, 2009, 01:20:14 PM
Unfortunately, the ground leven onramp/offramp won't work in all configurations when using LHD - for this, a special LHD NAM Controller would have to be made. We already discussed this in the NAM Team; at the moment, we're just not sure how to distribute it without confusing people too much.  &mmm
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: sarjm on March 12, 2009, 01:31:00 PM
Confused, never!!   %confuso
Not to worry can't have it all. thanks for the reply.
S.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: santexas on March 15, 2009, 02:42:20 PM
I am having a problem with the rural roads starter pieces.  The pieces do not seem to work as starters.  Am I right in assuming that the starter pieces should work like the others, ie, you build a section of road then place one of the starter pieces on top of that road, the road will change to the new rural road, then you can continue to build rural roads.  I have tried this and it does not work.  I have also tried to build from scratch - starter piece then drag road from that piece.  I have all the new (Mar 2009) NAM and the v3 of the SAM.  I have run the new NAM Essentials to update the controller. Any help will be appreciated.  (The new STR works fine - thank you for single track rail.)

santexas (Linda G.)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Jonathan on March 15, 2009, 02:45:11 PM
The Rural Roads aren't starter pieces, they work in the same way as T-RAM pieces, you must plop each tile yourself.
A starter piece must always be 2 tiles big at least.

Jonathan
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: santexas on March 15, 2009, 03:50:13 PM
Thank you for the reply re: Rural Roads.  However, they are being billed as draggable and they are with the regular road tool.  I think I am expecting them to look different from the regular roads instead looking roughly the same.  Since I have not built any T-RAM in any of my cities (sorry - San Antonio is only begininng to look at light rail after almost a 70 year hiatus), I am still not certain what has to be done. So - I should use one of the first pieces to begin my rural road and then continue using the regular road tool until I want to build an intersection or curve and then return to the Rural Road pieces and use the appropriate piece. Is this right? Thank you for your reply.

Santexas (Linda G.)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Jonathan on March 15, 2009, 04:12:55 PM
You must plop each tile you want to be Rural Roads, so if you have a stretch of road 10 tiles long, you must plop the rural roads piece 10 times (one on each tile).

Where are they being billed as draggable, and we'll get that fixed ASAP?

Jonathan
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on March 15, 2009, 04:19:01 PM
The LEX Description is a little bit confusing:

Quote
The Rural Roads NAM plugin allows the inclusion of US/Canada style dashed road lines into rural areas of quads and cities. These puzzle pieces function in the same way as draggable roads - they can have development next to them, are fully pathed and support UDI missions.

The "function in the same way as draggable" is referring to their ability to support RCI zoning, full functionality and UDI support, but I see how one could mistake it for a SAM-type setup.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: santexas on March 15, 2009, 05:29:15 PM
Rural Roads:  That is exactly (the readme) where I saw the word "draggable" and I can now understand the use as an analogy for the RCI, etc.  And the Rural Roads are not like the T-RAM which does have a starter piece and by using the Elevated Rail tool, you can make draggable T-RAMs.  So, my questions are (1) is there a starter piece for the Rural Roads as the plugin stands right now and (2) if there is not, do I really create a Rural Road network step-by-step using the various pieces of the plugin?

And recommendations: Create as starter piece (if there isn't one right now); rewrite/amend the readme so that the confusion with the word "draggable" is made clear; and, please show some examples of buidling rural roads.

Again, thank you for your reply.

santexas (Linda G.)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on March 15, 2009, 05:36:13 PM
Well, from a technical point of view, it's certainly possible to make the Rural Roads draggable as well, but this involves a lot more time than creating puzzle pieces. For now, you have to stick with the puzzle pieces, since no draggable code or any starter pieces do exist so far. If there's enough demand, we'll see about making them draggable, but as said above, it might take a while do to the large amount of work.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: santexas on March 15, 2009, 06:23:09 PM
Thank you Andreas.  Hopefully, you'all will be able to work something out in the future.  I can tell you that the trains are running on the STR.

santexas (Linda G.)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: WC_EEND on March 16, 2009, 10:13:28 AM
i've got the same problem as girlfromverona and captcity, furthermore  my game gave me the following announcement oday: expansion pack 342978908 is missing, you will still be able to play the game, but your graphs will no longer be correct
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Jonathan on March 16, 2009, 01:41:00 PM
The Dual Crossover track will be added in next NAM, See CaptCity's post below
Could you take a screenshot of the announcement your game gave you?

Jonathan
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: CaptCity on March 16, 2009, 07:15:43 PM
The Dual Crossover track will be added in next NAM...

I think the Dual Crossover issue (along with a couple other things) was taken care of with an update to the March NAM. At the time, I noticed in my Download History the new NAM had been updated the next day (March 7th to the 8th for me). After downloading and reinstalling, the problem with the Dual Crossover was fixed. Perhaps anyone still experiencing the missing piece just needs to re-download. Just a thought...

The only issues that still seem to be present now are a couple of pathing issues with a FAR piece and a STR piece that have been brought up in other threads.

CaptCity
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Rayden on March 17, 2009, 03:24:09 AM
(http://img18.imageshack.us/img18/8222/wrcroad.jpg)

 &ops Something wrong here? How do I get rid of those shoulders?  Any clues?  ()what()
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on March 17, 2009, 03:27:20 AM
Rayden, it looks to me like you have one of sithlrd98's curve sidewalk mods installed.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Rayden on March 17, 2009, 03:30:15 AM
Rayden, it looks to me like you have one of sithlrd98's curve sidewalk mods installed.

-Alex

I have one of my own, but, the texture doesn't not resemble that one. That one looks like the Maxis sidewalk textures ()what()
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Rayden on March 17, 2009, 03:33:54 AM
Forget that post above, I found the sithlrd98 curves, you were right &ops Sorry :thumbsup:

I forgot I had them installed. I've tried them out, because I wanted to change those texturesto the ones I use, and I forgot I had them still on the plugins folder.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: WC_EEND on March 17, 2009, 09:39:41 AM
The Dual Crossover track will be added in next NAM, See CaptCity's post below
Could you take a screenshot of the announcement your game gave you?

Jonathan
here's the screenshot:
(http://img7.imageshack.us/img7/6407/wtfndm.jpg)

...aand here's the translation to English: Warning: The city you are loading refers to the folliwing plugins that are not present on your computer. You can continue playing the game, but it is possible that a part of the graphs and other information will be wrongly presented.
expansion pack 342978908
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: choco on March 17, 2009, 09:47:47 AM
thats a message that appears when you remove a plugin that was being used in the city tile......unfortunately, i dont think there is any way to trace the numerical value given (342987908) to an actual file name......

however, i have never seen the verbiage of "part of the graph and other will be wrongly presented"; maybe hint to the NAM data view mod?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: WC_EEND on March 17, 2009, 10:31:18 AM
thats a message that appears when you remove a plugin that was being used in the city tile......unfortunately, i dont think there is any way to trace the numerical value given (342987908) to an actual file name......

however, i have never seen the verbiage of "part of the graph and other will be wrongly presented"; maybe hint to the NAM data view mod?

can't be anything NAM related as i reinstalled the new NAM today
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: choco on March 17, 2009, 11:24:00 AM
i'd tend to agree.....

but since you reinstalled some files (NAM), and now you are missing a plugin, it's probably something that was removed by the Cleanitol.  methinks it may be this mod [linkie] (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1856), but its just a guess. 

check the cleanitol archive at My Documents/SimCity4/BSC Cleanitol for the files that were removed.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Drowned on March 17, 2009, 04:18:20 PM
I don't know if this has been posted before, but I searched and couldn't find anything related. It happens when 2 avenues cross. Sims won't have access to one of the avenues that cross after I build them. Houses say "No Road Connection". I've tried everything and the only workaround I could find was using the roundabouts  :-[ I want to use avenue crossings though  &mmm

Sample:

(http://www.moarpics.com/images/khd0jfrih2ds84qenq0u.jpg)

Any ideas? I've tried everything (rebuilding roads, lands, etc, etc). Nothing... started after I installed NAM...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on March 17, 2009, 04:26:24 PM
What side of the road do your vehicles normally drive on?  If you've got an Left-Hand version of the game, you'll need the LHD Plugin.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Drowned on March 17, 2009, 04:32:12 PM
What side of the road do your vehicles normally drive on?  If you've got an Left-Hand version of the game, you'll need the LHD Plugin.

-Alex

Hmmm, you're right, they're driving on the wrong side of the road. How do I turn that off? I want them driving on the right side... I only used the recommended settings when installing (no left-hand drive)...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Drowned on March 17, 2009, 04:35:49 PM
Bah, I just enabled the left-hand drive plugin and it was fixed. Thanks :) I don't mine them driving on the other side...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on March 17, 2009, 04:44:57 PM
Drowned, glad I could help! :)  Of course, if you do want them driving on the right side of the road, I'd check out RippleJet's tutorial, which can be found here (http://sc4devotion.com/forums/index.php?topic=3961.0).

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: WC_EEND on March 18, 2009, 12:55:34 PM
i'd tend to agree.....

but since you reinstalled some files (NAM), and now you are missing a plugin, it's probably something that was removed by the Cleanitol.  methinks it may be this mod [linkie] (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1856), but its just a guess. 

check the cleanitol archive at My Documents/SimCity4/BSC Cleanitol for the files that were removed.

I currently have simulator Z ultra installed, unfortunately that plugin is not compatible with simulator Z (I think)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on March 18, 2009, 01:32:39 PM
but since you reinstalled some files (NAM), and now you are missing a plugin, it's probably something that was removed by the Cleanitol.  methinks it may be this mod [linkie] (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1856), but its just a guess. 

No, removing that mod doesn't cause a problem; the game simply reverts to its built-in Traffic Volume View.  And Simulator Z comes with its own version of that mod, so any other versions should be removed.  (It actually doesn't matter in practical terms if they're not; the Simulator Z version will override them, due to its being at the end of the alphabet.  :))
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: SimNation on March 21, 2009, 10:05:37 AM
I am not sure if this has been said yet. An odd bug occurs with one of the FARR pieces for me.The wide 90 degree road piece for some reason the direction the piece shows you as you have the piece selected changes when you plop it down. This has never happened to me before and I have used this piece when it was first introduced and it never happened. Its just a minor annoyance because you have to visually make the lot face the opposite direction you want it to face before you plop it in order to get it to plop in the direction you want. None of the other FARR pieces seem to have this problem for me at all.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: CaptCity on March 21, 2009, 01:46:14 PM
SimNation...

The original March 09 version of NAM had that issue. However, there was a quick re-upload the next day that took care of that issue and a couple others (at least it did for me). You might want to re-download the NAM and try again. Hope that's it...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on March 21, 2009, 02:27:18 PM
For such issues, a download of the latest NAM Essentials should be sufficient, since the placement of the puzzle pieces is controlled by the NAM Controller. No need to download a 15+ MB package again just for a RUL bugfix. :)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: SimNation on March 21, 2009, 03:37:06 PM
Was unaware the essentials had a 2nd update to them. Thanks for the quick response's.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: CaptCity on March 21, 2009, 04:44:42 PM
For such issues, a download of the latest NAM Essentials should be sufficient, since the placement of the puzzle pieces is controlled by the NAM Controller. No need to download a 15+ MB package again just for a RUL bugfix. :)

Thanks Andreas (thumping my own head)... Totally forgot about the Essentials. That would be easier.  :thumbsup:
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Earth quake on March 22, 2009, 03:25:26 AM
(http://img3.hostingpics.net/pics/106621.png)

Good morning, I installed the new NAM of which the left hand plugin, but he doesn't run while the file z_lefthandplugin is in the file Network_addon_mod.
furthermore he says to me "left_hand_version requierd additional plugin" and I lack well the additonal plugin of this mod.

therefore I would like to would know corrected this problem (I have re-installed several times the NAM)

(sorry for my bad english)   

Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on March 22, 2009, 07:30:29 AM
I assume you are using a French version of the game, so you should not use the Left Hand plugin at all. It is only intended for game versions where the cars drive on the left side of the road, i. e. the UK version.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Earth quake on March 22, 2009, 09:23:14 AM
yes I use well the French version of game, but I did not know that it been reserved in English version and I assume Japanese.

I needed it because I made English MD of style but I didin't use this mod.

Thank you for this information Andreas.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on March 22, 2009, 10:46:17 AM
Well, the LHD plugin doesn't switch the side of the road where the vehicles are driving on. This is a setting that has to be done by either using a UK version of the game of some registry settings (I'm sure there is a tutorial somewhere). The NAM LHD Plugin contains only special paths and textures for those who have their game set to LHD in the first place.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Gaston on March 23, 2009, 03:59:26 PM
Okay I didn't see this problem posted before, so...
     The 90 degree long radius road puzzle piece seems to plop reversed from its preview position.    I have plopped it alone and trying to connect it to existing roads, it ALWAYS plops opposite of the preview position.     It is a real pain.   Any suggestions as to why this is happening and how to fix it?    This does seem to be something recent.    I don't recall it doing it till a few days ago, but I might have just missed it.


---Gaston
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on March 23, 2009, 05:27:04 PM
Do you have the latest version of the NAM Essentials? I think it was fixed in there, but maybe it wasn't. If not, we'll have another look what might have gone wrong.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: deathtopumpkins on March 23, 2009, 07:27:08 PM
I have the latest NAM Essentials and have noticed the same thing. In fact I've found this on multiple puzzle pieces but cannot remember which other one(s) now...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: LE0 on March 23, 2009, 07:28:06 PM
I know this is stupid question, but why in UDI you are stuck to the paths on puzzle pieces. In off road mode you cant pass or switch lanes. Same for maxis highways Is this fixable?

thx
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Gaston on March 23, 2009, 07:53:46 PM
I have the latest NAM Essentials and have noticed the same thing. In fact I've found this on multiple puzzle pieces but cannot remember which other one(s) now...
I chose to down load the last version of NAM in it's entirety.   I totally removed the old version and replaced it with the latest version.   I understood that NAM essentials wasn't needed if I did it that way.


---Gaston
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Swamper77 on March 23, 2009, 07:57:03 PM
I know this is stupid question, but why in UDI you are stuck to the paths on puzzle pieces. In off road mode you cant pass or switch lanes. Same for maxis highways Is this fixable?

You are stuck to the paths on puzzle pieces because they are composed of models. This is a hard-coded behavior and cannot be fixed.

-Swamper
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: deathtopumpkins on March 23, 2009, 08:22:22 PM
I chose to down load the last version of NAM in it's entirety.   I totally removed the old version and replaced it with the latest version.   I understood that NAM essentials wasn't needed if I did it that way.


---Gaston

Well when did you download the NAM? It's been updated since release, and the NAM Essentials just make it so you don't have to download the whole NAM in the event of an update. You are correct in your assumption that you do not need the essentials when you download the full NAM.

So if you've downloaded the NAM in the past week or so you should have the latest version.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: LE0 on March 23, 2009, 08:30:04 PM
You are stuck to the paths on puzzle pieces because they are composed of models. This is a hard-coded behavior and cannot be fixed.

-Swamper

Even the dashed road puzzle pieces? :'(
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on March 23, 2009, 08:41:40 PM
I've just tested the Road Large 90-Curve with a completely clean installation (no Plugins except the latest full NAM off the LEX) and it was in the correct rotation.

If you've already downloaded the full NAM off the LEX after March 8th and are having the issue, you've got a conflicting, outdated NAM Controller or DatPacked NAM sitting in your Plugins somewhere.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Swamper77 on March 23, 2009, 08:57:46 PM
Even the dashed road puzzle pieces? :'(

Yes, even on those. Sorry, but there's nothing we can do about it. Only Maxis/EA can fix it and we all know how likely that is......

-Swamper
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: LE0 on March 24, 2009, 08:38:18 AM
i guess solution is to make as much draggable as possible? $%Grinno$%
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: metasmurf on March 24, 2009, 04:58:25 PM
I got the sink hole bug on the diagonal RHW-4 on/offramp. Just thought you should know.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Gaston on March 25, 2009, 01:39:10 PM
I've just tested the Road Large 90-Curve with a completely clean installation (no Plugins except the latest full NAM off the LEX) and it was in the correct rotation.

If you've already downloaded the full NAM off the LEX after March 8th and are having the issue, you've got a conflicting, outdated NAM Controller or DatPacked NAM sitting in your Plugins somewhere.

-Alex

First chance I had to post.   I DL'd the essentials (I had dl'd one day prior to the last update).   Now all seems okay.      ()what()


---Gaston
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: MAS71 on March 27, 2009, 01:43:21 PM
Hello there !  :)

Quote from: Gaston san
The 90 degree long radius road puzzle piece seems to plop reversed from its preview position.

@Gaston san
Now, I was able to confirm the same problme you said, too. ;D
(http://img262.imageshack.us/img262/4748/image1p.jpg) (http://img262.imageshack.us/my.php?image=image1p.jpg)

When I use it while I remember that "It will turned an angle of 180 degrees always !"  :P
so It will be difficult a little to connect with road, I was feel so at first.
but now, I was already used to the how to use. ;D


Sorry, It's not any helps for problem. :-[




and I want to report other one. "$Deal"$
This is a probelm of SC4Path about "Single-Sided Parallel Ramps"
(http://img21.imageshack.us/img21/1962/0314720291.jpg) (http://img21.imageshack.us/my.php?image=0314720291.jpg)
Please check out a SC4Path of No.7 in a pic. (Click to TAB-Key 6 times) You can see a strange a little. ;D

If you would solved it, I'm looking forward to next update of NAM. ;)
Thank you for reading. :)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Gaston on March 27, 2009, 03:06:37 PM
Domo arigato MAS-san for confirming my problem.    I knew I wasn't just seeing things.    ?=mad)=     Hontouni kandoushita.     Thanks again.


---Gaston
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: emilin on March 28, 2009, 01:35:04 AM
My trains have gone missing since installing the latest NAM. I have also tried installing it into an empty Plugins folder, with a variety of different settings for automata and traffic controllers, but they are still gone. Without the NAM installed they look like they should.

I have looked through the latest pages of this thread, and the FAQ, but I haven't seen this issue mentioned before. I might have missed it, and in that case I'm sorry.

Thanks!

-Emil
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on March 28, 2009, 01:40:09 AM
Emil, what side of the road do your automata usually drive on?  Just about any case of disappearing trains is somehow related to the presence/absence of the Left Hand Drive (LHD) Plugin.  How do your rail lines look with the DrawPaths cheat on?

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: emilin on March 28, 2009, 04:51:22 AM
No lefthand drive as far as I know. It's just a standard issue of the game. All the road vehichles work just fine.

I tried the DrawPath cheat, and interestingly the rails seem to lack paths completely. All the roads and streets, again, are fine, but the rails hav no paths at all.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: joker09 on March 30, 2009, 04:14:13 PM
Hi grreat work with NAM

I have a doubt.. First time I installed it I got arrows in corners from roads, this arrows is a second line to someone turn to left/right , understood/ I dont think Im clear because my english isnt so good.
but now I reinstalled sc4+rh applied the patchs/fixes and installed NAM last version and essencials (march 09)
but im not seeing this arrows on roads. do you know what is the problem?
I will try make a print screen and write the arrows by hand to show better what Im saying.


thanks
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Swamper77 on March 30, 2009, 04:49:45 PM
Joker,

Those arrows that appeared near road intersections are part of the NAM's Road Turning Lanes Plugin. You need to select that option when installing the NAM. It is not selected by default as not all users will want them in their cities. When installing the NAM, you should carefully look over all the options to make sure you have selected everything that you want installed.

-Swamper
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on April 01, 2009, 02:10:29 AM
The straight FAR piece that is 2x3 is mistakenly labeled 3x3; this shows up when you reach it in the TAB ring.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Zack on April 03, 2009, 03:25:29 PM
I have a problem with the Single track mod. apparently there is no tunnel prop on there when I make a tunnel. all you see if just a square that looked like it made a hole through the surface.  ()what() ???
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: nerdly_dood on April 03, 2009, 03:33:19 PM
If a STR tunnel was made, that would replace the tunnel for regular rail. I don't know of an easy way to fix this.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Zack on April 03, 2009, 06:16:01 PM
odd though that im surprised that the developers of the STR did not make a tunnel for it &mmm
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: nerdly_dood on April 03, 2009, 06:57:43 PM
It's impossible to make a STR tunnel as well as one for DTR that can be used at the same time.

You can, however, use a DTR/STR transition at either end and use a DTR tunnel.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Zack on April 03, 2009, 09:57:41 PM
I guess you could do that.
Thanks
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: archaym on April 10, 2009, 03:01:15 PM
Ican't download it :( How can i get the NAM??? I go to the download page and while on the page i juste see the comments and nothing download button...


Sorry for my bad english :S
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Jonathan on April 10, 2009, 03:07:37 PM
This topic will help you: http://sc4devotion.com/forums/index.php?topic=6861.0

Please Jeronij, can you add text that tells people to register at the LEX separately in place of the download link if they aren't logged in !!!

Jonathan
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: sc4dude on April 19, 2009, 02:42:33 PM
i have a problem with the RHW mod cause when ever a build a highway with 3-lanes or more the cars using it will start to jump around and switch lanes all the time.         
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on April 19, 2009, 03:05:06 PM
That sounds like Boston.

Which traffic simulator are you using?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Blue Lightning on April 19, 2009, 04:30:50 PM
sc4dude: First off, what traffic sim are you using? Second: Anything that is 6C or more will occasioally have cars "jump." This is due to the cross-over paths that allow wider RHW functionality.

Vince
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Dark_Jedi06 on April 24, 2009, 03:43:10 PM
This is an issue a posted a thread about earlier, however it never quite got resolved. I have the latest NAM installed, including the bug fix provided shortly after the March 2009 editions was released. Essentially I now have two buildings, when viewed at a certain angle, in which the model looks something like this:

(http://i476.photobucket.com/albums/rr124/Dark_Jedi06/Bug.jpg)

It now happens with both the Eiffel Tower and debussyman's Salzburg Cathedral.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on April 24, 2009, 03:51:19 PM
It's possible you might still have the old interchange preview models from the January 2009 NAM version in the folder . . . they would have been in NetworkAddonMod4.dat. 

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Dark_Jedi06 on April 24, 2009, 07:01:26 PM
Excellent! Seems I managed to not update that particular file...thank you very much Tarkus! :thumbsup:
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: ramseyazad on April 24, 2009, 10:12:59 PM
(http://i227.photobucket.com/albums/dd292/ramseyazad/simcity/FisheyeLake-Feb16971240630491.png)

I finally got this intersection to look decent, being that it's all diagonal it took me a while.  But after many in-game years, the stupid little simmies won't drive on or under the overpass!  They go backwards and turn around at another exit, and then drive around it on the MIS.  I feel a bit insulted, after the hours I spent building it just for them.  The diagonal puzzle pieces are supposed to be functional, as in, not just eye candy, I assume.  Is my RHW broken at the over pass or something?  I tried "drawpaths" and found no interruptions in the little green lines, I tried bulldozing the whole overpass and placing the pieces again, and I tried a search for "diagonal rhw overpass puzzle pieces" but found nothing relevant to the situation.  I'm still trying out my hand with the RHW, which is really fun, but I've hit a block here.  The other thing is that this was a completely different intersection before I rebuilt it this way, and I rebuilt it because of the same problem.  Either something doesn't work the way I think it does, or I just don't get it.  One interesting point is that there are pedestrians who, according to the route query, walk right up the ramp and then jump down onto the one-way road.  They don't drive over the overpass either.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Chrisim on April 26, 2009, 02:29:39 AM
The DrawPath display shows two situations with incorrect paths. They are marked with a red cross.
(http://www.ld-host.de/uploads/images/0c3ba9ab088baf7ec7c8f3cb12b1f489.jpg)
For the tile border running top-right to bottom-left, the blue lines show crosses, but the green lines are continuous. This means they are in opposite directions. Try plopping the piece in opposite direction
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Korot on April 26, 2009, 02:56:03 AM
I assume that when he placed them, he put special attention at the yellow lines on the left side of the RHW (inner border side), and I think that when placed in opposite direction, the yellow lines will not match up, causing other issues.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: ramseyazad on April 26, 2009, 06:44:05 AM
Yes exactly, I tried to put the overpass "backwards" i.e. the yellow lines on the RHW didn't line up, but that just messed up the RHW.   Since it's a 2-way road over a one-way hwy, there is only one orientation that fits.  I couldn't get any diagonal overpasses over rhw to work.  If it's my ineptitude it's fine, I rebuilt the intersection to be at right angles.  I just thought the people who made the puzzle pieces would want to know.  Thanks for pointing out the path problems!  I never would have noticed it.  I was looking for breaks in the green lines. 

With my newfound knowledge of finding issues with "drawpaths" I noticed that many of my overpasses over rhw-4 have this same problem - not just the diagonal ones.  Is this supposed to happen, i.e. have I neglected to read some info about the rhw puzzle pieces or is something just broken in my plugins?  And thanks again Chrism because that has helped me solve several transit mysteries in my current favorite city.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Korot on April 26, 2009, 01:52:14 PM
Well, as you are from the USA, you don't drive on the left-hand side, and you probably aren't stupid enough to still have selected the LHD option when installing, have you? This might, perhaps, explain why on these pieces the paths are the wrong way 'round. I think I'll have to have a look at it myself to see if I can find this issue aswell, if I do, it is a problem on the NAM side, if I don't, you probably did something wrong when you installed it.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: ramseyazad on April 27, 2009, 06:04:39 AM
I  tried to find any LHD plugin that might have snuck into the plugins folder - couldn't find any - and just to be sure I reinstalled NAM.  The only difference I noticed was that I downloaded NAM essentials just before the april update.  Now I'm up-to-date  :satisfied: It wouldn't make sense, however, since all my otho/ortho overpasses work properly (right hand driving) and even the diagonal road/ortho RHW overpasses work properly, it's just that one (or two?) puzzle piece that seems to be bass-ackwards.  I did notice that the one-way rhw overpasses seem to be pathed like two-way roads.  This doesn't seem right either, and maybe it's a clue to something I've installed that messed things up? 
Thanks again, for all the NAM work.  It's being used, and loved!










Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Korot on April 27, 2009, 06:22:47 AM
Last time I looked at the OWR overpasses, they were impossible to place, without trying millions of times, but that was before the NAM March 2009 update, but it makes sense that they are pathed both ways on both lanes, as that is the only way allowing someone to place the pieces properly first time round, without any guessing as whether or not the OWR is facing the right direction. Well, there is another way, which is arrows on the road way visible during placement. As for the problem here, diagonal road x diagonal RHW-4, it apparently is a NAM issue, and I still haven't found time to see if I have it aswell.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: CaptCity on April 28, 2009, 01:41:10 AM
Just noticed the same issue within a city of mine. Thought I would post a pic of just the pieces themselves. These are the four Diag Road over Diag RHW4 pieces...

(http://i448.photobucket.com/albums/qq206/CaptCity/DiagRdoverDiagRHW4Path.jpg)

Looks like the paths go in the same direction on the 'upper' Road sections, which would lead to the opposing paths in ramseyazad's picture above...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on April 28, 2009, 02:27:23 AM
Looks like it's my fault here. ::)  I'll get a path fix done sometime in the next day or so. ;)

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: JoeST on April 28, 2009, 11:11:36 AM
Hey, got a small-ish problem. I felt like starting up the game after a while without it. Tried to get the NAM and its various many plugins, but as I dont run windows (anywhere) I am kinda stumped....

Joe
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on April 28, 2009, 12:09:54 PM
Joe, what exactly is your problem? All NAM components that come with an installer based on the Nullsoft Installer System (which allows optional components), a "Mac" version is available, which is basically a simple ZIP file, which should be compatible with any operating system.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: JoeST on April 28, 2009, 12:36:42 PM
ahh, it doesnt matter, the game doesnt work anyway.

I couldnt find the Essentials file in zip format, but I didnt look that hard.

Joe
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Une_ame on April 28, 2009, 02:53:56 PM
I got a little pb with the NAM. I'm quite sure I'm not the first to talk about it but I've been unsuccesfull to find where the subject has already been treated so..

I would like to recreate this ....
(http://www.otua.org/v3/documentation/viaduc-aerien-metro/images/metro-franchissement.jpg)

When I try to drag an El-Train track over a piece of water, I always have the same red line showing that this is impossible whatever the size of the water is.

Is there a pb within the game that prevent it or does the NAM team ( &apls) already solve this ???

TY
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on April 28, 2009, 03:36:52 PM
I couldnt find the Essentials file in zip format, but I didnt look that hard.

Well, FileJuicer should be able to extract the DATs, but I heard that it has problems to recognize the filenames occasionally, which might get confusing if you only want to update one Controller file. You can do some size comparisons with an existing NAM installation, though, or simply ask someone from the NAM Team if he could send you a ZIP file. :)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on May 01, 2009, 01:35:28 AM
ramseyazad, I've just created a "Version 3.23 patch" for the RHW which fixes the pathing issue you spotted.  It's linked at the bottom of my post here (http://sc4devotion.com/forums/index.php?topic=990.msg242698#msg242698).  Hope that helps, and thanks for finding it!

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: ramseyazad on May 01, 2009, 08:42:48 AM
Hey thanks!  You people are pretty amazing with the mods and the improving of the game and all.  I can't even really take credit for spotting it, just playing with it until I found a broken part.   &hlp
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Swesim on May 01, 2009, 09:23:33 AM
I just tried to install the RAM, but I acn´t get the STR to work, I just get the "red arrow" problem, so I went back and checked that I had the correct essentials installed. I found that the essentials was outdated (downloaded in february) so I redownloaded the essentials and updated it using the autoinstallation feature, but nothing has changed.
The FARR and T-RAM however works perfectly which makes me a bit puzzled...
I also noted that both RAM-files on the LEX is named with MAC, so I downloaded my RAM from Simcitykurier just to be safe...
SHould I try a complete reinstallation of the NAM or is there something else I should look for in terms of old files that might interfere with the RAM?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on May 01, 2009, 09:57:32 AM
I accidentially uploaded the Mac ZIP file as Windows version in the first place, but corrected that later. The LEX keeps the filename when updating the download, though, but you should find an EXE installer inside the ZIP file for the Windows version. Anyway, if you can't get the STR to work, you have an outdated NAM controller somewhere in your plugins folder. The "last modified" date of the "NetworkAddonMod_Controller.dat" should read April 13th, 2009. Try the usual procedure for determining file conflicts, as described in the "read me first" document of the NAM.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Swesim on May 01, 2009, 10:25:21 AM
Will do, I´ll get back to You if the problem persists...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: BrenMan_94 on May 04, 2009, 03:15:49 PM
I have a problem with the way my RHW looks.  When I create an on/off-ramp, it looks just fine, but when I go to put something right beside the on/off-ramp (ex: PEG Seasonal Tree lots) the on/off-ramp changes its appearance and spawn a random texture to the right of the ramp.  Though this doesn't affect actual gameplay, it looks quite tacky and off-putting when viewing my cities.  Does anyone know of a fix for this?  ()what()
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Blue Lightning on May 04, 2009, 04:45:40 PM
BrenMan_94: Did you get the latest RHW? The latest one has most of that problem removed. Try that and see what happens.

Vince
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: The Fomo on May 07, 2009, 11:14:16 AM
Is there any way I can manually change the keybinding for the RAM functions? I'm on a laptop without the Home and End keys, and therefore have no way to rotate the puzzle pieces.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: WC_EEND on May 07, 2009, 11:30:25 AM
Is there any way I can manually change the keybinding for the RAM functions? I'm on a laptop without the Home and End keys, and therefore have no way to rotate the puzzle pieces.

I think, if you want to do that you need to edit the game controls. My guess would be that the controls are hardcoded into the .exe file so I don't think there's a way to change it.

btw, I didn't knew that there were laptops without home and end keys
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: choco on May 07, 2009, 12:36:57 PM
fn + left (right) arrow....
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Korot on May 07, 2009, 12:57:38 PM
I think, if you want to do that you need to edit the game controls. My guess would be that the controls are hardcoded into the .exe file so I don't think there's a way to change it.

btw, I didn't knew that there were laptops without home and end keys

My laptop does has them, but 'hidden' under the number pad, so to use them, I have to press num-lock, which then causes the game menu to disappear. I think that The Fomo probably has those keys there as well, or the laptop is so old that the names disappeared from the keys. If he wants to use them, I suggest using a separated keypad which does has those keys. If I'm not mistaking, those keys are also available on separate number pads, making it easier to use both the number keys, as well as the home/End keys.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: The Fomo on May 07, 2009, 04:12:26 PM
fn + left (right) arrow....
This works for me. I actually discovered it before you posted, but thank you!

I'm on a MacBook Pro, running Windows XP. That's why I don't have home or end keys.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: puresim on May 09, 2009, 06:55:17 AM
Hi guys, as I posted on Simtropolis, I'm very new to SC4 but I've found a bug caused by NAM.

When I install NAM many of the arrows/points that change the direction of trains go missing. When NAM is uninstalled they appear again. Here are some screenshots showing the missing arrows:

(http://i173.photobucket.com/albums/w73/purepics/arrows1.jpg)

(http://i173.photobucket.com/albums/w73/purepics/arrows2.jpg)

I updated to version 1.1.638.0 of SC4 before installing NAM (March 2009). I only installed SC4 a few weeks ago I also didn't have any other user mods installed when the bug was spotted, since then I've downloaded some buildings. I'm using the left-hand drive version.

Please help, I'd really like to keep NAM installed!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: carkid1998 on May 09, 2009, 07:19:08 AM

Did you select the LHD option while installing the NAM?

Try that if you didn't.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Jonathan on May 09, 2009, 07:22:01 AM
Are you sure they come back when uninstall the NAM? Do you look at the exact same switches?
I think it's only the shadows of the surrounding buildings that hides them and the NAM should not affect this.

Jonathan
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: puresim on May 09, 2009, 08:09:15 AM
Do building shadows hide points? Is this a known bug?

The correct points do come back after NAM is uninstalled. I've uninstalled/reinstalled it a few times now just to test. I've taken some screenshots of the same points -

With NAM:
(http://i173.photobucket.com/albums/w73/purepics/with.jpg)

Without NAM:
(http://i173.photobucket.com/albums/w73/purepics/without.jpg)

I can take some more if this isn't enough. It is the LHD version of NAM I'm installing, and NAM was the only mod installed when the bug appeared.

Edit: Just noticed from the screenshots above that with NAM installed the trains run on the left just like cars, but without it the trains run on the right, and cars on the left. Does NAM move trains onto the left if LHD is selected?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on May 09, 2009, 09:06:57 AM
One question remains: Do you actually use a UK version of the game (do your cars drive on the left side of the road)? If not, please do not install the NAM LHD plugin, otherwise, you will screw up the paths.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: puresim on May 09, 2009, 09:23:03 AM
Yes definitely LHD UK version - without any mods cars drive on the left, trains drive on the right.

NAM however appears to make trains drive on the left if LHD is selected.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Jonathan on May 09, 2009, 09:43:41 AM
That piece with only one green arrow was modified in the last NAM so someone will need to check the LHD paths for that piece, and the other ones I think are just the shadows, because in the original 2 pictures you posted the only switches missing have shadows over them, the one you can see has no shadow on it, in which case it is not a NAM thing.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: puresim on May 09, 2009, 10:01:45 AM
Could someone with the LHD UK version of SC4 confirm that NAM LHD makes trains LHD? (They are RHD by default)

Jonathan do building shadows normally make the point arrows invisible?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: PLT on May 09, 2009, 12:35:06 PM
Hi all,

Is it possible to get rid of the gras patch under the road-over-avenue puzzle piece, and get a concrete texture underneath?
I'm talking about this piece:

(http://img111.imageshack.us/img111/677/internationalairportdec.jpg)

Thanks,
Pat


Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: ebina on May 10, 2009, 04:07:36 AM
puresimcity: It would be my fault. When I converted that piece's RHD paths into LHD I forgot to swap junction keys. Error will be fixed in the next version. Thanks for reporting.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: puresim on May 10, 2009, 06:41:21 AM
No problem ebina, I was hoping my bug would prove helpful. I changed the SC4 language settings so now I'm running RHD without any problems ;D

Really appreciate what you guys have done with NAM, it's excellent.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: ramseyazad on May 10, 2009, 01:53:38 PM
Does NAM have anything to do with rail bridges generating income?  I have this unaccounted-for income that disappears if I demolish the rail bridges, and the city has only a single maxis train passenger station, if I demolish that, the income remains, but if I demolish the bridges, the income disappears.  I have tried re-building them using different bridges, but it seems to happen with all of them.  If it's not something with NAM, anyone have any idea what it might be?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on May 10, 2009, 05:18:43 PM
The traffic simulator assigns an income per tile for various travel types, including passenger trains.  For example, in Simulator Z, it's §0.001 simoleons per tile per month.  Of course, that means you need a thousand tiles of rail bridges to generate a single simoleon, but if that's the order you're seeing, that's probably where it's coming from.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: ramseyazad on May 10, 2009, 10:25:28 PM
It's a larger amount, like 1500 simoleans, and it's connected to the bridges somehow.  They're not thousands of tiles long. . .There is a certain amount of income associated with the rail station as well, but that makes sense to me.  The really strange thing is, there are 2 bridges, and if I demolish one of them, then the transit income jumps up to about 5k.  If I demolish both of them, the income goes away, although in both cases takes a couple game months to change.  Also, for some reason, the census repository shows 5 million commuters to the city, which has a population of I think 6k or so, and very little in the way of industry or commerce.  I made sure there were no possible commuter loops, as it's meant to be a commuter suburb, and I can't find 5 million commuters anywhere in the transit system, which consists of a pretty simple rhw-2 and regular old rail.  Is the rail income based only on number of rail tiles, or is it related to number of commuters.  If it's related to the 5 million mystery commuters (in a region with a population around 500k!) then that kind of income would make sense, and I have to figure out what in the world is causing the mysterious commuters to appear.  The census repository doesn't seem to be making sense for some reason, but the city otherwise seems to behave properly. 
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on May 11, 2009, 01:47:00 AM
Well, the internal documentation simply says "Income gained for each tile".  That's why I said simoleons per tile per month.  But looking at what the actual income is for various travel types, that's nowhere near enough.  Instead, it must be simoleons per Sim per tile per month.  This makes sense, as this actually represents fares for public transit.  The income may go up when you demolish one bridge because the Sims have to take a longer route, via the other bridge, and since they're paying by tile, that's more income.  When you demolish both bridges, though, the train won't take the Sims where they want to go, so they abandon it, and the income from the train drops to zero.

As for the five million commuters, I'm afraid I can't help you there.  If you're running CAM, I suggest you ask the CAM people for help on that one.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: dragonshardz on May 11, 2009, 09:31:39 AM
Incidentally, modifying that property in the Reader makes for an easy way to get cash.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: ramseyazad on May 11, 2009, 10:20:49 AM
Z man, you always seem to have a sensible answer.  Thanks!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: patchlyon on May 13, 2009, 01:57:19 PM
Hi everybody !

First of all, I don't feel very 'easy' with English ! So my first wish, just before receiving an answer, is that you could be patient and understand me !

I used to play SimSity 3000 at a time, and got SimCity 4 Deluxe a couple of years ago. I liked very much playing till some time I felt it really annoying to make many tries just to get a road cross a railroad in the proximity of a monorail or any other network...
This plus the fact I had seen for much too long the same buildings, the same trees, the same roads, etc... made me put the game away... Maybe just like many of you I suppose.
And a while ago, I read by pure chance about Simcity 4 and "the NAM", when looking for something else on the net!!!

So, thanks a lot to all of you, who make this site (and others, like Simtropolis) live further and help keeping renewed interest and pleasure with SimCity...

I'd really like to take a part in development, but I think I've got much to do just to get basics about BAT building, Lot editing, modding and so on, before I can produce any kind of interesting work... Even if it is my job to develop tools all day long... I guess it's in ways very different here ! And I feel as if I had missed a war (or a number of battles at least!)...

Now ! After those introduction words... I've got a little problem !
I spent a few hours reading and searching (maybe put wrong words...), I read entire threads here, on Simtropolis site, other French sites... and found nothing ! So, either I'm blind, eventually totally stupid (I'm openminded and accept every possibility...  ?=mad)=), or that little problem, which I thought quite known and banal, has just chosen me to get in view!

what I did:
I downloaded NAM (march 2009) as well as latest RHW,SAM, additional bridges, HSRP, etc... and installed in this order (carefully selecting options according to all I have read here and there on the subject):
NAM
RHW
SAM
Additional Bridges
HSRP
El-rail facelift mod
Single Track Rail
NAM Rural Roads Plugin
NAM Essentials

I tried different tools with evident pleasure !!!
I couldn't open certain old cities without provoking a game crash, but some others did function... But this doesn't matter, even if I'd like to understand...
What I did not remark at first, is this:
(http://www.web-images.org/images/10981_pb_nam_jonctions.jpg)

The captures are not quite good... sorry !
The two upper images show a little test without NAM (I moved plugin content to another folder). As you can see, junctions look quite normal and traffic goes both ways from residence zone to commercial and industrial ones!
The two next images show the same test (city saved and reloaded with NAM back in plugin folder), and as you can see, one of the paths has been broken and the junction appears graphically incomplete, although a little better for ground railroad, where the junction is almost complete. Interesting detail: the already plotted railroad junction didn't suffer... while on the new plotted one, a little part is missing.
The other part of the problem is that all transit disappeared on the missing path... it doesn't appear on the images, but all transit to industrial zone has been transfered to commercial zone in a few days.

Any idea or explanation about this ?

It's not blocking, as it's possible to redraw the missing path a tile further... it's just a bit visually unsatisfying and takes a little more room... but room is sometimes precious !

Thanks for your help.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Jonathan on May 13, 2009, 02:35:30 PM
It was decided the path that is removed was unrealistic on the rail network, so it was removed just last NAM update. And Then the monorail and El-Rail ones were removed as well. Although I've noticed a few times were it's not fully removed though and we probably need to double check it.

Also your English is very good, much better than my French ;)

Jonathan
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: patchlyon on May 13, 2009, 03:22:20 PM
Thanks for your answer, Jonathan !

It's ok then ! More satisfying if it is on purpose ! Never pleasant to get bugs or other abnormal things to resolve !

I's not very clear on the images, but the 'supporting part' of the missing path remains visible, I assume you're talking about that when you say  you've noticed a few times it's not fully removed ?
In my tests, it's systematically not fully removed, maybe something to look closer for next release ?
I have really no idea of how you can change all this material...... but you've got my respect and admiration (if you say so in English) !

Talking about my English, thanks for comment ! I hope it's easier for you to read it, even if not quite correct, than for me to write it ...  :)

Thanks again !
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: vlad755 on May 17, 2009, 06:27:05 PM
If I understand the previous post, the rail junctions have been purposefully modified.  For example, without the NAM, I am able to draw the following railroad loop:

(http://img41.imageshack.us/img41/5643/nonam.png)

Then with the NAM loaded, I draw the railroad loop and it appears as thus:

(http://img35.imageshack.us/img35/1760/namminimumwithsfbtrailt.png)

Notice how it appears the junction tiles are off kilter?  And in UDI mode, only a few of the train switches appear so in effect, one cannot make a U-turn like before (one can essentially go from one side of the loop to the other, not around it if you understand what I am saying)  You are saying this is on purpose?  Not a "bug" but a "design feature"?  BTW, My plugin folder is almost completely empty, except for the NAM so I do not believe there is a plugin conflict.  Any advice, confirmation or guidance is most appreciated, thanks!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: sithlrd98 on May 17, 2009, 08:09:16 PM
A number of the switches were not re-done by David (Dedgren) and are possibly(I think) slated to be commented out. Check out this link for more info.Game Default Texture Reference (http://sc4devotion.com/forums/index.php?topic=6873.0)

Jayson
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: vlad755 on May 18, 2009, 12:00:20 AM
Thanks for the heads up.

I checked the link which was a listing of what appears to be railroad tiles or textures.  Some of them did have a comment of along the lines of "commented out".  Any chance I can uncomment them out so that they are back in?

I guess what you are saying is that I can no longer create a relatively tight railroad loop which means I will have to re-think my railroad designs when I take UDI into account (the loops were good to place on either side of stations which aided in the getting around in a rather quick fashion on the UDI missions to unlock rewards)...?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Amtrak7 on May 25, 2009, 02:17:13 PM
Here's a weird bug:

(http://img16.imageshack.us/img16/255/tinsect1.jpg)
(http://img15.imageshack.us/img15/1571/tinsect2.jpg)
(http://img7.imageshack.us/img7/1589/tinsect3.jpg)
(http://img39.imageshack.us/img39/5118/tinsect4.jpg)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on May 25, 2009, 02:29:25 PM
Yep, that's a weird bug, for sure.

How did you do that?  ???
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Amtrak7 on May 25, 2009, 02:32:07 PM
The dragging in the second shot is the road tool.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: deathtopumpkins on May 25, 2009, 03:51:10 PM
So don't drag over an avenue intersection with the road tool. There, bug solved. ;)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Gaston on May 25, 2009, 05:57:16 PM