SC4 Devotion Forum Archives

SimCity 4 Devotion Custom Content Showcase => Network Addon Mod (NAM) => Topic started by: jahu on June 03, 2007, 10:15:49 AM

Title: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jahu on June 03, 2007, 10:15:49 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

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.imagehosting.com%2Fout.php%2Fi725328_Image4.jpg&hash=fca865f63310c911096a732b173ad725889465b4) (http://www.imagehosting.com)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.imagehosting.com%2Fout.php%2Fi725329_Image7.jpg&hash=0b605982dbc87c57be42980c2b9dfefa834d022a) (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, 12:55:58 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, 04:59:42 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, 06:25:23 PM
Quote from: Tarkus on June 03, 2007, 12:55:58 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)
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, 12:00:09 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, 12:32:35 PM
Quote from: flame1396 on June 11, 2007, 12:00:09 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, 04:42:46 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, 05:14:42 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, 12:33:36 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 21, 2007, 11:29:17 PM
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, 05:28:01 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, 07:14:11 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, 09:32:07 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, 09:48:33 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, 01:05:50 PM
Quote from: Andreas on June 22, 2007, 09:48:33 AM
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, 04:14:37 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, 06:46:08 PM
Quote from: Andreas on June 22, 2007, 04:14:37 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).

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, 08:55:11 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, 10:06:01 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, 07:20:04 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, 12:35:28 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, 01:54:52 PM
Quote from: sobol on June 24, 2007, 12:35:28 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, 02:13:50 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, 02:30:42 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, 02:49:45 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, 05:39:33 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, 06:06:45 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, 07:32:35 PM
Quote from: Andreas on June 24, 2007, 06:06:45 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.

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, 06:28:48 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, 06:43:45 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, 07:23:29 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, 07:53:06 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, 11:28:42 AM
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, 07:55:29 PM
Quote from: Andreas on June 25, 2007, 11:28:42 AM
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, 09:15:40 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, 03:07:22 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, 03:28:15 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, 12:46:38 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, 01:17:24 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, 05:10:26 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, 02:26:24 AM
Quote from: BigSlark on July 18, 2007, 05:10:26 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?

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, 05:23:50 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, 02:44:16 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, 06:36:28 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, 04:17:28 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, 04:33:23 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, 01:59:58 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.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg442.imageshack.us%2Fimg442%2F9428%2Finstaller1pl6.jpg&hash=15fbe7a4178b93cbec794ea8bef9638ea249d131)

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.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg264.imageshack.us%2Fimg264%2F7730%2Finstaller2yu6.jpg&hash=e45675aac0eaa5347396090bde8d1d5857b3ee2f)(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg405.imageshack.us%2Fimg405%2F8471%2Finstaller3fc2.jpg&hash=8f8c6d1500d4fbe70a6de6acd7588a661038b75a)

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.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg405.imageshack.us%2Fimg405%2F416%2Finstaller4ea9.jpg&hash=fe979e79a9a67e1858597fba166e43df275e4937)

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, 02:25:43 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, 02:39:56 PM
Quote from: Andreas on August 07, 2007, 02:25:43 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.

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, 02:42:47 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, 02:47:42 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, 02:52:11 PM
Andreas

This looks more like it! Thanks for the help.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg180.imageshack.us%2Fimg180%2F1346%2Finstaller5jr4.jpg&hash=cd52fed5ab06d6459c43d5d3f67b36946a7ad177)


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, 02:55:53 PM
Quote from: le_harv on August 07, 2007, 02:52:11 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, 10:03:59 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, 06:15:38 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, 05:05:23 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, 05:56:57 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, 05:30:06 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, 05:34:44 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, 06:01:41 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, 11:39:02 AM
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, 12:32:02 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, 01:16:23 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, 01:29:01 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, 01:46:47 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, 06:59:30 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 28, 2007, 11:40:25 PM
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, 11:06:27 AM
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, 10:43:11 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, 06:04:12 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, 12:12:24 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, 12:30:45 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, 12:33:53 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, 03:33:05 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, 03:44:23 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, 04:50:33 PM
Quote from: Crissa on September 09, 2007, 03:33:05 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, 06:44:46 PM
Quote from: BigSlark on September 09, 2007, 12:12:24 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, 01:42:42 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, 02:44:27 PM
Quote from: Bluebeard on September 11, 2007, 01:42:42 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

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, 03:49:33 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, 06:01:03 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, 06:55:17 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, 02:48:19 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, 09:26:48 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, 02:43:37 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, 03:00:55 AM
Quote from: Swesim on September 14, 2007, 02:43:37 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!

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.)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv645%2Frickmastfan67%2FSC4%2FNAM%2FNAM1.png&hash=ed4b6fcb81f73a92bebbee055974985358736da3)


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.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv645%2Frickmastfan67%2FSC4%2FNAM%2FNAM2.png&hash=7450d43edd6cbc6a3312a195a8c3f8321c5f173c)


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, 11:54:16 AM
Quote from: Swesim on September 14, 2007, 02:43:37 AM
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 14, 2007, 11:26:51 PM
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, 10:18:23 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, 10:31:28 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, 10:35:06 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, 10:40:56 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, 10:47:13 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, 10:59:58 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, 11:12:17 AM
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, 11:34:34 AM
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, 11:44:04 AM
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, 12:03:52 PM
Quote from: Bluebeard on September 15, 2007, 11:44:04 AM
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, 12:25:43 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, 12:31:17 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, 12:35:06 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, 12:38:24 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, 12:38:43 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, 12:44:36 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, 02:06:25 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, 07:07:33 AM
Well, I've been trying to figure out what's wrong with my NAM intersections for a while now...
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg166.imageshack.us%2Fimg166%2F571%2Fnamproblem1fs3.jpg&hash=2b6b4899583527124c6573defb4b4b666024a300)

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, 02:55:07 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 24, 2007, 11:21:53 PM
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, 01:11:23 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, 01:21:09 AM
Quote from: DFire870 on September 16, 2007, 02:55:07 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).

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, 04:26:16 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, 06:11:12 AM
Quote from: DFire870 on September 25, 2007, 04:26:16 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.

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, 09:37:11 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, 06:49:06 PM
QuoteHowever, 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, 01:39:32 AM
Disappearing tiles!

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fcrissa.twu.net%2FSC4%2FSnapshot%25202007-10-01%252001-30-00.jpg&hash=22d53e39e83a3be06bdebbb406277dae2867280b)

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:
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, 06:13:13 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, 06:34:00 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, 07:05:23 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, 07:10:55 AM
Quote from: Crissa on October 01, 2007, 01:39:32 AM
Disappearing tiles!

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fcrissa.twu.net%2FSC4%2FSnapshot%25202007-10-01%252001-30-00.jpg&hash=22d53e39e83a3be06bdebbb406277dae2867280b)

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, 07:17:38 AM
Thanx. :thumbsup:
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jplumbley on October 01, 2007, 07:20:45 AM
Quote from: NikNik on October 01, 2007, 07:05:23 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

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, 09:53:43 AM
Quote from: jplumbley on October 01, 2007, 07:10:55 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, 09:57:10 AM
Quote from: jplumbley on October 01, 2007, 07:10:55 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, 10:01:38 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 03, 2007, 11:45:28 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.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: snowski55 on October 08, 2007, 06:12:31 PM
Quote from: Tropod on October 03, 2007, 11:45:28 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, 06:36:13 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, 07:39:14 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, 02:34:42 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.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg84.imageshack.us%2Fimg84%2F2923%2Faveoverpasspathfixkh9.jpg&hash=fcc816695773eb067aacffe83c684ea417191d3b)

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, 09:47:26 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, 06:20:17 AM
Quote from: MAS71 on October 25, 2007, 09:47:26 PM
@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, 07:12:01 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, 12:36:30 PM
Quote from: Tropod on October 03, 2007, 11:45:28 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, 12:33:02 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, 01:57:02 AM
QuoteI 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, 04:07:30 AM
Quote from: sollord on October 27, 2007, 12:33:02 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?

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, 10:00:50 PM
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: frdrcklim on November 01, 2007, 07:28:28 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, 07:53:01 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, 05:08:12 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, 04:33:36 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, 06:40:13 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, 04:22:32 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, 06:23:34 AM
this was a suggestion found at simtrop for how to make it easier for the NAM team to help people:

Quote from: frdrcklimI 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, 08:07:37 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, 12:29:56 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, 03:55:28 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 03, 2007, 11:43:59 PM
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 03, 2007, 11:50:21 PM
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, 12:02:04 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, 12:10:01 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, 02:37:27 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, 01:28:46 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, 02:19:03 AM
Quote from: VeTram on November 21, 2007, 01:28:46 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


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, 03:07:29 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, 03:16:10 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, 03:30:41 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, 03:33:38 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, 03:53:29 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, 04:18:15 AM
Quote from: VeTram on November 21, 2007, 03:53:29 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, 04:43:50 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, 04:57:55 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, 11:06:52 AM
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, 04:12:18 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, 04:31:06 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, 04:43:24 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, 02:18:07 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, 07:20:34 PM
Quote from: JoeExplorer on November 24, 2007, 02:18:07 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?


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, 07:36:10 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, 07:07:29 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, 04:30:00 PM
Quote from: JoeExplorer on November 25, 2007, 07:07:29 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.

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, 05:18:56 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, 09:11:34 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, 12:25:02 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, 02:16:10 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, 01:20:23 AM
Quote from: simzebu on November 27, 2007, 02:16:10 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.

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, 02:41:33 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: Ramona Brie on December 01, 2007, 10:29:58 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?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: sisum on December 01, 2007, 05:05:36 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, 08:44:40 AM
Quote from: Tracker on December 01, 2007, 10:29:58 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: Ramona Brie on December 02, 2007, 11:56:44 AM
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, 04:08:47 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, 08:39:31 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, 02:40:49 AM
Quote from: kit66 on December 06, 2007, 08:39:31 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?

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, 09:35:33 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, 04:00:35 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, 04:17:48 PM
Quote from: simplaya1234 on December 16, 2007, 04:00:35 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?

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, 04:24:58 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, 04:28:48 PM
Quote from: simplaya1234 on December 17, 2007, 04:24:58 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?

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, 07:39:44 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, 07:49:10 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, 08:47:13 AM
Quote from: wouanagaine on December 18, 2007, 07:49:10 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, 09:44:54 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, 09:54:21 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, 11:06:38 AM
I will quote my post in that thread here.  As it is of high relevance to Transit Mods and DAT Packing.

Quote from: jplumbley on December 16, 2007, 12:40:35 PM
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, 01:04:32 PM
Quote from: Diggis on December 18, 2007, 09:54:21 AM
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, 04:36:03 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, 01:36:36 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, 01:44:57 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, 12:31:51 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, 01:03:41 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: Ramona Brie on December 22, 2007, 11:00:12 AM
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, 11:15:28 AM
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: Ramona Brie on December 22, 2007, 11:16:53 AM
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, 11:47:44 AM
Busy modders. ;)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on December 22, 2007, 03:05:44 PM
Quote from: Tracker on December 22, 2007, 11:16:53 AM
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: Ramona Brie on December 22, 2007, 08:16:03 PM
Quote from: Tarkus on December 22, 2007, 03:05:44 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, 08:25:56 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, 09:34:39 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, 01:15:28 PM
Quote from: Andreas on December 21, 2007, 01:03:41 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.

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, 04:47:59 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, 05:09:27 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, 05:30:43 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, 05:35:55 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, 06:49:49 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, 06:54:19 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, 07:00:27 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, 08:18:25 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, 09:43:42 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, 09:46:21 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, 11:24:56 AM
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, 05:23:09 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, 05:48:02 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, 05:56:00 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, 06:53:33 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, 12:28:02 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

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg406.imageshack.us%2Fimg406%2F2806%2F72292704sy2.jpg&hash=9a7c3581f1f096f5134c0c868b066d85941de6ef)

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, 12:31:26 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, 01:17:41 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, 01:24:39 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, 12:13:38 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, 12:58:29 AM
Quote from: TopCliff on January 02, 2008, 12:31:26 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?

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, 08:45:23 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, 06:19:55 PM
Quote from: A200 on December 26, 2007, 01:15:28 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, 02:48:44 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, 03:08:52 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, 03:49:29 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, 07:02:37 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?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg146.imageshack.us%2Fimg146%2F9297%2Fmenuimgelrailig7.jpg&hash=a2b89cf78a6fb16ea62b263ed39acd28379893ee)

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, 07:38:18 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 05, 2008, 10:21:40 PM
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, 12:39:38 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://)

(//)

(//)

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, 02:11:37 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, 02:42:12 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, 11:21:06 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
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: TopCliff on January 08, 2008, 05:38:10 PM
Quote from: Meastro444 on January 08, 2008, 02:42:12 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 ;)

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, 06:12:59 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, 06:16:39 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 08, 2008, 10:23:59 PM
Quote from: blunderclod on January 08, 2008, 11:21:06 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, 02:26:54 AM
Quote from: blunderclod on January 08, 2008, 11:21:06 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, 06:02:37 AM
QuoteWe 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, 04:04:23 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, 12:22:09 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, 04:17:30 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, 04:59:28 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, 03:46:29 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, 07:18:32 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, 07:55:32 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, 06:38:31 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

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg258.imageshack.us%2Fimg258%2F3112%2Fglrbridgeno2.jpg&hash=a1053ac9133b4ffc2e40dc045bedf0e4d3162b7c)

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:?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg443.imageshack.us%2Fimg443%2F3015%2Fglrintersectionaw6.jpg&hash=44c254c114cb5d6e6dcbcbbc314ea8e8b9732384)

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, 02:11:35 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, 09:28:56 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, 01:27:46 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, 01:31:52 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, 02:45:40 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, 02:56:39 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, 04:26:50 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, 04:46:20 PM
QuoteParis, 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, 03:14:35 AM
Quote from: Tarkus on January 14, 2008, 04:26:50 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.

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, 09:03:56 AM
Quote from: Kitsune on January 11, 2008, 07:55:32 PM
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, 05:26:29 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, 04:11:16 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, 08:43:55 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, 08:46:48 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, 08:55:30 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 17, 2008, 10:23:10 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv359%2Fkassarc16%2FGLRAVE1.jpg&hash=ff1d92efe8b74d841ef5853b08802ee668964ed7)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv359%2Fkassarc16%2FGLRAVE2.jpg&hash=8a8b6db6b63ae4b656796c72575e0a26a273d00a)

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, 03:12:09 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, 04:28:13 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, 03:38:53 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, 06:39:14 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. :)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi49.photobucket.com%2Falbums%2Ff277%2Fschm01978%2Ftexturebleed.png&hash=87a29df70cce72d131e7e122ad109b5e6e0a534b)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on January 20, 2008, 04:49:17 AM
Quote from: schm0 on January 19, 2008, 06:39:14 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. :)

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, 06:26:09 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?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg413.imageshack.us%2Fimg413%2F9533%2Fglrbypasshx1.jpg&hash=8491b62983d5f60c2c87b5c7c755c8b320bfe1cf)

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:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg262.imageshack.us%2Fimg262%2F2586%2Fglrbypasssplitnh6.jpg&hash=713df1fde2b491c5597221c919a40e47cb250a42)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: spartan air on January 23, 2008, 03:27:39 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, 05:42:56 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?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fmysite.verizon.net%2F%7Esargeantcm%2Fsc4rh%2F001.jpg&hash=2db34fe105a34774140de44de650f82a8c2b8a5f)

Thanks
Chris
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Ryan B. on January 23, 2008, 05:46:54 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, 05:55:34 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, 06:55:46 PM
Quote from: sargeantcm on January 23, 2008, 05:42:56 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, 07:16:34 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, 08:12:52 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, 10:45:01 AM
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, 03:36:17 PM
Quote from: debutterfly on January 24, 2008, 10:45:01 AM
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, 04:10:37 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, 04:27:15 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, 04:37:58 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, 05:24:59 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, 05:29:50 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, 05:46:24 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, 06:04:32 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, 08:15:42 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, 06:59:14 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?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi49.photobucket.com%2Falbums%2Ff277%2Fschm01978%2Fstreetcrossingtexture.jpg&hash=478e946022a8eaaa0915ced5e1e21a92b0b4ba45)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: rickmastfan67 on January 28, 2008, 07:23:00 PM
Quote from: schm0 on January 28, 2008, 06:59:14 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?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi49.photobucket.com%2Falbums%2Ff277%2Fschm01978%2Fstreetcrossingtexture.jpg&hash=478e946022a8eaaa0915ced5e1e21a92b0b4ba45)

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, 07:35:18 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, 07:49:20 PM
Quote from: RebaLynnTS on January 28, 2008, 07:35:18 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.

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, 01:21:03 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, 03:50:21 AM
Quote from: Diggis on January 29, 2008, 01:21:03 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, 04:16:53 AM
Quote from: Diggis on January 29, 2008, 01:21:03 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.

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, 04:30:25 AM
Quote from: schm0 on January 29, 2008, 03:50:21 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, 04:34:04 AM
Quote from: schm0 on January 29, 2008, 03:50:21 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, 09:44:59 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, 09:55:33 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, 03:14:15 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.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg147.imageshack.us%2Fimg147%2F2494%2Fpooez3.jpg&hash=b4cec89868d4d7f8df37e02b17114b2e3f12f4f7)

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, 03:17:22 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, 03:25:24 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, 03:29:11 PM
Quote from: Filasimo on January 29, 2008, 03:25:24 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, 03:39:38 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, 03:42:26 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, 03:42:49 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, 03:48:43 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.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg155.imageshack.us%2Fimg155%2F8445%2Fdumhr4.jpg&hash=3990dc675c01a148c2fba0aeb59abe0a7e7e4440)

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, 03:53:23 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, 03:57:49 PM
Quote from: tomdapom on January 29, 2008, 03:39:38 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).

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, 03:59:24 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, 05:59:14 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, 07:21:51 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, 07:44:56 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, 07:47:44 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, 08:45:53 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, 09:40:36 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 29, 2008, 10:55:46 PM
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, 06:15:10 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, 12:27:48 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, 06:26:09 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, 09:23:07 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, 11:01:33 AM
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 03, 2008, 10:57:50 PM
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 03, 2008, 11:12:02 PM
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 03, 2008, 11:19:15 PM
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 03, 2008, 11:23:04 PM
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 03, 2008, 11:32:54 PM
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 03, 2008, 11:34:47 PM
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, 03:27:41 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, 12:19:33 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, 01:30:28 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, 11:55:37 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi220.photobucket.com%2Falbums%2Fdd138%2Fnerdly_dood%2Fstreetinwater.jpg&hash=26e9b62a390d3b8b63c12f6cf95a41dc5b8198dc)
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, 12:14:18 PM
Quote from: nerdly_dood on February 17, 2008, 11:55:37 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi220.photobucket.com%2Falbums%2Fdd138%2Fnerdly_dood%2Fstreetinwater.jpg&hash=26e9b62a390d3b8b63c12f6cf95a41dc5b8198dc)
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, 12:24:35 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, 12:34:03 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, 12:35:16 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, 12:40:32 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, 02:08:03 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).

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi249.photobucket.com%2Falbums%2Fgg204%2FGlazert%2FDoodle-3way.jpg&hash=c0a0a4d6c02b99133eef5313435038ced46c36ed)

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, 02:15:15 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, 02:55:55 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, 03:14:20 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, 03:40:52 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, 05:02:23 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, 06:50:20 PM
Problem solved. :)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg174.imageshack.us%2Fimg174%2F4449%2Fnamaveystackfixed021720ny5.jpg&hash=1acc5b70eb13002e72e3734125db2cce237e2666)

-Alex (Tarkus)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jondor on February 17, 2008, 10:33:52 PM
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.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.maj.com%2Fgallery%2Fjondor%2FOther%2Frhw_prob1.jpg&hash=d441813fae4a415ebbafceebe2ec3c0aecbd1eb2)

Right now, my workaround is to drag the MIS ramp through to the other side which fixes the path problem.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.maj.com%2Fgallery%2Fjondor%2FOther%2Frhw_prob2.jpg&hash=7c5c873b8dc8a354571e20a0ede32a659141db71)

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, 12:52:57 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, 01:06:10 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, 04:57:06 AM
Quote from: Tarkus on February 18, 2008, 01:06:10 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, 02:55:58 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 18, 2008, 11:24:18 PM
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, 12:13:59 AM
Quote from: kassarc16 on February 18, 2008, 02:55:58 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.

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, 08:40:41 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, 09:33:45 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 22, 2008, 11:47:34 PM
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, 12:07:17 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, 04:09:55 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, 06:26:48 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, 06:30:36 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, 07:32:51 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, 10:06:57 AM
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, 02:24:50 PM
Quote from: City Builder on February 23, 2008, 04:09:55 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.

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, 02:52:57 PM
Quote from: Tropod on February 23, 2008, 02:24:50 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, 03:01:21 PM
Quote from: snorrelli on February 23, 2008, 02:52:57 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, 03:08:07 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, 03:24:04 PM
Quote from: Tropod on February 23, 2008, 02:24:50 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, 12:23:19 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, 07:54:58 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:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Faycu26.webshots.com%2Fimage%2F43985%2F2005597157598112883_rs.jpg&hash=7b8fb96e70a86cb8a141c24e5be479e0c2482f11)

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, 08:33:59 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, 09:03:10 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, 09:45:32 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, 10:39:58 AM
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, 10:52:57 AM
Quote from: Tarkus on February 25, 2008, 10:39:58 AM

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, 11:57:52 AM
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, 07:18:19 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, 08:42:25 PM
Quote from: Tarkus on February 25, 2008, 10:39:58 AM
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, 09:37:15 PM
Quote from: rickmastfan67 on February 25, 2008, 08:42:25 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, 03:25:03 AM
Quote from: Tarkus on February 25, 2008, 09:37:15 PM
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, 08:28:52 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, 09:07:08 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, 09:33:23 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, 12:42:47 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, 03:10:30 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, 06:26:51 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, 04:52:04 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:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi249.photobucket.com%2Falbums%2Fgg204%2FGlazert%2FGapinPaths.jpg&hash=ac8fe5f3fcf65c8dcfd7c98289702f96f6adff28)


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:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi249.photobucket.com%2Falbums%2Fgg204%2FGlazert%2FPathsOK.jpg&hash=6fac6bc06d94a4d8750e042bd7a5b2b65e22ae6f)


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, 05:38:03 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, 05:56:56 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, 06:09:13 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, 01:09:25 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, 01:50:18 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, 06:33:08 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:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi249.photobucket.com%2Falbums%2Fgg204%2FGlazert%2FPicture01_05March2008.jpg&hash=19f15f37749c5f785ceba8cbf13f10d9a1355dcb)


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:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi249.photobucket.com%2Falbums%2Fgg204%2FGlazert%2FPicture02_05March2008.jpg&hash=e09811b9e74b1e262e681aac9dd606a9e89c7f1d)


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


Picture 3:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi249.photobucket.com%2Falbums%2Fgg204%2FGlazert%2FPicture03_05March2008.jpg&hash=cff97fb6c2f4876adceb60390186e8d546764c1e)


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, 07:36:11 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, 06:28:30 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, 06:39:30 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, 06:56:18 PM
Quote from: Ladymame on March 06, 2008, 06:39:30 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.

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, 06:02:30 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, 08:02:08 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, 08:14:20 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, 08:39:10 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, 08:43:20 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, 08:58:30 AM
Quote from: Ladymame on March 07, 2008, 08:39:10 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.

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, 04:57:08 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, 05:58:25 PM
Quote from: Crissa on March 07, 2008, 04:57:08 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 08, 2008, 10:08:43 PM
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 08, 2008, 10:10:30 PM
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, 07:26:28 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()
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.gamershell.com%2Fstatic%2Fscreenshots%2F3319%2F51930_full.jpg&hash=6d4f74d01d1b4c242a0b3c14540a44aa6148e006)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Jonathan on April 13, 2008, 07:52:39 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, 08:17:43 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, 09:13:51 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, 09:18:49 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, 10:54:53 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, 12:09:17 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.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.kurumi.com%2Froads%2Finterchanges%2Fsimcity4_cloverleaf.jpg&hash=c802aa28639489d20b28ded75e87e33d7de151c6)

Best,
-Haljackey
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: j-dub on April 13, 2008, 04:15:49 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, 09:06:52 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:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg231.imageshack.us%2Fimg231%2F5869%2Fmissing1rv0.jpg&hash=d7d0d882e9f7a78f0b01a5b0f447edba97fa8d57) (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg517.imageshack.us%2Fimg517%2F2977%2Fmissing2qk3.jpg&hash=424be282c0953976643cfa6daedcc8ba88f4672f)

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:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg231.imageshack.us%2Fimg231%2F6672%2Fmissing3rr9.jpg&hash=d163fc6c091f3618d11adfeb30c6c053a6c023b0)

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, 09:22:20 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, 10:32:21 PM
Quote from: Swamper77 on April 16, 2008, 09:22:20 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

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, 02:44:17 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, 11:24:56 AM
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, 02:25:28 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.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg76.imageshack.us%2Fimg76%2F7373%2Fpic1smalljm9.jpg&hash=48bc953e7bc9011fd753b4c753866fe607f0b0b9)

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

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg246.imageshack.us%2Fimg246%2F5645%2Fpic2smallyg4.jpg&hash=d60b8d52342d509f2a9142a930372f60409b176f)
(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, 02:35:28 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, 02:53:36 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, 03:06:09 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, 09:32:02 PM
 ()what() i just installed the new SAM and April 2008 NAM + NAM Essentials.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi268.photobucket.com%2Falbums%2Fjj23%2FSNL_oRbz%2FSC4%2FNAM.jpg%3Ft%3D1209097839&hash=a4592af007a56817436e0dc2de7778e44e3e09a2)
NAM folder

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi268.photobucket.com%2Falbums%2Fjj23%2FSNL_oRbz%2FSC4%2FNAM_plugins.jpg%3Ft%3D1209097800&hash=ad6606a18873c82208dc4f1ba133cb332bf7745a)
NAM plugins folder

after which i suddenly got traffic problems when there used to be none  &mmm
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi268.photobucket.com%2Falbums%2Fjj23%2FSNL_oRbz%2FSC4%2FTrafficProb.jpg%3Ft%3D1209097734&hash=5ad94053d9bc1f414493cc79a22f67b6395e25c1)

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, 09:43:16 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, 10:18:41 PM
Quote from: Anthony on April 24, 2008, 09:32:02 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, 01:21:16 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, 03:12:34 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, 04:36:00 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, 04:43:12 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, 04:52:19 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, 05:06:49 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, 06:02:14 AM
Quote from: Diggis on April 25, 2008, 04:52:19 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, 06:51:44 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, 07:02:14 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, 07:21:29 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, 07:51:45 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, 11:04:18 AM
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, 11:16:07 AM
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, 01:00:30 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, 02:16:06 PM
Quote from: smoncrie on April 25, 2008, 11:04:18 AM
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, 02:23:58 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, 02:37:06 PM
Quote from: HandsOn on April 25, 2008, 02:16:06 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, 02:59:30 PM
Quote from: Warrior on April 25, 2008, 02:23:58 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. :)
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, 03:01:22 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, 04:12:34 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, 04:50:12 PM
Quote from: smoncrie on April 25, 2008, 01:00:30 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


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, 04:50:48 PM
Quote from: Haljackey on April 25, 2008, 11:16:07 AM
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.

Quote from: Haljackey on April 25, 2008, 11:16:07 AM
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, 07:00:46 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, 12:04:42 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, 03:48:06 AM
Quote from: star.torturer on April 26, 2008, 12:04:42 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, 05:29:24 AM
Quote from: HandsOn on April 25, 2008, 07:00:46 PM
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, 05:56:13 AM
Quote from: Andreas on April 26, 2008, 05:29:24 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, 05:58:57 AM
Quote from: star.torturer on February 03, 2008, 09:23:07 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: 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, 06:04:50 AM
Quote from: HandsOn on April 26, 2008, 05:56:13 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, 06:11:45 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, 06:17:22 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, 06:46:25 AM
Quote from: star.torturer on April 26, 2008, 06:17:22 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
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, 06:55:26 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, 07:18:32 AM
Quote from: star.torturer on April 26, 2008, 06:55:26 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
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, 04:30:36 PM
Quote from: ebina on April 25, 2008, 04:50:48 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.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg254.imageshack.us%2Fimg254%2F8246%2Fterransettlementjun2116px8.jpg&hash=80d661043edfb6b35b91fc51f869fc0b59c12e06)

However, the traffic query states usage:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg245.imageshack.us%2Fimg245%2F7308%2Fterransettlementjun2116op1.jpg&hash=3b62c57ddf0e9d4090e59fcd64ba7a8706e34333)

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.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg233.imageshack.us%2Fimg233%2F1041%2Fterransettlementjun3161iw5.jpg&hash=60df1213fbcbb2b5659dfec0a97b28585480f59a)

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. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg294.imageshack.us%2Fimg294%2F4381%2Fdowntownapr914211904247ne4.jpg&hash=352525b7a84e534080ce87c879cf3dac386adbe3)

And, thanks a lot for the highway texture fix!   :thumbsup:  An interesting little bug showed up when I downloaded the NAM:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg150.imageshack.us%2Fimg150%2F5408%2Fthethruwayjan3011209144nm0.jpg&hash=bb1c24aac8bc77d0095bc1f716295fc4d57ad72f)

Rotate 180 degrees, and the textures actually flipped to the other side of the puzzle pieces.  ??? Interesting, eh?
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg81.imageshack.us%2Fimg81%2F6698%2Fthethruwayjan3011209144hb6.jpg&hash=804eef8b82e5c99b55d7578ebef01e1947f5205a)

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, 06:47:55 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, 07:02:03 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 26, 2008, 11:25:58 PM
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, 12:19:42 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.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg168.imageshack.us%2Fimg168%2F3595%2Fnam01eb1.jpg&hash=8ba7617e80e12df8fb5bb0319e9872d4725013d2)
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, 09:58:05 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, 10:38:46 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. ;)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg241.imageshack.us%2Fimg241%2F8296%2Fnam02mp6.jpg&hash=ebb85902da5fb0e185e70e41675f947a89907d8a)

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, 11:29:27 AM
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, 03:41:38 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, 03:44:44 PM
Quote from: wir3d on April 28, 2008, 03:41:38 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! 

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, 03:51:46 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, 03:55:32 PM
Quote from: dragonshardz on April 28, 2008, 03:51:46 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!

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, 10:37:01 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, 10:46:03 PM
Quote from: c0rnh0li0 on April 28, 2008, 10:37:01 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)).

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, 10:48:15 PM
Quote from: jplumbley on April 28, 2008, 10:46:03 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, 10:56:11 PM
Quote from: c0rnh0li0 on April 28, 2008, 10:48:15 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 28, 2008, 11:01:16 PM
Quote from: jplumbley on April 28, 2008, 10:56:11 PM
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 28, 2008, 11:16:56 PM
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).

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg405.imageshack.us%2Fimg405%2F7330%2Feternalcommutersjq0.jpg&hash=28bd410d29402b681e82d7e6b58eb353612f38d4)

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 28, 2008, 11:28:07 PM
Quote from: c0rnh0li0 on April 28, 2008, 11:01:16 PM
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 28, 2008, 11:31:40 PM
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 28, 2008, 11:54:40 PM
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, 12:09:49 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, 12:14:37 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, 12:17:56 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, 01:22:30 AM
Quote from: Tarkus on April 29, 2008, 12:17:56 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)

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, 01:28:18 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, 01:38:03 AM
Quote from: Tarkus on April 29, 2008, 01:28:18 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)

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, 01:59:38 AM
Quote from: c0rnh0li0 on April 29, 2008, 01:22:30 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, 02:25:44 AM
Quote from: HandsOn on April 29, 2008, 01:59:38 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, 03:51:45 AM
Quote from: RippleJet on April 29, 2008, 02:25:44 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, 04:04:27 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, 04:05:36 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:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi232.photobucket.com%2Falbums%2Fee198%2FRippleJet%2FCensusRepositoryVaultTeaser.jpg&hash=4fe0487d52edbf3521e49a0e84e3ee395cb5e0bf)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: HandsOn on April 29, 2008, 04:15:33 AM
Quote from: RippleJet on April 29, 2008, 04:05:36 AM
As a teaser, it can be seen in the upper right-hand corner of this picture:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi232.photobucket.com%2Falbums%2Fee198%2FRippleJet%2FCensusRepositoryVaultTeaser.jpg&hash=4fe0487d52edbf3521e49a0e84e3ee395cb5e0bf)
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, 04:22:28 AM
Quote from: RippleJet on April 29, 2008, 04:05:36 AM
Version 3 will have two alternative buildings.
The one for rural/small town settings is based on an unreleased bat by Colyn. ::)

yay!!!  :thumbsup:
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: RippleJet on April 29, 2008, 07:54:24 AM
Quote from: HandsOn on April 29, 2008, 04:15:33 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, 09:19:43 AM
Quote from: RippleJet on April 28, 2008, 11:54:40 PM
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 29, 2008, 11:08:23 PM
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, 02:03:00 AM
Quote from: c0rnh0li0 on April 29, 2008, 11:08:23 PM
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, 02:40:50 AM
Quote from: RippleJet on April 29, 2008, 07:54:24 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, 02:45:45 AM
Quote from: jplumbley on April 30, 2008, 02:03:00 AM
I was given $50 at work today we can goto the bar.

Quote from: HandsOn on April 30, 2008, 02:40:50 AM

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, 02:51:02 AM
Quote from: Diggis on April 30, 2008, 02:45:45 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, 03:02:12 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, 03:08:38 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, 07:09:04 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, 07:26:22 AM
Quote from: HandsOn on April 30, 2008, 03:08:38 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:


Quote from: c0rnh0li0 on April 30, 2008, 07:09:04 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.

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, 08:11:47 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, 08:13:03 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, 08:19:50 AM
Quote from: RippleJet on April 30, 2008, 07:26:22 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, 08:25:07 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, 08:42:56 AM
Quote from: RippleJet on April 30, 2008, 07:26:22 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, 11:01:41 AM
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, 11:08:05 AM
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, 01:38:55 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, 01:54:50 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, 10:05:21 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 April 30, 2008, 11:14:46 PM
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 April 30, 2008, 11:20:36 PM
Quote from: xxdita on April 30, 2008, 11:14:46 PM
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 April 30, 2008, 11:31:09 PM
Quote from: c0rnh0li0 on April 30, 2008, 11:20:36 PM
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, 12:42:56 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, 12:53:20 AM
Quote from: jplumbley on April 30, 2008, 11:31:09 PM
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, 01:06:54 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, 01:11:56 AM
Quote from: jplumbley on May 01, 2008, 01:06:54 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, 01:30:56 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.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi91.photobucket.com%2Falbums%2Fk301%2Fditareinvented%2FSC4D%2FScreenShot050.jpg&hash=1e7c28a2fadb126cff29f5df846fcbcbc5125ba4)

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, 02:45:42 AM
Quote from: c0rnh0li0 on April 30, 2008, 11:20:36 PM
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, 07:04:15 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, 09:48:17 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, 05:22:56 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, 05:24:51 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, 05:27:26 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, 05:31:36 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, 05:49:37 PM
Quote from: Tarkus on May 02, 2008, 05:31:36 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)

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, 05:59:08 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, 10:16:55 PM
Quote from: Tarkus on May 02, 2008, 05:59:08 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......
-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, 01:37:14 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, 02:07:48 AM
Quote from: soulchaser on May 03, 2008, 01:37:14 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?

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, 02:17:33 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, 02:32:50 AM
Quote from: soulchaser on May 03, 2008, 02:17:33 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?

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, 02:53:26 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, 03:19:11 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....
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg253.imageshack.us%2Fimg253%2F9995%2Fcrawvatn0ea6.th.jpg&hash=ac400061f8a5edb31f28c8703356a0669b154d35) (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, 08:50:26 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, 08:59:46 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, 11:56:42 AM
Quote from: soulchaser on May 03, 2008, 03:19:11 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....
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg253.imageshack.us%2Fimg253%2F9995%2Fcrawvatn0ea6.th.jpg&hash=ac400061f8a5edb31f28c8703356a0669b154d35) (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, 12:09:17 PM
Quote from: Andreas on May 03, 2008, 08:59:46 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.
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, 12:15:26 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, 12:34:21 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, 12:36:24 PM
Quote from: HandsOn on May 03, 2008, 11:56:42 AM
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, 03:16:41 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, 02:22:32 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, 07:05:52 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, 01:42:13 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, 12:04:12 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, 01:08:23 PM
Quote from: HandsOn on May 09, 2008, 01:42:13 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..

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, 04:12:07 PM
Quote from: Diggis on May 10, 2008, 12:04:12 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, 01:50:40 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, 03:59:29 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, 03:25:32 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:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi25.tinypic.com%2F21juipw.jpg&hash=2dd09fe6b3bb31e4ae98200e058e0dbf71315288)

2:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi28.tinypic.com%2F1552t07.jpg&hash=87b122db03038983dc07541841ffa8061cf80e13)
(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, 06:17:02 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.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimages.frozenbear.com%3A9090%2Fi%2Fpicfu0%2F2008%2F05%2F17%2F18%2F7%2F1%2F2%2F71227f2526521b8de97f9880bc15562e0_medium.png&hash=ca7ac72498a46f1064b38f70814f3eac4be7ee03) (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
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimages.frozenbear.com%3A9090%2Fi%2Fpicfu0%2F2008%2F05%2F17%2F18%2F3%2F5%2F5%2F355b2e69bef301397d61ee630a225fd20_medium.png&hash=ad0612c1171384dc0f6d0fbb9ba2ffa25442d690) (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, 06:51:31 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, 09:23:41 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, 06:54:44 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, 10:56:12 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, 01:22:25 PM
Quote from: eljacko on May 17, 2008, 06:17:02 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).

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, 02:13:59 AM
Quote from: Cosmic on May 12, 2008, 03:25:32 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);
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg393.imageshack.us%2Fimg393%2F752%2Froadraisedbridgemaxisbuyg1.jpg&hash=713637bad0cdb1f0874c9fed7d9801972a9c25c8) (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, 03:44:39 PM
Quote from: Swamper77 on May 20, 2008, 01:22:25 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, 02:25:28 AM
Quote from: Tropod on May 21, 2008, 02:13:59 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.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg376.imageshack.us%2Fimg376%2F5409%2Fonewayroadbridgebug001an7.jpg&hash=caf6e09a7dac17b90afae4b629874f602e30356c) (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;
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg329.imageshack.us%2Fimg329%2F6897%2Favenueraisedbridgelong0us9.jpg&hash=93503f52268276d17a6c700c4ba59c1b37ab2d6a) (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, 04:38:10 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, 11:13:43 AM
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, 06:29:17 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, 06:34:35 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, 06:59:36 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, 11:57:44 AM
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, 12:05:39 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, 12:41:40 PM
Quote from: Swamper77 on May 25, 2008, 12:05:39 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

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, 10:27:33 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.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi59.photobucket.com%2Falbums%2Fg301%2Fyosoyyomero%2F601-16Jul201211762089.jpg&hash=028e608e0916b82dd5f877cb1955133f0d82cdd6)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi59.photobucket.com%2Falbums%2Fg301%2Fyosoyyomero%2F601-16Jul201211762076.jpg&hash=f34e5edfd214c4234b4aa8c114a20345c7820097)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: HandsOn on May 26, 2008, 10:57:34 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, 11:09:20 AM
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, 12:59:37 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, 02:25:49 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, 03:28:57 PM
Quote from: HandsOn on May 26, 2008, 12:59:37 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?

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, 03:49:35 PM
Quote from: Tarkus on May 26, 2008, 03:28:57 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, 11:51:30 AM
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, 12:24:34 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, 02:23:38 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, 06:05:32 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, 09:33:06 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, 10:35:48 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, 12:15:51 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
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi120.photobucket.com%2Falbums%2Fo184%2Fvetram%2FNAMFOLDER.jpg&hash=fcc5531a0b2871a2b802f92f86d33080e6e1b20b)

and here is the PLUGINS SUBFOLDER IN NAM FOLDER..
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi120.photobucket.com%2Falbums%2Fo184%2Fvetram%2FPLUGINSSUBFOLDER.jpg&hash=9aea3d7a44c372e5c64283773e9e8f351a78d8a7)
..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, 12:51:55 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, 06:09:02 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, 06:34:32 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 30, 2008, 11:12:00 PM
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, 11:54:37 AM
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, 03:07:09 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, 03:33:21 PM
Quote from: nerdly_dood on June 01, 2008, 03:07:09 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. ;)
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, 09:42:06 PM
Quote from: HandsOn on June 01, 2008, 03:33:21 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, 05:10:56 AM
QuoteOk, 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).

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi283.photobucket.com%2Falbums%2Fkk289%2FDocRorlach%2FEmpire01-06-2008_0001.jpg&hash=6e507dcbf7aee67a68a1c4fd13a3ec3e2d8829ed)

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, 10:41:44 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, 11:07:49 AM
Quote from: Andreas on June 02, 2008, 10:41:44 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.
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, 01:30:19 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:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg32.picoodle.com%2Fimg%2Fimg32%2F4%2F6%2F2%2Ff_Picture5m_b2030f6.jpg&hash=8b6e69fc0aaca57eeb1d50c0c8e27c2e98c025c8)

They work, though:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg28.picoodle.com%2Fimg%2Fimg28%2F4%2F6%2F2%2Ff_Picture6m_47aaba6.jpg&hash=c918b0a941cd4a45c1d8c4aa0aa03376f4e9751c)

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, 04:17:28 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, 04:29:23 PM
Quote from: kassarc16 on June 01, 2008, 09:42:06 PM
Ok, a question from me. Is it possible to get sidewalks on the gentle Road and Ave curves?
Quote from: HandsOn on June 02, 2008, 05:10:56 AM
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, 06:50:39 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, 01:11:56 PM
Quote from: smoncrie on June 02, 2008, 06:50:39 PMAt 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!

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg26.picoodle.com%2Fimg%2Fimg26%2F4%2F6%2F3%2Ff_Picture1m_462f82c.jpg&hash=2f0bbcee6d91992089850d82d33e96a45e1908a9)

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, 04:12:27 PM
Quote from: VeTram on May 29, 2008, 11:51:30 AM
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, 04:21:58 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, 09:54:43 PM
Alex (Tarkus) i have already done this under my first post ....here it is..
Quote from: VeTram on May 30, 2008, 12:15:51 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
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi120.photobucket.com%2Falbums%2Fo184%2Fvetram%2FNAMFOLDER.jpg&hash=fcc5531a0b2871a2b802f92f86d33080e6e1b20b)

and here is the PLUGINS SUBFOLDER IN NAM FOLDER..
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi120.photobucket.com%2Falbums%2Fo184%2Fvetram%2FPLUGINSSUBFOLDER.jpg&hash=9aea3d7a44c372e5c64283773e9e8f351a78d8a7)
..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, 10:00:21 PM
and here they are some conclusions that i have reached...

Quote from: VeTram on May 30, 2008, 11:12:00 PM
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, 10:03:45 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, 03:40:45 AM
Quote from: HandsOn on June 01, 2008, 03:33:21 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?
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, 03:46:47 AM
Quote from: FrankU on June 04, 2008, 03:40:45 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, 04:36:00 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, 05:01:43 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, 06:29:25 AM
Quote from: wouanagaine on June 04, 2008, 05:01:43 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

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, 11:42:04 AM
Quote from: Swamper77 on June 03, 2008, 10:03:45 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

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, 03:40:32 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, 08:44:15 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, 09:12:24 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, 12:33:28 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, 06:54:43 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, 09:05:22 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:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi215.photobucket.com%2Falbums%2Fcc259%2Fsimonut%2FNewPicture-6.jpg&hash=a8f23572503c67a8f369078930cb1fe74453b453) 
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on June 07, 2008, 03:58:07 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, 06:46:19 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, 09:48:44 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, 01:13:29 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, 10:47:34 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 15, 2008, 11:06:27 PM
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 15, 2008, 11:20:34 PM
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, 04:56:35 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, 06:03:54 PM
Quote from: simbox on June 07, 2008, 09:48:44 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

Quote from: VeTram on June 16, 2008, 04:56:35 PM
-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, 04:56:51 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, 02:02:55 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, 03:56:53 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
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi120.photobucket.com%2Falbums%2Fo184%2Fvetram%2FNAM2008FOLDER.jpg&hash=9a53b0c160c779be76873a6de2f3fb43d39b3886)

AND this is from NAM 2008 PLUGINS FOLDER
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi120.photobucket.com%2Falbums%2Fo184%2Fvetram%2FNAM2008PLUGINS.jpg&hash=38c1afad913306e4f7cea0c08fef91fa392d7869)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: HandsOn on June 18, 2008, 04:04:43 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, 04:07:35 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, 04:31:43 AM
Quote from: VeTram on June 18, 2008, 04:07:35 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..
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, 04:50:01 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, 06:54:29 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, 07:23:37 AM
Quote from: VeTram on June 18, 2008, 06:54:29 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..
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, 07:56:22 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, 08:06:36 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.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg66.imageshack.us%2Fimg66%2F412%2Froutequerylhdrhdsg7.th.jpg&hash=396341df8f4c7eccb96fb6f88e4c77e28f6f2632) (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, 08:10:37 AM
Quote from: VeTram on June 18, 2008, 07:56:22 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...
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, 08:14:49 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, 08:28:54 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, 08:40:42 AM
Quote from: VeTram on June 18, 2008, 08:28:54 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, 09:21:37 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 18, 2008, 11:02:51 PM
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 18, 2008, 11:08:49 PM
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, 08:47:58 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, 10:56:56 AM
Quote from: caspervg on June 18, 2008, 11:08:49 PM
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, 11:04:31 AM
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, 11:27:13 AM
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, 11:41:48 AM
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, 11:45:56 AM
Quote from: Kumba on June 19, 2008, 11:27:13 AM
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, 11:48:11 AM
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 19, 2008, 11:04:03 PM
Quote from: HandsOn on June 19, 2008, 11:45:56 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 19, 2008, 11:08:13 PM
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 19, 2008, 11:38:38 PM
Quote from: Kumba on June 19, 2008, 11:04:03 PM
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, 08:44:44 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, 09:31:39 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, 10:23:44 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, 10:24:08 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, 05:39:18 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, 05:44:20 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, 06:08:30 PM
Quote from: Warrior on June 20, 2008, 10:24:08 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
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, 08:05:09 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:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi240.photobucket.com%2Falbums%2Fff211%2FMcDuell%2FPathing_OWR.jpg&hash=f3f014868e54631fec6318c36beaab8f1edee2e9)

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, 12:54:59 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, 01:25:50 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 22, 2008, 11:05:50 PM
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, 02:26:59 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::

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi240.photobucket.com%2Falbums%2Fff211%2FMcDuell%2FPathing_OWR_corrected.jpg&hash=e70fb1810869aab8dde52364d967a4a5eeb66ee7)


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, 09:10:21 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, 09:33:23 AM
Quote from: Unassigned on June 23, 2008, 09:10:21 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...
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, 12:04:59 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).

Quote from: HandsOn on June 23, 2008, 09:33:23 AM
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, 12:24:51 PM
Quote from: Unassigned on June 23, 2008, 12:04:59 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).
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, 08:39:11 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

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi57.photobucket.com%2Falbums%2Fg211%2Fskellehe%2FDiagonalStreets.jpg&hash=2d443be7cc97eaffffac74a4b315f5274f3a2f39)

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, 03:49:24 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 25, 2008, 11:08:08 PM
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, 10:41:19 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, 10:59:20 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, 12:32:30 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, 12:57:47 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, 06:16:12 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, 09:01:43 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, 11:53:13 AM
Quote from: Tarkus on June 26, 2008, 12:57:47 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).

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, 11:57:33 AM
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, 12:01:08 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, 03:45:12 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, 01:04:27 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, 01:33:21 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, 01:52:53 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, 09:05:42 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, 04:56:47 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.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi240.photobucket.com%2Falbums%2Fff211%2FMcDuell%2FPathing-2Jan001214862254.jpg&hash=f39a4c84a2f318e40765f7f3e635d414f62a973d)


After sorting out the good ones (without red lines), these are the ones that are 'bad'.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi240.photobucket.com%2Falbums%2Fff211%2FMcDuell%2FPathing-2Jan001214863774.jpg&hash=3aff4e6502434e03a18f3412d085f7e13dcf8a16)
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.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi240.photobucket.com%2Falbums%2Fff211%2FMcDuell%2FPathing-2Jan001214864620.jpg&hash=363ed71728a69713703bc31006844e07cb0e685e)

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, 05:44:24 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, 07:59:30 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, 03:34:17 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, 05:51:42 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?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg32.picoodle.com%2Fimg%2Fimg32%2F4%2F7%2F22%2Ff_missingpartm_9ab4af9.png&hash=293a07f883fb3df196be1fda0f7702d081657b2c)

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, 02:12:12 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, 03:24:47 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, 03:52:49 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, 04:28:57 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, 09:33:31 PM
Quote from: Andreas on July 23, 2008, 02:12:12 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.

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, 10:47:29 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, 12:15:59 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, 10:01:03 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?
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg291.imageshack.us%2Fimg291%2F8827%2Fyotswan28may00121702797lo1.png&hash=fa61f949a6695d3af118ffeb592d229bda92ee3c)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Haljackey on July 24, 2008, 11:59:35 AM
Quote from: a1n2d3r4e5w6 on July 24, 2008, 10:01:03 AM
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, 03:07:30 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()

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi40.servimg.com%2Fu%2Ff40%2F09%2F00%2F30%2F65%2Fnam_is10.jpg&hash=cd0753bd585b781aa27d2595623dc6836e9f6ada)

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, 01:50:00 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, 01:52:08 PM
A200, as posted earlier on this page:

Quote from: Tarkus on July 23, 2008, 03:52:49 PM
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, 02:24:52 PM
Quote from: A200 on July 26, 2008, 03:07:30 PMDoes 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, 09:40:54 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 27, 2008, 11:50:58 PM
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, 03:04:26 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, 08:24:15 PM
here is one small issue that troubled my bridges plugin.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi293.photobucket.com%2Falbums%2Fmm50%2Fbighead99999%2Fshfgd.jpg&hash=aba4af82c54c6e7aee13db88cf5b059c7c7efb9e)

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, 08:32:35 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, 08:54:15 PM
Quote from: z on July 28, 2008, 08:32:35 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)?

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, 01:30:05 AM
Quote from: bighead99 on July 28, 2008, 08:24:15 PM
here is one small issue that troubled my bridges plugin.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi293.photobucket.com%2Falbums%2Fmm50%2Fbighead99999%2Fshfgd.jpg&hash=aba4af82c54c6e7aee13db88cf5b059c7c7efb9e)

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, 07:44:27 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, 08:06:38 AM
Quote from: darraghf on July 30, 2008, 07:44:27 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, 12:10:51 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:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi188.photobucket.com%2Falbums%2Fz194%2Fdeathtopumpkins%2FSimCity%25204%2FPathingproblem.jpg&hash=f7cb578d01348f2ba60aa6cb56aed500ae6acdd0)
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, 12:15:26 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, 12:16:36 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, 12:25:09 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, 12:28:08 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, 12:44:35 PM
Quote from: deathtopumpkins on August 06, 2008, 12:10:51 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, 01:45:59 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, 01:52:33 PM
Quote from: deathtopumpkins on August 06, 2008, 01:45:59 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, 02:44:53 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, 03:53:48 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, 04:04:34 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, 08:37:24 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, 03:43:34 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, 10:19:34 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, 10:26:47 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, 01:30:11 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.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi43.photobucket.com%2Falbums%2Fe400%2FSamJam_photos%2Fave-glr-red.jpg&hash=f60442d9111610239ced47e6bd02a7088581749d)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: sim-al2 on August 22, 2008, 06:41:05 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, 04:54:18 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, 06:17:35 PM
Quote from: nerdly_dood on August 23, 2008, 04:54:18 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)

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, 08:51:02 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, 08:56:12 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, 03:47:10 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, 11:12:23 AM
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, 03:28:46 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, 03:48:22 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, 12:24:09 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, 12:44:23 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, 05:34:29 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, 05:45:08 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, 10:06:35 PM
Quote from: sim-al2 on August 22, 2008, 06:41:05 AM
...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, 05:22:55 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, 06:22:40 PM
Hey Brian I hope I can help you sort threw your problems here and to start off with....


Quote from: b22rian on September 17, 2008, 05:22:55 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..

For this problem you might have to contact Ill Tonks over at Simtropolis as since he is the orginal creator of the lot...

Quote from: b22rian on September 17, 2008, 05:22:55 PM
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.

Quote from: b22rian on September 17, 2008, 05:22:55 PM
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

Quote from: b22rian on September 17, 2008, 05:22:55 PM
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, 06:59:47 PM
Quote from: Pat on September 17, 2008, 06:22:40 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, 08:57:48 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...

Quote from: nerdly_dood on September 17, 2008, 06:59:47 PM
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...

Quote from: Pat on September 17, 2008, 06:22:40 PM



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, 04:06:19 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.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg224.imageshack.us%2Fimg224%2F4526%2Fndexterminustsnx8.th.gif&hash=ca065e2938c083aac1c035d21d52bc15c2ab26cc) (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, 10:39:05 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 !!

Quote from: ebina on September 18, 2008, 04:06:19 AM


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, 10:53:59 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, 06:16:20 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 22, 2008, 11:27:15 PM
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, 10:02:13 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, 10:48:14 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 23, 2008, 11:03:17 PM
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 23, 2008, 11:08:57 PM
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, 08:58:59 AM
I have a weird problem with the turning lanes. For some reason I get the turning lane on the wrong side, look:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg82.imageshack.us%2Fimg82%2F4840%2Fturninglanesxr7.jpg&hash=f55f01d0723ea0acce60c6c6e800f8733cb0c3af)

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, 09:06:07 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, 09:26:20 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, 08:03:30 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:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi141.photobucket.com%2Falbums%2Fr70%2Fchoco_028%2Funtitled151.jpg&hash=2224c0cb31dc2c1b6cfab209cdfdb5635185ef6a)


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, 12:47:46 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, 03:44:30 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, 04:02:06 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, 04:26:20 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, 12:56:34 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, 11:00:26 AM
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!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi374.photobucket.com%2Falbums%2Foo184%2Fkj3400%2FParadiseInternationalAirport--Jan24.jpg&hash=7afc36b55c8674c194b76d68fbdfb3b9ee71ef62)
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, 01:30:49 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:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi188.photobucket.com%2Falbums%2Fz194%2Fdeathtopumpkins%2Fmissingpaths.jpg&hash=8160129234baf2980477d562493a666475ab276e)
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, 05:41:39 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, 12:21:09 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, 06:03:43 PM
Quote from: kj3400 on October 19, 2008, 11:00:26 AM
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?

Quote from: deathtopumpkins on October 19, 2008, 01:30:49 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.

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, 12:20:47 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, 01:50:26 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, 07:50:05 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 14, 2008, 11:24:09 PM
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, 06:10:49 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, 06:14:44 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, 11:01:21 AM
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, 11:31:12 AM
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, 01:44:22 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
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi21.photobucket.com%2Falbums%2Fb286%2Fzomgterrorist%2Fasdf-Jan24021227098705.png&hash=5057b4a38ca33430d5f0fd99e9f9eadbe66515f4)

Proof that the RHW paths still work
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi21.photobucket.com%2Falbums%2Fb286%2Fzomgterrorist%2Fasdf-Jan9041227099122.png&hash=baacac9436f43cef7c39e636d52cf5919cd75e0c)

and proof that the rail paths don't
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi21.photobucket.com%2Falbums%2Fb286%2Fzomgterrorist%2Fasdf-Jan23041227099161.png&hash=ea690c205ad2813784164e043d2df9ed589161d1)

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, 04:45:37 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, 03:42:23 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, 04:29:58 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, 08:36:28 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, 04:44:52 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, 09:52:40 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:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg175.imageshack.us%2Fimg175%2F2231%2Fterransettlementsep2973oq3.jpg&hash=3eb675ecb536c93261a85a5d8ca8c25b301f4dec)

Nighttime:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg155.imageshack.us%2Fimg155%2F8356%2Fterransettlementsep2573yb5.jpg&hash=94eee83a710665d60406d74e25d5cfa5ae9f6804)

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, 10:10:23 AM
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, 02:04:38 PM
Quote from: Swamper77 on November 28, 2008, 10:10:23 AM
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, 02:23:12 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, 02:28:23 PM
Quote from: Swamper77 on November 28, 2008, 02:23:12 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, 02:10:00 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, 02:20:14 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, 02:24:10 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, 03:42:14 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, 04:27:14 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, 05:24:19 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, 06:45:16 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, 09:15:41 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, 03:19:23 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, 09:11:07 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, 11:00:27 AM
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 16, 2008, 11:08:10 PM
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, 08:43:13 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, 08:57:23 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, 02:56:36 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, 07:42:17 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, 01:24:35 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, 02:14:41 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.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg80.imageshack.us%2Fimg80%2F1392%2Fpuzzleng4.jpg&hash=f087c7eb0e7e7f5e258c0718d16f51004967a3ce)

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:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg117.imageshack.us%2Fimg117%2F8973%2Froutequery2yh3.jpg&hash=023d4c381ba835e002e4a211bf4d865f5887bffc)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg126.imageshack.us%2Fimg126%2F29%2Fdrawpathsnr2.jpg&hash=2906393cb07bd0ec927506875a76a121b4276374)

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, 02:18:19 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, 06:45:47 PM
Here's another picture from my thread that sumwonyuno posted, showing everything working properly if he moves the off ramp back one tile:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg116.imageshack.us%2Fimg116%2F1185%2Froutequery3vb6.jpg&hash=5a0e22a6a123a0310167fd837202d8613cf1fb6d)

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, 06:32:53 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, 07:21:08 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, 12:54:12 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, 09:27:25 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 14, 2009, 11:48:23 PM
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, 07:23:48 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, 08:54:40 AM
Quote from: Andreas on January 14, 2009, 11:48:23 PM
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, 10:10:22 AM
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, 10:22:13 AM
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, 12:40:05 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, 02:18:09 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, 02:29:34 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, 02:35:33 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, 04:09:49 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, 05:01:13 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, 06:17:13 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, 07:36:10 PM
Quote from: onionofdeath on January 15, 2009, 06:17:13 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)

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, 11:39:44 AM
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, 02:35:36 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"

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi93.photobucket.com%2Falbums%2Fl79%2Fgn_leugim%2FEscarpada-4Mar301232142140.png&hash=8c556f8885350f5863e0988c8e4a82a499ab6b64)

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, 03:56:33 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, 06:24:57 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... 

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg238.imageshack.us%2Fimg238%2F756%2Frailtextureflawza4.jpg&hash=df55136815e5abd62fa28dd378ecc8b4d760aee4)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: gn_leugim on January 17, 2009, 12:50:56 AM
Quote from: Andreas on January 16, 2009, 03:56:33 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.

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, 02:38:35 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, 08:12:22 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, 10:42:26 AM
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, 10:56:51 AM
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, 11:19:10 AM
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, 12:18:05 PM
Cross-posted from 3RR.  This issue was raised by Albus of Garaway and also remarked upon by Lmac.

[tabular][row][data]
<---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:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg505.imageshack.us%2Fimg505%2F8827%2Frailcurveissueuc5.jpg&hash=2b4c8277ac2d7a85e685722079ba013bc9f42799)

Any suggestions? :)

EDITMy 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

[/data][/row][/tabular]

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, 12:23:32 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, 01:00:54 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg174.imageshack.us%2Fimg174%2F6640%2Fnamproblemsau5.jpg&hash=5b23a742b2d37a54ac7e8ca21bbeaee2308df2a4)

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, 01:04:33 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, 01:40:09 PM
Quote from: Warrior on January 17, 2009, 01:04:33 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

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, 04:30:31 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, 04:48:27 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, 05:36:46 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, 07:09:13 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, 07:11:39 PM
Quote from: Tarkus on January 17, 2009, 04:48:27 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)

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, 07:39:06 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, 02:21:25 AM
Quote from: TEG24601 on January 17, 2009, 05:36:46 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.

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:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg301.imageshack.us%2Fimg301%2F9536%2Fitemordergq4.gif&hash=210b62a0acd3732c2970c8fe59807057f24a8d38) (http://imageshack.us)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: [Delta ²k5] on January 18, 2009, 09:12:08 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

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg228.imageshack.us%2Fimg228%2F8683%2F6crampvn4.th.jpg&hash=1674166b334f745d9b57d87886ba6d8343a70bc2) (http://img228.imageshack.us/my.php?image=6crampvn4.jpg)

2. A texture problem with the 90° mis curve

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg218.imageshack.us%2Fimg218%2F6032%2Ftextureno2.th.jpg&hash=384f2750e31f028a346a2062fe5b5440c1cfd3b3) (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...)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg228.imageshack.us%2Fimg228%2F5682%2Fturnlanewn4.th.jpg&hash=1ed3764afa891391624389e6b900a2679b4f7b4e) (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, 12:31:26 PM
Quote from: justatest on January 15, 2009, 07:23:48 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.




Just wanted to verify this issue. I am noticing the same thing. Examples of how it's appearing to me:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi448.photobucket.com%2Falbums%2Fqq206%2FCaptCity%2FSAMbad1.jpg&hash=f257d9b2db99350e9fa4c75c4f09586fd46e5f97)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi448.photobucket.com%2Falbums%2Fqq206%2FCaptCity%2FSAMbad2.jpg&hash=c71bcfd40a04009cf628b82c7449dba4c657d914)


Adding more or redrawing causes others to 'flip' back.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi448.photobucket.com%2Falbums%2Fqq206%2FCaptCity%2FSAMbad3.jpg&hash=f26ab3e8666c9cfdbb0aed4977792780afbbf91d)

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...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi448.photobucket.com%2Falbums%2Fqq206%2FCaptCity%2FSAMbad4.jpg&hash=589a97a21bbdd9a2c9d8fcc0e974933b769eb6c1)

...but still...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi448.photobucket.com%2Falbums%2Fqq206%2FCaptCity%2FSAMbad5.jpg&hash=d06e513e6d277e9dad45a560c055304aae36249c)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: andreharv on January 18, 2009, 01:29:26 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:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg177.imageshack.us%2Fimg177%2F4365%2Fgettingstartedtutorialsyq9.th.png&hash=15215d84057266b2025d2a4ce4d265dfc286a05c) (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, 01:42:21 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, 01:46:22 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, 02:09:24 PM
Well...I did a little more testing and...um...the pictures speak for themselves.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg184.imageshack.us%2Fimg184%2F629%2Fmommymyrhwhurtsdec27081ob9.png&hash=b3f9cf2be20b960257e02f5352c66d67f5c91b6a)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg502.imageshack.us%2Fimg502%2F6402%2Fmommymyrhwhurtsjul21412sn9.png&hash=bee353c95010c201494400cfd72946472fc925b3)

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, 02:18:01 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, 02:23:08 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, 02:24:22 PM
Quote from: Tarkus on January 18, 2009, 02:18:01 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)

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, 04:16:53 AM
Quote from: [Delta ²k5] on January 18, 2009, 09:12:08 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

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg228.imageshack.us%2Fimg228%2F8683%2F6crampvn4.th.jpg&hash=1674166b334f745d9b57d87886ba6d8343a70bc2) (http://img228.imageshack.us/my.php?image=6crampvn4.jpg)

2. A texture problem with the 90° mis curve

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg218.imageshack.us%2Fimg218%2F6032%2Ftextureno2.th.jpg&hash=384f2750e31f028a346a2062fe5b5440c1cfd3b3) (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, 05:55:18 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, 06:57:45 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, 08:55:09 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, 01:03:31 PM
Quote from: Warrior on January 19, 2009, 08:55:09 AM
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, 01:58:56 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, 07:19:01 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.

Quote from: SimGoober on January 16, 2009, 06:24:57 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... 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg238.imageshack.us%2Fimg238%2F756%2Frailtextureflawza4.jpg&hash=df55136815e5abd62fa28dd378ecc8b4d760aee4)
and two kind of advices that
Quote from: PATLoL 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: marcszarI 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)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg177.imageshack.us%2Fimg177%2F6602%2Fnamrail001pq6.jpg&hash=dcec9d8ee429c1c13f802e471642354a5114cabb)


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, 07:52:45 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, 08:16:49 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, 08:47:46 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 20, 2009, 11:14:53 PM
Quote from: Warrior on January 19, 2009, 08:55:09 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, 01:14:28 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.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi277.photobucket.com%2Falbums%2Fkk63%2FFrankU_bucket%2FHeeteren%2FS_Adoorn-Heeteren-13Mei221232466055.jpg&hash=84f7999470c2160848823313c2ba611c5ec79c52)

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, 03:18:18 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, 08:31:31 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, 09:34:13 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, 09:37:47 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, 09:47:22 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, 02:28:15 PM
Joe:

QuoteIt 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, 08:10:05 PM
Quote from: Warrior on January 21, 2009, 09:47:22 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

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, 08:19:30 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 21, 2009, 10:43:56 PM
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 21, 2009, 11:18:45 PM
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, 02:14:10 AM
Quote from: jgehrts on January 21, 2009, 08:19:30 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!

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, 02:26:00 AM
Quote from: jgehrts on January 21, 2009, 08:19:30 PM
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, 05:15:17 AM
Quote from: smoncrie on January 21, 2009, 11:18:45 PM
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, 05:46:22 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, 08:56:15 PM
Quote from: z on January 22, 2009, 02:14:10 AM
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, 12:33:08 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, 04:06:35 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, 06:18:17 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, 06:38:04 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.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg291.imageshack.us%2Fimg291%2F4645%2Fbluebayriverrailpatchesaj7.jpg&hash=624ab21b7e88fc9529aa36b0af2d52802f5edbda)

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, 06:51:26 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, 07:01:13 PM
Quote from: deathtopumpkins on January 23, 2009, 06:51:26 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

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, 07:06:42 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, 07:14:08 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, 07:54:13 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 23, 2009, 10:07:13 PM
Quote from: dedgren on January 23, 2009, 07:54:13 PM
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, 12:26:40 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, 02:26:18 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, 05:32:53 PM
Quote from: andreharv on January 24, 2009, 12:26:40 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?

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, 09:44:08 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.
Quote from: Tarkus on January 24, 2009, 05:32:53 PM
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, 06:44:16 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, 02:03:37 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....
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi277.photobucket.com%2Falbums%2Fkk63%2FFrankU_bucket%2FS_Adoorn-Zuidland-2Jan001233005116.jpg&hash=39cbe0405a14d594586acb0e0b9879742dbbdc25)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Swamper77 on January 26, 2009, 03:47:36 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, 04:08:10 PM
Quote from: FrankU on January 26, 2009, 02:03:37 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, 05:12:30 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, 06:52:19 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, 11:15:06 AM
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, 12:05:25 PM
Quote from: pilotdaryl on January 24, 2009, 02:26:18 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, 02:42:53 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, 02:50:06 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 27, 2009, 11:19:43 PM
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)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg172.imageshack.us%2Fimg172%2F9303%2Fcamnam03bc8.jpg&hash=59383d33b0db17c8483f970bba4f0c06d8f9b77f) (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
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg217.imageshack.us%2Fimg217%2F8986%2F06116c489cjd9.jpg&hash=1c805617febc8444aa089f07290d5b3fe8025b0a) (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 27, 2009, 11:52:20 PM
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, 03:55:46 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, 04:22:56 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, 05:34:22 PM
Quote from: MAS71R$$_Stage13_Cobb Tower (Model in COBB MEGA Props Vol05.dat)
  Cs$$$_Stage13_JadeHotel (Model in  JadeHotel-0x5ad0e817_0x4d424f8e_0xa0000.SC4Model)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg172.imageshack.us%2Fimg172%2F9303%2Fcamnam03bc8.jpg&hash=59383d33b0db17c8483f970bba4f0c06d8f9b77f) (http://imageshack.us)

IM-5_PerkinsFurnitureCompany
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg217.imageshack.us%2Fimg217%2F8986%2F06116c489cjd9.jpg&hash=1c805617febc8444aa089f07290d5b3fe8025b0a) (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, 07:15:52 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, 07:23:36 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, 08:03:58 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, 05:21:52 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, 11:52:52 AM
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, 03:40:07 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.


Quote from: jgehrts on January 21, 2009, 08:19:30 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: MAS71 on January 29, 2009, 09:14:12 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 29, 2009, 11:26:01 PM
Quote from: MAS71 on January 29, 2009, 09:14:12 PM
@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, 12:21:11 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....
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi277.photobucket.com%2Falbums%2Fkk63%2FFrankU_bucket%2FS_Adoorn-Zuidland-2Jan001233005116.jpg&hash=39cbe0405a14d594586acb0e0b9879742dbbdc25)
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, 01:20:59 AM
Quote from: jgehrts on January 29, 2009, 11:26:01 PM
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, 03:16:45 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, 01:49:01 PM
Quote from: z on January 30, 2009, 01:20:59 AM
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, 02:43:42 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:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi5.photobucket.com%2Falbums%2Fy199%2FNe0que%2Fsimcity%25204%2F2009-01-31_233755.jpg&hash=906c05489a11b1723d8d07cb7a60c9521e61282c)

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, 05:17:39 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, 05:40:02 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, 06:29:53 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, 09:22:50 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, 09:53:09 PM
Quote from: JoeST on January 30, 2009, 03:16:45 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

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.


Quote from: pagenotfound on January 31, 2009, 09:22:50 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.

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, 03:19:31 AM

Quote from: Tropod on January 31, 2009, 09:53:09 PM
<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, 03:39:10 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, 06:59:58 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, 08:07:10 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.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi277.photobucket.com%2Falbums%2Fkk63%2FFrankU_bucket%2FS_Slopemodkuntsel-3Jan001233503197.jpg&hash=3ef8638978ebb7b4d6b17bbcda575222513c96a1)

Some puzzle pieces do not have the sidewalks; you only see the trees and the lampposts.

What we want to see is this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi277.photobucket.com%2Falbums%2Fkk63%2FFrankU_bucket%2FS_Slopemodkuntsel-3Jan001233503061.jpg&hash=779159b10e5f0b076c9d6ee959feb04c6cfab7b5)

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, 08:26:45 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, 09:01:07 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, 09:09:59 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, 09:22:15 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, 09:29:56 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, 10:05:53 AM
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, 11:04:45 AM
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, 07:38:19 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 02, 2009, 11:17:08 PM
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, 12:19:10 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, 01:58:36 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, 02:59:16 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg10.imageshack.us%2Fimg10%2F9323%2Ftrafficbugov9.jpg&hash=c0c4a7a85e6393a2be3a3557eb409e8a0149c2ce)

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, 11:41:31 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg4.imageshack.us%2Fimg4%2F9719%2Fruralxl8.th.jpg&hash=959a14d6e04b6059f7e8da553a0089798013083c) (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, 11:53:36 AM
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, 01:22:15 PM
Quote from: Haljackey on February 04, 2009, 11:53:36 AM
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, 05:17:14 PM
Quote from: j-dub on February 03, 2009, 01:58:36 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.

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, 03:55:55 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, 05:08:08 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, 06:24:43 AM
Quote from: z on February 05, 2009, 03:55:55 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?
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, 07:54:55 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, 09:06:23 AM
Quote from: Dexist on February 04, 2009, 02:59:16 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg10.imageshack.us%2Fimg10%2F9323%2Ftrafficbugov9.jpg&hash=c0c4a7a85e6393a2be3a3557eb409e8a0149c2ce)

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, 09:31:00 AM
Quote from: ebina on February 05, 2009, 06:24:43 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, 11:01:09 AM
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.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg4.imageshack.us%2Fimg4%2F9719%2Fruralxl8.jpg&hash=1105e9068b840f63fc16fa7e7e140c61692e17df)


Thanks.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Haljackey on February 05, 2009, 11:15:02 AM
Quote from: dx340 on February 05, 2009, 11:01:09 AM
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, 11:21:11 AM
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, 11:29:56 AM
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, 11:40:17 AM
- 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, 11:42:36 AM
Quote from: dx340 on February 05, 2009, 11:29:56 AM
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, 12:30:08 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, 09:55:38 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:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi42.tinypic.com%2Fe00sg3.jpg&hash=88a77f37e46a13f8ce919ec338d5980ff81c158c)

The following pics are zooms 4 and 5:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi42.tinypic.com%2F2nvq7g7.jpg&hash=a2495f5297370e87cbe44ed08fd457f9aebfef84)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi44.tinypic.com%2F5b9ou9.jpg&hash=a371375b687c792c6baac9f2738abd404cb87c43)

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.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi40.tinypic.com%2F2iuvyo8.jpg&hash=3241b582db611906207257edb06e18821348ca5e)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi43.tinypic.com%2F20i83d5.jpg&hash=f95845d05e8cd5e73e162fee1f5f93d4eb63f87b)

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, 10:44:30 AM
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, 06:36:57 PM
Quote from: Dexist on February 04, 2009, 02:59:16 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg10.imageshack.us%2Fimg10%2F9323%2Ftrafficbugov9.jpg&hash=c0c4a7a85e6393a2be3a3557eb409e8a0149c2ce)

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, 07:19:17 PM
I got a bug with nam 09 the preivious nam did not do thiss bug
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg3.imageshack.us%2Fimg3%2F1781%2Fnambugrt5.jpg&hash=27fc67d64ef7ac3c8eb6f9ed24a900992cffdeed)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Swamper77 on February 06, 2009, 08:09:55 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, 02:45:16 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, 05:54:39 AM
Quote from: Swamper77 on February 06, 2009, 08:09:55 PM
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, 08:04:30 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, 10:30:44 AM
Quote from: shadd0w09 on February 07, 2009, 05:54:39 AM
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, 06:26:06 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 07, 2009, 10:25:46 PM
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 07, 2009, 11:40:12 PM
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, 06:53:03 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, 04:25:05 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, 07:04:22 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, 12:35:14 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, 01:02:24 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, 01:30:23 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, 03:07:15 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, 12:57:14 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, 12:15:33 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:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg361.imageshack.us%2Fimg361%2F83%2Fnssalcongie6.jpg&hash=2a526e30e74814cc7c2b25e61fe3206779065afa)

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, 08:32:26 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, 08:39:02 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, 10:55:29 AM
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.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg5.imageshack.us%2Fimg5%2F19%2Fbugom0.png&hash=3c41d2f355c9b606e31568e148a9c5f307d41900)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Jonathan on February 18, 2009, 11:01:57 AM
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, 11:13:10 AM
RHD.

??? no rail paths.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg3.imageshack.us%2Fimg3%2F2213%2Fgettingstartedtutorial1fz0.png&hash=35f95d6e59571ca2da92ddbcd1b4c76f01d84348)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: choco on February 18, 2009, 11:31:51 AM
that looks like LHD.....
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: ehbk2006 on February 18, 2009, 11:36:28 AM
Quote from: choco on February 18, 2009, 11:31:51 AM
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, 02:19:16 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, 03:06:46 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, 06:56:34 PM
May as well post this problem here:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg403.imageshack.us%2Fimg403%2F9581%2Fclipboard01nq4.jpg&hash=a86a012c1aa690dc0492fca8faf67d44f16db1d5)

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 18, 2009, 10:20:48 PM
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 18, 2009, 10:35:58 PM
Quote from: TwistedMentat on February 18, 2009, 10:20:48 PM
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, 12:45:01 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, 03:10:10 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, 03:45:58 AM
Quote from: Haljackey on February 18, 2009, 06:56:34 PM
May as well post this problem here:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg403.imageshack.us%2Fimg403%2F9581%2Fclipboard01nq4.jpg&hash=a86a012c1aa690dc0492fca8faf67d44f16db1d5)

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, 09:38:59 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, 11:43:47 AM
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:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg252.imageshack.us%2Fimg252%2F1053%2Fwhattheij8.th.jpg&hash=4aced7e12a3677d66b57e502f507c3eaa66119e4) (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, 12:27:18 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, 12:30:59 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, 05:10:16 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, 07:29:56 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, 09:09:42 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, 09:26:10 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

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg27.imageshack.us%2Fimg27%2F1553%2F2nam.jpg&hash=f0a5e43e4979895c8a5039b3263c451aa5b49d61)

(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:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg27.imageshack.us%2Fimg27%2F9098%2Fplugins.jpg&hash=e445cfdcf4dfa45b437b604cf24d8182f598e95c)

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 21, 2009, 10:17:06 PM
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 21, 2009, 10:26:42 PM
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 21, 2009, 11:02:45 PM
Quote from: Zelgadis on February 21, 2009, 10:26:42 PM
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, 05:18:26 AM
Quote from: Zelgadis on February 21, 2009, 09:26:10 PM
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, 04:39:35 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, 06:31:45 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, 07:37:10 AM
Quote from: majorjet on February 24, 2009, 06:31:45 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. :)


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, 07:47:37 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, 01:42:23 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, 03:05:58 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, 04:24:37 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, 06:22:31 AM
Quote from: deathtopumpkins on February 24, 2009, 03:05:58 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...

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, 02:32:52 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:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fs52.radikal.ru%2Fi137%2F0902%2Fab%2F077af7ba82dc.jpg&hash=1c4c6159cea97d26915ca37664197e5d64381c42)

and here is what it should look like (barring the difference in Zoom level (this is Zoom4)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fs48.radikal.ru%2Fi122%2F0902%2F09%2Fd631ce8c2f0c.jpg&hash=387af6d1e04e422954bce601535f15f7985de1ed)

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, 02:54:55 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, 04:18:09 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, 04:33:02 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, 04:53:30 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, 03:01:13 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, 03:03:12 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, 03:08:35 PM
Quote from: Andreas on March 01, 2009, 03:03:12 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.

Thanks Andreas!

Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: gayleau on March 01, 2009, 06:22:30 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, 06:25:24 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, 09:14:02 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, 02:10:45 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.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg105.imageshack.us%2Fimg105%2F2487%2F114464e2ce.jpg&hash=a95cf07c070957d0afacc8502c73ccb3265b8298) (http://img105.imageshack.us/my.php?image=114464e2ce.jpg)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg15.imageshack.us%2Fimg15%2F4814%2F049181236035072.jpg&hash=f45934a4e46c758317d218bc3c19ddcaf4b1ad57) (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, 03:39:27 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, 03:53:14 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, 04:59:19 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, 06:49:31 AM
Quote from: MAS71 on March 03, 2009, 02:10:45 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.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg105.imageshack.us%2Fimg105%2F2487%2F114464e2ce.jpg&hash=a95cf07c070957d0afacc8502c73ccb3265b8298) (http://img105.imageshack.us/my.php?image=114464e2ce.jpg)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg15.imageshack.us%2Fimg15%2F4814%2F049181236035072.jpg&hash=f45934a4e46c758317d218bc3c19ddcaf4b1ad57) (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, 09:39:16 AM
Quote from: z on March 03, 2009, 04:59:19 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.

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, 07:07:02 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, 08:24:28 PM
Quote from: MAS71 on March 03, 2009, 07:07:02 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, 08:26:18 PM
Quote from: z on March 03, 2009, 04:59:19 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.

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 03, 2009, 10:44:01 PM
I uploaded the fix to this bug

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg15.imageshack.us%2Fimg15%2F4814%2F049181236035072.jpg&hash=f45934a4e46c758317d218bc3c19ddcaf4b1ad57)

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, 12:57:10 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, 02:24:32 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, 02:53:13 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, 04:04:46 PM
Quote from: richiedamien on March 04, 2009, 12:57:10 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, 02:33:31 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, 02:37:02 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, 02:53:15 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, 06:19:24 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, 06:21:59 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, 06:25:24 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, 07:53:08 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:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi155.photobucket.com%2Falbums%2Fs319%2Fgirlfromverona%2Fmissing_piece1.jpg&hash=17626052b1624dc8a35a16660b5ea2b8664fc5da) (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi155.photobucket.com%2Falbums%2Fs319%2Fgirlfromverona%2Fmissing_piece2.jpg&hash=08b481a1d04a18ec7f73ef54bf31e037bfc631b5)

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, 08:23:58 PM
Quote from: girlfromverona on March 07, 2009, 07:53:08 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:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi155.photobucket.com%2Falbums%2Fs319%2Fgirlfromverona%2Fmissing_piece1.jpg&hash=17626052b1624dc8a35a16660b5ea2b8664fc5da) (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi155.photobucket.com%2Falbums%2Fs319%2Fgirlfromverona%2Fmissing_piece2.jpg&hash=08b481a1d04a18ec7f73ef54bf31e037bfc631b5)

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, 05:56:24 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, 10:41:55 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, 10:52:44 PM
Quote from: simcitymaster101 on March 09, 2009, 10:41:55 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?

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, 10:03:40 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.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi538.photobucket.com%2Falbums%2Fff349%2Fdiamonddog_74%2FSC4%2520Chicago%2520Harbor%2FChicagoHarbor-Dec4041236875053.jpg&hash=4868046c30e9322d21b28f1cd39669a982c396e3)

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:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi538.photobucket.com%2Falbums%2Fff349%2Fdiamonddog_74%2FSC4%2520Chicago%2520Harbor%2FNAM_folder.jpg&hash=781dcf822ec9ec19026efc39371766db4243cb1a)

NAM Plugins:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi538.photobucket.com%2Falbums%2Fff349%2Fdiamonddog_74%2FSC4%2520Chicago%2520Harbor%2FNAM_plugins.jpg&hash=98b0fdd6183e641f5ed816bf6329b517f5c5f58e)

NAM Additional Bridges:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi538.photobucket.com%2Falbums%2Fff349%2Fdiamonddog_74%2FSC4%2520Chicago%2520Harbor%2Faddtional_bridges.jpg&hash=8d342f9d592b6d725594afcf2d5ae7379bfa7337)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: choco on March 12, 2009, 11:55:33 AM
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, 12:05:18 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).

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg266.imageshack.us%2Fimg266%2F5504%2Feuropeanlteralhighwayon.png&hash=994e5e4eb327e9e3b40641df90190c7401a4e6a8)  (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg259.imageshack.us%2Fimg259%2F4031%2Fonewayreverse02.png&hash=4606119ce1eef4cc17f5e82c29527a1531263dee)  (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg261.imageshack.us%2Fimg261%2F1366%2Fonrampofframpstraight.png&hash=6d00bcf0abb79a319a962ef7ab0b5cf9a382d2cc)
Thanks,
S.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on March 12, 2009, 12:20:14 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, 12:31:00 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, 01:42:20 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, 01:45:11 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, 02:50:13 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, 03:12:55 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, 03:19:01 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, 04:29:15 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, 04:36:13 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, 05:23:09 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, 09:13:28 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, 12:41:00 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, 06:15:43 PM
Quote from: Warrior on March 16, 2009, 12:41:00 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, 02:24:09 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg18.imageshack.us%2Fimg18%2F8222%2Fwrcroad.jpg&hash=390efe104d85fc077338b807508e1154838f2682)

&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, 02:27:20 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, 02:30:15 AM
Quote from: Tarkus on March 17, 2009, 02:27:20 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, 02:33:54 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, 08:39:41 AM
Quote from: Warrior on March 16, 2009, 12:41:00 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
here's the screenshot:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg7.imageshack.us%2Fimg7%2F6407%2Fwtfndm.jpg&hash=6ec837a023c39bf7cf7e0063f19cb4e253fcf23e)

...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, 08:47:47 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, 09:31:18 AM
Quote from: choco on March 17, 2009, 08:47:47 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?

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, 10:24:00 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, 03:18:20 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:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.moarpics.com%2Fimages%2Fkhd0jfrih2ds84qenq0u.jpg&hash=873f24feb166570c6785283626cdd0f15b06625d)

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, 03:26:24 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, 03:32:12 PM
Quote from: Tarkus on March 17, 2009, 03:26:24 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

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, 03:35:49 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, 03:44:57 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, 11:55:34 AM
Quote from: choco on March 17, 2009, 10:24:00 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.

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, 12:32:39 PM
Quote from: choco on March 17, 2009, 10:24:00 AM
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, 09:05:37 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, 12:46:14 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, 01:27:18 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, 02:37:06 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, 03:44:42 PM
Quote from: Andreas on March 21, 2009, 01:27:18 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. :)

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, 02:25:26 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg3.hostingpics.net%2Fpics%2F106621.png&hash=e5a4a4bd200dff86d86381b1dc240acb6116d980)

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, 06:30:29 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, 08:23:14 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, 09:46:17 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, 02:59:26 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, 04:27:04 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, 06:27:08 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, 06:28:06 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, 06:53:46 PM
Quote from: deathtopumpkins on March 23, 2009, 06:27:08 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...
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, 06:57:03 PM
Quote from: LE0 on March 23, 2009, 06:28:06 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?

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, 07:22:22 PM
Quote from: Gaston on March 23, 2009, 06:53:46 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, 07:30:04 PM
Quote from: Swamper77 on March 23, 2009, 06:57:03 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, 07:41:40 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, 07:57:46 PM
Quote from: LE0 on March 23, 2009, 07:30:04 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, 07:38:18 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, 03:58:25 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, 12:39:10 PM
Quote from: Tarkus on March 23, 2009, 07:41:40 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

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, 12:43:21 PM
Hello there !  :)

Quote from: Gaston sanThe 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
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg262.imageshack.us%2Fimg262%2F4748%2Fimage1p.jpg&hash=d5876cf853871ef0e09694df8f6f5e633d48a071) (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"
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg21.imageshack.us%2Fimg21%2F1962%2F0314720291.jpg&hash=56da497aecf7b20241d7f9a7f87e00ab265e18c4) (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, 02:06:37 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, 12:35:04 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, 12:40:09 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, 03:51:22 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, 03:14:13 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, 03:49:45 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, 01:10:29 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, 02:25:29 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, 02:33:19 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, 05:16:01 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, 05:57:43 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, 08:57:41 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, 02:01:15 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, 02:07:37 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, 01:42:33 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, 02:05:06 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, 03:30:50 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, 02:43:10 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:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi476.photobucket.com%2Falbums%2Frr124%2FDark_Jedi06%2FBug.jpg&hash=a4ca7204ea922a087ac3d88e78ec70a78c10bc21)

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, 02:51:19 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, 06:01:26 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, 09:12:59 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi227.photobucket.com%2Falbums%2Fdd292%2Framseyazad%2Fsimcity%2FFisheyeLake-Feb16971240630491.png&hash=0ab50bed3d7040eb5f2229c5b98c684b2c661821)

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, 01:29:39 AM
The DrawPath display shows two situations with incorrect paths. They are marked with a red cross.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.ld-host.de%2Fuploads%2Fimages%2F0c3ba9ab088baf7ec7c8f3cb12b1f489.jpg&hash=a9dbf18a9ddb5be7d7d03e0b044d76212d611cf2)
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, 01:56:03 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, 05:44:05 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, 12:52:14 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, 05:04:39 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, 05:22:47 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, 12:41:10 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...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi448.photobucket.com%2Falbums%2Fqq206%2FCaptCity%2FDiagRdoverDiagRHW4Path.jpg&hash=60ea63432a53b8d0a5e1a8473226713c8faafd84)

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, 01:27:23 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, 10:11:36 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, 11:09:54 AM
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, 11:36:42 AM
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, 01:53:56 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 ....
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.otua.org%2Fv3%2Fdocumentation%2Fviaduc-aerien-metro%2Fimages%2Fmetro-franchissement.jpg&hash=1ae1f04b996a7155710dbc0d29546af1a3b10cbf)

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, 02:36:52 PM
Quote from: JoeST on April 28, 2009, 11:36:42 AM
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, 12:35:28 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, 07:42:48 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, 08:23:33 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, 08:57:32 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, 09:25:21 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, 02:15:49 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, 03:45:40 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, 10:14:16 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, 10:30:25 AM
Quote from: The Fomo on May 07, 2009, 10:14:16 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.

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, 11:36:57 AM
fn + left (right) arrow....
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Korot on May 07, 2009, 11:57:38 AM
Quote from: WC_EEND on May 07, 2009, 10:30:25 AM
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, 03:12:26 PM
Quote from: choco on May 07, 2009, 11:36:57 AM
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, 05:55:17 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:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi173.photobucket.com%2Falbums%2Fw73%2Fpurepics%2Farrows1.jpg&hash=8f0f3cb7bf45045778587acc678fe53d23a727ee)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi173.photobucket.com%2Falbums%2Fw73%2Fpurepics%2Farrows2.jpg&hash=d80606a28cb71b97c597768c5731c7501c0a975c)

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, 06:19:08 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, 06:22:01 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, 07:09:15 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:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi173.photobucket.com%2Falbums%2Fw73%2Fpurepics%2Fwith.jpg&hash=e80e19f307c04df0ca56e43a29abc7589a0e3549)

Without NAM:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi173.photobucket.com%2Falbums%2Fw73%2Fpurepics%2Fwithout.jpg&hash=4f6162897c6280d3e08aadaf06e002fb0e23383d)

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, 08:06:57 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, 08:23:03 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, 08:43:41 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, 09:01:45 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, 11:35:06 AM
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:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg111.imageshack.us%2Fimg111%2F677%2Finternationalairportdec.jpg&hash=a9be69c649298d813ce397ee1eded09a39da55ae)

Thanks,
Pat


Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: ebina on May 10, 2009, 03:07:36 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, 05:41:21 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, 12:53:38 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, 04:18:43 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, 09:25:28 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, 12:47:00 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, 08:31:39 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, 09:20:49 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, 12:57:19 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:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.web-images.org%2Fimages%2F10981_pb_nam_jonctions.jpg&hash=b1c62b062571be74e36dd1f0b56d5b3416e06b5f)

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, 01:35:30 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, 02:22:20 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, 05:27:05 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:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg41.imageshack.us%2Fimg41%2F5643%2Fnonam.png&hash=71e190d3892d3d0e7d7762f7c63a0a71541d42f2)

Then with the NAM loaded, I draw the railroad loop and it appears as thus:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg35.imageshack.us%2Fimg35%2F1760%2Fnamminimumwithsfbtrailt.png&hash=9ef2c7fb513ae46af3714bb5caedbdc87a0e63ee)

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, 07:09:16 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 17, 2009, 11:00:20 PM
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, 01:17:13 PM
Here's a weird bug:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg16.imageshack.us%2Fimg16%2F255%2Ftinsect1.jpg&hash=c9a55c48466067e59f81fc72ec837961f22f301f)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg15.imageshack.us%2Fimg15%2F1571%2Ftinsect2.jpg&hash=bc015f95b5aee626923d6d03e27f2cbf5f95325d)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg7.imageshack.us%2Fimg7%2F1589%2Ftinsect3.jpg&hash=6d1826d7c534f050552a8a9ff04d59940cfa49c4)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg39.imageshack.us%2Fimg39%2F5118%2Ftinsect4.jpg&hash=9bead770086124957b0f4887e0e537bbb5012e16)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on May 25, 2009, 01:29:25 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, 01:32:07 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, 02:51:10 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, 04:57:16 PM
Quote from: deathtopumpkins on May 25, 2009, 02:51:10 PM
So don't drag over an avenue intersection with the road tool. There, bug solved. ;)

Dang I wish I had thought of that.     &dance    LOL
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: io_bg on May 26, 2009, 02:59:13 PM
Quote from: Gaston on May 25, 2009, 04:57:16 PM
Dang I wish I had thought of that.     &dance    LOL
:D :D :D
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: nerdly_dood on May 26, 2009, 03:19:45 PM
That's happened to me too, and redragging with avenue doesn't fix it so I have to bulldoze it and do it over again.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: heitomat on May 27, 2009, 01:03:40 AM
Quote from: PLT on May 09, 2009, 11:35:06 AM
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:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg111.imageshack.us%2Fimg111%2F677%2Finternationalairportdec.jpg&hash=a9be69c649298d813ce397ee1eded09a39da55ae)

Thanks,
Pat


Quoting and asking the same as Pat, on page 59: Are there any road texture fixes for the NAM road overpasses? I think there is a similar fix for rail overpasses (for users of PEG's Alternate Railway MOD) on the STEX.

It seems like Pat's using a concrete sidewalk mod. For me, the standard Maxis sidewalk texture will do. But is it doable, or even: is it done?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: greenbelt on May 28, 2009, 01:23:08 AM
This is a newbie question regarding RHW.  the RHW section only has tutorials so I didn't want to post this there.  Here's the picture

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi735.photobucket.com%2Falbums%2Fww358%2FgreenbeltCJ%2FRHWJunction.jpg&hash=ef1a7bd6a144628007aea8080ab170de5d6a2d8f)

I did something wrong here.  I was trying to follow Haljackey's diamond interchanges tutorial. 

Thanks for helping me out on this.
EDIT:  I re-read the tutorial and I guess my problem is...Where do I find the "ground to elevated MIS" piece?
EDIT2:  Played around with this some more...tabbing through the RHW starter pieces didn't help.  I posted another (different) picture on last page of Haljackey's tutorial.
I have re-read the ReadMe and downloaded the latest RHW, NAM etc.  still can't find the piece I need.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: carkid1998 on May 28, 2009, 03:43:22 AM

The piece you're looking for is the ground to elevated transition. It can be found in the RHW transition puzzle pieces menu.

Hope that helps!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: heitomat on May 28, 2009, 03:55:05 AM
Answering Pat's question, as well as my own: I found that the latest Euro Road Texture mod fixes the problem, given that the correct sidewalk plugin is selected during installation. The latest ERTM is found in the LEX.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: greenbelt on May 28, 2009, 03:59:33 AM
 ;D  Thank you so much.  I thought I'd looked everywhere for the right piece.  Guess I didn't tab all the way through the RHW Transition pieces.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: The_Mario_Man on May 28, 2009, 06:52:59 AM
I'm having two issues about the nam... well... one is really a question.


The issue: I have the dark asphalt highway textures installed. They work good on most interchanges, but on the trumpet interchange they seem to alternate between the new and old textures.

The question: Will farr intersections ever be released? I wanted to make a Times Square style stretch of road using the farr, but with the inability to create intersections, it didn't go over the way I planned.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: carkid1998 on May 28, 2009, 07:54:11 AM
The reason that the textures alternate is either that asphalt textures have yet been developed for that intersection or that you haven't put the mod in the  NAM folder and put ZZZ at the front of the file name.   Answering your question FAR intersections are being developed.                                                                                                                                   
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: The_Mario_Man on May 28, 2009, 09:10:53 AM
Awesome. I did what you said, but the problem is still there (although to a lesser degree). Thanks!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Blue Lightning on May 29, 2009, 04:50:08 PM
Even the most recent HRS does not replace most of the Trumpet and partial Y interchange textures as they do not have the proper texture. FAR intersections should be u/d.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: dlo§rhuj on June 01, 2009, 08:45:58 AM
Many avenue-one way interchanges don't work at all for some reason. Here's one, there are some others as well.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg200.imageshack.us%2Fimg200%2F448%2Fsc42.jpg&hash=be16e62f45c8d3c2b9e07f6bffe9cb5c685b8a11)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Korot on June 01, 2009, 09:20:43 AM
Did you accidentally install the LHD plugin? That might explain the missing paths, as I never have experienced this issue. (Or I just didn't look hard enough)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: dlo§rhuj on June 01, 2009, 10:39:21 AM
No, the LHD plugin is not installed.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: deathtopumpkins on June 01, 2009, 12:16:34 PM
I've never bothered looking at those paths, but intersections of that nature (avenues terminating at OWRs) do not appear to work for me either.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Amtrak7 on June 01, 2009, 12:52:28 PM
I just realized that my problem also occurs when upgrading a road - avenue T-intersection on an Avenue-Avenue intersection.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on June 01, 2009, 01:14:01 PM
dlo§rhuj, I'm not sure what would be causing your issue.  I've got paths here on my end.  

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg190.imageshack.us%2Fimg190%2F2861%2Fnam06012009.jpg&hash=02670ef25e399207aa5da3885a1463a98fc70c55)

The path in question is 0x091a5500.  It's contained in SimCity_1.dat (along with all other Maxis path files) and there's no modified version of it anywhere in any of the NAM .dat files.

The only thing I can think is that you've got some sort of other non-NAM mod that includes a path file at 0x091a5500 that's been modified to work incorrectly.  I notice you have a traffic signal on your intersection instead of a stop sign, too . . . I'd presume you've got some sort of cosmetic mod there that's doing that.  That might be the culprit.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: deathtopumpkins on June 01, 2009, 03:07:29 PM
I also have a signal instead... and do not recall ever downloading any cosmetic mod that deals with that intersection.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: bap on June 01, 2009, 04:03:34 PM
Hi Alex,

I have one suggestion & request. The supporting pillars are an important thing in making a beautiful bridge. We have tons of nice bridges available, Maxis original and NAM ones, that allow nice crossing over game water. When it comes to make elevated bridges to cross over canals, the only choice is to use the elevated road, owr and avenue over-empty-terrain puzzle piece (I have the new can-am in mind, where the bridge cannot be at water level or the canal boats would not be able to pass below the bridge). It would be good to be able to make 'bridges' over canals as beautiful as the ones over game water. How hard would it be to change the round, light-gray pillar that comes with the road, owr & avenue over-empty-terrain puzzle piece to have a more bridge-like look? Something similar to what is available for the elevated rail puzzle piece (the user even have some three different style pillars to choose from when installing NAM) would already be a tremendous improvement.

Cheers,
Bap
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: darraghf on June 01, 2009, 04:11:23 PM
dlo§rhuj: That problem happened to me before I got the NAM. It worked perfectly when I got the NAM back in June 2008
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: fuleful on June 02, 2009, 01:35:52 AM
A couple of issues I hope someone can help me with (I have the latest NAM release on a fresh and patched SC4 installation):

First of all, I don't get any road turning lanes at road-avenue intersections. I do get turning lanes at road-road and avenue-avenue intersections, though.

Secondly, something seems to be wrong with the avenue pathing (or query tool). The query tool tells me that there is traffic in one direction (say 1000 cars), but not in the other. But the green commuter arrows tells me that there is traffic in both directions. I use the Z traffic simulator.

Thirdly, something is odd with the showing of automata. Cars are only visible for a second or two, before they disappear again. This is kind of sad, since I always found it amusing to follow cars around.
Another issue with automata is connected to my second point above. Cars are only shown in one direction of the avenue (strangely, the one which the query tool says has no traffic). In the other direction, there are no cars shown.
I don't use any traffic generators.

Any suggestions?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: deathtopumpkins on June 02, 2009, 03:52:49 AM
1) There are, as of yet NO road/avenue turning lanes. That's coming in a future release.

2) Let the game run for a few months. It sounds like you just need it to recalculate the commutes.

3) A limitation of the game itself. Cars have always, and will always, do that in SC4.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: heitomat on June 02, 2009, 02:02:13 PM
Regarding the missing turning lanes, you'll notice that there are other lanes "missing" as well.

Such as:
- Ave/Ave/Ave T-intersections.
- Road X-intersection where one of the intersecting roads are one-way road/street.

(If what I've said proves to be wrong, I might have to check my NAM-installation..  ;))
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: deathtopumpkins on June 02, 2009, 02:05:41 PM
Please people, read the readme. It says the only intersection combinations that currently have turning lanes, which are road x road +, road x road T, and ave x ave + .
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: heitomat on June 03, 2009, 12:01:51 AM
@deathtopumpkins: ..wich is what I was trying to explain to fuleful. Anyway, you explained it way better than me. The readme usually has the answers..
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Traveller on June 04, 2009, 12:32:49 AM
I hope this is the right place for this, I am looking for a way to get GLR over water(a proper bridge). Actually I have this alleady but it looks like crap. I used ground to elevated rail transition and it promptly sinks to the lowest point of the river. I managed to join two of these togther so while it works, it looks awful and is basically submerged ::). Will GLR bridges over water be a future release, or is it somehow included now only I'm just not seeing it?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: choco on June 04, 2009, 04:34:30 AM
there are a few extra El-rail bridges that were released on the LEX, but there are no additional GLR bridges at the moment, besides the one included with the NAM. 

i can confirm that some GLR bridges are in the works, though.   ;)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: plunderer on June 09, 2009, 10:14:25 PM
The  diagonal elevated network over AVE. conner missing one piece

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg31.imageshack.us%2Fimg31%2F6168%2Fbug3q.jpg&hash=81623ba7dcc32e6294870d81f9b19904d184fccc)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Swamper77 on June 09, 2009, 10:24:35 PM
That's definitely a RUL problem. Now that I think about it, that would be a somewhat useful to have elevated networks overlap on corners or diagonals of other networks to save space in dense development areas.

-Jan
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: JonM on June 10, 2009, 07:52:45 AM
Hey,

I am wondering if it is possible to create custom 1x1 lots that you can place on the side of roads (like an extended sidewalk or parking) that will allow zones to dvelop without complaining about road connection? Kind of like custom ped mall tiles?

Thanks!

Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Swamper77 on June 10, 2009, 12:07:54 PM
Quote from: JonM on June 10, 2009, 07:52:45 AM
Hey,

I am wondering if it is possible to create custom 1x1 lots that you can place on the side of roads (like an extended sidewalk or parking) that will allow zones to dvelop without complaining about road connection? Kind of like custom ped mall tiles?

Thanks!

This isn't really feasible except for Commercial areas. Industries will want a road connection for the freight trucks to leave the Lots. Residential Lots only display the "No Road Connection" zot in regards to the Ped Malls because they want car paths on the networks that are in front of them. Ped Malls only have pedestrian paths.

-Jan
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on June 10, 2009, 12:22:40 PM
Also, although Commercial areas will develop without complaint, the Sims won't be able to go to work there unless there's a road connection.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: nerdly_dood on June 10, 2009, 01:52:33 PM
Could dummy car paths be added to the ped mall tiles like the various FAR curves and wide-radius turn pieces do? (I know that those have dummy paths to avoid annoying lags when plopping)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Blue Lightning on June 10, 2009, 02:00:12 PM
Quote from: z on June 10, 2009, 12:22:40 PM
Also, although Commercial areas will develop without complaint, the Sims won't be able to go to work there unless there's a road connection.

Well, actually, if you link the pedmall to a transit lot capable of ped in, ped out, and have that sit on/next to a road, sims can commute to the COM zones.

Vince
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on June 10, 2009, 02:20:17 PM
Have you actually tried this?  It sounds like it should work, but in my experience, it doesn't.  For example, commercial lots which entirely border RTMT stations never get workers, even though there are valid pedestrian paths to them.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Blue Lightning on June 10, 2009, 02:53:25 PM
Well, not like that. I simply mean this: (ASCII time)

R=road, ave, whatever S=station/transit lot .=blank P=pedmall C=commercial zone

R..ZZZZZ
RSPPPPPPZ
R..ZZZZZ


Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: deathtopumpkins on June 10, 2009, 03:22:08 PM
Basically just where a pedmall sits adjacent to a transit network, plop a TE'd lot, transit station, etc.. I actually tested this once on the pedmall-under-elevated heavy rail pieces, and sims most definitely commuted using them.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: j-dub on June 12, 2009, 06:52:17 PM
I thought I already have what JohnM is asking, because Heblem did some transit modding that way. I have plenty 1x1 parking lots placed down by the road tool, traffic excepts it according to the route query tool and some how traffic crosses over to the main road, even if the paths don't intersect, so long as the tile ends next to the main road, and these 1x1 parking tiles can still go next to each other, and if you hover the tool over the parking lot, it registers it as a road, or street, depending the speed you need, and UDI still works.

This concept only works if the parking lot tile is pathed as an intersection, so then its intersection, after intersection, and cars constantly turn in and out, kind of like the NWM, except not dragged.
Basically you envision Ped Mall tiles, except that the x over + is for vehicle traffic.  If this was done with multiple parking pieces, that would allow multiple texture options, like SAM. Of course these tiles make no sense in residential.  I actually had success with these in industrial areas, but you have to deal with the trucks turning in and out. But a reason this 1x1 plop-a-tile parking maybe won't be done is because SAM already offers a plain, no lined parking lot variation, and there's T21 options out there that provides park cars.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Bobbi on June 16, 2009, 04:54:03 AM
I'm writing a NAM tutorial for many Chinese players ::) (Some of them don't know what the NAM is and how to use it) and I'm writing a part of introducing the PED-Mall. Because I want to make them surprising ,I want to get a screenshot of a crowded PED-Mall as a title. But I have a problem:

There're only few people I can see ,not very crowded.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi576.photobucket.com%2Falbums%2Fss208%2FSCBobbi%2FNormal%2FProblem001.jpg&hash=99667bce992172028d40613c4ed3cfd1718820c8)

But there're many people walk on the PED-Mall. :'(
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi576.photobucket.com%2Falbums%2Fss208%2FSCBobbi%2FNormal%2FProblem002.jpg&hash=da4650265257419deeff9978193d30422afda052)

And the setting of "Nº of cars/sims" is high.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi576.photobucket.com%2Falbums%2Fss208%2FSCBobbi%2FNormal%2FProblem003.jpg&hash=021ca9d729fe364ea9d538ec3dc8553b39401404)

I use traffic simulatior zp high. Is it make this problem?

---Bobbi
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on June 16, 2009, 01:07:09 PM
No, the traffic simulator has no control over the number of people displayed.  It's not clear to me what's causing your problem, though.

Are you using hardware or software mode in your graphics options?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: dragonshardz on June 16, 2009, 01:39:44 PM
Actually, there would be a problem if the pedmalls were displaying pedestrians. When the pedmalls first came out, they displayed pedestrians walking along the pedmalls. however, after a few people noticed that having those pedestrians displayed slowed down the game a lot, the NAM team removed whatever it was that caused pedestrians to walk along the pedmalls.

I think it was an animated prop made by Maxis, one of the crowd props. Imagine hundreds of individually scripted animations moving about your city...yikes!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Blue Lightning on June 16, 2009, 02:18:57 PM
There are two things I can think of:

1: Its not rush hour. Try waiting for 6 AM or 6 PM. These are about the time that automata are most active.

2: Try using the Radical Automata NAM plugin.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Swamper77 on June 16, 2009, 06:49:33 PM
Quote from: dragonshardz on June 16, 2009, 01:39:44 PM
Actually, there would be a problem if the pedmalls were displaying pedestrians. When the pedmalls first came out, they displayed pedestrians walking along the pedmalls. however, after a few people noticed that having those pedestrians displayed slowed down the game a lot, the NAM team removed whatever it was that caused pedestrians to walk along the pedmalls.

I think it was an animated prop made by Maxis, one of the crowd props. Imagine hundreds of individually scripted animations moving about your city...yikes!

It wasn't a prop. It was an Occupant Group that is normally assigned to landmark lots to make people stroll the sidewalks near them. The problem was, as stated, having entire Ped Malls full of thousands people, as each tile was producing the Sims. Even a handful of Ped Mall tiles caused a problem back then.

-Jan
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Bobbi on June 18, 2009, 11:22:22 PM
Quote from: z on June 16, 2009, 01:07:09 PM
No, the traffic simulator has no control over the number of people displayed.  It's not clear to me what's causing your problem, though.

Are you using hardware or software mode in your graphics options?
@z
I'm using hardware mode.

Quote from: Blue Lightning on June 16, 2009, 02:18:57 PM
There are two things I can think of:

1: Its not rush hour. Try waiting for 6 AM or 6 PM. These are about the time that automata are most active.

2: Try using the Radical Automata NAM plugin.
@Blue Lightning
This is deluxe and the time is daytime. And I have used the Radical Automata and it was no change.

Quote from: dragonshardz on June 16, 2009, 01:39:44 PM
Actually, there would be a problem if the pedmalls were displaying pedestrians. When the pedmalls first came out, they displayed pedestrians walking along the pedmalls. however, after a few people noticed that having those pedestrians displayed slowed down the game a lot, the NAM team removed whatever it was that caused pedestrians to walk along the pedmalls.

I think it was an animated prop made by Maxis, one of the crowd props. Imagine hundreds of individually scripted animations moving about your city...yikes!
@dragonshardz
Is the lastest NAM display pedestrians less than the older??? ()what()

----------
This is a picture of NAM's readme files. I'm wondering how to do that.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi576.photobucket.com%2Falbums%2Fss208%2FSCBobbi%2FNormal%2FProblem005.jpg&hash=f113d194fbf4809c871eb7131f8bc8e117a02dd5)

---Bobbi
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Swamper77 on June 19, 2009, 12:03:56 AM
Bobbi,

In order to recreate the number of Sims on the Ped Malls shown in that picture, the exemplars for the Ped Mall puzzle pieces would have to be modified to include the Occupant Group "Landmark Ogle" (0x1935). The NAM Team is unlikely to include that Occupant Group in the exemplars for the Ped Mall puzzle pieces again because of the lag it caused on slower computers. That is why that Occupant Group was removed in the first place.

-Jan
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: MandelSoft on June 22, 2009, 06:52:55 AM
I have downloaded the NAM June 2009 + Essentials and I installed them in my plugins folder. But my problem is (even though I removed every plugin from the NAM folder and re-installed the NAM two times) that I'm missing the new features, like the Avenue FLUPs. What am I doing wrong?

EDIT:
The Controller Marker says I'm using version r27 from June 17.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Dexist on June 22, 2009, 07:01:11 AM
yeah i am missing the avenu flups too(i only have the avenue to underground)
and the oneway roads
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: io_bg on June 22, 2009, 07:02:57 AM
I've got almost the same problem as mrtnrln - I can't find the one-way underpasses. Something more - when I plop the Y highway interchange, the game freezes. It doesn't crash, it only freezes. Any ideas about this?

Quote from: Dexistyeah i am missing the avenu flups too(i only have the avenue to underground)
You have to use the regular underground pieces (the same that were in the older NAM)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Dexist on June 22, 2009, 07:05:03 AM
so i just use a avenue ramp then i continue with 2 underground roads??
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: MandelSoft on June 22, 2009, 07:13:48 AM
To make it more clear, I've no new features at all:

- The CAN-AM shows an red arrow bug, although the NAM_Controller is up to date.
- The Tram-on-street button gives me Tram-on-road puzzle pieces.
- No new Y-interchange
- No new FLUP pieces
- No new GLR pieces
- No new T-RAM pieces

Nothing at all!

What is wrong with the NAM?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Dexist on June 22, 2009, 07:24:40 AM
did you first uninstal the old nam?

and did you used all the options as you used in the old nam.

Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Dexist on June 22, 2009, 07:28:00 AM
and i do not have the oneway road flup aswell :'( :'( :'( :'( :'(
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: MandelSoft on June 22, 2009, 07:30:33 AM
I uninstalled the NAM TWICE and re-installed the latest version, so I think it's not an installation problem.

And yes, I used all the options.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: BarbyW on June 22, 2009, 07:54:02 AM
CAN-AM is waiting for the terminals and freight wharves to be uploaded later today. You will not have moving boats until you have them.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: choco on June 22, 2009, 07:58:44 AM
easiest way to test if the NAM is bad...


- remove everything from your plugins folder
- install NAM (not essentials), making sure to install the right controller (RHD vs. LHD)
- test

if it works, your have a conflict in your plugins.  if not, then try installing the essentials.  test again. 
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: MandelSoft on June 22, 2009, 08:17:24 AM
FINALLY! The new NAM is working! After some DAT-packing, the problem is solved. Still don't know what caused the problem in the first place...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: io_bg on June 22, 2009, 11:48:59 AM
Quote from: choco on June 22, 2009, 07:58:44 AM
easiest way to test if the NAM is bad...
- remove everything from your plugins folder
- install NAM (not essentials), making sure to install the right controller (RHD vs. LHD)
- test
if it works, your have a conflict in your plugins.  if not, then try installing the essentials.  test again. 
Thanks for the tip, choco. I tried that and after removing all my plugins everything worked like it should. After I moved the other plugins back, I get that problem again. I reinstalled the NAM and the essentials but the problem remains. &mmm
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Amtrak7 on June 22, 2009, 02:47:02 PM
My road-over-avenue T problem still exists in the new NAM.
El-rail over Avenue corner problem still exists.

Also, I don't know if this is a bug, but GLR can't go under el-highway or monorail???
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: bob56 on June 22, 2009, 02:50:37 PM
Another question

I feel really stupid asking this, as I'm sure it's right in front of me... &ops

I have searched and searched and cannot seem to find the ped-mall tiles! I can find the GLR-on, El-on, ect. but where is the general ped-mall tiles (like in the readme)?

Any help would be appreciated.

Thanks in advance! :)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Amtrak7 on June 22, 2009, 02:59:15 PM
Those are in the road menu.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: bob56 on June 22, 2009, 03:12:32 PM
Thanks!!!!

Quote from: bob56 on June 22, 2009, 02:50:37 PM

I have searched and searched and cannot seem to find the ped-mall tiles!

I guess not... :D

Thanks Amtrak 7!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Chrisim on June 22, 2009, 03:59:14 PM
Quote from: Amtrak7 on June 22, 2009, 02:47:02 PM
I don't know if this is a bug, but GLR can't go under el-highway or monorail???
There are puzzle pieces for these two cases

Please describe the other problems in more detail.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Amtrak7 on June 22, 2009, 04:17:49 PM
The first one is my post on page 60 of this thread.
The other one is plunderer's post on page 62.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: choco on June 22, 2009, 06:49:21 PM
Quote from: io_bg on June 22, 2009, 11:48:59 AM
Thanks for the tip, choco. I tried that and after removing all my plugins everything worked like it should. After I moved the other plugins back, I get that problem again. I reinstalled the NAM and the essentials but the problem remains. &mmm
you'll have to filter thru your other plugins to find which is causing the conflict.  the NAM would be fine since it worked without all your other plugins installed. 

try cutting the remaining plugin files in half, leaving some in the plugins folder and taking half out.  if the problem is still there, then you know that the half of the files outside the plugins folder does not contain the conflicting file.  repeat until you find the suspect file. 

   
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: JoeST on June 23, 2009, 06:10:15 AM
I am just wondering why there are diagonal Highway and diagonal Road over Highway textures in the diagonal street plugin. Also, why are textures like 7AB50E44 1ABE787D 5F5020__ (diagonal Street to diagonal Road) not used?

Joe
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: bakerton on June 23, 2009, 06:46:36 AM
I have a problem that I tired to solve, but can't. I have the STR (single track rail) installed, but in the game I get a red arrow. Secondly, I have installed the avenue turn lanes, but I get the default maxis avenue intersection (ie no turn lanes). I have uninstalled the old NAM followed the instructions to the letter, but I still get the same problem and my brain feels like gel trying to solve everything. Any help or advice will be welcomed. JKB
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: JoeST on June 23, 2009, 06:54:25 AM
Quote from: bakerton on June 23, 2009, 06:46:36 AM
I have a problem that I tired to solve, but can't. I have the STR (single track rail) installed, but in the game I get a red arrow. Secondly, I have installed the avenue turn lanes, but I get the default maxis avenue intersection (ie no turn lanes). I have uninstalled the old NAM followed the instructions to the letter, but I still get the same problem and my brain feels like gel trying to solve everything. Any help or advice will be welcomed. JKB
have you tried installing the NAM whilst having no plugins?

try it, and if yo have no problems, add your plugins (minus the nam folder) and try again. if that causes a problem, you have some erroneous plugin in your folder.

Joe
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: bakerton on June 23, 2009, 07:28:20 AM
JoeST, I just did what you said and it solved my problem. Thanks for the help. JKB
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Chrisim on June 23, 2009, 09:26:55 AM
Quote from: Amtrak7 on May 25, 2009, 01:17:13 PM
Here's a weird bug:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg15.imageshack.us%2Fimg15%2F1571%2Ftinsect2.th.jpg&hash=23f9f99277e7935c49a51336bf92d4308eb68dda) (http://img15.imageshack.us/img15/1571/tinsect2.jpg)
It does not make sense to drag road over two pieces of an avenue intersection as you did for your bug report. Simply don't do it. And if you have done it by mistake, bulldoze the junction and rebuild it.

Plunderer,
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg31.imageshack.us%2Fimg31%2F6168%2Fbug3q.th.jpg&hash=e3b85423742423fa16fa58abd694fb88d5b8c231) (http://img31.imageshack.us/img31/6168/bug3q.jpg)
clearly a RUL bug. Not a newly introduced bug, I guess that it must have been there for quite a while. I am not sure who in the NAM team would know how to correct it. For the moment, please avoid the situation.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Amtrak7 on June 23, 2009, 12:41:35 PM
It also happens when upgrading an avenue-road t-intersection to an avenue-avenue one.  This one makes sense, and needs to be corrected.

To replicate this event:

Create this:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg4.imageshack.us%2Fimg4%2F2401%2Faverdt.jpg&hash=add23fd10729942885813f14e854bcf7be5cef09)

Attempt to upgrade the road to an avenue.  It will only let you let you upgrade if the second tile of the avenue is to the left of the road in my example.

The problem occurs.
Also note that this upgraded intersection can't be made into a 4-way avenue intersection.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on June 23, 2009, 12:56:52 PM
A simple workaround is to demolish the intersection first, then upgrade your road to an avenue.  Both a T and a 4-way intersection should work fine after that.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: TwistedMentat on June 24, 2009, 10:09:08 AM
After installing the new June 2009 NAM, my RHW-4 westbound exit ramp style B has been replaced by a diagonal version of style A:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg222.imageshack.us%2Fimg222%2F5084%2Frhwanomaly.th.jpg&hash=d9873339faf639e34190e4e6cf44d38b8d35c6f4) (http://img222.imageshack.us/i/rhwanomaly.jpg/)

I initially used the NAM updater, then tried installing the full version.  The same problem occurred with both, and also with no other plugins installed.  I have reverted back to the March 2009 version with no problem.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on June 24, 2009, 02:58:49 PM
TwistedMentat, it appears that somehow the HighwayIntersectionInfoID (HID) on the last entry of the RHW-4/MIS Ramp Style A Diagonal RULs got changed over to have the same HID as the second entry in the Ramp Style B RULs when the final controller got compiled.  Not sure what happened there.  Easy to fix on this end, but it'll require updating every single NAM upload to distribute.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Dexist on June 25, 2009, 10:46:42 AM
Hi,

i have a problem, when i am looking for flups, then i cannot find the OWR.
i can find the new ave ramp, but not the owr ramp...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Chrisim on June 25, 2009, 11:13:20 AM
@Dexist
As the in-game text tells for the FLUPs, simply use Pos1/End to rotate puzzle pieces and to switch to different puzzle pieces. The two oneway ramps are in the same ring as the road ramp.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: kassarc16 on June 30, 2009, 09:55:56 PM
Just a small quirk, not critical. It seems that the Draggable-GLR x Avenue crossing lacks stop points for traffic; the gates work, but cars do not stop. The puzzle-piece crossing works fine, though.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: cfsego on June 30, 2009, 10:00:37 PM
fire engine can not reach the targets on tram in road
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: io_bg on July 01, 2009, 12:44:16 AM
Yes, Chrisim has noticed that problem and as I remember, it cannot be solved.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mike3775 on July 01, 2009, 07:30:10 PM
Quote from: cfsego on June 30, 2009, 10:00:37 PM
fire engine can not reach the targets on tram in road

That occurs in the Avenue as well

The work around is to have a firestation on each side of the road to avoid them not being able to get to it
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on July 01, 2009, 11:33:10 PM
Quote from: mike3775 on July 01, 2009, 07:30:10 PM
That occurs in the Avenue as well

The work around is to have a firestation on each side of the road to avoid them not being able to get to it

Or if the area in question is within the radius of a fire station, you simply won't get fires there in the first place.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: danielra96 on July 06, 2009, 07:42:11 PM
i downloaded the June 2009 NAM and now I can't drive an elevated train :'(
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: KoV Liberty on July 06, 2009, 07:54:47 PM
It might be conflicting stuff in the NAM. Try uninstalling the NAMs an reinstalling the June 2009.

Now for my question...

How do I make neighbor connections w/El-Ave? Is it possible?  ()what()
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Korot on July 07, 2009, 02:37:23 AM
You can't, as it isn't a dragable network. Although it might be possible if you place the El-AVE over an already existing AVE-neighbour connection.

Regards,
Korot
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: joeltp85 on July 07, 2009, 11:37:51 AM
Hi guys. I've searched the forums for the last hour and half and I haven't yet found a solution to this, so I'm going to ask it here. Hopefully someone can give me a hand.

I'm trying to build a monorail over a GLR in avenue, but there doesn't seem to be a piece for this. Originally, while "tabbing" through the GLR/Avenue Dual Network Pieces, I was getting several "##Intersection placement string missing##" error messages for a few of the pieces. So I re-installed NAM hoping that would fix the problem and give me the pieces I needed. That did fix the bug problem, but I still don't see a monorail over tram in avenue piece (or an el train over tram in avenue for that matter). I can't find anything under the High Monorail Puzzle Pieces section either. Do these even exist, or am I missing something?

Thanks.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on July 07, 2009, 12:46:40 PM
Those pieces were added in the latest NAM version, IIRC. They are located almost at the end of the GLR-in-Avenue rotation ring. Press [Shift] and then [Tab] a few times, then they should appear. If not, you either don't have the latest NAM installed, or there's a conflicting NAM Controller in your plugins folder. In that case, follow the troubleshooting guidelines that are described in the "ReadMe first" file.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: joeltp85 on July 07, 2009, 03:48:45 PM
Quote from: Andreas on July 07, 2009, 12:46:40 PM
Those pieces were added in the latest NAM version, IIRC. They are located almost at the end of the GLR-in-Avenue rotation ring. Press [Shift] and then [Tab] a few times, then they should appear. If not, you either don't have the latest NAM installed, or there's a conflicting NAM Controller in your plugins folder. In that case, follow the troubleshooting guidelines that are described in the "ReadMe first" file.

Wow, do I feel stupid. I was working with an outdated NAM when I thought I had the latest one. I downloaded the NAM for the first time last month (I just recently started playing SC4 again) before I knew anything about the June 21st update. When I saw that there was an update, I checked the date of the NAM I had installed in the plugins folder and it read June 21st, and so I just assumed that I had by chance downloaded the most recent NAM version. But really I must have downloaded the NAM just hours before the latest update was released. Very weird, but at least now I have the pieces I was after. ;D

Thanks for the help, Andreas.

Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: darn42 on July 08, 2009, 09:03:14 AM
I just downloaded NAM, and went to create a new region and all that stuff, and for some reason, none of my population have cars. So that makes having work in another city nextdoor, very long commute, even with buses. (I don't want to spend the money on the more expensive transit yet)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Blue Lightning on July 08, 2009, 10:32:05 AM
You probably installed a park&ride simulator. Try intstalling a non park&ride simulator.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Leodido on July 09, 2009, 01:08:45 AM
I have a question but I'm not sure if this is the right place to ask.
Anyway, I'd like to reinstall the NAM to change some options, simulator, turning lanes etc...
Can I safely just rerun the installer or will I have to replop some stuff If I do that?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on July 09, 2009, 01:17:27 AM
If you built turning lanes, for example, and remove the turning lane plugin, you'll have to bulldoze the turning lanes first. Also, if you want to use a different Traffic Plugin, you'll need to remove the old one, either manually, or by uninstalling the NAM, and later selecting the different plugin, and all other plugins that you used already in your game. Any items that were installed (and used) in your city, and which should be continued to use don't need to be replopped, though, since the new NAM versions will be always backward-compatible in that regard (unless noticed otherwise).
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Leodido on July 09, 2009, 05:17:31 AM
Thank you Andreas this cleared it up
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: tahill79 on July 09, 2009, 05:54:03 AM
I have the reduced one way arrows and when I get to what I think is zoom 3 this is what I get......

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi267.photobucket.com%2Falbums%2Fii300%2Ftahill7900%2FOTHER%2F-Jun23391247076934jpg.jpg&hash=940dc9b673c787a0bf92085c3221c3ae75e4da7d)

and

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi267.photobucket.com%2Falbums%2Fii300%2Ftahill7900%2FOTHER%2F-Jun30391247076952jpg.jpg&hash=1b497f14fbb2c1f703e6ee685ce840eafd403971)

It seems like the arrows bleed through the OWR's at certain points.  Now I dont see this at any other zoom level.

Is this normal to see?  It happens every time I load SC4. And it dosent matter what tile im playing,  if it has OWR's then they show up.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: ebina on July 09, 2009, 06:58:53 AM
Quote from: tahill79 on July 09, 2009, 05:54:03 AM
I have the reduced one way arrows and when I get to what I think is zoom 3 this is what I get......
...
It seems like the arrows bleed through the OWR's at certain points.  Now I dont see this at any other zoom level.

Is this normal to see?  It happens every time I load SC4. And it dosent matter what tile im playing,  if it has OWR's then they show up.
Could you try attached patch? Problem was that S3D planes that hide arrows on one way roads are on the same height as arrows. I changed height of S3D planes to 0.03m from 0.00m (how useful cogeo's tool is) so it should not show ghost of arrows.

z_NAM_OneWayRoad_Arrows_Reduction_S3D_HeightFix.dat needs to be loaded after NetworkAddonMod2.dat. z_NAM_OneWayRoad_Roundabout_Arrows_Reduction_S3D_HeightFix.dat needs to be loaded after NetworkAddonMod_OneWayRoad_Roundabout_Arrows_Reduction_Plugin.dat. Easiest way is to copy both files into Network Addon Mod/Plugins folder.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: rebs619 on July 09, 2009, 09:36:17 AM
This is the most rudimentary of NAM questions, and I'm sure the answer is obvious, but I cannot download the latest NAM...When I click on the windows version to proceed with the download, I'm sent to a long line of user comments and thankyous, but no link for the actual download.  Pretty frustrating. 
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: deathtopumpkins on July 09, 2009, 09:45:03 AM
The exchange has a seperate login from the forums, so you need to register there too for the download link to appear. ;)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: tahill79 on July 10, 2009, 06:50:30 AM
Thanx for the attached patch ebina.  Im downloading now and will let you know it that fixes the problem.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: eze_pela on July 10, 2009, 08:24:39 AM
Hello.

Where i can find the spanish translation for NAM?.
In the FaQs says they can be downloaded from capitalsim.net, but the translation pack isn´t there.

Regards.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on July 10, 2009, 11:59:43 AM
I don't know if the Spanish translation still exists, but there used to be one, IIRC. Maybe you should mail the CSC admins, or post in the CSC forum, if someone knows more about that.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: longhorn2 on July 11, 2009, 02:51:19 PM
Hi,

I am unable to place stations for GLR in Avenue after upgrading to June 09 NAM.  Are there updated stations or a different way of plopping them now?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on July 11, 2009, 03:12:54 PM
Welcome to SC4 Devotion!

Nothing should have changed to affect the placing of GLR-in-Avenue stations.  Which stations are you unable to place, and what happens when you try to place them?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: sithlrd98 on July 11, 2009, 05:24:20 PM
Thank you Ebina san for the fix as well!I also have posted with strange issues such as these in another thread,as I have been having a lot of strange graphic issues with every graphics card with Vista64 and Win7 64 , and it seemed related to Gizmos night mod. Now I can use that mod without the main glaring issue for daytime! I wish I had thought about this as a fix , but that's  another reason why your Mr.Wizard!

Jayson
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: delta9 on July 13, 2009, 12:34:14 AM
Okay, so I'm having a very irritating problem that was not present in the previous release, and seeing as how I've uninstalled the previous...

I cannot place a RHW4 Type B ramp, west lanes to northwest ramp IE west lanes to RHD exit ramp.  This problem was obviously not present in the previous edition because I'm trying to expand and replace an existing ramp setup that already has it.  Is this a stated problem, and if so, is there a patch for it?  This seems kind of silly, that such a problem was introduced after it did not exist :-\

Much thanks for any help that can be provided.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on July 13, 2009, 12:38:31 AM
delta9, that problem seems to be the result of some miscopying when the new NAM Controller was assembled for the June release.  We've been waiting to see if there's any other big issues to fix before releasing any sort of patch for it, though, as it's a RUL-related thing.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: delta9 on July 13, 2009, 12:46:00 AM
Thank you for the unexpectedly quick reply, Tarkus (may I call you Alex, if I am remembering the correct name [EDIT: of course I am, it's in your damn post...]? LOL... my name is Wayne if you or any others would wish to call me by that).  This issue will be corrected if I re-install the previous version, correct?  And is there anything I can do, personally or publicly, to rectify this in the current version?

Again, thanks for the quick reply, and everything you have done and aspire to do with this game.  You are a true idol ()stsfd()
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on July 13, 2009, 03:34:17 AM
I have collected all bugfixes that have been made so far, and a NAM update is basically ready to go. There seems to be one small bug remaining that needs to be addressed, but other than that, I think the update is good to go. :)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: ruudm on July 16, 2009, 07:09:58 AM
Hi guys,

After doing everything according to the instructions, I still can't get the GLR and CAN-AM to work. I am still trying, but if someone over here can help me, that would be very much appreciated.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Diggis on July 16, 2009, 07:44:57 AM
You might need to provide more information and maybe some screen shots.  What is happening for you?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: ruudm on July 16, 2009, 08:00:19 AM
For now I've concentrated more on the GLR. Something that's probably important and that I forgot to mention is the fact that my game doesn't crash when I move a station over a GLR tile.

This probably means that the game doesn't recognize the tile as TE, which is weird, because to my understanding I have done everything right so far. If more information is needed, I'll be happy to provide it. Thanks in advance for your help.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: deathtopumpkins on July 16, 2009, 08:26:21 AM
Well for one thing, the crash is triggered by hovering a puzzle piece over a TE'd lot, not the other way around, and secondly, in the June NAM the pieces were tweaked to minimize the potential for those crashes.
But if you would like to check if something is pathed correctly, then with the extra cheats .dll installed type "DrawPaths" in the cheat code window.

Though as Diggis said, please provide some screenshot(s) of what exactly is wrong.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: ruudm on July 16, 2009, 09:31:48 AM
Sorry for wording it the wrong way, but the game also doesn't crash when I hover a puzzle piece over a TE'd lot.

I've tried the DrawPath thing, and saw the following things:



(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg207.imagevenue.com%2Floc415%2Fth_61705_untitled1_122_415lo.jpg&hash=60f54f399dd5653560c737337d37ef3376b63c23) (http://img207.imagevenue.com/img.php?image=61705_untitled1_122_415lo.jpg)(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg227.imagevenue.com%2Floc427%2Fth_61707_untitled2_122_427lo.jpg&hash=334795c52061d29ce5cacd7f8e517291d3333a6f) (http://img227.imagevenue.com/img.php?image=61707_untitled2_122_427lo.jpg)(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg260.imagevenue.com%2Floc23%2Fth_61709_untitled3_122_23lo.jpg&hash=8c6869ffa59a5793b688fda5dd5c743d9bc972ec) (http://img260.imagevenue.com/img.php?image=61709_untitled3_122_23lo.jpg)(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg207.imagevenue.com%2Floc586%2Fth_61711_untitled4_122_586lo.jpg&hash=7312f517e82f170739cced4a31775c0e5e46dd68) (http://img207.imagevenue.com/img.php?image=61711_untitled4_122_586lo.jpg)



Hope this makes it more clear...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Strategist01 on July 16, 2009, 09:49:06 AM
Ok, so I downloaded the June NAM today... ;D ;D ;D

Here's what I did: uninstalled april nam, uninstalled SAM, did not uninstall RHW v.20 installed june NAM.

I haven't started sc4 since then, but should I be worried?

The reson I didn't uninstall RHW is because I had transferred my plugins from another computer, and didn't take the RHW zip with me...I lost it! :'( And I don't want to re download. Can I run The nam fine? I installed with all of the same options as I did with regards to traffic capacities, etc ( 5x capacity with better pathfinding)

I should be fine, right?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Blue Lightning on July 16, 2009, 09:58:54 AM
I reccomend you download RHW 3.22. However your simulator choice isnt the best idea.You must use simulators A, B, or Z. You might also want to pick up SAM 3.0 (RHW and AM are both found on the LEX).

ruudm: It seems you installed the wrong controller. Whatever controller side you installed, remove it and install the opposite. Since your in the Netherlands I think you need the Right Hand Drive controller (it seems you installed the left hand drive controller)

Vince
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Strategist01 on July 16, 2009, 10:03:30 AM
Well, to tell the truth, I almost never use the RHW, but it nice to experiment with :) I have SAM 3.0. I like the 5x + better pathfing, and the Census repository version/plugin is besed on that simulator, so I don't want to change!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Chrisim on July 16, 2009, 10:27:26 AM
Quote from: ruudm on July 16, 2009, 07:09:58 AM
After doing everything according to the instructions, I still can't get the GLR and CAN-AM to work. I am still trying, but if someone over here can help me, that would be very much appreciated.
Your pictures show that paths are missing from tram tracks, which means that the tram files are absent from your Plugins\Network Addon Mod\Plugins folder: NetworkAddonMod_CanAM_Plugin.dat, NetworkAddonMod_GroundLightRail_Plugin.dat, and NetworkAddonMod_GroundLightRailxStreet_Plugin.dat. And probably NetworkAddonMod_CanAM_Plugin.dat is missing too.

My guess is that at some moment in time, you reinstalled the NAM or you installed a new version of the NAM, and you forgot to select the CAN-AM and tram plugins. You need to keep them selected in the installer. So, re-install the NAM with these plugins selected.

We changed almost all tram puzzle pieces for the June 2009 NAM version. Therefore, the game is much more stable and should not crash when working with trams. The game may still crashs with some other (non-tram) puzzle pieces.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: CaptCity on July 16, 2009, 10:49:18 AM
Hi all...

Just noticed that last few posts regarding ruudm's issue. He had posted the same question at Simtropolis, and I noticed that he has a left-hand version of the game. Thinking that he may have installed the right-hand component of NAM, I responded he should try to reinstall with the left-hand component selected (similar to Blue Lightning's response above). Wanting to be sure in my response, I changed my game to left-hand, installed NAM with right-hand, and noticed the same issues ruudm was having (no paths). I wanted to check in here to see if that is, indeed, a likely outcome (I've never actually tried it before.). If not, I will not procede with that line of thought in the other thread so as not to confuse the issue.

CaptCity
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: ruudm on July 16, 2009, 11:36:15 AM
Hi guys,

It's working now. The problem was indeed that in my game, the sims used the left side of the road. I have previously played the Dutch version, where as far as I can remember, this wasn't the case. Now, I've installed the English version off the same disc(s), and I hadn't noticed the driving on the 'wrong side'.

After reinstalling the NAM for left-lane driving, everything is working fine, except the U Drive It for the GLR on an avenue-track, but I'll try to get that working in the future.

Thank you guys for your help.

Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Korot on July 17, 2009, 10:03:55 AM
Why would you want the game to be in English? Anyway there is a way to fix it and let the cars drive on the proper side of the road, the right one that is.
The tutorial to do that can be found here [linkie] (http://sc4devotion.com/forums/index.php?topic=3961.0).

Regards,
Korot
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Strategist01 on July 17, 2009, 02:48:30 PM
OK, so maybe there might be a teensey problem with the CAN-AM...when I just briefly moved it across my car and ferry terminal SC4 crashed...now I am willing to try this again to test it and see whether it happens...I'll get back to you.

Second of all, when I installed the new NAM, all of my road intersections were gone! I think this was because I had installed the prev NAM so that my roads had turning lanes, and now they don't! I think I'll re - install with turning lanes.

So my comment is install the new NAM with turning lanes, if the previous one also was. I found that when I had the nam first installed with out turning lanes, then to have turning lanes, the roads didn't disappear...


That's all for now!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on July 17, 2009, 02:55:25 PM
Road turning lanes were always optional in the installer, so if you reinstall the NAM, you have to select them again. This is clearly stated in the readme file as well. Also, the crashes of moving a puzzle piece over a transit enabled lot are documented in the readme file as well - it's a bug that cannot be fixed, unfortunately.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: carkid1998 on July 17, 2009, 11:48:32 PM

This is a just a visual bug, the one way road FLUP ramp shows maxis road textures from further away zooms
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Strategist01 on July 18, 2009, 02:12:23 AM
Andreas: I didn't see it in the readme file...but Ok, I know that you have to do that.

Such a pity that the CAN-AM suffers from those crashes. The odd thing was, I didn't hover over it for a long time, in fact I was moving aroung the map using the RMB method, and I was going quite quickly over it. I thought you had to leave it there for at least a second or so...oh well.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on July 18, 2009, 03:31:23 AM
Quote from: Strategist01 on July 18, 2009, 02:12:23 AM
I thought you had to leave it there for at least a second or so...oh well.

No, unfortunately not - your computer is much faster in calculating all possible rotations of a puzzle piece, so it fails and crashes within the blink of an eye. ;)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on July 18, 2009, 03:33:10 AM
Quote from: Andreas on July 18, 2009, 03:31:23 AM
No, unfortunately not - your computer is much faster in calculating all possible rotations of a puzzle piece, so it fails and crashes within the blink of an eye. ;)

Let's see - that's about 40 milliseconds.  Sounds about right.   ;)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Strategist01 on July 18, 2009, 07:28:27 AM
So you're saying I should  have lots of background apps running and a plugin folder 1 gig more than my RAM, to slow the computer down, then I'll be able to pass the lot over it?....:P
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Blue Lightning on July 18, 2009, 07:32:17 AM
Uh no. Just avoid the lot completly. Still, the CPU can compute rotations that fast.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Strategist01 on July 18, 2009, 07:43:47 AM
Yeah, I was...'twas a bit of sarcasma in my post, blue! %wrd
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: longhorn2 on July 21, 2009, 03:18:35 PM
QuoteNothing should have changed to affect the placing of GLR-in-Avenue stations.  Which stations are you unable to place, and what happens when you try to place them?

I think I figured it out.  I had used the GLR in Avenue a long time ago before trying to start up a new line after the latest NAM, so perhaps I forgot if it was always this way.  I was trying to place the stations over the GLR in Avenue.  It seems you have to leave a station sized gap, then plop the station, then drag one way roads through.  Thanks for the help.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: gtaki on July 22, 2009, 11:14:41 AM
Hi all :)

I am not able to drag a 90 degree turning GLR piece after I installed the NAM June2009 + update 20090718.
Now I need to place a 90deg turning puzzle piece manually between 2 straight tracks.

Anyone have this issue too?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on July 22, 2009, 03:49:07 PM
Quote from: gtaki on July 22, 2009, 11:14:41 AM
Hi all :)

I am not able to drag a 90 degree turning GLR piece after I installed the NAM June2009 + update 20090718.
Now I need to place a 90deg turning puzzle piece manually between 2 straight tracks.

Anyone have this issue too?

I can confirm this. Looks like a RUL bug has slipped in somehow. Most likely, it is easy to fix with an update of the NAM Essentials, once the error has been corrected.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: gtaki on July 22, 2009, 10:40:00 PM
Thanks Andreas.

So now what I need to do is to wait for a newer Essentials update or just install the current version?
It seems I have missed the recent Essentials update20090718  :-[
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on July 22, 2009, 10:54:42 PM
gtaki, the fix hasn't been implemented yet.  I'd recommend installing the July 2009 NAM Update (not the Essentials) if you haven't already, and just wait for the Essentials update when it arrives.

-Alex

Edit: Fixed to correct year.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Korot on July 23, 2009, 01:15:26 AM
Quote from: Tarkus on July 22, 2009, 10:54:42 PM
gtaki, the fix hasn't been implemented yet.  I'd recommend installing the July 2007 NAM Update (not the Essentials) if you haven't already, and just wait for the Essentials update when it arrives.

-Alex

Sure it isn't the July 2009 NAM update he needs to install?

Regards,
Korot
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on July 23, 2009, 01:16:56 AM
D'oh . . . yes, July 2009.  Thanks, Korot!

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jmelvin on July 23, 2009, 09:10:45 PM
I posted a message a couple of minutes ago under the thread that announced the June Issue of the NAM. This thread is more appropriate for my question. I apologize for any confusion this may cause.

Is there a zip file available with all the traffic simulator plugins for the latest release of the NAM?

And yes, I realize that the simulators would need to be kept somewhere other than my plugins folder as only one should be used at a time.

I downloaded and installed the June 2009 release and used the custom install option that let me select a specific simulator. I would like to be able to change the simulator without doing another installation if that is possible. I didn't see this covered when I checked the NAM readme but I may have missed something.

I did find a zip in one of the development threads for one the simulators but see that the specific simulator that was loaded by the installer was a bigger DAT file with a later date than the equivalent file in that zip.

Thank you in advance for any help with this.
jmelvin
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on July 23, 2009, 09:36:25 PM
Hi jmelvin-

Just download the Mac version of the NAM.  It contains all of the files in the NAM in a series of loose folders, without the installer.  Definitely comes in handy if you're doing some experimentation with the various options. :)

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jmelvin on July 23, 2009, 10:30:41 PM
Thanks, Tarkus, for the reply. Splime provided the same info in a reply on the other thread. I did find the files I needed in the Mac version of the NAM. I'll try to remember that little tidbit about the Mac version of an installer having the complete set of files.

Z also had a comment to my message on the other thread that I will quote here:
Quote from: z on July 23, 2009, 09:16:15 PM
If you replace the traffic simulator, be sure to replace the Volume Data View with the matching one as well.

I also want to add a note about another consideration for anyone switching traffic simulators. You also need to check, and possibly replace, the Census Repository Facility file for Ripplejet's Census Repository. His readme states which one to use for the various traffic simulators.

Thank you everyone for the quick responses.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: artforce1 on July 29, 2009, 02:25:48 PM
Hi Everyone,

I downloaded the new NAM with no issues but when I go to play the game I am having a problem with my HT Bus Stops.  The street bus stop no longer has the street texture going through the tile, rather, it looks like a lot of nothing of grey bricks with the bus stop props on them.  I believe I had this problem once before, sadly, I cannot remember how to fix it.  Any suggestions?

Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on July 29, 2009, 05:23:05 PM
Most likely, this is not a NAM issue, since the NAM doesn't contain any lots, nor does it affect lots. I don't know what a "HT Bus Stop" is, but it appears that you're missing the overlay texture for the lot.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Splime on July 29, 2009, 06:01:13 PM
With the new FAR intersections, the preview image of the tee intersection where an orthogonal road ends at a FAR piece seems to be off by one tile. Not a game-breaking bug, but it may be something to look into (assuming it's not just an issue on my end).
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Alayeina on August 06, 2009, 03:47:03 AM
I'm sorry if someone else has posted this question already, but does anyone know what could be causing most of my lots to have screwy textures after I've installed the NAM?  I know this was covered in the readme--but my problem must be caused by something else, as I have no other custom content installed other than the NAM.

Any help would be greatly appreciated... ()what()
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: joelyboy911 on August 06, 2009, 03:59:11 AM
are they maxis lots? If so, i recommend changing to a higher graphics setting, then exiting to region then reloading the city - I had this, it afflicted most maxis buildings' overlay textures (ie. they vanished). I noticed it on R$ and the police station, but most other types had it too. For me, as long as I enter the city with high or medium graphics settings the textures are fine, even if I stick the settings back down to low. I hope this can help.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Alayeina on August 06, 2009, 12:59:00 PM
Thanks, I'll try that and report back if it works.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Bruce on August 07, 2009, 07:38:15 AM
I have downloaded and installed the new 2009 NAM and quarantined all mu other downloaded files in the Plugins directory.  Every time I try to load a city that has GLR installed the game crashes to the desktop.  The map does not fully load before the crash.  The game seems to run fine if there is no GLR installed.

I am running SC4 Rush Hour with the update.   Does anyone have any suggestions?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: SC4BOY on August 09, 2009, 09:36:29 AM
This is just a notice of a graphics problem on one of the elevated roads piece.. don't know if its been reported, but here it is:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg195.imageshack.us%2Fimg195%2F6509%2Fonewayedgeelvpiece.jpg&hash=201d892b4d2218a6fa8e07f6c520abbcc63a69fc)

This has been l ike this for quite a long time, but I just forget to ever say anything about it. I love using those elevated pieces now and then to solve certain traffic problems. They work great, just this kind of thing looks pretty yukky.. hehe

Not a big issue, I know, but here it is anyways.. Cheers and thanks to all for the continued good work.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on August 09, 2009, 10:58:12 AM
Yes, we are aware of that. Those pieces have been made a long time ago, but were never really overhauled with nicer models. IIRC, Tropod made them back then, saying "they are functional, but I can't BAT, so they look only as good as I was able to make them".
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: carkid1998 on August 09, 2009, 01:09:41 PM

The euro road textures, with turning lanes, display maxis(american textures) textures if the roads don't display turning lanes.

And, one way Flups ramps show as a road ramp with american textures at higher zooms!

Ryan :thumbsup:
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: io_bg on August 09, 2009, 01:14:25 PM
Something odd (at least to me ;D). Any ideas how to fix it? Is it because of the nearby Elrai over road pieces?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg35.imageshack.us%2Fimg35%2F8128%2F3831249848154.jpg&hash=b701968b31cab50b386f4145770dd7f48e3770fe)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: kassarc16 on August 09, 2009, 06:03:45 PM
Regarding the elevated road models:
I'm not sure how easy it would be to do, but I'd prefer Swamper's El-RHW models; they just seem to fit better.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on August 09, 2009, 06:29:35 PM
Quote from: kassarc16 on August 09, 2009, 06:03:45 PM
Regarding the elevated road models:
I'm not sure how easy it would be to do, but I'd prefer Swamper's El-RHW models; they just seem to fit better.

Funny you should mention that . . . I had actually started retrofitting Swamper's models for that purpose awhile back.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg195.imageshack.us%2Fimg195%2F9296%2Fnam080920091.jpg&hash=865d4d0057c099a3577377f46638b0b01cca8008)

I basically switched the concrete barrier texture over to the Elevated Rail guardrail texture on the railing there.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: sithlrd98 on August 09, 2009, 06:32:12 PM
Ooh , that does look better! Hmmm....

Jayson
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: kassarc16 on August 09, 2009, 06:48:10 PM
Awesome! I had the thought awhile back, but never got around mentioning it until SC4BOY brought up the El-road models. One step ahead as always. 
&apls  :thumbsup:
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: dragonshardz on August 09, 2009, 09:42:08 PM
That does look better!

io_bg: I dunno maybe redraw the RHW?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: io_bg on August 09, 2009, 09:48:00 PM
I redrew it a few times, but this doesn't solve the problem ()sad()

Tarkus  - Looks great &apls
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Bottesford on August 10, 2009, 10:41:02 AM
Hi I'm new to NAM/RHW and after much reading & chronic headbashing have decided to post.
I'm trying to make a basic diamond interchange using the raised junction pieces (in this case road to EMIS 4 way).
Having placed the 4 way EMIS to road piece I am now unable to insert the MIS elevated to ground ramps - they just will not place at all.
Here's what I mean using a very basic test example (minus the bridge and RHW road but its the same when doing it properly):
OK lined up as I want it...
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.thebottesfordbar.co.uk%2Fbits%2F1.jpg&hash=dec7cd3125d016348064e3581d28125701c9926b)

Now move a tile nearer - and it flips direction. Pressing Home key only gives this direction or 180 degrees and not the way I want it.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.thebottesfordbar.co.uk%2Fbits%2F2.jpg&hash=808965b421f8ef38951ee324ba542e178aea3a30)

Another tile nearer and still no joy:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.thebottesfordbar.co.uk%2Fbits%2F3.jpg&hash=29638f1ea7edbafd5156cd060c59fc7b44c66464)

Any ideas what I'm doing wrong?
I've tried a completely fresh install of the game, freshly installed NAM/RHW using default options, in a new city in a new region. No joy.
It's the same with ON or OFF ramps and on either side of the EMIS junction. Also same for elevated avenues & one way streets.

Are there any basic guides that include exactly what piece to select & exactly what buttons to press? I'm certainly no novice user and I'm always one to read help files etc. but having now spent hours messing around with this I'm getting a little fed up!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: MandelSoft on August 10, 2009, 11:18:20 AM
Slopes could be the problem. Level the surface and try again.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on August 10, 2009, 12:04:36 PM
Often the order of placement of the pieces makes a differences.  Try placing the ramp first, and then the intersection piece.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Bottesford on August 10, 2009, 12:33:26 PM
Levelled it - no change.
Can place ramp, then place junction but of course then the ramp the other side won't fit! Also the junction is always the wrong way round (meaning Home must be pressed). Now that makes me feel that the pieces are not linking correctly. Does NAM/RHW have any 'logic' as far as trying to link to other pieces sensibly? Or are you literally just forcing things together and hoping the road works at the end?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on August 10, 2009, 12:39:27 PM
I don't understand the reasoning behind all of this, but it's encouraging to hear that changing the order of placement works.  This should work completely if you place both ramps first, then slide the intersection piece in between them.  Give that a try and let us know how it works.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on August 10, 2009, 12:43:13 PM
Also, you need to place the ramp piece one tile away from the intersection.  There's a one "starter piece" on each end of the ramp, one for the ground-level MIS and one for the elevated MIS.  Things should line up properly then.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Bottesford on August 10, 2009, 01:22:45 PM
Quote from: Tarkus on August 10, 2009, 12:43:13 PM
Also, you need to place the ramp piece one tile away from the intersection.  There's a one "starter piece" on each end of the ramp, one for the ground-level MIS and one for the elevated MIS.  Things should line up properly then.

-Alex

Yes OK but I can't get within two tiles before it flips another direction. This is the nearest I can get:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.thebottesfordbar.co.uk%2Fbits%2F6.jpg&hash=34b0d23186865404c1e70b59f25727d584dece79)

And how about this - just trying to create a simple bridge & ramps. I've done it once absolutely fine- but move along the same straight piece of RHW-6C road, in a totally flat area and we get this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.thebottesfordbar.co.uk%2Fbits%2F4.jpg&hash=0cf29b390a579593a01bff639925eedf7673de93)

OK then..
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.thebottesfordbar.co.uk%2Fbits%2F5.jpg&hash=7fe81b762ee403d6559b5988b913d020bd34ad1f)

And off it goes again...
I've had the same with simple exit ramp stubs - they work fine until they hit a certain area then just simply won't place where you want them almost like there's some sort of forcefield in place in that area.
I keep thinking my game files are screwed (hence the earlier reinstall) as this seems very, very hard to get the hang of. I'm a computer programmer so am very used to these sorts of challenges but this has really thrown me! Please tell me I'm missing something simple...  ()what()
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on August 10, 2009, 01:47:03 PM
The ground you're trying to lay those pieces on is actually very bumpy, too, from looking at those screenshots.  It's by no means "totally flat".  The starter piece ends are very sensitive to slopes (particularly if you've got a slope mod installed), so that's probably a large part of the issue there.  You can get back into God Mode by holding Ctrl-Alt-Shift while clicking the God Mode icon--you can access the more powerful leveling tool that way.

Also, you might want to try dragging with the RHW tool out of that Elevated MIS Ramp starter.  You might be able to connect it to the intersection that way.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on August 10, 2009, 02:05:26 PM
I agree with Alex - your ground doesn't look completely level, and it's been my experience that using the leveling tools will often fix problems such as the ones you have displayed.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: deathtopumpkins on August 10, 2009, 04:07:44 PM
Just flatten the tiles you want to plop the ramp(s) on using the road tool.  ;)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Rady on August 10, 2009, 10:10:34 PM
I experienced the same like z described with some other onramps of the puzzle pieces too (e.g. the elevated heavy rail).  You definitely need to place

FIRST: the onramp puzzle piece
SECOND: the offramp puzzle piece
LAST: the remaining puzzle pieces in between

(Of course the placement order of the on- and offramp is exchangebale  ;D)

Won't work out the other way for me.

EDIT: This way I even don't have to take care of terrain levelling (I would do anyway due to optical reasons)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Bottesford on August 11, 2009, 01:52:39 AM
OK thanks everyone - glad it's just me and not something wrong with my install!
Quite a lot of learning & fiddling around to be done before any impressive interchanges can be made - will certainly need plenty of money in the bank for the repeated building & smashing down as you go.
Certainly makes me appreciate some of the fancy interchanges I've seen on here - they must have taken hours/days and no doubt with a hell of a lot of swearing!
Anyway will give it all a go later when not at work.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Rady on August 11, 2009, 04:39:57 AM
Quote from: Bottesford on August 11, 2009, 01:52:39 AM
OK thanks everyone - glad it's just me and not something wrong with my install!
Quite a lot of learning & fiddling around to be done before any impressive interchanges can be made - will certainly need plenty of money in the bank for the repeated building & smashing down as you go.
Certainly makes me appreciate some of the fancy interchanges I've seen on here - they must have taken hours/days and no doubt with a hell of a lot of swearing!
Anyway will give it all a go later when not at work.

Don't worry - was the same with me. My first el-rail nearly ended my city in a financal fiasco :'(. I placed the stations first, than thought I would now simply drag the rail across and that's it. Actually I needed to demolish and start over a few times unless I figured out how to flatten the terrain correctly in order to connect the rail to the station. And the same for normal rail, puzzle pieces, highway junctions ...

However, once you're over that, you will LOVE IT .. believe me ;D
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: peace4ever on August 17, 2009, 04:09:27 AM
I installed NAM .
But there is no ground tram station ?
And i also cant build elevated train station while there is road under the rail ?

Pls help me ...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: joelyboy911 on August 17, 2009, 04:11:54 AM
You must download stations seperately, the NAM team only makes networks and puzzle pieces. Search the STEX and LEX to find stations, and I reccommend the RTMT (Road top mass transit).
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: AlRed on August 17, 2009, 01:35:45 PM
Is a One-Way Street possible? If it is, will it be just like streets but one-way?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on August 17, 2009, 02:43:56 PM
No, that would require a separate network, and we don't have any more.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: kassarc16 on August 17, 2009, 02:48:39 PM
Well, could it be done similar to the RHW? Taking a base 2-way network (ANT) and using starter pieces to change to a one-way (RHW 4+)?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: nothelle on August 18, 2009, 12:33:25 PM
I got a newly discovered problem with NAM simulator Z.  I was previously using the 'Z' in my other city without any problem at all.  I started out a new city with network of sunken highway in it, except this time I have no CO$$$ development at all (zero growth and zero people working in CO$$$).  Other jobs seems to be fine (CO$, CO$$, CS$, CS$$, CS$$$, I-D, I-HT, I-M). 
My current condition:

1.  I'm using Census Repository Facility, indication of demand, cap, supply, etc., etc., are fine, show no abnormality like my other cities
2.  Normal to low tax level to increase CO$$$ demand (@ 24,000)
3.  Enough composition of R$, R$$, R$$$
4.  Education level is max @ 200, Health Level is Good @ >90
5.  Desirability is high, land value also high
6.  I'm also using CAM and growth stage of R, CO and I are showing just fine (except for CO$$$ which is non-existence for CO$$$ CAM building of any type)
7.  Traffic is normal throughout the stage (from residential of 0 to its latest growth of 700,000), congestion is minimal and mass transit are working just fine
8.  Enough CAP relieve (fire, police, parks, all within distance)

I tried to isolate the problem to my newly installed plugins (wall for sunken highways, enyati urban school and college by SG, private schools with sliders and hole digger) by eliminating them and still no result.  Even going further by doing trial and error of each my old plugins.

When i tried the NAM again, with different setting other than the Z, it worked like a charm.  My CO$$$ wass back and showed strong growth.  WIthin a year it jumped up to almost 100,000 and high-rise CO$$$ were popping everywhere.    I tried using standard, A, B it showed no problems.  But when I tried to use the Z again, CO$$$ back to zero.

Does anyone has any idea why it is doing this or maybe it is conflicting with other plugins that I am not aware of?  My only answer is that the Z configuration created this problem, but I don't want to use others as all of my roads and mass transits get congested even @ 500,000 population. 

Any input is really apreciated guys... thanks a bunch   
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on August 18, 2009, 12:50:54 PM
I haven't heard of this particular problem before, and without seeing your city and knowing a lot more, there are many possible explanations.  But the easiest solution would be to lower the tax rate on your CO$$$ by just a bit - that almost always works.  (And remember that it takes three to four months for a tax rate reduction to take effect.)  Give that a try, and let us know how it works. 
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: RippleJet on August 18, 2009, 01:28:17 PM
nothelle, if you are using Buggi's Extra Cheat DLL (http://host.simvision.net/SC4ExtraCheats.zip), can I ask you to check the following?

Ctrl-Alt-Shift-query some commercial buildings in an area where CO$$$ desirability is really high.
It can be any commercial building, CO or CS. That would bring up a query similar to the right one of these:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi232.photobucket.com%2Falbums%2Fee198%2FRippleJet%2FWisconsinGasExtraQuery.jpg&hash=3956714ee28b11e45ef66f3a66f6a4f5d76fe9fd)
(this image is from a comparison of an old version and a newly camified version of the same building)...

Can you check the Co demand figures for the same building when using simulator Z and when using other traffic plugins?
There shouldn't be any differences... but if there are, then we would have something to look at...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: choco on August 18, 2009, 02:07:08 PM
Quote from: kassarc16 on August 17, 2009, 02:48:39 PM
Well, could it be done similar to the RHW? Taking a base 2-way network (ANT) and using starter pieces to change to a one-way (RHW 4+)?
technically, it could.  but it would have the capacity of the network used for the override.....so at best, it would be a OWR texture variation...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: nothelle on August 18, 2009, 02:31:52 PM
Well, i already tried different tax scenarios with no result and wait for years for CO$$$ to pop-up, but still zero.  I tried to search every possible solution on the forum:
1.  Landmark near CO zones - no result
2.  Park or plaza - abundant within 20 tiles radius
3.  Commute time: very low with network of avenues, sunken highways and mass transits with neighborhood connections
4.  Pollution - minimal
5.  Desirability & Land Value for CO$$$ - high
6.  Enough population composition of R$, R$$, R$$$
7.  Presence of airport & seaport

Just to be clear.. I used super demand ordinance 2.0 to test my NAM Z vs. NAM others in my previous post.. it's already very late so I'll just post this one (Nam Z vs. RH during early years of my city) just to show the problem that I'm facing

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi806.photobucket.com%2Falbums%2Fyy343%2Fnothelle%2FUntitled-5-1.jpg&hash=4e4a97e4ddda816112eafbbff67cc5420ea85dc0)
nam z ultra (left), RH (right)

EQ and population in RH might be lower due some road connection and HWY connection missing from NAM removal, but nevertheless just within few months I can see 4000+ CO$$$ vs. 0 in NAM Z.  And believe me I could let this go on until my pop and eq increases on NAM Z, but still 0 CO$$$

Hope this is sufficient... I'll post more info if needed...

Thanks

Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: RippleJet on August 18, 2009, 02:59:33 PM
nothelle, I think you are providing a lot of help here... :thumbsup:

It's rather interesting to see the difference...
The numbers given at the Co demand line are most likely the desirability.

With Rush Hour there's a CO$$$ desirability of 123.
With Simulator Z there's a CO$$$ desirability of 92.

Since the abandonment mod that's included with CAM sets the Growth Desirability Threshold at 120,
it's obvious you cannot get any CO$$$ growing in this area...

Now, the question is... would the higher network capacities in simulator Z lead to a much lower number of customers for the commercials...
The traffic effect is given in the CO$$$ developer exemplar to be from -24 if there's no traffic to +24 if traffic is 256 (probably on a relative scale 0...256 to the max capacity)...
Those values (-24...24) are absolute desirability figures, so a difference of 31 might indeed be achievable.

There have been lots of questions about CO$$$ not growing properly in CAM, and the reason might indeed have been found here tonight...
Since Simulator Z wasn't available when CAM was made, this could never have been encountered back then...

I think Steve and I will have to look a bit closer into this...

Quote from: nothelle on August 18, 2009, 02:31:52 PM
I'll post more info if needed...

It might help us even further if you could post the same queries without changing anything else between them, except the traffic plugin.
Keep the game in pause when you save, and don't start it again after you've replaced the traffic plugin... just to get fully comparable results.
Maybe also for other traffic plugins, if you feel you want to check them as well...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on August 18, 2009, 04:53:02 PM
I've had another idea here.  The increased efficiency of Simulator Z perversely increases the likelihood of an Eternal Commuter Loop arising.  This is a Maxis game bug, which is fully described in the CAM Manual, along with ways to avoid and/or fix it.  An Eternal Commuter Loop has the effect of taking residential Sims out of circulation, and this would logically reduce job demand.  To see if you have an Eternal Commuter Loop, look at your city in the various Traffic Volume Views, and see if you have an abnormally high volume of traffic (of any kind) heading for the border.  If you do, open the city where the traffic is going, and see where it goes from there.  If it heads for another border, repeat the last step, and keep doing this until you find out where the traffic ends up.  If it ends up in the first city, you've got an Eternal Commuter Loop.  You would then need to break all the connections between one of the pairs of cities that are making this loop possible.  This would fix your problem.

Another possibility is that under Simulator Z, your Sims find it is simply faster to go to another city to work.  I believe that this in itself would reduce job demand in the original city.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: nothelle on August 18, 2009, 11:23:09 PM
Wow.. I was hoping that this is more of a bad plugin issue and it could be fixed instantly.  Anyway SC4 just became interesting after I found out about NAM, CAM and other mod in this forum.  Haven't played SC4 again since first it came out.

Anyway.. here's more detailed comparison data and hope it helps you guys to develop a solution (files are rather large for readibility)

I made two comparison between NAM Z Ultra (Left Images) and NAM Standard (Right Images).  No changes were made in any variables (taxes, ordinance) or any structural (roads, transits, etc.) or zoning. 

Overview of the zoning of the city:
what's not included is a spider web of subway below the surface which basically almost intersect between 1-2 blocks of zones.  And I only used subway to avoid road congestion

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi806.photobucket.com%2Falbums%2Fyy343%2Fnothelle%2FStart-Zones.jpg&hash=4b1248848f165f6f9bbda218ea113d1e17208988)

Intial Captured Data: (initial data are the same between 2 traffic plugins).  I'm not putting other details, but sure enough desirability and land value are extremely high across city.  Water, Power, Police, Fire and Education coverage are well spread to ensure all areas are well covered and all CAPS are met according to CAM standard

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi806.photobucket.com%2Falbums%2Fyy343%2Fnothelle%2FStart-Query.jpg&hash=b9b1945e86f727235ccf218926a9d73b989d64ab)
I think i miscaptured the left images, but nevertheless other than traffic volume, query data are exactly identical

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi806.photobucket.com%2Falbums%2Fyy343%2Fnothelle%2FStart-Data1.jpg&hash=329862026dd0f43a372791922fd0a261f76550fc)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi806.photobucket.com%2Falbums%2Fyy343%2Fnothelle%2FStart-Census.jpg&hash=1e83b06529b9fd8f1e63c9efb2a1f12ffb7b24cb)


Now I ran both plugins for exactly two years and these are the differences:


(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi806.photobucket.com%2Falbums%2Fyy343%2Fnothelle%2F2yrsNAMZ-Census.jpg&hash=195525487eab19c787eda1b8474ac4d737abd1b1)
NAM Z Ultra Census

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi806.photobucket.com%2Falbums%2Fyy343%2Fnothelle%2F2yrsNAMStd-Census.jpg&hash=c3f2f6a3882eede34684b79c3174a7a9b1b7c27b)
NAM Standard Census

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi806.photobucket.com%2Falbums%2Fyy343%2Fnothelle%2F2yrs-Query.jpg&hash=40b321007d2552145224d9b52e9407759ba89f91)
query of Tucson buildings are the same with initial data, added Query of Mitsui which is not included in the initial

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi806.photobucket.com%2Falbums%2Fyy343%2Fnothelle%2F2yrs-Data1.jpg&hash=a0e13edf6e006cac59c5a51047086ecd97a5465f)
notice the jump in CO$$$ on the right (NAM Standard)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi806.photobucket.com%2Falbums%2Fyy343%2Fnothelle%2F2yrs-Data2.jpg&hash=3bc37e0da04e5bce4160178ff9807894ec1ef51c)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi806.photobucket.com%2Falbums%2Fyy343%2Fnothelle%2F2yrs-Data3.jpg&hash=20d60dfb0e0fe502adc9d96f43bf4c7cbddce15d)

Z: to answer your question, supposedly I don't have eternal commuter since this is the only city in the region.  I connect it to all neighbours on 4 sides with highway.  Since this map is on the center edge, one side is bordering with the edge and supposedly neighbours from other region?  while other 3 sides are bordering with empty maps within my region.

Now this is a bit OOT, but I always wonder in the census repository, why is my region residential capacity always twice the current population?  This is a newly build map and region with this single city in existence in the entire region.  I started it from ground up, not recycled region from previously played region. 

Another issue in the same city with NAM Z Ultra before I restarted to get these data, EQ levels dropped significantly after population reached 400-500K +, always fell below 160 and having hard time to get it back up.  I tried different tax level to alter different wealth level population amount (low R$, high R$$$, high R$, etc., you named it I tried different combo) and different school (from standard SC4 to downloaded custom), but EQ could hardly increase above 160.  Anything to do with this issue?

Again thanks a lot for the feedback... you guys certainly bring new life to this old game
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: RippleJet on August 19, 2009, 01:04:05 AM
Thank you for an excellent report, nothelle! :thumbsup:

I'm glad you included the query for the Mitsui building, where the difference in surrounding congestion is more apparent.
With simulator Z you only have green congestion data, whereas NAM standard gives different shades of blue, orange and red in the surrounding roads.

To me it's rather obvious that it's the congestion, not the actual volume of traffic, that determines the number of customers.
If you'd query the Mitsui building the normal way, you would probably get Customers: High when using the Standard NAM, but not if using simulator Z.

Now, is there any chance you could run this same test with simulator Z Low as well (or continue from the point where you left the testing with simulator Z Ultra)?
If you'd get CO$$$ growing with that, I'd say you've solved the problem.

And maybe a note about it should be included in the NAM readme for Z Ultra... ::)


Quote from: nothelle on August 18, 2009, 11:23:09 PM
Now this is a bit OOT, but I always wonder in the census repository, why is my region residential capacity always twice the current population?  This is a newly build map and region with this single city in existence in the entire region.  I started it from ground up, not recycled region from previously played region. 

This is an unfortunate bug that appeared with CAM. If you modify certain RCI exemplars (by placing new, overwriting exemplars in your plugins folder), the regional residental capacity and regional workforce capacity will be doubled. This also affects the simulator, and is the reason for more jobs being needed in a region where CAM is running than would be the case with only Rush Hour.

A lot more about this can be found in the CAM Board, e.g. this topic: Where are my residents!!! (http://sc4devotion.com/forums/index.php?topic=8269.0)
That topic also includes a discussion about the only known solution, to merge CAM with SimCity_1.dat...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on August 19, 2009, 02:38:47 AM
Quote from: RippleJet on August 19, 2009, 01:04:05 AM
To me it's rather obvious that it's the congestion, not the actual volume of traffic, that determines the number of customers.

That's what you're supposed to think. :)  Basically, the number of customers is determined by the traffic volume, mediated by the "Customers/Traffic Noise Coefficient" property in the traffic simulator.  If this property is set too high, housing becomes undesirable due to noise.  If it's set too low, businesses see too few customers.  So it seemed to make sense (and I still think it does) that different capacity levels of the simulator need different values for this property.  So that's what Simulator Z has done since the beginning.  But the value may not be set exactly right.  I haven't had any problems up until now, but of course that doesn't mean the values I picked were perfect.

Nothelle, I've created a modified version of Simulator Z Ultra with a higher value of this parameter, which will result in more customers.  However, it will also result in your residents being more sensitive to noise (although not as much as in the NAM simulator.)  Please try out the attached version of the simulator and let us know what happens to both your residential and commercial demand and population.  Thanks!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: nothelle on August 19, 2009, 02:46:49 AM
Allright.. thanks a lot ripple!  :thumbsup: :thumbsup: :thumbsup: I was trying to avoid congestion, while in we do need it for commercial growth.  I was impatience in using the Z low since congestion was still low, so I tried different NAM A, E, B plugins.  Just like you said, any traffic plugin that could create some congestion instantly boost up the desirability, hence the growth of CO$$$ buildings.

Z: Thanks for the update  ;D  After trying out the new Z Ultra, There was decrease in R$$$ demand from 300 to -3000, but everything else remains about the same (+/- a couple hundreds) and still no CO$$$ and traffic volume does not increase dramatically, still in lighter shade of blue all accross.  But I think that my population is still too low for the traffic to spread out with the Z Ultra road capacity.  Let me try to grow the city gradually using lower capacity NAM traffic plugin until it get to a size that I can try your new Z Ultra and report it back here.

Thanks guys
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: joelyboy911 on August 19, 2009, 02:55:38 AM
On the topic of these commuters, with the NAM simulator Z will sims be willing to cross a larger number of cities to get to their workplace? I ask because I presently use simulator A, and I would like to build my region with large tracts of Commercial, Industry and Residential in certain areas, and I want them to be willing to travel by train and on the motorway to the CBD and industrial areas.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on August 19, 2009, 04:01:57 AM
Yes; that was one of the original reasons I built Simulator Z.  Blue Lightning reported being able to get Sims to commute across either three or four cities (I've forgotten which) with Simulator Z.  But it's still a bit tricky to do, as the underlying Maxis engine always wants Sims to take the first available jobs.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: joelyboy911 on August 19, 2009, 04:15:09 AM
That will be good, I'll be changing the simulator very, very soon.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: SC4BOY on August 19, 2009, 10:33:11 AM
I'm wondering if this relates to the post I started
http://sc4devotion.com/forums/index.php?topic=8618.msg268229#msg268229 (http://sc4devotion.com/forums/index.php?topic=8618.msg268229#msg268229)

It seems to relate to the same thing.. basically the customers/trafficnoise thing

No one has responded to my post.. I may have chosen a bad place to post it, but it looked like the "right place" to me at the time.. :)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on August 19, 2009, 12:54:46 PM
I think that this is probably a better place for that type of question.  My main evidence is that now you're getting an answer. :)

What you describe does not seem to be the same thing we were discussing here.  It involves apparently random noise readings, which cannot be explained by the traffic simulator settings.  Such random readings have been experienced in other contexts (e.g., freight trip lengths), and I believe they remain unexplained to this day.

Nevertheless, I am going to be doing more extensive testing on Simulator Z regarding the "Customers/Traffic Noise Coefficient" property.  For the next release of the NAM, I should have that tuned as best as possible.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on August 20, 2009, 02:41:00 AM
Quote from: nothelle on August 19, 2009, 02:46:49 AM
Z: Thanks for the update  ;D  After trying out the new Z Ultra, There was decrease in R$$$ demand from 300 to -3000

That's not surprising - the parameter that I changed increases CO demand essentially at the expense of R demand.  It's really a zero-sum situation.

QuoteLet me try to grow the city gradually using lower capacity NAM traffic plugin until it get to a size that I can try your new Z Ultra and report it back here.

This sounds like a good idea, but the standard Simulator Z (Low) should work much better than the standard NAM simulator.  If it doesn't, I need to fix Simulator Z.  Could you please try using Simulator Z (Low) and let me know what you find?

I've been doing some tests in the mean time, and I have to say, your situation is quite unusual.  Although I think we've correctly identified the problem in your case, it doesn't seem to occur anywhere else.  I'll continue looking into this issue.

EDIT: I noticed on the previous page that you mentioned using the super demand ordinance.  Are you still using it?  If so, please try the regular Z Ultra without it.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: nothelle on August 21, 2009, 06:25:03 AM
Ok, after trying out several different plugins... standard, Better Pathfinding (BP), Perfect Pathfinding (PP), Z low, Z med, Z Ultra and your new Z Ultra Special..., here are the results:
1.  I gradually started with standard upgrading gradually to Z med as the traffic become congested.  Final population 2.2 mio and growth become flat after running it more than 10 years.
2.  CO$$$ desirability was fine using other plugins other than Z, it ranges anywhere from low 90s to 130s despite the heavy congestion surrounding the CO zones.
3.  I noticed after using Z, the CO$$$ desirability dropped significantly, similiar to my previous post here, some areas were better but I reckon the highest number was 117.  Only 10% of the CO zoning is above 100 in desirability, while others were mostly low 90s
4.  lower capacity Z plugins have better result and I think because it packs more traffic due to lower road capacity?  it was getting worse from Z high, most of the roads has lighter shade of blue and only highways are in red.
5.  What I noticed was that using Z low and Med the high-rise remained there for quite some time and after using Z high, they quickly turn into CS $$$ and CO $$ despite the high demand for CO $$$.

In doing the above experiments, I only used NAM and CAM and nothing else.  Now after getting quite bored with the stagnancy, I began experimenting with super demand ordinance, plopped some CO$$$ buildings and changed my mass transits system quite a bit by reducing subway stations and changing it with bus stops in hope to create more surface traffic around the CO zones:
1.  Super demand only increased demand across zoning
2.  I plopped quite a bit of high-job CO$$$ buildings and increased the population to 3.3 million
3.  Reduced # subway stations and built more bus stations in R and CO zoning to create some surface traffic from R to CO

In all these measures did not dramatically change the desirability, traffic was getting worse (again around highways only), avenue and streets were hardly congested.  But strange I think commute time was still acceptable (around 0.6 to 0.7) but more R buildings were abandoned due to commute time.  I ran this 120 years until I stopped it due to stagnancy.  It might be that I have too much subway stations but I'm afraid if I changed my entire mass transits then the traffic would reach a point where commute time would become a problem

I could give you my undeveloped city file if you want to take a look at it

I don't know if this has something to do with NAM, but after reacing 2 mio in population, suddenly all my hospitals and education facilities were over capacity.  I plopped 6 somy giant hospitals, 4 universities and 6 colleges along with more larger capacity high schools, 6 private schools with sliders and still not enough?

Thanks
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mrgisa on August 22, 2009, 02:29:57 AM
Hi All,


I came across what I *suspect* is a bug in the glr/avenue piece.

Take a look at the picture below:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg134.imageshack.us%2Fimg134%2F5457%2Fbugglravenue.jpg&hash=a75e680ce0591a8aa95d23e20ef14e7c5dff8a1a) (http://img134.imageshack.us/i/bugglravenue.jpg/)

If I drive along the yellow line in UDI mode, the vehicle will disappear once it hits the pink x.  I've demolished and replaced the glr/avenue piece at that section to fix it but the problem still happens.

Am I doing something wrong or is this a known bug?  If so, it's not a big deal but I just wanted to mention it...


Gisa ^^
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: deathtopumpkins on August 22, 2009, 07:51:27 AM
Can you take another picture with DrawPaths on, please?
(with the extra cheats dll, type drawpaths in the cheat code window)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Chrisim on August 22, 2009, 08:23:22 AM
@mrgisa
thanks for reporting this bug. Several older pieces had similar bugs, and we have already corrected some, but apparently not yet all ...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mrgisa on August 22, 2009, 11:44:02 AM
Quote from: deathtopumpkins on August 22, 2009, 07:51:27 AM
Can you take another picture with DrawPaths on, please?
(with the extra cheats dll, type drawpaths in the cheat code window)

I don't have that mod installed but I'm sure someone else could confirm it by constructing something similar.

Quote from: Chrisim on August 22, 2009, 08:23:22 AM
@mrgisa
thanks for reporting this bug. Several older pieces had similar bugs, and we have already corrected some, but apparently not yet all ...

My pleasure. :)

Gisa ^^
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: newsimaddict on August 26, 2009, 04:11:20 PM
Hi there,
I've just been reading through several areas and couldn't find a solution.

I have a us version of the game but converted it to play LHD, however my issue has been that the turning arrows for avenue intersections etc are still on the right? I read the nam readme before installing and followed the instructions but obviously I've done something wrong...is it as simple as the lhd mod not loading in the right order?

Many thanks in advance. nsa
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Korot on August 27, 2009, 08:28:53 AM
Are you sure that you have selected the LHD option in the NAM installer?

Regards,
Korot
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: gardenwong on August 29, 2009, 05:01:05 AM
I would like to know that is it possible to add the orange & green arrow at the switches of FARR ()what()
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Swamper77 on August 29, 2009, 04:51:41 PM
The switch indicators are there, but are stacked on top of each other because the exit side of both branches of the switch are on the same side of the tile where the switch is.

Maxis' junction switch indicators are visible because there is a 90 degree difference between the entry and exit sides of the tile with the switch. Maxis only provided models for straight and 90 degree arrows for the switches, which are hard-coded into the EXE.

-Jan
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: electrovik on August 30, 2009, 11:12:09 AM
Hi!

I'm new to modding my SC4.

I really don't know if it's the best place to post this...

I applied the NAM and several other addons, but I have a little problem : everybody walks!

When using the query tool, I can see that every citizen is walking to get to work, even if it's at the other side of the map.  All the commute time is "short".  I can see that the industries use freight truck, but virtually no car is used in the town.

Does anyone know if a mod does that?  Or if it's a known bug?

I use the Z traffic simulator.

Thanks!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on August 30, 2009, 11:41:05 AM
electrovik, welcome to SC4D!  To answer your question, it sounds to me like you mistakenly installed a "Park and Ride" version of Simulator Z, which requires cars to use parking lots in order to reach their destinations. 

I'd recommend re-installing the NAM and making sure you don't install one of the "Park and Ride" versions.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: electrovik on August 30, 2009, 04:56:50 PM
Oh!  That's right!

Thank you Tarkus!

I just find it weird to have this in a rural town...  but I shouldn't have checked the box in that case I guess...

Thanks again!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: hemyc on September 03, 2009, 01:52:40 AM
So,
Is it possible to build tram bridges that look like tram bridges and not el. rail bridges?
Best to all from Novi Sad, Vojvodina
Nemus
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: io_bg on September 03, 2009, 01:58:50 AM
Quote from: hemyc on September 03, 2009, 01:52:40 AM
So,
Is it possible to build tram bridges that look like tram bridges and not el. rail bridges?
Best to all from Novi Sad, Vojvodina
Nemus
Yes, it is - just drag a normal el-rail bridge. In the window where are shown the available types of bridges there should be a GLR one as well. Hope this helps you! :)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: hemyc on September 03, 2009, 02:38:39 AM
Thanks, man
Cheers...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: nothelle on September 07, 2009, 03:32:17 AM
Z.. I tried your nam Z Ultra Beta on my new city, and it increased desirability for CO$$$, unlike my previous one where it had no effect.  The green area in CO$$$ certainly increased by at least 10% after I used it and desirability for R$$ and R$$$ dropped around high traffic zone, but I certainly don't see it halting any growth for R$$ and R$$$, so I would say it works!   As for my previous map, I gave up on it since I couldn't get desirability increase using any of the Ultra version.  It works well up to Z med/high, but after using Ultra CO$$$ came back to 90s.  I would presume since I spread out my Commercial areas, traffic were dispersed to all direction hence it could not get high enough in a single area and limiting desirability for commercial. 

THanks and cheers
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on September 07, 2009, 04:17:14 AM
I'm really glad to hear that the new beta of Simulator Z works better for you!  The Beta 3 that you tried specifically has the adjustment for commercial desirability that I mentioned, but it also contains the changes introduced in Betas 1 and 2, which each improve the balancing of the traffic flow in a different way.  Apparently, all these changes put together did the trick for you.  That's very helpful for me to know, as it is additional confirmation that these were good changes to make.  All the changes contained in Beta 3 should be standard in the next NAM release.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Shadow Assassin on September 08, 2009, 03:07:24 AM
Just an enquiry: is there a setting within any of the simulators that govern when an I-Ag (farm) lot dilapidates? I've noticed that any I-Ag field will start blackening when the traffic along the road reaches approximately 300-500 cars/freight, the number isn't exact. Would this setting be controlled from the simulator or would it be controlled from within the lot's exemplar - I've noticed some fields seem to be more resistant to dilapidation than others.

It's probably tied into desirability, and if I can figure out where the game gets the information that trips the trigger switch in regards to dilapidation, then I can solve this problem.

I've heard that a solution may be found in the No Abandonment/Dilapidation mod, however I want to adjust only I-ag. This problem may not be entirely relevant to the NAM, however I have found that changing the simulator has had some effect on the dilapidation issue, which suggests that maybe it's not a single value but the combination of a number of different values across both the traffic and RCI sim.

Thoughts?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on September 08, 2009, 03:37:30 AM
I know that farms don't thrive very well when there's lots of traffic around, but to the best of my knowledge, this is not controlled by anything in the traffic simulator.  Recent discussions here have centered around the Customers/Traffic Noise Coefficient property in the traffic simulator, but that property specifically only affects residential and commercial desirability - not industrial or farms.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: nothelle on September 08, 2009, 06:25:11 AM
One thing about this traffic/noise coefficient for commercial area... I think it's more realistic that CS demand/desirability that is being affected by it, since service industry relies heavily on traffic volume going through their area, i.e. mall, hotels, shops which adores heavy traffic.  While on the other hand CO would care less with traffic as long as people can commute to their workplace by private/mass transportation?  Hence the CO and CS desirability in SC4 should be the other way around...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: zakuten on September 08, 2009, 06:54:50 AM
Personally, I don't think the traffic itself is the cause but rather the corridor pollution effect from a busy road; if you look on the map, after all, Ag desirability seems to be most directly tied to that, as the low-desirability sections almost exactly match the road's pollution radius.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on September 08, 2009, 01:52:43 PM
Quote from: nothelle on September 08, 2009, 06:25:11 AM
One thing about this traffic/noise coefficient for commercial area... I think it's more realistic that CS demand/desirability that is being affected by it, since service industry relies heavily on traffic volume going through their area, i.e. mall, hotels, shops which adores heavy traffic.  While on the other hand CO would care less with traffic as long as people can commute to their workplace by private/mass transportation?  Hence the CO and CS desirability in SC4 should be the other way around...

I agree with you completely here.  Unfortunately, there's nothing we can do to change this.   ()sad()

Quote from: zakuten on September 08, 2009, 06:54:50 AM
Personally, I don't think the traffic itself is the cause but rather the corridor pollution effect from a busy road; if you look on the map, after all, Ag desirability seems to be most directly tied to that, as the low-desirability sections almost exactly match the road's pollution radius.

I believe you may be correct here.  If so, the use of Simulator Z would be very helpful, as it significantly reduces the amount of pollution from road traffic down to more reasonable levels.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: SC4BOY on September 09, 2009, 01:29:12 PM
hmm.. there used to be a NAM requests thread, but I guess there are so many specialist teams now, I'm not even sure where to put this... feel free to move it as needed.

EDIT: I have moved this message here, as this seems to be the only "proper" place for any NAM questions/concerns

Although so many areas have been given a lot of attention, one of the elements of the NAM which has been neglected seems to be the ped mall pieces. I suppose its not very sexy amongst all the new gadgets.

What I'd like to see it a Ped Mall Under MONORAIL piece.. the basic texture is fine.. just the function. The MONORAIL I know is OLD AND BORING  ;) but other crossings with the ped mall have been addressed with the exception of the monorail.

Of course it would be great if we could get some kind of ped malls that would offer flexibility in textues. I have no idea what technical problems it would have, but it'd be great if we could get it to work kind of like the BSC park texture method. That way there might be far fewer pieces to make..

Anyways.. thanks to all the hardworking folk who have their pet projects which they have carried so far past what was thought could be done only a few years ago. Hats off!

If anyone could make the monorail crossing, I'd be grateful.. I don't know if they exist for the HSR and GHSR peices. I haven't used those in a while.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Shadow Assassin on September 09, 2009, 06:51:58 PM
QuoteOf course it would be great if we could get some kind of ped malls that would offer flexibility in textues. I have no idea what technical problems it would have, but it'd be great if we could get it to work kind of like the BSC park texture method. That way there might be far fewer pieces to make..

There are no technical problems at all, you'll be pleased to know. It's possible to change the ped-mall texture for something better since all it is is a flat plane.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: SC4BOY on September 10, 2009, 01:55:51 AM
Quote from: Shadow Assassin on September 09, 2009, 06:51:58 PM
There are no technical problems at all, you'll be pleased to know. It's possible to change the ped-mall texture for something better since all it is is a flat plane.

Cool.. can it be changed by a "choose one" type method such as is implemented in the BSC parks texture option.. perhaps at startup or via SUM or on a per/citytile basis or whatever? NOrmally there are like 4 or 5 options from the menu. Can they be made a different 4 or 5? Or would it be only 1 choice per city tile?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: joelyboy911 on September 10, 2009, 03:53:00 AM
An Idea might be to make one that uses the sidewalk mod you have, plus some wealth based props.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: sithlrd98 on September 10, 2009, 05:33:22 AM
I have thought about "overriding" the trails , but that would also mean that the paths would have to be altered.Since this is one of those area that still give me trouble , my attempts have not been good. You will need (6 Fsh files) 5 for the zooms and one that is the preview. If you are wanting them to match a sidewalk mod , they will need to be darkened. I also am not sure if what SC4BOY wants is possible with the existing paths that are included in the NAM , but I also have not checked them.

Jayson
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: zakuten on September 10, 2009, 02:49:29 PM
I don't mean to be a bother; but isn't there still a general NAM request thread or has that been abandoned? ()what()
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on September 10, 2009, 03:55:42 PM
Quote from: zakuten on September 10, 2009, 02:49:29 PM
I don't mean to be a bother; but isn't there still a general NAM request thread or has that been abandoned? ()what()

There never was one here.  The general NAM: Development thread has usually been the de facto place for requests, though.

And SC4BOY, interesting ideas there--there's been talk of doing BSC Trails as a draggable pedestrian network for years now, but it's never gotten off the ground, in part because we never really decided which network to base the override on (Street or Road).  It wouldn't be all that difficult to do, either, and I know I'd use it religiously personally.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: dragonshardz on September 10, 2009, 04:20:07 PM
Wouldn't Street be best as there's all sorts of reasons not to use Road?

Or perhaps there could be one that is a SAM set and one that is a Road override, and you choose which to install.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: riiga on September 16, 2009, 01:01:26 PM
Hi,

I'm having problems with the Euro textures for the NAM. This picture shows the errors:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi705.photobucket.com%2Falbums%2Fww55%2Fanonymson%2Fth_problemwitheuro.jpg&hash=ab2c6ef49abe1ff27776881d354a4074235133ed) (http://s705.photobucket.com/albums/ww55/anonymson/?action=view&current=problemwitheuro.jpg)

First error: Some of the NAM curves have solid lines even though I selected the version with dashed lines during install.

Second error: When connecting RHW-2 to a roundabout, the American texture shows up instead of the European. The preview when drawing shows the European texture, but when the road is built, the American one show.

(I couldn't find a support thread for the Euro textures, so I decided to post here, since the texture errors relate to NAM pieces)

- riiga
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on September 16, 2009, 03:33:18 PM
1. This is done by design; sharp curves always have solid lines, at least here in Germany. Solid lines indicate areas where overtaking is forbidden, and sharp curves are definitely a place where overtaking is very dangerous.

2. The SFBT Euro Road Textures Mod doesn't cover any RHW textures. I'm not sure where the Euro texture previews come from, but maybe the NAM simply uses the road textures for the preview model. For Euro RHW textures, you'll have to wait until Shadow_Assassin updates his Euro RHW Textures Mod.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Ramona Brie on September 16, 2009, 05:43:56 PM
Andreas, there are Euro RHW 3.x-compatible textures, actually (ITC Euro TRM on Simtropolis).

Deconverting to road may solve the problem.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: zakuten on September 16, 2009, 06:45:45 PM
A bit off topic here, and I apologize, but what's the best way to edit textures? Is there a specific program made by someone, or just hash it out on my own? I sort of want to make a custom set.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Korot on September 17, 2009, 07:48:43 AM
Do you mean your own road textures? If not, I suggest you contact the BSC for texture making. To modify textures, any graphic editing program can be used.

Regards,
Korot
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: riiga on September 17, 2009, 10:00:23 AM
Quote from: Andreas on September 16, 2009, 03:33:18 PM
1. This is done by design; sharp curves always have solid lines, at least here in Germany. Solid lines indicate areas where overtaking is forbidden, and sharp curves are definitely a place where overtaking is very dangerous.

But if you make a dashed verison, why have solid lines? I think the dashed version should contain only dashed center lines, because that's why I selected it for install (instead of the standard) in the first place. I don't see the meaning of making a dashed version with solid center lines... :S

- riiga
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on September 17, 2009, 10:33:50 AM
The standard set doesn't have any dashed lines for the cuves, they are all solid. But since there were some requests for dashed lines, I added a DAT with dashed lines for some of the more gentle curves. This DAT simply overrides the solid lines from the standard set. I don't see a point in creating dashed lines for sharp curves, though, as explained above. For those, someone would have to create some new textures first.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: zakuten on September 17, 2009, 03:40:06 PM
Quote from: Korot on September 17, 2009, 07:48:43 AM
Do you mean your own road textures? If not, I suggest you contact the BSC for texture making. To modify textures, any graphic editing program can be used.

Regards,
Korot

Ah, all right then. Yeah, my own road textures. I just didn't know how to get from DAT to editable and vice versa.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Korot on September 18, 2009, 06:31:09 AM
Use SC4 Tool to extract the textures, Fishman to convert them to a .jpg or something and then use a graphics program to modify them. Then (after converting them back to .fsh files) use SC4Tool to put them pack in a new .dat file and make sure to use the same TGI's. This will cause an immediate override of said texture. If you want those textures to be used like those in the SAM, you have to contact the NAM on how to do that.

Regards,
Korot
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: choco on September 18, 2009, 06:39:17 AM
Quote from: Korot on September 18, 2009, 06:31:09 AM
Use SC4 Tool to extract the textures, Fishman to convert them to a .jpg or something and then use a graphics program to modify them. Then (after converting them back to .fsh files) use SC4Tool to put them pack in a new .dat file and make sure to use the same TGI's.
small notes:

- i'd suggest using FSHMan to convert the .fsh file to a .png, which is a loss-less format.  .jpg is horrible for this purpose.
- after editing the texture, you can use SC4Tool to import the .png file directly to a .dat, no need to back convert to .fsh.

everything else still applies..... 
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: zakuten on September 18, 2009, 10:25:51 AM
All righty then; thanks all for the help! :thumbsup:
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on September 18, 2009, 01:52:39 PM
To optimize this procedure just a bit more, you don't even need FSHMan; you can use SC4 Tool to save the textures directly in PNG format.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: DMG-42 on October 07, 2009, 07:51:09 PM
I just installed the most recent NAM onto a clean copy of SC4. Ever since doing that my GLR-in-road networks don't show up under the Transportation view in the region. The pieces can be placed and the GLR-in-avenue networks show up in the regional view, but not the road versions. Is this something that was removed in this version, or am I just missing something?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: shaque on October 12, 2009, 09:43:05 AM
Hello,

I returned to Sim City after a long absence and have noticed that there are many changes to NAM. I read up on the new simulators and have decided on Z High. I have CAM installed but I deleted the included traffic mod.

My problem is that my citizens always prefer work in another city. I build my cities with industries on the edges, residences in the center, and commerce in between. My cities are connected at the center of the map only, so I should not be facing eternal commuter problems. My citizens use every mode of transport to pass through the commercial and industrial zones to work in another city, despite many stops on the way. According to the route tool some of them even disembark at the stations and walk across the border! Sometimes they also zip through the next city and work yet the next city.

I don't think it has had any negative effects on my development but it is annoying. Does anyone have an idea why this is happening and how to solve?

Thanks,
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on October 12, 2009, 01:15:29 PM
First, try using the latest beta (http://sc4devotion.com/forums/index.php?action=dlattach;topic=5382.0;attach=6122) of Simulator Z.  It fixes some problems that sound somewhat like yours, so it may do the trick.  The file that you download contains all versions of Simulator Z; you should just extract the High version, which is the fifth one down, and use it to replace the file of the same name in your Network Addon Mod folder.

At this point, this version of Simulator Z is beta in name only, and will become standard in the next release of the NAM.  Please let us know how this works.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: shaque on October 12, 2009, 06:29:13 PM
Thank you. I tried the update for about 15 mins and I can notice a larger percentage of my workforce working in their home cities. My citizens still pick very peculiar paths to work  (going the long way on a monorail circuit, switching MT at random, ...).

I'll test this update in a more scientific manner and let you the results.

Thanks again, big fan of both NAM and RTMT.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on October 12, 2009, 07:01:35 PM
The paths that the Sims take may look strange, especially when dealing with high-speed mass transit, but I think that if you calculate the times spent in traveling, you'll find that they're actually taking the fastest routes, which often aren't the shortest.  I'll be looking forward to the results you find.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: shaque on October 13, 2009, 02:22:02 PM
Transit overall is much better:

1) I no longer have sims walking to work despite many other options at their disposal.
2) Traffic on borders is less, but still significant, with migrations happening in both directions now.


However

3) In one particular instance (station query), my sims ride a circular monorail in the wrong direction, snipping the line works but as soon as I fix it they go back to taking the scenic route.
4) My sims still zip across entire cities for work, except now it happens in both directions. It doesn't bother me I just need to know if this is normal when there is plenty of available work on the way.

Also suddenly three of my five incorporated cities are crashing five mins into play, I'm sure I messed up my plugins folder so I will start with a clean install, new region.

Can you please tell me where to find information about the inner workings of transit in the game? I've gathered some information while reading about the new simulators but I feel if I had a more complete picture I'd have a much better idea of what's working and what's not (and perhaps stop me from declaring my sims lunatics).

Edit: found the network specs file.

Thanks
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: puresim on October 13, 2009, 05:46:30 PM
Hi guys,

I'm using the latest NAM and simulator Z. Take a look at these two images:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi173.photobucket.com%2Falbums%2Fw73%2Fpurepics%2Fjump1.jpg&hash=39596f386ce3cc1116299144ad7adcf9d8c5b24c)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi173.photobucket.com%2Falbums%2Fw73%2Fpurepics%2Fjump2.jpg&hash=001d746c6757964c0fd0650d5c69422f65a2cf15)

I noticed my rail passengers sometimes get off their trains at passenger stations and then jump back onto a train for the rest of their journey. For some this happens more than once a journey. This doesn't effect freight trains. I only noticed this because my Maxis passenger stations were reporting high traffic. The screenshots also show the gap only used by frieght trains, dispite more than 6500 passengers travel through those locations.

Are my sims just quickly frequenting the toilet facilities provided at passenger stations?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on October 13, 2009, 07:10:52 PM
Quote from: shaque on October 13, 2009, 02:22:02 PM
3) In one particular instance (station query), my sims ride a circular monorail in the wrong direction, snipping the line works but as soon as I fix it they go back to taking the scenic route.

First of all, you'll need to fix your crashing problem; it may have some effect on these issues.  If it doesn't, could you please post a picture of what you're describing in this point?

Quote4) My sims still zip across entire cities for work, except now it happens in both directions. It doesn't bother me I just need to know if this is normal when there is plenty of available work on the way.

It depends.  First of all, what are you considering "available work"?  Are there actually open jobs available, and are they not taken by other Sims?  Do the wealth levels required for these jobs match up with the wealth levels of the Sims that are passing them by?  And is there a positive demand (as seen in the RCI Demand Graph) for this type of job?

If the answers to all of these questions are "yes," then did those jobs arise after the Sims passing them by already had jobs?  If the answer to this question is "yes," then the Sims will gradually migrate to these jobs, but it will typically take a number of years for this process to be complete. 

The final and most important question is, Are you experiencing long term residential abandonment by Sims who would be qualified to work at these unfilled jobs?  If the answer to this question is "yes," then there's a real problem.  Otherwise, this is a situation that can be explained by your answers to the above questions, or one that will work itself out over time.

Quote from: puresimcity on October 13, 2009, 05:46:30 PM
I'm using the latest NAM and simulator Z. Take a look at these two images...

Are my sims just quickly frequenting the toilet facilities provided at passenger stations?

No, actually they're teleporting.  ;D  Really.  Many transit stations, including all the Maxis ones, allow Sims to travel from one end of the station to the other in no time at all.  This is clearly faster than just staying on the train, so the Sims get off the train at one end of the station, teleport to the other end, and then get back on the train.  It cuts a little time off their trip.

This is clearly undesirable behavior, although it doesn't have a big impact on game play.  At some point, the NAM Team will probably fix this, but first we've got to figure out what the best solution is.  And then there are all those stations to fix...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: zakuten on October 13, 2009, 09:48:36 PM
I usually just fix it with an "express track" myself, but that's just my two cents
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on October 13, 2009, 11:06:14 PM
How does your express track fix it?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: joelyboy911 on October 13, 2009, 11:53:15 PM
Perhaps he puts the station on a siding from the main track?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: zakuten on October 14, 2009, 12:14:58 AM
Right, precisely- a siding. Sorry for not making it clearer. Usually that gets the through traffic to keep on going rather than detour off and back on...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on October 14, 2009, 01:00:51 AM
That will work as long as the siding exceeds the length of the corresponding express track by more than the length of the station.  (And as usual, diagonals count as two squares.)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: puresim on October 14, 2009, 03:26:38 AM
Quote from: z
No, actually they're teleporting.  ;D  Really.  Many transit stations, including all the Maxis ones, allow Sims to travel from one end of the station to the other in no time at all.  This is clearly faster than just staying on the train, so the Sims get off the train at one end of the station, teleport to the other end, and then get back on the train.  It cuts a little time off their trip.

Ok that makes sense :)

The high station usage is probably the most annoying part, especially since the Maxis station supports a maximum capacity of 5000. I have some user created stations available, although I've found some cause undesired bugs - might try downloading a few others.

For example passengers didn't appear to like traveling through the excellent large 'SemiTransparent' train station, instead choosing longer routes that didn't go through them. Freight however was passing through normally. Weird.

Any recommendations for custom stations?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on October 14, 2009, 04:15:08 AM
My recommendation is to take whatever train stations you like and customize their capacity to what you want.  Normally I don't recommend casual use of Ilive's Reader, but I make an exception in this case because there are just too many stations that have their capacities set too low.  Using the Reader for something like this is really easy and trivial; for modifying the capacities of custom stations, it's intuitive enough that you can just figure it out.  You can also use it to modify the capacities of the Maxis stations, but that's a little trickier; you need to use the Patch facility to make a copy of the station's exemplar, as it's generally not a good idea to modify SimCity_1.dat directly.  (But now at least you know where all the Maxis stations are.)  Someday, when I have time :D, I am going to resume my quest to get the NAM Team to fix the capacities of all transit stations to have reasonable values.

But to answer your question, for small train stations, I really like RaphaelNinja's, which can be found on the STEX.  Of course, I've doubled their capacities.  If you download the versions from the STEX, you can get the doubled capacity plus lower, more realistic costs by downloading this file (http://sc4devotion.com/forums/index.php?action=dlattach;topic=5382.0;attach=6122).  SimGoober also has a number of excellent train stations (of course!), and their capacities are quite reasonable.  And one of my personal favorites is the simple but very functional acreation Main Station (http://sc4devotion.com/forums/index.php?action=dlattach;topic=5382.0;attach=6122), which services two tracks and has a capacity of 50,000, but takes up only a 3x5 space.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on October 14, 2009, 04:26:26 AM
Many of the newer SFBT stations include high capacity patches as well, which should work better with "high" and "ultra" traffic plugins. :)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: puresim on October 14, 2009, 04:56:11 AM
Really appreciate the help guys!

I've already experimented with ilive's Reader, so should be able to alter the capacity data of custom stations without anything catching fire. Will try all the station recommendations above, and mod where necessary.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: cogeo on October 19, 2009, 01:06:03 PM
An issue that needs to be addressed in NAM is the streetlight props for roads and streets. If you lay a stretch of raod or street (and zones around it) in a non-NAM SC4 installation, you will see that streetlights are arranged regularly, every two tiles or so. If you lay (well, plop) 1x1 tiles on top of the (exisitng) road/street, some other props like benches, planters, trashcans etc may change (appear or disappear), however the streetlights layout/pattern remains unchanged. Some tiles may even get two props, eg both a streetlight and a trashcan.

But with the NAM installed, most streetlights disappear, and finally only one streetlight over four, five or six tiles will remain. The same goes for SAM. The resulting pattern (or lack of) looks very much "random" and highly unrealistic.

That is, the T21 set appears completely screwed. I would recommend that a fix is attempted. After all the visual footprint of streetlights is very small, and having streetlights in the normal layout (as in SC4 vanilla) won't result in any overabundance of streetlights or visual cluttering.

I would attempt to do this myself, but unfortunately I have little overview on this, esp how the T21 system was designed (and changed), how it was originally, and how to change the whole thing (possibly requiring removing some T21s) without causing an (existing) city to crash.

I thing someone could take a look into this.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on October 19, 2009, 02:10:22 PM
I have also noticed this.  It seems worse at lower zoom levels.  What I have seen is that at high zoom levels, the street lights all appear to be present.  But the lower the zoom level, the more street lights are missing.

Have you noticed this problem at high zoom levels?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: dragonshardz on October 19, 2009, 02:16:38 PM
I haven't noticed this at all, as far as I know all my streetlights are set every two tiles at all zoom levels. I'll check tonight when I get home.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: cogeo on October 19, 2009, 02:28:26 PM
@Z: I haven't tested the different zoom levels, I noticed this at the closest zoom levels. But I think it shouldn't be any different. What do you mean by "lower" zoom levels, the closer or farther ones?

@dragonshardz: Initially (when the zones are undeveloped) streetlights are indeed set every two tiles, but as the zones develop (or you lay 1x1 tiles on top of them) they disappear.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: j-dub on October 19, 2009, 07:49:07 PM
Let me tell you my experience with streetlights. I think the higher zoom levels, streetlights at those levels that are not visible closer, maybe because they are substituting for a smaller prop that can't be visible further? Maybe a fire hydrant up close can't be seen further out, so a streetlight is used instead? I assume the same thing with cosmetic addons involving parked cars, trees, tractors, bushes, flowers, manholes.

QuoteBut with the NAM installed, most streetlights disappear, and finally only one streetlight over four, five or six tiles will remain.
A fix sounds good, BUT the issue with doing a mandatory DAT edit are people that made other mods that make sure streetlights were specifically patterned with the NAM and address that problem.

I do have a mod someone made that does seem to do allow the patterned streetlights, the sides don't alternate left to right all the time, occasionally a light may go across the other side of the road, but usually they will remain patterned on one side of the road, tile after tile, just No Maxis lights are allowed with that mod. The cosmetic mods are not effected. Maxis as we know has their own props, but when I added 3rd party cosmetic mods, those altered the T21's and replaced some of the streetlights, so where there used to be a streetlight, there now is a sewer there, because it was clicked over, click again, it could be a parking bay, click again, it could be a different streetlight again, click again, could be a tree, click again, you get the idea, and so on.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: dragonshardz on October 19, 2009, 10:25:58 PM
I suppose lower means lower in zoom number...ie, zoom 1 is farther out than zoom 3 but is labeled with a lower value.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on October 22, 2009, 12:11:33 AM
Quote from: cogeo on October 19, 2009, 02:28:26 PM
@Z: I haven't tested the different zoom levels, I noticed this at the closest zoom levels. But I think it shouldn't be any different. What do you mean by "lower" zoom levels, the closer or farther ones?

By "low" I mean the farther ones - specifically one through three.  I've actually seen this only one place, and that was with the underground rail tiles, which come with a street light on each side of each tile.  This sounds like a slightly different case than the one you're talking about, but the result is the same, and it sounds like the same problem to me.  The lights are big enough that they shouldn't disappear at all of those levels.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: cogeo on October 22, 2009, 03:26:12 PM
Here is what I meant:

- Originally (with undeveloped zones) streetlights are OK:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg14.imageshack.us%2Fimg14%2F7141%2Fnamstreetlights0.th.jpg&hash=bddaa60f740cf29c8a2e46c1fceb5c0a05eb50fc) (http://img14.imageshack.us/i/namstreetlights0.jpg/)

- After the zones develop things get a little messy:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg10.imageshack.us%2Fimg10%2F451%2Fnamstreetlights1.th.jpg&hash=803a376b30e0f4e8cc3dfb7b188d958248840f18) (http://img10.imageshack.us/i/namstreetlights1.jpg/)

- Things get much worse when streets, medium and high density and wealth come into play (I have no such devlopment yet, so no pic to show - sorry).

In this case the "pattern" is unstable too, ie when you lay 1x1 sections on the road (like in the pic below), ie the streetlights arrangement changes every time you lay such a section.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg12.imageshack.us%2Fimg12%2F2001%2Fnamstreetlights2.th.jpg&hash=e2e862308d0c67c4ae7187bb91d55b4f07cb50bb) (http://img12.imageshack.us/i/namstreetlights2.jpg/)

Could someone provide a fix (or explain how to change this, and where these can be found)?

@Z: Not seeing the streetlights in the farther zooms sounds quite reasonable, they become so small that you can't see them, I believe. Also the AppearanceZoomsFlag propertry for the streetlight props is set to 0x0000001E, which means that they should be visible in all but the farthest zoom. In some streetlights the ResourceKeyType4xm property is wrong too, though I'm not sure if this plays a role in this case.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on October 23, 2009, 03:07:18 AM
Quote from: cogeo on October 22, 2009, 03:26:12 PM
@Z: Not seeing the streetlights in the farther zooms sounds quite reasonable, they become so small that you can't see them, I believe. Also the AppearanceZoomsFlag propertry for the streetlight props is set to 0x0000001E, which means that they should be visible in all but the farthest zoom. In some streetlights the ResourceKeyType4xm property is wrong too, though I'm not sure if this plays a role in this case.

I don't really expect much out of Zoom 1, it's true.  But the lights start dropping out at Zoom 4.  Here's a sample at Zoom 3, where a fair number are missing:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg34.imageshack.us%2Fimg34%2F113%2Flightsd.jpg&hash=13a869277c8dec82b9e4de3596cebf7dc0f9efdc)

You can actually see traces of the former lights, although they're mere shadows of their former selves (if you'll excuse the expression).
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: MandelSoft on October 23, 2009, 03:38:02 AM
Quote from: z on October 23, 2009, 03:07:18 AM
I don't really expect much out of Zoom 1, it's true.  But the lights start dropping out at Zoom 4.  Here's a sample at Zoom 3, where a fair number are missing:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg34.imageshack.us%2Fimg34%2F113%2Flightsd.jpg&hash=13a869277c8dec82b9e4de3596cebf7dc0f9efdc)
I think that's just a game render error.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on October 23, 2009, 04:08:10 AM
Quote from: mrtnrln on October 23, 2009, 03:38:02 AM
I think that's just a game render error.

I'm no expert on rendering, but this is equally present in hardware and software modes - isn't that unusual for a rendering error?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: ebina on October 23, 2009, 04:40:08 AM
@Cogeo: I was able to reproduce the problem shown in your screenshots with empty plugins folder, NAM was not a cause of inappropriate streetlight placement pattern.

I found one of Maxis T21s for orthogonal road piece is different from others. NetworkPlacementPattern of other T21s are 0x01,0x02,0x04,0x08 or 0x04,0x08,0x01,0x02, but a T21 I fixed was 0x01,0x02,0x04,0x0C. Could you try attached patch to see if it fixes the problem?

EDIT: Updated patch. Please remove the old version (y_T21_CAADA9B6_NPP_1248_TEST.dat) before installing the new version.
y_Maxis_T21s_Fixed_10252009-1.dat contains two fixed Maxis T21s, z_NAM_OWR_Arrows_Reduction_Plugin_T21_Fixed_10252009-1.dat contains a fixed T21 for one way road arrow reduction plugin.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on October 23, 2009, 07:26:25 AM
Hmm, if the Maxis T21 is broken, then it's no wonder that the bug translated to the SAM as well, since I merely used a copy of the Maxis T21's and changed the texture ID assignment.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: ebina on October 25, 2009, 01:37:24 AM
Quote from: Andreas on October 23, 2009, 07:26:25 AM
Hmm, if the Maxis T21 is broken, then it's no wonder that the bug translated to the SAM as well, since I merely used a copy of the Maxis T21's and changed the texture ID assignment.
I checked Maxis T21s for orthogonal OWR and street, OWR has the same error but street has no error so I think SAM is safe.
I'll update the file attached to my post above to add OWR fix including one for arrow reduction plugin.

EDIT: Have updated the patch, please see my post above.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Une_ame on November 11, 2009, 04:06:39 PM
Thanks for all the help you provide here.

I used to play with the previous version of the NAM until I decide to try the new one (June). I found out that some of my cities's buildings have a "no road connection" sign above them when everything was fine before. After a while, above a couple of those buildings, the "no road connexion" sign desapear but the other one (the majority of them) experience abandonment. I change the controllor from Z to B but the problem remains :(.

As a result, I decide to buldoze the road in front of those buildings and rebuild them, but nothing change ()sad().

I start to understand where this bug comes from when I see this:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fnsa10.casimages.com%2Fimg%2F2009%2F11%2F12%2F091112124815930849.jpg&hash=21ebb9af8df443c506f383792af13c31b00528b1)

It seems that part of the road is out of order.

I don't now if this question has already being ask but do you guys have any idea how to solve this?????
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on November 11, 2009, 04:27:42 PM
Could it be possible that you forgot to install the Road Turning Lanes plugin? It looks like the road intersection is not carrying any traffic on those three tiles that are usually displaying the turning lane textures.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Une_ame on November 11, 2009, 09:46:05 PM
Yeap, since I have no idea what is that Road Turning plugin!

Is it something I must download ? (+ I've got a pretty old version of the european textures plugin).
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on November 12, 2009, 01:50:50 AM
The Road Turning Lane Plugin is included in the NAM, but not selected by default, so if you had it before, you probably forgot to select it while installing the latest version of the NAM. As for the Euro Road Textures Mod, a new version/update was released shortly after the latest NAM.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Une_ame on November 12, 2009, 02:36:06 PM
Quoteyou probably forgot to select it while installing the latest version of the NAM

You were right Andreas, I reinstall the NAM (with the latest euro-road textures mod) and be more carefull with this option and everything went back to normal :thumbsup:.

You deserve a big DANKE &hlp!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: End_of_Eternity on November 24, 2009, 10:06:47 AM
Hi guys! First of all, I'd like to thank you for this awesome work to keep simcity 4 new and awesome. EA should let you guys have the source code for SC4, so we could have all the goodies like CAM/NAM and bunch of other stuff built in.

I have a few issue with my GLR/Rail system in one of my cities.

1. Are there any puzzle pieces that allow a diagonal road to cross a GLR line and still keep the road diagonal. Currently I just used two special GLR in road puzzle pieces, but this breaks the diagonal nature of the road and makes it straight for two blocks.

2. In any cities in which I have GLR and regular rail, my advisers ask me if would like to merge transit networks. Can this be done? Or does the game just think that GLR and rail are the some things?

3. I mostly use 'Elevated Rail' puzzle pieces for rail network in urban areas (not the original el rail, but the pieces that make regular rail elevated), I was wondering if there are any rail station that can be plopped directly on the elevated rail section? Kind of like the monorail station or the El rail station. The regular rail station also looks a little out of place in my urban areas, really annoying.

Thanks! 
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on November 24, 2009, 11:57:30 AM
Quote from: End_of_Eternity on November 24, 2009, 10:06:47 AM
1. Are there any puzzle pieces that allow a diagonal road to cross a GLR line and still keep the road diagonal. Currently I just used two special GLR in road puzzle pieces, but this breaks the diagonal nature of the road and makes it straight for two blocks.

Such pieces don't currently exist for GLR-in-Road or GLR-in-Avenue, but I too have sorely missed them, and I think that they would be an excellent addition.  (Hint, hint.)

Quote
2. In any cities in which I have GLR and regular rail, my advisers ask me if would like to merge transit networks. Can this be done? Or does the game just think that GLR and rail are the some things?

GLR is actually a form of the standard el rail.  Your adviser wants you to merge it with the subway.  Cogeo made this happen automatically for the RTMT GLR-in-Avenue stations.

Quote
3. I mostly use 'Elevated Rail' puzzle pieces for rail network in urban areas (not the original el rail, but the pieces that make regular rail elevated), I was wondering if there are any rail station that can be plopped directly on the elevated rail section? Kind of like the monorail station or the El rail station. The regular rail station also looks a little out of place in my urban areas, really annoying.

Right now, there are some Victorian-style stations that do what you want.  You can find them here (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1430).
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Wilfried on November 28, 2009, 11:55:15 AM
Hello there,

Is anyone working on soft OWR and RHW-2 curves and are they gonna be released with NAM 4.0?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Temphage on November 29, 2009, 03:22:56 PM
Having a problem here - I have no GLR stations. I have every piece of GLR imaginable EXCEPT the stations. What gives?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Blue Lightning on November 29, 2009, 03:35:40 PM
Temphage: GLR Stations are downloaded separately. Search the LEX and STEX for them. NAM doesn't include them due to our no-lots  policy.

Wilfried: WRC OWR should be in the next NAM, and WRC RHW-2 should be in RHW v4.0
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Wilfried on November 30, 2009, 09:28:10 AM
Great, thanks!  :thumbsup:
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: strucka on November 30, 2009, 10:52:48 AM
Can someone please help! I have issues with my High speed rail (HSR). The pylons from the monorail are still showing up. On both GHSR and HSR (I also DL'd the BLT mod and there's the same thing).

Thank you for your help.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: dragonshardz on November 30, 2009, 04:48:10 PM
I'm assuming BLT means Bullet Train Mod. There is a compatibility patch for the Bullet Train Mod and the HSRP.

It's here (http://sc4devotion.com/forums/index.php?topic=2089.0), under "Patches."

Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on November 30, 2009, 05:02:20 PM
Quote from: dragonshardz on November 30, 2009, 04:48:10 PM
I'm assuming BLT means Bullet Train Mod.

Unless he downloaded the Bacon, Lettuce, and Tomato mod by mistake.  That could certainly cause a problem.   :D
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: strucka on December 01, 2009, 08:34:51 AM
I'm sorry, yes the BLT is the Bullet Train Mod, but the issue is not that it's this:

Quote from: Jonathan on August 23, 2007, 08:02:43 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi200.photobucket.com%2Falbums%2Faa230%2FwarriorST%2FmonorailoverGHSR-1.jpg&hash=8b2d5f3489aa3a5f73ff45dfb25d7eaef8a1b767)
[/quote

It's those pylons you can see on Jonathans GHSR trail.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Jonathan on December 01, 2009, 09:47:44 AM
That means the file were not installed properly, modified or there is a conflicting plugin (though can't imagine what it would be).

Try reinstalling the HSRP.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: strucka on December 01, 2009, 12:13:01 PM
After the reinstalment here's the picture:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.shrani.si%2Ft%2F3c%2Fbb%2F2IvoIa4b%2Funtitled.jpg&hash=d2daba2e9d9575f5b53272279a5545a8eec3bd46) (http://www.shrani.si/?3c/bb/2IvoIa4b/untitled.jpg)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Blue Lightning on December 01, 2009, 12:26:10 PM
You need to install the HSRP-BTM patch (as dragonshardz said above), found here. (http://sc4devotion.com/forums/index.php?action=dlattach;topic=2089.0;attach=3521)

Also, if you already did install the patch before, take the monorail tool and draw over it again.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: strucka on December 01, 2009, 03:52:22 PM
I already did all this.. I'll try again... tomorow... now i go  /wrrd%&
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: MattyFo on December 12, 2009, 08:01:08 PM
Ok, i am redoin my a highway at the south end of the Island i am working on....I'm going to be posting a picture to make everything clearer.  But first, a bit of history.  You'll see in the image below that the highway is currently going around a small industrial area.  Before i started this project the highway went right through the industrial area and was riddled with stop lights and heavy traffic, i had tons of Simoleons so i figured i could afford to make a big interchange here.  anyways here's my problem,  as you can see in the image(maybe) is that all the eastbound(northbound) traffic, whether it is leaving or entering the industrial area, it has to cross over the highway.  I cant seem to find any MIS overpasses over the RHW2 or vice versa.  so i tried to make FLUPs but can't get the highway to run under the MIS.  if anyone has any ideas on what i can do given the space i have around the highway i would really appreciate it.(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg709.imageshack.us%2Fimg709%2F8375%2Fhighwayoverpass.th.jpg&hash=cf8eb21cf7010c535eca0d524cbc63c7396f0c2c)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: MattyFo on December 12, 2009, 09:49:59 PM
NEVER MIND FOLKS!!!! I found the NAM essentials on the LEX and it had road over MIS which is good enough for me!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: wouanagaine on December 13, 2009, 11:29:10 PM
Can someone please help me find out why I have road disappearing and a strange avenue/road crossing in the following pics ( and why I have a left turn line where there is no left turn )
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg97.imageshack.us%2Fimg97%2F6046%2Fscreenshot152o.jpg&hash=a88c3483872a8b29da58ef254eb77fc851f9a88d)
There is a road, and if I try to rebuild it, my cursor and the road preview turn brown

Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: ebina on December 14, 2009, 03:54:47 AM
Quote from: wouanagaine on December 13, 2009, 11:29:10 PM
Can someone please help me find out why I have road disappearing and a strange avenue/road crossing in the following pics ( and why I have a left turn line where there is no left turn )
...
There is a road, and if I try to rebuild it, my cursor and the road preview turn brown
It appears there was a mistake, the NAM Controller r27s includes the NWM related RULs which should have not been left in the public controller.
I think you have access to the private exchange. Please try to install the controller that supports the TuLEP. Since I cannot reproduce the issue if I use most recent development build, draggable TLs for the NWM seem to be disabled in newer revisions.

If anyone else need a fix for the issue, please wait for the next NAM update.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: wouanagaine on December 14, 2009, 05:22:37 AM
Ok, but even if I have access to the devex, I've not downloaded anything
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Chrisim on December 14, 2009, 09:00:20 AM
Ebina tried to tell that there is a bug in the NAM controller file (and I can reproduce the problem with the official June 2009 version), but it has been corrected in the development version. You are privileged to have access to it, so you can download the solution (the latest controller) - you know where to find it ...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: wouanagaine on December 14, 2009, 02:23:14 PM
ah ok, I completly missed the point  :o
sorry, will try the latest
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: six9nc on December 21, 2009, 07:21:23 PM
OK i'm swingin for the fences this time.  I just uninstalled the old NAM and installed the new version.  I deleted the old nam folder and replaced it with the new one. Also ran the cleanitol file...one thing I didnt do is bulldoze all the old nam bridges in my cities. Will this cause my game to crash since I havent booted it up yet. One last thing i downloaded the nam essentials and rhw mods and I'm wondering if there is anything special I should do before installing. Its my first time really utilizing cleanitol and the nam essetials so I'm super nervous about how my gameplay might be affected by my lack of tech savy.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: SC4BOY on December 21, 2009, 10:28:00 PM
It's been my experience that old NAM items do not cause crashes. They MAY however be "invisible".. you can't see them, but if you hover the bulldozer over them they "light up" for deletion. Delete anything that looks like it is "missing" and rebuild it. I have never had it cause a crash or other problem besides that.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on December 21, 2009, 11:26:20 PM
Quote from: six9nc on December 21, 2009, 07:21:23 PM
OK i'm swingin for the fences this time.  I just uninstalled the old NAM and installed the new version.  I deleted the old nam folder and replaced it with the new one. Also ran the cleanitol file...one thing I didnt do is bulldoze all the old nam bridges in my cities. Will this cause my game to crash since I havent booted it up yet.

Your bridges should be fine if you move them back into the Additional Bridges folder.  Without it, you'll get the missing models that SC4BOY alluded to, and there can be some odd functional things that result, but it shouldn't crash your game.  Generally speaking, the "Additional Bridges" folder is the one "safe one" to save when upgrading to a new NAM release.  (The exception being fukuda's bridges off the STEX--they still include outdated bridge controller files from 2006.)

Quote from: six9nc on December 21, 2009, 07:21:23 PM
One last thing i downloaded the nam essentials and rhw mods and I'm wondering if there is anything special I should do before installing. Its my first time really utilizing cleanitol and the nam essetials so I'm super nervous about how my gameplay might be affected by my lack of tech savy.

There's not really anything you need to do special when installing the RHW--all you need is the NAM.  You don't need the NAM Essentials, either.  There's no harm in installing it, as it basically contains files you already got when you installed the most recent NAM, but there's also not much point in downloading it in most cases, either.

As far as Cleanitol goes, as long as you ran the Cleanitol before installing the new NAM, you should be alright.

Hope that helps!

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: gabrielbyrnei on December 22, 2009, 12:48:20 PM
After formatting my computer and copying the plugins folder from the old installation to the new one, im only getting low capacity stations for RTMTV.  Biggest bus/subway station im getting has 14000 capacity. What could be causing the problem?
I already uninstalled and installed NAM and RTMTV stations all over again


PD: oh and there are no signs over the stations when i hover over them, where before there was. Also, the RTMTV information showing when i query the stations is not showing anymore either.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on December 22, 2009, 01:06:11 PM
I would suggest reinstalling the RTMT V3.60 Add-On Pack and following the instructions in the Readme very carefully.  I think that this should fix your problem.

If you still can't resolve this, please continue this discussion in The RTMT V3 Support Thread (http://sc4devotion.com/forums/index.php?topic=5651.0), as this is a problem you are having with RTMT, and not a NAM problem.  Thanks!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: six9nc on December 27, 2009, 04:17:46 PM
Ive built a RHW4 in a test city and noticed that my traffic is erratic.  Traffic seems to dirve on the wrong side of the highway for a RHD highway.  I used the starter pieces with the arrows that faced the right direction. However the traffic is in the right at times and then the reverse sometimes and then I zoom in traffic is using the highway like a avenue.  Ive read about the traffic sims and stuff but Im still confused about it. 

2. How do I build bridges(over water) with the rhw mod.  If you can guide me to a specific tutorial about my issues I can figure these things out.

3. I installed the june 09 NAM and I am wondering if I should remove some traffic sim files or what.  I did some reading and it seems that there different ones to use.  Or should I just stick with the recommended install.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Korot on December 28, 2009, 05:22:53 AM
I guess you mean that cars should drive on the right side of the road? The problem is that you installed the LHD patch, which assumes that your cars should drive on the left side of the road. Solution: reinstall the NAM, without selecting the LHD patch this time.
As to building bridges with the RHW: It should be mentioned in the read-me, though it should be as easy as dragging the RHW across the water. Please ensure that you have a 1 tile median though, as otherwise, the second bridge can't be build.

Regards,
Korot
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: badstrawberry on December 28, 2009, 09:25:38 AM
HELP ?!?!?

I'm having a problem with rail networks that run underneath HSR networks.  No rail traffic will pass under the HSR.

I've got the June 2009 version of NAM running, set to use the Z traffic.

You should be able to see in the pic below that I have rail lines running underneath the HSR line (the HSR line was put in first and the rail lines dragged underneath):

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fcraig.softwarerental.co.uk%2Fsc%2FBroxham-A1.png&hash=19ed2c8c4670331a8ff7e33a556ac0f5d9f896fe)

As you can see, the only rail traffic is that which runs on the rail line parallel to the HSR line but does not cross underneath it.

However, when I remove the HSR line above, traffic now flows on the rail lines where previously it didn't:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fcraig.softwarerental.co.uk%2Fsc%2FBroxham-A2.png&hash=acb9fe1c9f456ccef2f7f1d16b5bf1811b43ee1c)

Can anyone explain why the rail traffic will not flow underneath the HSR line and suggest how I can solve this problem.

Apologies if I have not included enough details here - let me know if there is anything else you'd need to know before commenting.

cheers
Craig
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Korot on December 28, 2009, 09:47:55 AM
You're English, so did you install the LHD patch?

Regards,
Korot
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: badstrawberry on December 28, 2009, 09:52:17 AM
Quote from: Korot on December 28, 2009, 09:47:55 AM
You're English, so did you install the LHD patch?

Regards,
Korot

Hi Korot

yes, I did use the LHD patch.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Korot on December 28, 2009, 10:01:15 AM
Right, then could you please give a close up of one of those intersections, using the drawpaths cheat?

Regards,
Korot
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: badstrawberry on December 28, 2009, 10:20:19 AM
Quote from: Korot on December 28, 2009, 10:01:15 AM
Right, then could you please give a close up of one of those intersections, using the drawpaths cheat?

Regards,
Korot

Thanks, had neve come across this cheat before, looks like it could be useful to someone:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fcraig.softwarerental.co.uk%2Fsc%2FBroxham-B1.png&hash=a5848fdcaf6ce5e19afd7d73288e25b783ab88c5)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Korot on December 28, 2009, 10:25:39 AM
Yes, it is indeed very useful for modders. You can turn of those lines by using hidepaths BTW.
What is clearly visible here is that there are no paths underneath the HSR at the crossing, on both the train crossing and the highway crossing. However, the HSR itself also has no paths, which indicates an installation problem. Try re-installing the HSR, and then see if there are paths underneath the HSR, as well as on the HSR itself.

Regards,
Korot
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: badstrawberry on December 28, 2009, 10:36:55 AM
Quote from: Korot on December 28, 2009, 10:25:39 AM
Yes, it is indeed very useful for modders. You can turn of those lines by using hidepaths BTW.
What is clearly visible here is that there are no paths underneath the HSR at the crossing, on both the train crossing and the highway crossing. However, the HSR itself also has no paths, which indicates an installation problem. Try re-installing the HSR, and then see if there are paths underneath the HSR, as well as on the HSR itself.

Regards,
Korot

OK - should I be using a seperate installer for the HSR stuff?  HSR was originally installed as part of the NAM June 2009 installer I used, and I followed that up by installing the NAM Essentials and HSR stations.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Korot on December 28, 2009, 10:44:52 AM
The HSR came with the NAM? Where do you get your NAM from?

The HSR is a separate part of the NAM, and thus comes in a separate download, which can be found here, on the LEX. [linkie] (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1609) Run the installer in the download, and then shows us the crossing again, using the drawpaths cheat.

Regards,
Korot
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: badstrawberry on December 28, 2009, 11:10:12 AM
Quote from: Korot on December 28, 2009, 10:44:52 AM
The HSR came with the NAM? Where do you get your NAM from?

The HSR is a separate part of the NAM, and thus comes in a separate download, which can be found here, on the LEX. [linkie] (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1609) Run the installer in the download, and then shows us the crossing again, using the drawpaths cheat.

Regards,
Korot

Yes, sorry, my mistake - forgive me, I was a little wasted at the time ;-) I did install HSR Project separately the first time round.  I am just going to reinstall it again now and try again.  cheers
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: badstrawberry on December 28, 2009, 11:23:30 AM
Hi Korot

OK, I reinstalled the HSR Project and the drawpaths showed a difference, in so far as the paths continued under the HSR for both RAIL and the HIGHWAY.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fcraig.softwarerental.co.uk%2Fsc%2FBroxham-C1.png&hash=7dea2c096e911be68f5b99cd80f282af3f3a6e18)

And best of all, this appears to have solved the problem overall - I let it run for a few months and saw lots of traffic running under the HSR lines, the way that they should.

Thanks again Korot - you're a star.

cheers
Craig
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Jonathan on December 28, 2009, 11:35:41 AM
The paths on HSR don't show up on draw paths, as the track is slightly above the paths, but they are there.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Korot on December 28, 2009, 12:19:01 PM
Quote from: Jonathan on December 28, 2009, 11:35:41 AM
The paths on HSR don't show up on draw paths, as the track is slightly above the paths, but they are there.

Right, but in badstrawberries picture, you can now see purple paths on the slope between HSR and GHSR, which wasn't on his previous picture.

Regards,
Korot
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Strategist01 on January 02, 2010, 05:43:00 AM
OK, so I've been happy with the NAM 2009 everything is working great except for one thing. My advisor person says that a lot of avenues are over congested, and some of them are, but my problem is the distribution of the congestion. I was using sim. Z ultra, as released in the NAM, then switched to A better path finding and 5x capacity, as I wasn't really using the RHW anymore.

However my problems began with the Z simulator. In an avenue, I would have 2000 cars and 3000 buses. Normally my congestion would stay green, and then no problems. But it seems that in said Avenue (this is rounding off of numbers in an actual avenue BTW) Most of it would be green, some would be yellow, which was fine but then...Along a whole row of green uncongested avenue one square would turn red, but it would be green before and after that, no yellow, it would have the same amount of traffic flowing along it as the tiles before and after it and it wasn't near an intersection. please can you tell me why this is happening? Is it something to do with my testing of the new CAM(Midrise)?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on January 02, 2010, 10:54:27 AM
This is a direct result of the intersection and turn effect.  In SC4, this is implemented by reducing capacities around an intersection.  The idea is that by reducing capacity, the resulting congestion slows down traffic enough to approximate a stop sign or stop light.  The standard simulator settings didn't do that, though; where you don't see congestion, this wasn't happening, and the Sims just zoom through the intersection at full speed.  (This is regardless of what the automata appear to be doing.)  Simulator Z implements this feature in a way so that there is a genuine slowdown around heavily trafficked intersections.  It's not quite enough to emulate a short stoplight, but it's a step in the right direction.

Your experience has nothing to do with the new CAM per se, and is certainly not indicative of any problems in the new CAM, or in your use of it.  Simulator Z was originally designed specifically to work with the CAM, so there should be no problems there.

The advisors can be a pain, especially when it comes to traffic congestion.  If there's demand, I could release an optional patch that restricts these congestion messages to the news ticker, instead of causing popups all the time.  Personally, it seems to me that that's how these messages should have worked in the first place.  Their existence as popups imply that no city should have serious congestion anywhere, which does not seem to be a realistic goal.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: SimNation on January 14, 2010, 01:17:12 PM
Hello I wanted to ask a question about what file in the NAM traffic file would one need to edit to change the maximum walk distance for the sims. I want to make my sims walk no more then 21 tiles for how I develop my cities instead of the 43 that Sim A Medium uses but when I opened the traffic file I saw everything else ecept for the maximum walking distance.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Korot on January 14, 2010, 01:32:31 PM
Quote from: SimNation on January 14, 2010, 01:17:12 PM
Hello I wanted to ask a question about what file in the NAM traffic file would one need to edit to change the maximum walk distance for the sims. I want to make my sims walk no more then 21 tiles for how I develop my cities instead of the 43 that Sim A Medium uses but when I opened the traffic file I saw everything else ecept for the maximum walking distance.

That property is in fact the Maximum Trip time, or something like that. Your 43 tiles means that a sim can walk for 43 tiles, but can't move, be it by car, bus, or otherwise, any further. However, unless you know what you're doing, I don't suggest altering the Traffic Simulator yourself, and leave it to the experts.

Regards,
Korot
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on January 14, 2010, 02:04:42 PM
Quote from: Korot on January 14, 2010, 01:32:31 PM
However, unless you know what you're doing, I don't suggest altering the Traffic Simulator yourself, and leave it to the experts.

I would strongly second that.  Also, it turns out that the maximum commute time is one-way, so the actual number in Simulator A is 88.  But there are many reasons you don't want to change that number, among the biggest being that it has a huge effect on mass transit usage.  You should pick the traffic simulator that suits you best, and design your mass transit and roads to work with it.  There are just so many things you need to understand and test before changing anything in the traffic simulator.

I'll be responding to your PM in more detail later on.

EDIT:  To bridge the gap between regular players and traffic simulator writers, I'm working on a configuration program for Simulator Z.  This program will allow players to modify those parts of the traffic simulator that are safe to modify, using an easy-to-understand interface, without exposing the parts of the simulator that shouldn't be touched.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: SimNation on January 14, 2010, 09:57:59 PM
Had no idea it was that complicated I will be leaving it alone trust me. I thought it referred only to actual pedestrian walking distance.  I misunderstood  how that portion worked but I understand what it means thanks to your description. I'll make sure not to touch it since it was not really a critical reason for me to change it anyway.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Korot on January 15, 2010, 06:33:04 AM
Quote from: z on January 14, 2010, 02:04:42 PM
I'll be responding to your PM in more detail later on.

PM? I never send you a PM. However, a configuration program would be really nice. It would indeed be THE way to distribute the Euro version, without clogging up the NAM menu. I think that with this program, you only need one version of Sim Z in the NAM install, and that the configuration program alters the capacity to the one you want, IE: Low, Medium, High, Ultra and the other one I forgot.

Regards,
Korot
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Boerentoren on January 15, 2010, 07:21:06 AM
Can someone help me with this?

Do these tunnels (FLUPs, or what are they called) work? Are they functional?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg109.imageshack.us%2Fimg109%2F9290%2Ftrafficf.jpg&hash=66918c26559218cdf74b7003e04c941b689b23e0) (http://img109.imageshack.us/i/trafficf.jpg/)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: MandelSoft on January 15, 2010, 07:39:30 AM
Yes, they are functional. I've seen this issue before with the GLR, but it's nothing to worry about.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Boerentoren on January 15, 2010, 08:00:10 AM
Quote from: mrtnrln on January 15, 2010, 07:39:30 AM
Yes, they are functional. I've seen this issue before with the GLR, but it's nothing to worry about.

OK tnx! 

(bedankt :))
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on January 15, 2010, 09:14:25 AM
Try the "DrawPaths" cheat from the Extra Cheats Plugin DLL - if the paths appear fine (and are not reversed or something like that), it should work. You can also try U Drive It; if the vehicle can pass fine, there shouldn't be anything to worry about.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Moonraker0 on January 15, 2010, 07:12:10 PM
I have a sort of bug report-type thing concerning a certain GLR-in-Avenue/Tram-In-Road triangle puzzle piece.  The tram just turns left then right instead of going straight.  Here's the picture of it:(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.picpanda.com%2Fimages%2Fks9s4pxkpma1x3jg6id4.gif&hash=99c7bf2adef15342f8893dc503f69399834f20df)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: ebina on January 15, 2010, 11:51:20 PM
Quote from: Boerentoren on January 15, 2010, 07:21:06 AM
Can someone help me with this?

Do these tunnels (FLUPs, or what are they called) work? Are they functional?

Isn't language setting of your game UK English? Try to install the NAM Left Hand Version plugin.
All FLUP pieces use path files of different ID from RHD versions in LHD versions. If those LHD paths are missing the error you showed will occur.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Boerentoren on January 16, 2010, 02:36:02 AM
Quote from: ebina on January 15, 2010, 11:51:20 PM
Isn't language setting of your game UK English? Try to install the NAM Left Hand Version plugin.
All FLUP pieces use path files of different ID from RHD versions in LHD versions. If those LHD paths are missing the error you showed will occur.

Hi, my language setting is indeed UK English ( I think cus traffic drives on the left side..) I did what you suggested; I installed the LHD version, started the game and checked the tunnel.. NO sim uses it. I constructed the road again, still nothing, the sims drive 10 block around it to go to their jobs.

I tried driving through with the u-drive thingy, that did work.
(also, I wasn't able to construct the 'tunnel road under avenue piece' and the connect my normal avenue to it. I had to construct the avenue first and then build the 'tunnel road under avenue piece' on top of it, is that normal?)

Here is an image

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg36.imageshack.us%2Fimg36%2F4985%2Fnotraffic.jpg&hash=de87b899146083a21e115328f69b1c0abc554682) (http://img36.imageshack.us/i/notraffic.jpg/)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: ebina on January 16, 2010, 04:18:30 AM
Quote from: Boerentoren on January 16, 2010, 02:36:02 AM
Hi, my language setting is indeed UK English ( I think cus traffic drives on the left side..) I did what you suggested; I installed the LHD version, started the game and checked the tunnel.. NO sim uses it. I constructed the road again, still nothing, the sims drive 10 block around it to go to their jobs.

I tried driving through with the u-drive thingy, that did work.

Since you confirmed that the tunnel was passable in UDI, paths do exist there.

I downloaded the June 2009 public version from the LEX and tested using a new Plugins folder to see if I made mistake in LHD plugin.
The piece functions correctly in my game. Files appear to be correct at least.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg8.imageshack.us%2Fimg8%2F5121%2Fjune2009flupstest.jpg&hash=20254c628bff8d84957d3757ebb738bd099f09a7)

Could you limit the route to cross the avenue, force drivers to use the tunnel?

Quote
(also, I wasn't able to construct the 'tunnel road under avenue piece' and the connect my normal avenue to it. I had to construct the avenue first and then build the 'tunnel road under avenue piece' on top of it, is that normal?)
This depends on creators' taste, many puzzle pieces were created in that way.
It's possible to add draggable network stub to all pieces, though, sometimes it can be inconvenient than the pieces with no stub in some situations.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Wilfried on January 17, 2010, 07:57:07 AM
That avenue seems to have a somewhat weird 1-way RHW connection which is supposed to work rather badly, so the opposite direction of the ave will remain unused for some distance.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: SC4BOY on January 22, 2010, 05:43:34 AM
As I understand it (if I interpret Maarten's post properly) this is not specifically a NAM issue, but it seems logical for the NAM team to "fix" it as it's right up their line. I'm surprised it has not been patched before... I guess it's only this specific intersection shown in THIS THREAD (http://sc4devotion.com/forums/index.php?topic=9809.msg303115#msg303115) As I understand it this is a "Maxis" oversight right from the Rushhour release.

Just for convenience here is the intersection as of the last patch version I have but I suppose it should just be patched from the ground up (Maarten's patch is attached to that other thread).

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg710.imageshack.us%2Fimg710%2F1766%2Fmaxiselhiwayfix1.jpg&hash=c5c3bb86eca829914193837303e42c77f7ac365a)

Have any of you NAM guru's revisited this issue with a patch for this Maxis intersection? I know all of you are busy with "your own thing" but it would be nice to have it work properly. It would seem logical that the "fix" should be integrated into the NAM eventually.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: j-dub on January 22, 2010, 08:27:21 AM
Well, before I say Maxis only patched the texture for this intersection, and not the paths, because without the patch, you don't even get that street crossing the median, can you turn draw paths on, and submit the picture again? I would not bother but the bus line appears to want to stop at that building after the ramp, and if they turn left they will miss their stop before getting to that tile. However, judging from the bus line not making a left from the highway across that avenue, this is further proof Maxis did not fully correct the paths. Stuff has come up before where more Maxis pathing was lacking, and previously it was brought up to the NAM team's attention about a certain Maxis rail bridge, which ended up being corrected. That bus would not be making another stop off the picture would they?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on January 22, 2010, 12:19:31 PM
A given bus makes only one stop, namely its destination, since each bus carries only one Sim.  Based on this, the picture contains sufficient information to show that the pathing is broken and needs fixing.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: fafalone on January 22, 2010, 09:53:15 PM
I'm having an issue with the HSR... the monorail pylons simply will not go away. The elevated HSR has both its own pylons and the monorail pylons, which isn't that bad, but the GHSR has the monorail pylons sticking out of the ground, making it completely unusable. I've re-installed the NAM, made sure I had the latest version, and the pylon_remover.dat file didn't resolve the issue. Any ideas?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Neal_911 on February 02, 2010, 08:40:17 PM
I have all the most recent editions for the NAM including relevent updates... What I was wondering was are there any WIDE RADIUS ONE WAY ROAD Puzzle pieces?  &idea

I know that there are the WIDE RADIUS normal puzzle pieces, such as wide radius 90degree and transitions from straight to 45degree, but these are not repeated for the one way roads?

Is there an additional update that has these types of Puzzle piece? or is it just not possible to make  wide radius one way roads?  ()what()

any info much appreciated...  :)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on February 02, 2010, 08:44:03 PM
Neal_911, first of all, welcome to SC4D!  To answer your question, Wide-Radius One-Way Road Curve Puzzle Pieces are not available yet.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Akumeitakai on February 09, 2010, 11:31:11 AM
Dear Alex, I apologize if you've answered this already and if it has, the search function for SC4D has failed me.

I can't find the GLR stations anywhere in my game; they are not available to place!  Not in the Menus and not in the Puzzle pieces.  I have regular elevated rail stations but I've seen pictures of these objects in both the FAQs and in the ReadMes that came with the MOD.  I've been trying to trouble shoot this for a week now.  Do I have to download and install a separate mod to get the ability to plop GLR stations or did I actually mess up the installation?  I have reason to believe that I installed the NAM successfully, but I can't find the GLR stations in any menu or puzzle piece set.

What have I done wrong?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on February 09, 2010, 12:01:10 PM
The NAM does not contain any lots, and therefore, no GLR stations as well. You will have to download some stations from the LEX or the STEX, or any other SC4 download sites that offers GLR stations. This is mentioned in the NAM readme, though.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Akumeitakai on February 09, 2010, 02:48:58 PM
Crud, I knew I was tripping up somewhere.  I'm sorry to have bothered you guys.  I will look for these mods and download them when I find them.  I really like the idea of GLR and want them present in my cities.  The extra effort will make the MOD worth it.  Thank you for answering my question.

Now to search for some stable and attractive GLR station MODs.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Une_ame on February 17, 2010, 05:31:50 PM
Sometime, I feel a bit shamefull to keep on asking questions about problem with the NAM &ops since this MOD litteraly change the game and help almost every SC4 players.

But after searching the NAM for 2 days, I gave up and decide to come here. So here's my little problem :

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.simtropolis.com%2Flibrary%2FOmnibus%2FChickenHighway%2FImage20.jpg&hash=105421ab5b3113666152bd1373f35346aa93720b)

I wanna create exactly the same sunken highway with the on/off ramps on each side.

I've got the last NAM, I got the walls, I got the hole but I'm unable to find the ramps !!!! I've found the elevated highway ramps, the ground highway ones in the NAM (a lot of them) but the sunken highway. As a result, I read the read-me ( ::)) and there's no mention of any sunken highway ramps in it.

Where did I made the mistake ?????

Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on February 17, 2010, 06:47:16 PM
Try using the highway onramp for raised roads.  Your road is raised compared to the highway; that's most likely what was done in the picture.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: SC4BOY on February 17, 2010, 07:45:01 PM
I use those all the time and recall no problem. As I recall the standard ground highway ramps work fine.. the fact that it's sunken is not a problem.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: zakuten on February 18, 2010, 02:23:18 PM
Yeah, they just deform to the slope, so just put them normally.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: j-dub on February 18, 2010, 03:50:09 PM
Une_ame,
What these other guys and I are saying is there are no ramps in the tab ring specifically for sunken highways, there are just parallel and ground highway ramps in the tab ring. Sunken highways are just ground highways built in a lower land elevation. For that picture, they just used the parallel ground highway ramps.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Une_ame on February 19, 2010, 12:10:51 AM
Thanks guys for the helpfull tip :thumbsup:.

I found those ramps $%Grinno$%.

Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: SC4BOY on February 20, 2010, 05:30:39 AM
Quote from: j-dub on January 22, 2010, 08:27:21 AM
, can you turn draw paths on, and submit the picture again? ...

The picture with paths is posted in that linked thread. If you hop over HERE (http://sc4devotion.com/forums/index.php?topic=9809.msg299872#msg299872) you will see the paths.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: nbvc on February 23, 2010, 12:17:15 PM
I use the June 2009 NAM and building rails is very slow now. The game pauses for some seconds when I build a railtrack. The pause gets longer, when the track is longer. Is there any thing I can do to make this faster?

Before the June 2009 NAM I used a NAM from 2007, so the problem may be a older problem which also exists in other NAM versions which I never used. I did not update from 2007 to 2009 NAM, I created a new Plugin folder before installing the new NAM.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Jonathan on February 23, 2010, 12:47:43 PM
Do the cars in your game drive on the left side of the road. If they do then you need to select the LHD option in the NAM installation, if they don't then must not select it.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: nbvc on February 24, 2010, 12:35:59 PM
Thanks, worked fine. :thumbsup:
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: nbvc on March 07, 2010, 08:53:30 AM
Me again. I have the next problem. If I build tram in my city, the game sometimes crashes. I know that the game may crash while placing puzzle pieces. But it also crashes sometimes when I build residental areas and sometimes it crashes when I do nothing. After I bulldozed all tram in the city, the crashes stopped. What can be the reason for this? May this be a problem with euro road testures?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on March 07, 2010, 02:02:44 PM
The Euro Road Texture Mod won't crash the game, as it is purely cosmetic.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Chrisim on March 08, 2010, 02:39:35 PM
Quote from: nbvc on March 07, 2010, 08:53:30 AM
But it also crashes sometimes when I build residental areas and sometimes it crashes when I do nothing. After I bulldozed all tram in the city, the crashes stopped. What can be the reason for this?
Maybe FAQ #4 in this topic (http://www.simforum.de/showpost.php?p=3216794&postcount=11) does help? You are German, therefore no need to translate it for you  ;)

EDIT: I was sure that these FAQ's exist in English language somewhere here at SC4D too, but I can't find them. So here is the translation:
FAQ 4: The game crashes sporadically, not when handling with tram puzzle pieces
If you installed the BSC SFBT GLR Tram Mod (with the four red/blue/green or yellow colored tram stations and automata), it must be loaded after the Network Addon Mod to ensure proper functionality of this mod. Therefore they must be placed "below" (alphabetically-wise) the folder where the NAM is installed - for example inside the SFBT folder. Otherwise the game will crash as soon as it tries creating elevated rail automata.

Another possible reason might be the installation of two different incompatible tram mods. Use one only, if you are not sure about compatibilities.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: iw_shawn on March 09, 2010, 07:15:36 AM
I just started playing SC4 again,  and have been trying out the RHW,  and loving the way it looks.  With some trial and error (lots of error)  I've gotten building some of the basic juntions down pat. 

I'm having a problem building the diagonal RHW-4/MIS-1 entrance ramp.  When ever I go to place the ramp my crazy construction workers dig a hole to China right in the middle of the off-ramp.  I'm not sure why this is happening,  when I built the ramp in the opposite direction I had no problem at all.  It's really been eating into the budget,  each sinkhole has cost about $1800 to fill back in.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg22.imagevenue.com%2Floc522%2Fth_46494_Sinkhole_122_522lo.JPG&hash=728345e1f9607fb30bf9ea7fabb1c5ee618e03d1) (http://img22.imagevenue.com/img.php?image=46494_Sinkhole_122_522lo.JPG)

Can someone tell me what I'm doing wrong,  and what I can do differently to stop this from
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: MandelSoft on March 09, 2010, 07:31:35 AM
Ah, the annoying sinkhole-to-china bug. I believe this get fixed in the future, but for now, you can try place small road pieces around the spot where you want to build the ramp and than place the ramp. The small road pieces level the land and keep it level when placing this piece.'

Hope it helps!

Best,
Maarten
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: iw_shawn on March 09, 2010, 09:33:23 AM
Thanks Maarten the road pieces worked,  the interchange is now up and working.  Thanks for the help.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: paulusss on March 11, 2010, 07:16:14 AM
I could use some help with a weird problem I never encountered before. It think it's probably related to the traffic simulator: Within minutes after loading my largest city, the commute time graph drops to zero and all my sims stop commuting, leaving the roads and railways empty. No job zots appear soon after and within one year the entite city is abandonded.
Fortunately sims start repopulating the city almost immidiately, but it doesn't return to normal: The sims refuse to use mass transit, the only mass transit traffic originated in neighbouring cities and just crosses the city.
The other cities in my region show no problems what so ever.

Another weird thing (maybe unrelated): the city population in the regionview show a population of 480.000 for this city, which i believe is correct, but after loading that city, it shows a population of 570.000, which soon plummets to zero

I did download the old GLR skin not so long ago, and a recently released set of european tram- and busstops by khoianh94 and used both in this city. To eliminate these as the cause, I deleted them, but the problem remained..

I use the januari 2009 NAM and Z's latest traffic simulator (high).
Just to make sure I re-installed the simulator, but that offered no solution.
I really hope someone can help me with! If anyone needs more information, please ask.

Edit: I found out that all transit stops and stations are somehow corrupted and not working, after demolishing and replopping they work fine and sims use them. So I think the problem can be fixed by replopping every transit stop (OMG..). I still don't know what caused this problem, but I suspect it has something to do with the european tram- and busstops by khoianh94. If anyone knows this for sure, please let me know, so I can avoid this problem in the future.
Thanks!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Korot on March 11, 2010, 01:14:22 PM
Did you accidentally install the LHD patch? The difference in region population and actual population is not caused by this though, so I fear you might need to reinstall the game.

Regards,
Korot
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on March 11, 2010, 02:26:02 PM
This definitely sounds like an LHD problem.  As for the population discrepancy, I've seen that happen occasionally on startup; it should resolve itself within a month.  But you need to get the other problem fixed first.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: paulusss on March 12, 2010, 02:23:05 AM
Thank you for replying so quickly. I'am quite sure I don't have the left hand driving patch installed. If I did, it should be somewhere in the NAM folder I suppose. I checked my recently installed plugins and the NAM folder. I assume this LHD patch has a recognizable name? Judging from your replies, you rule out the possibility that the problem is related to the old GLR skin patch?
gr. paul
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Korot on March 12, 2010, 07:49:57 AM
That file only includes some .fsh files, nothing dangerous. As to deleting the patch: since the latest NAM, the LHD patch isn't just one single file, it includes multiple files, of which the RHD version isn't installed, if you install the LHD patch. Thus, you will need to re-install the NAM. Only the NAM core though, if I'm not mistaking.

Regards,
Korot
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: paulusss on March 15, 2010, 08:57:43 AM
I will reinstall the NAM, thanks for your help.
gr. paul
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Moonraker0 on March 29, 2010, 03:12:37 PM
With elevated rail over road puzzle pieces, the elevated train automata seem to see the pieces that have a road t-intersection to both sides of the el-rail and the elevated rail continuing straight as a draggable network as switches. That is, they will stop for each other and eventually disappear if two pass each other in opposite directions on one of these.  Also, a lot of the time when one has an elevated rail over road el-rail T or + intersection puzzle piece the trains will just stop right in front of the puzzle piece and disappear after a while, even if the way is clear.  The third problem I want to report is that, when one has an elevated rail over a road intersection (straight el-rail over a road + or T intersection), the car automata stop for the elevated train until it passes completely over the intersection, as if it were a tram at ground level.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: six9nc on April 02, 2010, 05:04:08 AM
OK I have looked at all the tutorials but cant find anything that gives instructions on how to build the loop connector for the RHW-6 neighbor connection.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Glazert on April 02, 2010, 06:48:06 AM
six9nc: if you look at topic 18 in the sticky at the top of each page in the RHW (Real Highway) - Development and Support Thread in NAM Creations, you will find a description of what you need, with an illustration for an RHW-6 Neighbor Connector.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: CaptCity on April 10, 2010, 04:38:52 PM
This came up on a post at ST (http://www.simtropolis.com/forum/messageview.cfm?catid=124&threadid=114595&STARTPAGE=1#1709458), and I thought I had seen it mentioned before but couldn't find it. So at the risk of repeating something, should this be possible...?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi448.photobucket.com%2Falbums%2Fqq206%2FCaptCity%2FAveOnslope1.jpg&hash=e70f7ebac46c0fb9291b104d4a007f973bb474dd)

The Avenue on-slope piece, when trying to connect an avenue over a sunken highway with avenues running along both sides, doesn't seem to work for a couple orientations. In the above picture, the connection was made on the right side all right, but the piece would not rotate to form the left connection. If the piece was to be plopped first...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi448.photobucket.com%2Falbums%2Fqq206%2FCaptCity%2FAveOnslope2.jpg&hash=cf2211e3561314226650d1056348f79621b9714c)

...then the avenue could not be dragged across it. Finally, doing a little fiddlin' around, this is what appears...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi448.photobucket.com%2Falbums%2Fqq206%2FCaptCity%2FAveOnslope4.jpg&hash=3f9213c1e60f7086db2a55526688bf71a0160ed6)

This was done with a slope mod, but even without one (and the only plugin was NAM), the connection would never come out as a flat intersection. Also, this appears in two of the four orientations. The one shown is to the "east." If trying the same on the "north" side of a sunken highway, the "malfunctioning" intersection also appears.

Should this work, or is there some reason it won't?

Thanks

Edit: Looks like the poster at ST found a way to get it to work. Still, curious to know if it's "fixable."
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: kassarc16 on April 10, 2010, 06:47:55 PM
Easiest way to do it would be:
Plop the On-slope, run one-way through the intersection.
Bulldoze the one-way stubs, drag the avenue out to two tiles.
Drag the cross avenue through. Done.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: CaptCity on April 10, 2010, 07:26:26 PM
Hmmm... Thought I tried that, but guess not. Worked like a charm. Thanks!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: MrGrey1 on April 12, 2010, 09:13:50 AM
Hi,
I have installed DAMN then NAM and the NAM update onto a clean updated install of SC4D.
Started a new map, covered it in trees, went to select the 'zone' view so as to hide the trees and make the terrain/grid visible and the trees no longer disappear. Experimented a bit and discovered that most props and building footprints no longer disappear when the 'zone view' is selected.
Any ideas?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on April 12, 2010, 09:33:43 AM
This is a feature of the Zone Data View Plugin, it is intended to help you when building subway lines, so you can still locate the position of the buildings and lots. It's an optional plugin, though, so if you don't like it, you can simply delete the file from your NAM folder.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: cogeo on May 01, 2010, 11:57:54 AM
Have some questions/proposals:
- No draggable GLR x elev.highway intersection for draggable GLR? Maybe we should consider one (plus diagonal combinations), even if this requires allowing El.Rail x El.Hwy intersections (it should always create a GLRxEL.Hwy intersection, then players would not use it this way). Currently I use the puzzle-piece version of the intersection and terminate the draggable section just next to the puzzle-piece. But the puzzle-piece is of the "rural" type, and this is visually disruptive.
- No way to connect a diagonal el hwy to a straight one (trumpet and Y intersections are only for ground highways). I had asked about it some time ago, and nothing happened. I know it's a lot of work, but I think it's well worth too. Also combinations like diagonal ground highway to el straight and vice versa.

And one question:
- Is there any good tutorial on how to use on-slope puzzle pieces?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Floydian on May 07, 2010, 03:03:39 PM
Simple question/request that's likely been posted about already:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg153.imageshack.us%2Fimg153%2F3685%2F70degree.jpg&hash=f1805ad434337d304a8218c21e52e93ef978fb11)
The ~70 degree curve piece is supposed to be 4x3, but it blocks the usage of two squares at the top of it, making it more like 5x3. Why are these two squares (The red ones) blocked by this piece, and will this be fixed in the next release?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: k808j on May 08, 2010, 06:37:57 AM
Jumping on Cogeo konga line what about HSR x GLR. We  ()borg() love using this combo since they are the fastest mode of travel.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: [Delta ²k5] on May 09, 2010, 04:20:31 PM
There seems to be a problem with the el rail over pedmal pieces in the new NAM... in my case the texture has the wrong ID... so it shows only some green, blue, red and yellow squares... under el rail &mmm
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on May 09, 2010, 04:24:31 PM
Said textures has been updated in the new NAM version, so maybe you still have some old files in your plugins folder that call the old texture, rather than the new one. Since so many things have been updated, fixed, changed or otherwise, it's probably best to uninstall the old version of the NAM completely and then do a clean install with the new version. Just make sure to select all optional components that you also installed last time (the Road Turning Lane plugin is a popular example that gets missed out easily, although it has been optional since the very first version).
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: iamgoingtoeatyou on May 09, 2010, 04:29:31 PM
On the OWR-5, there is a glitch where some of the cars go in both directions instead of following the one way road pattern. The OWR-4 is fine, so I think it's only isolated to this  ()what()

Here's a picture (red sedan is going north while it's supposed to go south)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg32.imageshack.us%2Fimg32%2F510%2Ferrt.jpg&hash=24b9f2f3da3ffe2e21185dc7a0dd2f025d2adbd4)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: TJ1 on May 09, 2010, 05:50:04 PM
The new NAM is not working correctly :(  :'( :'( I did everything I was supposed to do. NWM/TuLEPs/Transition pieces/neighbor connection pieces/and half of RHW pieces, are showing up as just a red arrow, and the new NWM puzzle pieces are saying somthing like "missing string" and as I go through the tab key only A/E networks show up as faint starter pieces and when I plop any of the networks that I do have they dont show, they are there because I lose money when I plop them. And only part of the RHW is working its like I didnt install anything and I uninstalled/reinstalled everything twice already. I really need some help please I need to enjoy this. :'( :'( :'(
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on May 09, 2010, 05:53:18 PM
Quote from: iamgoingtoeatyou on May 09, 2010, 04:29:31 PM
On the OWR-5, there is a glitch where some of the cars go in both directions instead of following the one way road pattern. The OWR-4 is fine, so I think it's only isolated to this  ()what()

That seems to be an occasional side-effect of the crossover paths.  I'll be looking into that one.

TJ1, you've got a conflicting NAM Controller file somewhere in your Plugins.  Refer to NAM FAQ Item #1 (http://sc4devotion.com/forums/index.php?topic=5094.msg161792#msg161792) for details on how to fix it.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Kevin1a on May 09, 2010, 06:05:00 PM
Is the new NAM going to play well with Simulator Z?  What would the NAM team recommend as a traffic sim of choice for someone who wants his sims to have an overwhelming preference for primary roads and mass transit and an intelligent avoidance of traffic jams?  I'm not 100% familiar with all the different sims, so I'm asking the experts.  I'm using Z right now and it is OK, though I've noticed that sims will NOT go out of their way to reach a transit station, even if that station will speed up their commute tremendously.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: TJ1 on May 09, 2010, 06:07:36 PM
And are we supposed to delete these
NetworkAddonMod_ANT_Plugin_Beta.dat
NetworkAddonMod_AutoPrompt_Plugin.dat
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on May 09, 2010, 06:11:01 PM
Yes, those have been discontinued a very long time ago. If you still have them, please delete them, as they might be responsible for all kinds of issues you're experiencing.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on May 09, 2010, 08:07:00 PM
Quote from: Kevin1a on May 09, 2010, 06:05:00 PM
Is the new NAM going to play well with Simulator Z? 

Yes . . . in fact, the new NAM Unified Traffic Simulator included in the May 2010 release is effectively based on Simulator Z.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: TJ1 on May 09, 2010, 08:09:55 PM
To be honest im not sure on how to use BSC Cleanitol :-[. I never used it before.
And do I delete this to "NetworkAddonMod.dat"  ()what().
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on May 09, 2010, 08:34:01 PM
Quote from: Kevin1a on May 09, 2010, 06:05:00 PM
I'm using Z right now and it is OK, though I've noticed that sims will NOT go out of their way to reach a transit station, even if that station will speed up their commute tremendously.

As Alex mentioned, the new NAM Simulator is based on Simulator Z.  It has better pathfinding than the version of Simulator Z released with the previous NAM, though, so it may solve your problem.  If it doesn't, please post with more details in the NAM Unified Traffic Simulator and Data View Help (http://sc4devotion.com/forums/index.php?topic=6812.0) thread.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Javascap on May 09, 2010, 08:37:36 PM
First off, congratulations on the new release. I have been deeply anticipating it, but am having an alarming range of issues.

Long story short, I have a nice amount of new icons, but nothing new. I have the one-lane elevated highway causing crashes, joined now by the RHW 8. I uninstalled the 2010 NAM RHW and the new road thing, AND the 2007 RHW and NAM, and reinstalled the 2010 things. I still have the same issues. At this point, I am asking the team for help.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: TJ1 on May 09, 2010, 09:00:29 PM
Something told me before I got the new NAM that it may not work sure enough it is not working for me. I lost nearly everything after using the BSC Cleanitol to try to solve my first problem.  :'( :'( :'( :'( :'( :'(my plugins folder is practicaly empty now  :( I dont even know if I may ever play sc4 after this :'( &cry2 :'( &cry2
I might have been having the same problem as Javascap earlier but now I have a much bigger problem.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgrinshpon on May 09, 2010, 09:09:53 PM
I've already said that I love you all in the release thread, but let me just reiterate that once more: I love you. All of you NAM people, and your obsession for making SC4 the best game it can be.

Now on to the question. In my SC4/Plugins/Network Addon Mod folder, I have a file called "NetworkAddonMod_Traffic_Plugin_Z_Ultra_Custom" after using the Network Config Tool. Will this be the new unified traffic simulator or is it actually the old Z? If it's the old Z, how to I change to Unified? I uninstalled everything from the July 2009 NAM using the included uninstallers and cleanitol file supplied in the new 2010 installation before installing and read the entire manual, of course. If it's the old Z, how did it come up during installation if I selected "Traffic Controller Ultra" during install?

Remember: love you.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on May 09, 2010, 09:11:11 PM
Quote from: Javascap on May 09, 2010, 08:37:36 PM
First off, congratulations on the new release. I have been deeply anticipating it, but am having an alarming range of issues.

Long story short, I have a nice amount of new icons, but nothing new. I have the one-lane elevated highway causing crashes, joined now by the RHW 8. I uninstalled the 2010 NAM RHW and the new road thing, AND the 2007 RHW and NAM, and reinstalled the 2010 things. I still have the same issues. At this point, I am asking the team for help.

All the issues you described are consistent with having a conflicting, outdated RUL-bound transit mod somewhere in your Plugins, possibly pieces of an old NAM release (perhaps a DatPacked one), or old transit bugfixes.  The 2007 files you had would have been at least part of the problem, but it sounds like you have more in there.  It's a good practice to completely clean out your NAM folder when installing a new one, and make sure you don't have any DatPacked NAM files sitting in your Plugins.  

Try a completely clean Plugins folder and then install the new versions into that.  Additionally, check the NAM FAQ Item #1 (http://sc4devotion.com/forums/index.php?topic=5094.msg161792#msg161792) which specifically deals with "red arrow bugs".

Quote from: TJ1 on May 09, 2010, 09:00:29 PM
Something told me before I got the new NAM that it may not work sure enough it is not working for me. I lost nearly everything after using the BSC Cleanitol to try to solve my first problem.  :'( :'( :'( :'( :'( :'(my plugins folder is practicaly empty now  :( I dont even know if I may ever play sc4 after this :'( &cry2 :'( &cry2
I might have been having the same problem as Javascap earlier but now I have a much bigger problem.

See my reply to Javascap above. 

Quote from: mgrinshpon on May 09, 2010, 09:09:53 PM
I've already said that I love you all in the release thread, but let me just reiterate that once more: I love you. All of you NAM people, and your obsession for making SC4 the best game it can be.

Now on to the question. In my SC4/Plugins/Network Addon Mod folder, I have a file called "NetworkAddonMod_Traffic_Plugin_Z_Ultra_Custom" after using the Network Config Tool. Will this be the new unified traffic simulator or is it actually the old Z? If it's the old Z, how to I change to Unified? I uninstalled everything from the July 2009 NAM using the included uninstallers and cleanitol file supplied in the new 2010 installation before installing and read the entire manual, of course. If it's the old Z, how did it come up during installation if I selected "Traffic Controller Ultra" during install?

Remember: love you.

It should be essentially the same thing . . . the new Unified is basically the latest version of Z.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdenm8 on May 10, 2010, 05:32:49 AM
Okay... I don't know if this has been brought up yet... but I've found that one of the NWM transition pieces have the 'Expressway to China' bug.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg266.imageshack.us%2Fimg266%2F7613%2Fkillinger8apr0112734944.png&hash=140627af2e8c3c2531db4e7504630782464bec0e)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg263.imageshack.us%2Fimg263%2F6675%2Fkillinger8apr0112734943.png&hash=33a6858629f13e939d6cb8bb9d4be0bd18a33a1f)

That's the one that deconverts to plain road.

And this isn't the first time today this has happened...

Also, RHW-4 bridges (both of them) do this:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg28.imageshack.us%2Fimg28%2F9073%2Fsstraight19dec461127346.png&hash=a0397c70db69a2862f99aa493844f16d2a215453)

And one of the FARHW pieces (Don't know which) has the same texture problem. I think it's the last one in the cycle.

Any insight into any workarounds would be welcome.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: MAS71 on May 10, 2010, 07:08:27 AM
Hello NAM-Teams and All.  :)
Thank you so much always for updating of NAM !!

Well,
I did find a problem of SC4Path with a puzule piece.  ;D
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg718.imageshack.us%2Fimg718%2F4069%2Fnam2010306291273499414.jpg&hash=8ec15a8ec58a341fa60118d4e84d1e105423386d)

I using a NAM with 'Left-hand version...'.
Please update a fix or re-upload fixed zip on a LEX if you can.  ;)

Thank you
-Mas'71
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: pipelad on May 10, 2010, 03:42:32 PM
Hello! im loving the New NAM alot! but i have an isue that is nothing more than a bother... i have modified the simulator 2 times to adjust some thing to my needs :thumbsup: so far so good, but both times it also has added an extra subway icon! ()what() has any one else have the same isue? and how do i solve it? i repeat its nothing more than a bother to see 3 subway icons in the transport menu, but would like to leave only 1.

BTW Nam team  &apls &apls &apls &apls &apls
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on May 10, 2010, 03:48:37 PM
Quote from: pipelad on May 10, 2010, 03:42:32 PM
Hello! im loving the New NAM alot! but i have an isue that is nothing more than a bother... i have modified the simulator 2 times to adjust some thing to my needs :thumbsup: so far so good, but both times it also has added an extra subway icon! ()what() has any one else have the same isue? and how do i solve it? i repeat its nothing more than a bother to see 3 subway icons in the transport menu, but would like to leave only 1.

It looks like you ended up with more than one Traffic Simulator file in your plugins folder, or with backups of your old Traffic Simulators. Have a look at your NAM installation folder and remove all "NetworkAddonMod_Traffic_Plugin_*.sav" files manually.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Jayster on May 10, 2010, 04:17:46 PM
Thanks so much for the new NAM, but I have a problem.... When I go to drag the road tool like this:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi647.photobucket.com%2Falbums%2Fuu199%2FJayster94%2FUntitled.jpg&hash=6827b4dcece7cfa4ec054e7f044a91c69d7a59cf)

It wont let me. I'm very confused. I uninstalled the old NAM first and then downloaded the new one and the NWM too. Please help. Thanks!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Blue Lightning on May 10, 2010, 04:32:16 PM
It looks like some RTL prevent code is sticking in there.... Remove the RoadTurnLane Plugin temporarily, then draw the intersection, then put it back in.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on May 10, 2010, 05:22:16 PM
Quote from: pipelad on May 10, 2010, 03:42:32 PM
Hello! im loving the New NAM alot! but i have an isue that is nothing more than a bother... i have modified the simulator 2 times to adjust some thing to my needs :thumbsup: so far so good, but both times it also has added an extra subway icon! ()what() has any one else have the same isue? and how do i solve it? i repeat its nothing more than a bother to see 3 subway icons in the transport menu, but would like to leave only 1.

BTW Nam team  &apls &apls &apls &apls &apls

As Andreas notes, this is the result of having .sav copies of your traffic simulator in your NAM folder.  This is currently a side effect of using the Traffic Simulator Configuration Tool (which makes these files) that we hadn't noticed before, but it's fixable, and we'll get a fix out ASAP.  The fix will probably first appear in the NAM Traffic Subsystem (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2379), and then appear in the next NAM release (including any patch release).
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: pipelad on May 10, 2010, 05:37:48 PM
yup! it was, removed the *.sav from the folder and the menu is back to normal. Thx for the help  :thumbsup:

one small question about the Traffic Simulator Configuration Tool... or better the simulator + ordinances, i see that we can configure the usage of mass transit by % of Sims... How is it affected by the Commuter Shuttle ordinance? in-game i have too many low welth sims using cars even with the Commuter Shuttle + 70% of mass transit usage + the Carpool Incentive. (ofcourse the sims have a mass transit stacion near... in fact just in fromt of them!)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on May 10, 2010, 07:22:55 PM
The Commuter Shuttle Service increases the probability that your Sims will use mass transit by 5%.

If you still have too many Sims using cars with mass transit preference set to 70%, chances are that your mass transit doesn't go where your Sims want to go.  So even though they have a station right in front of them, do they have stations where their destination is?  Use the Route Query tool to determine this; you may need to build more mass transit where the Sims are actually going.

If this doesn't help, or if you have further questions along these lines, please post them in the NAM Unified Traffic Simulator and Data View Help (http://sc4devotion.com/forums/index.php?topic=6812.0) thread. Thanks! :)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: pipelad on May 10, 2010, 07:56:29 PM
:P it was none of the above... it took a few months to the simulator to change the % in mass transit, now its perfect. Thx anyways. Now to something more relevant to this topic. Playing arrownd with the roads i bumped in to this...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi113.photobucket.com%2Falbums%2Fn225%2Fpipelad%2FSC4%2Fcontex.jpg&hash=2efc96b8111d0c2a82a11c0034a3d08ca91ab7fa)

when i tryed to cross the whole avenue this hapened! (acompanied with some strange lag...  &mmm )

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi113.photobucket.com%2Falbums%2Fn225%2Fpipelad%2FSC4%2Fsin.jpg&hash=02686a0e2683ba37131c128c7f84ebc7b2fcd8fc)

is this a mising texture or a weird conection that just was'nt made? hope this helps
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdenm8 on May 10, 2010, 08:04:04 PM
I just don't think there's a texture for that.
I'd revert the road to straight (parallel to the avenue) with a 90o turn to cross the avenue.

P.S. I get strange lag all the time. I've found that some pieces are not... conductive... to LHD if you happen to use it. I usually come across it when I'm routing across rail.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: medit84truth on May 10, 2010, 08:20:30 PM
()what()

When I select any of the NWM puzzle pieces from the menu I get this message in the dialogue box above the piece I'm trying to place:


##Intersection Placement String Missing##


Does anyone know what this means?


The game displays a green arrow along with the preview of the puzzle piece, but when I try to place it on the terrain it doesn't show up. It's there because I tried to run another network over the tiles and got a red strip. It even bulldozes, showing the cost of destruction when I drag it over the invisible puzzle piece.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: bladeberkman on May 10, 2010, 09:08:42 PM
Hello,

Congratulations on another successful update for NAM and the new NWM. I look forward to experimenting!

As usual, when installing a new NAM, you remove the previous one and substitute the update. I've never really had any problems before. But for the first time something has gone wrong and it involves the El-Rail over Ped Mall puzzle pieces. The El-Rail structure is unaffected, but the base texture is missing and in its place is a red, blue, green, and black square. I know I am not missing any textures because when I place a regular Ped Mall puzzle piece they show up without a problem. This is what it looks like:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg402.imageshack.us%2Fimg402%2F1887%2Ftextureproblemforelrail.png&hash=70661a00e99c4b82a319b7daa6c7a26154acf194)

I also have the El-Rail Face-lift Mod installed, but I don't think this is causing a problem; I removed it from the Plugins folder to see if the issue was resolved and it was not.

As for the other El-Rail dual networking puzzle pieces, they fortunately show up without any issue.   

Any advice you could offer would be very much appreciated. I'm not really sure where to go with this one.

Thanks for your time!
Blade 
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: MandelSoft on May 11, 2010, 01:15:50 AM
Quote from: pipelad on May 10, 2010, 07:56:29 PM
when i tryed to cross the whole avenue this hapened! (acompanied with some strange lag...  &mmm )
This tile is missing textures as well as paths (missing paths causes lagging). This is because there is currently not such an intersection designed yet.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: ebina on May 11, 2010, 03:44:24 AM
Quote from: bladeberkman on May 10, 2010, 09:08:42 PM
... But for the first time something has gone wrong and it involves the El-Rail over Ped Mall puzzle pieces. ...

Please try attached patch. This is compatibility patch I uploaded to NAM private exchange last year.
I changed IID of ped mall textures to prevent regular sidewalk textures appearing when regular ped mall pieces are touching zones.

EDIT: - Patch removed. Please check this post (http://sc4devotion.com/forums/index.php?topic=10828.msg329510#msg329510) for a new update.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Biriali on May 11, 2010, 04:20:30 AM
I have this problem:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg688.imageshack.us%2Fimg688%2F6679%2Fimg0009hn.jpg&hash=a8ab8819149aaae6e460727fc6b3ece8c2ae2e22)

These are the five ElRail over pedestrian walkway puzzle pieces, that were included in the newest NAM.
Is it a problem with my installation or is it NAM?

Other than that the new NAM is quite amazing. Great job  :thumbsup:
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Girafe on May 11, 2010, 04:27:15 AM
A little question, have you planed to translate NAM and linked tools in another languages ?

if a german version is in preparation, I would be ready to begin a french translation for french community  ;)

Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on May 11, 2010, 05:32:44 AM
There used to be a French version at ToutSimCity, and I even created a French installer a couple of versions ago. I'll check the files this evening, maybe I can send you those as a template, so you don't need to start from zero.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Girafe on May 11, 2010, 06:28:51 AM
thanks you Andreas  :)

yes there was an older version in French but so old as I remember

I will wait about your files

do you plan to do one in German for the May version or not ?

Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Silhouette Saloon on May 11, 2010, 08:32:02 AM
I apologise if someone has already posted about this problem before, but I have searched extensively and I couldn't find anything similar. After installing the May 2010 NAM and RWH updates and the new NWM, Simcity runs fine loading the game and region view, but freezes most of the time as soon as it has finished loading the city. And it is only most of the time, which is perhaps the most puzzling thing. I have had two successful loads during which I have been able to play around with the new pieces, all of which work fine individually. That was only on a new city, however. Every attempt to load tiles with development on them has failed.

Any ideas?

(I'm running on a mac if that has any relevance)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on May 11, 2010, 09:10:08 AM
Quote from: Girafe on May 11, 2010, 06:28:51 AM
do you plan to do one in German for the May version or not ?

Yes, a German version will be released soon as well, I "just" have to translate the new readme files and update the installer scripts.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Panda_Power on May 11, 2010, 10:14:17 AM
oops...sorry....ignore this..I just found the answer in the FAQ!

Hello!

I'm trying to use the elevated rail puzzle pieces in the new NAM to place an elevated rail over a road, but it keeps crashing to desktop every time a rail piece touches a station! I've tried laying the track first and then the stations and also the other way round by placing the stations first, but as soon as the pieces get close it just crashes. Am I doing something wrong or is this a bug?

Thanks!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: six9nc on May 11, 2010, 11:11:43 AM
Reputation: 0
Offline

United Kingdom

Posts: 9


     Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
« Reply #1594 on: Today at 09:32:02 AM » Quote 

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

I apologise if someone has already posted about this problem before, but I have searched extensively and I couldn't find anything similar. After installing the May 2010 NAM and RWH updates and the new NWM, Simcity runs fine loading the game and region view, but freezes most of the time as soon as it has finished loading the city. And it is only most of the time, which is perhaps the most puzzling thing. I have had two successful loads during which I have been able to play around with the new pieces, all of which work fine individually. That was only on a new city, however. Every attempt to load tiles with development on them has failed.

I'm having a similar issue.  I installed nam10 and rhw10 and started to play around with a previously developed small tiled city.  I noticed at first the load time was long especially with a small size city and then when opened most of the roads were gone.  I had to redraw the roads.  Thinking it was an abboration I tried loading a large city and the game froze.  I followed the readme instructions but I may have missed something.  Any help for us.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on May 11, 2010, 11:36:31 AM
Providing a screenshot of the problem might help in determining what might have gone wrong.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: bladeberkman on May 11, 2010, 12:48:43 PM
Quote from: ebina on May 11, 2010, 03:44:24 AM
Please try attached patch. This is compatibility patch I uploaded to NAM private exchange last year.
I changed IID of ped mall textures to prevent regular sidewalk textures appearing when regular ped mall pieces are touching zones.



Thank you for your response and help!

I placed the dat in my NAM plugins folder, but unfortunately the problem is still occurring. The same red, blue, green, and black square is present. Could it be something else? I've noticed that others are experiencing the same problem with textures.

Thanks!
Blade
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on May 11, 2010, 02:03:00 PM
Quote from: Silhouette Saloon on May 11, 2010, 08:32:02 AM
I apologise if someone has already posted about this problem before, but I have searched extensively and I couldn't find anything similar. After installing the May 2010 NAM and RWH updates and the new NWM, Simcity runs fine loading the game and region view, but freezes most of the time as soon as it has finished loading the city. And it is only most of the time, which is perhaps the most puzzling thing. I have had two successful loads during which I have been able to play around with the new pieces, all of which work fine individually. That was only on a new city, however. Every attempt to load tiles with development on them has failed.

Any ideas?

Try moving everything from your Plugins folder except the NAM to a temporary place, and then try loading one of your cities.  You'll get all sorts of errors due to the missing plugins, but at least the game shouldn't freeze.  Then move half of your plugins back in, and try again.  If the game freezes, remove half of the plugins you just put in and try again.  Otherwise, add half of the remaining plugins and try again.  By repeating this process, you should be able to find what's causing the freeze within a dozen steps or so.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdenm8 on May 11, 2010, 09:27:03 PM
Okay... I was UDIing this afternoon and drove over one of the NWM's new ARD wide curves to have UDI end when I drove onto the piece. Curious, I tried again and it happened again. I then turned the drawpaths cheat on to find this:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg248.imageshack.us%2Fimg248%2F566%2Fgunning24aug60127363677.png&hash=22e19b8db6d81c4c54ffb8a20288d24a7b2fdd28)

(Excuse the menu, I think that might be why you lot are completely ignoring my repeated bug reports)

I re-plopped the piece, experienced lag, and wham! No paths.

I use the LHD plugin and yes, I have the newest version of everything installed.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: j-dub on May 11, 2010, 10:01:51 PM
That stinks. I admit. I guess it's time I told you, while someone can see your issues, unless the creator happens to see their area of expertise, all you can do is try again, until some one notices you. So, I ain't going to stop you from putting this in the NWM thread. Honestly, I don't know why you were not given bug testing privileges during development, you do a good job of finding stuff. As for this LHD paths, I never used LHD to begin with, and I do not recall running into this with the RHD version of this AS network. However, if I could choose between waiting and experiencing, I would take experiencing, and am glad this is out.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdenm8 on May 11, 2010, 10:11:44 PM
I will put this in the NWM thread. This is the first time I've had to bug-report, by the time I get to mods (I have an affinity for older games - I was surprised when the SC4 community was still alive and kicking), they're all fixed.
Thanks for the support j-dub.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Haljackey on May 11, 2010, 10:14:28 PM
Quote from: jdenm8 on May 11, 2010, 09:27:03 PM
Okay... I was UDIing this afternoon and drove over one of the NWM's new ARD wide curves to have UDI end when I drove onto the piece. Curious, I tried again and it happened again. I then turned the drawpaths cheat on to find this:

Hmm the LHD plugin may be the culprit here, but I see another ARD curve at the bottom of the image. Are the paths missing only for that rotation?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: MallMonkey on May 11, 2010, 10:15:07 PM
I've updated to NAM May 2010, but ever since I can't create new cities anymore. If I do, the RCI demand literally goes of the charts after about half a second, and the game hangs or crashes soon after that. I can play an existing city (created with the previous NAM version) without problem.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg218.imageshack.us%2Fimg218%2F4128%2Fsc4bugnam2010.png&hash=1f5005fc4e3d86bf14fbe0b073af5df961af056f) (http://img218.imageshack.us/i/sc4bugnam2010.png/)

I'm using SimCity 4 Rush Hour Universal Binary 1.1 Rev A (so that's the Mac OS X version). No other plugins other than NAM May 2010.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdenm8 on May 11, 2010, 10:16:10 PM
From what I have seen, (I am using ARD-3 extensively for this area - It looks awesome going up a mountain range  :thumbsup:) it seems to only be on this rotation. I have not yet had a chance to test every rotation in both varieties however.

Major edit: It does occur on all rotations. Please refer to the NWM thread for a screenshot and more information.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Silhouette Saloon on May 12, 2010, 04:06:26 AM
Quote from: z on May 11, 2010, 02:03:00 PM
Try moving everything from your Plugins folder except the NAM to a temporary place, and then try loading one of your cities.  You'll get all sorts of errors due to the missing plugins, but at least the game shouldn't freeze.  Then move half of your plugins back in, and try again.  If the game freezes, remove half of the plugins you just put in and try again.  Otherwise, add half of the remaining plugins and try again.  By repeating this process, you should be able to find what's causing the freeze within a dozen steps or so.

Unfortunately the game still freezes with only NAM in the plugins folder. This happens either as soon as the city loads or a short time after (usually when I open a transit menu). Strangely, I have found that the crashes, rather than being being random and intermittent as I first thought, are actually affecting all but one blank city tile on one region. This city tile works normally. It was the first city I chose to test the new NAM, if that's at all relevant...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: SimFox on May 12, 2010, 07:50:11 AM
Quote from: Biriali on May 11, 2010, 04:20:30 AM
I have this problem:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg688.imageshack.us%2Fimg688%2F6679%2Fimg0009hn.jpg&hash=a8ab8819149aaae6e460727fc6b3ece8c2ae2e22)

These are the five ElRail over pedestrian walkway puzzle pieces, that were included in the newest NAM.
Is it a problem with my installation or is it NAM?

Other than that the new NAM is quite amazing. Great job  :thumbsup:
hm...
things seem to work just fine here:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fs60.radikal.ru%2Fi169%2F1005%2F4e%2Ff5a73b1126e5.jpg&hash=9e0af0c4fde4bd8f6223018335127d1f5c4c29ed)


Looking on your picture you're missing both reference to the correct PedMall texture (if pedMalls work fine on their own that means that only the reference itself is corrupt) as well as the piece of the s3d model of the El-Rail itself, also it could be so that the model is itself the but the corrupt. Normally though in case of missing FSHs (texture) you'll see that colorful checker pattern though.... To determine this you should open the DAT with these pieces (may be someone of the NAM creators can advise you which one it is) in iLive Reader and see how said pieces are displaid there. You can see what exactly is missing the texture or the model or both...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: MAS71 on May 12, 2010, 08:52:14 AM
Hello again.  :)
I have to report again about problems of SC4Path with Left-Hnad versions.  $%Grinno$%

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg218.imageshack.us%2Fimg218%2F383%2Fnam2010maysc4path01.jpg&hash=4a80c41873caf56f1781b2313922d02a32355cd6)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg169.imageshack.us%2Fimg169%2F1715%2Fnam2010maysc4path02.jpg&hash=e13d221fb74c27fd2d538fa36af0c140d11125cb)

It was reported when sharing of previous version NAM,  but they did not corrected yet in NAM2010. :P


I(we) understand very well about a hard work about creation and management of NAM's SC4Path-files. ;)
I'm looking forward to correct them in near future.  ;)

Thank you NAM Team. :)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: pagenotfound on May 12, 2010, 12:30:14 PM
I was wondering if anyone else had problems with FAMIS. When ever i plop a FAMIS exit i cant not seem to get the other FAMIS pieces to line up with the exit. I rotate it and it still will not line up and i dont know why.

In case your wondering these are the pieces in question:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg413.imageshack.us%2Fimg413%2F227%2Fmarshallmar170312736425.jpg&hash=360faaaee66f07a525499a58fdd9217bdef93f9c)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on May 12, 2010, 12:42:47 PM
Quote from: Silhouette Saloon on May 12, 2010, 04:06:26 AM
Unfortunately the game still freezes with only NAM in the plugins folder. This happens either as soon as the city loads or a short time after (usually when I open a transit menu). Strangely, I have found that the crashes, rather than being being random and intermittent as I first thought, are actually affecting all but one blank city tile on one region. This city tile works normally. It was the first city I chose to test the new NAM, if that's at all relevant...

Two things occur to me here:

1) Did you completely uninstall the old NAM before installing the new one?  Is it possible that there are files from your old NAM somewhere in your Plugins folder (maybe DatPacked away?)
2) Being in the UK, do you have the left hand drive version of SC4?  Did you specify left hand drive during the NAM setup as well?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Haljackey on May 12, 2010, 01:26:34 PM
Quote from: pagenotfound on May 12, 2010, 12:30:14 PM
I was wondering if anyone else had problems with FAMIS. When ever i plop a FAMIS exit i cant not seem to get the other FAMIS pieces to line up with the exit. I rotate it and it still will not line up and i dont know why.

There are known rotation issues with FAR pieces.

A good alternative I find is to rotate the camera, as the puzzle piece will also rotate as well. Plopping something nearby like a park will also prevent the piece from rotating in that direction.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Cosmic on May 12, 2010, 05:08:07 PM
This one's interesting... (OT: how long have I been gone?...)

OK, so I'm drawing railway like normal, and everything's fine. Until I randomly decide to draw a 2x2 box. Then this happens:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi43.tinypic.com%2F1znwew3.jpg&hash=cb872fa37512daa2de6120b5375d0d66db36d738)

It's completely random, and it never happened before with the older NAM versions. When I release the mouse button, the 4 tiles of track vanish, and I'm left with 4 blank tiles that act just like a puzzle piece (I get the "Cannot place on top of reserved tiles" message). I can bulldoze it normally and there seem to be no ill effects from it... it's just weird.

I didn't feel like opening a new thread for something that seems so minor, and this isn't really an 'issue', per-se, but it is a question, so I decided to post it here.
Before anyone asks, I made sure to completely wipe the old NAM folder out of my plugins before installing the new version...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Silhouette Saloon on May 13, 2010, 08:45:42 AM
Quote from: z on May 12, 2010, 12:42:47 PM
Two things occur to me here:

1) Did you completely uninstall the old NAM before installing the new one?  Is it possible that there are files from your old NAM somewhere in your Plugins folder (maybe DatPacked away?)
2) Being in the UK, do you have the left hand drive version of SC4?  Did you specify left hand drive during the NAM setup as well?

While testing I totally emptied the plugins folder and and put the new NAM files in fresh from the zip folder, so there is definitely nothing else in there. I have a right hand drive game and use the relevant files.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: ItsOnlyTheory on May 14, 2010, 07:20:14 AM
Hi, great mod, im new to sc4, nam and it's mods in general so i hope this isn't a stupid question, i have been searching around but couldn't find an answer, the mod works fine as far as i can tell and i've read the instructions, i did the full install but now want to have arrows back on one way roads, is it ok to simply remove the "NetworkAddonMod_OneWayRoad_Arrows_Reduction_Plugin.dat" and "NetworkAddonMod_OneWayRoad_Roundabout_Arrows_Reduction_Plugin.dat" from plugins without casing problems?  ()what()

I did see that you're meant to be able to use the help tool to view which way they go but it didn't seem to work or im doing it wrong.  ()sad()
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: riiga on May 14, 2010, 08:46:39 AM
Found some pathing problems with the RHW:

On the off-ramp:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi705.photobucket.com%2Falbums%2Fww55%2Fanonymson%2Ffel1.jpg&hash=87ab0c0604045d32092132f9e2205e689d6f4798)

One tile's missing paths:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi705.photobucket.com%2Falbums%2Fww55%2Fanonymson%2Ffel2.jpg&hash=80b3ca00dfc0211c3ec9aa9fb1b37536fe0835d8)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi705.photobucket.com%2Falbums%2Fww55%2Fanonymson%2Ffel3.jpg&hash=aa3c06930cab6b8b483be4fda7723fc009b01f94)

- riiga
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Girafe on May 14, 2010, 11:36:49 AM
I confirm path bugs of Riiga and add a strange yhink ; this I don't know if its me who didn't understand something or a bug  &mmm

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fnsa15.casimages.com%2Fimg%2F2010%2F05%2F14%2F100514083711336601.jpg&hash=e4b59adb177bac5a9c8a895e77ae96ab6a3b754f) (http://www.casimages.com)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: WC_EEND on May 14, 2010, 12:00:09 PM
I've had this issue you show a few times already Girafe. My analysis of that is that it happens when the game thinks it's impossible to plop the puzzle piece where you want to plop it
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Girafe on May 14, 2010, 12:44:59 PM
Quote from: WC_EEND on May 14, 2010, 12:00:09 PM
I've had this issue you show a few times already Girafe. My analysis of that is that it happens when the game thinks it's impossible to plop the puzzle piece where you want to plop it

oh sorry I didn't notice that you have already mention this   ;)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Blue Lightning on May 14, 2010, 12:56:38 PM
The RHW-6C and RHW-8C pieces must have RHW-6C/8C median drawn next to them to have the proper stub.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: WC_EEND on May 14, 2010, 01:22:36 PM
Quote from: Girafe on May 14, 2010, 12:44:59 PM
oh sorry I didn't notice that you have already mention this   ;)

I haven't mentioned it yet, I actually just assumed that it was normal :-[
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: daeley on May 14, 2010, 02:12:21 PM
Quote from: Cosmic on May 12, 2010, 05:08:07 PM
This one's interesting... (OT: how long have I been gone?...)

OK, so I'm drawing railway like normal, and everything's fine. Until I randomly decide to draw a 2x2 box. Then this happens:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi43.tinypic.com%2F1znwew3.jpg&hash=cb872fa37512daa2de6120b5375d0d66db36d738)

It's completely random, and it never happened before with the older NAM versions. When I release the mouse button, the 4 tiles of track vanish, and I'm left with 4 blank tiles that act just like a puzzle piece (I get the "Cannot place on top of reserved tiles" message). I can bulldoze it normally and there seem to be no ill effects from it... it's just weird.

I didn't feel like opening a new thread for something that seems so minor, and this isn't really an 'issue', per-se, but it is a question, so I decided to post it here.
Before anyone asks, I made sure to completely wipe the old NAM folder out of my plugins before installing the new version...

there's a couple of draggable FAR railway pieces that are implemented like this (draw 2 parallel 3x1 pieces of railway for example, connect the middle and click one of the ends) but this particular piece seems to be a bug.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: kassarc16 on May 14, 2010, 06:20:32 PM
A holdover issue I noticed from the last NAM that didn't get touched upon this time.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi41.tinypic.com%2Fb7z0w7.jpg&hash=5f17aadd93626ce6be4dd2e9566b9515d10e75ca)

They also show up as switches in UDI, but they don't work. It's still functional (the correct switches work in UDI but I'm not sure of Traffic), just ugly.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdenm8 on May 15, 2010, 02:52:56 AM
Quote from: kassarc16 on May 14, 2010, 06:20:32 PM
A holdover issue I noticed from the last NAM that didn't get touched upon this time.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi41.tinypic.com%2Fb7z0w7.jpg&hash=5f17aadd93626ce6be4dd2e9566b9515d10e75ca)

They also show up as switches in UDI, but they don't work. It's still functional (the correct switches work in UDI but I'm not sure of Traffic), just ugly.

I had this problem too in the last NAM. Traffic does get buggered and I did have eternal commuter problems caused by it.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Chrisim on May 15, 2010, 03:22:22 AM
Quote from: MAS71 on May 10, 2010, 07:08:27 AM
I did find a problem of SC4Path with a puzzle piece.  ;D
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg718.imageshack.us%2Fimg718%2F4069%2Fnam2010306291273499414.jpg&hash=8ec15a8ec58a341fa60118d4e84d1e105423386d)
I using a NAM with 'Left-hand version...'.
A bug in the LHD game version only - the right-hand version works fine. I attached the bug fix for the LHD game version to the end of the title posting of the T-RAM topic (link (http://sc4devotion.com/forums/index.php?topic=6361.msg201930#msg201930)). Sorry for the inconvenience.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: MAS71 on May 15, 2010, 05:15:41 AM
@Crisim
QuoteA bug in the LHD game version only - the right-hand version works fine. I attached the bug fix for the LHD game version to the end of the title posting of the T-RAM topic (link (http://sc4devotion.com/forums/index.php?topic=6361.msg201930#msg201930)). Sorry for the inconvenience.
Yes!! Thank you for links and patch. &apls
I'm gratitude for you and all of 'T-RAM team' to corresponds immediately with porblem.  ;)
I'll repot it for japanese quickly in our forum, too. ;)

Thank you !!





@kassarc16 and jdenm8
Hi there :)
A cause of this problem is not on latest versions NAM.( It's not on NAM-May,2010)  $%Grinno$%
I already got this report from some users in a Japan too when uploaded ver.NAM - June/2009.
(When a option added "Select Rail Texture Style" in a installer)
and unfortunately, these are still left without them being revised. :-[

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg196.imageshack.us%2Fimg196%2F3787%2Fnam062009.jpg&hash=2fe7bd2f656c373e08948db412d175eced9ad5d0)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: superhands on May 15, 2010, 06:54:47 AM
Quote from: Cosmic on May 12, 2010, 05:08:07 PM
This one's interesting... (OT: how long have I been gone?...)

OK, so I'm drawing railway like normal, and everything's fine. Until I randomly decide to draw a 2x2 box. Then this happens:


It's completely random, and it never happened before with the older NAM versions. When I release the mouse button, the 4 tiles of track vanish, and I'm left with 4 blank tiles that act just like a puzzle piece (I get the "Cannot place on top of reserved tiles" message). I can bulldoze it normally and there seem to be no ill effects from it... it's just weird.

I didn't feel like opening a new thread for something that seems so minor, and this isn't really an 'issue', per-se, but it is a question, so I decided to post it here.
Before anyone asks, I made sure to completely wipe the old NAM folder out of my plugins before installing the new version...

actually its the auto-place feature for half diagonal Rail :thumbsup: which will be part of the RAM release (which will be ready when it's ready).

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi293.photobucket.com%2Falbums%2Fmm50%2Fbighead99999%2Freadme.jpg&hash=e7eba4b3505d1af7ff8ae6d60eaa0bfac4c4ba45)

Before:                                                                                                 After:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi293.photobucket.com%2Falbums%2Fmm50%2Fbighead99999%2Freadme2a.jpg&hash=17f9af0931eeec285893593377335df2ef2ee2fe)      (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi293.photobucket.com%2Falbums%2Fmm50%2Fbighead99999%2Freadme2b.jpg&hash=d3554f77b6048090a94f99c7a8e6374b42844345)

this is done by first drawing the normal draggable curve, then by re-drawing from the correct tile.
if you do not want to drag the setup, but have triggered the autoplace feature illustrated in blue, just make sure to hit Esc key.

more info can be obtained in this Thread (http://sc4devotion.com/forums/index.php?topic=10864.msg325760;topicseen#msg325760).

-Dave
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: j-dub on May 15, 2010, 11:30:12 AM
When was all this rail way piece dragging all implemented anyway? I found myself drawing a giant railway switch after using a huge amount of tiles, it turned blue and drew a giant railway switch piece!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Cosmic on May 15, 2010, 01:18:34 PM
Quote from: superhandsactually its the auto-place feature for half diagonal Rail thumbsup which will be part of the RAM release (which will be ready when it's ready).
<snip>
Before:                                                                                                 After:
<double snip>

this is done by first drawing the normal draggable curve, then by re-drawing from the correct tile.
if you do not want to drag the setup, but have triggered the autoplace feature illustrated in blue, just make sure to hit Esc key.

more info can be obtained in this (link here).

-Dave

Oh, well that's nice to know. Thanks for answering my question. :) And yes, I'm all too familiar with the "It'll be ready when it's ready" deal. (Playing games from Blizzard does that to you... ::))
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: ItsOnlyTheory on May 16, 2010, 05:52:27 AM
Quote from: ItsOnlyTheory on May 14, 2010, 07:20:14 AM
Hi, great mod, im new to sc4, nam and it's mods in general so i hope this isn't a stupid question, i have been searching around but couldn't find an answer, the mod works fine as far as i can tell and i've read the instructions, i did the full install but now want to have arrows back on one way roads, is it ok to simply remove the "NetworkAddonMod_OneWayRoad_Arrows_Reduction_Plugin.dat" and "NetworkAddonMod_OneWayRoad_Roundabout_Arrows_Reduction_Plugin.dat" from plugins without casing problems?  ()what()

I did see that you're meant to be able to use the help tool to view which way they go but it didn't seem to work or im doing it wrong.  ()sad()

So is it ok then?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: CaptCity on May 16, 2010, 09:26:52 AM
ItsOnlyTheory...

Yes, you can remove the Arrow_Reduction files with no ill effect.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Rady on May 16, 2010, 10:12:06 AM
Hi all,

I wasn't sure where to post this (since it containes both NAM and NWM) but decided to give it a go here: Has anyone else encountered those pathing problems showing here (maybe this was there before, but in that case I overlooked that a hundred times ..):

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg200.imageshack.us%2Fimg200%2F9541%2Fpathingproblem2.jpg&hash=cc2feaf52f098155df929e775e4dee7e5a46d4cf)

AFAIK this hasn't been the case before the latest NAM release ...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on May 16, 2010, 10:36:36 AM
Did you install the Road Turning Lanes Plugin again after installing the new NAM? It's an optional plugin that's not selected by default. Maybe you just have installed the Euro textures for it, but not the plugin itself.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: droopied on May 16, 2010, 01:42:24 PM
Since installing the new NAM I have absolutely no rail traffic on any heavy rail networks, neither passenger or freight. I did before.

Any ideas? And sorry for asking again if this is already answered somewhere else.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on May 16, 2010, 02:01:48 PM
Quote from: droopied on May 16, 2010, 01:42:24 PM
Since installing the new NAM I have absolutely no rail traffic on any heavy rail networks, neither passenger or freight. I did before.

Any ideas? And sorry for asking again if this is already answered somewhere else.

See NAM FAQ Item #3 (http://sc4devotion.com/forums/index.php?topic=5094.msg161802#msg161802).  Any sort of "missing train" issue is usually the result of an Right-Hand Drive vs. Left-Hand Drive installation issue.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Cosmic on May 16, 2010, 05:03:31 PM
Ok, wow.. this is a pretty major problem... (so much so, I'm having problems typing my words the first time %wrd)

QuoteI have absolutely no rail traffic on any heavy rail networks, neither passenger or freight.

Something like this, except there's no traffic at all; rail or otherwise (including road traffic, though automata spawned by buildings still show up, so it's likely not a pathing issue).
When I load up a brand new city to start building, and finish laying down everything, and set the simulator to run, residential doesn't grow at all.
And while industrial does grow, there's no freight trucks being generated by them. This isn't just a localized problem, either; it happens on the entire city tile.
Deleting the city and starting over seems to fix it more often then not, but then I lose any precision terrain work I did (like sunken highways and stuff like that).
It's like my city is a ghost town... which sucks, because it happens about 1 in every 3 times I go to start a new city.
To me it seems that the traffic simulator fails to load or something, so that all residential zones and industrial zones are stuck with "Long" commute times/freight trips, and will not function right (again, in the case of residential, it will not grow at all).
I'd really love it if I could at least find out what is wrong, so I could know what causes this... And the problem doesn't seem to be limited to just one tile; it will occur on any blank tile at random, and I am never able to expect it.

Maybe helpful to note: if I just make a completely bare-bones city with just roads, then it seems the traffic simulator will load more often, but it's still not a sure-fire way to prevent this...
Thanks in advance for any help on the matter.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on May 16, 2010, 06:03:29 PM
Did you check the NAM FAQ #3 that Alex referred to in the message above yours?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Cosmic on May 16, 2010, 08:27:16 PM
Yes, I've read that before; and I'm pretty sure that this is not because I'm playing a LHD version of the game... (I'm not comfortable mucking around in my registry to make the changes required to make my SC4 LHD as opposed to the RHD it is by default [since it's a US copy of the game])

Plus, as I said before, it only happens sometimes; other times the game works just fine and residents move in all fine and dandy. It's not like it's a constant thing.
This issue confuses me greatly. &mmm

(I must have worded my question wrong... I'm very bad at describing things :()
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on May 16, 2010, 08:31:39 PM
You might also have a Park & Ride Simulator Plugin floating around in your Plugins.  Unless you've got a ton of functional parking lots around, that'll make all your cars disappear in a hurry, bringing with it an explosion in pedestrian traffic and quite a few no job zots.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Cosmic on May 16, 2010, 09:56:16 PM
This is what my NAM folder looks like:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi39.tinypic.com%2F65ollz.jpg&hash=68a61c891bc16b564e87c849a5aa1c493f42d7fb)

I'm using a custom simulator; so I could specify what capacities would suit me. I made sure not to check P&R, so that's another thing to strike out. Any other ideas?...
One more thing: # of Cars/Sims is set to max, so that probably is not the problem...

It's not like it's very urgent; It's not much of a pain to re-do my cities (unless of course I was working on a complex layout :()

(Also, I realize there are SAV files in there; should I move those out? Or will the DATs take precedence?)

I'll take a print screen of the problem if it happens again in this city I just re-started (which coincidentally is the same city which had the problem before, which is what caused me to post here looking for a solution :-\)

I'll do a thorough check to make sure there's no offending files, though. (the old fashioned way...) Never hurts to be sure...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Rady on May 16, 2010, 10:23:45 PM
Quote from: Andreas on May 16, 2010, 10:36:36 AM
Did you install the Road Turning Lanes Plugin again after installing the new NAM? It's an optional plugin that's not selected by default. Maybe you just have installed the Euro textures for it, but not the plugin itself.

Hmmm ... I'm pretty sure I did install the Turning Lanes Plugin, but I'll gonna give it a check.

Reporting back afterwards ...

Cheers
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Cosmic on May 17, 2010, 08:07:14 AM
Well, looks like no one replied to my issue after I went to sleep (not like I'm disappointed or anything), so...

After looking through my plugins, I couldn't find any suspicious file that would look to be causing this issue; so that leaves me with Plan B: take it all out and put it back in small amounts until the issue returns... %wrd

Edit: @j-dub: Yeah, I know; "Patience is a virtue" and "Good things come to those who wait"...

Anyway; I didn't post an in-game pic because I didn't think to take a print-screen of the route query at the time. &mmm
I'll take one next time it happens though... (This time I'm actually hoping it happens again so I can screencap it...)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on May 17, 2010, 10:16:05 AM
Quote from: Cosmic on May 16, 2010, 09:56:16 PM
This is what my NAM folder looks like:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi39.tinypic.com%2F65ollz.jpg&hash=68a61c891bc16b564e87c849a5aa1c493f42d7fb)

There's a second "Network Addon Mod" folder inside your Network Addon Mod folder - that one should be deleted. Also, delete the two *.sav files at the end of the list, thos backup copies should be stored outside the Plugins folder (the latest version of TSCT fixed this bug).
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Cosmic on May 17, 2010, 10:26:31 AM
Quote from: Andreas on May 17, 2010, 10:16:05 AM
There's a second "Network Addon Mod" folder inside your Network Addon Mod folder - that one should be deleted. Also, delete the two *.sav files at the end of the list, thos backup copies should be stored outside the Plugins folder (the latest version of TSCT fixed this bug).

Oh, so the .SAV's shouldn't be in there? Alright, I'll take them out.
Also, will the shortcut cause any problems? Or is it fine to leave it there?
As for the extra Network Addon Mod folder; it's a leftover from when I installed the NAM essentials, I just forgot to delete it. :-[

Edit: @Andreas: Alright, done. So now my NAM folder is like it was in the screenshot before, minus the extra Network Addon Mod subfolder and the two *.sav files.
Anything else I should look out for?... If not, then I'll start Plan B and take everything out then start putting it back in a little at a time to see if the issue returns.
Perhaps I'll try switching the radical automata plugin for the standard version, too... just so I can say "I've tried everything" when all is said and done. %confuso
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on May 17, 2010, 10:59:40 AM
The shortcut won't hurt, but yes, remove the *.sav files, as the game reads any file in the plugins folder, regardless of the name, and if it's an SC4 file, it will be used.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on May 17, 2010, 01:42:46 PM
Quote from: Cosmic on May 17, 2010, 10:26:31 AM
Perhaps I'll try switching the radical automata plugin for the standard version, too... just so I can say "I've tried everything" when all is said and done. %confuso

That's not necessary.  But do you have any game mods, specifically downloads that were put on the STEX several years ago?  Many of those are incompatible with the NAM.  (Most or all of them now say that in their descriptions.)  First, check the description of any such mods to see if it mentions NAM incompatibility; if so, don't use it.  But in general, game mods are a good place to focus your suspicions.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Moonraker0 on May 17, 2010, 02:07:05 PM
I have a problem that I believe is related to the overhaul of el-rail over road (adding draggable road stubs to the pieces and whatnot).  The elevated rail over pedmall pieces no longer can be placed directly on top of draggable elevated rail track.  When placed by themselves they don't have draggable el-rail stubs, so I don't know how else they could be placed.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Cosmic on May 17, 2010, 02:51:24 PM
@z: I looked through my mods already; and I couldn't find anything of the sort. I also tried using the cleanitol file that's included with the NAM, and it doesn't find anything, either. So unless the cleanitol file isn't complete or something, then I can't find any of the old STEX mods.  &mmm

I also avoid datpacking my NAM folder, so that's not the problem either... :-\
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: MAS71 on May 17, 2010, 03:03:44 PM
Quote from: Andreas on May 16, 2010, 07:42:26 AM
I've just updated the latest NAM, RHW and NWM releases, which contain all the bugfixes that have been posted so far. If you haven't downloaded the new releases yet, you don't need to download the bugfixes that have been posted in the forums throughout the last couple of days.

The NAM Essentials (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=850) have been updated as well to fix a few bugs that have been reported. Furthermore, I've also updated some NAM Additional Bridges as following:

- Old Road Bridge (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=856) by jeronij - fixed outer zoom level bug
- Akashi-Kaikyo Bridge (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=858) by fukuda - fixed minimal length issue
- Millau Viaduct (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=861) by fukuda - fixed zoom 3 issue
- Monorail Bridges (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2001) by choco - added cable-stayed Monorail bridge
- Concrete Street Bridge (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2038) by choco - updated models and nightlighting

Thank you Andreas and NAM-Team for re-upload and these hard work to correceted them.  &apls
I'd test latest-NAM with a Lef-Hand Version, there are some problems could not yet correceted I noticed.  ;D
1. Elevated Rail , Mono Rail crossing ( -> links to report (http://sc4devotion.com/forums/index.php?topic=1444.msg325744#msg325744))
2. Parallel Ramps (Ground HW to OWRoad) ( -> Links to report (http://sc4devotion.com/forums/index.php?topic=1444.msg325157#msg325157))
3. Avenue and diagonal Road crossing ( -> Pipelad reported (http://sc4devotion.com/forums/index.php?topic=1444.msg324805#msg324805))

Would you correcet them ? or are these inpossibility problem ?  ()what()
and would you tell us which bugs you corrected in a latest-NAM ?


by the way, I have to say again,
Thank you for NAM-Team !!  :)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: MOREOPTIONS on May 17, 2010, 04:31:56 PM
Good day.  I would like to ask. when I have installed your 2010 NAM components, will they over ride my old set?  or do i need to Cleanitol them out 1st?   Next questian I have,.
I was trying to use the Urban Hwy's and on the on ramp components and the off ramp components ,. am un able to tie them in to one another.  what i may be missing?   I have seen your pic's and all where it's been able to complete.  but i think i must be missing something...  Next I would like to ask...  how to make a 90 on the urban Hwy. I looked at the tutorial. and I still get the diomond in the middle so when you see trafic in the curve it stops at that point.   so aparently not connecting, as i cant tdrag anything from one end to the other and have right lane left lane markings...  is it posible you can simply make a 90 in the tabbing menue for us :-).   Thank you, God bless///   P.S.  You do great work, keep it up :-)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Cosmic on May 17, 2010, 04:54:03 PM
Alright, I now have pictures showing what exactly happens (As the saying goes; "A picture tells a thousand words")... since the bug happened again when I rebuilt my city &mmm (Apparently "Obliterate City" does not clear the issue; only completely wiping the tile will remove it)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi41.tinypic.com%2F25gavz6.jpg&hash=9d5b5f27ad10dceb9ff1057a7cbaf8995e883cfa)
In this pic, you see there is clearly industrial growth, but the route query shows no freight truck traffic.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi39.tinypic.com%2F9iv8qo.jpg&hash=0b3b2d9a1a15c72493b9017cca8680eb69f23a19)
In this pic, there's lots of residential growth, but there's no commuters or anything. Note all the "No road connection" zots.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi41.tinypic.com%2Fvnee6r.jpg&hash=d070432ff897b5ecf996d4ef954445517d0aad35)
Final pic, again showing the industrial buildings. The query window reports "Short" freight trips. But there are no freight trucks being sent out.


In the second pic, all the automata you see are just the cement trucks (and possibly moving trucks; I wasn't paying attention, so I wouldn't know.) The simulator had ample time running to at least start showing the initial trips; but nothing. Zip. Zilch. Nada. &mmm
Yeah, I know... I should have done this from the start, but it didn't cross my mind >.>
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Silhouette Saloon on May 18, 2010, 08:11:11 AM
Well, I managed to solve my problem. All my problem needed was a re-installation of the Simcity application itself. Everything is now working fine. I did have graphical issues due to the presence of the White Sidewalk Mod (http://www.simtropolis.com/stex/details.cfm?id=19425 (http://www.simtropolis.com/stex/details.cfm?id=19425)) so I just deleted it.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Jonathan on May 18, 2010, 08:36:36 AM
Cosmic, you haven't dragged the street all the way through the avenue So sims can not turn into the industrial estate, they would be able to get out but they can't get in.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Cosmic on May 18, 2010, 08:56:16 AM
Well, there's commercial right across the avenue in the lower right, and you can see it's connected there... also if you see the first picture it shows no freight trucks either; though maybe that could also be explained by the lack of street crossing on the avenue... I'll load Sim City 4 back up in a bit and try that.

(Oh, yeah: I forgot to mention: this is like a 50/50 thing whenever the aforementioned bug happens. Sometimes residential does not grow at all, other times [as in this case], it will but will not send out commuters.)

I'll edit this post when I come back with the results (if it changes anything...) Edit: @Jonathan: Sure, gimme a little bit so I can load up SC4.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Jonathan on May 18, 2010, 09:31:18 AM
Could you show a more zoomed out picture? Not to far, but so that you can still see the street/avenue connections.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Cosmic on May 18, 2010, 09:59:10 AM
Alright, so here's some pictures of 4 avenue intersections.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi48.tinypic.com%2Fnlsj03.jpg&hash=55cc30bd59ff665b2ea76f2728a2a1278bc6a699)
This is where you said that I didn't cross over with the streets. (After I took the picture, I did complete the street intersections)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi49.tinypic.com%2F121fus9.jpg&hash=fd531e49ddf12afa6dd27974788b64e45ee6c3e1)
This picture is a bit further to the right of the previous one. Notice the complete streetxavenue intersections.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi48.tinypic.com%2Ff3zwub.jpg&hash=f87e00064d00a9ed5cac2b5d6381364fbcc2c1d9)
This picture is even farther to the right; showing an avenue T intersection with more streetxavenue crossings on both sides.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi49.tinypic.com%2F2nktft4.jpg&hash=f64c6d8c9be5c1415195ec943ae076eaa0b0ac8e)
I said before that there is commercial on the other side of the avenue from the residential; now you can see that, and you also see the complete roadxavenue
intersections.

The lack of any development is because I didn't save the city before, in case you were wondering. After I finish this post I'll go back into SC4 and run it this city to see if the problem persists. (Who knows? Maybe this was all as simple as User Error...)

Edit: Alright; testing shows that fixing those street intersections does not solve this problem. I guess we can't tack it down to User Error just yet.
The city is still plagued with fields of No Road Zots on the residential lots, and industrial buildings still do not generate freight.
Checking the commute time graph shows a commute time of 0. (I'd assume that the traffic volume graph would also display 0 volume for all traffic types, as well) I suspect this might have something to do with it?...
(Guess this means I'll have to precision terraform the coastline all over again &mmm)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Rady on May 18, 2010, 12:33:07 PM
Hi all, sorry to bother you with that but I've got a serious problem after installing the new NAM release. Thats what I did:

(1) removed the old NAM folder from my plugins folder
(2) read any readme that I was aware of beeing available for the NAM, NWM and RHW
(3) installed those addons in that order

Wehn I restarted my game, I encountered both the SAM streets and the STR special pieces missing. That is, they don't show up where they are placed. I checke the old against the new NAM folder and encountered that the whole SAM folder was missing, so I copied it from the old to the new NAM folder. Problem seems solved for the SAM.

For the STR, I compared what's called the "Railway Addon Mod". In the new NAM this folder contains:

zzz_Dual_Rail_Texture_Maxis_Upgrade.dat
zzz_Dual_Rail_Texture_NAM_Upgrade.dat
zzz_Dual_Rail_Texture_STR_Upgrade.dat

The old NAM's "Railway Addon Mod" folder contains
RailwayAddonMod_STR.dat
RailwayAddonMod_STR_Locale_deutsch.dat


So I copied those two to the new NAM folder, but unfortunately with no effect. Im still missing the FARR curves, STR bridges, DTR/STR transition pieces, ...

So I'm kinda confused .... what would I need to get back my Single Track Rail??
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on May 18, 2010, 12:36:46 PM
You should have two icons in your Rail menu, one for double-track wide radius curves, and one for single-track rail. IIRC, some FARR pieces and other stuff is located in the STR rotation ring, even though it's also for DTR.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Jonathan on May 18, 2010, 12:55:43 PM
Cosmic can you try bulldozing the NWM network you have running down the side of the avenue. If you have any other NAM networks remove them as well. That way we can see if it's a glitch with the game or just a problem with the NAM.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Cosmic on May 18, 2010, 12:59:47 PM
Edit: Conclusion: NAM is not the source of the problem. (thank goodness!)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi50.tinypic.com%2F16kxc07.jpg&hash=38045416c0b8dd39fe776a6f5ed1884c4a76c4ea)
Even in this freshly De-NAMified city, the problem persists. Still no traffic of any sort.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi47.tinypic.com%2F4kk70z.jpg&hash=00b7b1047a31fe8b9c5916e173ed5c3f1cdc0bc5)
Now it has a friend; the Traffic Volume graph. Which is coincidentally empty. All boxes checked, all lines at 0.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi48.tinypic.com%2F2cn8vp5.jpg&hash=749aa3e9b9119c6c1386e4c5b3019e39c6cb8f3f)
Traffic Volume Graph has a friend, too; the Commute Time graph. Which again, coincidentally, is at 0. This problem is very bizarre. ??? Yet so easy to see what's wrong at the same time. ()what()
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on May 18, 2010, 01:05:32 PM
Quote from: Cosmic on May 18, 2010, 12:59:47 PM
@Jonathan: I tried that after I took the picture (sorry I didn't mention that), and that didn't work either.
I haven't deleted the tile yet, because I'm still clinging to the hope that it's salvageable...

Don't give up yet!  $%Grinno$%  If you've removed all the NAM content from that tile, try moving the NAM folder out of your plugins temporarily, and then see if your city works.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Rady on May 18, 2010, 01:22:23 PM
Quote from: Andreas on May 18, 2010, 12:36:46 PM
You should have two icons in your Rail menu, one for double-track wide radius curves, and one for single-track rail. IIRC, some FARR pieces and other stuff is located in the STR rotation ring, even though it's also for DTR.


Well, I reinstalled the Railway Addon Mod right now. I now do have:

> the "STR starter piece" icon in the railwa menu
> all the straight STR pieces already plopped

What am I missing:

> the "STR FARR pieces" icon
> all of my non-straight STR tracks!!! and my custom bridges both for STR and road

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg709.imageshack.us%2Fimg709%2F448%2Fsc42.jpg&hash=62642fa820b2558291198f58bef948a9683ca856)

(Forget about the straight STR rail part  mentioned in the following pic, thats already back again)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg576.imageshack.us%2Fimg576%2F6338%2Fsc41.jpg&hash=1413e4a61c2e236bbb10b0859a0c86656f5ac770)

:'( :'( :'( :'( :'( :'( :'( :'( :'(

I just owe you some beer if I missed some important information in the readme, but ... I can't think of anything related to that problem. Just checked the readmes again and found nothing ....

Thanks for you help anyway!!

Edit May 19th: Ok, forget all the above. I finally realised that I missed to download the most recent "NAM essentials" update - I have now downloaded the latest version, loaded my saved region and whoops - everything is ok!!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Rady on May 18, 2010, 01:26:42 PM
Quote from: Andreas on May 16, 2010, 10:36:36 AM
Did you install the Road Turning Lanes Plugin again after installing the new NAM? It's an optional plugin that's not selected by default. Maybe you just have installed the Euro textures for it, but not the plugin itself.

THanks Andreas, I reinstalled the NAM and checked both the avenue AND road turning lanes AND TULIP turning lanes- now it works!!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Cosmic on May 18, 2010, 03:36:39 PM
Well then; I guess I'll have to try running the city with a completely empty plugins folder and seeing if that solves the problem. *fingers crossed*
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: BeaufortTiger on May 18, 2010, 04:23:29 PM
UPDATE: 20:40 EDT (+4 GMT)
I believe I solved the issue.  In the NetworkAddOn folder, the last folder is "z_LeftHand Version Plugin"

If you delete the folder, it appears to go away.  Can the experts at NAM confirm that this is the correct way to fix the issue?  I've tried out TULEP since I did this, and it appears to be working fine... the left hand turn lanes using Right Hand Drive are back, and all seems good with the world.

Thanks again for the NAM and all you do...  BT


ORIGINAL MESSAGE

Hello Andreas and everyone at the NAM Team... congrats on the new release.

I have searched throughout the Readmes, Simtropolis, and this thread for my issue.  I am still relatively new at downloading Mods and going beyond Maxis' original gameplay, so please forgive me if I use incorrect terms...

I have SC4 Rush Hour and was able to download NAM NetworkAddOn Mod for Mac (May 2010) without issue.  The only issue I'm encountering is that the TULEP function shows right hand turn lanes at intersections, yet my U-Drive capabilities remain set for Right Hand Driving (I have the standard, unrigged US version produced by Aspyr).

Is this a quirk?  Do I need to download an additional mod or patch to fix?  I have never downloaded NAM or any other mod prior to yesterday, and I have cleaned the Plugin folder out until I hear a suggestion.  I should also mention that I started a brand new city to play with the NAM tools and have not gone back to check previously built cities.

Thanks for your help!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Cosmic on May 19, 2010, 09:31:52 AM
Quote from: Cosmic on May 18, 2010, 03:36:39 PM
Well then; I guess I'll have to try running the city with a completely empty plugins folder and seeing if that solves the problem. *fingers crossed*

Observations:
Industrial grew more rapidly. (Probably due to absence of the CAM)
Those big yellow arrows are back.
The maxis terrain is kind of ugly.
So is the maxis water.
My UI is covered up by the task bar again...  %wrd (I run in windowed mode at my monitor's full resolution, which is 1440x900)

Conclusion: Maxis stuff is Boring with a capital B. Also, emptying the plugins folder did absolutely nothing. I'm thinking I may have to reinstall my game.  &mmm
At least the load times were faster. ::)

Also, BeaufortTiger; the z_LeftHand Version Plugin is only if you have a LHD, i.e. UK version of SC4.
If you have a RHD, i.e. US version of the game, then you do not need to install that plugin. The readme specifies this if I recall correctly.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: catty on May 19, 2010, 11:01:25 AM

Quote from: Cosmic on May 19, 2010, 09:31:52 AM
...I'm thinking I may have to reinstall my game.  &mmm
At least the load times were faster. ::)...

Hi Cosmic, this is probably a daft question as you said you tested with an empty plugins folder, but I'll ask anyway, after you installed the NAM, and the option come up to run the NAM Traffic Subsystem (Traffic Simulator Configuration Tool) did you change any of the traffic simulator settings if so to what and what traffic simulator did you pick in the NAM?

catty
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Cosmic on May 19, 2010, 11:33:02 AM
@catty:

I left mostly everything alone; I really only changed the network capacities (Used the NAM simulator high as a base and used capacity multiplier of 2.) and the mass transit fares per tile, though I do not think this is the cause, as the problem occurred long before this.
I also changed travel type usage (MT/Car/Fastest, if I recall the order right); but again this problem occurred long before I changed it. :-\

Doesn't matter anyway, as I'm already in the process of reinstalling SC4. (Yay for saving all my plugins! Good grief, it would be a chore to find all that stuff again...)
Hopefully reinstalling SC4 will solve my problem... If not, I guess I'm just stuck with a curse of randomly not being able to build my cities...  &mmm
(The fact it occurs with an empty plugins folder suggests it is a problem with one of the SimCity_* files, but I won't be able to find out until I get it reinstalled and try again.)

Edit: You know what? I'll just show a picture of my NAM settings.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi48.tinypic.com%2F123xhfl.jpg&hash=66e006848e05871846291b4047b26bf708c454e3)
Unless I'm mistaken, R§ will still drive their cars if there's no mass transit available, yes?

Edit 2: Deleted.


Edit 3: MAJOR discovery:
After the reinstall, I loaded up the city which had the "No Traffic Blues" bug, and after quite awhile (and about 30,000 lost because of no income... ::) Thank goodness I saved it with 9 million in the bank...) in game, Residential finally started to grow. However, this was not the initial fix. There was still no traffic volume. So I tried something: After making a backup copy of the save file (While SC4 was running, even!!!), I quick-saved, and exited to region. Then I re-entered the tile, and SHAZZAM~! A bunch of the industrial buildings started producing freight trucks. Still waiting for the graph to fully update, as it still shows only freight trucks, but it's a start. I guess I just have to save&reload a city if this happens... Who'da thunk it was so simple........ I guess now I have to see if this is a permanent fix.
And no, reinstalling did not completely prevent the issue, though maybe it will reduce the chance that it will happen...


Edit 4: Last time, hopefully. This "Band-aid-fix" is so far holding together, and it looks like it will at least fix cases where residential will grow but not generate commuters.
As for where residential will not grow at all...well, I have no idea; I'll have to test when the occasion comes up.


Edit 5: Thanks for the clarification, z. :)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on May 19, 2010, 01:28:21 PM
Quote from: Cosmic on May 19, 2010, 11:33:02 AM
Unless I'm mistaken, R§ will still drive their cars if there's no mass transit available, yes?

This is correct, as long as you don't use Park & Ride, which you don't.  The Mass Transit Usage settings are merely preferences that weight the Sims' choice of mode of travel.  Those traffic simulator settings are all fine.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Moonraker0 on May 19, 2010, 04:05:33 PM
There seems to be a problem with the Avenue T-intersection - 4way tram (normal tram on one side) puzzle piece in the GroundLightRailxAvenue Dual Networking Puzzle Pieces button.  The "normal tram" tracks (independent ground light rail connection) are facing the wrong way at zoom 3.  I run the game in hardware mode.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fpicpanda.com%2Fimages%2F2h5lvwabh56g8mwf14.png&hash=34a37b7e1f9db939d404fd428cb1574a32562afb)
Kind of hard to see unless you look closely, I know.  Maybe someone at the NAM team can check this out in their own game.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: shinkansen1 on May 20, 2010, 03:28:28 PM
Problem: For whatever reason (and I'm not sure how), I have two N.A.M. folders in my SC4 Plugins folder.

I had only just recently just discovered this after searching for my old version of the N.A.M. so that I could replace it with the new May 2010 version. I did have two icons for some of the same things in my transit menus, but I always thought that this was just a minor glitch. :-[ With this discovery, and the desire to replace my current N.A.M. version(s), I have several questions as a result:

These are the only questions I have in regards to the installation of this new N.A.M. and the current situation I have found myself in. I wish to know more about this so that I won't accidentally ruin my cities due to improper installation procedures. :'(
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on May 20, 2010, 05:01:00 PM
Quote from: shinkansen1 on May 20, 2010, 03:28:28 PM
Problem: For whatever reason (and I'm not sure how), I have two N.A.M. folders in my SC4 Plugins folder.

Well, there can only be one. ;) Doubled NAM installations will result in doubled icons, and although this normally doesn't break the functionality, it can be an issue if the older components are loaded after the new ones, commonly resulting in the infamous "red arrow" bug, if an older NAM Controller overrides the new one.

QuoteWill I have to demolish all of the old N.A.M. content that is currently being used in my cities before attempting to install the May 2010 version?

No, any new NAM version always contain the items that have been included before as well. Some of them might have been reworked, but the NAM will contain "legacy" support for old items, if not noted otherwise.

QuoteHow can I tell what I have had included in the installation of my old N.A.M. versions?

Well, those things that you can see in your menues. ;) By default, then NAM installer has most of the items preselected, only a few ones are not selected by default - probably the most common item is the Road Turning Lanes plugin. If you're not sure, simply select the "Full Installation" type from the drop-down menu at the top of the components selection page.

QuoteDo any previous versions of the N.A.M. have to be deleted before installing a new version?

Usually, you can simply overwrite your old NAM installation. The installer will update older files automatically, and we also added some code that removes outdated files (this only works if you select the same installation folder as before, though). For even more outdated stuff, a Cleanitol file is supplied. If in doubt, remove the old NAM folder from your plugins and then install the new version. You might have to put other NAM downloads, such as the RHW, the SAM or additional bridges, back into the plugins folder manually after that, though.

QuoteIf a bridge style came as a seperate add-on in an old N.A.M. version's folder, will I have to demolish all bridges in my cities using that style?

No, just make sure that the files are still in place after the installation of the new NAM, as described above. You only have to demolish structures if you decide not to use that particular NAM feature in the future, and thus delete the associated files.

QuoteWill the content available in old versions of the N.A.M. be included with new versions of the N.A.M.?

See above.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Rady on May 20, 2010, 10:58:27 PM
Quote from: shinkansen1 on May 20, 2010, 03:28:28 PM
  • Will the content available in old versions of the N.A.M. be included with new versions of the N.A.M.?


May I add a little hint, since that was something I stumbled over when replacing the old with the new NAM: Don't forget to reinstall the Railway Addon Mod (Single Track Rail or STR, that is) as well as the SAM (Street Addon Mod) since they are installed into the NAM directory by default. So when I moved away my old NAM folder, I also accidentially removed the SAM and STR - this resulting in serious damage to my region as far as STR is concerned (glad I did read the Readme carefully and backed up my region in advance).
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Floydian on May 21, 2010, 07:36:09 AM
(copied from the release thread since it belongs here)
Not sure if anyone has picked up on this one yet (but there is far too much to search through), but the new NAM no longer allows you to make driveway-like junctions using the elevated rail over road/street puzzle pieces. When you demolish the stub without the overhead rail, the piece reverts to a normal street stub instead of an invisible piece like it used to.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: j-dub on May 21, 2010, 07:39:40 AM
Oh, don't get me started about that Floydian, I used to love having such previous puzzle piece exploits, but alas they are no more. My favorite one was the way you used to be easily to make 1x1 avenue stubs with the light rail pieces, just like the old wayto do driveway connections.
Sadly, such exploits have been patched up.

Some workarounds for driveway connections:

1.) Heavy Rail over street puzzle piece: place two tiles of rail, put rail over street on one of the tiles, demolish the rail on the ground next to the piece, the street should remain, it does for me.

2.) On-Slope T puzzle pieces. These are really fast, you place the slope where you want your drive way positioned over existing road, just demolish the slope, the T shall remain, but so do the traffic lights. Some cases you may like that, in others maybe not. In this case you could make the T part RHW, while the slope still stays as a road, this way you avoid the lights, and because there is a tiny bit of road despite it being RHW in front of the lot where the driveway is, it should actually work. If that method allows commercial growth on RHW-4 it should be the same here.

3.) Unless I am mistaken, the TuLEP's addon T's and X's should not draw roads when the puzzle piece is placed, so you have a connection without demolishing anything, or extra steps, but again, traffic lights.

4.) The NWM's TLA-3 has less of a sidewalk you need to look at because its designed to have crossover turns for driveways.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: shinkansen1 on May 21, 2010, 10:34:28 PM
I appreciate the information so far, and I have removed and backed up my old N.A.M. folders and their contents in case this goes wrong, but I'm still having trouble installing the new May 2010 N.A.M., specifically, installing the traffic controllers. From what I found in one of my old N.A.M. folders, I had the following installed:
I am unable to understand the traffic controller installer enough to find out which options hold what I have been previously using. ()what()
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on May 22, 2010, 12:33:47 AM
Picking the High capacity of the NAM Simulator will give you something very similar to what you've been using.  I think that that should work very well for you.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: MOREOPTIONS on May 26, 2010, 09:11:55 PM
New Problem I think, as i don't see any thread on the topic.

I make a bridge over small area replasing one old bridge,  the next time I try making bridge to replace on Weider river,. I see bridge drawing , but when i let off the mouse to see the list of bridges it turns red and showing no price for any bridges no mater if i slide to raise or lower the bridge.  I have jest added the block top for the roads.. would that be the problem..."Say Not"  I remmed it with same results...   

so what am I missing?  or having that may be the trouble

P.S.  I had tryed the bridge leveler and also remmed it. with no changes...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on May 26, 2010, 10:26:14 PM
I've seen this happen many times.  I've found that it means that the game thought it could build a bridge where you drew it, but later discovered that it can't.  Drawing a longer bridge usually fixes the problem; alternatively, you can build up the level of the land near the riverbanks.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: k808j on May 27, 2010, 04:43:54 AM
After installing May 2010 I no longer have train automata at any time of the day. Does selecting automata24 have anything to do with this?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on May 27, 2010, 10:25:40 AM
Quote from: k808j on May 27, 2010, 04:43:54 AM
After installing May 2010 I no longer have train automata at any time of the day. Does selecting automata24 have anything to do with this?

It may be an RHD/LHD issue as well--turn on DrawPaths and check to make sure the tracks have paths. 

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: BlueTemplar on May 28, 2010, 08:04:11 AM
Hi!

Since I installed NAM the traffic congestion view doesn't work anymore - all I get are some randomly placed splotches of color in green roads.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on May 28, 2010, 01:57:51 PM
The congestion view is working fine.  The congestion you're seeing around intersections is due to the intersection and turn effect; for the first time, Sims are actually slowing down around heavily trafficked intersections.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: BlueTemplar on May 28, 2010, 02:32:37 PM
Oh, so it's normal if I get this kind of view?
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fbluetemplar.free.fr%2FImages%2Ftraffic_congestion.JPG&hash=dcab1b16209ac711ab80f300660df140c503e7b9)
I thought the slow down was supposed to happen at the intersections, not before them... by the way, what are the strategies to speed up traffic at the intersections? Do the roundabouts help?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on May 28, 2010, 02:45:51 PM
Yes, that is normal.  There is some slowdown at the intersections themselves if traffic gets heavy enough, but often, as in your case, there is none at all.  This was necessary in order to make the traffic simulators compatible with the Network Widening Mod, where many of the avenues essentially look like a continuing series of intersections to the game.

If you want to get rid of the intersection effect, the easiest thing to do is to use the Traffic Simulator Configuration Tool to dial down the Customers/Traffic Noise Coefficient to 0.2, which is its lowest setting.  This removes the intersection effect from all tiles around the intersection except the intersection itself, which cannot be modified for the compatibility reasons mentioned above.  But this would turn your whole map green again.  Of course, this means that Sims would zip through stop signs and stoplights without even taking their foot off the gas.

Roundabouts are another solution that would work without having to change the Customers/Traffic Noise Coefficient.  However, having traffic slow down at stop lights at stop signs is a normal part of city traffic, and doesn't really require corrective action unless you start getting widespread congestion.

If you don't already have the Traffic Simulator Configuration Tool and you want to use it, you can get it as part of the NAM Traffic Subsystem (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2379).
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: k808j on May 28, 2010, 03:58:09 PM
@Tarkus

The trains are slowly reappearing. I guess the simulation had to run a few cycles to get use to the new NAM.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: MOREOPTIONS on May 28, 2010, 08:51:06 PM
Boxes on my Streets,. but they go away when I change the txtr...  have any idea.. Net.. am un able to make bridges with my hwy,. but able to make with RHW.... have studied all presentations on line to see if i am over looking anything,  went as fat to totally un install sc4d andmake a totally fresh install.  am still working on replassing all my other components.  Cam/ so on so forth.... as I am not only installing small parts and testing till it's a sure fix. but now holding to see what can be fixed in the street's and my bridges.... Thank you. God Bless
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: j-dub on May 29, 2010, 10:00:12 AM
MoreOptions, going as far to uninstall SC4Deluxe was not even necessary. The big brown boxes in any event, NAM related or some other plugin are the result of some dependencies missing. These can be model files, whether their some sort of building or props like trees, lights, cars, etc. However, whatever you are missing goes a step beyond here. In the future, you do not worry about the installation of the game itself, but rather what is your Plugins folder. However, the more you take out of your plugins folder, the more boxes you will get though, as a result of taking stuff out.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Moonraker0 on May 29, 2010, 11:00:05 AM
How do you raise the ground 10 meters to make a street tunnel to underground road FLUP?  I accomplished this once by using Smoncrie's ground lifter (which is 15m high) and flattening the terrain with street tiles about two tiles down from the slope's peak, but that isn't working for me on the other side of the hill.  When it seems I have a 10m high hill, placing the street tunnel piece on the hill's slope will just cause the hill to partially flatten out, as in reach a medium height between the top and bottom of the slope.  I used two consecutive ground lifters (total 30m) and then two deeper hole diggers for rail (total 20m down from there).

And by the way, I still don't know how to place el-rail over pedmall in the new NAM...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: io_bg on May 29, 2010, 11:05:32 AM
Moonraker0 - use a 10m ground lifter, not 15m one. I'm using these hole digging lots (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1544) and have no problems with them.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Mike1814 on May 30, 2010, 11:36:30 AM
I can't seem to use the NWM. When I try to apply a patch, this appears:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg121.imageshack.us%2Fimg121%2F7305%2Fnwmd.jpg&hash=1810533b9ba311e0ebc533b4bc0403f5d76101b8)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: justatest on May 30, 2010, 01:02:18 PM
Wonderful NAM - I love all the new possibilites we have now.
I also like the autoplace feature.

Because of that I tried to replicate the bug with the ferry terminal some seem to have (according to Tarkus because of the FAR autoplace).
However I have no problem placing the car & passenger ferry terminal with the NAM 2010 (and RHW and NWM) installed.
Why is this so?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on May 30, 2010, 02:25:03 PM
Quote from: Mike1814 on May 30, 2010, 11:36:30 AM
I can't seem to use the NWM. When I try to apply a patch, this appears:

You've either got some conflicting files around that are messing up your NWM install, or somehow, you ended up deleting the Locale file.  I'd recommend emptying out the Plugins, doing a clean NAM/NWM install and then slowly adding stuff back in, making sure you're not reintroducing the file(s) causing the problems.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: sunnyhead on May 30, 2010, 08:53:33 PM
Hi all,
I have a new computer. have installed SC4 and Rush hr. and starting it all over again. just installed the latest NAM. only uploaded my old bats, props, lots, region files from the old comp so there's no old NAM or traffic stimulator file. still, i have this small problem, in alternative transport meny I see 2 icons form underground subway and few icons are invisible.
I can't find any old subway plugin file installed by mistake.
I was going through this huge topic  ()sad() and to be honest don't have patience to read everything  :'( , therefore I am posting it here hoping this is not been discussed before. if there is any link or answer to this question please let me know.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on May 30, 2010, 09:41:33 PM
Are there any files ending in ".sav" in your NAM folder?  If so, you should delete them.  And if those are traffic simulator files, that would get rid of the extra subway icons.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: CaptCity on May 30, 2010, 10:26:08 PM
Quote from: justatest on May 30, 2010, 01:02:18 PM
I also like the autoplace feature. Because of that I tried to replicate the bug with the ferry terminal some seem to have (according to Tarkus because of the FAR autoplace). However I have no problem placing the car & passenger ferry terminal with the NAM 2010 (and RHW and NWM) installed.
Why is this so?

Did you try placing the ferry in all four directions?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: dare2go on May 31, 2010, 04:23:28 AM
Before I ask a NAM specific question: does this Forum contain an "Advanced Search" where I can search only within the NAM or RHW section - hence don't get results from all forum sections...?

Re. NAM: am I missing something, or is there no piece for "Oneway on Slope with T"?

There is one for roads, but tabbing through the oneway options I seem to get none...

Also: which are the best TRAM stations? ...and where can I find them?

I'm currently using the German ones (I think form Andreas) which are split into lines (red, yellow, blue, green), but I get total problems with passenger overload. Somehow the passenger capacity figures aren't right: all in-avenue stations have 20,000, all stand-alone stations only a capacity of 2,000 - so you have people boarding in an avenue, and creating problems when they wanna get off the train (eg. change lines or to ground rail). Almost from day 1 my 2 stations in front of a train station had over 4,000 passengers using each...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Mike1814 on May 31, 2010, 12:15:16 PM
Quote from: Tarkus on May 30, 2010, 02:25:03 PM
You've either got some conflicting files around that are messing up your NWM install, or somehow, you ended up deleting the Locale file.  I'd recommend emptying out the Plugins, doing a clean NAM/NWM install and then slowly adding stuff back in, making sure you're not reintroducing the file(s) causing the problems.

-Alex

I realized I forget about some old NAM Essentials files I left in the plugin folder. All is well now. Hopefully, this NAM will work more properly.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: sim-al2 on May 31, 2010, 12:16:37 PM
Just use search within the subforum you want to search in. ;) As for that puzzle piece, no I don't think there is. There is a pack of interiem T-RAM stations by Z on the LEX. You should install the optional high-capcity files included in the SFBT download if your stations are being overloaded.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on May 31, 2010, 02:04:09 PM
Quote from: dare2go on May 31, 2010, 04:23:28 AM
Also: which are the best TRAM stations? ...and where can I find them?

I'm currently using the German ones (I think form Andreas) which are split into lines (red, yellow, blue, green), but I get total problems with passenger overload. Somehow the passenger capacity figures aren't right: all in-avenue stations have 20,000, all stand-alone stations only a capacity of 2,000 - so you have people boarding in an avenue, and creating problems when they wanna get off the train (eg. change lines or to ground rail). Almost from day 1 my 2 stations in front of a train station had over 4,000 passengers using each...

Sim-al2 is correct; the SFBT stations are very high quality, and their high capacity versions should work well for you.  Also, in addition to the RTMT Interim T-RAM Stations (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1986) that contain stations for tram-in-road and tram-on-road, there's the Roadtop Mass Transit V3.50 (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1057) package that contains tram-in-avenue stations, and the RTMT Add-On Pack V3.60 (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2247), which contains some GLR transitions, as well as important updates to the original Roadtop Mass Transit V3.50.  The Add-On Pack addresses the capacity issues as well, so you don't have to worry about which capacity you choose if you install the Roadtop Mass Transit V3.50.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: dare2go on May 31, 2010, 05:41:40 PM
Thanks to z for the detailled reply re. the TRAM stations - very helpful...  &apls

I'm stuck [with a new city I'm playing to learn about all the different NAM features - - - and limitations - as I find out]...

Please have look at the photo and tell me if there are any solutions I might have overlooked for the 3 issues highlighted:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi979.photobucket.com%2Falbums%2Fae273%2Fdare2go%2FSC4%2FNAM-SunkenHwy.jpg&hash=3edc89b740c036d12d4f74a64e82ae83bc7d5137)

This highway had been (sorta) planned for, but only now is it time to insert it... I first tried to lay a RHW along the sunken bit, but failed completely with adding any on/off ramps to it (couldn't get it to work due to gradient of slope).

Cheers!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdenm8 on May 31, 2010, 06:02:27 PM
Okay. Red, there is no T-piece at the moment.
Blue, use Elevated Rail to cross the void. Use the GLR puzzle piece version as it doesn't need a T-piece on the top, only underneath (and there is one of those), and then you can use something like Buddybud's Rail overpasses to hide the pylons when crossing the highway. A STEX search will being them up.
Green, no.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: sunnyhead on May 31, 2010, 09:14:59 PM
Quote from: z on May 30, 2010, 09:41:33 PM
Are there any files ending in ".sav" in your NAM folder?  If so, you should delete them.  And if those are traffic simulator files, that would get rid of the extra subway icons.
Thanks Z. yes it is working well now. still have some invisible icons because I forgot to add those dep. files. thanks again for the advice.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: dare2go on June 01, 2010, 02:52:15 AM
Quote from: jdenm8 on May 31, 2010, 06:02:27 PM
Okay. Red, there is no T-piece at the moment.
Blue, use Elevated Rail to cross the void. Use the GLR puzzle piece version as it doesn't need a T-piece on the top, only underneath (and there is one of those), and then you can use something like Buddybud's Rail overpasses to hide the pylons when crossing the highway. A STEX search will being them up.
Thanks so far...   :thumbsup:
The elevated rail bit I have worked out today (in my head only) whilst painting our bathroom...
Shame about those kinks in the oneway roads; it also means I have to demolish all corner buildings (there are more overpasses like the one marked, probably almost 12 = ~48 corner buildings, all commercial, so around 1200-2000 jobs).

Quote from: jdenm8Green, no.
Could somebody elaborate on this "no", please. Would "no" mean it will not work with the traffic flow (a single road piece at the ramp, within a long oneway section)?
Or does "no" mean there no such piece?

Shame, I thought I had actually designed a fairly 'life-like' scenario with oneway roads running parallel to the sunken highway...

It should be the best option to reduce congestions and is a logical flow to get on and off the highway. I would wish for one or two custom pieces to make this more logical (excuse my graphics skills):

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi979.photobucket.com%2Falbums%2Fae273%2Fdare2go%2FSC4%2Fcustom-oneway-hwy-exit-entry.jpg&hash=dfbcc978ed76c6ffa71173f1a971b40b5f327563)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdenm8 on June 01, 2010, 04:34:36 AM
The latter. There is no piece for it. You can however use road before or after the piece, just not as part of it. You could probably implement the system you have planned with a complex - and space-consuming - RHW-4 and MIS setup.

I just had a closer look at the pic you made. I now see what you have actually done. I think there is a piece for that, but it's been a while since I've had SC4 running (I have had the Assignment Curse)...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: MandelSoft on June 01, 2010, 07:30:08 AM
Quote from: dare2go on June 01, 2010, 02:52:15 AM
Shame, I thought I had actually designed a fairly 'life-like' scenario with oneway roads running parallel to the sunken highway...

It should be the best option to reduce congestions and is a logical flow to get on and off the highway. I would wish for one or two custom pieces to make this more logical (excuse my graphics skills):

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi979.photobucket.com%2Falbums%2Fae273%2Fdare2go%2FSC4%2Fcustom-oneway-hwy-exit-entry.jpg&hash=dfbcc978ed76c6ffa71173f1a971b40b5f327563)

The piece you're requesting will likely not be created, because it's "too specific". The reason why there are almost no development on new Maxis Highways pieces is because the network gets a bit outdated these days. Not only is the network inflexible, but also very, very underscaled (a cloverleaf interchange of 225m x 225m? No way!). The RHW is far more realistic and better scaled. It's also pretty flexible, and can fit in other NAM projects, like the TuLEPs and the NWM. Therefore, the RHW gets more attention than the Maxis Highways.

Best,
Maarten
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: j-dub on June 01, 2010, 02:43:37 PM
@dare2go, disregarding the highway, there is a Oneway to T slope piece in the OWR puzzle piece tab ring, and you just have to draw past the T for the road to continue to an X.

And furthering Mrtnrln, if you want highways that have some on-ramp merging lanes, lane exit and arrow markings, the RHW has various pieces that have arrow markings on the highway when the lane is about to end before turning off at the ramp. In your case dare, space is limited here, so I won't force you to upgrade this spot. It doesn't look like it needs major upgrades, maybe in this case go with the highway restyling mod, at least it will make your Maxis highway slightly wider with a shoulder.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: dare2go on June 01, 2010, 02:50:25 PM
First a correction: there is a puzzle piece Oneway on Slope with T intersection!
Where I'm building the sunken hwy space is very restricted (developed area), hence when tabbing thru I either get the red pieces with the text "Unsuitabel...", or it fits and only then do I get the text with the tile description - so I missed the oneway slope with T!

Quote from: mrtnrln on June 01, 2010, 07:30:08 AM
The piece you're requesting will likely not be created, because it's "too specific". The reason why there are almost no development on new Maxis Highways pieces is because the network gets a bit outdated these days. Not only is the network inflexible, but also very, very underscaled (a cloverleaf interchange of 225m x 225m? No way!). The RHW is far more realistic and better scaled. It's also pretty flexible, and can fit in other NAM projects, like the TuLEPs and the NWM. Therefore, the RHW gets more attention than the Maxis Highways.

Best,
Maarten

Maarten, if you would have read from the beginning you would have seen that I had initially laid RWH, but couldn't get the entrances to work due to the restricted space and slope, hence I bulldozed and laid the Maxis Highway...
The pieces I suggest are not Maxis highway specific; they are oneway road pieces with line splitters, meant for a oneway going parallel to any highway (or any other left side turn for that matter). I would envisage similar pieces for right turns (then both, US + England, are happy), and they would fit into the pack with the advanced turning lanes (forgot the proper name of it).

()stsfd()
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: j-dub on June 01, 2010, 02:57:12 PM
Dare, disregarding the highway again, you need not worry about development of OWR having one lane to go turn left and the lane next to go straight, such was being developed for TuLEPs, I have seen it, its just those pieces did not come out this first version of the TuLEPs, but Alex (Tarkus) already came up with this concept for the future. The same pieces are great for ending a one way right before a two way network the other side. The pieces I am talking about though are just laid out on straight aways not on turn-offs but before, because I don't think there were any proposals for Maxis highway development and connections.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: BradySeitz on June 01, 2010, 06:30:17 PM
Hey all.
I have spent a few hours searching the forums but have not found an answer.
Is there a missing a puzzle piece for the RHW. Cycling through the turn pieces, I see the different types for the MIS ramps. When I get to the ed, there is only the FLEXfly EMIS-1 (15M) Type A. Does that mean there is supposed to be a type B for the other direction, with the yellow line on the outside? Using the RHD by the way.

My second question is regarding the RHW6 S. I try to plop the curve puzzle pieces and they refuse to attach to the ends of the dragged highway. They will end one tile away, making it impossible to connect. It only happens to the Type 1 pieces.The type 2 have worked fine. Has anyone else ran into this issue? If I can't get it fixed, I will probably have to resort to the 6-C and drag turns.

Thanks guys and gals and great job on the new NAM, I love the NWM, makes very realistic suburban areas with the TuLEPs.

Brady
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: MOREOPTIONS on June 01, 2010, 09:04:19 PM
Good day everyone.  After installing a new Drive and playing with my NAm addons,.. I have two things i would like to get your help with,...
1st,  Is it ok to have the Rural Highways and the new Real Highways Mod's working together?  or should i rem the old Rural one?
2nd,  In the Pic you will see something missing,. as I am un able to drag the connection between the up and down like in the video.  but the thing is, I dont have the blue one. where do I get the blue one. if thats the one i need to be able to make this connection... May I ask someone to post a link please. Thank you  God Bless

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg188.imageshack.us%2Fimg188%2F7616%2Fmissingsection.jpg&hash=aee16befa523bc3307d7f255295b95221f65bd94) (http://img188.imageshack.us/i/missingsection.jpg/)

I was able to locate the one I was looking for by Blue Lightning!!!  44 This is the "Elevated RHW-4 (15M) Cosmetic Mod"

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.stex-server.com%2Flots%2F332986%2F22444%2FERHW415MCM02.jpg&hash=9f2f4c27aabefc4e9acb01efc8c75ac3cf4f8f10) (http://www.simtropolis.com/stex/index.cfm?p=files&keyword=Blue%20Lightning&view=all/)

BACK TO EDDIT,,,,  I FORGET TO ASK.  I see people with arrows on the legon when they look at trafic activity.. how can i see that in my system as well?  Thank you...

Not having any trafic indication on this Flup. perhaps using the wrong puxxle peaces... after looking at the Video's and all the reading, I still think i should be able to use this.. but not sure...
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg291.imageshack.us%2Fimg291%2F3474%2Fflupnotrafic.jpg&hash=599d7814cb06c89bde2a3ba27ef0c22ee67821e4) (http://img291.imageshack.us/i/flupnotrafic.jpg/)

Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: sunnyhead on June 01, 2010, 09:09:20 PM
Hi guys, I have downloaded the latest NAM and support files. Tried to open the new traffic simulation configuration tool and it just doesn't opened up. So, I deleted and loaded again... still it doesn't open. instead it says, the software is not available and gave me options of using other programs. I am confused. I had loaded it before and it worked perfectly but after the new NAM there's some problem. please advice.
Regards.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdenm8 on June 01, 2010, 09:13:31 PM
MOREOPTIONS, you need to remove the ruralhighwaymod folder from your NAM folder! That's why you've got the old RHW textures and can't use the DRI.  %wrd
Hope this helps.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on June 01, 2010, 10:05:25 PM
Quote from: sunnyhead on June 01, 2010, 09:09:20 PM
Hi guys, I have downloaded the latest NAM and support files. Tried to open the new traffic simulation configuration tool and it just doesn't opened up. So, I deleted and loaded again... still it doesn't open. instead it says, the software is not available and gave me options of using other programs. I am confused. I had loaded it before and it worked perfectly but after the new NAM there's some problem. please advice.

I assume that you have Java loaded on your machine.  Try opening a command window in the Traffic Simulator Configuration Tool directory and typing the command "java -jar TSCT.jar".  Please let us know if that works.  If it does, it means that there's a conflict with the .jar extension; the next release of the Traffic Simulator Configuration Tool has a fix for such conflicts, and it will be out soon.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: sunnyhead on June 02, 2010, 12:16:02 AM
Hi Z, Will try that today. Thanks again. How soon will new traffic simulator be out? can't wait to see that.  ;)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on June 02, 2010, 01:05:45 AM
It's not a new version of the traffic simulator; it's just a release of the Traffic Simulator Configuration Tool with some minor fixes.  There won't be any major new features in this release.  ()sad()
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdenm8 on June 02, 2010, 02:52:50 AM
@ MOREOPTIONS' edit, you're missing your FLUP fillers. You must do more than just place the portals, you have to actually place the tunnels. The portals will not magically connect.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: sunnyhead on June 03, 2010, 12:35:46 AM
Hi Z, I tried what you suggested and it didn't work. Then again, I am not so comp savvy guy so I might have made some mistake. if you can tell me step by step i would try again.
meanwhile, this is what I got when I tried to open traffic stimulator configuration tool after following the suggestion. 
I got a window saying "could not open TSCT.jar. the file is either not supported or damaged. It has either sent as email attachment or wasn't correctly decoded."
I don't know what it means, may be of some use for you.  &mmm
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on June 03, 2010, 01:09:03 AM
Do you have Java installed on your machine?  If you're not sure, go to www.java.com (http://www.java.com) and follow the instructions for downloading.  If you already have the current version of Java, the site will tell you.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: sunnyhead on June 03, 2010, 09:43:49 PM
Hi Z, Sorry, Java on my comp was not updated. did it yesterday and TSCT works perfectly and that made me feeling stupid.  :-[
thanks again for the advice.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Rady on June 04, 2010, 02:04:08 PM
Hi all,

since I actually do have problems with RHW bridges, I had a look at my NAM Additional Bridges directory and found the following in the readme:

Install additional bridges to this folder. Don't forget to update the "NetworkAddonMod_Bridges_Plugin_Controller.dat" after downloading new bridges.

Please, can someone explain to what I'm expected to do? I have downloaded some custom bridges already.


Thanks!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on June 04, 2010, 02:27:17 PM
If you've updated to the new NAM, you're all set, as it contains the latest bridge controller.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: sim-al2 on June 06, 2010, 12:12:34 PM
Ummm I don't have any pictures of this now (maybe soon) but about 1 or 2 pieces at the end of my STR tab have the Intersection Placement String Missing. I remove my NAM folder when I update it so I don't think its because of an old controller. I can't even tell what intersections they were. Does anyone else know what could be going on? ()what()
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on June 06, 2010, 01:18:25 PM
When you removed your whole NAM folder, did you reinstall STR?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: sim-al2 on June 06, 2010, 02:52:05 PM
Yes. I just copied the folder...

oh, wait, maybe that's why... ()testing()

I'll go try reinstalling it from the installer. ::)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: relics8801 on June 08, 2010, 01:05:19 AM
Hello NAM's team.
I fond problem with an Installer(for Windors) of lates NAM.  $%Grinno$%

A file 'NetworkAddonMod_Traffic_Data_View_Transit_Stations.dat' could not installed right even it was CHECK 'New Zone Date View' on the Installer.

I already got this file from MAC version now, confirm it please for user whom will donwload it in future.  ;)


Thank you
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on June 08, 2010, 01:24:28 AM
That file is not part of the NAM.  You probably shouldn't be using it.  The name of the file installed by the New Data Zone View is NetworkAddonMod_Zone_Data_View.dat.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on June 08, 2010, 04:25:51 AM
It appears that I accidentially included this file in the Mac version of the NAM. It won't do any harm; it's just a modified data view exemplar file that adds the transit stations in the traffic data view, like Tropod's old data view mod. Normally, this shouldn't affect the traffic data view at all, but if you use a lot of road-top mass transit stations, the dislayed stations might block the view on the actual congestion of those parts of the transit network.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: TWAK on June 08, 2010, 05:35:41 PM
I read the faq and used cleantool before my install, but my OWR3  doesn't have intersection stop lights. Is this a plug in error of my own, or is it something that needs to be worked out?
Like if I drag a road through the OWR-3 only the stop lights for the 2 way road will show up, no stop lights for the OWR will be there
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdenm8 on June 08, 2010, 07:17:08 PM
@ TWAK, no, that is normal. Maxis OWR (-2) doesn't have stoplights on the OWR section either.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: TWAK on June 08, 2010, 08:47:20 PM
oh ok good to hear. If I do an intersection with a OWR 3 and another OWR 3 I also get no stoplights!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on June 08, 2010, 08:55:36 PM
Quote from: TWAK on June 08, 2010, 08:47:20 PM
oh ok good to hear. If I do an intersection with a OWR 3 and another OWR 3 I also get no stoplights!

Yeah, any intersection with an OWR isn't going to have stoplights on the OWR part.  It's intentionally done that way, as there's no way to sync them with the "tidal flow" directionality mechanism that controls the OWR direction, and the stop points also do not function properly on OWRs, meaning the lights are stuck on green.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: j-dub on June 08, 2010, 10:28:12 PM
What if you control the traffic lights by hand? You know, use the undocumented shift and query click command on the signals? I never got to mess around with it on said OWR networks, because their not there by default, but I have changed traffic lights manually by mouse control on the other networks. Even if I just built the network, and the lights are stuck, I can get the lights to change red manually. But don't take my word for it, I am not making any guarantees, there are only a few people that know how to manually change the traffic signals themselves. I really am not the first, but I just thought to mention something else in case no one has tried before. Even if the signals don't change on OWRs, I still just like seeing some sort of traffic control point at an area it need be, it sucks in real life I have to live by a huge 5 by 3 lane 4 way intersection in the middle of suburbia where they refuse to get a traffic light. As for OWR-2 X's, I have used a work around. I use half of an avenue intersection (advanced building) to accomplish working signals on the One Way. Its just weird, you can split up an avenue so far apart, and the lights still seem to work without the other side next to it, and the fact this game could not have been made that avenues and OWR are really identical so the stoplight traffic control system could work the same way.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: relics8801 on June 08, 2010, 11:43:58 PM
Quote from: TurkusThat file is not part of the NAM.  You probably shouldn't be using it.  The name of the file installed by the New Data Zone View is NetworkAddonMod_Zone_Data_View.dat.

Quote from: Andreas.....Normally, this shouldn't affect the traffic data view at all, but if you use a lot of road-top mass transit stations, the dislayed stations might block the view on the actual congestion of those parts of the transit network.

Thank you for answers both  :)
I'd confused a little that a file included only in MAC version of NAM. ;D
It's personaly opinion, this is a very usefull option so I think this should be official option of the NAM. ;)


and

A report from MAC user again here. "$Deal"$
I have seen some report about that in our forum, They said that....
"Passenger-Train and GLR-Train are not pass through in left side with Left-Hand-Version of the latest NAM"
Only "CAR" is passed in left-side correctly. ;D


I know that MAS71 san already reported about problems of MAC.
I wish that problems would be corrected in future with NAM. ;)


Thanks for your big helps NAM Team. :thumbsup:
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: dare2go on June 09, 2010, 03:46:39 AM
Quote from: dare2go on May 31, 2010, 05:41:40 PM
Thanks to z for the detailled reply re. the TRAM stations - very helpful...  &apls

I'm stuck [with a new city I'm playing to learn about all the different NAM features - - - and limitations - as I find out]...

Please have look at the photo and tell me if there are any solutions I might have overlooked for the 3 issues highlighted:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi979.photobucket.com%2Falbums%2Fae273%2Fdare2go%2FSC4%2FNAM-SunkenHwy.jpg&hash=3edc89b740c036d12d4f74a64e82ae83bc7d5137)

This highway had been (sorta) planned for, but only now is it time to insert it... I first tried to lay a RHW along the sunken bit, but failed completely with adding any on/off ramps to it (couldn't get it to work due to gradient of slope).

Cheers!

Follow Up:

One can get the GLR-TRAM across using FLUP (Flexible Underpass) puzzles pieces without the underpass-subway transition piece, even though the slope looks way too steep for real life:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi979.photobucket.com%2Falbums%2Fae273%2Fdare2go%2FSC4%2FFlup-tram.jpg&hash=733391fda177061c79f408387eb5240391aceb05)

All replies I received stated that there was no way to get the Tram across so I am surprised that it works (sort of - still some minor issues) - I just thought I post this update (before this city needs to be blown up - - - after I had to reinstall everything...)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: j-dub on June 09, 2010, 09:26:00 AM
Uhh, woops. Well, I guess we all learn something new, don't we. Then again, thats why "like to surprise" is part of the NAM's motto.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on June 09, 2010, 11:30:22 AM
Quote from: j-dub on June 09, 2010, 09:26:00 AM
Then again, thats why "like to surprise" is part of the NAM's motto.

I think it's part of the game's motto, too.  :D
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdenm8 on June 09, 2010, 06:04:52 PM
Quote from: dare2go on June 09, 2010, 03:46:39 AM
Follow Up:

One can get the GLR-TRAM across using FLUP (Flexible Underpass) puzzles pieces without the underpass-subway transition piece, even though the slope looks way too steep for real life:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi979.photobucket.com%2Falbums%2Fae273%2Fdare2go%2FSC4%2FFlup-tram.jpg&hash=733391fda177061c79f408387eb5240391aceb05)

All replies I received stated that there was no way to get the Tram across so I am surprised that it works (sort of - still some minor issues) - I just thought I post this update (before this city needs to be blown up - - - after I had to reinstall everything...)

There is a way, but it involves converting it to Elevated Rail for a short stretch.

Here is a mock-up of how I would have done it.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg3.imageshack.us%2Fimg3%2F9168%2Fgundowindi22dec03127613.png&hash=0a8dcdbd9a2cc18ca915670c38d527debab31385)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: dare2go on June 10, 2010, 06:00:37 PM
Quote from: jdenm8 on June 09, 2010, 06:04:52 PM
There is a way, but it involves converting it to Elevated Rail for a short stretch.

Here is a mock-up of how I would have done it.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg3.imageshack.us%2Fimg3%2F9168%2Fgundowindi22dec03127613.png&hash=0a8dcdbd9a2cc18ca915670c38d527debab31385)

:thumbsup: I like the look of your solution!

Where to you convert to Elevated Rail, which tile did you use for the road crossing?
Also: do you know/have the link for your retaining wall pieces?
The ones I downloaded I don't like in my game (too chunky), so I deleted them...

Thanks in advance for the reply...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdenm8 on June 10, 2010, 06:43:13 PM
Those retaining walls are jeironij's. The bridge is an addon made by buddybud.

This the bridge set: http://www.simtropolis.com/stex/details.cfm?id=13869
The walls are part of the dependencies.

There is a puzzle piece that converts GLR to ELR on one tile and that is the On-Slope piece (It looks funny when placed on flat ground). I used the T version (which has street running under it), dragged street underneath, demolished the street (but didn't touch the puzzle piece), did the same on the other side and then dragged Ground Highway through. The level crossing is a GLR puzzle piece in the regular tab loop. A helpful thing to remember is that Draggable GLR and Puzzle piece GLR can be used together.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: MOREOPTIONS on June 11, 2010, 11:48:22 AM
Good day everyone, I hope all is well with you!  I thank you for all the help before.  I do have one thing i would like to ask tho.  why can i not get the roads to have passing zones.. all i ever get is sollid yellow lines.. there is an exception tho, when i go at an angle it will give me the white slashes as if for one way roads and the traffic is only acting like it's one way road at that point...  perhaps something is a miss in my NAM plugins or I have something i shouldn't in my plugin...  Cam is not saying one way or the other as it's only showing missing components from the old NAM...  but when i look and am using them components are in my menu and able to be used...  if you like can add a pic...  but am sure you know what i am referring to...  yellow sollid yellow broken... :-)

Thank you Tarkus !!!  will try that option, as it gives more real looking.  Perhaps you may be able to incorporate this option withen other NAM applications. as the appearance will look nicer...  have a blessed day!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on June 11, 2010, 11:52:32 AM
Quote from: MOREOPTIONS on June 11, 2010, 11:48:22 AM
I do have one thing i would like to ask tho.  why can i not get the roads to have passing zones.. all i ever get is sollid yellow lines..

That's because that's how the default road texture set is set up.  If you're looking for dashed lines, try the NAM Rural Roads Plugin (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1995).  It includes a series of cosmetic Road puzzle pieces with dashed lines, which will give you the option of selecting your striping patterns.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: CaptCity on June 12, 2010, 01:03:14 AM
Another quirky NAM bug... Has anyone seen this...

A member posted this at ST (Link (http://www.simtropolis.com/forum/messageview.cfm?catid=124&threadid=113848&enterthread=y&STARTPAGE=5#1730096))

As I posted there, I've played around with it, and it does seem to be something with the newest NAM since it does not do it with the 09 version. Also, it seems to happen with the full interchange as well, and it appears to be the case whenever the tollbooth is within 4 or 5 tiles from the interchanges on any side. Thought maybe it had something to do with the automatic ramps...

Edit: Checked it again and it does the same with earlier versions of NAM. Guess I didn't use the exact situation the first time...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on June 12, 2010, 01:42:27 AM
Just checked it out and confirmed on my end . . . curiously, it doesn't happen with the Elevated Highway forming a T-Interchange with a Ground Highway, though. 

From the records in the RUL entries, it appears those particular pieces have either never been touched or given a cursory glance back in 2004, so like the ferry issue, it's likely something weird and seemingly inexplicable.  I really don't have an explanation yet, though I'll look into it.

I'll also add that the TEing mechanisms on the Toll Booths is extremely strange, as there appears to be some sort of .exe trigger somewhere that's allowing what is effectively being handled as one lot to be placed on multiple networks.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: io_bg on June 12, 2010, 02:11:58 AM
I think it's not because of the toll booth. I've experienced a similar problem before and I think it occurs with all transit-enabled lots. When a road is dragged next to the transit-enabled lot, the game asks you whether to build an interchange (usually one-sided NAM one) and this causes the game to crash (because the interchange will have to be built over the transit enabled piece). I also found a work-around for that.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg815.imageshack.us%2Fimg815%2F6441%2F3871276333273.jpg&hash=fcfc2b1373c0286849117e882fb78f56974a2d96)

The blue square is where the transit-enabled piece is. To avoid the crash, simply plop a road/street tile (or a park/landmark) on the red squares. This way the game won't attempt to place an interchange. Drag the road at least 5-6 tiles away from the highway and then you can bulldoze the single road tiles. But if you redraw the road close enough to the highway, the game will crash again, so be careful. I hope my explanation was clear enough $%Grinno$%
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: CaptCity on June 12, 2010, 03:19:46 AM
Yes, tried this simple setup...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi448.photobucket.com%2Falbums%2Fqq206%2FCaptCity%2FSouthRiverside-Feb25341276337256.jpg&hash=5e1693e6098546b3d3706495e8b1a9204325c4b0)

...and no crash occurred - thanks for the work-around.

Curious, though, I tried the game without NAM, and it drew the road just fine - no crash - without the work-around..
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: io_bg on June 12, 2010, 03:21:04 AM
If you try to do the same with the NAM (and after you've bulldozed the single road tiles), the game will probably crash ;)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: ebina on June 12, 2010, 03:31:04 AM
Quote from: relics8801 on June 08, 2010, 11:43:58 PM
A report from MAC user again here. "$Deal"$
I have seen some report about that in our forum, They said that....
"Passenger-Train and GLR-Train are not pass through in left side with Left-Hand-Version of the latest NAM"
Only "CAR" is passed in left-side correctly. ;D

このMac版のプレイヤーは橋梁コントローラーが原因でフリーズすると仰っていた方と同じ方でしょうか?橋梁コントローラーがインストールされていないと、「ネットワーク・ピースのIDがコードと一致したら左側通行Pathを使用する」命令が発効されず、右側通行Pathが使用されます。また、鉄道タイプのPathは自動車と異なり自動反転が行われないので、鉄道は右側通行になります。プラグインなしでゲームを起動したときと同じです。

Is that Mac player the same person as the person who have problem with the NAM Bridge Controller? If the bridge controller is not installed LHD paths will not be activated, because the bridge controller issues commands to use LHDified path files (IIDs are different from RHD paths) in LHD game if IID of network pieces matched the codes. Why trains are on the right side of railways is because RHD paths are being used. And different from cars the game doesn't reverse train type paths automatically. The same can be seen when you run the game with no plugins.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: relics8801 on June 12, 2010, 05:51:34 AM
QuoteIs that Mac player the same person as the person who have problem with the NAM Bridge Controller?

Yes, One person is a same MAC user whom playing without a Bridge_Contoroller_File.
But I dont know well a stats about other on.
OK, I understand that thanks to Ebina-san. ;)


ebinaさんこんばんは。返信ありがとうございます。
一人は確かにブリッジコントローラーファイル無しで遊ばれているマックユーザーの方でした。
もう一人のマックユーザーの方は匿名掲示板でちらっと見た情報だったので、そのファイルの有無は確認できませんでした。
わざわざの回答をありがとうございます。質問のあったwikiの掲示板の方でこの事を報告させて貰います。 ;)

Thank you
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: CaptCity on June 12, 2010, 09:59:28 AM
Quote from: io_bg on June 12, 2010, 03:21:04 AM
If you try to do the same with the NAM (and after you've bulldozed the single road tiles), the game will probably crash ;)

No, I didn't seem to have a problem with that. Just had to be sure the road was dragged away from the highway a bit (as you mentioned) so it wouldn't try building the ramps when extending it.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on June 12, 2010, 03:14:44 PM
Quote from: CaptCity on June 12, 2010, 09:59:28 AM
No, I didn't seem to have a problem with that. Just had to be sure the road was dragged away from the highway a bit (as you mentioned) so it wouldn't try building the ramps when extending it.

It's looking like it's somehow AutoPlace-related, whatever it is.  I'm going to try to isolate what's preventing the Elevated-into-Ground T from crashing if possible.  I think the key is there.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Moonraker0 on June 12, 2010, 04:50:07 PM
Back again with the same problems...one of which was never answered (how to place el-rail over pedmall and connect it to draggable el-rail).  I used the 10m high ground lifters to create a hill for the street to FLUP onslope tunnel piece, but the same problem occurred.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fpicpanda.com%2Fimages%2Fzha8yqi4yitfjd39ubud_thumb.png&hash=c5ff6e4066f78c033c9faf4ee8a88b150f72bcde) (http://picpanda.com/viewer.php?file=zha8yqi4yitfjd39ubud.png)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: CaptCity on June 12, 2010, 05:06:04 PM
Quote from: Moonraker0 on June 12, 2010, 04:50:07 PM
...one of which was never answered (how to place el-rail over pedmall and connect it to draggable el-rail).

Just place an el-rail-over-pedmall piece over the end of the el-rail tracks.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi448.photobucket.com%2Falbums%2Fqq206%2FCaptCity%2Funtitled2-1.jpg&hash=61b2ab0ea19587c3d4fcb291f9bacdadfb23b161)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi448.photobucket.com%2Falbums%2Fqq206%2FCaptCity%2Funtitled-3.jpg&hash=92a1e44efd406ae9b26c9975d73eda268b4cb633)


Quote from: Moonraker0 on June 12, 2010, 04:50:07 PM
...I used the 10m high ground lifters to create a hill for the street to FLUP onslope tunnel piece, but the same problem occurred.

I had the same issue and discovered it was the terrain mod I was using. If you use one, you might try removing it from the plugins and build the tunnel entrances. After that, you can put the terrain mod back in.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: ebina on June 12, 2010, 07:01:24 PM
Quote from: Moonraker0 on June 12, 2010, 04:50:07 PM
I used the 10m high ground lifters to create a hill for the street to FLUP onslope tunnel piece, but the same problem occurred.

Maybe we should consider editing the NAM controller. Generating crossing or T-intersection like T-OnSlope pieces for roadway viaducts makes always terrain next to the portal flat no matter what slope mod you use.
But I don't think that this method is acceptable to everyone. With that setup you always need to drag street and bulldoze unnecessary parts.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: PlyrStar93 on June 12, 2010, 07:34:27 PM
when I set up an in-game car/passenger ferry with the direction of east on land(the west is water), CTD will be caused.

However, building at other three directions will be OK. &mmm

Having found this issue today, I removed all NAM components today, and then returned to the game.
From all 4 directions can build the ferry.

Then take latest NAM and run the game, the problem re-exists. &cry2

Hence I wonder if NAM causes the problem. ()what()

=============================================================
this picture shows the problem direction
(taken when NAM's removed)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg23.imageshack.us%2Fimg23%2F2807%2F76725427.jpg&hash=93ebb94a1cf86dba3a090b9daa8479f51efa2055)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on June 12, 2010, 08:26:00 PM
Quote from: PlyrStar93 on June 12, 2010, 07:34:27 PM
when I set up an in-game car/passenger ferry with the direction of east on land(the west is water), CTD will be caused.

Known issue, and we've already figured out how to solve it.  There will be an update before long.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: PlyrStar93 on June 12, 2010, 10:23:42 PM
Oh, thanks.  :)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Moonraker0 on June 14, 2010, 12:49:01 PM
Quote from: CaptCity on June 12, 2010, 05:06:04 PM
Just place an el-rail-over-pedmall piece over the end of the el-rail tracks.
Thanks, I will try that.  Finally I will be able to fill in areas with pavement.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: hazsmix on June 16, 2010, 11:35:08 PM
hey
ive noticed this problem in a few of my cities. when i create a one-way roundabout, no cars, buses etc can use it (ie traffic). the only traffic on it is pedestrians. some automata can get onto it, however most just disappear when they hit it. ive tried udi-ng it as well, it just exits udi. i have lhd installation, and have nam installed correctly (i think). any ideas why this is? i have tried rebuilding it, even in a different location. everyone avoids it except pedestrians.
thanks guys
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdenm8 on June 16, 2010, 11:56:36 PM
@ hazsmix,
Are you routing the OWR roundabouts the right way? They are direction-sensitive.
For LHD, you have to draw clockwise
for RHD, you draw anti-clockwise.
They will override both ways, but only the correct direction will actually work.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: hazsmix on June 17, 2010, 12:12:34 AM
haha, yeah that was it. how silly of me.
thanks heaps
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: RickD on June 17, 2010, 01:28:30 PM
I can't find a way to connect my RHW 6 to this curve puzzle piece.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg823.imageshack.us%2Fimg823%2F1691%2Fcurve2.jpg&hash=8da1f0a09e43668bcaaa3e5022404ab033426f66)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg401.imageshack.us%2Fimg401%2F8441%2Fcurve1.jpg&hash=bee91f7325349060778274884a41d93fb01da038)

When I drag the straight portion out one tile then I can not rotate the curve puzzle piece in the right direction. It worked for the other curve piece, as you can see.

Any ideas?  ()what()
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on June 17, 2010, 01:38:32 PM
There are filler puzzle pieces; you need to find the one that fits between those two sections of RHW.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: RickD on June 17, 2010, 01:49:14 PM
Thanks for the quick answer, Z. I thought it would work this way. What I did not realize was that the piece is located in the starter piece tab-ring. I looked for it in the curve pieces and did not find it there.

It is working now!  :thumbsup:
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: MandelSoft on June 18, 2010, 02:16:27 AM
I have another trick for that: Place a starter piece, right under the curve. Now demolish the first tile(s) next to the the starter piece. The starter disappears, but a draggable stub is left at the curves, so you can drag the RHW from there.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jondor on June 19, 2010, 11:12:29 AM
I have a couple little RHW things to report:

Draggable MIS left hand exits seem to have a couple quirks.  90% of the time I get the MIS reversing at the end of the ramp and have to fix it with a MIS starter.  Also notice the pixel offset on the A junction:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.thedwarfers.net%2Fotherstuff%2Frandom%2FDraggableMIS_inside_small.jpg&hash=e09fc2cfbf99c08f90a5d984e70ad9e533460d22)


The other is a really minor little thing that's probably been around for a long time.  This RHW2 intersection doesn't have a modern texture, it's still using the old road texture:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.thedwarfers.net%2Fotherstuff%2Frandom%2FRHW2_intersection.jpg&hash=91e426fe10db558456d6f551ba6c0e20bfa4581b)
Not that a lot of people will use it, but it might be nice to have.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on June 19, 2010, 01:33:45 PM
Quote from: jondor on June 19, 2010, 11:12:29 AM
Draggable MIS left hand exits seem to have a couple quirks.  90% of the time I get the MIS reversing at the end of the ramp and have to fix it with a MIS starter.  Also notice the pixel offset on the A junction:

That one's actually noted as being unstable in the Readme, as I recall.  It's partially due to how the override had to be set up--I plan on revisiting it to see if perhaps there is some way we can stabilize things, though.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jondor on June 19, 2010, 01:37:52 PM
Quote from: Tarkus on June 19, 2010, 01:33:45 PM
That one's actually noted as being unstable in the Readme, as I recall.  It's partially due to how the override had to be set up--I plan on revisiting it to see if perhaps there is some way we can stabilize things, though.

-Alex

Gotcha, I must have missed that.  No big deal, I don't use a lot of left hand exits anyway.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: six9nc on June 20, 2010, 06:39:36 PM
 :'( :angrymore:  Ok it happened. I had a complete meltdown today.  I removed all the files and tried it with just nam10 installed.  It CTD.  Then I saw the rhw10 folder in the nam folder so I took it out and the city loaded.  I then loaded all of my transport folder and it was good to go.  I then added the rest of my mods and proppack folders(minus rhw10) and it still worked.  I then start on my building folder and about halfway down I get the freeze.  I tried removing all building files and adding them 2 lines at a time and still freeze.  So in desperation I went to uninstall nam10 and not only did it uninstall nam but it removed the document folder for sc4.  So at that time I had no plugin folder...even the shortcut was removed from desktop.  I checked program files and maxis was still there but no document folder.  So today I just reinstalled sc4 and its booted up all good. I have a back up of my plugin folder from early march so Im ok with that. I just want to know if I should try nam10 with a fresh reinstall or what.  Whatever you guys suggest.  I want the complete install of nam and rhw so please inform me on what to remove and what configs to have everything in.  I have finished crying over the loss of 2 regions.One was of over 17 million and the oter was 5 mil and probably the best city work I have ever done but now I have a clean slate........any screenshots of plugin folders would be just great.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on June 20, 2010, 07:13:22 PM
The NAM uninstaller shouldn't delete your entire plugins folder - unless you installed the NAM right into "\Plugins" rather than the suggested "\Plugins\Network Addon Mod". The installer script is using a recursive delete function; this was introduced into the current version as it became somewhat impractical to add all new files to the uninstaller list over and over again with every release. However, I can see the shortcomings, and we'll change that again most likely. It shouldn't have deleted any regions, though, as their are in another folder (not sure what you meant by "losing" them as well); in any case, files are never safe on a hard disk, so regular backups are mandatory. As for the crashes, the NAM shouldn't be the reason of those, except the cases that are described in the readme file.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jondor on June 21, 2010, 01:31:01 AM
Hopefully this time I found an actual problem that went unnoticed:

When you plop this RHW-2/MIS exit, the paths are missing:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.thedwarfers.net%2Fotherstuff%2Frandom%2Fmissing_paths1.jpg&hash=f262c43930202d9888db52a90097608d892336f7)

But, if you use the dragable version (or bulldoze the above indicated square and it changes to dragable, a handy tip):
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.thedwarfers.net%2Fotherstuff%2Frandom%2Fpaths_all_better.jpg&hash=70e6ed8964233d9619848136e784ee05a4ca0b09)
Yay, paths!

This also occurs in the diagonally opposite rotation:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.thedwarfers.net%2Fotherstuff%2Frandom%2Fmissing_paths2.jpg&hash=d2d781c3cbd71d4a2a5b734bbaad64b9122d6f24)
but the paths are just fine in the other two rotations.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: six9nc on June 21, 2010, 02:53:52 AM
I kept all my uninstallers in one folder until I needed them.  Then I would putnthem in to the folder of the program to be uninstaller.  As crazy as it sounds it deleted everything.  Im going to try the nam and rhw install now.  From reading it is suggested I remove the .sav files in the nam folder.  Anything else i need mto remove.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on June 21, 2010, 11:46:47 PM
Quote from: jondor on June 21, 2010, 01:31:01 AM
Hopefully this time I found an actual problem that went unnoticed:

Appears there were two path stanzas with the same directions and same ID, which was causing the path file to not show up on that piece.  Looks like that's actually been like that since 3.0 without getting noticed.  It's fixed on my end now and will go into the Version 4.0.5 release.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jondor on June 22, 2010, 12:27:41 AM
Quote from: Tarkus on June 21, 2010, 11:46:47 PM
Appears there were two path stanzas with the same directions and same ID, which was causing the path file to not show up on that piece.  Looks like that's actually been like that since 3.0 without getting noticed.  It's fixed on my end now and will go into the Version 4.0.5 release.

-Alex

Glad to be of help. :)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: dare2go on June 22, 2010, 04:34:37 AM
Look what I have built today:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi979.photobucket.com%2Falbums%2Fae273%2Fdare2go%2FSC4%2FTramthruBasement-1.jpg&hash=129494c2e473832a83bf09d43fd8d20facefbb04)

A tram return loop straight thru the basement of 2 houses... How do you like it?

How did it happen?
I was laying tram in avenue in 'zone' view because too many higher buildings were obscuring my view, but when I laid the final return loop it knocked out only part of the zoning; I deleted the remainder of the zoning, yet the 2 buildings remained - on top of the tram loop!!!

They stayed there for another hour or two, the tram works fine with over 2,000 passengers at some stations, only when I finally wanted to probe the buildings (with the ?-pointer) it crashed my game! I wonder if I can go back and delete the buildings w/o the game crashing?

Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdenm8 on June 22, 2010, 11:29:27 PM
That looks like immortal building syndrome. I don't know of a way to fix it, but someone should.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on June 22, 2010, 11:34:04 PM
Quote from: jdenm8 on June 22, 2010, 11:29:27 PM
That looks like immortal building syndrome. I don't know of a way to fix it, but someone should.

Try RippleJet's Immortality Killer (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2356).

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Pheonix Rising on June 23, 2010, 10:42:16 PM
I know a fix is in the works for the maxis car ferry ctd.. but has anyone in the nam team checked out the non-maxis ferry lots? I am reinstalling everything and thought I would ask before a fix for the maxis ferry problem has been released. Other car ferry lots i think go to peg, ill tonkso (or frogface) and one or two others.

Keep up the good work, hope to see that fix posted soon!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on June 24, 2010, 04:50:47 AM
The fix doesn't change the Maxis ferry lot, actually, but changes the FAR "AutoPlace" feature, which somehow collides with the transit-enabling of the Maxis ferry lot. If other ferry lots have the same kind of transit-enabling, they should be safe after installing the update, but I guess it couldn't harm to check the other ferry lots that are available indeed.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: maxallon on June 24, 2010, 07:10:12 PM
hey its my first time on here and im not sure how things work but im just fire away with my problem.
I recently started playing sc4 and i cant find a single way to place my toll booths and i've seen pictures of people using toll booths and it just wont work for me.
I'd be mighty grateful if someone could help me out thanks!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: j-dub on June 25, 2010, 09:55:43 AM
First off, welcome to SC4D, Maxallon. Now, before we can help you, is this about the default toll booths, or are you refering to the toll booths that came with the game by default, or are you refering to toll booths for additional networks like in the NWM or RHW?

The last time I used toll booths myself, I placed the toll booth first, and then built the network after. Because the nature of toll booths are transit enabled lots, the game can be picky about where those can go exactly. For example, I don't think toll booths like land that is not really flat. The other issue is TE lots can tend to can risk program crashing, but this is the only way for toll booths to exist in this game.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: maxallon on June 25, 2010, 10:49:15 AM
yeaa i'm playing on a plains region map and everythings flat and i have tired putting a default toll booth on land by itself and it wouldnt work
but the toll booths i download from simtroplis works on land by itself but i cant connect both default and downloaded to any roads :(
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: j-dub on June 25, 2010, 10:54:02 AM
So you dragged the road after you built the toll booth, and it would not allow the road through after?

And you already tried placing the toll booths on roads that were already built too, right?

Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: maxallon on June 25, 2010, 10:56:48 AM
dragging the road throught the booths doesnt work and placing booths on the road doesnt work either :(
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Floydian on June 25, 2010, 08:02:58 PM
Alright, so my computer melted down a few weeks ago, but I managed to save almost everything from my HD. When I got Simcity running and went to load my old region, I noticed the textures missing on my RHW, replaced with the rainbow checkerboard. It strikes me as odd, as the only thing I reinstalled was NAM and RHW (just in case).

Any thoughts?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Nanami on June 25, 2010, 08:54:18 PM
Hi!
I have something that waste my time. After installing latest NAM (previously I have june 2009), I get my city building disapeared lefting its prop when I try to place subway station. After finished, I have to wait at least 2 minutes to select other tool. Do you know what cause this?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on June 25, 2010, 11:30:32 PM
Quote from: 976 on June 25, 2010, 08:54:18 PM
I have something that waste my time. After installing latest NAM (previously I have june 2009), I get my city building disapeared lefting its prop when I try to place subway station. After finished, I have to wait at least 2 minutes to select other tool. Do you know what cause this?

What you are seeing is the new Subway Building View, which first became part of the NAM in the June 2009 release.  You can can rid of the delay you mention by installing the DatPacker (http://sc4devotion.com/forums/index.php?topic=4051.0) and using it to pack your Plugins folder.  This will also significantly speed up the game startup and the loading of your cities.  I would recommend this tool to you in any case; it also essentially eliminates the delay when returning from the Zones view.

If you don't like the new Subway Building view, you can turn it off by using the Traffic Simulator Configuration Tool.  This tool can be downloaded as part of the NAM Traffic Subsystem (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2379).
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: j-dub on June 26, 2010, 10:34:12 AM
@maxallon, thats pretty bad, the roads are suppose to be able to be drawn all the way through, in and out of the toll booth.

However, when you think about it, their already paying for gas, taxes, and not to mention it costs money to have a car, either owned, or leased. No one usually has that money up front, and it takes years to pay it off, unless their typical rich people evading taxes or something. Taxes are suppose to pay a portion for roads. Not to mention, toll booths can cause traffic jams. So maybe your citizens just will not let you place toll booths for the above reasons, unless someone else can come up with a better answer, I'm stumped.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on June 26, 2010, 02:29:54 PM
Quote from: j-dub on June 26, 2010, 10:34:12 AM
However, when you think about it, their already paying for gas, taxes, and not to mention it costs money to have a car, either owned, or leased. No one usually has that money up front, and it takes years to pay it off, unless their typical rich people evading taxes or something. Taxes are suppose to pay a portion for roads. Not to mention, toll booths can cause traffic jams. So maybe your citizens just will not let you place toll booths for the above reasons...

Unfortunately, the game simulation just isn't that sophisticated.  You should be able to put as many toll booths as you want, wherever you want, as long as local city conditions (slope, etc.) permit it.  However, I have no idea why this isn't working in this case.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Jmouse on June 26, 2010, 04:36:09 PM
Could someone help {this} (http://sc4devotion.com/forums/index.php?topic=83.msg332541#msg332541) new member with a road issue?

Quote from: oaklandfm1047 on June 26, 2010, 06:04:10 AM
Just have a quick question and don't mean to annoy any senior members here, but can someone contact me and answer why when i try making certain roads (like the one with a turn off lane in the middle) it says: "##Intersection placement string missing!##" and what that even means?

Thanks in advance for helping, and thanks for this cool forum.

Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: MandelSoft on June 27, 2010, 01:32:58 AM
It seems that he has an old version of the NAM. Try to get the newest NAM Essentials and then this bug will disappear.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: j-dub on June 27, 2010, 08:14:28 AM
Alright, MaxAllon, I have an idea you may want to try, I can't make any guarantees, but this will either tell you if your toll booths simply don't work, or if there is a conflicting plugin preventing you from getting your toll booths to work. Momentarily rename your plugins folder to Original Plugins. Then make a temporary empty Plugins folder. Play SC4, BUT, only start a new city, see if you can get the toll booths to work now. Otherwise, play the tutorial level that introduces the toll booths, and see if that works, just make sure you did not add extra stuff to that tutorial level before playing vanilla, because this game does not seem to like missing plugins, the game usually will flash a big warning message box in your face when you start.

I hope it don't turn out that stuff in this game is locked until the tutorials are achieved.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: blade2k5 on June 27, 2010, 09:27:29 AM
I have a couple of issues I need cleared up.  First, there is this bizarre oddity....
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg101.imageshack.us%2Fimg101%2F8130%2Fanchorheadd1city0001.jpg&hash=eb933adfe511738fb5ef745c8159a72a3dd32510)

What's up with that?

Another, very extremely annoying occurrence is this...
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg101.imageshack.us%2Fimg101%2F9928%2Fanchorheadd1city0001b.jpg&hash=9d87e12e4e79cf1309af90d9abcffd8a2620f3d7)

How the heck do you get rid of this? On/off ramps do the same damn thing.  Very, very annoying.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: relics8801 on June 27, 2010, 10:05:41 AM
Hello again NAM team.
I got a report about latest NAM again yesterday.

We had 'Crush to Desktop' when plop a Car Ferry Terminal on this direction.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg228.imageshack.us%2Fimg228%2F7685%2Fnam2010.jpg&hash=03509d7b607cd4b288806e35d3c72a8f4ccdd7a2)
We have CTD always immediately after plop it on this direction.(A direction of Yellow-Circle in a pic)  &mmm

I confirmed that it's no problem with previous versrion NAM.
I using Left-Hand-version's plugins, but I dont know a cause is dependet with Left-Hand-version.

Can you solved this problem ? or Do you have any idea or any helps ?


Thank you for reading and your helps. ;)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on June 27, 2010, 10:30:42 AM
Quote from: blade2k5 on June 27, 2010, 09:27:29 AM
I have a couple of issues I need cleared up.  First, there is this bizarre oddity....

It appears you have at least two different versions of the RHW installed, and they are conflicting.  Looking at your pics, I see pieces of Version 3.0 and Version 4.0, plus the old SA Euro texture set for Version 2.0.  Look for a subfolder in your Plugins\Network Addon Mod folder called "Rural Highway Mod" and delete it. 

Quote
Another, very extremely annoying occurrence is this...

It looks like you have two RHWs that are going different directions colliding there--it'll be more apparent once you've removed the 2.0 textures.  Part of that may also be that you have an entrance ramp really close to an orth-diag transition, which may cause the starter to get a bit finicky.

Quote from: relics8801 on June 27, 2010, 10:05:41 AM
We had 'Crush to Desktop' when plop a Car Ferry Terminal on this direction.

Known issue and we're already in the midst of a fix.  The AutoPlace mechanism used for the new Draggable FAR is causing it, and it'll require us to disable Draggable FAR in the Controller file to fix.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: blade2k5 on June 27, 2010, 10:43:20 AM
Thanks for the info Tarkus. ;D
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jondor on June 27, 2010, 02:13:14 PM
Here I go again, found another little thing for you. :P

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.thedwarfers.net%2Fotherstuff%2Frandom%2FRHW-6S.jpg&hash=ceb93b8bd1e0826e1e75f053ab5302718753d0d3)

Unless I'm sorely mistaken, that's the 6S connector, not the 6C.

Definitely don't want you to think I'm nitpicking, I just notice stuff like this.  :-[

I love the RHW and the NAM, it really makes SC4 still worth playing after so many years!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on June 27, 2010, 03:26:19 PM
Quote from: jondor on June 27, 2010, 02:13:14 PM
Here I go again, found another little thing for you. :P

Caught that one earlier and fixed it for Version 4.0.5.  Those pesky arrows that have no meaning are gone, too.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jondor on June 27, 2010, 03:35:53 PM
Sweet, I also noticed that there aren't any diagonal EMIS over orthogonal RHW-2 pieces.  Dragable EMIS always seems to merge with it, so I can only assume it would require puzzle pieces.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on June 27, 2010, 06:18:24 PM
Quote from: jondor on June 27, 2010, 03:35:53 PM
Sweet, I also noticed that there aren't any diagonal EMIS over orthogonal RHW-2 pieces.  Dragable EMIS always seems to merge with it, so I can only assume it would require puzzle pieces.

The diagonal MIS Y-Splitter seems to be getting in the way there.  The coding on that is in need of an overhaul.  I was originally going to have Ground MIS/RHW-2 DxO intersections in as well, but disabled them as I couldn't get them to play nice with the Y-Splitter.  Probably won't be fixed with 4.0.5, but it's on my list.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jondor on June 27, 2010, 08:48:08 PM
Gotcha.  From what little I know of this kind of modding, it can't be easy running so many different overrides on the same base network AND getting them to all work with each other.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: dare2go on June 28, 2010, 06:33:49 PM
I don't really know if this belongs in here... (I first searched for "NDEX Parking lot problems", but couldn't find anything relevant).

I'm having a multitude of (small) problems right now, all of which I believe are somehow connected with pathfinding issues.

In a new-ish suburb buildings get abandoned en masse due to "Commute Time" complains, although there is (or at least should be) plenty of work near-by. I then checked pathfinding for a number of residents in that area and found many abnormalities, eg. many Sims trying to travel right across town (the same happens in other suburbs of the same city) despite suitable work much closer to home.

The other issue is that many are trying to take the 'wrong' public transport or longer routes than needed, although overall my average commute time seems to be well within the acceptable range (~40 minutes). Eg. in the suburb with "Commute Time" complains the Tram-GLR is underused, yet it connects from three residential stations to two stops right at high-tech industry, the following three stops are centrally located in a mixed commercial area = the longest trip of 7 stops should connect the majority of people with work. Yet most are driving by car or are using bus instead.

The final issue, which I had noticed in previous trial cities as well, is the weird usage of NDEX parking lots, the strangest ever I found in this graphic: trip started on foot (to next bus stop), then three buses (why there is a need to change I can't figure, but then SimCity bus routes never were logical), then a walk to a vehicle, drive into parking lot, walk across this, and then drive off to work on the other side of the city.  ()what()

Every logical commute should, if at all, start by car leading to a parking lot near transport, and then change onto a bus (or tram/train), not the opposite:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi979.photobucket.com%2Falbums%2Fae273%2Fdare2go%2FSC4%2Ftraffic.jpg&hash=0f52e381a04caac311a2f23ba31bd9e2cefe896c)
See enlarged view of parking lot path in top middle of picture

Is there something wrong with the NDEX parking lots?
Or could I have a plugin which affects the NAM path finding?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: j-dub on June 28, 2010, 08:02:28 PM
QuoteIs there something wrong with the NDEX parking lots?
Or could I have a plugin which affects the NAM path finding?

I don't know what traffic simulator your using, but use of park and ride or not affects desirability cars versus buses. They are both used in any event, just one is greater then the other, depending on what your using. As for a plugin that affects path finding, the only way is if you downloaded something else by someone else, as another transit/traffic mod, otherwise your going to have to look at the dat files in your plugins if there is anything weird.

I have used parking lots that can connect to road networks, and I have seen some weird stuff too, but it is not just NDEX, I have not built more parking lots this year.

One more thing, if the paths in the road are broken or don't line up, that could also be a reason why they get in their cars, then get back out, and get in their cars on that other part.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on June 29, 2010, 12:50:13 AM
I'll answer as many of your questions as I can here.  If you have further questions related to the traffic simulator, the place to continue this is the NAM Unified Traffic Simulator and Data View Help (http://sc4devotion.com/forums/index.php?topic=6812.0) thread.

Quote from: dare2go on June 28, 2010, 06:33:49 PM
In a new-ish suburb buildings get abandoned en masse due to "Commute Time" complains, although there is (or at least should be) plenty of work near-by. I then checked pathfinding for a number of residents in that area and found many abnormalities, eg. many Sims trying to travel right across town (the same happens in other suburbs of the same city) despite suitable work much closer to home.

There are a couple of things here.  First of all, Sims are not required to take the job that is closest to them; adding this requirement to the traffic simulator would make it work much harder (and your game run slower) as it would have to fill jobs in a way that all the Sims got the jobs closest to them.  The traffic simulator simply makes sure that if there is a suitable job for a Sim, the traffic simulator will find it.

Second, it's not at all obvious whether or not suitable jobs exist.  You have to look at businesses with the route query tool to see how many Sims are working there; however, Sims are counted for each route they take, so they often end up being counted multiple times.  You have to figure out what these multiples are and eliminate them.  Then you subtract this number from the first number of jobs you get when you query the building; that will tell you how many jobs are open.

But not every Sim is qualified for every job.  Each building has its job openings divided not only into wealth levels, but into education levels within each wealth level.  See the tutorial Workforce and Occupation Demands (Drives) (http://sc4devotion.com/forums/index.php?topic=963.msg26318#msg26318) for information on how this works.

What this means is that determining whether a given building has job openings for a given Sim can be a painstaking process.  A building may have plenty of job openings, but none that are suitable for Sims who are actually looking for jobs.

Instead, it's generally easier to see what the overall job picture is.  You need to make sure first of all that all your demand types are positive; this is easily checked in the RCI Demand Graph.  If they are, you can get more information by learning about and using the Census Repository (http://sc4devotion.com/forums/index.php?topic=6095.0).

QuoteThe other issue is that many are trying to take the 'wrong' public transport or longer routes than needed, although overall my average commute time seems to be well within the acceptable range (~40 minutes). Eg. in the suburb with "Commute Time" complains the Tram-GLR is underused, yet it connects from three residential stations to two stops right at high-tech industry, the following three stops are centrally located in a mixed commercial area = the longest trip of 7 stops should connect the majority of people with work. Yet most are driving by car or are using bus instead.

Calculating the time of paths is actually rather tricky; to do it precisely, you need knowledge of the internal workings of the traffic simulator, as you need to apply the Congestion vs. Speed curve at every step.  But if you use the route query tool, you can see what routes the Sims are taking, and you can get a decent estimate of the times of the routes.  You may have a fast form of transit such as the tram, but if it's not going where the Sims want to go, it's not going to help them.  Sims don't base their job choices based on commute times, but they do take the fastest routes to their jobs.

Speaking of commute times, your commute time graph says that your average commute is .4 minutes, or 24 seconds - not 40 minutes.  This is inaccurate, and I encourage people not to use this graph, but in your particular case, it means that one-way commute times to work are almost exactly one minute long.

QuoteThe final issue, which I had noticed in previous trial cities as well, is the weird usage of NDEX parking lots, the strangest ever I found in this graphic: trip started on foot (to next bus stop), then three buses (why there is a need to change I can't figure, but then SimCity bus routes never were logical), then a walk to a vehicle, drive into parking lot, walk across this, and then drive off to work on the other side of the city.  ()what()

Is there something wrong with the NDEX parking lots?

Yes; like many transit-enabled lots, they have a transit switch entry cost of zero, when the value should actually be 0.064.  TE lots should never have a TSEC of zero (although all the Maxis ones do); when TE lots have a TSEC of zero, especially big lots like parking lots, then strange things such as what you observed can happen.

As for the three buses, that's just a single bus ride.  There are actually neither buses nor bus routes in SC4.  There are just Sims acting like buses as they travel between bus stops.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: k808j on June 29, 2010, 10:32:10 AM
@Z

From reading your latest post are recommending to change the transit switches in the TE transit lots to .064 if it's zero (ie: STEX lots)?(If one knows where to look)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on June 29, 2010, 12:25:10 PM
Not quite; the full rule is this:

The formula for the transit switch entry cost for any station is .96/speed, where "speed" is the speed of the fastest travel type that is designed to pass completely through the station at normal speed (excluding subways).  If the travel type passes next to the station instead of going through it or if there is no through travel type (such as in parking lots), the pedestrian speed should be used in that formula.

If this formula is not followed, you get one of two problems:  If the TSEC is too low, you get excessive pedestrian shortcutting.  If the TSEC is too high, mass transit usage can be affected adversely.

It's not just stations on the STEX that are affected.  Many stations on the LEX and other exchanges do not have the proper TSEC, either.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: meks89 on June 29, 2010, 02:26:27 PM
G'day all,

I've been using the latest NAM without incident(haven't placed any ferries yet). One small issue. Why have the textures on my rail changed? Am I missing something?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg69.imageshack.us%2Fimg69%2F9434%2Frailviaductproblem.jpg&hash=002c31cb91bf28fef1a542c4c4eeaa38f57f1ecb)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on June 29, 2010, 04:02:58 PM
Those heavy rails with the el-rail supports might be a remnant from an outdated plugin - they looked that way before ArkenbergeJoe created the Rail Viaduct models.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Floydian on July 01, 2010, 12:31:29 PM
Nobody even cares about little ol' me :(
I've uploaded an image to show my problem. Once again, old region, new install of simcity, deleted the folders of and reinstalled NAM, TULEP and RHW.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg267.imageshack.us%2Fimg267%2F9460%2Fcapture01072010152149.jpg&hash=e2ca326a22eca09cfcc991a96e919eb22b6e7b2c)

I want my RHW!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on July 01, 2010, 01:28:08 PM
Is there any chance that an older version of NAM or RHW exists in files that you've DatPacked?  (Or anywhere else, for that matter.)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: meks89 on July 01, 2010, 02:16:01 PM
What z said. That was my problem an old Nam file the was DatPacked. Running the uninstaller doesn't work you have to do it manually.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Floydian on July 01, 2010, 03:03:28 PM
I'm not sure what datpacking is. I just install them to my plugins folder. I deleted the old folders and reinstalled the files in the same place. It seems to exclusively be the textures for RHW. TuLEP and NAM work perfectly fine.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Blue Lightning on July 01, 2010, 04:45:31 PM
Looks like you're missing RealHighway_Textures.dat at the most basic... more files probably too though.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: six9nc on July 05, 2010, 05:25:10 AM
Has anybody created an el over sunken rhw. If so I would like to see it done cause I have to cross my sunken downtown artery with an el.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: j-dub on July 05, 2010, 07:57:10 AM
QuoteHas anybody created an el over sunken rhw.

What do you mean by El, do you mean double height Elevated Rail? I did not see something like that for RHW's 6 and up. There at least should be double height El Rail crossing over OWR and Avenue to substitute those spots of RHW.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: dragonshardz on July 08, 2010, 01:01:18 PM
I think he means a 15m El-Rail over ground-level RHW.

And to answer your question, six9nc, El-Rail can pass over all RHW networks, IIRC.

As for double-height El-Rail, it would only be needed to overpass ERHW, but it's just simpler to convert from El-Rail to GLR and back.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: six9nc on July 09, 2010, 07:38:06 AM
Thanks guys I've got a 3 day weekend and I plan to dive deep in to 4.0.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: medit84truth on July 10, 2010, 01:25:19 PM
Not sure if this is the correct forum to post this, but I searched for 30 minutes trying to find an adequate one that would address my issue, but had no luck.

Problem:
I tried uninstalling the nam and it wiped out 90% of my plug-ins folder before I could stop it. It even deleted the back-up plug-ins within the SimCity 4 subfolder in my docs. The funny thing is it didn't even uninstall the nam. Most likely because I have a z in front of that folder and the deletion was going in alphabetical order. Also, I had a folder called Simcity4 stuff in my documents with a subfolder containing the nam 2010 setup installer and that's gone as well (not the entire folder, just the subfolder with nam setup).

I go to the recycling bin and none of the items that got deleted are in there. What in Gods name happened and how can I get my S%$# back?!?!?!

Will system restore do anything the fix this? Doubt it, but just wondering....
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on July 10, 2010, 03:25:06 PM
I just took a close look at the uninstaller code (which is quite simple), and I don't see any way to explain what you experienced.  It's certainly never supposed to do that, although I understand that that's of no comfort to you under the circumstances.  The only thing I can think of is if you had a mount point somewhere in your NAM folder, so that your NAM directory was no longer a simple tree.  Is that possible?

A straight system restore will not restore the files.  However, in Vista and Windows 7, System Restore also keeps copies of changed files.  If you right click on a folder that used to have your files, you'll see a "Restore previous versions" entry.  You can try that; I'm not sure if that will get you versions of files that have been completely deleted.  You might want to Google for additional ways of using this feature.

Above all, please institute a regular backup system.  There are so many ways that files can be lost, and from time to time, they eventually happen.  Only a good backup system can save you then.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: medit84truth on July 10, 2010, 10:09:24 PM
I do appreciate the response. What exactly is a "mount point"?

I forgot to mention that I did have a back-up folder with "all" my plug-ins and it deleted the contents of that folder as well. To save space in my main plug-ins folder, I created a folder for plug-ins I didn't need at the moment......It deleted that too. It probably deleted some other folders because my Simcity4 folder in my docs looks much smaller, but there's no telling.  From what I can gather, it looks like it deleted more than 7 GB of files.  I've had cities I've worked hard on go bad before, but this for some reason has me more frustrated than that ever did. I know I can research my download history on SC4Dev and Simtrop to download everything again, but golly! Oh, and the foreign sites are gona be a dandy to revisit.         

Oh well, thanks for the suggestions.

-Peace
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on July 10, 2010, 10:28:18 PM
Quote from: medit84truth on July 10, 2010, 10:09:24 PM
I do appreciate the response. What exactly is a "mount point"?

I forgot to mention that I did have a back-up folder with "all" my plug-ins and it deleted the contents of that folder as well. To save space in my main plug-ins folder, I created a folder for plug-ins I didn't need at the moment......It deleted that too. It probably deleted some other folders because my Simcity4 folder in my docs looks much smaller, but there's no telling.  From what I can gather, it looks like it deleted more than 7 GB of files.  I've had cities I've worked hard on go bad before, but this for some reason has me more frustrated than that ever did. I know I can research my download history on SC4Dev and Simtrop to download everything again, but golly! Oh, and the foreign sites are gona be a dandy to revisit.         

Oh well, thanks for the suggestions.

A mount point is basically a folder that actually points to another folder and all of its subfolders.  You have to go to some work to create one, though (other than the system ones); it's not something that would happen by accident.

I really have no idea what could have caused that disastrous deletion.  I'm very sorry that you lost so much.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on July 11, 2010, 01:25:56 AM
Where did you place said backup folder? A backup should reside on another harddrive (or DVD, USB stick etc.), so you can still access it if the harddrive is failing. As z said, I have no idea how such a large amount of data could have been deleted by the NAM installer; that would be only possible if you selected the root folder of all your SC4 stuff as installation folder (which is certainly not suggested).
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: medit84truth on July 11, 2010, 10:01:12 AM
Quote from: Andreas on July 11, 2010, 01:25:56 AM
Where did you place said backup folder? A backup should reside on another harddrive (or DVD, USB stick etc.), so you can still access it if the harddrive is failing. As z said, I have no idea how such a large amount of data could have been deleted by the NAM installer; that would be only possible if you selected the root folder of all your SC4 stuff as installation folder (which is certainly not suggested).

By "root" you mean the folder that's entitled Simcity4, am I correct? If so, then no that's not the case. All of the NAM and it's components had it's own subfolder within the plugins folder. The memory stick i had got corrupted some how and I didn't have an extra. I was actually about to get a new one that day. Go figure.  Guess it was meant to happen (Lol with a frown). How was I to know that my plugins folder was starring in a role in Final Destination 5.


I just don't know, I had to have done something wrong. Any way, I don't want to take up any more of ya'lls time.  You guys probably have to face many more obstacles than this one. Again, thanks for the responses. I have the day off tomorrow, so I guess I'll re-download everything again. Luckily I saved the links to all the foreign sites I downloaded from. Hopefully I'll be playing again in a few days.

-Peace
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on July 11, 2010, 10:05:58 AM
I just tested the uninstaller myself last night to see if I could replicate this situation.  The uninstaller did completely remove my NAM folder and everything in it, but it stopped there, as intended.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: medit84truth on July 11, 2010, 10:09:38 AM
Almost forgot...

Thanks for moderating between 2 sites. I appreciate the fact that you responded on both threads.  :-\
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Mike1814 on July 11, 2010, 09:15:42 PM
It seems like my traffic has worsened since installing NAM 2010. I'm using simulator ultra, which is acting worse than the z updated before that new NAM.

Before NAM 2010:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg5.imageshack.us%2Fimg5%2F7198%2Fbefore1i.jpg&hash=4de4e82189a691c1cf702683f8bb6f9aabbadfe2)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg59.imageshack.us%2Fimg59%2F2474%2Fbefore2t.jpg&hash=e2e23d62573123a9de075fd0609462d5d3faf33e)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg88.imageshack.us%2Fimg88%2F8886%2Fbefore3.jpg&hash=285656ff521d994b801f63d632088bc70a06543d)
After NAM 2010:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg210.imageshack.us%2Fimg210%2F8342%2Fafter1w.jpg&hash=f9ca7b883288f792b5a44e217060e76b49bd67c9)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg707.imageshack.us%2Fimg707%2F6405%2Fafter2ap.jpg&hash=25c19c73363990265f5f2d6a1fbfe03dced6cfee)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg717.imageshack.us%2Fimg717%2F6234%2Fafter3h.jpg&hash=207bad87cccb6e1e86bc87f59ec07013bdd55532)
Here are my files in the NAM folder:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg651.imageshack.us%2Fimg651%2F6438%2Ffilexb.jpg&hash=50c425de33ddd963a3ea796b287ba42f99723b5e)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg651.imageshack.us%2Fi%2Ffilexb.jpg%2F&hash=cd06a95bf083126842b0a8b0ef99fccd385cca6d)

SN: This is on imageshack right now. I apologize if the images are too big. If this doesn't work I don't know what is the problem. But I'll move this to the correct thread.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on July 11, 2010, 11:26:40 PM
Mike, it appears that your links aren't working - no pictures are showing up.  Please fix them, and then I can look into this.  But since you have to modify your message anyway, please post the corrected one to the NAM Unified Traffic Simulator and Data View Help (http://sc4devotion.com/forums/index.php?topic=6812.0) thread, which is where it should go.  Thanks! :)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: SC4BOY on July 11, 2010, 11:29:34 PM
Quote from: Mike1814 on July 11, 2010, 09:15:42 PM
It seems like my traffic has ...
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg20.imagevenue.com%2FaAfkjfp01fo1i-2458%2Floc574%2F91465_Before1_122_574lo.jpg&hash=7cb2cbdb0cbe68a5d43746a0dfbbf5a44724c1c0)
..

Please find an image post/sourcing network that will provide reasonable service such as imageshack, etc.. It's clear that the one you are chosing is not up to the task.

.. edit: oops.. looks like z1 and I "simul-posted".. at any rate, you get the idea. I posted after this second instance of seeing your issue.. one of which you already had tried to address here (http://sc4devotion.com/forums/index.php?topic=1200.msg334925#msg334925)..
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: GehTeddy on July 17, 2010, 08:04:00 AM
Hey,
i have a problem with this Curve, it´s the wrong Skin...
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.ld-host.de%2Fuploads%2Fthumbnails%2Fd06c79bbbb8d37f0b202aed9ea0ea853.jpg&hash=ceb5d587f27484f037af2c134d895f31b6ca1bd2) (http://www.ld-host.de/show/d06c79bbbb8d37f0b202aed9ea0ea853.jpg)

Actually it must be the Euroskin  :'(

Can somebody help me?

Thank you very much
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: MutantPlatypus on July 21, 2010, 12:18:08 AM
Hi!  Nice work with the extra highway interchanges, but I have an issue.  When I drag a oneway across an elevated highway, I'm asked if I want to place a single-sided ramp on either side of the highway.  I'd like to be able to place a two-sided ramp.  I can't even get a two-sided ramp placed on both sides of the highway when trying to plop.  Is this a know issue?  I'll post pictures if that would help with the explanation, if the issue isn't known.

UPDATE:  I figured it out.  I think.  I was probably confused because the new ramps take up more space than the old ones (I think).
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: SC4BOY on July 21, 2010, 03:11:56 AM
The only thing that would prevent your having the full 4 ramp access would be that you have built close to other things which prevent the building of the ramps... as I recall it takes 3 tiles (maybe 4) by one wide beside the highway for each ramp. If the game will "wipe out" any development I think it automatically foregoes building (or even offering) the ramp. You can verify this by picking an open space with plenty of room and just trying it out. I have built 4 ramp access many times.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: stickboygoat on July 21, 2010, 04:50:33 PM
Hello Guys,

First thanks for helping.  I tried searching the forums for my answer but I couldn't get it to work correctly.  I am sure I am just doing something wrong. I'm running SC4 Rush Hour on my Mac and want to install NAM2010 for Mac on it.  However, I don't know how to install it.  The readme file says to use the install file but I can't locate it.  Any ideas?  All I want is to make traffic patterns more realistic.  I'm tired of the awful commute times and such.  I really do appreciate your help and sorry if this has been asked and answered already.

Stickboygoat
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on July 21, 2010, 05:16:57 PM
There is no Mac installer (yet), so you'll have to extract the ZIP file manually and select the files you want to use. Please refer to the readme file about which files to install.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: CaptCity on July 21, 2010, 07:53:21 PM
Hi all,

About a year ago I made this post (http://sc4devotion.com/forums/index.php?topic=6361.msg266241#msg266241) concerning pedestrian traffic not being able to get through Tram-in-Road and Tram-on-Road intersections. Well, it seems the Tram-in-Avenue experiences a similar "bug." Hopefully these images will explain...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi448.photobucket.com%2Falbums%2Fqq206%2FCaptCity%2FNAMPedBugRevisited4.jpg&hash=da60914159c3cee5a45c172687eb8bf40d55d734)
When left with no choice other than taking the GLR, sims won't walk to the station. However...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi448.photobucket.com%2Falbums%2Fqq206%2FCaptCity%2FNAMPedBugRevisited5.jpg&hash=84263de685307ed484a47c349aac5a5c609202f4)
...adding the bus stops will allow them to take the buses to the station. They will even walk across the intersection to get to a stop, as shown here...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi448.photobucket.com%2Falbums%2Fqq206%2FCaptCity%2FNAMPedBugRevisited2.jpg&hash=c17a3c308498c0f5d12893a2251a18bdf2670c0c)
They just won't make any turns onto the avenue.

Checking the paths shows this...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi448.photobucket.com%2Falbums%2Fqq206%2FCaptCity%2FNAMPedBugRevisited7.jpg&hash=4acd8f9b40d17ffdfe5175036abc5b682a4783e3)
They don't quite line up, but I don't know if the difference is enough to affect traffic.

As an added note, car traffic is able to make the turns at intersections...
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi448.photobucket.com%2Falbums%2Fqq206%2FCaptCity%2FNAMPedBugRevisited3.jpg&hash=04e397f4cb4e657d6f3646f8497be3f2a69f9374)

Should the pedestrian traffic be able to make the turns?

Edit: Forgot to add that I am using the newest NAM.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Chrisim on July 23, 2010, 02:59:29 PM
Quote from: CaptCity on July 21, 2010, 07:53:21 PM
About a year ago I made this post (http://sc4devotion.com/forums/index.php?topic=6361.msg266241#msg266241) concerning pedestrian traffic not being able to get through Tram-in-Road and Tram-on-Road intersections. Well, it seems the Tram-in-Avenue experiences a similar "bug."
The Tram-Road pieces were updated and should not show this bug anymore since the May 2010 NAM. Have you tried again? The problem was related to the pedestrian paths in the SC4Path file.
Indeed the tram-avenue road intersection has the same problem. These tram-avenue pieces are old (they were created before I started modding), and I wonder why this was never reported before. Easy to correct, thank you for reporting.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: CaptCity on July 23, 2010, 04:24:34 PM
Quote from: Chrisim on July 23, 2010, 02:59:29 PM
The Tram-Road pieces were updated and should not show this bug anymore since the May 2010 NAM. Have you tried again? The problem was related to the pedestrian paths in the SC4Path file.

Sorry, I didn't mean the Tram-in-Road and Tram-on-Road pieces were still having problems. They have been working great.  I was just using it as a reference point since the Tram-in-Avenue pieces were doing a similar thing. Sorry if I wasn't clear.

QuoteIndeed the tram-avenue road intersection has the same problem. These tram-avenue pieces are old (they were created before I started modding), and I wonder why this was never reported before. Easy to correct, thank you for reporting.

Thanks for looking into it. Maybe nobody noticed it because it's only the pedestrian traffic that seems to be affected. Everything else (car, bus) works so it may have been overlooked...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Chrisim on July 24, 2010, 04:15:33 AM
Quote from: CaptCity on July 23, 2010, 04:24:34 PM
Maybe nobody noticed it because it's only the pedestrian traffic that seems to be affected. Everything else (car, bus) works so it may have been overlooked...
I was surprised that nobody had noticed before, because it has quite an impact on game play.
I know why I had not noticed it. I am using bus stops almost everywhere and as you showed, the problem is not apparent when bus stops are in use ...
Again, thanks for notifying.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Amodh on August 01, 2010, 10:53:01 AM
How do i download guys? i do not get the option to start the download? when i click on windows on the NAM may 2010 post , a new page opens showing all the features and the comments but i cannot download  &mmm
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on August 01, 2010, 10:58:53 AM
Quote from: Amodh on August 01, 2010, 10:53:01 AM
How do i download guys? i do not get the option to start the download? when i click on windows on the NAM may 2010 post , a new page opens showing all the features and the comments but i cannot download  &mmm

See here (http://sc4devotion.com/forums/index.php?topic=6861.0).  You need to be registered and logged in on the LEX in order to see the button.  Forum registration is separate from LEX registration.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: MutantPlatypus on August 01, 2010, 01:11:38 PM
Ew, I just realized I was reading an old message.  Sorry, but I'll keep this here in case he comes back and reads it.

Meditate:  In the future, try some undelete software (http://www.diskeeper.com/undelete/undelete.aspx) right away.  It may still recover some of your files, but since its been a while the space may have been reused and the files may be lost.  Its happened to me before, too.  It sucks, I know.

I think what he means by "mount point" is a directory junction or symbolic directory link.  Google those.  Basically they are fake folders that point to real folders and are treated like real folders.  So if you have one at "...Plugins\NAM\AJunction" that points to "...Plugins", a simple delete command on the NAM folder would delete AJunction, which in turn would delete whatever AJunction points to and all its subfolders - in this case, your entire plugins folder.  This is also a circuitous junction, so if something (SimCity4, for example) tried to read all the files in your plugins folder, it would go down to AJunction, and inside AJunction SimCity would see your entire plugins folder - again.  Including AJunction - again.  Its a never ending cycle.  This makes me doubt you had one.  Its not a sure thing, though, its possible you did.

If you don't know what a junction point is, chances are you didn't have one.  If you're using Windows XP or older, chances are even lower you had one.  If you're not using NTFS, chances are nil you had one.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mcarch on August 03, 2010, 08:07:13 PM
I am not sure if this is the correct thread to post this in.  I searched for the NWM but only found one entry.

There seems to be a sound issue when building any part of the Network Widening Mod.  The sound of construction continues even though construction has finished.  So far this has only occured with the NWM pieces, not with any other network type or mod.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jondor on August 03, 2010, 11:52:50 PM
Quote from: mcarch on August 03, 2010, 08:07:13 PM
I am not sure if this is the correct thread to post this in.  I searched for the NWM but only found one entry.

There seems to be a sound issue when building any part of the Network Widening Mod.  The sound of construction continues even though construction has finished.  So far this has only occured with the NWM pieces, not with any other network type or mod.

I've noticed that too.  Usually if I scroll away and build something somewhere else, it goes away.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on August 03, 2010, 11:55:57 PM
I usually play the game with the sound off, so I haven't noticed that myself . . . is there any network in particular on which its occurring?  I could see something like that maybe happening with the TLAs because of the crossover turn lane paths.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jondor on August 04, 2010, 12:17:04 AM
It definitely happens on the TLA-5 and I think also on the TLA-3.  So crossover paths are a good bet.

Which is one thing that has been bugging me:  Why does the TLA-3 have paths to the sidewalk edges of the tile when they aren't needed?  Wouldn't paths to the center lane be enough for compatibility with the dragged intersections?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mcarch on August 04, 2010, 12:15:00 PM
Not sure when it happens for me.  Yesterday I was just experiementing with straight pieces of the 6 lane avenue.  I didn't cross it with anything.  I plopped the starter peice and then drug to make it longer.

Jondor:  I've actually tried that, but the sound is just muffled.  If you zoom back in to where the sound was greater it is still there.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: MutantPlatypus on August 04, 2010, 07:23:02 PM
I think the starter piece always makes construction sounds.  Did you remember to bulldoze it?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: fully2005 on August 09, 2010, 02:39:53 PM
Hi All,

I am having a few problems with the RHW mod.

First sometimes when I am placing my exit or entrance ramps, they do not rotate properly, or at all.  If I place the preview puzzle piece to the side and rotate it to the correct orientation then move over to the road, it will sometimes invert.  But it depends on which tile I choose.  Pictures are attached:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fa.imageshack.us%2Fimg713%2F1917%2Frampwrongway.jpg&hash=2cf35f7c855d9bdc1db40189fd19b4c8a6ad586d)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fa.imageshack.us%2Fimg227%2F3121%2Frampwronglane.jpg&hash=f832d6fa8b772139d55c0e2196a3c162f746a067)

The second issue I am having is that the preview puzzle piece disappears.  I then zoom in or zoom out or change tile pieces and it reappears.  Again picture is attached:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fa.imageshack.us%2Fimg203%2F803%2Fpreviewgone.jpg&hash=5c492816bce932bb60249bbdebd58a343d474ed2)

Finally I am having trouble attaching ramps.  I have attached a ramp example:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fa.imageshack.us%2Fimg217%2F4382%2Funsuitableroad.jpg&hash=9c72a04e83ec7338a8ae0ffae2cc99de1cf83e97)

Any help or advice would be most appreciated.  I would love to use this tool, but sadly have had no luck finding a solution.

Thanks to the community.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jondor on August 09, 2010, 02:57:44 PM
Quote from: fully2005 on August 09, 2010, 02:39:53 PM
Hi All,

I am having a few problems with the RHW mod.

First sometimes when I am placing my exit or entrance ramps, they do not rotate properly, or at all.  If I place the preview puzzle piece to the side and rotate it to the correct orientation then move over to the road, it will sometimes invert.  But it depends on which tile I choose.  Pictures are attached:
[images]

The plopable exit/entrance ramps have a tendency to do that on uneven terrain and when used on a RHW-4 with no median tiles (or both as it looks like it your pictures).  I would suggest reading the readme files and trying out the DRIs (Draggable Ramp Interfaces).  I find it much easier to precisely control where your ramps are placed.  Also make sure the terrain is level or try bulldozing one side of the highway, placing a ramp on the other side and then redrawing the bulldozed portion and placing a ramp there.

Quote from: fully2005 on August 09, 2010, 02:39:53 PM
The second issue I am having is that the preview puzzle piece disappears.  I then zoom in or zoom out or change tile pieces and it reappears.  Again picture is attached:
[image]

The previews are drawn perfectly level even the terrain isn't, so they can disappear under a slope.

Quote from: fully2005 on August 09, 2010, 02:39:53 PM
Finally I am having trouble attaching ramps.  I have attached a ramp example:
[image]

Any help or advice would be most appreciated.  I would love to use this tool, but sadly have had no luck finding a solution.

Thanks to the community.


In this case, you are trying to bend the MIS too close to the ramp, it will need to parallel the highway for a tile or two before the curve.  Or you could use a B ramp instead.  I may be wrong, but I have found that the DRI version of the A and B ramps require one fewer tile before a curve can be placed, so that may also be an option.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: fully2005 on August 09, 2010, 04:57:44 PM
Thank you Jondor for the very prompt response, that solved all my problems.  I was following a tutorial on YouTube and it used the preset ramps.  The DRI was much much easier to use.  Also thanks for clarifying the disappearing puzzle piece problem.   :thumbsup:
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mcarch on August 12, 2010, 01:08:33 PM
Quote from: MutantPlatypus on August 04, 2010, 07:23:02 PM
I think the starter piece always makes construction sounds.  Did you remember to bulldoze it?

Im talking about when everything is bulldozed and the game is ran for a bit.  The construction noise is still there.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: j-dub on August 12, 2010, 04:39:15 PM
Is it still there when you save, quit, and reload the city again?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mcarch on August 12, 2010, 08:17:35 PM
Yes, the sound is still there.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Paul 999 on August 15, 2010, 04:10:35 AM
Today i have install the new version of NAM, whit the RHW and NWM.

I had one problem, when i will build some RHW parts it looks like this:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fa.imageshack.us%2Fimg138%2F2267%2F49419772.jpg&hash=3a3b9b7c8c4339aa8b182aa30397982121002225)

I have unistall the old files and use the cleaning tool before i install the new part.

Who can help me?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdenm8 on August 15, 2010, 07:19:01 AM
That issue has been reported in the RHW thread and I believe that it will be sorted as soon as possible.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: j-dub on August 15, 2010, 08:32:02 AM
@mcarch: Hate to be the bearer of bad news, but the sound jamming up is a Maxis related error, unless you want to pull the sound.dat out of your installation folder, and go without sound, I am afraid your stuck. Other annoying Maxis transit errors include the automatta ghosts, when vehicles like freight trucks or trains disappear, they don't always go all the way, and a part of them, or the rest of them leaves an annoying, transparent, but visible "ghost" corpse behind.

Since saving, and quitting, then reloading don't get rid of the ghost thing, the sound thing I guess is another that can get added to that list of Maxis' bad coding.

If you guys don't believe me about the ghost thing, query over a piece of rail that has a long freight train on it, bull doze it, see that when they try to fade away, they don't do so all the way, and their ghost gets stuck when you query over that spot again. I don't recommend saving the game after this.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on August 15, 2010, 10:15:35 AM
Quote from: Paul 999 on August 15, 2010, 04:10:35 AM
Today i have install the new version of NAM, whit the RHW and NWM.

I had one problem, when i will build some RHW parts it looks like this:

A bug that was the result of trying to fix another bug.  The preview texture had its IIDs changed to eliminate a sidewalk bug, and the transition models didn't get switched to the new one.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: gecko001 on August 16, 2010, 04:23:40 PM
Hello, I downloaded and installed NAMv29. During install, I chose to include Tuleps as one of my options. I regret that now. I opened my "test" city in my region after the new NAM install, and found that Tuleps had created No Road Access zots in many areas of the city. I have three screenshots which should make clear what happened. I edited in arrows and text to make things clear. My question is: is this fixable on a city-wide scale, or will I need to continue fixing each little affected section? Barring that, how do I uninstall the Tuleps portion of NAMv29? ..gecko001
pic 1: abondonment due to Tulep installation:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fcontent.glidesociety.com%2Fimage.aspx%3Fid%3Db2ad6d05-b6db-4e7d-b415-3446b106c1d2&hash=abfd8a0eb80a64eedf60ad5e2b97fe395e933631)
pic 2: overlaying road dragged: No Road zots disappear (edit: notice that the Tuleps lane markings disappear after dragging new road over the old east-west road):
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fcontent.glidesociety.com%2Fimage.aspx%3Fid%3Db6f8a5c4-73eb-43fa-aa25-d1b42f40d783&hash=11dd9ebbe619bb2ca718ec15b8454da49f426b28)
pic 3: after bulldozing abandoned buildings, zones re-develop:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fcontent.glidesociety.com%2Fimage.aspx%3Fid%3Dc93a36c3-461a-4e0f-9d82-6753d1cd0889&hash=654ddeb7a96d35e3049f221a287a85399349b8d8)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on August 16, 2010, 04:40:30 PM
Actually, the network segments you're referring to are part of the Road Turning Lane (RTL) Plugin, which is not part of TuLEPs.

Could you post a pic of the setup with the RTL in place but with the DrawPaths cheat turned on?  Additionally, there could be additional issues in your city that may be causing it--the buildings may have already been abandoned in your second image, which is a signal to the game to turn off the zots.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: j-dub on August 16, 2010, 04:53:39 PM
Furthering Tarkus, since they are not the same, it is possible during the NAM installation, you only selected TuLEP's but not the Road Turning Lane plugin. (after all there a lot of different features and choices for you to make during installation) Not rechecking the RTL can cause the paths not to show up, while the textures may still be there. I think something like this has actually happened before for someone else, they were still getting the textures, but since the Road Turn Lanes were not check-marked, they were not installed, and the paths did not show up for them.

The main difference between RTL and TuLEPs:

Road Turn Lane plugin -automatic change

TuLEPs plugin -manual change
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on August 16, 2010, 05:04:06 PM
Quote from: j-dub on August 16, 2010, 04:53:39 PM
Furthering Tarkus, since they are not the same, it is possible during the NAM installation, you only selected TuLEP's but not the Road Turning Lane plugin. (after all there a lot of different features and choices for you to make during installation) Not rechecking the RTL can cause the paths not to show up, while the textures may still be there. I think something like this has actually happened before for someone else, they were still getting the textures, but since the Road Turn Lanes were not check-marked, they were not installed, and the paths did not show up for them.

I think you hit the nail on the head there, j-dub.  Since gecko001 is using the Euro textures, the RTL is still showing up, but the paths are likely missing.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on August 16, 2010, 05:07:25 PM
I figure that many users seem to forget selecting the RTL plugin during the NAM installation, which I don't really understand, since the plugin has been optional (not selected by default) since the very first NAM installer. Maybe we should point this out even more prominently in the NAM FAQs.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: gecko001 on August 16, 2010, 05:56:52 PM
Quote from: Tarkus on August 16, 2010, 05:04:06 PM
I think you hit the nail on the head there, j-dub.  Since gecko001 is using the Euro textures, the RTL is still showing up, but the paths are likely missing.
-Alex
Thank you both for your replies. Tarkus - since you believe j-dub is correct in his analysis, I think I should re-install NAMv29, ensuring that both Tuleps AND RTL are marked for installation. Here is a bit of info that might support j-dub's hypothesis: when I over-dragged the east-west road (and other sections similar to this), the game actually paused for several seconds before drawing the road, which is unusual since my slope mod (BRF_TunnelAndSlopeMod-bJERONI) usually zips roads right in.
I'll do the re-install, and let you know what happens.
..gecko001
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdenm8 on August 16, 2010, 06:10:47 PM
Yep. That lag is the game drawing the network without paths. I would recommend what you are doing, reinstalling the NAM with the RTL.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: gecko001 on August 16, 2010, 06:57:16 PM
Quote from: gecko001 on August 16, 2010, 05:56:52 PM
...Tarkus - since you believe j-dub is correct in his analysis, I think I should re-install NAMv29, ensuring that both Tuleps AND RTL are marked for installation... I'll do the re-install, and let you know what happens. ..gecko001
Thanks, jdenm8: it did feel as if the game was recalculating something during the unusual pause.
Tarkus and j-dub: I made a fresh install of the NAMv29. I checked the correct options this time (Ave AND Road Turning Lanes, as well as Turning Lane Extension Plugin). I opened the test city and found no problems. I even re-dragged the east-west road shown in my pics; the game zipped the road right in, this time putting the turning lanes back in. I (happily) have a second test city. I opened it as well and found NO zones with No Road Access zots. The sim cars even appeared to be using the turning lanes, and the Route Query tool showed good/correct road usage. I think I'm in the clear now!
Andreas: yes, please bring out this point more prominently in the install guide. I always try to assiduously follow directions (I actually read the Readme files ;-)
Let me just add two things: (1) a sincere thank you to each of you for your replies, and (2) I think you are all geniuses. I cannot make a mod or BAT the simplest box shape. I can't do any of the really amazing things you all appear to be capable of. But I sure have enjoyed the playing part!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: TheOtherRick on August 16, 2010, 10:04:45 PM
I downloaded NAM v29 today. Reading the posts on Simtropolis, I knew to remove the existing version of NAM (May 2010) prior to installing this latest update. I did not use the uninstaller. I just moved my folder with all things NAM ( NAM May 2010, NAM Essentials, RHW, and SAM ) to a folder outside of my Plugins folder. Then I installed NAM v29, RHW 4.1, And NWM 1.1 by using the installers that came with the downloads.  I then moved the SAM back into my Plugins folder. Now, every time I try to use the SAM, I get an immediate CTD. Are there issues with the SAM and NAM v29? Am I going to have to use the uninstallers and completely remove all the NAM files from my computer (new and old) and then reinstall NAM v29? And lastly, how will this effect cities that I have started with NAM May 2010?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on August 16, 2010, 11:24:56 PM
I just tested that myself.  In my Plugins, I had the recent NAM/RHW/NWM builds--nothing else--and just dropped SAM Version 3 into my Plugins.  Everything worked fine for me, so I'd hazard there's some sort of conflicting Plugin somewhere else in your Plugins that's doing it.  In all likelihood, it's outside your NAM folder, so you shouldn't have to do any reinstalling there. 

As far as your cities built with NAM May 2010, everything should work more or less the same--there's been some minor changes, but as long as you've installed everything properly and there's no conflicting Plugins, it should work virtually identically.
-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: TheOtherRick on August 17, 2010, 04:47:18 AM
Quote from: Tarkus on August 16, 2010, 11:24:56 PM
I just tested that myself.  In my Plugins, I had the recent NAM/RHW/NWM builds--nothing else--and just dropped SAM Version 3 into my Plugins.  Everything worked fine for me, so I'd hazard there's some sort of conflicting Plugin somewhere else in your Plugins that's doing it.  In all likelihood, it's outside your NAM folder, so you shouldn't have to do any reinstalling there. 

As far as your cities built with NAM May 2010, everything should work more or less the same--there's been some minor changes, but as long as you've installed everything properly and there's no conflicting Plugins, it should work virtually identically.
-Alex

Thanks Alex.  I'll do some poking around and get back with results. Very frustrated right now...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: wetsom on August 17, 2010, 11:18:09 AM
Hi!

I find little bug in TuLEP, the cars not uses "single slip line".
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg199.imageshack.us%2Fimg199%2F7924%2Fvant.png&hash=9e5f0297376fdc931ea0a21a0fe855a0a0fb61b8)
Please fix, this BUG!

Thanks!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: noahclem on August 17, 2010, 02:02:53 PM
Just got back from vacation to the pleasant surprise of updated NAM & RHW! Thanks again  :thumbsup:

I've had a problem installing the customized traffic simulator and was hoping someone could help. Everything in the install seems fine but when it finishes I never get the option to set up the traffic simulator (I repeatedly end up with "traffic_plugin_z_medium"). Before anyone asks, yes I definitely checked the box for the custom simulator before the install and also the box on the last screen to start that process after clicking the "finish" button and yes I uninstalled all my previous NAM stuff.

I've tried installing this several times, restarted the computer, made small changes to my install selections, checked for somehow-conflicting files in my plug-ins, and have been looking around the forums here for clues but so far haven't had any luck.

As a temporary solution can I just replace the new traffic simulator file with my old one from the previous NAM?

Thanks  :)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on August 17, 2010, 02:18:38 PM
Quote from: wetsom on August 17, 2010, 11:18:09 AM
Please fix, this BUG!

You're right--the slip lane paths seem to have gotten messed up somehow.  I had been playing around with it, namely checking out the potential for the capacity improvements on it, and had an incorrect number of stanzas listed on the path file.  I've attached a fix below.  I'll attach it in the TuLEPs thread as well.

Quote from: noahclem on August 17, 2010, 02:02:53 PM
Just got back from vacation to the pleasant surprise of updated NAM & RHW! Thanks again  :thumbsup:

I've had a problem installing the customized traffic simulator and was hoping someone could help. Everything in the install seems fine but when it finishes I never get the option to set up the traffic simulator (I repeatedly end up with "traffic_plugin_z_medium"). Before anyone asks, yes I definitely checked the box for the custom simulator before the install and also the box on the last screen to start that process after clicking the "finish" button and yes I uninstalled all my previous NAM stuff.

I've tried installing this several times, restarted the computer, made small changes to my install selections, checked for somehow-conflicting files in my plug-ins, and have been looking around the forums here for clues but so far haven't had any luck.

As a temporary solution can I just replace the new traffic simulator file with my old one from the previous NAM?

Thanks  :)

Replacing the new file with your old one will disable the "capacity improvements" made to the NWM, RHW, etc.  If you have the TSCT installed already, you may want to just try manually starting it up and doing things that way.  You're probably ending up with Medium as that's the default.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: wetsom on August 17, 2010, 03:11:38 PM
Thanks,for fast repairs.  &apls
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: editfish on August 18, 2010, 08:59:14 AM
Missing Roundabouts?

I only seem to have the Avenue roundabout available in the NAM menu.  Where do I find the road, street, and One-way roundabouts?  %confuso

Thanks!

Editfish
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on August 18, 2010, 09:02:58 AM
You need to drag them with the network tools, as explained in the readme file.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: editfish on August 18, 2010, 11:55:19 AM
Quote from: Andreas on August 18, 2010, 09:02:58 AM
You need to drag them with the network tools, as explained in the readme file.

Got it, thank you! :D
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: kennyj88 on August 26, 2010, 04:48:13 AM
Ok i dont know if this is a NAM problem or a HSRP problem or its my game but hopefully i can get help. When ever i go to lay tracks (mono, el, subway or regular train tracks) my game takes like a minute to fully lay it down, in other words its running really slow. everything runs fine, ex roads and highways lay at normal speeds but rail just takes so long. Do you know if its a problem where i have to reinstall something? I was thinking i may have installed HSRP wrong. I hope you guys have an answer for me my city feels incomplete without any railways all i have is bus stops lol. BTW, thanks for all the updates you guys are great.  :thumbsup:
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdenm8 on August 26, 2010, 05:50:36 AM
Did you select the LHD option? If you're playing where the cars drive on the right side of the road, you don't need to install the LHD patch and will experience this as a result.
However, if you're playing where the cars drive on the left side of the road, it is needed and if you didn't install it, you will experience issues like this.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: kennyj88 on August 26, 2010, 09:28:39 AM
Quote from: jdenm8 on August 26, 2010, 05:50:36 AM
Did you select the LHD option? If you're playing where the cars drive on the right side of the road, you don't need to install the LHD patch and will experience this as a result.
However, if you're playing where the cars drive on the left side of the road, it is needed and if you didn't install it, you will experience issues like this.

Was this in response to me? if so i believe my cars drive the american way which is the right side drives north and the left side drives west. i believe when i installed it i had picked the american standard. i will go reinstall it and let you know.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: wallasey on September 02, 2010, 01:58:02 PM
I am afraid a commute issue has cropped up since downloading the latest NAM, it is quite prolific in some cases where whole streets are abandoning in a cycle. I have re-started regions over but the same problem occurs. One particular tile has a commercial job pop or 35, 168 and a industrial pop of 10, 601. The most the residential has been is 20, 000

What is the best course of action here? I have had this problem before, but was solved with this (http://www.simtropolis.com/forum/attachments/viewattachment.cfm?attachid=8636&forumid=1). However what with the development of NWM and Turning Lanes, I imagine this to be obsolete?

Many thanks in advance for your help
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on September 02, 2010, 09:17:52 PM
The traffic simulator in the current NAM is the successor to the one you link to, and is almost identical to it.  The main difference is that it has a special provision for helping differentiate capacities on the NWM.  But nothing has changed that would bring back the problem you mention.

The only thing that occurs to me is that somehow in the upgrade process, the traffic simulator was deleted, in which case you would be getting the default Maxis simulator, which could easily cause this problem.  In your NAM folder, do you have a file that begins "NetworkAddonMod_Traffic_Plugin_Z"?  This is the prefix used both for all versions of Simulator Z and the current NAM simulator.  If for some reason it's missing, just run the NAM installation again, making the same choices you did when you originally ran it.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: wallasey on September 03, 2010, 12:31:30 PM
Thanks Z,  that file is in the plugins folder. I have re-installed several times but the problem remains.

Thinking out loud, could older versions of the NAM lingering elsewhere affect the operation of the current NAM?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on September 03, 2010, 01:14:21 PM
Quote from: wallasey on September 03, 2010, 12:31:30 PM
Thinking out loud, could older versions of the NAM lingering elsewhere affect the operation of the current NAM?

Most definitely!  It's very important that you search for and remove any previous versions of the NAM from your Plugins folder.  Sometimes older versions are in DatPacked files; be sure you check there if you use DatPacker.  Also, if you've installed the CAM, be sure that the CAM traffic simulator doesn't exist in the z_CAM folder; if it does, you need to remove it.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Easttexasbill on September 06, 2010, 08:13:42 PM
Here's a doozy that I haven't seen mentioned in this thread. After downloading the NAM and some other GLR station files (I don't recall exactly which ones and in which order  &ops)...I have 3 lines in the transit menu that look like this:
PZ1x1_Grass_4ab05a13  $4,294,967,295

Has anyone seen this before or have any idea which file this may have been downloaded from?

Thanks,
Bill
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdenm8 on September 06, 2010, 09:09:13 PM
Install those GLR stations one at a time. It's those causing them.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: wallasey on September 07, 2010, 02:51:45 AM
Quote from: z on September 03, 2010, 01:14:21 PM
Most definitely!  It's very important that you search for and remove any previous versions of the NAM from your Plugins folder.  Sometimes older versions are in DatPacked files; be sure you check there if you use DatPacker.  Also, if you've installed the CAM, be sure that the CAM traffic simulator doesn't exist in the z_CAM folder; if it does, you need to remove it.

Dreadfully sorry for not responding sooner!

Plugins folder only has the current NAM in it, along with the Euro textures/SAM (they wouldn't cause an issue) I will have to go and look again for DAT Packed folders. I did originally run the Cleanitall which came back with nothing. Don't use CAM, my building set comprises only of UK Bats/Mattb/ Plopables

Thanks for you help!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: hazsmix on September 07, 2010, 03:57:56 AM
hi all
just wondering about something ive noticed in the tulep set with lhd.
when i try to place an avenuexroad t intersection, the lines are all on the wrong side, as if i have rhd version installed. however, if i rotate to the through crossing, the lines switch back to the correct side. is this because i have installed something incorrectly?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdenm8 on September 07, 2010, 04:19:50 AM
Sometimes they're like that. LHD visuals (and sometimes pathing) aren't exactly a priority for the NAM.
I have flipped a few of the intersection textures for the TuLEP and got them in-game, overriding the default RHD ones, so the oil drops conform to the pathing in the intersection, but I can look at this one for you too.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: editfish on September 11, 2010, 08:48:04 PM
Whenever I place Rural Road pieces (Dirt, Gravel, etc), a segment of regular STREET is appended onto the end of it, which looks awkward.  I originally thought it was caused by Qurlix's Cul-de-Sac mod (http://www.simtropolis.com/stex/details.cfm?id=21363 (http://www.simtropolis.com/stex/details.cfm?id=21363)), but it continues to occur after I removed that particular plugin.

Any ideas/suggestions?

Editfish
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on September 11, 2010, 10:29:05 PM
That's because the Rural Road puzzle pieces do not override the Street network ends--they're actually intended as filler pieces for the Street Addon Mod (http://sc4devotion.com/forums/index.php?topic=1617.0), which does accomplish what you're describing.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: editfish on September 12, 2010, 03:15:13 PM
Quote from: Tarkus on September 11, 2010, 10:29:05 PM
That's because the Rural Road puzzle pieces do not override the Street network ends--they're actually intended as filler pieces for the Street Addon Mod (http://sc4devotion.com/forums/index.php?topic=1617.0), which does accomplish what you're describing.

-Alex

Hmm I downloaded that file but guess I did not install it.  I will give it a try.  Thank you!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Telomeras on September 19, 2010, 04:26:42 AM
Quote from: Biriali on May 11, 2010, 04:20:30 AM
I have this problem:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg688.imageshack.us%2Fimg688%2F6679%2Fimg0009hn.jpg&hash=a8ab8819149aaae6e460727fc6b3ece8c2ae2e22)

These are the five ElRail over pedestrian walkway puzzle pieces, that were included in the newest NAM.
Is it a problem with my installation or is it NAM?

Other than that the new NAM is quite amazing. Great job  :thumbsup:

Hi bladeberkman and Biriali,
I have figured out that plunderer's catenaries mod seems to be conflicting with the latest NAM ElRail pedmall puzzle pieces. I though
I might let you know just in case you are still unaware of it. Removing the mod from the plugins may serve temporary solution until plunderer decides to solve the issue, or you can use the Reader to fix the bug yourselves.   
Hope I could help, best luck.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: ebina on September 19, 2010, 06:33:41 AM
Quote from: Telomeras on September 19, 2010, 04:26:42 AM
I have figured out that plunderer's catenaries mod seems to be conflicting with the latest NAM ElRail pedmall puzzle pieces.

I didn't expect that catenaries mod modifies S3Ds. I'll try creating a patch to resolve the issue since the cause of the compatibility issue is the changes I made to ped mall pieces.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: ebina on September 20, 2010, 04:44:32 AM
Attached a compatibility patch for ELR Catenary Mod. Five ped mall pieces and three road pieces have been updated. Please test these pieces. The three road pieces are now compatible with replaceable sidewalk. Sidewalk texture modules are attached to this post. (http://sc4devotion.com/forums/index.php?topic=10828.msg329510#msg329510)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg843.imageshack.us%2Fimg843%2F4848%2Felrcatenaryupdate.jpg&hash=64c160fdcb1fddf43f18fe6bb1950ad3f3840b34)

The patch needs to be loaded after NAM_piece_re-mod.dat. Copy z_NAM_2010_Patch_for_ELR_Catenary_Mod.dat into folder where NAM_piece_re-mod.dat is located.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: cogeo on September 26, 2010, 01:04:29 PM
Is it possible to fix this?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg821.imageshack.us%2Fimg821%2F3104%2Fbasiliada.jpg&hash=2138203f61205c31a101b9af72c701018a550d77)

The building/lot is high wealth but the texture for the street end tile is low wealth. All other lots around (incl those looking like trees) are actually small parks, without wealth settings. The zones are low-density; for medium-density zones the problem does not occur. I don't know if this originates from Maxis or NAM, but it would be nice if it could be fixed.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdenm8 on September 28, 2010, 01:41:10 AM
I don't know if this is a NAM or Maxis pathing problem, but I was UDIing in one of my cities on some Maxis Highway then UDI stopped all of a sudden.

I turned on DrawPaths and found this strange pathing:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fjdenm8%2Fother%2Fhunters_straight_26_aug_5121281408226.jpg&hash=616e96cb8bd4af6a2c721d1c443e473e0fbfe7e4) (http://www.majhost.com/gallery/jdenm8/other/hunters_straight_26_aug_5121281408226.png)
(click for larger PNG image)

It does break UDI and Automata.

Even if it is a Maxis problem, it'd be nice if the NAM could fix it.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Zafri17 on October 03, 2010, 05:46:43 AM
Hey Peeps,

I'm having some problems with NAM .
Once i place the roads and intersections etc , The cars seems to be driving on the opposite lane, Despite the roads showing which way to go .
Is there anyway to fix this?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: gecko001 on October 03, 2010, 02:27:34 PM
I would think this is caused by left-hand/right-hand driving conflicts. I'm in the U.S., so I always like right-hand driving. In my NAM plugin folder, I have "NetworkAddonMod_Controller_RIGHT_HAND_VERSION.dat". For any additional transit-related plugins I've installed, I always make absolutely sure to enable the right-hand version. Which do you use, right or left hand driving? Did you recently install something which required choosing either left or right, and you chose the wrong version? Or a new plugin which included both left and right-hand files, and you did not delete the one you did not need?

Quote from: Zafri17 on October 03, 2010, 05:46:43 AM
Once i place the roads and intersections etc , The cars seems to be driving on the opposite lane, Despite the roads showing which way to go
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: patch_110 on October 10, 2010, 08:16:23 AM
Sorry if this is the wrong place to post but i have a problem in that i think i may have installed the rhd version of the game when it should of been the lhd version.I say this because my avenue turning lanes and all my traffic lights are on the wrong side of the road and i no i checked the lhd box on the nam installer. is there a way to switch without re-installing the game.
Thanks
Patch
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdenm8 on October 10, 2010, 04:56:08 PM
Simply re-install the NAM with the correct driving side.
The NAM doesn't change any internal files in SC4, so a reinstall is not warranted under any circumstances.

Your traffic lights will be on the wrong side of the road. EA left the ability to have Automata drive on the left, but never left a facility to change the traffic lights to match and never did it in LHD versions (UK, Japan) either.

Someone here, J-Dub I think, has a link in his signature to a thread where you can download a T21 mod that changes most traffic lights (TuLEPs, the NWM and Avenue Turning Lanes are not covered as they're newer than the mod) to the correct driving side.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: patch_110 on October 12, 2010, 11:08:35 AM
Hi thanks for your reply i have tried your solution but my avenue turning lanes still show up on the wrong side of the network. Has really got me puzzled. Can you think of any other reason why this is happening?
Thanks
Patch
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Moonraker0 on October 12, 2010, 04:14:31 PM
I am having two problems that I thought were fixed a long time ago.  I have been getting this ever since the June 2009 NAM version.

The first problem:  Elevated rail W (3-way) switches have these weird segments of elevated rail track that end abruptly and shouldn't be there.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fpicpanda.com%2Fimages%2Ffedla6vco6a86mscvrq_thumb.png&hash=3059f169007f5cd3bd7a7d139d35f3077242b085) (http://picpanda.com/viewer.php?file=fedla6vco6a86mscvrq.png)

The second problem:  Elevated rail trains are able to go left at a Y switch where they should only be able to go right, and vice versa.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fpicpanda.com%2Fimages%2Fx96q96lnfakvu43wmeb_thumb.png&hash=db4cb141ff65ddd92564748b6a2d5a5c949badc0) (http://picpanda.com/viewer.php?file=x96q96lnfakvu43wmeb.png)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on October 13, 2010, 12:53:58 AM
Quote from: Moonraker0 on October 12, 2010, 04:14:31 PM
I am having two problems that I thought were fixed a long time ago.  I have been getting this ever since the June 2009 NAM version.

The first problem:  Elevated rail W (3-way) switches have these weird segments of elevated rail track that end abruptly and shouldn't be there.

The second problem:  Elevated rail trains are able to go left at a Y switch where they should only be able to go right, and vice versa.

I can confirm the problem, although I think this has been fixed a long time ago. Maybe the fix somehow didn't make it into the NAM?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: eabletzinger on October 17, 2010, 06:05:44 PM
My elevated train bridges have no approaches.  The elevated train segment on the land portion is at a different heighth than the bridge.

Eric
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdenm8 on October 17, 2010, 06:13:14 PM
There are some GLR bridges confusingly labelled as Elevated Rail Bridges. Proper El-Rail bridges will be at the same height (15m) as regular ElRail, GLR bridges will be at the ground height (0m) and the High ElRail bridges at double height (30m)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: eabletzinger on October 18, 2010, 11:25:47 AM
This problem occurs with all the bridges.  When I drag the el rail across the water, I have a menu of bridges to choose from.  They all have the same graphic problem.
Eric
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: NASCAR_Guy on October 19, 2010, 08:51:33 AM
Hey guys, I recently re-installed NAM 29 after having some issue's with it. Now my game crashes every roughly 10-25 years of gameplay


What do I need to do?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Ciuu96 on October 19, 2010, 02:31:10 PM
Am I just blind, or is it really so that there aren't any textures of Tram-On-Road with grass on the median in the Lot Editor? I mean, I was going to lot few stations, but couldn't find either Overlay or Base Textures for this piece.  &mmm

Of course I can just export the textures from the Reader and use them, but before doing that i decided to ask here first.

Thanks!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on October 21, 2010, 03:18:04 AM
Well, considering that boarding passengers would trample the grass eventually, it is wise to use some kind of pavement for the station anyway, so simply pick those textures for your new stations.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: BigSlark on October 21, 2010, 07:11:13 AM
Andreas,

The New Orleans RTA (Formerly New Orleans Public Service Incorporated)'s St. Charles Line dates from 1833, when it was built as the New Orleans & Carrollton Railroad and here's a photograph of the stops along the majority of line, which runs in the neutral ground (which is New Orleans' colloquialism for the median) of St. Charles Avenue.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fmedia-cdn.tripadvisor.com%2Fmedia%2Fphoto-s%2F01%2F56%2F8b%2F9f%2Fst-charles-streetcar.jpg&hash=446d89b56f40f5764782f8a6356a8ded49951c51)
As we can see, the stops are just concrete slabs between the roadway and the tracks, with grass covering the rails. Apparently, the original stops were flagstone and the concrete appeared during modernization by NOPSI in the 1920's. I'd like to see some stops like these, so I could possibly pretend to recreate New Orleans (complete with its river-following street grid. Hello, nightmares about street grids.).

And those streetcars were built by the Perley A. Thomas Car Company in early 1920's and have been in use in New Orleans ever since. The Oak Street Car Barn is also a one-of-a-kind facility, these shops not only maintain the city's streetcars, but they also restore and fabricate parts for the entire fleet, from the 90-year old 900-series cars to the nearly new 2000-series air conditioned, handicap-accessible cars.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Flh3.ggpht.com%2F_HRQzwBsNYLM%2FSwoWPvZisnI%2FAAAAAAAARe4%2FWc_prW5f1yQ%2FDSCN6238.JPG&hash=69f138b1bcdc2baa70c5bd8c243985f4f0fac20b)

Also, check out the car barn on Google Maps, the street view is pretty neat.
http://goo.gl/maps/Esi5 (http://goo.gl/maps/Esi5)

Peace,
Kevin
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: cogeo on October 24, 2010, 10:51:20 AM
Hi,

I have some problems with props on GLR-in Avenue and GLR-in-Road puzzle pieces:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg530.imageshack.us%2Fimg530%2F5601%2Fvotanisep2141287939288.jpg&hash=c319f9687f24c400ac134a1bd46656129f48cae8)

- Does this puzzle piece have stoplights or not? I can't make them appear. If it doesn't, is it (technically) possible to add them?
- In general I have problems with props (streetlights and stoplights). Props are not displayed, unless you terminate the network (eg plop a transition to normal avenue and GLR exit sidewards) or bulldoze the last (straight) piece. This makes the previous piece an "avenue end" and you have to plop another straight piece; the props in the lasr piece won't show.
- Please note that "terminating the network" is not always possible, esp when using RTMT (GLR/Avenue) stations. These do not really "connect" to the network, because the "network" here is a dual-network puzzle-piece, and making TE lots with a through network in this case is impossible; so these have  closed ends. Now plopping such stations is a little tricky, and in many cases it's not possible to lay the network and make the props appear, as the network isn't really "terminated". I have a little idea here, what is needed is a straight "terminator" piece: same textures, paths and T21, but connecting only to the one side. What is needed is to add the "arrow" texture (pointing the direction), just like the arrow in the draggable GLR starter piece. Is this technically feasible (and simple)?. If so, please consider this a "request". If you aren't going to do this anytime soon, please suggest me an ID (the puzzle piece is 1x2, so this requires a short range, rather than a single ID - or I could use a "hole" in the range of one of the larger GLR-in-Avenue pieces?)  and I could try this myself.
- Do the GLR-in-Road and GLR-in-Street puzzle pieces have streetlights? If yes, how can I make them appear?

Thanks
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: kassarc16 on October 24, 2010, 06:28:46 PM
Quote from: cogeo on October 24, 2010, 10:51:20 AM
- In general I have problems with props (streetlights and stoplights). Props are not displayed, unless you terminate the network (eg plop a transition to normal avenue and GLR exit sidewards) or bulldoze the last (straight) piece. This makes the previous piece an "avenue end" and you have to plop another straight piece; the props in the lasr piece won't show.

- Do the GLR-in-Road and GLR-in-Street puzzle pieces have streetlights? If yes, how can I make them appear?

It takes a little trick, but they do have props. Place the pieces, starting with intersections, over an existing Avenue, and the props will appear. Might have to zone something along the Ave first, though.

And to my knowledge, the TRAM doesn't have T21s yet.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: nico15821 on November 02, 2010, 03:17:15 PM
HELP!!!!!!!!!!!!!  &hlp &hlp &hlp &hlp  :( :(
I just downloaded the newest version of NAM but when I started the game everything was in a left hand version. I didn't even touch the left hand version file. The only thing that does work on the right side is the RHW. Please i have been to different forums and websites and asked the creator himself !   &sly

- nico15821
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: MandelSoft on November 03, 2010, 02:55:14 AM
May we have a look in your NAM and RHW folder. There may still be LHD files in the NAM folder (even though you might haven't checked the LHD files in the installer, or accidentally you checked them any way). Just trying to rule out the obvious  ;).
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: nico15821 on November 03, 2010, 05:20:55 PM
 %confuso How do i do that.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: MandelSoft on November 04, 2010, 01:27:47 AM
Just take a screenshot of you NAM and RHW folder and post it here  ;).
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: j-dub on November 04, 2010, 11:59:15 AM
Nico, just in case I need to further Mrtnrln's instructions, on a Windows PC, there is a button called Prt Scrn|SysRq (on apple there is not  &sly) Anyway, the Prt Scrn button is what you want to press when your in your NAM folder. You then go to the MS paint program in your accessories folder, when in paint, use the edit menu paste option. You should now see a picture of the contents of your NAM folder. After you can see that picture, you should save, from that point on, you can upload that picture so we can see it here. However, if you are concerned about personal information, including your real name, you do not have to show that part. The important thing is the contents of your folder(s). The same steps are repeated to show any other folders.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: nico15821 on November 04, 2010, 06:51:01 PM
How do you do that on a mac? This is what sucks about mac, its fast and nice but not many games are available, and everyone has a PC.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on November 05, 2010, 05:41:07 AM
Try this: http://guides.macrumors.com/Taking_Screenshots_in_Mac_OS_X
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: nico15821 on November 07, 2010, 09:09:49 AM
 :D Thanks but no thanks. All I really had to do was delete the z_left hand version folder. So thats it. So i didnt really need your hlp but thanks any ways.  :P

:satisfied:
-nico15821
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Artipsychol on November 08, 2010, 03:00:11 PM
Hi. Sorry, if someone has already asked about the same issue. Is there any way to fix this:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg2.imageshack.us%2Fimg2%2F2978%2Fbugsw.jpg&hash=952458328ff0aa4ff8583e58d08e04031e63177a)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: GDO29Anagram on November 08, 2010, 03:36:05 PM
Quote from: Artipsychol on November 08, 2010, 03:00:11 PM
Hi. Sorry, if someone has already asked about the same issue. Is there any way to fix this:

That's how the TLA-3 is supposed to work; The paths are designed that way. Besides, you're probably not the only one who asked this question before...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: j-dub on November 08, 2010, 03:52:17 PM
TLA was really designed more for areas that had either driveways or parking lots, and that you could see cars turning off. However, I guess your office area does not really need cars turning off there anyway, so you could swap that TLA-3 with an AVE-3 instead, its just the road will have a median in the middle. It might look nicer though.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: ShadeSlayer on November 14, 2010, 04:56:26 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg819.imageshack.us%2Fimg819%2F56%2Fnewcityjul9911289782239.png&hash=06df7185acbbcfeb6a6507b40f541904f35fd5b2)

How do I finish this intersection?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on November 14, 2010, 05:46:02 PM
Quote from: ShadeSlayer on November 14, 2010, 04:56:26 PM
How do I finish this intersection?

Build a standard, draggable Avenue/Road T-intersection first.  Then place the TuLEP Avenue Type A/Road Type A T-Intersection piece directly over top of the intersection, followed by the slip lane pieces and finish off with the standard Avenue and Road Type A pieces.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: ShadeSlayer on November 14, 2010, 06:14:30 PM
Quote from: Tarkus on November 14, 2010, 05:46:02 PM
Build a standard, draggable Avenue/Road T-intersection first.  Then place the TuLEP Avenue Type A/Road Type A T-Intersection piece directly over top of the intersection, followed by the slip lane pieces and finish off with the standard Avenue and Road Type A pieces.

-Alex
That would make a left turn lane, though, wouldn't it?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on November 14, 2010, 07:34:20 PM
Quote from: ShadeSlayer on November 14, 2010, 06:14:30 PM
That would make a left turn lane, though, wouldn't it?

Not in any place you didn't have on in the setup you had in your initial post:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg196.imageshack.us%2Fimg196%2F2%2Ftulep111420101.jpg&hash=e64ec16c3f30f2978094e4e31a83ca8175b84adb)

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: ShadeSlayer on November 14, 2010, 08:04:29 PM
Oh, ok. I got it. thanks.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: magalenin on November 20, 2010, 06:58:42 AM
Hello

I built an entire region before I found NAM. After I installed it, most of my cities' budgets went negative. Because of the new traffic control system, roads and everything else is green/low congestion now, but, mass transit fares reduced largely. I tried to find some solution, here and simtropolis too. I'd like to ask if there is any solution for increase the fares, or these "pre-NAM" cities can't work properly with the new traffic management by NAM? Should I reduce the extensive public transport system, which means I have to rebuild these cities seriously?

many thx
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdenm8 on November 20, 2010, 07:13:37 PM
Well, your main problems would be that your transit system designed to exploit the Maxis simulator are simply over-extravagant with the NAM installed.
The Maxis simulator looks for the shortest route, the NAM simulator will look for the fastest route.

If you want to go back to the Maxis simulator, that is possible, just remove the simulator from your NAM folder.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on November 20, 2010, 08:45:09 PM
I would strongly advise against reverting to the Maxis traffic simulator, as it has many problems and bugs.

Quote from: jdenm8 on November 20, 2010, 07:13:37 PM
The Maxis simulator looks for the shortest route, the NAM simulator will look for the fastest route.

Actually, both simulators try to find the fastest route, but the Maxis simulator usually settles for the route shortest in distance, though it often can't even find that.  And the bigger the city, the more likely it is that the Maxis simulator will find no route at all, even when valid routes exist, and this results in the dreaded "Abandonment Due to Commute Time."

Rather than reverting to the Maxis simulator, it is very easy to tune the NAM traffic simulator to your liking.  Download the NAM Traffic Subsystem (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2379) and launch the Traffic Simulator Configuration Tool.  Near the top, you'll see "Mass Transit Usage" highlighted in blue.  Change this to a higher level, and more Sims will use mass transit.  In the next section, "Monthly Fares per Sim per Tile," you can raise your mass transit fares if you wish.  There are many other features in this tool, which you can find documented in its Help file.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: magalenin on November 21, 2010, 07:36:06 AM
Thanks a lot, I will try it!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: diamonddog_74 on November 21, 2010, 07:51:44 AM
Quote from: magalenin on November 21, 2010, 07:36:06 AM
Thanks a lot, I will try it!

Oh, the Traffic Simulator Configuration Tool is the best thing about the new NAM (v.29). I usually use the "Medium" Traffic Simulator with NAM, but I decided to tweak it a little with the TSCT to boost my public transit usage and my Traffic Volume chart does not lie:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi538.photobucket.com%2Falbums%2Fff349%2Fdiamonddog_74%2FSC4%2520Closeups%2FRichese-Jul31271289975108.jpg&hash=4c80360a8b391306a06a4a46e6eb40473674dc50)

I love it! My streets/roads/aves are not congested with car traffic, and my commute time is a little over .2h. As you can see in the image, my city has a population of over 137,000. I placed my bus stops every ten tiles, and my subway stops every 25 tiles in the downtown area. I also put parking lots next to subway stops in the residential districts.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Labigcheese on November 25, 2010, 12:06:00 PM
My trains have gone and are undriveable ever since I downloaded NAM please can you tell me of a pach. :thumbsdown::(
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: MandelSoft on November 25, 2010, 01:02:34 PM
This could have something to do with driving side issues. Are the cars in your game driving on the left side of the road (LHD) or the right side of the road (RHD)? If so, check if you have installed the right version of the NAM (LHD or the RHD version). You may have to re-install the NAM.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: pobbah on November 27, 2010, 11:40:18 AM
Hello,

I have quite embarrassing problem. Some of the industrial buildings generate only freight traffic. It is like no workers work there, but in fact, the factories have full employment. The situation does not change over time, often it worses. I've had cities with something like 100000 of potential industrial traffic not generated.

I've tried almost every solution available, such as using other versions of NAM, or regenerating plugin files with traffic config tool, but I had no success.

What should I do? Maybe there's a workaround lying somewhere around? Or is it a bug in NAM?

Another interesting issue is that this behavior persists even if I remove all plugins altogether. This rises a question, does SC store some info regarding traffic plugins into the city files directly?

This is a screenshot illustrating the problem

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg130.imageshack.us%2Fimg130%2F9919%2Fsc4h.th.png&hash=3dd2471f1750e8721064592d5e34a394debb8916) (http://img130.imageshack.us/i/sc4h.png/)

Thanks:)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: cogeo on November 27, 2010, 11:55:56 AM
Mmmm..., either extreme settings for pedestrians (eg walking is faster than driving), or you have set the "Park and Ride" option, which actually means that there are parking lots REQUIRED everywhere, rather than promoting Park and Ride, as some might compehend.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: pobbah on November 27, 2010, 01:08:24 PM
Quote from: cogeo on November 27, 2010, 11:55:56 AM
Mmmm..., either extreme settings for pedestrians (eg walking is faster than driving), or you have set the "Park and Ride" option, which actually means that there are parking lots REQUIRED everywhere, rather than promoting Park and Ride, as some might compehend.

I've double checked everything. I don't have PARK&RIDE enabled. The pedestrian setting does not play here, the same situation is for whatever settings I choose for the traffic simulator.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: regoarrarr on November 28, 2010, 08:53:21 PM
Hi - I have read the FAQ and installation instructions but I also don't really know what I'm doing  ::) so I can not guarantee I'm not doing anything stupid.

I installed NAM several months ago, and have tooled around with various RHW and other features.

This evening, I downloaded the new NAM (v29) and now none of my RHWs show up.  The routes appear to show up in the minimap, but the actual roads do not show up.

I deleted everything in my plugins directory and re-installed v. 29 but still nothing.

Any ideas?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: regoarrarr on November 29, 2010, 05:27:36 AM
I forgot to mention when I posted last night that I don't get any of the RHW pieces in my highways menu in-game, though I do have the TULeP pieces
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdenm8 on November 29, 2010, 06:27:29 AM
This may sound obvious, but did you reinstall the RHW?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: regoarrarr on November 29, 2010, 08:33:36 AM
Thanks for pointing out the obvious.  That was in fact the problem  :angrymore:

I had actually stumbled upon that earlier this morning, but didn't get a chance to open up SC4 till just now to confirm that was the problem.  I had failed to realize that the NAM and RHW were not exactly the same thing and had only installed the NAM and not RHW.

Thanks for your help!!!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: NBAFAN on November 30, 2010, 10:56:24 AM
Has anyone had this problem where new residential lots and houses keep having no road connection zots even though it is connected?  I am using the August 09 NAM.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: apeguy on December 02, 2010, 02:07:03 PM
I apologize if this has already been mentioned, but I was wondering if there was any known conflicts with the tram-in-road and neighbor connections? I am saying this because I have been building on a city for a while, and lately I have been experiencing a lot of CTD's, particularly since adding a new tram network in it. Also, I have replaced some road connections with tram-in-road, and after about three game months, as more and more people start to use the tram network, it crashes. So I was wondering if perhaps there is a bug in the tram-in-road addon and connecting it with neighbor cities?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Haljackey on December 17, 2010, 10:15:21 AM
So I was trying to replicate this junction when I encountered a problem.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg830.imageshack.us%2Fimg830%2F2803%2Fclipboard05.png&hash=c5c9f0896d9b5f52fd373077d3363e728a3919b8)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg96.imageshack.us%2Fimg96%2F7133%2Fhaltonoct9011292608614.jpg&hash=1940adc3097c1529761c707f0cb1c52cf12ef3ba)

...Diagonal raised road over orthogonal rail does not exist, but it does for GLR!

Eventually I decided to do without the overpasses and make a rail tunnel instead.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg580.imageshack.us%2Fimg580%2F3255%2Fhaltonfeb24021292609039.jpg&hash=e2d7c8f5d8e998c14955d2be868f4aafc135c63f)

...Are elevated roundabouts also a possibility?  ::)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on December 17, 2010, 10:23:52 AM
Quote from: Haljackey on December 17, 2010, 10:15:21 AM
So I was trying to replicate this junction when I encountered a problem.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg830.imageshack.us%2Fimg830%2F2803%2Fclipboard05.png&hash=c5c9f0896d9b5f52fd373077d3363e728a3919b8)

Really clever little junction, I have to say--and man, you guys have gotten a lot of snow. :o

Quote from: Haljackey on December 17, 2010, 10:15:21 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg96.imageshack.us%2Fimg96%2F7133%2Fhaltonoct9011292608614.jpg&hash=1940adc3097c1529761c707f0cb1c52cf12ef3ba)

...Diagonal raised road over orthogonal rail does not exist, but it does for GLR!

Actually, it's been in the NAM since at least Version 19 (September 2005) . . . probably earlier, though as that was the first version I had used, I can't vouch for it.  Just rotate the OxO one and you'll find it:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg638.imageshack.us%2Fimg638%2F7206%2Fnam121720101.jpg&hash=c214f60e6d16364311d1e04203ef75a1990403ad)

Quote from: Haljackey on December 17, 2010, 10:15:21 AM
...Are elevated roundabouts also a possibility?  ::)

Sounds like it could be a good job for "RABETs" (Roundabout Extension Tiles) . . . ::)

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: malibu_man on December 17, 2010, 10:41:02 AM
May be a stupid question but, I was wondering the difference between tram-in road and tram-on road? ()what()
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on December 17, 2010, 10:46:27 AM
Quote from: malibu_man on December 17, 2010, 10:41:02 AM
May be a stupid question but, I was wondering the difference between tram-in road and tram-on road? ()what()

Tram-In-Road means that there are tram tracks in the center of the roadway.

Tram-On-Road is the same thing, except that cars can share the inner track lanes with the trams, kind of like a Streetcar system.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: malibu_man on December 17, 2010, 10:54:42 AM
Thanks Alex very helpful.  :thumbsup:
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Haljackey on December 17, 2010, 11:43:27 AM
Quote from: Tarkus on December 17, 2010, 10:23:52 AM

Actually, it's been in the NAM since at least Version 19 (September 2005) . . . probably earlier, though as that was the first version I had used, I can't vouch for it.  Just rotate the OxO one and you'll find it:


I always thought so. Just wanted to make sure it was still in there since raised road curves were added to the NAM.

Perhaps it's the facelift mod that I'm using for raised networks that's causing the problem. I've tried every rotation several times and can't find the piece. I'll remove the mod and check if it's there.

About the roundabout, yes it's a very unique junction, and we've got over 120cm of snow over the past two weeks. 

RABET reminds me or rabbits.  :P
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on December 17, 2010, 02:05:38 PM
Quote from: Haljackey on December 17, 2010, 11:43:27 AM
RABET reminds me or rabbits.  :P

Indeed . . . ::)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg697.imageshack.us%2Fimg697%2F2533%2Frabetslogodraft.png&hash=e9b95b73ed0039f8a5eaf35ef63ff432d4db4f52)

They'll probably multiply like them, too. :D  There's been quite a bit of demand for them for awhile now . . . the TuLEPs approach has kind of "paved the way" for something similar on the roundabout end.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: GDO29Anagram on December 17, 2010, 02:54:46 PM
Quote from: Tarkus on December 17, 2010, 02:05:38 PM
Indeed . . . ::)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg697.imageshack.us%2Fimg697%2F2533%2Frabetslogodraft.png&hash=e9b95b73ed0039f8a5eaf35ef63ff432d4db4f52)

Now it reminds ME of the rabbit from Happy Tree Friends...

The RA equivalent of TuLEPs... The logo needs work; Just sticking rabbit ears on a standard Ave-4 RA just won't cut it, but it drives the point home. It's only gonna be a matter of time...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdenm8 on December 17, 2010, 11:07:30 PM
Ha ha, RABBETs...  $%Grinno$%

Sounds like a good idea, the flexibility in roundabouts at current is kinda poor.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Ciuu96 on December 18, 2010, 08:41:58 AM
RABETs look very nice, I use roundabouts often and have been waiting for something like this. Funny name too  :)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: VeTram on December 18, 2010, 08:48:30 AM
Is there any way to change the texture in Pedestrian Mall tiles , and if yes how please?   Thanks
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Haljackey on December 18, 2010, 10:23:25 AM
Quote from: Tarkus on December 17, 2010, 02:05:38 PM
Indeed . . . ::)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg697.imageshack.us%2Fimg697%2F2533%2Frabetslogodraft.png&hash=e9b95b73ed0039f8a5eaf35ef63ff432d4db4f52)

They'll probably multiply like them, too. :D  There's been quite a bit of demand for them for awhile now . . . the TuLEPs approach has kind of "paved the way" for something similar on the roundabout end.

-Alex

OMG you're actually serious about this? I thought you were just making a pun... That's awesome news!

You'd be surprised how practical such a piece would be. Most raised networks are tight, so having compact junctions is a massive plus in terms of realism.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: VeTram on December 18, 2010, 11:47:18 PM
Please an answer to my question above?.......just to help i have followed those directions from another thread i read , in which Andreas wrote..."Title: Re: Pedestrian mall without the pole
Post by: Andreas on December 04, 2007, 08:51:30 PM
--------------------------------------------------------------------------------

Quote from: capo on December 04, 2007, 05:35:55 PM
Should I also use the reader to edit the base texture of the Ped Mall and if so...could you tell me how? :)

Well, you could, but I suggest to use the Lot Editor for this task. Technically speaking, every item on a lot (buildings, textures, props, transit enabling etc.) is stored in a "LotConfigPropertyLotObject" property that holds several values for orientation, location etc. on the lot. Usually, these properties have 13 REPs (values), and the last one is the ID of the texture, prop etc. So if you want to change a texture, you could simply change the ID in the last REP - but this only works if you either know the meaning of every REP so you can locate the texture manually, or if the lot has just one tile, so there is only one LotConfig property for the texture. But there's still the orientation of the texture if it isn't symmetric and so on.

In essence, using the Lot Editor as a visual aid is necessary for every step - and actually, the layout of the "network tile" that reflects the ped mall puzzle piece with the lamppost has been created with the Lot Editor as well. After creating a simple 1x1 lot with the lamppost prop (or any other layout), you can copy the respective LotConfig properties to the type 21 exemplar file in order to change the layout of the ped mall puzzle piece. Technically, it's as simple as that (though you need to take care of the orientation as well for more complex layouts), it's just a very tedious work to copy properties back and forth, and constantly testing them in the game, since it's the only way to preview the actual looks of those tiles."

I just pasted the exact answer , but although i followed right the only result i got was that i now have the Ped Mall tile with no pole , but i care about the texture to replace ...pls some help :)

Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on December 19, 2010, 12:10:27 AM
VeTram, all you need to do to change the PedMall textures is simply to create a new .dat and import a new texture at the same IID as the one you want to replace, making sure the new .dat loads after the NAM.

The valid texture IIDs are as follows:

0x5526710E - Standard PedMall
0x5526720E - Paved PedMall
0x553F200E - Cobblestone PedMall
0x553F201E - Red Brick PedMall
0x553F202E - Grass PedMall
0x553F203E - Sandstone PedMall

I'd recommend using null45's Batch PNGToFSH (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2255) tool for the task.  Just name the 128x128px PNG file after the IID for the PedMall texture(s) you want to replace (if you want to replace the Standard one, just name the file 0x5526710E.png), then hit "New dat" in the Batch PNGToFSH program, drag the PNG from the folder into the Window, and once it gets added to the list in the program, hit "Save dat", give the .dat a name, and your texture should be ready.

Hope that helps!

Quote from: Haljackey on December 18, 2010, 10:23:25 AM
OMG you're actually serious about this? I thought you were just making a pun... That's awesome news!

Yes, we are quite serious about it . . . there's been talk of it off and on for several months now, with a few prototypes being drawn up during that time.  The critical mass has been building up again for it, so it's only a matter of time.  It'll need a better logo than my 5 minute quickie job (:D), but the pieces themselves are the higher priority, of course. :)

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: noahclem on December 19, 2010, 04:38:58 AM
That roundabout-over-rail/glr looks great! Seeing something similar in SC4 would be great  :thumbsup:

I actually really like the logo as-is  :D  (with a minor texture cleanup) The only improvement I'd like to see is a cute rabbit-like creature in the center of the roundabout. Perhaps GDO29Anagram would consider lending his avatar to the cause?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdenm8 on December 19, 2010, 05:22:04 AM
The Happy Tree Friends comment gave me an idea, but it'd prolly include too much copyrighted content.

I'd love to have oversized roundabouts and proper pill roundabouts (http://maps.google.com/maps?ll=-27.467449,152.98786&z=18&t=h&hl=en) (they have straight sides and aren't too common, though they can be made with OWR I guess).

I guess Prioritised (Not round :P ) Roundabouts (Like the Mt Coo-tha Roundabout (http://maps.google.com/maps?ll=-27.47779,152.980843&z=19)) would be a bit too much to ask though. It acts more like an at-grade motorway interchange than a Roundabout.

And how about FLEXfly (http://maps.google.com/maps?ll=-27.478276,152.984941&z=19)? (Though that might be a bit too much to ask, with scale problems)

Then again, Road, street and OWR compatibility with the Avenue Roundabout would be far more important.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: VeTram on December 19, 2010, 04:08:10 PM
First of all thanks so much Tarkus for your advice.  It is true that i tried very hard to follow your way , although i am not an expert at all !...The result is that unfortunately i failed after about 2 hours of trying , and i am ready to give up , unless some more help may be offered...the texture of the standard PedMall insist to remain in its place.. :'(...thanks anyway :)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: GDO29Anagram on December 19, 2010, 04:26:18 PM
You got custom textures that aren't showing? Make sure it loads AFTER the NAM; Add ZZZ in front of the file's name.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: VeTram on December 19, 2010, 09:54:48 PM
Yes a custom texture my friend , and yes i added zzz  in front of the .dat file and still  doesnt work!...i am afraid i have done something wrong...i need some more details instructions ...thanks
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on December 19, 2010, 10:33:54 PM
Quote from: VeTram on December 19, 2010, 09:54:48 PM
Yes a custom texture my friend , and yes i added zzz  in front of the .dat file and still  doesnt work!...i am afraid i have done something wrong...i need some more details instructions ...thanks

Plugin load order may have something to do with it.  Try creating a zzz subfolder in your Plugins and moving the .dat in there, to ensure it loads after the NAM.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: VeTram on December 20, 2010, 11:39:50 AM
O.K  Let me please insist a little bit more .......

Quote from: Tarkus on December 19, 2010, 12:10:27 AM
VeTram, all you need to do to change the PedMall textures is simply to create a new .dat and import a new texture at the same IID as the one you want to replace, making sure the new .dat loads after the NAM.

The valid texture IIDs are as follows:

0x5526710E - Standard PedMall
0x5526720E - Paved PedMall
0x553F200E - Cobblestone PedMall
0x553F201E - Red Brick PedMall
0x553F202E - Grass PedMall
0x553F203E - Sandstone PedMall
-Alex

O.K understood since now.... :)


Quote from: Tarkus on December 19, 2010, 12:10:27 AM
VeTram, I'd recommend using null45's Batch PNGToFSH (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2255) tool for the task.  Just name the 128x128px PNG file after the IID for the PedMall texture(s) you want to replace (if you want to replace the Standard one, just name the file 0x5526710E.png), then hit "New dat" in the Batch PNGToFSH program, drag the PNG from the folder into the Window, and once it gets added to the list in the program, hit "Save dat", give the .dat a name, and your texture should be ready.

-Alex

O.K  i  downloaded and installed null45's Batch PNGToFSH tool ( although i am not familiar at all !...)

next.... where should i find the PNG file (128x128px) you mention?... and which file do you mean? .....Do you mean the file with the new texture or do you mean the original file with the standard texture in NetworkAddonMod5.dat?....
In the first case , ( the file with the new texture that i want to enter instead of the original one)   how should i find it ?..... ()what()

I think that this is what i am doing wrong , and the rest is easy..So , pls help.. &hlp

Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on December 20, 2010, 11:47:53 AM
Quote from: VeTram on December 20, 2010, 11:39:50 AM
next.... where should i find the PNG file (128x128px) you mention?... and which file do you mean? .....Do you mean the file with the new texture or do you mean the original file with the standard texture in NetworkAddonMod5.dat?....
In the first case , ( the file with the new texture that i want to enter instead of the original one)   how should i find it ?..... ()what()

The PNG file of the new texture, which should be wherever you saved it.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: VeTram on December 20, 2010, 12:04:48 PM
ok that file i also used , named it the way you wrote etc ...but now here comes the key of the problem....i have used a one of the alternative textures proposed for the BSC Parks series , which is in my plugins folder inside BSC Parks and named ...BSC_Park_Textures_GreyRock.dat...
so,....where should i find that PNG file with that texture?
Hope i dont write nonsenses , and hope to help me as it is critical for my project.. :)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: eldaldo on December 20, 2010, 11:20:55 PM
Hello,

I am getting a CTD when I plop the Maxis Car/passenger ferry.  I found that when I remove the NAM I can plop the ferry.  Any suggestions as to why this may be?  I tried re installing the NAM and it still doesn't work.  I Don't think I've downloaded anything remotely ferry related anytime recently either . . .
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on December 20, 2010, 11:24:35 PM
Quote from: eldaldo on December 20, 2010, 11:20:55 PM
Hello,

I am getting a CTD when I plop the Maxis Car/passenger ferry.  I found that when I remove the NAM I can plop the ferry.  Any suggestions as to why this may be?  I tried re installing the NAM and it still doesn't work.  I Don't think I've downloaded anything remotely ferry related anytime recently either . . .

You have a NAM Controller file from Version 28 of the NAM (the May 2010 release) somewhere in your Plugins.  The AutoPlace Fractional Angle Roads functionality that was included in it caused unforeseen issues with the Car Ferry.  It was fixed with the Version 29 release from August 2010.  Install it and ensure that any outdated files from the previous NAM have been removed.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: eldaldo on December 21, 2010, 10:10:32 AM
Thanks so much Tarkus!!! That plugins folder can be a messy place, I'll go hunting for the file tonight!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: VeTram on December 21, 2010, 02:58:04 PM
O.K Finally success! :) :) :) :)...with almost the way Tarkus described a few posts ago...Thanks anyway Tarkus

The bad thing is that the colour of the new texture of Ped Mall Tile is a little more whiter than the original texture , which makes a difference noticable by the eye.....it seems that the old (white) texture still exist under the new one......i wonder if there is someth we can do....anyone?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi120.photobucket.com%2Falbums%2Fo184%2Fvetram%2Fdifferent.jpg&hash=f96f225ace017e27ac5f0b95676a86dd449b5cb0)

and if you wonder why i want to use a different texture with the Ped Mall tile , i want so because i want to make a park with some functional LM with jobs inside the park which i think must have connection with the ped mall tile. Or is there any other way?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdenm8 on December 23, 2010, 03:01:46 AM
Actually, it's not because the old texture exists below the new one, it's because there is a small brightness shift on textures for Puzzle Pieces. There was a post that Tarkus made in the RHW thread about a shift value that seems to work for it, so you should try it.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: $ Dj D.P.E. $ on December 27, 2010, 06:32:03 PM
ok I hope I'm in the right spot for this if not I'm sorry :(

My problem is everyone is driving on the wrong side of the road :( there so post to be on the right but the driving on the left all my roads are set up for right hand driving but there driving down the wrong side my tram roads are not working because of this prob I seen that somewhere on here in that post there was something to change what side of the road they drive on but I had to change the language and umm I only know English and I don't think I need to change it because I want the right side not the left can someone help me please?

by the way I have uninstalled everything down to the game itself and reinstalled it twice now still no change I made sure it was for right side only on everything even tho that is the default for it anyways
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: nsa3450agent on December 30, 2010, 10:22:50 PM
i got a problem with the NAM traffic mod... :'( i've installed the "ultra" settings as traffic plugins but are still not sufficents for my huge city and i've downloaded the "ilive reader" for increase the limit... i've increased the limit of every road by a "0" (from 65k to 650k) and it's not working the limit is still on the "ultra" settings. i've tested alredy some words and deathtopumpk helped me alredy alot but still not working... someone can help me?  &hlp :)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on December 30, 2010, 11:31:00 PM
What kinds of traffic volumes are you getting on the networks that are congested?  That would be the way to tell whether or not there's an installation problem.

Additionally, the game can't display a traffic volume beyond 65,535. 

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: nsa3450agent on December 31, 2010, 10:22:41 AM
is 65535 the limit showed? damn so how i can check if the limit is raised? well in the other transportation types the limit is still the same like on roads that limit is 8k is still on 8k instead of 80k, i've alredy reinstalled it...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on December 31, 2010, 10:50:22 AM
Quote from: nsa3450agent on December 31, 2010, 10:22:41 AM
is 65535 the limit showed? damn so how i can check if the limit is raised? well in the other transportation types the limit is still the same like on roads that limit is 8k is still on 8k instead of 80k, i've alredy reinstalled it...

The 65,535 limit applies to the Traffic Query display.  It won't show numbers higher than that.

If you have screenshots of one of the congested networks with the Traffic Query displayed on it and the Traffic Congestion DataView turned on, that will assist in diagnosing.

There's a few possibilities here:
1) You have another file somewhere in your Plugins that contains a modified Traffic Simulator exemplar, and it is conflicting with and loading instead of the NAM Ultra Simulator, resulting in reduced capacities.
2) Your city is just that congested.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on December 31, 2010, 11:42:29 AM
Quote from: nsa3450agent on December 31, 2010, 10:22:41 AM
is 65535 the limit showed? damn so how i can check if the limit is raised? well in the other transportation types the limit is still the same like on roads that limit is 8k is still on 8k instead of 80k, i've alredy reinstalled it...

There is no version of the NAM traffic simulator with a limit of 8k for roads; the Ultra limit is 12k.  I am unaware of any traffic simulator that has a limit of 8k for roads.

Although the Traffic Volume Data View and the Route Query are limited to 65,535, the Traffic Congestion Data View is not.  Therefore, by seeing at what volume point the latter view changes from green to yellow-green, you can get a good idea of what the actual network capacity is.

It sounds to me like you have some sort of installation problem.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: nsa3450agent on December 31, 2010, 11:56:52 AM
ok seems that is working now but i'm not so sure :S traffic graph is still on red fixed situation... all crosses appears red... those are still red with limit increased working?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on December 31, 2010, 01:14:19 PM
That's the intersection effect.  Network capacity is reduced around intersections so that traffic on highly-traveled roads slows down, simulating the effect of stoplights or stop signs.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: larlin on January 09, 2011, 09:27:12 AM
This may already be know I tried searching didn't find anything obviusly related.

So here goes:

When using the avenue highway on/off ramp I get that alot of the trffic goes off the ramp and then on again. Creating a huge congestion on the avenue pieace.

Like this:

link (http://www.lysator.liu.se/~larlin/high_way_bug.png)

Know or are there any work arounds?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Shiftred on January 09, 2011, 10:12:52 AM
I discovered missing paths for Avenue/OWR T-intersection.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi161.photobucket.com%2Falbums%2Ft216%2FBluepelican31%2FSC4%2520Bridges%2Fowrave.jpg&hash=a2e97288cf2ce8dff171b123e3e1678155dfa5c2)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Blue Lightning on January 09, 2011, 10:56:51 AM
You need to update your game to EP1 or higher (you should already be up to the BAT Nightlight update anyways...)

I figured that out back when I reinstalled SC4, realized that I forgot the patches. Applied them and the paths appeared. So yeah... we should probably put that as a requirement/dependency for the NAM...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on January 09, 2011, 11:17:20 AM
Quote from: Blue Lightning on January 09, 2011, 10:56:51 AM
So yeah... we should probably put that as a requirement/dependency for the NAM...

Actually, the readme points this out already. :)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: larlin on January 13, 2011, 09:58:20 AM
Quote from: larlin on January 09, 2011, 09:27:12 AM
This may already be know I tried searching didn't find anything obviusly related.

So here goes:

When using the avenue highway on/off ramp I get that alot of the trffic goes off the ramp and then on again. Creating a huge congestion on the avenue pieace.

Like this:

link (http://www.lysator.liu.se/~larlin/high_way_bug.png)

Know or are there any work arounds?

No one?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: riiga on January 13, 2011, 10:09:20 AM
Quote from: larlin on January 13, 2011, 09:58:20 AM
No one?
It's probably because of the bad simulator coding in SC4, and to my knowledge there is no fix. However, one isn't really needed.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: sumwonyuno on January 19, 2011, 02:16:56 PM
@larlin:  It appears to be related to pathfinding, and how that on/off-ramp is constructed.  There is a continuous path from the highway entrance to exit.  The traffic simulator is determining it's "faster" for some trips to get on and off the highway, and other trips, it's better to stay on the highway.  It's not really a bug, it's just unexpected; it's perfectly legal according to how the simulator works.  You could rebuild that interchange with NAM pieces, and see if there is a difference.  Nevertheless, it is harmless annoyance that you could just ignore.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: zakuten on January 19, 2011, 03:29:47 PM
The simulator might look at existing congestion first, so if you remove that offramp, run it for a while, and then re-add it, it might determine, seeing the avenue traffic, that it's no longer advantageous to get on and off.. I'm not sure, but that could work if you didn't want to use RHW.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: larlin on January 20, 2011, 08:39:33 AM
Thanks for the replies!

I do think it is a bug either in NAM or Sim City as it doesn't do this for "road" on/off ramps.

I think it is a issue as it to me looks like it increases congestion on the avenue.

Got some more pics:

avenue-ramp (http://www.lysator.liu.se/~larlin/avenue_high_way.jpg)
road-ramp (http://www.lysator.liu.se/~larlin/road_high_way.jpg)

I get this on a few other places. Only ever with avenue ramps. But I got avenue ramps that don't show this behaviour also.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: zakuten on January 20, 2011, 10:14:24 AM
Mmhmm, if I remember correctly, the original avenue ramps didn't have access to cross the avenue. Somewhere waaaay back in the day, it was patched-- Could have been with Rush Hour itself? I can't remember, but it seems like just dirty path patching; I think road ramps don't have a go-straight-across path, but I'm not sure
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdenm8 on January 20, 2011, 04:38:38 PM
One of the official patches for Rush Hour changed the intersections so that they crossed over avenue. It's actually in the fix list.

The reason why traffic can go straight through the Avenue intersection is because the paths don't go straight through, but they're close enough that traffic can 'change lane' on the tile border and continue straight through. All I can recommend is replacing with OWR ramps, if it's possible.

The Road one however doesn't have this, therefore the traffic can't exit and re-merge.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: turtle on January 21, 2011, 06:56:45 AM
Dear NAM team,
Thank you for all your work with this virtually indispensable mod.
I just want to turn your attention to a problem that is caused by the wide curves and FAR(R). In some cases they seem to produce an immortal model (not to be confused with immortal lots). This can happen with the 'auto completion' feature on a TE lot, if the lot is TE'd in a way that creates a FAR piece when a road is placed next to it(like Feroxx Warsaw main station). It also happens when a rail curve(auto completed or not) is placed to close to a rail station  so that it overlaps the rail TE on the lot. Furthermore, Lowkee33 have reported it to happen in some circumstances when placing a FAR or curve piece next to a normal, non-TE'd lot. The problem should be easily reproduce-able, at least with TE lots, such as train stations that have the rail tracks running through them. Just place the station, drag out the rail a bit, then either use the auto completion feature for a curve or plop a curve piece overlapping the TE of the station. 

Luckily, there's a relatively easy fix discovered by Catty and Lowkee33. Maybe this fix should be posted somewhere in the NAM board. For more info see the thread here (http://sc4devotion.com/forums/index.php?topic=11220.20).

*edit: Here are some TE train station models that I made immortal through the outlined method:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg163.imageshack.us%2Fimg163%2F3760%2Fimortalmodels.jpg&hash=7a69b7cc6a20dbd75e34e9cf765b5e624f01a720) (http://img163.imageshack.us/i/imortalmodels.jpg/)

Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: sffc on January 21, 2011, 07:28:31 PM
NAM Team,

My post regards a certain Tram-in-Road puzzle piece, labeled "Tram-in-Road curve - Tram T-junction".  It seems to exist in one orientation, but not the other.  Here is a picture to illustrate:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi52.tinypic.com%2Fel7ex3.jpg&hash=153d4daae9d6be3856a38a9f52f27b5769baea9f)

No matter how much I rotate the puzzle piece, I can never get the orientation of the piece to fit the first scenario in the picture above.  Such a puzzle piece exists when the road is going in the opposite direction.

Thanks for all the time you have put in to this indispensable plugin!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on January 21, 2011, 08:05:25 PM
Quote from: turtle on January 21, 2011, 06:56:45 AM
Dear NAM team,
Thank you for all your work with this virtually indispensable mod.
I just want to turn your attention to a problem that is caused by the wide curves and FAR(R). In some cases they seem to produce an immortal model (not to be confused with immortal lots). This can happen with the 'auto completion' feature on a TE lot, if the lot is TE'd in a way that creates a FAR piece when a road is placed next to it(like Feroxx Warsaw main station). It also happens when a rail curve(auto completed or not) is placed to close to a rail station  so that it overlaps the rail TE on the lot. Furthermore, Lowkee33 have reported it to happen in some circumstances when placing a FAR or curve piece next to a normal, non-TE'd lot. The problem should be easily reproduce-able, at least with TE lots, such as train stations that have the rail tracks running through them. Just place the station, drag out the rail a bit, then either use the auto completion feature for a curve or plop a curve piece overlapping the TE of the station. 

Luckily, there's a relatively easy fix discovered by Catty and Lowkee33. Maybe this fix should be posted somewhere in the NAM board. For more info see the thread here (http://sc4devotion.com/forums/index.php?topic=11220.20).

The Autoplace FAR(R) feature got added in the May 2010 release (Version 28) and the only issue we had been previously aware of with it, until now, was the whole Car Ferry CTD, which was caused by the unexpected interaction between the Road AutoPlace FAR straight piece and the TEing of the ferry.  We disabled that singular AutoPlace in Controller r85 for Version 29, which fixed that. It seems that what you've reported here is a logical extrapolation that has a similar root cause.  The game, oddly enough, appears to be able to override the TE Lots' transit-enabling when reading an AutoPlace entry out of RUL 0x10000000. 

The only way we can fix this would be to completely eliminate the remainder of the AutoPlace Fractional Angle functionality.  As this is built into the RUL controller, it's not something I can attach a patch for, and would have to be propagated either by a NAM release or a NAM Essentials update.

Quote from: sffc on January 21, 2011, 07:28:31 PM
My post regards a certain Tram-in-Road puzzle piece, labeled "Tram-in-Road curve - Tram T-junction".  It seems to exist in one orientation, but not the other. 

Just checked that one over.  It would be very easy to fix the Tram-in-Road curve/Tram T-Junction piece to allow for that setup . . . all that would be needed are a few minor modifications to its RUL entries to allow for mirroring.  I've already put the modifications into my controller file and they'll be in the Version 30 release.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: turtle on January 22, 2011, 06:31:36 AM
Quote from: Tarkus on January 21, 2011, 08:05:25 PM
The Autoplace FAR(R) feature got added in the May 2010 release (Version 28) and the only issue we had been previously aware of with it, until now, was the whole Car Ferry CTD, which was caused by the unexpected interaction between the Road AutoPlace FAR straight piece and the TEing of the ferry.  We disabled that singular AutoPlace in Controller r85 for Version 29, which fixed that. It seems that what you've reported here is a logical extrapolation that has a similar root cause.  The game, oddly enough, appears to be able to override the TE Lots' transit-enabling when reading an AutoPlace entry out of RUL 0x10000000. 

The only way we can fix this would be to completely eliminate the remainder of the AutoPlace Fractional Angle functionality.  As this is built into the RUL controller, it's not something I can attach a patch for, and would have to be propagated either by a NAM release or a NAM Essentials update.

That is a sound explanation ;)

This happens also when you place a wide curve/FAR(R) puzzle piece close enough to the TE'd part of a lot. So it's not just the Autoplace feature, which I btw would hate to see go away. Instead, I think the problem should be recognized and the solution posted in the FAQ or someplace like that.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on January 22, 2011, 03:33:53 PM
It's kind of odd that it's happening with non-AutoPlace puzzle pieces . . . theoretically, though, judging by what we know about TE Lot/puzzle piece interaction, usually, it results in CTDs if the TEing and the puzzle piece have the same base network (as per NAM FAQ #4 (http://sc4devotion.com/forums/index.php?topic=5094.msg161805#msg161805)). 

I'd be curious to see if that could happen with other NAM puzzle pieces with certain layouts, or if eliminating the AutoPlace lines would change that behavior.  This all seems to suggest that the relationship between RUL 0x10000000 and TE Lots is more complicated than previously thought.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Lowkee33 on January 22, 2011, 03:54:30 PM
I posted about this on the other thread (Here (http://sc4devotion.com/forums/index.php?topic=11220.0)), but I thought  I would bring it up here as well.

You can't blame NAM for this.

I first had this problem with Lots that I was making, namely growables with no base textures.  With no base or overlay textures, a growable will not loose the construction texture.  If you add an overlay texture all will seem okay.  The lot will get the water bug, but going into zone view will fix it for a while.  However, on occasion the overlay texture will become immortal/reluctant upon demolishing.  De-zoneing will cause none of the props or building to be removed.  The solution is to plop something (anything) over the building and then demolish.  I did some experiments, and the results are strange as far as when a texture will become immortal.  These tests were done with all Maxis equipment.

The auto-complete does a similar thing in that it effects the Transit Textures.  The solution there is to not only plop a lot, but also to drag a network over it.

So again, I don't think you have a problem that NAM specifically has to solve, other than to (edit: ponder) disabling the auto-complete (or something technical within NAM).
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Jayster on February 03, 2011, 05:48:01 PM
I'm having quite a frustrating problem....  :angrymore: No matter where I click along the lower RHW-4, it will NOT change to MIS. I've clicked along this stretch quite a lot, like about 50 times and I've dragged the RHW through the area and it still won't change.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi1045.photobucket.com%2Falbums%2Fb459%2FThisIsMyLastAccount%2Fmessedup.jpg&hash=d1962cb338334b13b995ccf63bc10ddb72b0fe71)

Hope someone can shed some light on my problem!  :thumbsup:

Jayster

EDIT Nevermind, I just did some more finagling to get it to work.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Niarro on February 03, 2011, 05:59:10 PM
Heyo, been enjoying NAM and SC4 again for the first time in awhile. But then I started experimenting with rail and monorail stuffs. I've been poking at the forums and haven't found anything directly relating to my issue, though perhaps I'm searching for the wrong keywords.

Don't know if this is how it's supposed to be (feels like it shouldn't be), but whenever I have rail crossing over road, or the default monorail over road, the road is no longer useable.

Same with the puzzle pieces. I took everything out of the plugins folder (I had CAM and lots installed), uninstalled NAM v29, and reinstalled it... and tried this out.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.furnation.com%2Fdra_an_tier%2Ftransit.jpg&hash=c51b842f81e87fad13ee0808e4712db387e5f685)

on the right, from top to bottom there's a direct road with a bit missing (when completed the lots is connected to the network), the down one is a road that I placed, then ploped a puzzle piece onto (monorail with road) but that blocked it... the one underneath is puzzlepiece first, then road. Still nada :<

I am running deluxe with update 1, not sure if there's any other relevant information I can provide.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: zakuten on February 03, 2011, 06:03:17 PM
Truthfully, I've had fully connected landfills give me that from time to time, just keep running it for a few ingame months and it should resolve itself. I think the commercial won't develop either without any residential, but I'm no expert.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on February 03, 2011, 06:17:09 PM
It sounds like you have an LHD game and did not install the LHD Plugin.  See here (http://sc4devotion.com/forums/index.php?topic=5094.msg161802#msg161802).  While it's not explicitly mentioned, another symptom of this situation is that any sort of Rail/Elevated Rail/Monorail blocks off any network that is crossing it.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Niarro on February 03, 2011, 08:21:34 PM
Wonderful, thank you Alex. That seems to have done the trick. I didn't think that I had an LHD game, but... surprise surprise, I suppose!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Cali on February 08, 2011, 12:14:27 AM
I found an error in RHW that i was told to post for you guys. i posted it in game oddities on pg 40. (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg577.imageshack.us%2Fimg577%2F1450%2Fnewcityaug1039129567694.jpg&hash=b4a4bbd2adac2fbebc7e3ffaf8185d6ba877e950) The infamous sinkhole. Now i know it would make world travel alot easier, i just don't think this was supposed to happen.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Ramona Brie on February 08, 2011, 07:15:36 PM
An issue I managed to solve:

The SAM is installed to z_Street Addon Mod, but the retextures recently released are installed to the Network Addon Mod folder. This means that without moving the retexture files, the default SAM asphalt street textures are used.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: ScottFTL on February 08, 2011, 07:47:23 PM
Quote from: Tracker on February 08, 2011, 07:15:36 PM
The SAM is installed to z_Street Addon Mod, but the retextures recently released are installed to the Network Addon Mod folder. This means that without moving the retexture files, the default SAM asphalt street textures are used.

I think you must have changed the location for the SAM at some point.  I just tested the installer and \Plugins\Network Addon Mod\Street Addon Mod is the default directory.  The Retexture & Cosmetic Mod installs to \Network Addon Mod\zzz-NAM Retexture and Cosmetic Mod, so it does properly override the SAM.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on February 08, 2011, 08:05:56 PM
Quote from: Cali on February 08, 2011, 12:14:27 AM
I found an error in RHW that i was told to post for you guys. i posted it in game oddities on pg 40. The infamous sinkhole. Now i know it would make world travel alot easier, i just don't think this was supposed to happen.

Now that is an odd one.  I've seen sinkholes on various transition ramps (the old Road Ground-to-Elevated ramp used to suffer horribly from it back in the days of NAM Version 19), and I've seen them on wide-radius curves, but I've never seen them on an overpass puzzle piece that contains a network intersection.  It looks like I'll have to adjust the ConsLayout section of the RUL entry on that one.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Cali on February 09, 2011, 12:33:25 AM
I'm glad it was something simple  $%Grinno$% thanks guys.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: ilgaar on February 09, 2011, 04:19:30 AM
Hi, I'm not sure if I'm posting this in the right place, but the link says NAM Issue thread, so I guess it should be the right place. anyway, first of all thanks to the NAM team for a great work. If there was no NAM I wouldn't know what to do. but I have a small problem, all the puzzle rail switches that have directional arrows are only showing one arrow, in train driving mod, and it doesn't matter if you switch the directions or not the arrow remains unchanged, so I always have to guess the direction when driving train. but the switches that are made normally with maxis rails show correctly the tow red and green arrow. how do I fix this problem, because it is really getting annoying, specially now that my railway network has grown very large, and without these arrows showing it becomes really confusing to choose a direction.
thanks in advance.

NAM Switch:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi1083.photobucket.com%2Falbums%2Fj391%2Filgaar%2FNAM_Switch.jpg&hash=01848d5132c87e84986aabb5aaafc1c7fe7da6e7)

Maxis Switch:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi1083.photobucket.com%2Falbums%2Fj391%2Filgaar%2FMaxis_Switch.jpg&hash=ea5788cc104a9c027fdd5ce4cfa83ea2f78176fc)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdenm8 on February 09, 2011, 05:03:20 AM
It's all to do with the exit side for the path. The Maxis junctions have 45* corners, so they always have arrows like that.

The NAM junctions however frequently exit on the same side, with a more gradual curve.
It's more of a game limitation.

When the game loads, it usually sets the switches to straight if that helps.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: izot on February 10, 2011, 12:24:51 PM
I have some conflict with HRS and NAM.
HRS is Highway ReStylingmod turning concrete to asphalt surface.

This conflict is show on picture below:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fsimcitypolska.pl%2Ftemp%2Ftheo%2Fcentki.jpg&hash=a66cf996608ea04bae5b9fc5e035e2ceb8f0875d)

Now in SC4 World working asphalt surface does not exist. Generally is problem with elevated highway textures.

I know that is RHW but it view poorly in densisty cities.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: kassarc16 on February 10, 2011, 10:25:25 PM
Quote from: izot on February 10, 2011, 12:24:51 PM
I have some conflict with HRS and NAM.
HRS is Highway ReStylingmod turning concrete to asphalt surface.

The only conflict would be that the HRS mod doesn't have those pieces included, I believe. The mod would have to be updated to fix that.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Ciuu96 on February 11, 2011, 05:04:25 AM
^ Actually, there is a newer version available, right here (http://www.simtropolis.com/stex/details.cfm?id=20529).  :)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Une_ame on February 12, 2011, 03:49:26 AM
Quoteit usually sets the switches to straight if that helps..

Problem is that it's not always true  &Thk/(. As a result, I do think the switch stays in the direction of the previous regular (not UDI) train. Problem is which way the previous train went ? ???

I've got a pretty big railway system with connections everywhere and it's nearly impossible to decide where my engine will go.  :-[
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Neofita on February 12, 2011, 06:08:40 AM
already looking for a second day of this item

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg265.imageshack.us%2Fimg265%2F2204%2Fbuildarailunderpass07.jpg&hash=730b553834d20fcefc704e480251bc843594338c) (http://img265.imageshack.us/i/buildarailunderpass07.jpg/)

I have no strength to look for .... I am resigned.My NAM is version r85 15 August 2010.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdenm8 on February 12, 2011, 06:53:30 AM
I don't think the perpendicular piece is the first in that rotation loop... Look for the Diagonal under Straight Rail piece, and it's probably in that loop.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: turtle on February 13, 2011, 03:12:38 AM
I think the undeground turn under rail is the first in the loop. Find that and rotate it untill the straight route appears  :thumbsup:
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: eugenelavery on February 15, 2011, 05:49:37 PM
I am having problems with the Maxis Car Ferry Terminal.  Everytime I try to plop it the game instantly crashes (the passenger ferry terminal does not cause crashes).  I removed the NAM from my plugins folder and the game no longer crashed so it is seemingly a NAM issue.  Has anyone else noticed this problem?  Any solutions?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdenm8 on February 15, 2011, 05:52:03 PM
Yes, it is to do with FAR auto-placement. The Maxis Ferry Terminal uses the same road layout as does Auto placement, so the game tries plopping the puzzle piece over the LOT, resulting an exception and CTD.

I'm sure this was fixed in the August NAM with FAR auto placement being changed?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Blue Lightning on February 15, 2011, 05:52:09 PM
Update your NAM to v29. The previous version had that glitch and has been fixed in v29.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on February 15, 2011, 07:04:46 PM
The AutoPlace on the FAR Straight Piece was permanently removed in Version 29.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: eugenelavery on February 15, 2011, 07:47:01 PM
Thanks for the help.  I now have NAM 29 and the problem no longer exists.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: eugenelavery on February 19, 2011, 12:12:16 PM
Having solved the ferry terminal issue a new problem has arisen.  I have now lost my turning lanes for avenue intersections etc,.  I have tried reinstalling NAM 29 making sure that all the turning lane boxes are checked in the installation.  Even when I attempt to build turning lanes using the plugin they are not visible.  The only turning lanes I now have are ones that I had built before I installed NAM 29.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on February 19, 2011, 12:58:50 PM
It's possible you might have a duplicate copy of NetworkAddonMod_IndividualNetworkRULs.dat in your Plugins loading after your Avenue Turning Lanes file.  Both files include a copy of RUL 0x0000000E, and the one in the Avenue Turning Lanes Plugin is supposed to override the more basic one in the IndividualNetworkRULs file. 

The Avenue Turning Lanes Plugin is also set up to install by default in the NAM installer.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: eugenelavery on February 19, 2011, 03:31:48 PM
That was indeed the issue.  Many thanks for your help Tarkus.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: TheToader on February 25, 2011, 11:20:11 PM
Hello,

I just installed NAM for the first time, and when I load up Sim City, it crashes just after the animated sequence just before the region map shows up. Is there something I did wrong?

Thanks for the help!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on February 26, 2011, 12:26:36 AM
TheToader, welcome to SC4D!  The NAM requires either SimCity 4 Deluxe or SimCity 4 with the Rush Hour Expansion.  Attempting to run it on just plain SimCity 4 without the expansion will cause the game to crash-to-desktop, as the files that handle traffic network placement have a completely different architecture.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: TheToader on February 26, 2011, 06:53:59 AM
I have Sim City Deluxe though. I also tried restarting the computer, but that didn't help. :(

EDIT: I tried uninstalling NAM and reinstalling it, and that didn't help. I also uninstalled it and tried just regular SC4, and it still doesn't work. Should I be uninstalling SC4 and trying all over again? Now that I think about it, the last time I played it had crashed/froze. If I have to reinstall it, is there a way to keep my region alive? (I looked into the files, but all I found were the regions that come pre-installed)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Moonraker0 on February 26, 2011, 12:53:17 PM
TheToader, I'm pretty sure that if you uninstall/reinstall the game, the uninstaller will ask you if you want to delete your cities or not.  However, if it doesn't or if you just want to play it safe, they are in your (My) Documents folder, under the SimCity 4\Regions directory.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: TheToader on February 26, 2011, 01:14:55 PM
^Thanks.

I tried uninstalling it and installing it again, and I get the same problem! I don't know of anything else to do! I even tried the Sim City update patch from their website, and that didn't help. Any other suggestions?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on February 26, 2011, 04:43:18 PM
Do you happen to have any other mods or downloads installed in your Plugins at the moment?  There are a few mods out there that just don't work right and cause an instant CTD--willsim's Long Train Mod, for instance.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: TheToader on February 26, 2011, 05:53:22 PM
The only thing I've ever added is some subway/bus stops that are in the street (road tile) and I think the name of it was something like deadwood. That's all I've ever added to the game.  ()sad()
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: wck604 on February 26, 2011, 07:45:00 PM
why does NAM make avenue intersections useless? when the intersection splits off in 2 or 3 directions its fine, but when it splits into 4 it becomes nothing but cosmetic and the traffic can't pass through it anymore...

seems like a pretty huge flaw to me. is this a way to force everyone to use roundabouts instead?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: JoeST on February 27, 2011, 04:48:59 AM
Quote from: wck604 on February 26, 2011, 07:45:00 PM
why does NAM make avenue intersections useless? when the intersection splits off in 2 or 3 directions its fine, but when it splits into 4 it becomes nothing but cosmetic and the traffic can't pass through it anymore...

seems like a pretty huge flaw to me. is this a way to force everyone to use roundabouts instead?
as in an avenue cross intersection loses all its paths? ???
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: wck604 on February 27, 2011, 07:52:13 AM
Quote from: JoeST on February 27, 2011, 04:48:59 AM
as in an avenue cross intersection loses all its paths? ???

yeah I guess that's what it is. Sorry if I don't know the correct terms I'm not really a modder. when I turn on the traffic congestion graph it shows nothing over the avenue intersections. They're not green, they're blank. No traffic can go through them so like I said, they're useless now.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Blue Lightning on February 27, 2011, 09:45:52 AM
It'll do that if you have the avenue turning lane plugin installed but possibly have the wrong driving hand side installed. Your rail networks won't work if that's the case, as well.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: TheToader on February 27, 2011, 03:06:00 PM
Quote from: Tarkus on February 26, 2011, 04:43:18 PM
Do you happen to have any other mods or downloads installed in your Plugins at the moment?  There are a few mods out there that just don't work right and cause an instant CTD--willsim's Long Train Mod, for instance.

-Alex

I finally figured out why the game kept crashing. The region somehow became corrupted. I took the region folder out and bam, it works.
Thanks for the help though! Now I'm gonna try NAM and hopefully it will work!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: wck604 on February 28, 2011, 09:47:05 AM
Quote from: Blue Lightning on February 27, 2011, 09:45:52 AM
It'll do that if you have the avenue turning lane plugin installed but possibly have the wrong driving hand side installed. Your rail networks won't work if that's the case, as well.

thanks for this. Turns out I've been playing the UK version for years without noticing it...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: medit84truth on March 06, 2011, 06:48:30 PM
I started a city that has a river running through it. I have residential developement on both sides, but industrial developement is only on one of the sides. The residents on the opposite side of the river wouldn't cross the bridge to get to the jobs in the industrial sector, therefor "no job" zots would appear over my houses. I couldn't figure out for the life of me why this was happening so I re-constructed all the highway(s) and avenue(s) between the the zones. Still nothing. I wanted to see what would happen If I placed a bus station in each of the zones.  After doing so, some residents did use the bus to get to the other side, but now the same residents that wouldn't use their cars to get to the other side before I plopped the bus stations are now all of a sudden using their cars to get to the other side. When I run a traffic query on random houses in the nieghborhood, in each house the car commuters match the bus commuters ex. Car:25, bus:25. But, there is actually no bus usage because the commute arrow is solid green and goes directly to the industrial zone. When I bulldoze one of the bus stations, car commutes disappear and no job zots appear again. Can someone please explain this?

Also, I'm using the park and ride option of the NAM simulator, but no matter what parking structure or parking lot I use, the commuters walk home. I noticed there was never any road traffic being generated at peak times. A traffic query shows they're using the parking facilities in the morning to get to work, but don't return to their vehicles in the same parking lot in order to use them to get home.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg28.imageshack.us%2Fimg28%2F8394%2Fmorningcommutefromhouse.png&hash=9b0fdb255b6aa8e51eb1c45b4eb5a4181a0cd36a) (http://img28.imageshack.us/i/morningcommutefromhouse.png/)

Uploaded with ImageShack.us (http://imageshack.us)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Death50 on March 11, 2011, 06:26:07 PM
Quote from: Jayster on February 03, 2011, 05:48:01 PM
I'm having quite a frustrating problem....  :angrymore: No matter where I click along the lower RHW-4, it will NOT change to MIS. I've clicked along this stretch quite a lot, like about 50 times and I've dragged the RHW through the area and it still won't change.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi1045.photobucket.com%2Falbums%2Fb459%2FThisIsMyLastAccount%2Fmessedup.jpg&hash=d1962cb338334b13b995ccf63bc10ddb72b0fe71)

Hope someone can shed some light on my problem!  :thumbsup:

Jayster

EDIT Nevermind, I just did some more finagling to get it to work.

Is that my interchange you're trying form the RHW Interchange Guide? Just wondering  :P
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Jayster on March 11, 2011, 10:43:39 PM
Yes it is, it's very nice.  :D I haven't built up the city to where they utilize all of it but it's very nice.

Jayster

*EDIT* So I figured that I would edit my post instead of posting again. I seem to have a small commute issue with my Sims.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi1045.photobucket.com%2Falbums%2Fb459%2FThisIsMyLastAccount%2Fgrrr.jpg&hash=95cae9dcbf5634199313881670c095f3e02a1278)

My Sims refuse to use the exit to the right to get off and go under the highway. They insist on driving to the edge of the city and using the invisible loop to come back the other way. It's really perplexing. The edge of the city isn't that far away, maybe about 50 tiles at the most but it seems like it would be a heck of a lot easier to get off at the exit.

Jayster
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jondor on March 14, 2011, 09:54:15 PM
I've noticed Sims liking to do that in my cities as well.  There are several factors involved:

1. The NC pieces are bidirectionally pathed so that a single piece covers both the entry and exit tiles.  This allows the sims to use the connection as a U-turn.

2. Because the override starters for the various networks are implemented as intersections, they generate congestion which makes the simulator see the route through them as slower than it should be.

3. It is also possible (just a theory that I haven't yet tested) that those same intersection tiles cause the simulator to use a lower speed value in the case of starters utilizing other road based networks.

Long story short: Interchanges and exits near the edge of a city tile can cause strange traffic patterns.

It's also worth noting that if sufficient traffic starts using the neighbor connection, the exit will eventually become the quicker path and traffic will start using it.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: GDO29Anagram on March 15, 2011, 12:38:35 AM
@Jayster: Did you try the DrawPaths cheat as well? I had a similar setup once, and found a tile of missing paths, which I speculate came from having a starter where the FlexFly is.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: H2Odk on March 17, 2011, 10:35:45 PM
I have a problem with RHW4 / El-rail over RHW / road over RHW, the RHW4 under the El-rail revert to RHW2 and can not be changed back.

This should illustrate the problem
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg854.imageshack.us%2Fimg854%2F728%2F45617250.jpg&hash=fa4bac3dd22f062b1d63e2865bb268dc6ee32fb2) (http://img854.imageshack.us/i/45617250.jpg/)

I think I have tried all possible ways to make this.


This is what I wanted to make, but the center piece is rail only.. I thought it worked for El-rail too
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg40.imageshack.us%2Fimg40%2F4844%2F30157810.jpg&hash=42572a1b36cb272f49cbba115b2c9175b3932759) (http://img40.imageshack.us/i/30157810.jpg/)

Can that piece be changed to work for El-rail too or can a similar piece for El-rail be added to NAM?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdenm8 on March 17, 2011, 10:44:21 PM
That happens because the override is broken. The game only sees RHW X ElRail between the pieces, so it doesn't know it has to override.

An alternative would be to make the intersection a bit larger, by moving the OWR overpasses out one tile then placing RHW-4 starter pieces in the gaps, demolishing the centre tile.
Then drag RHW between the stubs and drag your ElRail over the top.

If you want, I could show you an example.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: H2Odk on March 17, 2011, 11:02:46 PM
But as you can see, I could make it in the third pic.

I think it has to do with the center El-rail piece updates it self (as you can see it changed appearance) when I plop those road/RHW overpasses.

A El-Rail puzzle piece would solve it.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on March 17, 2011, 11:32:15 PM
From the looks of it, an Elevated Tram-in-Avenue-over-RHW-4 piece would actually be a better solution here.  We are actually looking to eventually elevate the Tram-in-Avenue and Tram-in-Road systems in a future release.  Probably won't be the very next release, but I'd put the odds of it being in the one after that at about 95%.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: H2Odk on March 17, 2011, 11:40:30 PM
Quote from: Tarkus on March 17, 2011, 11:32:15 PM
From the looks of it, an Elevated Tram-in-Avenue-over-RHW-4 piece would actually be a better solution here.  We are actually looking to eventually elevate the Tram-in-Avenue and Tram-in-Road systems in a future release.  Probably won't be the very next release, but I'd put the odds of it being in the one after that at about 95%.

-Alex
That would be the best solution :)


I think I have managed to make the elevated road x rail piece work for El-rail too.. I added El-rail to the Patch file.. It works for El-rail, don't know if it still works for heavy raised rail or UDI.

Edit:

Spoke too soon, while the El-rail automata do use it, there isn't a real path there, no one is passing through it.

Can that piece be altered to work for both Rail and El-rail, and what else need to be changed?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: apeguy on March 21, 2011, 08:40:24 AM
I have a problem with my GLR system in my cities. I have no issues at all when building the tram system, everything works fine. When I take it off pause, however, and people start to use it, it causes the game to CTD. It's always after about three months in game time, and I have no idea why it happens. I use the SFBT tram stations, and I currently have no mods that alter my GLR in any way (extra fences, tram skins, etc), so I was wondering if there were any other things that could be causing this. If it helps, this is the traffic simulator I use:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg830.imageshack.us%2Fimg830%2F4849%2Fsimulator1.jpg&hash=174e4b13b494979774f45f780fe7250ba51c17ec)

Also, in all of the cities that I have been trying to build a tram system in, they all have subway systems in as well, which are completely seperate from the GLR system. Would that cause any problems?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Moonraker0 on March 24, 2011, 05:59:49 PM
This isn't exactly a NAM problem, but it is under the scope of the NAM to fix:  Cars turning from a one-way road + intersection left onto a street will always do so from the right lane, and cars turning left onto the one-way road from the street will turn into the right lane.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.picpanda.com%2Fimages%2Fohfwvqya366ou2qm0kth_thumb.png&hash=76bdf70f0d1150c3b19613c986cc090e80aff7be) (http://www.picpanda.com/viewer.php?file=ohfwvqya366ou2qm0kth.png)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on March 24, 2011, 11:41:38 PM
There's a lot of weird pathing on default Maxis OWR and Avenue intersections.  The OWR paths were, looking over them, copied directly from their Road counterparts without any real modification.  For non-intersections, that tends to work fine because of the tidal flow mechanism, but you get some completely illegal turns on many intersections. ::)  It bugs me, too, so I may take a look over it.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on March 25, 2011, 01:26:16 AM
And here I thought that the designers were just all from Boston.  It looked perfectly normal to me.  Illegal, yes, but normal... ::)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Natuurzoon on April 16, 2011, 08:04:37 AM
I Got a question about NAM traffic simulators.
2 yeas ago i installed NAM with a traffic simulator (don't know which one anymore), and besides ofcourse increasing capacity it also increased the distance people would travel for jobs. People who lived in a large city tile, would travel into the next large city tile, cross that one completely and travel into a large city tile next to that one for a job that they had there. I recently re-installed simcity 4 and I have the same setup now, where people live in one city tile, and there are a lot of jobs 2 large tiles away. But this time they just won't travel there and the get unemployed.

I tried several traffic simulators but it doesn't change anything, the people still can't find they're way and get a job. Which traffic simulator makes this happen?
I hope someone can help me.

thanks in advance
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Natuurzoon on April 18, 2011, 06:04:19 AM
I discovered even more problems, people aren't even able to find a job that's not even a mile away, leaving practically all my neighborhoods unemployed

here are 2 pictures showing the issue:

The people can't get a job at the highlighted building
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi1140.photobucket.com%2Falbums%2Fn563%2Fnatuurzoon%2F1.jpg&hash=9e67c4873474c34eeb87f2000ee2105a928a8009)

But when i build the same building just across the road, they're suddenly able to get a job
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi1140.photobucket.com%2Falbums%2Fn563%2Fnatuurzoon%2F2.jpg&hash=a1a4010124f0c975210fa881f5c5a82163469704)

It's not the rail crossing, that works fine as there some people that do cross it, besides, in other cities where i don't have a rail crossing the same problem emerges.

I installed the perfect pathfinding 2x capacity, but it doesn't seem to work..
any ideas?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdenm8 on April 18, 2011, 06:51:22 AM
Well, there's only one NAM traffic simulator now, NAM Unified (previously Z), all the others were depreciated in the June 2010 NAM, so I don't know how you're using one of the old ones.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Natuurzoon on April 18, 2011, 07:48:51 AM
There is a seperate download for the old ones, but i also tried the traffic simulators from the current NAM, had the same problem there..
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: j-dub on April 19, 2011, 02:48:33 PM
Well anyone could just move out the old NAM stuff to make way so it just installs fresh, but keep the old stuff on their PC somewhere else.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on April 19, 2011, 06:11:38 PM
Quote from: Natuurzoon on April 16, 2011, 08:04:37 AM
I tried several traffic simulators but it doesn't change anything, the people still can't find they're way and get a job. Which traffic simulator makes this happen?

To elaborate a little bit on previous posts, this does not appear to be a traffic simulator problem.  Two years ago, you were probably using Simulator Z - it had by far the least abandonment problems of any of the traffic simulators.  Tests had also shown it was best for multi-tile travel.  Since then, as Simulator Z has become the NAM Unified Traffic Simulator, the biggest relevant change for your situation is that pathfinding efficiency has been increased.  In some cases, this may reduce intercity traffic slightly, as Sims now try harder to find a job in their home city.  However, abandonment due to commute time is even less than in Simulator Z; with a properly built city, it is possible to eliminate it completely.  The reduction and elimination of abandonment due to commute time is actually the metric that was used to determine the optimum pathfinding heuristic for the later versions of Simulator Z and the NAM traffic simulator.

The earlier traffic simulators that have "perfect pathfinding" in their name actually use a slightly worse value for the pathfinding heuristic, and produce more abandonment as a result.

It should be possible to get multi-tile commuting, and without abandonment; many people have done this with the current traffic simulator.  So it appears that your problems lie elsewhere, although unfortunately it's hard to say where that might be.  RippleJet's Census Repository Facility (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1831) is a tool that I would recommend trying next; it will help you see if you have the proper demand and jobs in your various cities.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: JoeST on April 24, 2011, 02:35:56 AM
A quick aesthetic issue, how come the installer does not install the docs to the 'documentation' folder? it installs them to %PLUGINS%/Network Addon Mod/Documentation/, which then gets removed when you do a cleanitol, surely going in a similar direction to the CAM (which installs it to %DOCS%/BSC/CAM/ I guess)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: aussiemcgr on April 24, 2011, 01:07:05 PM
I am having a weird pollution problem that I assume shouldn't be happening.

I've used the TSCT to create a custom Simulator. I set the Vehicle Air Pollution field to 0.00, assuming this will rid me of all the automobile pollution (if I'm wrong, tell me, I must have read the manual incorrectly).

Before downloading the August 2010 version of NAM, I had the June 2009. Since updating, the air pollution in my cities has more than doubled instantly, and based on the Air Pollution graph, I can only assume the pollution is because of traffic. Additionally, the amount of street traffic is largely unchanged, so the issue is not being caused by an increase in street traffic, just an increase in vehicle pollution (of about 2x from my previous version).

For example, I have a 4-way Avenue intersection that is reading High Pollution. This intersection has 718 cars and 242 pedestrians going through it.

What can I do to get rid of the air pollution caused by cars. The amount of it in the game is just too stupid to attempt to manage, so I just figured I'd be happier to just remove it entirely. Thanks in advance.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on April 24, 2011, 02:23:48 PM
Quote from: aussiemcgr on April 24, 2011, 01:07:05 PM
I set the Vehicle Air Pollution field to 0.00, assuming this will rid me of all the automobile pollution.

That is correct.  I just tried this, and it works fine for me; it removes the traffic air pollution completely.

Did you uninstall the June 2009 edition of the NAM before installing the 2010 version?

Did you double check to make sure that the Clean Air Act is still enabled in your cities?  Disabling it would roughly cause a doubling in traffic air pollution.

If the pollution is indeed caused by traffic, the Air Pollution data view should show a grid-like pattern in the worst places, reflecting the layout of your roads.  Does it?

The only other thing I can think of is that you may have some other version of the Clean Air Act in your Plugins folder that is overriding your NAM version.  This would cause vehicle air pollution to approximately double.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: aussiemcgr on April 24, 2011, 02:52:56 PM
QuoteDid you uninstall the June 2009 edition of the NAM before installing the 2010 version?
Yes, I ran the uninst.exe prior to running the 2010 install.

QuoteDid you double check to make sure that the Clean Air Act is still enabled in your cities?  Disabling it would roughly cause a doubling in traffic air pollution.
Yes, it is still enabled.
Quote
If the pollution is indeed caused by traffic, the Air Pollution data view should show a grid-like pattern in the worst places, reflecting the layout of your roads.  Does it?
This is the part that I found curious. It is not on a clean grid-like pattern like it should be (I know what you are talking about). But it is rather blobbed around the roadways. There is a significant amount of pollution in strictly residential areas that follow along the roadways (in its blob fashion), and I'm not sure what else could be producing the pollution in the residential areas. The pollution also exists in areas that are strictly commercial and areas that are strictly HT-Industry.

QuoteThe only other thing I can think of is that you may have some other version of the Clean Air Act in your Plugins folder that is overriding your NAM version.  This would cause vehicle air pollution to approximately double.
I did find another version of the Clean Air Act. I remove it from my plugins, but nothing changed.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on April 24, 2011, 03:32:02 PM
Quote from: aussiemcgr on April 24, 2011, 02:52:56 PM
.This is the part that I found curious. It is not on a clean grid-like pattern like it should be (I know what you are talking about). But it is rather blobbed around the roadways. There is a significant amount of pollution in strictly residential areas that follow along the roadways (in its blob fashion), and I'm not sure what else could be producing the pollution in the residential areas. The pollution also exists in areas that are strictly commercial and areas that are strictly HT-Industry.

This does not sound like vehicle air pollution.  Vehicle air pollution is well defined, with edges that are almost sharp, and does not go beyond the boundaries of the networks by any noticeable amount.  Are these blobs along the sides of the networks, over them, or both?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on April 25, 2011, 02:30:40 AM
Quote from: JoeST on April 24, 2011, 02:35:56 AM
A quick aesthetic issue, how come the installer does not install the docs to the 'documentation' folder? it installs them to %PLUGINS%/Network Addon Mod/Documentation/, which then gets removed when you do a cleanitol, surely going in a similar direction to the CAM (which installs it to %DOCS%/BSC/CAM/ I guess)

There is no "official" documentation folder. Many installers use a "STEX_Downloads" or "LEX_Downloads" folder within the "\My Documents\SimCity4" folder, but this was introduced by the BSC installers. The SFBT installers put the readme inside a "\Plugins\SFBT\SFBT_ReadMe" folder, for example. The NAM Team could have adopted the BSC folder, but there always was a "Documentation" folder inside the NAM installation folder since the very first NAM installer, so we simply kept it that way.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: JoeST on April 25, 2011, 03:12:59 AM
Quote from: Andreas on April 25, 2011, 02:30:40 AM
There is no "official" documentation folder. Many installers use a "STEX_Downloads" or "LEX_Downloads" folder within the "\My Documents\SimCity4" folder, but this was introduced by the BSC installers. The SFBT installers put the readme inside a "\Plugins\SFBT\SFBT_ReadMe" folder, for example. The NAM Team could have adopted the BSC folder, but there always was a "Documentation" folder inside the NAM installation folder since the very first NAM installer, so we simply kept it that way.
I realise there are no official folders, and that it doesnt make sense to update all the installers to point to new places, but it would make sense to put them somewhere that Cleanitol cannot reach, and that the game does not parse through, looking for plugins. Just pointing that out :) rather than complaining

Joe
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: aussiemcgr on April 25, 2011, 09:18:47 AM
Quote from: z on April 24, 2011, 03:32:02 PM
This does not sound like vehicle air pollution.  Vehicle air pollution is well defined, with edges that are almost sharp, and does not go beyond the boundaries of the networks by any noticeable amount.  Are these blobs along the sides of the networks, over them, or both?

Both. It's focus is over the roadways, but it does spill over a few squares around the roadways. I'll try to get you a few map pictures if I can.

I know the pollution isn't occurring from trash, my graphs are reading 0 trash in the city (all exported). I know there are no industries or anything anywhere nearby. My only mass transit system is subways and my sims' only options for transportation are walk, car, subway, ferry, or airport and probably 95% of travel is a combination of subway and walk (since the sims taking the subway is counted double when they start to walk). The only thing I can account the pollution to is the roadways, and I'm not sure what other forms of pollution could occur other than vehicle.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Natuurzoon on April 30, 2011, 06:00:00 AM
hey there,
i was wondering how i can build this:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi1140.photobucket.com%2Falbums%2Fn563%2Fnatuurzoon%2FWeneer_14.jpg&hash=e6bc832fff71368f40403fb4680018cb6e160e04)

i've got the latest NAM, but i just can't find a puzzle piece for this...

thanks in advance.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdenm8 on April 30, 2011, 08:19:27 AM
Firstly, you need the RHW, then it's accessible under the RHW Wide Radius Curves button, right at the very end. It looks like a plain curving overpass with no roads underneath it because you drag RHW under it after it's placed (or before).
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Natuurzoon on April 30, 2011, 09:22:13 AM
Quote from: jdenm8 on April 30, 2011, 08:19:27 AM
Firstly, you need the RHW, then it's accessible under the RHW Wide Radius Curves button, right at the very end. It looks like a plain curving overpass with no roads underneath it because you drag RHW under it after it's placed (or before).

Thanks a lot!
i did came across that puzzle piece, but i discarded it as it didn't looked like it..
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Moonraker0 on May 11, 2011, 12:50:43 PM
I am having a problem with sims commuting from one end of the city tile to the other.  They don't have jobs, even though there are ones available over there.  I think that someone said that with Simulator Z, sims would go as far as necessary to get to work.  I thought that this would also apply in the NAM Unified Traffic Simulator, but it doesn't seem to be working that way.  Is this still supposed to be a NAM simulator feature, where they go as far as they need to?  If it is, why might this not be working right?  I see NetworkAddonMod_Traffic_Plugin_Z_High.dat in my Plugins\Network Addon Mod folder.  Is this what the file should be called in the latest NAM version?
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.picpanda.com%2Fimages%2Fl7asg1809dx73dm1zqq_thumb.png&hash=cfdf77e4565cbf10afe622dec99edb22dcb7cd7a) (http://www.picpanda.com/viewer.php?file=l7asg1809dx73dm1zqq.png)
Concerning the diverging diamond interchange, I checked with drawpaths to make sure I dragged the one-way roads in the correct directions, and I also have tried building a monorail from the residential area to the industrial area as an experiment, with many stations (since ridership seems to drop without enough stations).  However, no one rode the monorail there either after I waited several months.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdenm8 on May 11, 2011, 05:57:02 PM
That picture's a long way out and I can't see much.
Are you using the Neighbour Connection pieces on the RHW connection?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Moonraker0 on May 11, 2011, 06:38:25 PM
Yes, all my NWM and RHW neighbor connections have the connector pieces used where they should be.

More pictures if you need them:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.picpanda.com%2Fimages%2Fvkgws8gky0xcrcvrd15k_thumb.jpg&hash=f29354ecb3b15183120ea43201d84ea6c1e9e288) (http://www.picpanda.com/viewer.php?file=vkgws8gky0xcrcvrd15k.jpg)
Along the route from the residential zone to the industrial zone:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.picpanda.com%2Fimages%2Fqrw6vz784l20sg0alvn_thumb.jpeg&hash=495cff1ae14bcb84cecc7f69acef21aba19c1be9) (http://www.picpanda.com/viewer.php?file=qrw6vz784l20sg0alvn.jpeg)(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.picpanda.com%2Fimages%2Ffr44j1bisa7jmjpxpezk_thumb.jpeg&hash=922c315412f67a153eddeca27685f905e48c4301) (http://www.picpanda.com/viewer.php?file=fr44j1bisa7jmjpxpezk.jpeg)(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.picpanda.com%2Fimages%2Fmo1c76j9wk3by6y8h5rs_thumb.jpeg&hash=b27ccbd444c6b442a719004cc662163158ed525f) (http://www.picpanda.com/viewer.php?file=mo1c76j9wk3by6y8h5rs.jpeg)(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.picpanda.com%2Fimages%2Fumgh6whavxrott15z15k_thumb.jpeg&hash=faa0a3af21554c5bba8e8258349b31e6eb16dd95) (http://www.picpanda.com/viewer.php?file=umgh6whavxrott15z15k.jpeg)
The city has grown considerably since yesterday, but the residents in the northwest corner of the tile still don't have jobs.  There are a multitude of low-wealth commercial service jobs for the low-wealth residents, but they won't take them because they're too far away.  However, these new jobs aren't anywhere near as far away as the industrial jobs previously shown.  This picture hopefully illustrates the problem; the grid of streets north of the river is pretty much completely filled with development, but as you can see, no one is using the roads to that area at all because of distance.  Also, traffic is not bad at all at this point, so I don't see why congestion would be holding back commuters.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.picpanda.com%2Fimages%2Fbaua0bzc6ful6d4fk487.png&hash=ed2b1ec480beeed2ad86f78623851d94956ebb36) (http://www.picpanda.com/)
Northwest corner:  residential district; further southeast (but north of the river) is the large commercial area.  Along the northern edge of the city tile is a high-tech industrial zone.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: davetripd1 on May 14, 2011, 01:08:47 AM
Hey,
Having a problem with all my highway/road intersections becoming congested.  In a grid suburban city the major north/south highways are intersected by avenues, the traffic view is all green except for the intersections and I get the annoying news clip about congestion, the avenues in question are far below capacity and the congestion is the 2 squares where the elevated highway passes over the avenue.

Thanks, great work on the mod!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: legoman786 on May 15, 2011, 07:06:50 AM
Can somebody help me understand why this was implemented?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg573.imageshack.us%2Fimg573%2F8545%2Fblargk.jpg&hash=8a8cd344d59ebe61d7667dc3f2809ce6386f9685)

Original thread here; http://sc4devotion.com/forums/index.php?topic=13109.0

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

I'm having an issue with the MIS and slopes. Is the MIS not slope friendly? (Keep in mind, I've been out of SC4 for about 2-3 years now. Haven't caught up with everything just yet.)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg231.imageshack.us%2Fimg231%2F1077%2Fnomiswut.th.jpg&hash=feb0dcbf0e90653d5ac796799f2d70803a2bd5bf) (http://imageshack.us/photo/my-images/231/nomiswut.jpg/)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: JoeST on May 15, 2011, 10:20:56 AM
The removal of the inner ring was for realism.

The slopes could be an overly restrictive slope mod, or it might be that the two squares at the end of the avenue are not flat, which will mean that constructing something there will try and tilt the end of the AVE which isnt possible.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: legoman786 on May 15, 2011, 10:35:27 AM
So, it'd be safe to assume that the inner ring from all the rail systems will be removed soon too?


Thanks for pointing that out, Joe. I scrapped the entire interchange in favor for building it elsewhere. I'll try it out again.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: JoeST on May 15, 2011, 10:45:48 AM
What happens if you delete the 'X piece from the center of the ring? does that not cause the circle to reappear?

Also, I doubt they'll be focussing on removing/fixing things like that, though they might do.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: legoman786 on May 15, 2011, 01:48:38 PM
The inner ring does not come back. This issue also affects the monorail system.

The ground rail (passenger and freight) is unaffected by this issue.

I built all 3 systems in question on flat level ground, so slopes did not factor into this.


Was there something in the installer that I missed? I understand that it's because of the new NAM, but is it a bug or a 'feature?'

If it's a bug, then that's in the developers' hands. If it's a feature to be yet fully implemented, I'd like an option in the installer.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on May 15, 2011, 02:13:45 PM
Quote from: davetripd1 on May 14, 2011, 01:08:47 AM
Having a problem with all my highway/road intersections becoming congested.  In a grid suburban city the major north/south highways are intersected by avenues, the traffic view is all green except for the intersections and I get the annoying news clip about congestion, the avenues in question are far below capacity and the congestion is the 2 squares where the elevated highway passes over the avenue.

This is the turn and intersection effect, which has been turned up in the NAM traffic simulator so that it actually slows down traffic at heavily traveled intersections.  It still doesn't stop the traffic for stoplights or stop signs, but there's no way to stop the traffic in the game.

If you don't like this feature, you can reduce it or turn it off completely using the Traffic Simulator Configuration Tool.  If you don't already have this, you can get it in the NAM Traffic Subsystem (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2379).




Quote from: legoman786 on May 15, 2011, 01:48:38 PM
The inner ring does not come back. This issue also affects the monorail system.

The ground rail (passenger and freight) is unaffected by this issue.

I built all 3 systems in question on flat level ground, so slopes did not factor into this.


Was there something in the installer that I missed? I understand that it's because of the new NAM, but is it a bug or a 'feature?'

If it's a bug, then that's in the developers' hands. If it's a feature to be yet fully implemented, I'd like an option in the installer.

It's a feature.  I believe that some of the automata would just go round and round the circle.

All the travel options in this intersection are still present.  The glitches in the rails in the branches are more than just texture problems, but they're being worked on.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: legoman786 on May 15, 2011, 03:26:40 PM
@z: So, as of yet, it's more a visual thing than it is functional? Well, until the fix is completed, correct?

With your explanation of the automata being stuck on the roundabouts, I may just suck it up and live with it.

Any idea when it will be full implemented? Next release, or TBA?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on May 15, 2011, 04:59:56 PM
Unfortunately, I have no idea.  It hasn't been touched since that modification was initially conceived as part of a "realism initiative" from some Rail Addon Mod folks back in 2009 that was never completed.  It may end up getting reverted back to how it was before then, as the implementation used has the potential for stability issues.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Rainsinger on June 13, 2011, 10:35:24 PM
I'm having an issue with NAM that has been really irritating me, and have not found anything about it anywhere.  I've spent at least a couple hours or more scouring the internet using every combination of search terms I can think of, and have not found one single reference that even remotely resembles this issue, let alone finding out why it's doing this...

After installing NAM and getting into my game, when I go into Data Views, then Zones, instead of getting a nice clean view of my city with only the zones showing, I get a cluttered map filled with bushes, trees, shrubs, fences, fountains, parked cars, and in some cases full buildings!  I like to use this view for a clean map when I'm making certain changes.  But the way it is with NAM bugs the heck out of me!!

I'm sorry if I sound a little irritated.  My temper has gotten a bit frayed after ransacking the internet trying to figure out why NAM is doing this.  From the lack of -anything- posted by anyone else it seems like I'm the only person having this issue.  So I'll just say this...  If I did manage to somehow miss this somewhere, then it sure wasn't for lack of trying!!

I also am aware that there are some issues that NAM creates that can't be avoided.  If that's the case I'd just like to know that.  I can learn to live with it if it's not fixable.  It's the hope that there might be a way to fix this that is driving me up the wall.   &mmm

(Oh and I posted about this on the NAM download page, only because I'd tried to sign up for the forums in the past and ran into some issues.  I don't even remember what was going on then, something on my end.  Anyways, if any moderators are able to remove my comment from that page, feel free.  After posting it there I felt a little silly, but couldn't delete it.  heh)

Edit:  Oh!!  And NAM is the only addon I've ever tried to install for Sim City 4.  I mostly want it for the better traffic simulation, I haven't really explored all the other options it comes with other then to read up on them briefly before installing it.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdenm8 on June 13, 2011, 11:41:34 PM
There is a mod bundled with the NAM which does exactly what you say, and it's completely optional. You evidently went with the default installation options.

It's simple to remove the file.
Go to MyDocs\SimCity 4\Plugins\Network Addon Mod\Data Views and remove the file called "NetworkAddonMod_Zone_Data_View.dat"

That removes that part of the mod and Zone View will return to normal.

You won't find much on the internet about it, mainly because people read the descriptions of each of the NAM components.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Rainsinger on June 13, 2011, 11:52:05 PM
Quote from: jdenm8 on June 13, 2011, 11:41:34 PM
There is a mod bundled with the NAM which does exactly what you say, and it's completely optional. You evidently went with the default installation options.

It's simple to remove the file.
Go to MyDocs\SimCity 4\Plugins\Network Addon Mod\Data Views and remove the file called "NetworkAddonMod_Zone_Data_View.dat"

That removes that part of the mod and Zone View will return to normal.

You won't find much on the internet about it, mainly because people read the descriptions of each of the NAM components.

Thank you so much!  Is this the "New Zones Data View" option?  It's the only one that sounds like what you're talking about.  And it's interesting because I was actually wondering if that's what was causing the issue for me.  But the way the tooltip is written confused me.  Re-reading it again, I understand it now.  I guess I was trying too hard or something.  I don't know.  Sometimes something really obvious can completely confuse me because I'm overthinking things.  >.<

Anyways, thanks again for the help!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on June 14, 2011, 12:07:19 AM
Quote from: Rainsinger on June 13, 2011, 11:52:05 PM
Is this the "New Zones Data View" option?

Yes, it is.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: moonlinght on June 24, 2011, 08:39:28 PM
Hello :)
Please help me about this issue.
When I was using Fukuda's metal arch bridge...
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg861.imageshack.us%2Fimg861%2F5210%2Fimg0618be.jpg&hash=8b8223f4f21d04633f02904dcaf29d16c8e706d2)
Is there a clue to solve this problem?
I am using NAM of August, 2010 version. And metal arch bridge was downloaded last week.

Thank you.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdenm8 on June 24, 2011, 10:43:05 PM
That's a problem with Fukuda's Bridge. The other one he made has something similar wrong with it.

I think it has to do with the way he coded it, based on the Cantilever I think.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: moonlinght on June 25, 2011, 06:08:02 AM
Quote from: jdenm8 on June 24, 2011, 10:43:05 PM
That's a problem with Fukuda's Bridge. The other one he made has something similar wrong with it.

I think it has to do with the way he coded it, based on the Cantilever I think.

I've got it.
Thank you for your explanation ;)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: bombcar on July 06, 2011, 10:35:17 PM
How do you make a road roundabout? I found the tram-in-road pieces, and the avenues, but I cannot find the road one.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on July 06, 2011, 10:50:52 PM
Just drag a road in a square, and it automatically becomes a roundabout.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: six9nc on July 07, 2011, 01:52:41 PM
I want to install the updated nam10 on my new pc.  My old one crashed but I had all my files backed up on an external hard drive.  I have since transfered all my plugins and regions to the new pc.  I have even built a test city.  My question is what are the steps I need to take to ensure a trouble free uninstall and clean install.  I have the June 2010 nam and rhw installed right now.  Also will I have to demo any of the old rhw stuff to mitigate CTDs.  Thanks in advance....
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdenm8 on July 07, 2011, 05:55:27 PM
Updating to the newer versions is simple.
Simply run the installer for the NAM and install over the top of the existing installation (If you forget something you need, it'll still be in there).
However, the RHW will need a proper uninstall due to the name of the folder that it's contained in changed.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: relics8801 on July 19, 2011, 06:14:53 PM
Hello NAM team and all.
Thank you very much for your great works the NAM and some additionals. &apls

I have a problem of SC4-Path with some additional-bridges on LEFT HAND Verison.
1 : Ich freue mich auf Ihre Arbeiten Danke (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2613)
2 : JENXPARIS Pont Alexandre III (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2608)
These were not have SC4-Path right... &mmm
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg705.imageshack.us%2Fimg705%2F2097%2Fbridgeissue001.jpg&hash=4534a46857165e948dbdafde9e089cd3b4e61c1e)

Ofcourse, I have latest version NAM, and checked out a latest NAM-Essentials fiels as well.
Can you check them again and give me any advice please if you have any idea.


Thank you for your helps  ;)

Edite :
I'm sorry if I mistake of place to post it. Please move it to appropriate thread. ;)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdenm8 on July 19, 2011, 06:25:06 PM
Actually, more accurately, they probably just don't have LHD paths at all.

The Tram-in-Road one is to be expected, it's actually an ElRail bridge which needs dedicated paths for LHD (Which Xannepan evidently didn't make)

The Avenue bridge... That only has car paths, so I'm not exactly sure why there are no paths on it.

These are probably more appropriately brought up with Xannepan at the Bridge forum rather than with us, they're not really our responsibility.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on July 19, 2011, 06:27:19 PM
Quote from: jdenm8 on July 19, 2011, 06:25:06 PM
The Avenue bridge... That only has car paths, so I'm not exactly sure why there are no paths on it.

There's likely an entry remapping it in the LHD Path Remapping section in the Network INI file (in the NAM Bridge Controller)--I'll take a look at that, since I need to tweak that section for something else anyway.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: relics8801 on July 19, 2011, 07:37:24 PM
Quote from: relics8801 on July 19, 2011, 06:14:53 PM
These were not have SC4-Path right... &mmm
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg705.imageshack.us%2Fimg705%2F2097%2Fbridgeissue001.jpg&hash=4534a46857165e948dbdafde9e089cd3b4e61c1e)

@jdenm8 and Tarkus
Thank you for reply.  ;)
Is this Ich freue mich auf Ihre Arbeiten Danke(Tram-in-Road) was not made for compatibled with LeftHandVersion since first ?  Aha, that's really disappointing..... &mmm
I think that hope he write some note like a "It's not compatibled with LHV" in a download page. ;D
Ok, I'll wait for some update for that.  ;)

Thank you for your helps.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on July 21, 2011, 03:29:56 PM
Heh, I don't know why the bridge is named "Ich freue mich auf Ihre Arbeiten Danke", but that is German and translates to "I'm looking forward to your work, thanks". Maybe this actually means it was never completed and the creator was looking forward that someone would finish the modding?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdenm8 on July 21, 2011, 05:19:54 PM
I think that could have been a sneaky trick in translation.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: moonlinght on July 23, 2011, 10:40:31 PM
Hello :)

I found bug(LHD) of intersection texture today.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg37.imageshack.us%2Fimg37%2F4580%2Fimg0706x.jpg&hash=e99f3ee14627fab78f5ce1d10f700e7297503a6c)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg34.imageshack.us%2Fimg34%2F4094%2Fimg0705tt.jpg&hash=94f2c7675d63a0f8920babef3ed150d02f777951)

Please correct road texture IID ;)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg89.imageshack.us%2Fimg89%2F9210%2Fimg0712h.jpg&hash=d49cb79f3e463e472e023a9af1d9d05a68cedd45)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg200.imageshack.us%2Fimg200%2F8312%2Fimg0711vo.jpg&hash=4fccb0e0508f1fd9809e77c35fd95e6830e6462e)

thank you.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mcarch on July 25, 2011, 11:52:44 PM
I have had this problem since the last NAM has been out.  I have brought it to attention and was given way to correct it.  I have done so with without correcting the problem.

I have used starter pieces to Street Addon Mod and Muli-lane Roads.  When these starter peices are constructed there is a construction sound (like there should be).  When construction is complete the sound still continues, even AFTER demolition of said starter peices and all other pieces.  This is in a test city where nothing else exists, so its not nearby roads or other construction.  And yes, I have unpaused the game to let it run YEARS and the sound is still there.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: GDO29Anagram on July 26, 2011, 12:23:40 AM
Quote from: mcarch on July 25, 2011, 11:52:44 PM
I have used starter pieces to Street Addon Mod and Muli-lane Roads.  When these starter peices are constructed there is a construction sound (like there should be).  When construction is complete the sound still continues, even AFTER demolition of said starter peices and all other pieces.

This is a problem that I myself have also encountered, and it's usually the rail construction sound that plays. It tends to happen when the starters in question are made from Rail, such as the TLA-3 or SAM-1. (See below to see what I'm talking about).

Quote from: GDO29Anagram on July 22, 2011, 12:24:57 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg836.imageshack.us%2Fimg836%2F2614%2Fcapturesecretstarters.jpg&hash=0f746032ebb43a4e08e5428280a038e6a0a2d9e6)

What I do to combat that problem is drag out only four tiles at a time until it's about 8 or 12 tiles from the starter itself. At that point, I can drag out freely without having the infinitely looped sound track occur. If it DOES happen, you could just save and exit to region then enter the city again; The sound will then be gone.

If you drag a network out and it's under a certain amount of tiles (about 4 tiles out), then the construction animation (and SFX) doesn't occur. Keep that in mind.

Why it happens, however, is a mystery to me... &Thk/(
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Wiimeiser on July 26, 2011, 05:02:32 AM
Regarding the bridge problem, I don't think any two-tile bridges are LHD compatible, and I doubt that they even can be.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdenm8 on July 26, 2011, 06:01:23 AM
Actually, that's a misconception. Half of the time they're just not made (either due to limited knowledge or laziness) or they are and don't make it into release (BL's RHW-4 Suspension Bridge, Ebina had made LHD paths prior to release, but they were never uploaded with the bridge).

All of the Maxis bridges are LHD capable. If they wern't, then I'd say that double-tile bridges were incompatible.

@Moonlight,
Hm... I don't know if that's an IID problem or a RUL error in the original plugin, presumably from a lack of LHD testing (There are a few of these)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: MithSimCity on July 27, 2011, 12:04:11 AM
I would like to ask a question concerning the Traffic Simulator Configuration Tool of the NAM. If this is not the appropriate thread. I would also appreciate anyone to point me to a thread dealing with the TSCT cause I didn't find it.

So, one thing I would like to know is concerning the park and ride feature: do I need to download specific buildings or can I use those subway stations that say they have parking capacity?

The other thing is concerning to the capacity of avenues and roads. I am using Ultra capacity and roads and avenues have the same capacity (12000). What's the point of putting avenues so? Do cars for instance go faster in avenues than in roads? . I think that the max speed depend on the means of transport (car, train, subway) and not in the 'route' (street, road, highway) I would also like to clarify this.

Thanks for your help!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Rady on July 27, 2011, 12:14:29 AM
AFAIK the network capacity is per tile, so with road you have 12.000 for both directions, that is 6.000 for each direction. Avenue however is 12.000 per tile, and avenue is two tiles wide, so you have 12.000 for each direction - double the capacity of the road.

Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on July 27, 2011, 12:23:51 AM
Quote from: MithSimCity on July 27, 2011, 12:04:11 AM
I would like to ask a question concerning the Traffic Simulator Configuration Tool of the NAM. If this is not the appropriate thread. I would also appreciate anyone to point me to a thread dealing with the TSCT cause I didn't find it.

There is a thread dealing with the NAM Traffic Simulator in general, which can be found here (http://sc4devotion.com/forums/index.php?topic=6812.0).  There's an extensive post by z at the start of the thread that covers Park & Ride and most other matters pertaining to the traffic simulator.

Quote from: MithSimCity on July 27, 2011, 12:04:11 AM
I am using Ultra capacity and roads and avenues have the same capacity (12000). What's the point of putting avenues so?

As Rady mentioned, it's on a per-tile basis.  Whatever number you see listed for Avenues or Elevated/Ground Highways, double it and you'll have the capacity for the full width of the network.

When looking over capacity tables in readmes/FAQs for the NAM and its related plugins, check to see what units are being used.  The capacity tables on the RHW and NWM threads are on a "full-span" rather than "per-tile" basis, for instance.  There usually should be some mention of whether or not the values listed are "full span" or "per tile"

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: MithSimCity on July 27, 2011, 12:16:10 PM
Thank you for clarifying this. Now that I look closely at the TSCT I see it says "network costs per network tile/ network traffic capacities :)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: cogeo on July 31, 2011, 05:15:00 AM
Street and El-Rail/GLR tunnels impossible?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg594.imageshack.us%2Fimg594%2F7627%2Fnamtunnelsproblem.jpg&hash=eaa1bb13ae7599ca653b29c2419fcceff42e07f4)

So it seems! And it happens with or without NAM, or slope-mods installed. Played a little with the network placement tuning parameters, but to no avail. Looks like a hard-coded thing (or the program has some special requirements about the tunnel resources, which we currently do not know).

Any hint? (I have seen some "solutions" on the STEX; they are TE implementations, and of course I don't mean this)

I'm gonna try making some puzzle-pieces (which are real networks), but before digging into this I would like to know if there is some other solution, or an easier and more straightforward way.

Thanks
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Chrisim on July 31, 2011, 03:07:01 PM
As far as we understand, street or El-Rail/GLR tunnels are not possible. A way around are TE-Lots or the FLUPs underpasses (http://sc4devotion.com/forums/index.php?topic=10876.msg326249#msg326249) that can carry cars, trams and pedestrians.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg193.imageshack.us%2Fimg193%2F6668%2Ftunnelgate10.jpg&hash=8f4c7d7614d762a17154d1498aefc8f069894401)
The FLUP's tunnel follows the surface elevation, and therefore can be quite steep.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: kefkapelazzo on July 31, 2011, 07:59:28 PM
I've been having some issues getting NAM 29 working on Mac OS X.

Like some others my game seems to freeze when I enter city builder mode. I've done some testing and the freeze actually occurs when the date rolls forward in city builder mode, it is just fine if paused.

The freeze seems related to the "NetworkAddonMod_Bridges_Plugin_Controller.dat" file - if I take that file out of my plugins directory ... things work fine, but that introduces a host of other problems such as no RHW bridges.

If the file above is in my plug-ins folder ... the UI freezes solid. If it isn't, my game runs fine.

So what is this file, what does it do, and why might it be malfunctioning in such a way?

So anyways ... full NAM mac install, I've tried both the LEX and STEX downloads, I've also used Wine to install the Windows variant but have the same problem across all versions. There is an installer, unofficial, linked from the LEX download page and while it works, it doesn't include the bridges plugin controller. I've tried installing NAM in a virgin plugins directory by itself, paired with RHW, on old and new map to no avail.

Mac OS 10.6.8/Rev 1.1A Rush Hour

If this is a known issue, my apologies ... I certainly have searched and searched to no avail.

Thanks in advance for any assistance.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on August 01, 2011, 12:06:47 AM
I received word from another Mac user recently that there were some quirks with using Mac OS X Lion (10.7) with an odd, isolated contingent of items (just the High Elevated Rail and High Monorail puzzle pieces), in part because of the fact that the game requires the quirky Aspyr Intel Mac patch.  His issues were happening when the game was not on pause as well.

That's really odd that the "unofficial" installer by werl didn't include the Bridge Controller.  I'd hazard a guess that he may have run into a similar issue.  I'm not sure how the High ElRail/Monorail pieces play into it (they're unrelated to the Bridge Controller, except when the game is in LHD mode and uses the Bridge Controller for UK path remapping), so this is very puzzling indeed.  Just out of curiosity, are you running the game in LHD and/or do the issues happen with the High Elevated Rail and High Monorail Plugins installed?

I suspect it's something quirky involving the Aspyr patch and the new operating system, and how they interact with certain files.  I don't have a Mac, so I can't really test anything in that regard myself.  I believe most of the rest of the NAM Team is non-Mac users as well.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: kefkapelazzo on August 01, 2011, 07:59:39 AM
Thanks for the quick reply! I've no word of Lion, currently running under Snow Leopard. In any case, using RHD. Have tried with and without the High Elevated Rail and High Monorail Plugins insofar as I recall. Fairly certain. I've noticed a mention of this issue in a few other threads including a fairly recent one on ST. I'm fairly certain the shoddy port is to blame as well. :/

As a temporary workaround I'm able to pause, install the bridges controller, lay bridges, quit, and remove but its quite a burdensome process so was hoping for some better news. Gahhh. Meanwhile plenty of others don't seem to have the issue, though as mentioned I've tried it with a virgin plugins folder and even a fresh install. Blah. =/

Thanks anyhow!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Kevin1a on August 05, 2011, 02:39:12 AM
Are there any pieces to cross GLR and ELRHW4 at this point?  Does anyone know of a work around that isn't an eyesore?  I tried to drag GLR under the highway and it reverted to ELrail breaking the highway; then I searched for puzzle pieces, but didn't find anything (though admittedly there are several places it could be.  Is this something that we are likely to see in the upcoming NAM whenever that might arrive?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Wiimeiser on August 07, 2011, 11:14:34 PM
How'd you get those street tunnels? Hex Editing? (On that note, if two bridges were hex edited next to each other, how would the game react?)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdenm8 on August 07, 2011, 11:35:28 PM
Quote from: Kevin1a on August 05, 2011, 02:39:12 AM
Are there any pieces to cross GLR and ELRHW4 at this point?  Does anyone know of a work around that isn't an eyesore?  I tried to drag GLR under the highway and it reverted to ELrail breaking the highway; then I searched for puzzle pieces, but didn't find anything (though admittedly there are several places it could be.  Is this something that we are likely to see in the upcoming NAM whenever that might arrive?
Not in RHW v4.2, though GLR under ERHW will be in RHW V5.0 as far as I'm aware, as well as many other intersection capabilities.
Quote from: Wiimeiser on August 07, 2011, 11:14:34 PM
How'd you get those street tunnels? Hex Editing? (On that note, if two bridges were hex edited next to each other, how would the game react?)
They aren't street tunnels, they're Street FLUPs, which are Puzzle Pieces.
As for Hex Editing, people have tried and failed to edit the city files directly. There are multiple checksums that SC4 uses to ensure that its City Files aren't corrupt (checksums that only exist in the SC4 files that SC4 uses for its city files), and nobody has invested the time needed to figure out how these checksums work.
When SC4 finds that one of the subfiles in the SC4 file is 'corrupt' (The checksums don't work out), it deletes them.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Ramona Brie on August 08, 2011, 11:17:27 AM
Quote from: jdenm8 on August 07, 2011, 11:35:28 PM
Quote from: Kevin1a on August 05, 2011, 02:39:12 AM
Are there any pieces to cross GLR and ELRHW4 at this point?  Does anyone know of a work around that isn't an eyesore?  I tried to drag GLR under the highway and it reverted to ELrail breaking the highway; then I searched for puzzle pieces, but didn't find anything (though admittedly there are several places it could be.  Is this something that we are likely to see in the upcoming NAM whenever that might arrive?
Not in RHW v4.2, though GLR under ERHW will be in RHW V5.0 as far as I'm aware, as well as many other intersection capabilities.
Quote from: Wiimeiser on August 07, 2011, 11:14:34 PM
How'd you get those street tunnels? Hex Editing? (On that note, if two bridges were hex edited next to each other, how would the game react?)
They aren't street tunnels, they're Street FLUPs, which are Puzzle Pieces.
As for Hex Editing, people have tried and failed to edit the city files directly. There are multiple checksums that SC4 uses to ensure that its City Files aren't corrupt (checksums that only exist in the SC4 files that SC4 uses for its city files), and nobody has invested the time needed to figure out how these checksums work.
When SC4 finds that one of the subfiles in the SC4 file is 'corrupt' (The checksums don't work out), it deletes them.

Kinda like Pokémon bad eggs: if the checksum doesn't work out, it becomes useless and glitchy.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdenm8 on August 08, 2011, 07:29:11 PM
Quote from: Tracker on August 08, 2011, 11:17:27 AM
Kinda like Pokémon bad eggs: if the checksum doesn't work out, it becomes useless and glitchy.

Not quite. Pokemon Bad Eggs don't trigger any exceptions, the game handles it as best it can, whereas SimCity 4 just deletes the city file completely. No glitchy, it's just gone.
There are a few exceptions though (The prop exemplar (Can't remember the proper name) is one).
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Wiimeiser on August 09, 2011, 05:57:04 PM
Prop Pox?

Also, the GHW/AVE Parallel Ramp doesn't have any paths.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: sffc on August 17, 2011, 01:37:45 AM
Dear NAM Team,

There seems to be a small mixup in the DAT files relating to elevated train and GLR.  The following screenshot was taken with all of the GLR plugins installed, but not NetworkAddonMod_High_ElRail_Plugin.dat:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fs1.postimage.org%2F2phaj6m4k%2FGLR_On_Slope_Texture_Bug.jpg&hash=2180267b48f9e1d14dfc2234ad753158709dbb90) (http://postimage.org/image/2phaj6m4k/)
It seems that some props and/or textures are missing for certain orientations of smoncrie GLR OnSlope puzzle piece.  However, after installing NetworkAddonMod_High_ElRail_Plugin.dat, the textures work fine:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fs1.postimage.org%2F2pio5b0xw%2FGLR_On_Slope_With_High_El_Rail.jpg&hash=463a5d20d6aa66a56a44de7d4ce401ffc98828e2) (http://postimage.org/image/2pio5b0xw/)
This normally would not be an issue, because one can simply install the High Elevated Rail plugin to have the extra textures.  However, I run OS X Snow Leopard, and installing the High Elevated Rail Plugin causes an immediate CTD when starting time in SC4.  (Notice how I had to pause time in order to capture the second screenshot.)  I can live without using High Elevated Rail, but would it be possible to have the necessary textures moved from NetworkAddonMod_High_ElRail_Plugin.dat to NetworkAddonMod_GroundLightRail_Plugin.dat in Version 30?

NB: I have posted about this issue before, but at that time I was running OS X Tiger, which did not fuss about the High Elevated Rail data file.

I also have a little comment relating to the issue kefkapelazzo raised a couple of weeks ago.  Other than High Elevated Rail and High Elevated Monorail (and the issue I pointed out in this thread), NAM Version 29 runs beautifully on my SC4 installed under OS X Snow Leopard.  The NetworkAddonMod_Bridges_Plugin_Controller.dat file is present in my installation, and I have never run into any problems.  I am using all NAM plugins except CanAm, Custom MiscTransport and Rail menus, Turning Lane Avenues, and of course High ElRail/Monorail.  I am using RHD with Standard Automata, Z_Low traffic controller, and the Volume Data View mod.  I can perform tests if that would be helpful.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mcarch on August 22, 2011, 03:49:09 PM
Quote from: GDO29Anagram on July 26, 2011, 12:23:40 AM
Quote from: mcarch on July 25, 2011, 11:52:44 PM
I have used starter pieces to Street Addon Mod and Muli-lane Roads.  When these starter peices are constructed there is a construction sound (like there should be).  When construction is complete the sound still continues, even AFTER demolition of said starter peices and all other pieces.

This is a problem that I myself have also encountered, and it's usually the rail construction sound that plays. It tends to happen when the starters in question are made from Rail, such as the TLA-3 or SAM-1. (See below to see what I'm talking about).

Quote from: GDO29Anagram on July 22, 2011, 12:24:57 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg836.imageshack.us%2Fimg836%2F2614%2Fcapturesecretstarters.jpg&hash=0f746032ebb43a4e08e5428280a038e6a0a2d9e6)

What I do to combat that problem is drag out only four tiles at a time until it's about 8 or 12 tiles from the starter itself. At that point, I can drag out freely without having the infinitely looped sound track occur. If it DOES happen, you could just save and exit to region then enter the city again; The sound will then be gone.

If you drag a network out and it's under a certain amount of tiles (about 4 tiles out), then the construction animation (and SFX) doesn't occur. Keep that in mind.

Why it happens, however, is a mystery to me... &Thk/(

Hmm, mine is just road construction.  Not rail construction.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on August 22, 2011, 04:15:40 PM
Quote from: sffc on August 17, 2011, 01:37:45 AM
Dear NAM Team,

There seems to be a small mixup in the DAT files relating to elevated train and GLR.  The following screenshot was taken with all of the GLR plugins installed, but not NetworkAddonMod_High_ElRail_Plugin.dat:

. . .

This normally would not be an issue, because one can simply install the High Elevated Rail plugin to have the extra textures.  However, I run OS X Snow Leopard, and installing the High Elevated Rail Plugin causes an immediate CTD when starting time in SC4.  (Notice how I had to pause time in order to capture the second screenshot.)  I can live without using High Elevated Rail, but would it be possible to have the necessary textures moved from NetworkAddonMod_High_ElRail_Plugin.dat to NetworkAddonMod_GroundLightRail_Plugin.dat in Version 30?

NB: I have posted about this issue before, but at that time I was running OS X Tiger, which did not fuss about the High Elevated Rail data file.

I also have a little comment relating to the issue kefkapelazzo raised a couple of weeks ago.  Other than High Elevated Rail and High Elevated Monorail (and the issue I pointed out in this thread), NAM Version 29 runs beautifully on my SC4 installed under OS X Snow Leopard.  The NetworkAddonMod_Bridges_Plugin_Controller.dat file is present in my installation, and I have never run into any problems.  I am using all NAM plugins except CanAm, Custom MiscTransport and Rail menus, Turning Lane Avenues, and of course High ElRail/Monorail.  I am using RHD with Standard Automata, Z_Low traffic controller, and the Volume Data View mod.  I can perform tests if that would be helpful.

It would not be difficult to move the affected texture to a different file.  Regarding the MacOS X Snow Leopard and Lion issues, we still don't know what exactly is causing them, other than the fact that they're likely related to the Aspyr Intel Mac/Xcode patch--in fact, they're pretty bizarre, as to my knowledge, there's nothing really unusual or exotic in the High Elevated Rail and High Monorail plugin files.  I'll take a deeper look into them and see if I can find some answers. I did end up modifying those two files slightly as part of development on the upcoming version, in order to replace the models for the pieces where the high networks cross over the NAM Road/OWR/Avenue elevated viaducts--I don't know if that has fixed it or not.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Kitsune on August 23, 2011, 05:41:17 PM
are there hidden bridges in the bridge controller? I'm going about modifying a bridge (.... I'm in desperate need of a cable stay/long span heavy rail bridge) and I'm discovering some bridges in the rail rul that I definitely don't recall seeing .... (ie a estr bridge). I've also hit a limit in ilives it seems (aka the rail rul seems to be maxed out and another entry is needed... oy).
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdenm8 on August 23, 2011, 06:10:48 PM
There are tons of placeholder values, most of which were claimed (sometimes even allocated to projects) but never used.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Kitsune on August 23, 2011, 06:21:58 PM
Quote from: jdenm8 on August 23, 2011, 06:10:48 PM
There are tons of placeholder values, most of which were claimed (sometimes even allocated to projects) but never used.

I can see that... I just came across the entries for the RHW-8 bridge.... and a rhw-10 bridge too.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdenm8 on August 23, 2011, 06:27:42 PM
Ah, be careful... We've had some IIDs used by Choco for bridges that others have lifted (Xannepan's Paris bridges are a painful example, they render three unreleased RHW bridges completely unuseable). Just make sure that someone isn't using it before you nick one. Take one of Fukuda's placeholders, I highly doubt he'll make any more.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Kitsune on August 23, 2011, 06:32:24 PM
am I right in thinking just cutting and pasting will do? (with the proper modifications to make it heavy rail of course...). I really dont use el-rail at all... unless its el-rail over road.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdenm8 on August 23, 2011, 06:46:49 PM
I think that's all just commenting in there.
As far as I'm aware, what type of bridge it is is controlled by the Bridge Exemplar that every bridge has, though I'm not sure.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Kitsune on August 24, 2011, 03:00:35 PM
there a ton of fascinating bridge entries in the controller.... I just hope some of them will see the light of day someday.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Augmentationist on August 27, 2011, 12:27:43 AM
I am new to the Real Highways mod so I may be missing something, but I am not able to build functional connections to neighbor cities with this mod at all if I drag a starter piece out to the edge of the map and plop the neighbor connection puzzle pieces on top (on both sides). If I want to build a freeway connection to a neighbor I must use the Maxis freeways instead.

Here is what happens if I build RHW Connection and an avenue connection.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg190.imageshack.us%2Fimg190%2F9592%2Fwithavenueconnection.jpg&hash=02194fce035338e2bbbb77a1b14077a606e8d9c1)

Here is what happens if I take away the avenue connection.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg824.imageshack.us%2Fimg824%2F4815%2Fwithrhwconnection.jpg&hash=56f53c93c96b62a1588e9c4ac3183af2bb382e0a)

So am I missing something or what?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on August 27, 2011, 12:50:49 AM
I just posted this on your similar thread at ST:

Another question that hasn't arisen yet:

Do RHW networks function in your game at all (that is, able to carry traffic as shown with the Traffic Query tool--not just cars and other automata driving down it)?  If not, you may have an incompatible traffic simulator plugin installed, such as the PEG-SPAM Traffic Mod's traffic simulator file, or hailman's Variable Route Buses plugin.

Additionally, make sure your RHW connects up properly on the neighboring city tile (e.g. there's actually something for the sims to commute to with it on the other side), and the neighbor connection in that neighboring city also has the appropriate Neighbor Connection pieces placed over top of it.

To check to ensure you've placed the Neighbor Connection pieces properly, install the Maxis Extra Cheats.dll file if you haven't already (it can be found here (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2261)), go in-game, type Ctrl-X to bring up the "cheat box" and type in "DrawPaths".  There should be a green line and/or green arrows draped down the edge of your city tile where the neighbor connection is located.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Augmentationist on August 27, 2011, 03:34:02 AM
Quote from: Tarkus on August 27, 2011, 12:50:49 AM
Do RHW networks function in your game at all (that is, able to carry traffic as shown with the Traffic Query tool--not just cars and other automata driving down it)?  If not, you may have an incompatible traffic simulator plugin installed, such as the PEG-SPAM Traffic Mod's traffic simulator file, or hailman's Variable Route Buses plugin.

I will try to explore that possibility, I don't believe that I have any traffic simulators because I remember somewhere saying that NAM's traffic simulator was the only one that is compatible. Just in case, Is there anyway to find out which other simulators aren't compatible?

Quote from: Tarkus on August 27, 2011, 12:50:49 AM
Additionally, make sure your RHW connects up properly on the neighboring city tile (e.g. there's actually something for the sims to commute to with it on the other side), and the neighbor connection in that neighboring city also has the appropriate Neighbor Connection pieces placed over top of it....There should be a green line and/or green arrows draped down the edge of your city tile where the neighbor connection is located.

In this picture (of the neighbor city) the arrows/or lines don't appear to be draped over the edge even for the properly functioning avenue connection (from the above picture) or any of my other properly functioning connections. Could this be a problem?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg842.imageshack.us%2Fimg842%2F6330%2Fdrawpath.jpg&hash=799a22fbe373c9c960850f814f043610e6d5e28d)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdenm8 on August 27, 2011, 03:48:48 AM
The neighbour connection pieces need to be used on both sides of the border. The paths will only drape off on RHW or NWM neighbour connector pieces because of the way it works. It loops two two-way connections together and filters the incoming traffic into two separate one-way flows. Without this looping functionality, the pathfinder can't 'see' a return route and will not send traffic that requires a return route (absolutely everything except Freight Trucks) via that connection.
We suspect this was a reason why Maxis' One Way Road can't make neighbour connections.

The Maxis-created two tile networks don't need neighbour connector pieces as they have special code associated with neighbour connections.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on August 27, 2011, 10:34:47 AM
If you're not seeing draping green paths on the edge, that would seem to indicate you may not have placed the Neighbor Connectors--if you have a starter piece right next to the edge, it would prevent you from placing them.  The Neighbor Connectors just go over the ends on the RHW-4 tiles right next to the edge of the city, right over top of the segments of network underneath the default orange neighbor connection arrows.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Augmentationist on August 27, 2011, 06:02:30 PM
Quote from: jdenm8 on August 27, 2011, 03:48:48 AM
The neighbour connection pieces need to be used on both sides of the border....

Quote from: Tarkus on August 27, 2011, 10:34:47 AM
If you're not seeing draping green paths on the edge, that would seem to indicate you may not have placed the Neighbor Connectors

I said this earlier.
Quote from: Augmentationist on August 27, 2011, 12:27:43 AM....I drag a starter piece out to the edge of the map and plop the neighbor connection puzzle pieces on top (on both sides).....

I was hoping that I had forgotten to place the neighbor connection pieces on both sides so I tried it again, still no draping green paths on the edge.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: j-dub on August 28, 2011, 04:34:47 PM
Quote.I drag a starter piece out to the edge of the map and plop the neighbor connection puzzle pieces on top (on both sides).....

Dude, you just can't expect the neighbor pieces to work if the starters are also on the edge under the yellow arrows.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdenm8 on August 28, 2011, 06:30:35 PM
Okay, you said you've plopped the neighbour connection pieces, but I don't see their surface path behaviour...

For the record, this is a fully functioning neighbour connection using RHW v5.0 (I have a mod that removes the neighbour connection arrows, I find them ugly)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fjdenm8%2FRHW%2Frockfall-4_feb__901314527108.jpg&hash=067c492c1108823eb3129ca731c9eb1ee58b46af)

In my example, I see two-way paths on the surface of the road, on yours I don't.

EDIT: You may not be plopping the RHW-4 NCPs, but maybe the RHW-4 Filler, which is visually identical.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Augmentationist on August 28, 2011, 07:32:18 PM
Quote from: j-dub on August 28, 2011, 04:34:47 PM
Dude, you just can't expect the neighbor pieces to work if the starters are also on the edge under the yellow arrows.

Dude, the game will not even let you plop the neighbor connector pieces on top of a starter piece.

Quote from: jdenm8 on August 28, 2011, 06:30:35 PM
You may not be plopping the RHW-4 NCPs, but maybe the RHW-4 Filler, which is visually identical.

Are the filler pieces also located under this menu?
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg828.imageshack.us%2Fimg828%2F543%2Frhwconnectorpieces.jpg&hash=6dcadab4edd9d9e0ada21363d8a75b34c858f7b7)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on August 28, 2011, 11:13:14 PM
Quote from: Augmentationist on August 28, 2011, 07:32:18 PM
Are the filler pieces also located under this menu?

Nope, that button's all NC pieces.

That's just plain bizarre . . . those paths haven't (to my knowledge) changed since Version 4.0. 

Still, though, I've attached the appropriate path out of my current build of Version 5.0, which I've verified as functioning correctly.  Drop this in your Plugins\Network Addon Mod\Real Highway Mod folder. 

If it's still not working, it would point to a modified copy of the path file for the RHW-4 Neighbor Connector sitting somewhere else in your Plugins, conflicting with the RHW and preventing the piece from functioning.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Augmentationist on August 30, 2011, 01:31:30 AM
Quote from: Tarkus on August 28, 2011, 11:13:14 PM
If it's still not working, it would point to a modified copy of the path file for the RHW-4 Neighbor Connector sitting somewhere else in your Plugins, conflicting with the RHW and preventing the piece from functioning.

Alright that file in your attachment didn't work either. Is there any easy way to find that conflicting file?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on August 30, 2011, 01:49:22 AM
There's a couple ways you could go about that.

Probably the most helpful way for diagnosis would be similar to the procedure described here (http://sc4devotion.com/forums/index.php?topic=9898.0), though instead of opening NetworkAddonMod_RIGHT_HAND_CONTROLLER.dat with the Reader, open the .dat of my attached path file, using the Plugins Analyzer feature to determine the location of any duplicate path files (they'd have an instance of 0x5cbbf000).  This would allow me to put whatever the conflicting file is into the Cleanitol so we can prevent others from having to deal with this in the future.

Alternatively, you can completely empty out your Plugins and slowly add stuff back in, trying to find the conflict by process of elimination, or stick the fix file in a zzzz-RHW NC Fix folder in your Plugins, ensuring it loads last and overrides any conflicting file.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: j-dub on August 30, 2011, 09:21:16 AM
@Aug, hopefully the next post will be good news, but if you still can't work it out:
http://www.youtube.com/v/pIxm5ycVhiI
I suppose I can share with you my experience on how I used to establish network connections, before NCP's were developed.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Dino007 on August 30, 2011, 12:37:27 PM
This is not NAM issue but I don't know where to ask this:

1. I have downloaded some street mod (as you can see on the pic) but intersections are still from default streets.
2. I don't want red (brick) sidewalks.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.shrani.si%2Ft%2F1l%2F12J%2F3LYD7gUg%2Fsc4streets.jpg&hash=551a73825bea48bd3cc715dbded2586925df0b0f) (http://www.shrani.si/?1l/12J/3LYD7gUg/sc4streets.jpg)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Augmentationist on August 30, 2011, 07:37:55 PM
Quote from: Tarkus on August 30, 2011, 01:49:22 AM
Probably the most helpful way for diagnosis would be similar to the procedure described here (http://sc4devotion.com/forums/index.php?topic=9898.0), though instead of opening NetworkAddonMod_RIGHT_HAND_CONTROLLER.dat with the Reader, open the .dat of my attached path file, using the Plugins Analyzer feature to determine the location of any duplicate path files (they'd have an instance of 0x5cbbf000).  This would allow me to put whatever the conflicting file is into the Cleanitol so we can prevent others from having to deal with this in the future.

So my computer programming skills aren't very good. I would appreciate it if someone could tell me what I am looking at.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg231.imageshack.us%2Fimg231%2F5379%2Filivereaderscreenshot1.jpg&hash=374c4b60b681712d795b3a219fbb1f7c442de023)

Quote from: j-dub on August 30, 2011, 09:21:16 AM
I suppose I can share with you my experience on how I used to establish network connections, before NCP's were developed.

I should try the vintage way to see if that works.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on August 30, 2011, 07:47:33 PM
It looks like there is a duplicate instance of the SC4Path file at instance 0x5cbbf000, but there's only one, and it seems to be the one in your normal RHW installation--no cigar.

This is really just plain bizarre.  Just out curiosity:

-Does the RHW-6S Neighbor Connector work?  The paths there will also allow it to function as an RHW-4 Neighbor Connector (though it'll look a little bit funky).

Otherwise, I'd continue using workarounds and just wait for RHW Version 5.0 to come out, then try again after that.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: j-dub on August 31, 2011, 09:07:54 PM
@Dino007, bear with me, since I did not want to leave you with nothing, it looks like your using Jeronji's retexture? There are a few things here; if you want to really get rid of the red brick texture, the fastest way is to pull that whole mod out, but you default back to Maxis. Another option is much more advanced, but is possible by adjusting the dat file of that mod in ireader and replace the red brick texture with something else. I would of explained this more, but I have not looked into that particular mod. I don't remember how that mod installs, and if the red brick can be omited upon installing. I am pretty sure the red brick texture is in the same dat file as the other wealth textures. Aside from that, IDK what to tell you.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Augmentationist on August 31, 2011, 10:23:08 PM
Quote from: Tarkus on August 30, 2011, 07:47:33 PM
-Does the RHW-6S Neighbor Connector work?

RHW-6S doesn't work either, I can't help but to think that i'm missing something super obvious that I should already know.

Quote from: Tarkus on August 30, 2011, 07:47:33 PM
Otherwise, I'd continue using workarounds and just wait for RHW Version 5.0 to come out, then try again after that.

What are some of the workarounds for this problem, using the Maxis freeways?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: sepen77 on September 03, 2011, 03:47:35 PM
Not a problem really but more of like a question/request.

For certain FAR there is draggable capability. Were these meant to be included? Or are they bugs? Because if I lay 2 roads like this:
RRR
RRRR
Then drag from the bottom one, I get a FAR -> Orthogonal road.
Similarly with 3 roads:
RR
RRR
RRR
Then drag from the bottom one and I get a FAR -> Orthogonal Long curve.
This works for many instances, infact it even works with rail! The only problem is it cant drag a normal 3x2 FAR. Normal FARail can be draggable but not normal FAR. And none of the FARHW are draggable.

So my question/request then will be: Are these meant to be included or are they just bugs? And if they are meant to be included, will more draggable FAR be introduced into version 30 of the NAM? And if this is a meant feature, will it be included in the readme of NAM 30?

Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: GDO29Anagram on September 03, 2011, 04:11:25 PM
Quote from: sepen77 on September 03, 2011, 03:47:35 PM
So my question/request then will be: Are these meant to be included or are they just bugs? And if they are meant to be included, will more draggable FAR be introduced into version 30 of the NAM? And if this is a meant feature, will it be included in the readme of NAM 30?

These are actual features, but the draggable FA Road has been removed (probably as early as NAM 29) since they cause problems with certain TE-lots (The ferry terminals are the biggies).

As of the draggable RAM items,... http://sc4devotion.com/forums/index.php?topic=10864.0 "$Deal"$

Also, see what happens when you click on a stretch of road using Elevated Rail. ::)

EDIT: Additionally, the only network that should have draggable FA pieces is Rail. None of the FARHW items have this feature due to possible RUL conflicts.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: sepen77 on September 03, 2011, 07:14:53 PM
Quote from: GDO29Anagram on September 03, 2011, 04:11:25 PM
Also, see what happens when you click on a stretch of road using Elevated Rail. ::)

T-RAM in Road! :D
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Swordmaster on September 07, 2011, 03:14:50 PM
Hi folks, I hope I'm in the right thread here. It's not really a problem, just a question. I was wondering whether I'm just blind or is this kind of puzzle piece just not there yet? I mean the one to connect a road/street perpendicular to a tram-in-avenue T-intersection (see red circle).

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi1204.photobucket.com%2Falbums%2Fbb419%2Fswm666%2Fmissingpuzzlepiece.jpg&hash=967e604e859f0d0470307a59266700e317c6044e)

I've been going through the puzzle pieces a couple of times and can't seem to find it.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Dexter on September 07, 2011, 03:23:15 PM
Actually I was wondering, would it be possible to move the EL rail tool so it's located with all the GLR buttons?  At the moment, the EL rail is at the top of the transit menu, whilst the GLR related ones are somewhere in the middle, making it quite annoying to build draggable GLR.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: j-dub on September 07, 2011, 03:52:32 PM
While it would be better if someone could mod the El-rail icon and Tram/GLR icons all next to each other, instead of such a long gap; at the moment Dex, your stuck using the 2 finger salute, Control-T for Elevated Rail, instead of going into the icon menu, navigating station after station of misc transit. As for high-elevated rail, thats even more the reason they should be modded closer together.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: GDO29Anagram on September 07, 2011, 04:00:39 PM
Quote from: Dexter on September 07, 2011, 03:23:15 PM
Actually I was wondering, would it be possible to move the EL rail tool so it's located with all the GLR buttons?  At the moment, the EL rail is at the top of the transit menu, whilst the GLR related ones are somewhere in the middle, making it quite annoying to build draggable GLR.

Or just follow what j-dub said: CTRL-T. Much faster that way.

Quote from: Swordmaster on September 07, 2011, 03:14:50 PM
I was wondering whether I'm just blind or is this kind of puzzle piece just not there yet?

That piece doesn't exist.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Swordmaster on September 07, 2011, 04:25:40 PM
Quote from: GDO29Anagram on September 07, 2011, 04:00:39 PM
That piece doesn't exist.

Ok, thanks for the info!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Dexter on September 07, 2011, 06:00:18 PM
TBH I never really thought of using the keyboard shortcuts for the EL rail, will have to remember that for the future!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: j-dub on September 07, 2011, 08:28:06 PM
Hope others remember that too! Its great they eventually sold SC4 as a STEAM download, but the only disadvantage is not getting the free brochure that rests in your hand, with all the commands, and other advice.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: shinkansen1 on September 10, 2011, 12:35:49 PM
I have run into a snag with installing new bridges. I have asked around another site, but was directed here after no solution could be found.

After several attempts to install Choco's Elevated Rail, Monorail, and HSR bridge packs and replacing the bridge plugin controller dat file with the newest version I could find, the bridges still do not appear in the selection menu.

Everything has been installed as followed by the instructions. All of the bridge files are installed in the "additional bridges" sub folder in the main NAM folder, and the bridge plugin controller has been replaced with one that I have recently installed from the latest version of the NAM essentials I could find.

To make sure this didn't happen with all bridges, I tried installing the old road bridge the same way I did with the others, and found that it had installed correctly. Does this mean that Choco's rail bridges require a special procedure to have them correctly installed?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on September 10, 2011, 01:33:20 PM
If they're not showing up, it's quite possible you may have an outdated Bridge Controller file laying around.  If you're using any of fukuda's bridges off the STEX, they include a Bridge Controller file from 2006 that will prevent any bridges made since then from working. 

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: shinkansen1 on September 10, 2011, 01:41:45 PM
Then is it required that all of his bridge files are deleted? From him I have installed the Akashi Kaikyo, steel arch rail, and metal pylon rail bridges.

Are the same bridges from the LEX any safer to use?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on September 10, 2011, 01:50:53 PM
Quote from: shinkansen1 on September 10, 2011, 01:41:45 PM
Then is it required that all of his bridge files are deleted? From him I have installed the Akashi Kaikyo, steel arch rail, and metal pylon rail bridges.

Are the same bridges from the LEX any safer to use?

If you downloaded the versions from the STEX, then yes, delete them, and download the versions off the LEX.  The versions on the LEX were uploaded after the unified NAM Bridge Controller package was introduced in June 2007, and as such, they don't include their own conflicting Bridge Controller file and play nice with the NAM and newer bridges.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: shinkansen1 on September 10, 2011, 02:48:03 PM
Well, I have replaced all of the DAT files that came with Fukuda's bridges with the ones from the LEX, but the bridges still do not appear in the menu. Is there more that can be done? Are there other files that may have to be replaced?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: IonCannon on September 15, 2011, 03:44:28 PM
First of all great work on the new version of the NAM, lots of lovely features alot of which I'm still looking through, however I seem to have run across an issue.

Several of my cities use roundabouts extensively, and at times I had up to 25k vehicles going through one roundabout, however after installing the new NAM this number has decreased significantly, so that the car traffic in one city plunged from 160k>100k. This has resulted in widespread abandonment, sims that previously crossed a roundabout and over a bridge to get to jobs no longer do so.  I tried bulldozing the bridge, relaying the avenue, I even moved the jobs a bit closer but still they stayed at home instead of getting jobs, some traffic was still using the roundabout - about 3k, but this was down from 23k. I noticed a similar situation on all my roundabouts, I also replopped all the roundabouts and had the exact same issue.

I wondered first if it was my custom controller, so I backed mine up and used the default one, it was even worse. I did find a solution, though traffic still wasn't as high as it was previously and it's more of a workaround. I bulldozed all the roundabouts and replaced them with intersections, the abandonments stopped and the traffic numbers returned to a somewhat more normal level, I also tested cities with no roundabouts or at least very few and this issue did not occur.

I read all the documentation but apart from making them all FLUP starting was anything else changed? I prefer most of the time if I can to use a roundabout, so this is very annoying.

Oh, I'm also using the LHD Uk option, if you need other information I'll be happy to supply it.

Thanks for your time :)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: joshua43214 on September 15, 2011, 04:06:59 PM
Try using the DrawPaths code in the cheat box and make sure your round a bouts go in the correct direction.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Kitsune on September 15, 2011, 04:14:16 PM
umm, I love the viaducts... but all of a sudden my euro textures dont work... are there an updated mod in the works?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: XL2007 on September 15, 2011, 08:07:15 PM
Quote from: Kitsune on September 15, 2011, 04:14:16 PM
umm, I love the viaducts... but all of a sudden my euro textures dont work... are there an updated mod in the works?

I've been wondering the same thing, but I'm sure there are new euro textures coming down the pike.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: IonCannon on September 15, 2011, 08:20:03 PM
Quote from: joshua43214 on September 15, 2011, 04:06:59 PM
Try using the DrawPaths code in the cheat box and make sure your round a bouts go in the correct direction.

Drawpaths are all fine, I've also done a bit of further testing into this problem and it doesn't seem to effect all roundabouts.

Roundabouts that are simply connected to avenues seem to work fine.
Roundabouts that are connected to avenues and one way roads seem to work fine.
Roundabouts connected to avenues and roads see a traffic reduction of between 85-95%. The roundabout which lost the most was connected to an avenue on it's W/E side and had a road connected to each corner.

Can anyone else see if they can reproduce this?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Wiimeiser on September 16, 2011, 01:04:41 AM
Avenue roundabouts don't have paths on sections where no avenue joins them. Corner sections always have paths though. That could be your problem. Though apart from a few quirks with FlexSPUI midsections (mostly ELRHW6C) and DRI I don't seem to have any other problems. Though there are no NMAVE-4 transitions...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: CahosRahneVeloza on September 16, 2011, 04:10:54 AM
I had to delete my post on the NAM Version 30 release discussion thread & post what I said on there here as this seems to be the proper place for it. So here goes....

I just read about this release from another SC4 Community site & just had to come on over & pay homage to you fantastic folks who worked on this most vital Mod for the game  &apls

Now I'd like to apologize because I just have to ask several stuff about some of my other plugins that interact with the NAM & I do hope you folks wouldn't mind as this thread was the first NAM version 30 discussion thread I've seen as of yet & if there is already a technical support thread on the subject, as I said I apologize.

Anyway, my first question has to do with the SAM. as Tarkus said on page 1, NAM 30 is still very much compatible with SAM. My question now is, seeing as I'd have to reinstall the SAM to accommodate with the newer NAM do I still need to plop the SAM-3 Rail textures patch .dat file into the SAM Folder or, can I be without it now?

Next question has something to do with the RTMT, I'm pretty sure the RTMT team will eventually follow suit & release a newer version of their wonderful content but until then, will the current build of the RTMT still function properly with NAM 30?

Next up, the El-Rail facelift & Moonlight san's El-Rail & Shinkansen Mods. Are these still compatible with NAM 30?

Next, those various Maxis highway asphalt texture mods, are they still also compatible with the newer NAM?

Next up, the Street tree mods by Jeronij &/or the SFBT Team & uroncha's Seasonal farm street tree mods, will they still work?

Then there's the USL (Unified Street Lights) mod?

Oh, how about the Tram stations mod by the SFBT Team? And their, SFBT tram in avenue roundabout flora mod?

And that's about it. Again I am sorry for asking such a long list of tech support stuff & thank you very much for this great mod  &apls
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdenm8 on September 16, 2011, 05:11:21 AM
Quote from: Wiimeiser on September 16, 2011, 01:04:41 AM
Though there are no NMAVE-4 transitions...
They're all implemented through DragTrans. Drag NMAVE-4 upto a road stub BUT DO NOT connect it. The connector will automatically draw (I did not said place, it does not place a puzzle piece) which can be connected if the NMAVE-4 needs to be extended.
A lot of the NWM networks have been updated with this functionality, check the readme for more information.

Quote from: CahosRahneVeloza on September 16, 2011, 04:10:54 AM
Anyway, my first question has to do with the SAM. as Tarkus said on page 1, NAM 30 is still very much compatible with SAM. My question now is, seeing as I'd have to reinstall the SAM to accommodate with the newer NAM do I still need to plop the SAM-3 Rail textures patch .dat file into the SAM Folder or, can I be without it now?
The SAM package itself has not been changed in any way, it's the underlying code contained in the NAM that the SAM relies on that's been changed. You do not need to reinstall the SAM at all.

Quote from: CahosRahneVeloza on September 16, 2011, 04:10:54 AM
Next question has something to do with the RTMT, I'm pretty sure the RTMT team will eventually follow suit & release a newer version of their wonderful content but until then, will the current build of the RTMT still function properly with NAM 30?
I see no reason why it wouldn't.

Quote from: CahosRahneVeloza on September 16, 2011, 04:10:54 AM
Next up, the El-Rail facelift & Moonlight san's El-Rail & Shinkansen Mods. Are these still compatible with NAM 30?
Aside from the former using some outdated textures in the El-Rail mod when considering RHW-2 and RHW-6S being made completely single-tile while these mods were made for the dual tile version and having no override support for the NWM (at all for the former, new networks for the latter), they'll work fine.

Quote from: CahosRahneVeloza on September 16, 2011, 04:10:54 AM
Next, those various Maxis highway asphalt texture mods, are they still also compatible with the newer NAM?
No reason for them not to be.

Quote from: CahosRahneVeloza on September 16, 2011, 04:10:54 AM
Next up, the Street tree mods by Jeronij &/or the SFBT Team & uroncha's Seasonal farm street tree mods, will they still work?
No reason for them not to.

Quote from: CahosRahneVeloza on September 16, 2011, 04:10:54 AM
Then there's the USL (Unified Street Lights) mod?
As above.

Quote from: CahosRahneVeloza on September 16, 2011, 04:10:54 AM
Oh, how about the Tram stations mod by the SFBT Team? And their, SFBT tram in avenue roundabout flora mod?
As above.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: IonCannon on September 16, 2011, 05:20:14 AM
Quote from: Wiimeiser on September 16, 2011, 01:04:41 AM
Avenue roundabouts don't have paths on sections where no avenue joins them. Corner sections always have paths though. That could be your problem. Though apart from a few quirks with FlexSPUI midsections (mostly ELRHW6C) and DRI I don't seem to have any other problems. Though there are no NMAVE-4 transitions...

They always join the corners, I have a few pictures to illustrate the problem.

This roundabout works fine, all the traffic that was using it before upgrading the NAM is still using it.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg98.imageshack.us%2Fimg98%2F4348%2Fthisworks1.jpg&hash=12f66f81a7632386c9b8a5bca5bcd61b767f5169)

This is the volume of traffic that should be passing through this.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg87.imageshack.us%2Fimg87%2F5373%2Fthisworks2.jpg&hash=ed7741ac005015b8ae1c8e5b3b2f41c1e5a41e10)

And this is what the roundabout interchange used to look like, you can see the reduction from 30k>3k. In terms of the feeder roads at the top of the roundabout those had traffic levels of 14k and 12k respectively, now they have 400 and 1000.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg593.imageshack.us%2Fimg593%2F5058%2Fthisdoesnt.jpg&hash=b387e22d7051456423a4ca4f41ab69a023f896ec)

I hope someone can help.

Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdenm8 on September 16, 2011, 05:23:00 AM
Did you change your traffic simulator when you updated?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: IonCannon on September 16, 2011, 05:27:34 AM
At first yes, but then I changed back to my own simulator afterwards, hoping it would fix the problem. It's a modified version of the ultra base.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdenm8 on September 16, 2011, 05:33:41 AM
Well, the problem won't go away immediately. It can take upto an in-game decade to repair the damage caused by rapid change of traffic simulators, not to mention that a lot of sims probably found alternative routes.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: CahosRahneVeloza on September 16, 2011, 06:12:41 AM
@jdenm8: Thank you very much for your input  &apls

You've cleared up a lot of my major concerns, very much appreciated. I'm now off to try out the new NAM, RHW & NWM :)

Reason for Edit: I left out the "j" in your username when I dragged & copy/pasted, sorry about that.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: IonCannon on September 16, 2011, 06:18:21 AM
Quote from: jdenm8 on September 16, 2011, 05:33:41 AM
Well, the problem won't go away immediately. It can take upto an in-game decade to repair the damage caused by rapid change of traffic simulators, not to mention that a lot of sims probably found alternative routes.

Yes, thats why I let it run for 5 years, but I guess I'll try a decade and see if that helps. In 5 years the sims didn't find alternative routes, they simply stopped going to work and abandoned on mass - from 410k pop to 360k. This was despite the fact next door there was plentiful jobs, one factory in the high-tech cluster just on the other side of the roundabout had 1400 cars travelling to it before and then after it had 28. This number did not increase.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: MandelSoft on September 16, 2011, 06:24:23 AM
Quote from: XL2007 on September 15, 2011, 08:07:15 PM
Quote from: Kitsune on September 15, 2011, 04:14:16 PM
umm, I love the viaducts... but all of a sudden my euro textures dont work... are there an updated mod in the works?

I've been wondering the same thing, but I'm sure there are new euro textures coming down the pike.
Well, on my end they don't work either. I still have to do something about that...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: wallasey on September 16, 2011, 06:29:17 AM
Draw Paths shows there are paths missing.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi239.photobucket.com%2Falbums%2Fff167%2Ftranmererusko%2FUntitledrbout.jpg&hash=67f07905c30ec348d63980f5cc17452c2c24972c)

Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdenm8 on September 16, 2011, 06:32:22 AM
Hm... That'll be related to the new underpass functionality.

I think this is a problem caused by updating the Avenue Roundabouts with new functionality (that of having an underpass). Try re-plopping your existing roundabouts, or not demolishing the centre four tiles.

(By the way, the fountain's statue thingie runs parallel to the underpass)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Wiimeiser on September 16, 2011, 06:38:32 AM
Still happens even with the fountains. Judging by that screenshot it may be a LHD bug.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: IonCannon on September 16, 2011, 06:46:30 AM
I can confirm that, I should have checked the paths more thoroughly last night, I only checked the default roundabout.

This is what my roundabout looks like, same thing happened even if I kept the fountain. The paths which are cut off are in the path of the underpass.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg405.imageshack.us%2Fimg405%2F5853%2Fbug1lf.jpg&hash=414afeb453adfcff03da88c17a407ac3d1c5b230)

EDIT: Had a hunch it was related to avenue placement, this is what happens if I connect avenues on the N/S sides.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg21.imageshack.us%2Fimg21%2F6510%2Fbug2lu.jpg&hash=2591d94b3239bc3168ef8d738a710c1af486747c)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: wallasey on September 16, 2011, 06:52:01 AM
I am afraid to say that this was plopped after the new NAM was installed! Agreeing with Wiimeiser it must be a LHD Bug.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: IonCannon on September 16, 2011, 06:56:38 AM
Actually the bog standard roundabout is missing paths as well, this is why I shouldn't test and check things at 5AM. Adding avenues sort of activates the paths, but if you delete the avenues the paths revert to being broken again.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdenm8 on September 16, 2011, 06:59:12 AM
Well that is weird... It didn't come up in my testing so... That's really weird as I do have an intersection like that, although the underpass goes the other way and it wasn't affected right up to RC2.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: CahosRahneVeloza on September 16, 2011, 07:29:37 AM
Sorry to bother you folks again, as I hit a snag while still at the installation process, I'm using the installer for Windows by the way.

As I was scrolling down the various install options I noticed that the last part of the descriptions for the extended Draggable GLR is missing. The description got cut off after the word "requires". So my question now is, what is required for the Extended draggable GLR option to function?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdenm8 on September 16, 2011, 07:39:58 AM
Yeah, that was a mistake. The NAM usually uses a modified version of that installer which has a larger description field, but it was packaged into a different one with different settings.

As far as I remember, all it needs is GLR, but I'm not too sure. I'll look in the RC2 installer as I think it used the correct one.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jondor on September 16, 2011, 08:35:42 AM
It requires the base draggable GLR, and because it's model based and removes the default pillars from the ELR network, it also requires you to redraw any ELR networks you have in your existing cities in order to update the T21s and replace the pillars.  Similarly to the HSRP and monorail.

You don't actually have to bulldoze anything, just click over them every five tiles or so with the EL-Rail tool.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: RustyXL on September 16, 2011, 01:16:24 PM
I'm having a problem with the Extended Draggable GLR. I tried to re-draw my EL Rail networks to get the pillars back, but they only appear randomly. Everytime I click on a section of EL Rail the pillars randomly appear and disappear. Is there any way I can fix this issue?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on September 16, 2011, 04:29:33 PM
Quote from: RustyXL on September 16, 2011, 01:16:24 PM
I'm having a problem with the Extended Draggable GLR. I tried to re-draw my EL Rail networks to get the pillars back, but they only appear randomly. Everytime I click on a section of EL Rail the pillars randomly appear and disappear. Is there any way I can fix this issue?

That's kind of the nature of T21s.  The only way you could change that would be to modify the T21.

To all the LHD folks reporting Avenue Roundabout path issues, try the file attached below.  Copied all the paths from the Avenue Roundabout Plugin, remapped their Instance IDs and flipped any Rail/Tram paths for LHD.  Let me know if it works.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: IonCannon on September 16, 2011, 06:19:23 PM
Yes that works, paths are all fine now, thanks Tarkus :)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: RustyXL on September 16, 2011, 09:51:30 PM
Quote from: Tarkus on September 16, 2011, 04:29:33 PM
That's kind of the nature of T21s.  The only way you could change that would be to modify the T21.

So which T21s would I need to modify so my EL Rail won't look like this?
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi181.photobucket.com%2Falbums%2Fx91%2FRusty_XL%2FmessedupELrail.jpg&hash=72da865b1a1cbe7b36ce852414df33c3f919de60)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jondor on September 16, 2011, 10:23:37 PM
My guess would be that the T21s for the pillars are interacting negatively with the T21s that produce the little junction boxes and whatnot.

It probably won't be a super simple fix, but once I gather all the relevant T21s together, I'll have a better idea.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Jaris on September 18, 2011, 02:20:42 AM
Hello there,
first of all I'd like to thank the NAM-team for their work on the new NAM, Rhw and NWM.
As I've been eagerly avaiting them I downloaded them today. Since I'm quite new to SC4, and didn't want to mess up my game I followed the readme-instructions very accurately.

So heres what I did (twice):
1. Uninstall the previous Nam
2. Use the cleanitol that came with nam30
3. Install NAM, then Rhw, then NWM.

Still in the RHW menu at the bottom is a NAM-button stating:
"Warning you are using an outdated NAM Controller. Please reinstall the latest NAM Essentials."

So I have to find that outdated controller and destroy it? But what am I looking for? Any suggestions where I might find it? Or have I done something wrong when installing those mods?
I've actually played arround a little bit and haven't managed to find any flaws in the game, so could it be an option to simply ignore it?

-Jaris
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on September 18, 2011, 02:29:00 AM
To my knowledge, the "Controller Marker" icon at the bottom of the Highways menu with the NAM Logo on it doesn't contain a text string like that . . . it should merely just display the controller version number.  If it says "Version: r132 (14 September 2011)", you should be okay--otherwise, you might have something in there interfering.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jondor on September 18, 2011, 08:29:31 AM
Quote from: Tarkus on September 18, 2011, 02:29:00 AM
To my knowledge, the "Controller Marker" icon at the bottom of the Highways menu with the NAM Logo on it doesn't contain a text string like that . . . it should merely just display the controller version number.  If it says "Version: r132 (14 September 2011)", you should be okay--otherwise, you might have something in there interfering.

-Alex

I checked out the file, it does have an LTEXT at the same TGI as the one in the controller with that exact text, but in the normal course of things it would be overridden by the controller.  If the warning text is leaking through despite the correct controller being installed, then a bad file structure is at fault.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Vlasky on September 18, 2011, 09:39:01 AM
I am sorry if someone else posted about this before me,

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi1093.photobucket.com%2Falbums%2Fi429%2FVlasky%2FNewCity-3Jan001316363667.png&hash=346bb9e3f425b7d10adbf2f7a4f91a2e8e834e90)

I have the latest NWM, Tho I didn't remove previous before installing this one. Yelp!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: CaptCity on September 18, 2011, 10:51:44 AM
Quote from: Vlasky on September 18, 2011, 09:39:01 AM
I am sorry if someone else posted about this before me,

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi1093.photobucket.com%2Falbums%2Fi429%2FVlasky%2FNewCity-3Jan001316363667.png&hash=346bb9e3f425b7d10adbf2f7a4f91a2e8e834e90)

I have the latest NWM, Tho I didn't remove previous before installing this one. Yelp!

Your intersection may be too close to the transition. A few more tiles between them would help with stability.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi448.photobucket.com%2Falbums%2Fqq206%2FCaptCity%2FNWM6xOWR4.jpg&hash=aa360a4cdfb57eb102ec199ae3f6ebaa0b26739d)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Vlasky on September 18, 2011, 11:30:45 AM
Ah, ok. Thank you!
I'll post more oddities as I continue playing with latest NAM, NWM and RHW, that is if I find any.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Jaris on September 18, 2011, 11:43:58 AM
Quote from: jondor on September 18, 2011, 08:29:31 AM
Quote from: Tarkus on September 18, 2011, 02:29:00 AM
To my knowledge, the "Controller Marker" icon at the bottom of the Highways menu with the NAM Logo on it doesn't contain a text string like that . . . it should merely just display the controller version number.  If it says "Version: r132 (14 September 2011)", you should be okay--otherwise, you might have something in there interfering.

-Alex

I checked out the file, it does have an LTEXT at the same TGI as the one in the controller with that exact text, but in the normal course of things it would be overridden by the controller.  If the warning text is leaking through despite the correct controller being installed, then a bad file structure is at fault.

So I've put the controller file into a zzz-folder, and now it displays correctly that version r132 is installed. Can I assume now that my NAM is installed correctly and can now play with a peacfull mind? :)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on September 18, 2011, 11:52:08 AM
Quote from: Jaris on September 18, 2011, 11:43:58 AM
So I've put the controller file into a zzz-folder, and now it displays correctly that version r132 is installed. Can I assume now that my NAM is installed correctly and can now play with a peacfull mind? :)

Everything should work fine now.  But you've clearly got a rogue controller somewhere in your plugins, and it would be best to track it down and remove it.  More importantly, it might be part of a whole older version of the NAM, which could conceivably conflict in unpredictable ways with the new NAM.  So it would be best to find the source of the problem and fix it.

Did you by any chance DatPack an older version of the NAM?  Doing so would result in just the symptoms you described.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Jaris on September 18, 2011, 12:34:30 PM
I don't even know what a DatPack is, so I assume I haven't DatPacked any NAM-files.
I also tried following: Uninstalled NAM, removed all my plugins out of my plugins-folder and then installed the new NAM and still the wierd message was showing. The only way to get rid of it was the method I described above.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: metarvo on September 18, 2011, 04:48:18 PM
I'm reporting a path issue with NAM v. 30.  The new OWR-2 x Street DxD intersection has no paths.  I can get the intersection to appear by overlaying a diagonal street helper piece over a diagonal OWR-2 or by dragging out a diagonal OWR-2 over a diagonal street helper piece that is already placed, but the paths are missing according to DrawPaths.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: RustyXL on September 18, 2011, 05:35:17 PM
Quote from: jondor on September 16, 2011, 10:23:37 PM
My guess would be that the T21s for the pillars are interacting negatively with the T21s that produce the little junction boxes and whatnot.

It probably won't be a super simple fix, but once I gather all the relevant T21s together, I'll have a better idea.

I looked in to the problem a little more, and I found out that it only happens on straight sections, and only on every other tile, like this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi181.photobucket.com%2Falbums%2Fx91%2FRusty_XL%2FmessedupELrail2.jpg&hash=c0bea8a4543943df3e388911bb3ddfbc63b64a9f)

I tried editing some of the T21s but it none of the changes I made actually fixed the problem. Do you know which T21s are causing the problem?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: amishius on September 18, 2011, 07:06:35 PM
Hi all, first post and I found an issue just a little while ago. We've been discussing it slightly on the Simtropolis chat.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F81qrL.jpg&hash=714543f44e8f7836136e4b71166ac6a446d0ebda)

Please note the highways, which used to be red, are now black. Rails, which used to be black, are now red. At Lakeland, you can see the colors switch. While I have installed some other mods today, the biggest thing by far were the three things linked on the NAM update.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdenm8 on September 18, 2011, 07:33:22 PM
That's because we changed the appearance of Highways to be consistent with the appearance of RHW in the transport view (If you look closely, you'll see RHW's on there now).

It's integration of a mod Jondor made into the main files.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jondor on September 18, 2011, 09:23:52 PM
You can actually go see the thread where I developed the mod, prior to my involvement with the NAM team (in fact, that mod got me onto the NAM team  ;D ) --> http://sc4devotion.com/forums/index.php?topic=11430.0 (http://sc4devotion.com/forums/index.php?topic=11430.0)

If you look at some of the development shots where I still had the red highways, you can see how ugly they looked.  I'm well aware that highways are traditionally red on maps, but I was limited by the quirks of the game engine, and to be honest it's something of a miracle I got the RHW to show up as well as I did.

It's an optional plugin, so feel free to remove it if you prefer your highways red, or you can have a go at editing it in the reader for your own use.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: b22rian on September 19, 2011, 09:17:33 AM
Quote from: jondor on September 18, 2011, 09:23:52 PM
You can actually go see the thread where I developed the mod, prior to my involvement with the NAM team (in fact, that mod got me onto the NAM team  ;D ) --> http://sc4devotion.com/forums/index.php?topic=11430.0 (http://sc4devotion.com/forums/index.php?topic=11430.0)

If you look at some of the development shots where I still had the red highways, you can see how ugly they looked.  I'm well aware that highways are traditionally red on maps, but I was limited by the quirks of the game engine, and to be honest it's something of a miracle I got the RHW to show up as well as I did.

It's an optional plugin, so feel free to remove it if you prefer your highways red, or you can have a go at editing it in the reader for your own use.

Jondor,

What you did here is fantastic.
Amishish, appreciates the mod a great deal as as I do.
He came into a room I created called "Help Desk" over at simtropolis chat
and had brought this great mod of yours to my attention.
He and/or you guys can correct me if I am wrong here, but the
consistency of the cities transit map within his region, would
be caused by the idea -
.. you first have to enter  each map square before the mod changes
take effect per city.
Is this correct Jondor ?

Thanks, Brian
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on September 19, 2011, 10:21:52 AM
Quote from: b22rian on September 19, 2011, 09:17:33 AM
.. you first have to enter  each map square before the mod changes
take effect per city.
Is this correct Jondor ?

Yes, except that you actually have to save the city as well.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jondor on September 19, 2011, 10:33:28 AM
Quote from: z on September 19, 2011, 10:21:52 AM
Quote from: b22rian on September 19, 2011, 09:17:33 AM
.. you first have to enter  each map square before the mod changes
take effect per city.
Is this correct Jondor ?

Yes, except that you actually have to save the city as well.

You not only have to enter each city and save it, but you also have to open any of the data views before you save it, presumably to initialize something.  My modified transport map uses the traffic volume data view data to draw out all the car networks, then the regular transport map draws the roads and streets over that.

If you don't open any data views, it paints the traffic volume on top turning all your car networks black.  This is all spelled out in the readme, by the way.  ;)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: b22rian on September 19, 2011, 12:40:49 PM
Thanks ,

.. both Steve and Jondor for your replies.
I would think both Amishius and I should have
full understanding now of what needs to be initialized
and how the mod works for us.

Regards, Brian
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: kassarc16 on September 19, 2011, 03:14:17 PM
Two questions, one has probably been answered in the past, but I'm not sure.

First, I've noticed a problem with the white FLUP-under-Pedmall pieces
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi54.tinypic.com%2F2nq9rac.jpg&hash=2f423fbfbf573d9b0c6a69072d74be2c32002122)
As you can see, the tree in the plaza is getting cut off, and I've seen it happen to skyscraper BATs (ironically it refused to display when trying to get a picture). It only seems to happen on the two closest zooms (5-6).

Edit: Caught the building problem, same zooms, all directions.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi52.tinypic.com%2Ffdrdd4.jpg&hash=9adab62176a74821a553d8910d907ed55889976c)

Secondly, I still notice that StreetxRoad intersections seem to have stop paths for the roads; the road traffic will act like there is a stoplight at the intersection. I brought this up a long while back, but can't remember if it was looked into.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdenm8 on September 19, 2011, 05:51:23 PM
Looks like weird S3D settings on either the straight FLUP or the props/buildings mentioned.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: j-dub on September 19, 2011, 09:03:13 PM
No, it is the FLUP, I had this happen to me with Maxis buildings.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: amishius on September 20, 2011, 09:33:03 AM
Quote from: b22rian on September 19, 2011, 12:40:49 PM
Thanks ,

.. both Steve and Jondor for your replies.
I would think both Amishius and I should have
full understanding now of what needs to be initialized
and how the mod works for us.

Regards, Brian

Indeed- thanks Brian and thanks Jondor and Steve!

I think I can rock it!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: CahosRahneVeloza on September 22, 2011, 08:52:16 AM
Hey guys, as jdenm8 told me when I asked those questions regarding NAM 30's compatibility with some other mods that I use that they'd still work but might develop compatibility issues, he was right  ::)

First off... Moonlight-san's El-R Facelift Mod....

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi304.photobucket.com%2Falbums%2Fnn179%2FCahos_Rahne_Veloza%2Ftest2.jpg&hash=4dafdda9253c49cceed5c57caac634801bc358a1)

Wow four pillars! (upper left track of El-R) Now that track SHOULD withstand earthquakes or car crashing on them due to drunk driving  :thumbsup:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi304.photobucket.com%2Falbums%2Fnn179%2FCahos_Rahne_Veloza%2FNAM30withMLElRFaceliftMod.jpg&hash=2519a8c4bf936d00b9b99972d215199834a9ef71)

Woah! Ghost El-R train tracks!

And since I posted this here, may I ask, is that how the first Extended GLR Starter piece (the second one from the left which is what you get on the top level of the starter piece ring when you click on the button for it in misc. transport menu & you do not press TAB) is supposed to look like or am I missing a dependency for the base?

Next up, Under El-Rail Facelift Mod by MIncroabl:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi304.photobucket.com%2Falbums%2Fnn179%2FCahos_Rahne_Veloza%2FunderELR.jpg&hash=406225eef6edd543aa0c7b47e9de391d3fc54388)

Wow! How can the El-R track be held up by that one pillar on the far left & the pillars of the station at the other end? The trees perhaps?

And last...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi304.photobucket.com%2Falbums%2Fnn179%2FCahos_Rahne_Veloza%2FNAM30Interchange.jpg&hash=2686606d8d3cab3e9736551a164965965eb6cc75)

If I recall correctly, that prefab custom interchange didn't have that many (dare say I huge) pillars from NAM29. As for this one, if at all a mod is causing that interchange having those pillars I can't tell which mod would be causing that as I tried pulling out moonlight-san's shinkansen & El-R Facelift mods, the under El-R Mod & the Asphalt Maxis highway textures mod, but that interchane still looks like that? I hope it's not the ground heavy rail catenary mod that's doing it :(
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdenm8 on September 22, 2011, 09:00:12 AM
That interchange PP has always been a mess of those quite ugly pylons.

I took this screenshot back with NAM 28.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg8.imageshack.us%2Fimg8%2F2952%2Fimg11xs.jpg&hash=7adae0564431489edad4691fa8639a1003863546)

As you can see, the number of pylons hasn't changed.

As for the other questions, I've answered them in a post in the other thread (and I've made multiple edits, it'd be worth refreshing the page for).
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: CahosRahneVeloza on September 22, 2011, 09:12:58 AM
@Jdenm8: So I guess my mind was just playing tricks on me. Anyway, I've started using the RHW now so those Maxis highway interchanges can just sleep tight in the depths of the highway tools menu  :D

Thank you for being so patient with my questions, I really appreciate it :)

And oh, too bad "spoiler" tags do not work here as that image I posted is indeed too big & I apologize for that.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jondor on September 22, 2011, 09:45:12 AM
For the issue with the ELR pylons and the Draggable GLR extension plugin, it seems that either the T21s were built with bad flip and rotation properties, or they were corrupted at some point.  I've started checking them over and hope to have a patch out sometime tonight.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: ssquicci on September 22, 2011, 11:36:15 AM
I am not sure if anyone else had this problem, but when I first installed the new NAM, RHW, and NWM and loaded one of my cities, a brick texture came through at all of the one way road and avenue start/on-slope pieces and at intersections created by using puzzle pieces.  Once I removed the Japanese under NAM mod (this may not be the correct name, because I am going from memory as I am not on my computer that has SC4 on it) it was fine.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: CahosRahneVeloza on September 22, 2011, 11:55:08 AM
Quote from: ssquicci on September 22, 2011, 11:36:15 AM
I am not sure if anyone else had this problem, but when I first installed the new NAM, RHW, and NWM and loaded one of my cities, a brick texture came through at all of the one way road and avenue start/on-slope pieces and at intersections created by using puzzle pieces.  Once I removed the Japanese under NAM mod (this may not be the correct name, because I am going from memory as I am not on my computer that has SC4 on it) it was fine.

You're probably talking about the Japanes Facelift mod for the NAM Overpasses, or Moonlight-san's El-R Facelift mod as both those add textures other than the green grass under the puzzle pieces.

Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Kevin1a on September 22, 2011, 10:11:03 PM
I'm not sure if it is the new NAM or something else I did that caused my problem. (I did recently add a lot of custom content). 

I had a good size city and commute times were very low.  0.5h or so probably.  All I had was a bus system and a lot of mixed use neighborhoods to encourage pedestrian traffic.  I was using a custom park and ride simulator that gave relatively high preference to "mass transit" and "fastest."  In short, everything was groovy.

Now I know it's a dumb thing to change a simulator in the middle of a city, but all I did was un-check the park and ride. :'(

Are these symptoms synonymous with traffic simulator change, or could my problem lie elsewhere, i.e. parts of old nam still stuck somewhere in my folders.

- Commute times look like a seismograph.  Used to be around 0.5, now jumping back and forward between 8 and 14h though it once made it as high as 35. (that's a long commute)
- Constant distressing and later revitalizing of buildings.
- When I built a new subway line, commute times actually increased! (maybe the fare cost variables and wealth levels created more distress due to commute times?)
- Slow initial development and almost immediate stagnation on a new city started in the same region as a test. (though commute times here were alright, demand was the problem)

I'm not too worried about the city.  It was nice, but most of the work I invested in it was terraforming, so there's no reason I can't blow it up, lay a new grid, and build it even better the second time around.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on September 22, 2011, 11:24:36 PM
Quote from: Kevin1a on September 22, 2011, 10:11:03 PM
Now I know it's a dumb thing to change a simulator in the middle of a city...

This is a common myth.  There's nothing wrong with changing your traffic simulator in the middle of a city (especially if you're working with the NAM traffic simulator); it may just take your city a number of years to adjust to the new traffic patterns.  No long-term damage should result.  Of course, if you do something like reduce the maximum commute time to one minute, the previous assurance does not apply.

Quote...but all I did was un-check the park and ride.

I assume here that you had it on and turned it off.  This will result in a big change in traffic patterns, but it still follows the rule I just mentioned, and you should be fine.  However, turning on Park & Ride in a city that is not prepared for it is one of the few exceptions to this rule - it can cause serious and lasting problems to a city until either Park & Ride is turned off or sufficient parking facilities are built.

Quote- Commute times look like a seismograph.  Used to be around 0.5, now jumping back and forward between 8 and 14h though it once made it as high as 35. (that's a long commute)

The commute time graph is inherently broken, and cannot be fixed by us.  Please ignore it.  The really useful information can be obtained from the Route Query Tool and the Traffic Data Views.

BTW, a long commute in the NAM traffic simulator is 400 minutes, or a commute that involves travel to another city, or a commute that has failed to complete.  For this reason, there are no successful long commutes within a single city - all such commutes are short.

Quote- Constant distressing and later revitalizing of buildings.

Undoing the Park & Ride option is counted as a "major change" by the traffic simulator, so it may take up to eight years for things to settle down after that.  Did you run your city that long?

Quote- When I built a new subway line, commute times actually increased! (maybe the fare cost variables and wealth levels created more distress due to commute times?)

It is a known bug of the commute time graph that increased use of mass transit, even rapid transit, may lead to increased commute times being reported by this graph.  They're bogus.  This is one of the reasons you should ignore this graph.

Quote- Slow initial development and almost immediate stagnation on a new city started in the same region as a test. (though commute times here were alright, demand was the problem)

This would not be related to your Park & Ride change.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Kevin1a on September 22, 2011, 11:32:40 PM
Thanks for the quick reply.  I ran it for quite a while, but I'll run it longer to see if it stabilizes.  After things went bad and it didn't adjust quickly I made even more changes thinking that my simulator config was the problem.  I just wish I could turn off the pop ups so it could run without me sitting there clicking OK every ten minutes.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jacksunny on September 24, 2011, 12:41:29 PM
So I recently downloaded the diagonal bridge enabler, great mod! However, it doesn't seem to lower the sea level like it says. I have to lower it myself using the setsealevel cheat. Everything else works fine. So what am I doing wrong?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: kassarc16 on September 24, 2011, 12:57:08 PM
Quote from: jacksunny on September 24, 2011, 12:41:29 PM
So I recently downloaded the diagonal bridge enabler, great mod! However, it doesn't seem to lower the sea level like it says. I have to lower it myself using the setsealevel cheat. Everything else works fine. So what am I doing wrong?

Do you use a terrain mod? I used the Italia mod and it either refused to remove the water or crashed, and that was with an old mod, the Diag Bridges Mod, AND the cheat. Try removing any terrain mod you have; it should be safe as I could still load my cities.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on September 24, 2011, 01:47:48 PM
If you have any loose files in your root Plugins folder that alter slope, sealevel or terrain parameters, they will override the DBE temporary files' parameter modifications, and prevent it from functioning properly.

While it's not a well-known fact, files sitting in the root Plugins folder (not in subfolders) load after files in subfolders.  See here (http://sc4devotion.com/forums/index.php?topic=10542.msg318631#msg318631).

The use of the tilde (~) prefix on the name of the DBE's temporary folder actually ensures it loads last of any subfolders within the Plugins folder, as the game loads folders in order of ASCII character values rather than the alphabetical sorting that Windows uses.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jacksunny on September 24, 2011, 02:13:08 PM
Adding a z before the file name fixed it. Thanks.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: io_bg on September 25, 2011, 05:41:13 AM
The new diagonal bridges aren't supposed to look like this, are they?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg822.imageshack.us%2Fimg822%2F2973%2Fnimpkishdalesep21151316.jpg&hash=f030bcbb7df6e9c6865130a8265e29ebb5ef89b2)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg841.imageshack.us%2Fimg841%2F2973%2Fnimpkishdalesep21151316.jpg&hash=5e9340bdb82867ba28034faf541d507732e62076)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdenm8 on September 25, 2011, 07:05:51 AM
I had the exact same issues during testing and it's not an issue with the diagonal bridges, but rather with the cricket/rugby props by rivit.

To fix it, you had to do remove a value in Reader from the prop exemplars that only contains zeros. I'll post better instructions when I have more time to look for them.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: io_bg on September 25, 2011, 08:56:56 AM
I decided to just remove these cricket fields as I've never used them. Thanks for your help!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: josh6 on September 25, 2011, 12:24:28 PM
I have a serious problem.
It says there is an error opening the file after the screen with the NAM choices in the installation.

Please help!
thanks
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on September 25, 2011, 12:30:30 PM
Quote from: josh6 on September 25, 2011, 12:24:28 PM
I have a serious problem.
It says there is an error opening the file after the screen with the NAM choices in the installation.

Please help!
thanks

Never heard of that happening . . . I'd try redownloading the file.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: josh6 on September 25, 2011, 12:34:17 PM
I did. About 4 times now. All I get is this

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi55.tinypic.com%2F23iaukw.jpg&hash=38dd9732336097da06827129dd626c04e6976d0b)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on September 25, 2011, 12:35:45 PM
Where did you download the file from?

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: josh6 on September 25, 2011, 12:38:04 PM
from BSC file exchange
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on September 25, 2011, 01:02:28 PM
It looks to me like you're having a problem installing over an older version of the NAM.  I'd suggest uninstalling your old NAM first.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Kitsune on September 25, 2011, 01:10:59 PM
actually - its because he has sc4 open. Josh - you need to close it first to install.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: josh6 on September 25, 2011, 01:13:38 PM
Thank you! It works now
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: josh6 on September 25, 2011, 02:20:11 PM
Sorry to be a bother but I came across another problem.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi55.tinypic.com%2F24dh9ts.jpg&hash=4722a4ed144c388dea07019920cc9db1a932426c)

This is what appears when i click on the newly released NAM icons. I deleted/uniinstalled everything and reinstalled it again and this still happens.
This happened before with the previous versions (I think one of the first ones) and I got around it when I got a new computer.

Any suggestions? Thanks again
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: MandelSoft on September 25, 2011, 03:13:03 PM
Erm, I see nothing wrong... The NAM doesn't add new submenu buttons. Open one of the four topmost submenus and you see that new content is added.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: CahosRahneVeloza on September 25, 2011, 03:29:19 PM
Quote from: mrtnrln on September 25, 2011, 03:13:03 PM
Erm, I see nothing wrong... The NAM doesn't add new submenu buttons. Open one of the four topmost submenus and you see that new content is added.

He's probably speaking of that NAM Controller button that is located at the very bottom of the highway menu.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Wiimeiser on September 25, 2011, 04:04:48 PM
Maybe you should prevent it being selected by having an unlock condition like one station at 300% capacity  :P
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Kitsune on September 25, 2011, 07:18:58 PM
Quote from: Wiimeiser on September 25, 2011, 04:04:48 PM
Maybe you should prevent it being selected by having an unlock condition like one station at 300% capacity  :P

wouldn't work.... I have one station at over 500% capacity.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: josh6 on September 26, 2011, 05:03:51 AM
Sorry I'll be more specific.

When I click on the new content that was released in the NAM 30 pack(like the new draggable glr, and the new underground train things as well as the Medians for MAVE-6 that were just released) all I get is a red coursor with a white box like in my picture. As if I'm trying to plop something in water but without the text.

The previous NAM stuff like the double high EL and the olr GLR works but the new stuff dosent even appear.

I don't know what to do
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: MandelSoft on September 26, 2011, 05:30:54 AM
It looks like you have a conflicting NAM Controller file. Try to find it and delete the old Controller.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Carny on September 26, 2011, 01:56:46 PM
Hi people.
I need help about the new Diagonal bridge enabler.
This is what i see after ploppling any NAM diagonal bridge starter piece on dragged networks.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi608.photobucket.com%2Falbums%2Ftt162%2FValtheshark%2FWeirdSC4_3.jpg&hash=d8a4ee09113e9522c7822d5a6aef4e943d603f5b) </br>
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi608.photobucket.com%2Falbums%2Ftt162%2FValtheshark%2FWeirdSC4_1.jpg&hash=f7702ac011486d81df38da0c98a9a9c4cafbfa18) </br>

Any suggestion?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: kassarc16 on September 26, 2011, 02:03:41 PM
Carny, see below.

Quote from: jdenm8 on September 25, 2011, 07:05:51 AM
I had the exact same issues during testing and it's not an issue with the diagonal bridges, but rather with the cricket/rugby props by rivit.

To fix it, you had to do remove a value in Reader from the prop exemplars that only contains zeros. I'll post better instructions when I have more time to look for them.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: CahosRahneVeloza on September 26, 2011, 02:08:00 PM
@Carny: go back one page & you'll see io_bg's post as you both have the same issue & as jdenm8 said the DBE is in conflict with rivit's cricket/rugby fields.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Carny on September 26, 2011, 02:29:10 PM
Ok, i see. Thanks guys.
Bu now what i have to do? Is it enough to remove the entire Cricket fields folder from my plugins, or i need to something else?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: josh6 on September 26, 2011, 02:43:49 PM
Thanks
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdnaylor32 on September 26, 2011, 03:18:24 PM
Any solution to the El-Rail Facelift Mod by MIncroabl problem yet?

jondor, you mentioned you were working on a patch to make the Pylon's appear. Have you managed to crack that?

I'm getting another problem that might also be related. Under a standard El-Rail bridge, the standard pylons are also appearing. Anyone have that?

Cheers,
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jondor on September 26, 2011, 03:35:49 PM
Quote from: jdnaylor32 on September 26, 2011, 03:18:24 PM
Any solution to the El-Rail Facelift Mod by MIncroabl problem yet?

jondor, you mentioned you were working on a patch to make the Pylon's appear. Have you managed to crack that?

I'm getting another problem that might also be related. Under a standard El-Rail bridge, the standard pylons are also appearing. Anyone have that?

Cheers,

The problem seems to be that the game is randomly choosing between the pylon T21s and the default random track props T21s, despite the fact that the game will supposedly combine T21s on the same tile as long as they have different placement patterns.  To that end, I modified the ortho straight and 4way + Maxis T21s to include the pylons and cancelled out the custom pylon T21s which seems to work just fine.  I've posted it for the NAM team to check out, and we'll also need to search for other pylon conflicts.  At the time I made that post, it seemed to be a much simpler problem that would have been a five minute fix, but it turned out to be more complicated.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdenm8 on September 26, 2011, 05:32:51 PM
Quote from: Carny on September 26, 2011, 02:29:10 PM
Ok, i see. Thanks guys.
Bu now what i have to do? Is it enough to remove the entire Cricket fields folder from my plugins, or i need to something else?

You can just remove it, but you can keep them if you modify them in Reader.
The proper name of the file on the STEX is "Cricket, Rugby, Bowls".

What modification is needed?
Open the file called "RVT Rugby and Cricket Field Textures.dat". As well as the custom textures, this also contains the custom props.
Find the exemplars with the IIDs f5e80100, f5e80101 and f5e80102.
Delete the property "Building/Prop Family" in each Exemplar (Only f5e801ff doesn't have one).
Save and overwrite.

We don't exactly know why they interfere and why removing this property makes them play nice, but it just does.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Carny on September 26, 2011, 05:41:10 PM
Ok Jdenm8.  :thumbsup:
Thanks a lot for the help.  :)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: CahosRahneVeloza on September 26, 2011, 06:48:25 PM
Quote from: jdnaylor32 on September 26, 2011, 03:18:24 PM
Any solution to the El-Rail Facelift Mod by MIncroabl problem yet?

I'll definitely keep an eye out for this one as I use this mod too :)

You guys really rock!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Wiimeiser on September 27, 2011, 11:34:34 PM
The GHW-Parallel avenue ramp is still missing some paths. Also the MHW over GLR Ramp has no paths...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdnaylor32 on September 29, 2011, 02:00:06 AM
@jondor

Great to hear that you're on the case! These things are often more complicated than they first appear. Hidden conflicts right? I'm guessing the NAM is pretty massive too. Lots more to go wrong!

I look forward to the NAM team approving your fix.

Cheers,

James
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: arl85 on September 29, 2011, 04:34:51 AM
I want to signal a small misalligned texture (see attached img)
On higher zoom the texture is correctly alligned
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg197.imageshack.us%2Fimg197%2F7461%2Ftexturemisalligned.th.png&hash=cf8f0651eba10c8a771a44294e1dd1d092355db4) (http://imageshack.us/photo/my-images/197/texturemisalligned.png/)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: shinkansen1 on October 01, 2011, 04:28:51 PM
I wish to ask about a change that was made to the appearance of the elevated road and avenue networks for NAM 30.

Why was this change made, and is it possible to isolate and remove the new appearance of the elevated road and avenue networks?

My reason for asking lies in this Japanese facelift mod: http://hide-inoki.com/bbs/phpbb2/viewtopic.php?t=818

I downloaded and installed the facelift MOD before NAM 30 was released because I wanted the elevated road networks in my cities to have that similar appearance. But with the release of NAM 30, some of the avenue puzzle pieces now have conflicting models and textures. Here is a screenshot of what I mean:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg163.imageshack.us%2Fimg163%2F5040%2Fconflictv.jpg&hash=164489a677d6910e66f7d528dc1b326360f371d4)

I will be honest and admit that I like the Japanese facelift appearance far more than the NAM 30 appearance for these networks, but if there is currently no known way to remedy this conflict, then I will be content with it. :)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on October 01, 2011, 05:24:51 PM
The Japanese Facelift was set to work with the original setup of the Avenue Viaducts, in which the two halves were clones instead of mirrors.  Unless the Japanese mod is changed to reflect the new exemplar setup, it won't be fully compatible.  There are also a number of new pieces that exist in NAM Version 30 (such as the new orthogonal-to-diagonal transitions, FlexSPUI in the RHW) that aren't covered.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: shinkansen1 on October 01, 2011, 06:00:56 PM
Quote from: Tarkus on October 01, 2011, 05:24:51 PM
The Japanese Facelift was set to work with the original setup of the Avenue Viaducts, in which the two halves were clones instead of mirrors.  Unless the Japanese mod is changed to reflect the new exemplar setup, it won't be fully compatible.  There are also a number of new pieces that exist in NAM Version 30 (such as the new orthogonal-to-diagonal transitions, FlexSPUI in the RHW) that aren't covered.

-Alex
I understand. It seems like you guys decided to mirror the two halves in order to include a center lane in the network, but this raises more questions. (I'm sorry if it gets annoying)

Why was it decided that a center lane would be included in the raised avenue networks?
Does the center lane have a functionality purpose, or is it purely cosmetic?
Is there any possibility that, like the raised rail network, there will be other styles of the raised road networks in future versions of the NAM?

I know that in its current state the facelift mod will no longer be fully compatible with the raised avenue network, but I may still continue to use it due to the "pavement-under-network" ability of the mod. It really does add a great vidual element to the network, and I am most grateful that you guys developed the raised roads for the game. I don't think there is any other part of the NAM that I have ever used more. :)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdenm8 on October 01, 2011, 11:12:41 PM
Quote from: shinkansen1 on October 01, 2011, 06:00:56 PM
Why was it decided that a center lane would be included in the raised avenue networks?
It was the personal preference of the creator, Tarkus, reflecting local conditions. A more international setup would lack that flush Median and replace it with a raised one, but none of us has had enough time/energy to produce one.

Quote from: shinkansen1 on October 01, 2011, 06:00:56 PM
Does the center lane have a functionality purpose, or is it purely cosmetic?
Purely cosmetic. No reason for a central turn lane on an underpass unless you're reconstructing the Atlanta underground and no - We will not humour requests for these.

Quote from: shinkansen1 on October 01, 2011, 06:00:56 PM
Is there any possibility that, like the raised rail network, there will be other styles of the raised road networks in future versions of the NAM?
Possibly. I'm considering creating an Australian Motorway-style mod which mostly features different barriers and a raised median.

Quote from: shinkansen1 on October 01, 2011, 06:00:56 PM
but I may still continue to use it due to the "pavement-under-network" ability of the mod.
That functionality is actually a separate, but included file, I'm just not sure which one.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: shinkansen1 on October 02, 2011, 12:39:35 AM
Thank you so much for your response. That answers all of the questions I had about the elevated road and avenue puzzle pieces! :D

With those out of the way, I have discovered something unusual while dragging elevated rail in my cities. I noticed that wherever the elevated rail has pillars, the NAM Team's "El-Rail Facelift Mod" (by MIncroabl) has no effect; no props or texture underneath the network. When I clicked on the problem area, the pillar disappeared and the facelift mod took effect, leaving a very long stretch (about 5 tiles) of textures underneath the elevated rail, but no pillars and often times no props. I checked another city that I worked on before installing NAM 30 and fould that the facelift mod had taken effect on the entire elevated rail network, but also that there were no pillars on the entire network. But when I clicked on any part of the elevated rail in that city, any part of it that had pillars now no longer had and props or textures.

Does this new version of the NAM make the El-Rail Facelift Mod previously mentioned obsolete? And why do you suppose that the pillars of the elevated rail are acting weird? ()what()
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on October 02, 2011, 12:49:24 AM
If you're using the new GLR Drag Extension Plugin (which adds two additional GLR types with interchangeable base textures), it won't work with MIncroabl's mod.  In order for the interchangeable base texture functionality to work, the default pillar placing mechanism of the Elevated Rail network had to be disabled, with the pillars being converted to a Type21 Exemplar placement setup.  As some of the recent posts in this thread describe, there's still some wackiness with the Type21s due to the conflict with the Maxis trackside prop Type21s.

To the best of my knowledge, both the GLR Drag Extension and the El-Rail Facelift Mod alter the same Type21 Exemplars, and thus, conflict.  MIncroabl hasn't been seen in 3 1/2 years, so the likelihood of him updating the mod is virtually none.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: shinkansen1 on October 02, 2011, 01:00:38 AM
Quote from: Tarkus on October 02, 2011, 12:49:24 AM
If you're using the new GLR Drag Extension Plugin (which adds two additional GLR types with interchangeable base textures), it won't work with MIncroabl's mod.  In order for the interchangeable base texture functionality to work, the default pillar placing mechanism of the Elevated Rail network had to be disabled, with the pillars being converted to a Type21 Exemplar placement setup.  As some of the recent posts in this thread describe, there's still some wackiness with the Type21s due to the conflict with the Maxis trackside prop Type21s.

To the best of my knowledge, both the GLR Drag Extension and the El-Rail Facelift Mod alter the same Type21 Exemplars, and thus, conflict.  MIncroabl hasn't been seen in 3 1/2 years, so the likelihood of him updating the mod is virtually none.

-Alex
Thanks for clearing that up so quickly! :D I now know how I am going to fix this, thanks to your explanation. Draggable GLR would be nice, but currently I have not used it, so I'm going to stick with the ploppable GLR networks so I can keep the facelift mod working. Thank you all so much! :thumbsup:
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on October 02, 2011, 01:09:20 AM
Quote from: shinkansen1 on October 02, 2011, 01:00:38 AM
Quote from: Tarkus on October 02, 2011, 12:49:24 AM
If you're using the new GLR Drag Extension Plugin (which adds two additional GLR types with interchangeable base textures), it won't work with MIncroabl's mod.  In order for the interchangeable base texture functionality to work, the default pillar placing mechanism of the Elevated Rail network had to be disabled, with the pillars being converted to a Type21 Exemplar placement setup.  As some of the recent posts in this thread describe, there's still some wackiness with the Type21s due to the conflict with the Maxis trackside prop Type21s.

To the best of my knowledge, both the GLR Drag Extension and the El-Rail Facelift Mod alter the same Type21 Exemplars, and thus, conflict.  MIncroabl hasn't been seen in 3 1/2 years, so the likelihood of him updating the mod is virtually none.

-Alex
Thanks for clearing that up so quickly! :D I now know how I am going to fix this, thanks to your explanation. Draggable GLR would be nice, but currently I have not used it, so I'm going to stick with the ploppable GLR networks so I can keep the facelift mod working. Thank you all so much! :thumbsup:

Actually, the regular Draggable GLR (not the "Draggable GLR Extension") should be fine.  It's just the "Extension" bit that's likely the culprit. 

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mike3775 on October 02, 2011, 08:21:09 AM
I got back into simcity again after a long time away(over 2 years according to the DVD of my plugins from both locations).  I did a fresh install of Simcity 4 on the PC I just bought, have not added in the plugins from that DVD at all, but installed nam30(with r132) and the network widening mod, but every time I go to try out the widening options, my PC completely locks up.  Is there something I am missing in the download?  I grabbed the links from this thread: http://sc4devotion.com/forums/index.php?topic=13731.0

Thanks for continuing to improve the game over the past few years as well, lots and lots of fun stuff added that I have missed

EDIT: nevermind, after looking around the net, I found out that simcity 4 doesn't work on multiple core PC's and even setting the game to only play on 1 core the game still locks up the PC, and running it in compatibility mode also does not work, forcing the user to have to turn it off and reboot.  Looks like the days of playing simcity are over officially, as there is no way I am going to hook up a crappier PC just to play one game.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdenm8 on October 02, 2011, 04:24:12 PM
A lot of people have got SC4 working on very recent machines and most of the complainers are very defeatist.

Try adding a few command line switches. I found that adding the switch "-EH:off" reduces the number of crashes significantly.
In addition, if you're running an nVidia graphics card, try running the game in Software rendering mode as their drivers have issues with DirectX 9.0c games.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Jayster on October 02, 2011, 06:35:29 PM
I have a quick question about the flex spui pieces.

What do you do in the event that when you try to drag the RHW between the two halves and it doesn't covert to flex spui, but just the normal RHW-2?

Jayster
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdenm8 on October 02, 2011, 07:32:31 PM
You don't drag RHW-2 between the two halves. You drag Maxis Avenue.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mike3775 on October 02, 2011, 08:17:52 PM
Quote from: jdenm8 on October 02, 2011, 04:24:12 PM
A lot of people have got SC4 working on very recent machines and most of the complainers are very defeatist.

Try adding a few command line switches. I found that adding the switch "-EH:off" reduces the number of crashes significantly.
In addition, if you're running an nVidia graphics card, try running the game in Software rendering mode as their drivers have issues with DirectX 9.0c games.

You are a godsend.  I had looked all over for fixes pretty much all day and the software fix was my solution(I thought I had swapped it over earlier).  I racked my brain for a couple days trying to get this game running on this system, and it would work for 5 minutes then lock up.  I will admit to being a defeatist  :) but thanks to you, I got my butt kicked but managed to bounce back. 

The funny thing is, this is the only game I have had issues with on this PC also.  Command and Conquer 1-3, Age of Empires, Star Trek all play fine in compatibility mode, yet SC4 I had to switch to software(I feel dumb lol) I owe you buddy  :thumbsup:
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdenm8 on October 02, 2011, 08:29:00 PM
It's more of an issue with nVidia and their incomplete DirectX 9.0c compatibility.

Oddly enough, it only happens with newer cards, so it must be hardware-related, probably to do with the way certain cards interpret certain commands.
The issues were worse after 127.0 I think until they sort of repaired it (unknown version). The game was complately unplayable due to graphical errors. (images can be found on the Steam Forums if anyone is interested)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Jayster on October 02, 2011, 09:10:29 PM
Quote from: jdenm8 on October 02, 2011, 07:32:31 PM
You don't drag RHW-2 between the two halves. You drag Maxis Avenue.

Hmm that's Probably why it didn't work. Thanks for the quick response. I read the readme, I guess it didn't register as ave instead of RHW.

Jayster
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdnaylor32 on October 04, 2011, 03:37:43 AM
@ Tarkus

Cheers for the update.

How do I know if I'm using the GLR Drag Extension Plugin? Is this part of the NAM? I don't think I've installed such a thing myself. Could something else be causing the conflict?

Is there someway I can deactivate it? I think I'd rather have pillars for my El than a choice of base textures for my GLR.

Cheers,

James 
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Lot Creator on October 04, 2011, 11:53:01 AM
Hello, I have a tiny problem with the MAVE 7 in which the cars can't get to the building or workplace thorugh the MAVE 7. I have tried to fix it by making it the only road to get there, but it still does not work. Idk if this has somehtin to do with the patch for MAVE 6 not long ago or  something. I also noticed that the cars move from the center of the MAVE 7 to the outside and the instance is lost in there. I shall try to fix the MAVE 7 by using the 6 but I still want to point out this molesting problem.

Salutes,
Lot Creator
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on October 04, 2011, 12:26:13 PM
Quote from: jdnaylor32 on October 04, 2011, 03:37:43 AM
How do I know if I'm using the GLR Drag Extension Plugin? Is this part of the NAM? I don't think I've installed such a thing myself. Could something else be causing the conflict?

Is there someway I can deactivate it? I think I'd rather have pillars for my El than a choice of base textures for my GLR.

There will be an icon showing a red brick/sandstone GLR style on your Misc. Transit menu near the other GLR icons if you have the GLR Drag Extension installed.

Quote from: Lot Creator on October 04, 2011, 11:53:01 AM
Hello, I have a tiny problem with the MAVE 7 in which the cars can't get to the building or workplace thorugh the MAVE 7. I have tried to fix it by making it the only road to get there, but it still does not work. Idk if this has somehtin to do with the patch for MAVE 6 not long ago or  something. I also noticed that the cars move from the center of the MAVE 7 to the outside and the instance is lost in there.

There is no MAVE-7.  I'm not sure what network you're actually describing--are you meaning the TLA-7?  Some of what you're describing just sounds like the typical illogical behavior of the automata.  As the TLA-7 is not in anyway related to the MAVE-6 (other than being in the NWM and being Road-based) any issue that affects the MAVE-6 will not correlate to the TLA-7.

The actual commute traffic should be able to cross the median and access zones on the other side on the TLA-7 (but not the AVE-6) as demonstrated by the commute arrows.  The automata might be a different story.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: citybuilderx on October 07, 2011, 08:03:14 AM
Not sure if this has been asked. Is there any chance of getting left-hand drive traffic lights and signals with the new TuLEP interchanges? I noticed a thread about development on left-hand signals, but the thread died about two years ago  :(.  Thanks guys.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on October 07, 2011, 01:49:58 PM
I've been doing some work with jondor's new S3D-based traffic signal props and some signal mast arms by Ryan B. . . . and at some point, I'm hoping to port those over for LHD usage.  But that's not a high-priority project at the moment--I don't know when it'll come to fruition.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdenm8 on October 07, 2011, 09:45:55 PM
What Tarkus said pretty much summed up the sentiment regarding LHD T21s, it's too much work to be a high priority, especially when they work perfectly fine. I mean, the far left one works! [/sarcasm]

I would do them if I could, but no attempt I've made so far has worked. Jondor was kind enough to make LHD railroad crossings because he made a script that did the mirroring for him. Ebina started making an LHD conversion pack for the Maxis intersections and it had rather complete orthogonal functionality, but it was made well before TuLEPs were anywhere near finished and Ebina has no intention of releasing a finished product I think.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: auandi@gmail.com on October 09, 2011, 01:49:55 PM
So first time posting, have to say I love all the work you NAM guys do, it's not even the same game anymore!

That said, I've been having some serious problems with the Flex-SPUI pieces you added. I have tried every thing I can think of but I can never get traffic to use it. I'm trying to build a sunken highway so I'm using the pieces as elevated flex-SPUIs. I have tried different widths, I always remember to place an avenue between each piece before elevating it, I have tried different numbers of TuLEP pieces on either end (of course using the on-slop transition piece to start) but no order of construction seems to let traffic recognize the path from one side of the freeway to the other. Is there some step I'm missing? I searched the forums and can't quite find an answer. Thanks again for all the work.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Nightrunner.1 on October 09, 2011, 05:34:58 PM
ummm.... When i download the Sku1-5 updates manually the only thing that happens is the parking lots and small designs to my buildings  turn to grey and green spots. do you know what is the problem? must i download something after that? :'( :'( :'( :'( :'(
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: SIMpliCITY 4 on October 09, 2011, 05:57:37 PM
Since installing the latest NAM, regions that were previously developed with water (Rivers, lakes etc..) have all dried up. It just looks like canyons. When trying to drag an avenue over the "canyon" it raises the land. Another issue I have been having that may be related is 6 lane RHW bridges not going over these canyon/rivers. Any help is appreciated.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: j-dub on October 09, 2011, 06:05:13 PM
@all, Bare with me, I am no expert, but do not like to abandon those in need.

Auandi, I don't know what widths you speak of, but considering Flex-SPUI is new, I don't recall all widths being buildable. Considering the steps taken to construct Flex-SPUI; before going on, do you have pictures of what you were doing? I only recall there being one type of on-slope elevated turn lane transition for the Flex-SPUI.

Nightrunner, It sounds like your problem is your settings were toned down without your knowledge. This means your game could of had its graphics, city detail, and textures defaulted to the lowest settings, which in the end, overlay textures and certain props do not appear. That will cause what used to be a parking lot, to be a spot of green grass instead.

SIMpliCITY 4, the recent NAM added a file that did in fact do just that. I don't have the exact name, but it should be called something like zero sea level. It was the only way to enable the concept of dragable, diagonal bridges. I seriously am no expert at that, because I tend to build more flat out. Finding that file, and pulling it out temporarily should raise your water back to normal. You may want to consider keeping it in a safe place, when you do decide you want to return to building diagonal bridges though. I can only suspect there could be a conflict of file and another terrain file, but I can not verify the cause of the avenue raising the land.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on October 09, 2011, 06:09:35 PM
It's the Diagonal Bridge Enabler.  The files in there are labeled explicitly as "Temporary Files" and should only be placed in your Plugins when you are building Diagonal Bridges.  The temporary files flatten all slopes and remove all water, as described (in detail) in the enclosed Readme documentation.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdenm8 on October 09, 2011, 06:25:32 PM
Quote from: Nightrunner.1 on October 09, 2011, 05:34:58 PM
ummm.... When i download the Sku1-5 updates manually the only thing that happens is the parking lots and small designs to my buildings  turn to grey and green spots. do you know what is the problem? must i download something after that? :'( :'( :'( :'( :'(

You only need to download the SKU update applicable to your language. All of them do the same thing, but for different languages. You will then need to download the BAT update, available in the update section here.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: auandi@gmail.com on October 09, 2011, 08:33:35 PM
I made an album of with screencaps (at http://imgur.com/a/b0rYz) of me trying to build the elevated Flex-SPUI like I was talking about. I have also repeated the process with just one tile between the Flex-SPUI pieces, no tiles between them and deleting the construction lots before or after I place the Avenue. Am I doing something wrong?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdenm8 on October 09, 2011, 08:46:23 PM
There could be a few things.

A. Your city doesn't have enough jobs. I noticed on the left side there are lots that can't find jobs which would be killing new development. Try zoning some commercial or industrial instead and observing traffic flow that way.

B. You could be using the SPAM's traffic mod. Even though it shouldn't be affecting the SPUI as I think the centre tiles are solely Avenue, it might still be inferfering.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: MandelSoft on October 09, 2011, 11:38:34 PM
There's also scenario C: there is nothing wrong. Just wait a few in-game months, so the sims can find their way to work. This occurs quite often when you've placed new zones.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdenm8 on October 10, 2011, 12:06:54 AM
Knew there was a third thing I forgot  ::)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: auandi@gmail.com on October 10, 2011, 12:17:47 AM
A) when I connect a road around the highway it develops near-instantly, doesn't matter what I zone there.

B)I'm not sure what mod that is, so unless it is included in something else it shouldn't be running.

C)I have waited over an in game year and a half. As soon as I rerout the road around the highway it shows a connection but the people would still rather take a super roundabout street than the direct avenue.

Maybe it's just a glitch.

Speaking of glitches though (I guess when it rains it pours) I built a 5-lane turning avenue earlier today and somehow that made my traffic switch sides to UK sides. All the textures still assume American style driving with all the left turn intersections but all the routs are on the wrong side. I deleted the 5-lane but it hasn't gone away. I don't get it I've been using NAM for years without problem and within a matter of days I run into two problems (not that I blame you guys).
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: GDO29Anagram on October 10, 2011, 12:30:05 AM
Quote from: jdenm8 on October 09, 2011, 08:46:23 PM
A. Your city doesn't have enough jobs. I noticed on the left side there are lots that can't find jobs which would be killing new development. Try zoning some commercial or industrial instead and observing traffic flow that way.

B. You could be using the SPAM's traffic mod. Even though it shouldn't be affecting the SPUI as I think the centre tiles are solely Avenue, it might still be inferfering.

Quote from: mrtnrln on October 09, 2011, 11:38:34 PM
There's also scenario C: there is nothing wrong. Just wait a few in-game months, so the sims can find their way to work.

You guys are forgetting Scenario D: LHD/RHD conflicts.

Quote from: auandi@gmail.com on October 10, 2011, 12:17:47 AM
I built a 5-lane turning avenue earlier today and somehow that made my traffic switch sides to UK sides. All the textures still assume American style driving with all the left turn intersections but all the routs are on the wrong side.

I'm guessing you have the LHD plugin when you shouldn't; Do not use the LHD plugin unless you have an Left-Hand Drive game. It's easy to fix, though: Go to the NWM folder, locate the LHD plugin, and remove it. I might also recommend checking the RHW folder to see if you accidentally installed its LHD plugin; It could also be interfering with your SPUI. To be doubly-sure that things aren't going wrong, find the NAM file that starts with "NetworkAddonMod_Controller_". If it says "LEFT_HAND_VERSION", remove it and reinstall the NAM, making sure you select the right-hand version.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: auandi@gmail.com on October 10, 2011, 02:37:14 AM
OK, so I can't find any kind of left hand plugins. I uninstalled/re-installed NAM 30, RWH and NWM and made sure to select right hand but it's still insisting on left hand drive even in new cities. I can't understand it, it was Right hand just yesterday and I haven't installed anything new, it doesn't make a bit of sense.... ()sad()
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on October 10, 2011, 10:58:00 AM
Quote from: auandi@gmail.com on October 10, 2011, 02:37:14 AM
OK, so I can't find any kind of left hand plugins. I uninstalled/re-installed NAM 30, RWH and NWM and made sure to select right hand but it's still insisting on left hand drive even in new cities. I can't understand it, it was Right hand just yesterday and I haven't installed anything new, it doesn't make a bit of sense.... ()sad()

The NAM does not change drive side.  If you have a Left-Hand Drive game, installing the Right-Hand Drive NAM files will not make your game Right-Hand Drive (or vice-versa).  For instructions on doing that, see this thread (and the post I linked by RippleJet in particular, as it's the easiest way to accomplish a switch).

-Alex (http://sc4devotion.com/forums/index.php?topic=3961.msg346691#msg346691)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Augmentationist on October 11, 2011, 07:12:12 PM
Does anyone by any chance know how to build an RHW-3 bridge, because I am clearly doing something wrong or this could be a glitch.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg41.imageshack.us%2Fimg41%2F6985%2Frhw3bridge.jpg&hash=264b445f3b5040fad65a3a13ea11d94422a5980a) (http://imageshack.us/photo/my-images/41/rhw3bridge.jpg/)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jondor on October 11, 2011, 07:17:01 PM
Quote from: Augmentationist on October 11, 2011, 07:12:12 PM
Does anyone by any chance know how to build an RHW-3 bridge, because I am clearly doing something wrong or this could be a glitch.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg41.imageshack.us%2Fimg41%2F6985%2Frhw3bridge.jpg&hash=264b445f3b5040fad65a3a13ea11d94422a5980a) (http://imageshack.us/photo/my-images/41/rhw3bridge.jpg/)

That's a RHW-6S not a RHW-3 and I don't believe there is a RHW-6S bridge quite yet.  Those are going to require either new or edited models unlike the RHW-4 bridge you have built which just required changing the road texture.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Augmentationist on October 15, 2011, 12:09:27 PM
Seriously everyone thanks for the patience, here is my latest problem,

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg97.imageshack.us%2Fimg97%2F6189%2Ffirstinterchangecomplet.jpg&hash=01d2e89b43e13b24f4a823d1e7aa18c0c66fe515)
(http://imageshack.us/photo/my-images/97/firstinterchangecomplet.jpg/)

This is my first interchange which took 2hours and 20 minutes (should have taken only an hour) to complete due to the unsuitable grade for construction glitch :angrymore:, is there any way to stop that glitch so that I can complete interchanges much quicker?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: GDO29Anagram on October 15, 2011, 12:24:28 PM
Quote from: Augmentationist on October 15, 2011, 12:09:27 PM
is there any way to stop that glitch so that I can complete interchanges much quicker?

Flattening out the terrain beforehand is a recommended practice. That kind of problem usually occurs when you try to plop two adjacent pieces on uneven terrain.

Aside from that, that's a nice Trumpet. I would also recommend using the C2/E2 ramps when applicable; Their branches are already at 45-deg angles.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Augmentationist on October 15, 2011, 01:40:16 PM
Quote from: GDO29Anagram on October 15, 2011, 12:24:28 PM
That kind of problem usually occurs when you try to plop two adjacent pieces on uneven terrain.

The land appeared completely flat. Like in this case where I'm trying to build under a SPUI, but I can't because of the unsuitable grade for construction glitch.(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg822.imageshack.us%2Fimg822%2F7483%2Funsuitablegradeforconst.png&hash=9bc7c1617c0a04ae583f04f3b1a2a51163590bfb) (http://imageshack.us/photo/my-images/822/unsuitablegradeforconst.png/)

Quote from: GDO29Anagram on October 15, 2011, 12:24:28 PMI would also recommend using the C2/E2 ramps when applicable; Their branches are already at 45-deg angles.

I tried that first, but when I would try to extend the road out of the C2/E3 ramps it would be a 2-way road instead of a 1-way 2 lane road (like here).
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg818.imageshack.us%2Fimg818%2F4489%2Fc2e3ramps.png&hash=23a4aa5f916a04468c8615a9c208c09c663c46ed) (http://imageshack.us/photo/my-images/818/c2e3ramps.png/)

Quote from: GDO29Anagram on October 15, 2011, 12:24:28 PM
that's a nice Trumpet

Thanks :)

Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: GDO29Anagram on October 15, 2011, 01:59:25 PM
Quote from: Augmentationist on October 15, 2011, 01:40:16 PM
I tried that first, but when I would try to extend the road out of the C2/E3 ramps it would be a 2-way road instead of a 1-way 2 lane road.

That's because there's no diagonal RHW-4 starter attached to the stubs. The intent of getting around that is to connect it with a stretch of diagonal RHW-4 or to use the RHW fillers.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: MandelSoft on October 15, 2011, 02:14:32 PM
Quote from: Augmentationist on October 15, 2011, 01:40:16 PM
Quote from: GDO29Anagram on October 15, 2011, 12:24:28 PM
That kind of problem usually occurs when you try to plop two adjacent pieces on uneven terrain.

The land appeared completely flat. Like in this case where I'm trying to build under a SPUI, but I can't because of the unsuitable grade for construction glitch.(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg822.imageshack.us%2Fimg822%2F7483%2Funsuitablegradeforconst.png&hash=9bc7c1617c0a04ae583f04f3b1a2a51163590bfb) (http://imageshack.us/photo/my-images/822/unsuitablegradeforconst.png/)
That's because the land may not be really completely flat. I see your terrain is a bit bumpy. Try to start with dragging the central RHW-4 through the interchange first and then build the ramps.

Quote from: Augmentationist on October 15, 2011, 01:40:16 PM
Quote from: GDO29Anagram on October 15, 2011, 12:24:28 PMI would also recommend using the C2/E2 ramps when applicable; Their branches are already at 45-deg angles.

I tried that first, but when I would try to extend the road out of the C2/E3 ramps it would be a 2-way road instead of a 1-way 2 lane road (like here).
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg818.imageshack.us%2Fimg818%2F4489%2Fc2e3ramps.png&hash=23a4aa5f916a04468c8615a9c208c09c663c46ed) (http://imageshack.us/photo/my-images/818/c2e3ramps.png/)
They never had diagonal starters, I designed it that way (I believe the right diagonal starters weren't available at the moment). Often becaus it's often followed by a curve or another starter. You can use temporary starters (you can demolish them afterwards: I always do that) or use fillers.

Best,
Maarten
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdenm8 on October 15, 2011, 04:55:08 PM
Quote from: Augmentationist on October 15, 2011, 01:40:16 PM
Quote from: GDO29Anagram on October 15, 2011, 12:24:28 PM
That kind of problem usually occurs when you try to plop two adjacent pieces on uneven terrain.

The land appeared completely flat. Like in this case where I'm trying to build under a SPUI, but I can't because of the unsuitable grade for construction glitch.(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg822.imageshack.us%2Fimg822%2F7483%2Funsuitablegradeforconst.png&hash=9bc7c1617c0a04ae583f04f3b1a2a51163590bfb) (http://imageshack.us/photo/my-images/822/unsuitablegradeforconst.png/)

Look at the two top RHW-4 to ERHW-4 transitions. They aren't the same shape, neither of them are flat.
The bottom two are ever so slightly different as well.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Jelif on October 15, 2011, 09:25:07 PM
I am currently translating the latest NAM into Chinese(both traditional and simplified). When I am testing my translation, I found some problems in the NAM.
I'm not sure if someone has already found these problems, but anyway, i ll show my discovery here.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FdXKzO.jpg&hash=5e74194d74a0da6c5cb02869bbf48d04f88c6dbf)
a tile with missing texture....

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F4nyrm.jpg&hash=4271e87e4fee953783921a6ee89af874b3db855a)
a tile with missing path...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F0Tqjm.jpg&hash=5987fed7e7286c13fc23f7f8ebce4eed14a7ccc8)
additional strange paths? but this works properly...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Fxn1t6.jpg&hash=fddf51de6b094ae195917ca42ca2178e3c8cefc7)
extra red cross...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdenm8 on October 15, 2011, 10:27:55 PM
Quote from: Jelif on October 15, 2011, 09:25:07 PM
a tile with missing texture....

That certainly is a strange intersection. :D
Not sure if it's supported or not.

Quote from: Jelif on October 15, 2011, 09:25:07 PM
a tile with missing path...
No idea why that doesn't have paths... Probably an oversight. A lot of NMAVE-4 ending at *blank* had missing of incorrect paths right upto the second last Release Candidate.

Quote from: Jelif on October 15, 2011, 09:25:07 PM
additional strange paths? but this works properly...
The additional paths are a holdover from RHW 4.1, back when there was road on that tile. There isn't now and it's easier to just leave the old paths rather than replace it with a placeholder file.

Quote from: Jelif on October 15, 2011, 09:25:07 PM
extra red cross...

Two extra stop points actually. Extra stop points on an intersection like that won't cause any issues.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: GDO29Anagram on October 15, 2011, 10:40:50 PM
Quote from: jdenm8 on October 15, 2011, 10:27:55 PM
A lot of MAVE-4 ending at *blank* had missing of incorrect paths right upto the second last Release Candidate.

(Cough) NMAVE. (Cough)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: j-dub on October 16, 2011, 10:35:58 AM
Quotea tile with missing texture....

That certainly is a strange intersection.
Not sure if it's supported or not.

I thought I saw something like that before. I may be wrong, but I thought it requires the diagonal road crossing the ending avenue to be completely straight across. Then again, the texture could be missing, but I thought that texture would be a sharp angled median, and maybe one signal on top of that.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Marianne on October 16, 2011, 11:01:23 AM
Hi all,

When I first installed the NAM, I set traffic capacity to the lowest setting. I was still fairly new to the game, and I wanted to force myself to master the public transit networks. Well, it worked. Now though, I'm looking at mondo traffic jams, and train stations using +200% of their capacity. The sims are not happy, and this means I am not happy. (Well, at least when I'm playing the game.)

How do I adjust carrying capacity on the NAM?

Mit besten Gruessen,
Marianne
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: j-dub on October 16, 2011, 11:08:03 AM
Consider experimenting with the other traffic simulation settings. In your situation, the lowest may not be the best suit for you.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on October 16, 2011, 11:16:01 AM
The easiest way to change your settings is to download the NAM Traffic Subsystem (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2379), which contains the Traffic Simulator Configuration Tool.  For transit stations, you'll need to find others on the LEX or STEX with higher capacities.  However, transit stations actually work perfectly unless their usage exceeds 400% of their rated capacity, so  it's OK to go quite a bit over the rated capacity.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Jelif on October 16, 2011, 11:45:28 AM
Quote from: j-dub on October 16, 2011, 10:35:58 AM
Quotea tile with missing texture....

That certainly is a strange intersection.
Not sure if it's supported or not.

I thought I saw something like that before. I may be wrong, but I thought it requires the diagonal road crossing the ending avenue to be completely straight across. Then again, the texture could be missing, but I thought that texture would be a sharp angled median, and maybe one signal on top of that.

Actually, I might have seen a normal diagonal T intersection for Avenue x Road before. Yesterday when i built that intersection, it showed a brown square on that tile while i was dragging over the road with avenue.
By the way, i also find a minor problem on the description of TuLEP tiles. The Road Type A-Blank has two different texture, dashed or non-dashed. The non-dashed one shows only "The Road Type A-Blank" but i find a LTEXT file written "Road TuLEP-Type A-Blank (Rotate for Dashed)".
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Bluemoose on October 16, 2011, 03:07:21 PM
Okay guys.... The DBE looks awesome... but Its not working for me.  It drains my water, but it doesnt flatten my roads, or in this case, avenue.  Please help me out.
Also, when I drag it across my ravine, I get a failed terrain smoothing, probably related to the not-flattening thing.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on October 16, 2011, 04:31:11 PM
Quote from: Bluemoose on October 16, 2011, 03:07:21 PM
Okay guys.... The DBE looks awesome... but Its not working for me.  It drains my water, but it doesnt flatten my roads, or in this case, avenue.  Please help me out.
Also, when I drag it across my ravine, I get a failed terrain smoothing, probably related to the not-flattening thing.

Sounds like you may have a slope mod sitting loose in your Plugins folder, which is loading after the zero-slope files in the DBE and overriding it.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Bluemoose on October 16, 2011, 05:14:07 PM
Quote from: Tarkus on October 16, 2011, 04:31:11 PM
Sounds like you may have a slope mod sitting loose in your Plugins folder, which is loading after the zero-slope files in the DBE and overriding it.

-Alex

Nope, I took that out.  But I just read on the DBE page that It works with roads, OWR and Rail... no mention of Avenue, even though stubs are included....
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdenm8 on October 16, 2011, 05:51:49 PM
Tarkus got a little caught up there.

The DBE does not support Avenue, although it does contain Avenue Bridges. They instead use either Road or RHW for the bridge section.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Marianne on October 16, 2011, 06:05:56 PM
Thanks for that. Where exactly on that page though is the download link? The only one I'm seeing is the Java link. I'm allowing scripts to run, so I know that's not an issue. This is just plain old Windows XP. I don't know why there is no link showing.

Marianne

Quote from: z on October 16, 2011, 11:16:01 AM
The easiest way to change your settings is to download the NAM Traffic Subsystem (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2379), which contains the Traffic Simulator Configuration Tool.  For transit stations, you'll need to find others on the LEX or STEX with higher capacities.  However, transit stations actually work perfectly unless their usage exceeds 400% of their rated capacity, so  it's OK to go quite a bit over the rated capacity.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdenm8 on October 16, 2011, 06:17:34 PM
You need to register separately for the LEX.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on October 16, 2011, 06:27:27 PM
Quote from: jdenm8 on October 16, 2011, 05:51:49 PM
The DBE does not support Avenue, although it does contain Avenue Bridges. They instead use either Road or RHW for the bridge section.

Thanks for catching me on that one. 

All the Avenue ones are RHW-based.  Ditto with the Maxis Highway diagonal bridges.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: j-dub on October 16, 2011, 07:40:48 PM
QuoteBy the way, i also find a minor problem on the description of TuLEP tiles. The Road Type A-Blank has two different texture, dashed or non-dashed. The non-dashed one shows only "The Road Type A-Blank" but i find a LTEXT file written "Road TuLEP-Type A-Blank (Rotate for Dashed)".

By non-Dash (http://www.youtube.com/watch?v=mg5M9auAKm8&lc=Q2w9SMzkaCxM1nWxG3BPVgpcXvSm65CZT-9ZPjBwIiQ) you mean solid?
Unless you have pictures, this does not sound too far fetched. The words in brackets are just a suggestion in the descriptor that you have to rotate to change the piece. The whole thing about present and future TuLEP development depends on placement. To lessen the amount of TABs, different texture variants share the same rotation.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Bluemoose on October 17, 2011, 03:55:19 AM
Quote from: jdenm8 on October 16, 2011, 05:51:49 PM
Tarkus got a little caught up there.

The DBE does not support Avenue, although it does contain Avenue Bridges. They instead use either Road or RHW for the bridge section.

Thanks a bunch jdenm8, I knew It had to be something simple I was doing wrong.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Jelif on October 19, 2011, 09:03:29 AM
QuoteBy the way, i also find a minor problem on the description of TuLEP tiles. The Road Type A-Blank has two different texture, dashed or non-dashed. The non-dashed one shows only "The Road Type A-Blank" but i find a LTEXT file written "Road TuLEP-Type A-Blank (Rotate for Dashed)".
I found this is a mistake caused by me or the software. The original locale file has no such problem. Sorry for reporting the problem wrongly.




(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FdXKzO.jpg&hash=5e74194d74a0da6c5cb02869bbf48d04f88c6dbf)
The problem of missing texture is solved now. I think this may be related to the fix patch given by Maxis but not NAM.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: dogma555 on October 19, 2011, 02:24:16 PM
Anyone figure anything out for the Japanese El-Rail facelift mod to get the support beams to show up again?

So my cities look horrible now with these floating el-rails, and they'll look like somethings is MISSING if I delete the facelift mod    &Thk/(

Is this to do with the new draggable GLR or something? Can I somehow remove that and get my support beams back?

Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on October 19, 2011, 06:39:51 PM
Quote from: dogma555 on October 19, 2011, 02:24:16 PM
Is this to do with the new draggable GLR or something? Can I somehow remove that and get my support beams back?

The new Draggable GLR Extension Plugin (not to be confused with the regular Draggable GLR Plugin) removes the the Elevated Rail network's support beam auto-placement properties and instead uses Type21 Exemplars to place the pillars (similar to the Elevated RHW networks).  This was necessary in order to enable the base texture customization functionality on the two new GLR styles.  The new GLR styles needed to be model-based in order for this to work, and with the support auto-placement in place, supports would show up on the new GLR styles.  The placement of the Type21 supports isn't as regular in part due to the fact that Maxis included a bunch of tiny "trackside detail" Type21s that compete with the supports. 

We are looking into giving the support T21s a little more "competitive edge" against those trackside details to get a more regular appearance of supports, but the interactions between the T21s are rather complex and it's not been a simple task.  Because we knew some users might not like the visuals, we specifically made the Draggable GLR Extension Plugin's box in the installer unchecked by default, meaning the user needs to deliberately check it (and see the warning message that appears on hover) in order to install it.

In the meanwhile, to restore your support beams to their original configuration, remove the Draggable GLR Extension Plugin (NetworkAddonMod_GroundLightRailDrag_Extension.dat in Network Addon Mod\Plugins, not Draggable GLR itself, which is still perfectly fine) and rebuild selected tiles of your Elevated Rail so the supports will show up again.

Quote from: dogma555 on October 19, 2011, 02:24:16 PM
So my cities look horrible now with these floating el-rails, and they'll look like somethings is MISSING if I delete the facelift mod    &Thk/(

Technically, as a strictly cosmetic mod, it merely replaces models at a given IID.  Removing the facelift mod should not cause your El-Rails to disappear--they'll just revert to the default Maxis style.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: josh6 on October 19, 2011, 07:36:44 PM
I'm not sure if this is a NAM issue but after I installed the new NAM all of automota is moving at chetah speed even when time is moving in the slowest setting. I liked it when the cars were slower.
How do I change it back? Or can I?

thanks
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: dogma555 on October 19, 2011, 08:00:24 PM
Quote from: Tarkus on October 19, 2011, 06:39:51 PM
Quote from: dogma555 on October 19, 2011, 02:24:16 PM
Is this to do with the new draggable GLR or something? Can I somehow remove that and get my support beams back?

The new Draggable GLR Extension Plugin (not to be confused with the regular Draggable GLR Plugin) removes the the Elevated Rail network's support beam auto-placement properties and instead uses Type21 Exemplars to place the pillars (similar to the Elevated RHW networks).  This was necessary in order to enable the base texture customization functionality on the two new GLR styles.  The new GLR styles needed to be model-based in order for this to work, and with the support auto-placement in place, supports would show up on the new GLR styles.  The placement of the Type21 supports isn't as regular in part due to the fact that Maxis included a bunch of tiny "trackside detail" Type21s that compete with the supports. 

We are looking into giving the support T21s a little more "competitive edge" against those trackside details to get a more regular appearance of supports, but the interactions between the T21s are rather complex and it's not been a simple task.  Because we knew some users might not like the visuals, we specifically made the Draggable GLR Extension Plugin's box in the installer unchecked by default, meaning the user needs to deliberately check it (and see the warning message that appears on hover) in order to install it.

In the meanwhile, to restore your support beams to their original configuration, remove the Draggable GLR Extension Plugin (NetworkAddonMod_GroundLightRailDrag_Extension.dat in Network Addon Mod\Plugins, not Draggable GLR itself, which is still perfectly fine) and rebuild selected tiles of your Elevated Rail so the supports will show up again.

Quote from: dogma555 on October 19, 2011, 02:24:16 PM
So my cities look horrible now with these floating el-rails, and they'll look like somethings is MISSING if I delete the facelift mod    &Thk/(

Technically, as a strictly cosmetic mod, it merely replaces models at a given IID.  Removing the facelift mod should not cause your El-Rails to disappear--they'll just revert to the default Maxis style.

-Alex

Thanks so much Alex. I'm going to try that the next time I restart SC4.

I think I was in such a haste to get the new version that I just checked everything that seemed enticing  $%Grinno$%

Would you happen to know if its possible to remove any files from the latest NAM that would stop affecting this other Japanese mod?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FYZgKw.jpg&hash=8c428f80c53cbeb971f94d26c25ae42a4538e58e)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on October 19, 2011, 08:28:09 PM
Quote from: josh6 on October 19, 2011, 07:36:44 PM
I'm not sure if this is a NAM issue but after I installed the new NAM all of automota is moving at chetah speed even when time is moving in the slowest setting. I liked it when the cars were slower.
How do I change it back? Or can I?

thanks

That would most likely be related to the automata plugin.  The automata speed settings in the NAM Automata Plugins are the same as those in the Maxis default settings (save for the RHW network speed).  In all likelihood, you either a) had an automata plugin installed that slowed down your automata considerably (e.g. the Persistent Automata Mod from the STEX, or mott's old mod from 2007), and you either removed it, or your NAM installation is loading after and overriding it, or b) you installed a mod that sped up your automata.

And dogma555, You're most welcome. :)

The NAM's Elevated Viaducts were completely revamped as part of the Version 30 upgrade, and the Facelift mod there hasn't been updated to comply with some of the file architecture specifications of the new design.  Unfortunately, in this case there's not really anything that can be done aside from removing the Facelift mod--it won't be compatible until Nekopanch upgrades it. 

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: dogma555 on October 19, 2011, 10:12:41 PM
Excellent.. the supports are back. Thanks again!  ;D

I also deleted only the "avenue" folder from Nekopanch's road facelift mod, and as you can see from my following pic it actually works fine for single tiles .. so you can sort of simulate the avenue with 2x one way's.. its just the one way textures have always look a bit sloppier than the avenue ones to me. 

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Fwg2V0.jpg&hash=ed0a6f6886466a580c693ff356a42b80d5972362)

Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: tkirch on October 21, 2011, 06:03:08 PM
I am just getting back into SC4 and trying out the new NAM.  You can see my picture below.  An RHW-2 going over a RHW-4.  Couple of questions:
1. What piece do I use to make an intersection between the RHW-2 and the MIS?  On one side I used an Avenue-MIS Intersection but I have no stoplights, could see some danger there.  Is that the right piece.
2.  I placed a RHW-2 Starter Piece and it connected to the other side fine but I can't get it over the other side to connect over the RHW-4. 

Could someone please help with this?


This is my interchange.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi620.photobucket.com%2Falbums%2Ftt281%2Ftkirch61371%2FHighway.jpg&hash=980018b1969e0dc8d8953d4d5f4d9637e4e6ac2e)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdenm8 on October 21, 2011, 08:10:40 PM
Okay, you've used ERHW-4 for the overpass. The most common network used is Elevated Avenue (Completely puzzle piece based) because it's capable or intersecting ERHW-4 and EMIS (sort of). ERHW-4 which you've used isn't.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: GDO29Anagram on October 21, 2011, 08:19:20 PM
Quote from: tkirch on October 21, 2011, 06:03:08 PM
1. What piece do I use to make an intersection between the RHW-2 and the MIS?  On one side I used an Avenue-MIS Intersection but I have no stoplights, could see some danger there.  Is that the right piece.
2.  I placed a RHW-2 Starter Piece and it connected to the other side fine but I can't get it over the other side to connect over the RHW-4. 

In addition to what jdenm8 stated, I can't help but take note of the following:

- That's Elevated RHW-4 over RHW-4. There's no starter for RHW-2 because that's the base network, though there is one for Elevated RHW-2, but it's a two-lane two-way road, just like RHW-2.
- EMIS crossings are only intended for pieces like the elevated AVE-MIS crossing.
- You have a texture pack that's been outdated for the past three RHW versions.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Wiimeiser on October 22, 2011, 05:16:40 PM
This is just what I gather from what I've been told or have read previously. Correct me if I'm wrong here...

-To activate the Puzzle piece/TE Lot crash, you only need the paths used on the lot.
-The tollbooths and car ferry terminal are the only TE lots immune to crashing; no puzzle pieces are.
-Puzzle pieces were originally designed and coded expressly and exclusively for highway interchanges
-Snap-to cannot be disabled if you are on a puzzle piece, presumably due to the fact the automata do not take the height or design of a puzzle piece into consideration
-As far as UDI is concerned, lots and terrain have collision, nothing else does
-Even if you could add non-monorail paths to the Monorail network, the game would instantly convert them to monorail paths
-Even if you could add El-Rail paths to a non El-Rail network puzzle piece, the game would automatically convert that piece into an El-Rail piece
-The game will crash if you have too many empty zone tiles for it to develop at once. The limit appears to be about 50-100 tiles
-It is actually illegal to modify the network data, we just weren't told because no one expected us to
-The Simpsons Game 2 was cancelled because Lisa, The Simpson was shut down
-EA is grossly incompotent
-There is at least one EA employee who, if powerful enough, would want to see the NAM shut down
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdenm8 on October 22, 2011, 05:38:27 PM
Quote from: Wiimeiser on October 22, 2011, 05:16:40 PM
-Snap-to cannot be disabled if you are on a puzzle piece, presumably due to the fact the automata do not take the height or design of a puzzle piece into consideration
False. I updated the WRHW-2 to RHW-2 transition back in Alpha days to a new path layout and I forgot to turn the 3D key on. The result was a Puzzle Piece that had paths that acted like dragged ones and could be driven over without Snap on.

Quote from: Wiimeiser on October 22, 2011, 05:16:40 PM
-As far as UDI is concerned, lots and terrain have collision, nothing else does
Maxis did build in the facility for Props to have collision (Can't remember where I read that) but they didn't finish it.

Quote from: Wiimeiser on October 22, 2011, 05:16:40 PM
-Even if you could add non-monorail paths to the Monorail network, the game would instantly convert them to monorail paths
-Even if you could add El-Rail paths to a non El-Rail network puzzle piece, the game would automatically convert that piece into an El-Rail piece
As far as I'm aware, they just don't work and fron what I've heard from Tarkus, only Monorail exhibits this behaviour.

Quote from: Wiimeiser on October 22, 2011, 05:16:40 PM
-The game will crash if you have too many empty zone tiles for it to develop at once. The limit appears to be about 50-100 tiles
I've had far more than 100... It's probably more of a memory or processing limitation.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on October 22, 2011, 11:07:46 PM

Quote from: Wiimeiser on October 22, 2011, 05:16:40 PM
-It is actually illegal to modify the network data, we just weren't told because no one expected us to
. . .
-There is at least one EA employee who, if powerful enough, would want to see the NAM shut down

Sounds like ranting of one of the few (but very vocal) disgruntled "militant vanillists" and anti-NAMites out there.

Given past experiences of the community's interaction with EA/Maxis employees, the former is extremely unlikely.  Back in the early days of the modding community, toroca and the7trumpets had direct discussions with MaxisFrank, an EA/Maxis employee, relating to the traffic simulator.  MaxisFrank did not tell toroca or the7trumpets not to modify the traffic simulator--quite the contrary, in fact.  There's also the case of Buggi getting permission to release the ExtraCheats.dll file.  Paul Pedriana (SC4's lead programmer, still a part of Sims development) has also posted at ST and gave simmaster07 some files relating to DLL integration.

As far as someone in the lower ranks at the company having a problem with the NAM, while I wouldn't say that's entirely impossible, everyone the NAM Team ever had contact with who is connected directly or indirectly with EA/Maxis hasn't expressed any concerns about our doings (and in fact, has usually expressed support). 

Quote from: Wiimeiser on October 22, 2011, 05:16:40 PM
-EA is grossly incompotent [sic]

I don't think EA is incompetent.  Quite the opposite, in fact.  They're turning a profit, and I think they understand the city simulator market.  They were smart enough not to budge as folks were demanding an SC5, knowing that the hardware could simply not support what the market was demanding yet, and they knew they could remain profitable by sticking with tried-and-true SC4, releasing SC:S (which I believe was intended as a spinoff, not a true sequel) and continuing development with The Sims (which has been the most profitable PC game franchise of all-time).  If you want to question that wisdom, take a look at what happened to Monte Cristo--they went under trying to out-do SC4.  Even with the release of CXL 2012, SC4 is still the dominant city-simulator.  It's going to stay that way at least until mid-decade.

Quote from: Wiimeiser on October 22, 2011, 05:16:40 PM
-The tollbooths and car ferry terminal are the only TE lots immune to crashing; no puzzle pieces are.

I think you're partially confusing "puzzle piece" with TE Lot here.  Those lots will actually not crash if placed over Maxis Highway interchanges that shipped with the game, too.  The issue can occur with any custom TE Lot or custom puzzle piece within certain parameters, and even then, sometimes it won't occur, depending in large part of the CheckTypes of the puzzle piece.

Quote from: Wiimeiser on October 22, 2011, 05:16:40 PM
-Puzzle pieces were originally designed and coded expressly and exclusively for highway interchanges

That is what they were originally intended for, yes (and overpasses over GHwy, which are actually implemented as RUL0 AutoPlace setups).  All puzzle pieces that shipped with the game were Maxis Highway interchanges, though RUL0 supported other networks, too, which is why everything else works.  The bulldoze cost on puzzle pieces is, as I recall, linked to Maxis Highway costs as well.

-Alex

Edit: Minor grammatical and quote fix.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: CahosRahneVeloza on October 22, 2011, 11:36:06 PM
A round of applause  for Mr. Tarkus  &apls

Seriously, people who dislike mods &/or custom content should wake up & smell the coffee. Mods such as the NAM & the Unified Traffic Simulator have revolutionized & improved how the game plays, no more stupid SIMs driving around in circles to get to work thanks in part to the better path finding system. And who wouldn't like more options for transportation networks? Aren't you bored of the four road types (road, street, OWR & avenues) that you'd get with Deluxe or RH?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Jsthreadgill on October 23, 2011, 12:51:35 AM
In the New NAM Automata, there are 4 plugins. However, I'm not sure what the "NetworkAddonMod_Automata_Plugin_BL_Radical.dat" is for. Should this be combined with one of the original 3 plugins or is there something different so that this one is installed alone?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Blue Lightning on October 23, 2011, 12:21:06 PM
That's a completely new automata controller file made by me, featuring more accurate representation of traffic volumes (especially in cities) in sync with the time of day. Its an alternative to the other automata controllers (which are very old might I add).
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Wiimeiser on October 23, 2011, 02:04:02 PM
I'm not saying I dislike anything (except the Zone and TE Lot crashing), I just wanted a few things cleared up, that's all.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: noahclem on October 23, 2011, 03:11:02 PM
Thanks for the report there Alex. Besides the clarification, it's always nice to get a bit of historical context for the NAM and SC4's development--I actually really enjoyed reading the detailed history of NAM updates in the last readme.

Cheers to SC4's continued dominance (and awesomeness) through mid-decade  :party:  If SC4 is still my version of a "model railroad" when I'm an old man I think things could be a lot worse  ;)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: tkirch on October 25, 2011, 03:18:50 PM
Is there a puzzle piece I am missing for the following scenario.

I have RHW-4 and I used the MIS to create off ramps onto RHW-2.  I am just doing a four way interchange.  But no stop and go lights appear at this interchange.  Is there a way to create a four way stop interchange at a MIS-RHW2 or at MIS-Road interchange
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on October 25, 2011, 05:36:33 PM
There aren't any T21s for stoplights on any of the MIS intersections.  This is in large part due to the fact that RHW-based networks cannot support stop points without resorting to using a puzzle piece or really weird workarounds that don't really work that well.  (To better qualify my remark, I'll note that the Road-based NWM crossings do have some signals on them, but only on the NWM approaches--for the same reason).

The idea of having "Signalized Intersection Pieces" (SIPs) for such intersections has been discussed, actually (as is the case with One-Way Roads), though none have been implemented yet.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: chadmichael03 on October 25, 2011, 09:28:33 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FZNXsp.jpg&hash=4ad260b57474b832422f068627224d9a36c1104c)

I just updated to RHW 5.0

The only problem seems to be the above:  anything dealing with avenues over RHW pieces.

Could this be that I don't have the latest NAM?  I have at least the second-latest NAM, and I thought I had the latest NAM.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on October 25, 2011, 09:33:14 PM
You need the latest NAM in order to use the most recent RHW.  The Elevated Avenue models were completely changed in NAM Version 30, and the fact that your image still shows the old models explains why you're getting the missing texture error there.  Additionally, without the latest, pretty much any new RHW Version 5.0 functionality (including the DDRHWs, Wider RHW Diagonals and FlexSPUI) will not function at all.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdenm8 on October 25, 2011, 10:00:27 PM
Not to mention the puzzle piece you have selected was deprecated in RHW 5.0 and is no longer supported.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on October 26, 2011, 11:52:27 AM
Quote from: jdenm8 on October 25, 2011, 10:00:27 PM
Not to mention the puzzle piece you have selected was deprecated in RHW 5.0 and is no longer supported.

Good catch there--hadn't seen that the first time around. 

This sort of stuff is actually a large part of the reason we're switching over to the "monolithic NAM" paradigm--no chance of version mismatches between components like this.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: reignerok on October 31, 2011, 07:38:33 AM
On-road bus/metro station

Hi. I've installed NAM 30, between other reasons, for the on-road bus and metro stations but I'm not able to find them on the menus. Maybe now it's a separated plugin? If so, where can I find it?

Thanks.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on October 31, 2011, 10:32:51 AM
The NAM has never contained stations.  It sounds like you're referring to the RTMT (Road-Top Mass Transit) set.  See here (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1057).

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mike3775 on October 31, 2011, 11:31:37 AM
Quote from: reignerok on October 31, 2011, 07:38:33 AM
On-road bus/metro station

Hi. I've installed NAM 30, between other reasons, for the on-road bus and metro stations but I'm not able to find them on the menus. Maybe now it's a separated plugin? If so, where can I find it?

Thanks.

An addition to what Alex(Tarkus) mentioned, see if their is a lot you have to plop in order to get them to appear in the menu as well.  I had the same issue until I noticed the MML lot plop, which I plopped and within a game month(about 45 seconds) the options appeared in the menu.

Whenever I start a new city, the first things I do is get the RHW connected, and plop the 2 plop lots needed to unhide things(the SFBT sound walls and the RMTP options)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on October 31, 2011, 12:02:50 PM
Quote from: reignerok on October 31, 2011, 07:38:33 AM
Hi. I've installed NAM 30, between other reasons, for the on-road bus and metro stations but I'm not able to find them on the menus. Maybe now it's a separated plugin? If so, where can I find it?

Quote from: Tarkus on October 31, 2011, 10:32:51 AM
The NAM has never contained stations.  It sounds like you're referring to the RTMT (Road-Top Mass Transit) set.  See here (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1057).

Also, be sure to get RTMT Add-On Pack V3.60 (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2247), which contains important updates and bug fixes.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: reignerok on October 31, 2011, 12:44:00 PM
Thank you so much. I was like crazy looking for the on-road stations. Maybe last time I played with NAM (more than a year ago) I installed aswell a similar plugin and I got confused. Thank you again.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mike3775 on October 31, 2011, 02:10:37 PM
Quote from: z on October 31, 2011, 12:02:50 PM
Quote from: reignerok on October 31, 2011, 07:38:33 AM
Hi. I've installed NAM 30, between other reasons, for the on-road bus and metro stations but I'm not able to find them on the menus. Maybe now it's a separated plugin? If so, where can I find it?

Quote from: Tarkus on October 31, 2011, 10:32:51 AM
The NAM has never contained stations.  It sounds like you're referring to the RTMT (Road-Top Mass Transit) set.  See here (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1057).

Also, be sure to get RTMT Add-On Pack V3.60 (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2247), which contains important updates and bug fixes.

shows how much I have been paying attention, I didnt even realize a 3.60 was out  lol

Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: ReneeFox45 on November 01, 2011, 02:28:56 AM
Oooops, I posted this somewhere else before I saw this thread.  Okay, I've never used MODS before, and installed NAM 30.  It turns all my subway tunnels an obnoxious blue color, but not 100%.  Is there any way to single out where this is coming from so I can move the .dat file out?  I simply moved NAM 30 out of the plugins directory, and the problem went away.  So, it is clearly these series of files because I don't have any other and have never used NAM before.  What a bummer; I was looking forward to playing with NAM, but am spooked because of that one little thing ... could be other problems too.  After years of not playing Simcity 4 Deluxe, I dusted it off and started playing, so I'm by no means a pro.  I just knew enough that the subways weren't blue before I installed NAM.  Any help would be appreciated!   :)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on November 01, 2011, 10:35:24 AM
The solution is very simple.  Download and install the NAM Traffic Subsystem (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2379) and run the Traffic Simulator Configuration Tool program, which will be on your desktop.  In the lower left, uncheck the option "Use new Subway View", then click "Save" at the bottom.  Your subways will no longer be blue.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: CahosRahneVeloza on November 02, 2011, 05:22:39 AM
@z: Doesn't the NAM Traffic Subsystem tool come with the NAM itself? Before a NAM installation finishes you get the option to "install the traffic simulator" & what is installed includes it right?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdenm8 on November 02, 2011, 07:46:54 AM
No, that's the actual in-game traffic simulator. There is however an option to install the TSCT, yes.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: apeguy on November 02, 2011, 05:46:35 PM
I'm currently having an issue with my GLR network that I'm trying to make in one of my cities. Basically, I pause the game and build a tram network into my city. I bulldoze all roads and avenues where the tram network will be and replace them with tram-in-road and tram-avenue, rather then plopping them on the existing networks. Then I place the stations in. I drag oneway road through the stations to activate them, and then I unpause the game. People start to use the GLR network, but then after a few game months the city CTDs. It seems to always happen after about three game months after I've unpaused the game. These are the tram stations I've used when building the network:

RTMT Interim T-RAM Stations (just the bus stops for tram-in-road)

SFBT Tram stops

Gshmails' Tram-in-Avenue station

Ill Tonkso's GLR Station


Do these stations have any known conflicts with each other? I've been told before that there's no problem with any of the RTMT stations. I'm also using the Z High Traffic plugin, is it suitable for GLR? Any help would be appreciated, as I haven't been able to build GLR networks in my cities for a while now because of this CTD problem.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: TheElfKing on November 03, 2011, 09:20:55 AM
Does this work with Windows 7?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on November 03, 2011, 09:58:11 AM
Quote from: TheElfKing on November 03, 2011, 09:20:55 AM
Does this work with Windows 7?

Yes.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: TheElfKing on November 03, 2011, 10:18:37 AM
Thank you. (I don't have Winows 7 but I know someone who does)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mike3775 on November 03, 2011, 12:47:06 PM
Quote from: TheElfKing on November 03, 2011, 10:18:37 AM
Thank you. (I don't have Winows 7 but I know someone who does)

Tell them to set the game to only run on one core though, otherwise CTD's will occur when/if you zoom.

When the game loads, I simply wait for the region map to appear, then hit ALT and TAB  and then click the taskbar and select start task manager and select the simcity4.exe and select set affinity, and no issues.  Sometimes I forget and CTD, but so far I have been lucky enough to not lose much and even when I do, I didnt like what developed so I would have bulldozed anyways
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on November 03, 2011, 01:01:06 PM
Just add "-CPUCount:2" to your shortcut's command line, and then you won't have to worry about setting the affinity manually.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: tulane633 on November 06, 2011, 07:33:05 AM
Hello just a quick message concerning RHW 30 - recently installled and going through the puzzle pieces and came across "Elevated RHW4 22m starter piece" and MIS elevated 22m" starter piece. IS there a way of going further? Wanted to use these pieces as they are higher than 15m but cannot seem to go any further than the puzzle piece Are you are to help? Suggestions please?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: gdcymru on November 06, 2011, 11:51:20 AM
First a BIG thankyou to all on the NAM team who continue to provide great additions, keeping the game interesting.

The reason I'm posting is I've found a problem with the Avenue filler pieces, using NAM 30 LHD (UK version of game and other functionality is fine for left hand drive).

When I built a Straight Avenue over Diagonal Rail using the puzzle pieces, vehicles (automata and UDI) would disappear when trying to enter the filler piece, from either direction. After checking the readme I tried different combinations of the piece and found if I use the reverse of the piece it worked, as you can see in the pic below.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg508.imageshack.us%2Fimg508%2F6682%2Ftest20apr001320599132.png&hash=23c127d0852a29808531ddcb0f835bee4e05b7c4) (http://img508.imageshack.us/img508/6682/test20apr001320599132.png)

So is thus a bug or more likely have I missed something when updating the version.

Thanks
Greg
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on November 06, 2011, 02:45:36 PM
Quote from: tulane633 on November 06, 2011, 07:33:05 AM
Hello just a quick message concerning RHW 30 - recently installled and going through the puzzle pieces and came across "Elevated RHW4 22m starter piece" and MIS elevated 22m" starter piece. IS there a way of going further? Wanted to use these pieces as they are higher than 15m but cannot seem to go any further than the puzzle piece Are you are to help? Suggestions please?

You mean RHW 5.0?  There shouldn't be any starter pieces for those two networks anywhere in the mod.  In fact, to my knowledge, they were never even made, even as prototypes.  There are transition pieces to 22.5m (L3) EMIS and ERHW-4, from both ground and 15m-level networks, that are intended to connect with the upper deck of the Double-Decker RHW-4 (DDRHW-4), but that's about it.

gdcymru, that's the second report I've seen of that, but I have not yet been able to replicate it (and thus, cannot fix it at this time).

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Ramona Brie on November 06, 2011, 03:11:36 PM
It looks like the issue is that those would be the correct path directions for RHD. So this new filler piece needs its paths reversed to look right for LHD.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on November 06, 2011, 03:53:50 PM
Actually, looking over the affected item (0x540E5000 in NetworkAddonMod3.dat), the paths on it are correct.  There are no indications in its RUL entries (like weird Transpose entries related to the old models) that would indicate any sort of situation that would allow the paths to be going in an LHD direction in RHD mode.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Original on November 09, 2011, 05:48:45 PM
Hey everyone,

I have a bit of a problem here, I am trying to get my automata to appear more. I've tried all the simulators, and yes they do work. The only thing though is that the morning commute is the only one that is shown through 24 hrs. So it looks like all my sims are travelling to downtown through day and night and none of them ever return home. This is highly unrealistic! :(

Is there anyway to get the morning and evening commute to possibly show up at the same time for 24 hrs?

, Kohtem
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: CahosRahneVeloza on November 10, 2011, 05:15:45 AM
@Original: You could use this:

http://www.simtropolis.com/forum/files/file/23362-persistent-automata-mod/

But I'm not sure if it's still compatible with NAM 30 & it will contribute to resource hogging on your system.... as if having gigs upon gigs of plugins & a well developed city tile won't choke up your system already  ;D
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: RickD on November 10, 2011, 01:27:08 PM
How can I get rid of the concrete sidewalk texture next to the diagonal 6C?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg12.imageshack.us%2Fimg12%2F826%2Fsidewalkf.jpg&hash=fb34f7a22d51c4ac2d4394dae7e2a53f90a437e0)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: GDO29Anagram on November 10, 2011, 02:05:43 PM
Quote from: RickD on November 10, 2011, 01:27:08 PM
How can I get rid of the concrete sidewalk texture next to the diagonal 6C?

That would require wealthification textures.

You see, most of the transit tiles have textures for each zoom level and wealth level, and in the IID scheme, the wealth level is denoted by the seventh digit. (Example, 0x51000024 is the medium-wealth TLA-3 texture). 0x######0# is for unzoned (and commonly, high-density), and 0x######1# to 0x######3# are for low-wealth to high-wealth.

If there isn't any wealthification textures (and this is the case for several of the diagonal override networks such as the 6C), only the unzoned one (-##0#) will be used, which is why sidewalks will appear like that.

Post 500.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Original on November 10, 2011, 03:24:16 PM
Quote from: CahosRahneVeloza on November 10, 2011, 05:15:45 AM
@Original: You could use this:

http://www.simtropolis.com/forum/files/file/23362-persistent-automata-mod/

But I'm not sure if it's still compatible with NAM 30 & it will contribute to resource hogging on your system.... as if having gigs upon gigs of plugins & a well developed city tile won't choke up your system already  ;D

Thanks, but this is pretty much a down grade from NAMs Automata!

Also GDO29Anagram

It seems like you have a lot of knowledge on this stuff... Can you help me with this?
Do you know what this does? And how I can alter this?
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi40.tinypic.com%2F33z60hw.jpg&hash=da3edbe54975eacd14a57c384af63eb69452add0)

Thanks in advanced! (:
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: GDO29Anagram on November 10, 2011, 03:33:31 PM
Quote from: Original on November 10, 2011, 03:24:16 PM
Also GDO29Anagram

It seems like you have a lot of knowledge on this stuff... Can you help me with this?

Thanks, but my knowledge of transit modding is limited to texture editing, path editing, RUL editing, and some type-21 exemplar editing. I know nothing about the automata plugins. Sorry.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: shinkansen1 on November 10, 2011, 10:17:18 PM
I apologize if this is the wrong place to ask this, and I apologize again if the image sizes are too large. My main question is:

Does the NAM (or the game itself) have a limit on how many commuters it can "read" using a certain network?

My reason for asking this is as follows:

I have a highway bridge in Delanese that links heavy residential development on one side of a body of water with heavy commerce development on the other side of the water. When I queried the bridge, something did not seem right. So I queried the roads leading up to the bridge and what I found pretty much confirmed my suspicions. I have images to illustrate:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg220.imageshack.us%2Fimg220%2F8821%2Fcrowded1.jpg&hash=6b492eb06dde51c1d04646935467f3b7272edda8)
First, we have 19,681 cars coming inbound from the avenue on the left...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg268.imageshack.us%2Fimg268%2F1677%2Fcrowded2.jpg&hash=627cd4281d71a4750462b2570e9faa1f33e35031)
And then 59,452 cars inbound from the parallel one-way road. This combines to 79,133 cars.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg522.imageshack.us%2Fimg522%2F9418%2Fcrowded3.jpg&hash=a6b14bbf48914f7be444612be555addafb54d8f1)
The next inbound query shows another 9,548 cars joining in, making the total number 88,681 cars. I did not quesr the avenue near the bottom because that neighboring city has not yet been built.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg828.imageshack.us%2Fimg828%2F2754%2Fcrowded4.jpg&hash=cfd80b2ab3644fcee7334b90d113247048115b60)
And the last inbound route adds a massive 65,033 cars, making the total number of cars 153,714. However...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg585.imageshack.us%2Fimg585%2F5554%2Fcrowdedexit.jpg&hash=027984df36f8bbc6a17c9526d6c0e7207884f555)
This is the only route where cars actually get off before the bridge. This reduces the number down to 136,062. This means that in theory, when querying the bridge itself, it should show that 136,062 cars are crossing the bridge. Unfortunately...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg835.imageshack.us%2Fimg835%2F1743%2Fcrowdedbridge.jpg&hash=d7cb8212da32f2b6d3af06a529ed72119a89a07d)
That's not the case. It's only showing less than half that number, and that is leading me to believe that either in the NAM (I have the highest transit capacity installed) or the game itself, there might be a limit to the game's ability to read the maximum number of commuters using a certain route. Is this true?

P.S.: I am fully aware that this does result in a nightmare bottleneck. But since a second bridge was never planned for, the city has uniquely diagonal coastal terrain, and it is extremely packed and developed, a second road bridge is currently not even being planned. $%Grinno$%
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: TEG24601 on November 10, 2011, 11:32:05 PM
If I'm not mistaken shinkansen1, the 65535 is the maximum value that the data point can hold, which I believe is 16-bits in binary (ie, 2^16).

TEG
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on November 11, 2011, 12:42:27 AM
Quote from: TEG24601 on November 10, 2011, 11:32:05 PM
If I'm not mistaken shinkansen1, the 65535 is the maximum value that the data point can hold, which I believe is 16-bits in binary (ie, 2^16).

That's correct.  There can actually be more traffic than that, and the game keeps track of it properly, even in the Traffic Congestion Data View.  But there's a hard limit of 65,535 when viewing the volume of any network.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: MandelSoft on November 11, 2011, 01:15:12 AM
Quote from: GDO29Anagram on November 10, 2011, 02:05:43 PM
Quote from: RickD on November 10, 2011, 01:27:08 PM
How can I get rid of the concrete sidewalk texture next to the diagonal 6C?

That would require wealthification textures.

You see, most of the transit tiles have textures for each zoom level and wealth level, and in the IID scheme, the wealth level is denoted by the seventh digit. (Example, 0x51000024 is the medium-wealth TLA-3 texture). 0x######0# is for unzoned (and commonly, high-density), and 0x######1# to 0x######3# are for low-wealth to high-wealth.

If there isn't any wealthification textures (and this is the case for several of the diagonal override networks such as the 6C), only the unzoned one (-##0#) will be used, which is why sidewalks will appear like that.

Post 500.
Fortunately, my Euro Textures for these pieces will be wealthified ;)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Terring7 on November 16, 2011, 11:35:19 PM
Why there are missing paths? &mmm

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg685.imageshack.us%2Fimg685%2F2421%2Ffutura5apr001321443685.jpg&hash=0096416c33c474d1b9859b42c190c053cc9a218a)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdenm8 on November 17, 2011, 01:34:49 AM
Because you're missing the LHD Roundabout Patch which fixed this. It's a bug which only reared its head in the public build, I didn't notice it happening in any of the Alphas or RCs.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Terring7 on November 17, 2011, 05:54:02 AM
I guess so, thanks :)
Oh, by the way... where is the fix? &mmm
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdenm8 on November 17, 2011, 07:13:12 AM
Quote from: Terring7 on November 17, 2011, 05:54:02 AM
Oh, by the way... where is the fix? &mmm

Right Here. (http://sc4devotion.com/forums/index.php?topic=1444.msg396154#msg396154)  :thumbsup:
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Terring7 on November 17, 2011, 07:53:46 AM
Thank you &dance &dance
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Wiimeiser on November 26, 2011, 06:25:44 PM
The Slip Lane piece for T-ends has no LHD paths. Additionally, it doesn't briefly pause the game like other pieces missing paths, which shows there is definetly something completely abnormal. And those two Avenue/Highway ramp pieces are still missing paths.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdenm8 on November 26, 2011, 10:54:49 PM
Quote from: Wiimeiser on November 26, 2011, 06:25:44 PM
The Slip Lane piece for T-ends has no LHD paths.
That's... weird. They should be flipped automatically as they're are nothing special.


Quote from: Wiimeiser on November 26, 2011, 06:25:44 PMAnd those two Avenue/Highway ramp pieces are still missing paths.
Because I haven't got around to fixing them.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: roadgeek on November 27, 2011, 04:57:13 AM
Quote from: tulane633 on November 06, 2011, 07:33:05 AM
Hello just a quick message concerning RHW 30 - recently installled and going through the puzzle pieces and came across "Elevated RHW4 22m starter piece" and MIS elevated 22m" starter piece. IS there a way of going further? Wanted to use these pieces as they are higher than 15m but cannot seem to go any further than the puzzle piece Are you are to help? Suggestions please?

I saw the transition pieces myself. I didn't find any starter pieces though. I was puzzled at first until I figured out that it was only for the Double Decker >:( Oh what a tease! Maybe RHW31. Imagine ERHW over ERHW ::)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: pokehoon on December 05, 2011, 10:14:57 PM
Avenue 5-way intersection ploblem.
Cars are disappear in this intersection.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.kjclub.com%2FUploadFile%2FKJBBS.bbs_board_722_36%2F2011%2F12%2F06%2F201112061421.jpg&hash=2b212e9e1639e57b0b3718566d6c62a44d282394)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.kjclub.com%2FUploadFile%2FKJBBS.bbs_board_722_36%2F2011%2F12%2F06%2F201112061421_1.jpg&hash=f0da145a8df43db18b4fd71e2fb4c1b02e65013d)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdenm8 on December 05, 2011, 10:20:20 PM
The pathfinder cn find its way through the intersection fine. There is literally no way we can make the automata work properly however.
Don't worry, your sims are getting through, it's just the little decorative cars that aren't.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: crotalusco on December 09, 2011, 10:20:12 PM
I am returning to the game and have just installed NAM 30 r132, essentials, wide roads and a few others. I have run across a few issues some of which i did fix, like no glr showing or stations.

However I am still running into issues with zones recognizing "trams in avenues as roads." I am assuming that this will be the same with tram in road as its an issue with the stations as well. Is there a fix i didnt find in this 119 page thread or is it un-fixable making these tiles useless? Any help would be apreciated
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Wiimeiser on December 10, 2011, 04:00:14 PM
It's the fact that only El-Rail may have El-Rail paths lest they convert to something else, like how Monorail only permits monorail paths and rail allows car paths.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdenm8 on December 10, 2011, 07:28:12 PM
Quote from: crotalusco on December 09, 2011, 10:20:12 PM
However I am still running into issues with zones recognizing "trams in avenues as roads."

I assume that you're talking about zones not wanting to face it? That's standard puzzle piece behaviour, zones just really don't want to face them, and that's a side-effect of them originally only intended to be used by the Maxis Highway. You can sometimes (If you're lucky) force them to face it by trying all the Ctrl, Alt and Shift zoning options. Ctrl makes it all one big zone, Alt is "Alternative Configration", generally 90° clockwise or to another neighbouring road, and Shift is "Zone without Streets" and sometimes makes it orient the right way.



Quote from: Wiimeiser on December 10, 2011, 04:00:14 PM
It's the fact that only El-Rail may have El-Rail paths lest they convert to something else, like how Monorail only permits monorail paths and rail allows car paths.

As far as I'm aware, it's only Monorail that exhibits that behaviour. All of the networks are actually completely identical, including Subway, with the exception of RHW, the two Maxis Highways, Avenue, Monorail, Power Lines and Pipes (First two being Highway, Maxis Highways and Avenue being dual-tile, Monorail being a spoilt brat, Power Lines having very specific functionality and Pipes accept no paths at all as well as having very specific functionality) and will accept anything. The names we attach to them are in fact completely cosmetic.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: crotalusco on December 12, 2011, 11:03:52 AM
I was not having issue with zones pointing at them. If i remember correctly it was when residential zones were pointing at them and not the streets inside I would get the no road access icon. I do admit though i was only playing around with them and did not fully test it all out. Yesterday I went with standard stand alone drag able glr with one way roads on both sides. That seemed to help but i ran into new issues with complex intersections.

Dont get me wrong I LOVE all the work everyone has done to expand this game. Just shows how amazing a simcity 5 could have been if they would have done one.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: supremec on December 18, 2011, 06:36:16 AM
Hello NAM team,

I don't know if it has been posted, but I have a small problem with the "transport view" during region view.
All cities I built before I installed the NAM version 30, roads and streets are black as if it were highways &mmm. For cities I built after the NAM 30, the roads and streets are grey: alright.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdenm8 on December 18, 2011, 06:46:09 AM
We changed the transport view in... NAM 29 I think it was, to allow RHW to appear. The remaining changes are largely cosmetic and are a side-effect of the way the game is now generating the transport view. Opening the city, opening the Transport graph I think it is, then saving the city will update the Transport View.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: supremec on December 18, 2011, 07:10:14 AM
oh yes, it work. Thank you!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Lowkee33 on December 26, 2011, 08:55:26 AM
Hi Namites, think I found one for you.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg88.imageshack.us%2Fimg88%2F3209%2Fbugbg.jpg&hash=a9d6dbfd90cdb2c6b340b3f0efe95249846d4e5c)

Latest NAM installed, (I believe, installer modified on September 16, 2011), US cosmetic, SAM, RAM, RHW, NWM etc.

Sorry if this has already been brought up.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: j-dub on December 26, 2011, 09:05:40 AM
How did you do that? I don't think that one is supposed to happen. What was built first, the rail or the avenue?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Lowkee33 on December 26, 2011, 10:43:24 AM
Avenue first, and that is the only way to do it.  This breaks the avenue paths as well.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: GDO29Anagram on December 26, 2011, 12:07:16 PM
That's been around for a lot longer than you think. Even just placing a single rail tile will get that to happen.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Augmentationist on January 05, 2012, 10:20:15 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg9.imageshack.us%2Fimg9%2F9130%2Fflexspuinotworking.png&hash=fdc065774fd33925301e650d32aa296f74f81a3f) (http://imageshack.us/photo/my-images/9/flexspuinotworking.png/)

So, I'm guessing that my flex spui should not be doing this, any idea on how to correct this?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: MandelSoft on January 05, 2012, 10:33:01 AM
The current setup doesn't allow the use of the turning lanes. Turn the decks around or use the on-slope TULEP transistion (with proper slopes of-course)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: j-dub on January 06, 2012, 09:06:31 PM
This is simply the case of the missing link piece. I noticed that this particular question about the left turn lane to RHW keeps on reoccuring one way or another. Would there be another way to resolve this? If I was able to get the time to install SC4D, I would of loved to come up with some resolution to demo for others, but alas RL. I'm not going to ask, but I am suspecting there is one if not two more pieces people thought were possible but are not at the moment. I think people thought to look for an even-grade El-Tulep transition, I also suspect there was thought by on-lookers when the change was made for the repavement and removal of cement in the center, it almost looked like a resemblance to the TLA, but that simply is not what it means.

Basically unless that happens, its ONLY the on-slope TuLEP transition for that to happen, period.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: positivecontrol on January 07, 2012, 01:23:21 PM
I have a weird problem and I wonder if anyone else has experienced this.

After I installed the NAM, the RCI demand indicator tanked for everything but R$, C$, and agriculture.

- This happened with every city in my previously existing region.  When I start a new city, the demand is normal for a new city (everything slightly positive), but as soon as I build a neighbor connection, the RCI demand graph tanks as described.

- When I start a new region, I do not have the problem.

- I tried running the simulation for a few years to see if it would adjust, but that did not help.

- I tried uninstalling the NAM, and that did not help.

- I am running SC4 Rush Hour on a PC with Vista 32 bit, and no other addons, mods, or plugins.  I also tried it on my new PC with Windows 7 64 bit, and the problem remains.

So I am happy that I can apparently start new regions and continue to play the game, but I would love to rescue the old region I have built for years.  Any ideas?

Thank you!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Wiimeiser on January 07, 2012, 02:34:34 PM
I have almost exactly the same problem, though only I-D has negative demand and it doesn't happen until I build industrial, and it happens in new regions as well.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdenm8 on January 07, 2012, 06:26:56 PM
This is the CAM causing this, not the NAM.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Grneyes on January 11, 2012, 11:23:47 AM
Since installing Nam 30 I am getting a lot of "unsuitable grade for building" errors on almost flat land. I don't have any slope mods installed and I wonder what is causing this with the new Nam. I am constantly flattening out land I don't want flattened.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdenm8 on January 11, 2012, 05:11:00 PM
It's because of how you're placing the Puzzle Pieces.
They lock the ground to that height, once they're placed, unless you demolish the piece, the ground they're on cannot be modified under any circumstances.

*almost* flat land for the most part isn't good enough. It needs to be flat.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Grneyes on January 11, 2012, 06:48:00 PM
I'm talking about just trying to lay basic roads, not puzzle pieces. It didn't happen with Nam 29.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: j-dub on January 12, 2012, 10:40:57 AM
By laying basic roads, are you saying you draw the road down, but you get the red light in certain directions instead, prohibiting you from doing anything?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Grneyes on January 12, 2012, 10:46:03 AM
Quote from: j-dub on January 12, 2012, 10:40:57 AM
By laying basic roads, are you saying you draw the road down, but you get the red light in certain directions instead, prohibiting you from doing anything?

Correct. Even when it's in the middle of nowhere I'll get the error.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: j-dub on January 12, 2012, 10:51:06 AM
Sounds like an install error with some sort of conflicting, out dated file type. However, unless I am looking in your system like one of those over expenssive geek squad dudes then, I can't catch the culprit. If there is confliction in the NAM install folders, that will do it.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Grneyes on January 12, 2012, 11:03:06 AM
Quote from: j-dub on January 12, 2012, 10:51:06 AM
Sounds like an install error with some sort of conflicting, out dated file type. However, unless I am looking in your system like one of those over expenssive geek squad dudes then, I can't catch the culprit. If there is confliction in the NAM install folders, that will do it.
What if I just install a slope mod? Also, off topic, but isn't there a program that will tell me if I have multiples of plugins? I thought there was one, but I might be wrong.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Jaris on January 12, 2012, 11:14:59 AM
@Grneyes
Sounds to me like you might have the Diagonal Brige Enabler in your files..?
It is part of the NAM (though downloaded seperately) and should only be in your plugins folder, in the case you want to build a diagonal bridge.
So check your plugins for a folder called "~Diagonal Bridge Enabler (Temporary Files)", and remove it.
hope this helps

-Jaris
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Treason3 on January 13, 2012, 08:30:41 AM
Hi guys. First let me say thanks for all you do, the content you guys provide is awesome. But I'm having trouble getting yo the part where I can enjoy it. My problem is one that is probably already in this thread somewhere and I've missed it so I apologize. I cant get the additional bridges to work.  &mmm a few of Jeronji's bridges do show but not of the rest. In particular the JENXbridges recently uploaded. I've reinstalled the NAM twice, installed the essentials file again (though I know it was already included), I've changed the order in which I install then as well. Their files all show in my plugins folder. I even moved a copy of the entire NAM file from the MY DOCUMENTS PLUGINS to the PROGRAM FILES PLUGINS as well. Any further instructions of ideas would be helpful and much appreciated.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on January 13, 2012, 01:00:48 PM
If you have an old copy of one of fukuda's bridges from 2006 off the STEX, they include outdated bridge controller files that do not include definitions for any newer bridges, and will block anything newer than 2006-early 2007 from working in game (which is basically everything except fukuda's and some of jeronij's early bridges).  It's also possible that if you downloaded the jeronij bridges long enough ago, you might have picked up an old bridge controller then as well.

You'll need to find and remove the conflicting, outdated bridge controller file in your plugins.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Grneyes on January 13, 2012, 01:24:13 PM
Quote from: Jaris on January 12, 2012, 11:14:59 AM
@Grneyes
Sounds to me like you might have the Diagonal Brige Enabler in your files..?
It is part of the NAM (though downloaded seperately) and should only be in your plugins folder, in the case you want to build a diagonal bridge.
So check your plugins for a folder called "~Diagonal Bridge Enabler (Temporary Files)", and remove it.
hope this helps

-Jaris

I looked for this and didn't find it. I will just deal with the issues. Thank you for the help!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: riponite on January 15, 2012, 08:11:35 PM
This may have been addressed in the past, but I haven't found it yet.  I'm sorry for any duplication.  Anyway I can't seem to get my RHW 4 overpass to work over a TLA 7.  The RHW traffic takes the exit to bypass of the overpass.  Everything looks fine to me, but I must have done something wrong.  BTW, traffic does go under the overpass just fine.  Any thoughts?
Riponite (Carl)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: riponite on January 16, 2012, 07:42:21 PM
Update:  I converted to an AVE6 under my RHW overpass and it works like a charm.    :thumbsup:
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: diamonddog_74 on January 22, 2012, 11:53:00 AM
I'm trying to build diagonal rail bridges using the new Diagonal Bridge Enabler plugin. But they keep coming up like this after I remove the plugin to resume the game normally:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi538.photobucket.com%2Falbums%2Fff349%2Fdiamonddog_74%2FSC4%2520Closeups%2Fdiagonalrailbridge.jpg&hash=cf847ff824e23635eb575306f2f3bfbdf61966d2)

I'm following the instructions in the illustrated ReadMe, but somehow I can't seem to get the pieces to align with the level of the rail. Any suggestions?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: kassarc16 on January 22, 2012, 12:12:21 PM
Quote from: diamonddog_74 on January 22, 2012, 11:53:00 AM
I'm trying to build diagonal rail bridges using the new Diagonal Bridge Enabler plugin. But they keep coming up like this after I remove the plugin to resume the game normally:
I'm following the instructions in the illustrated ReadMe, but somehow I can't seem to get the pieces to align with the level of the rail. Any suggestions?

It looks like you've used the Viaduct rail bridge, which is meant for the Elevated Heavy Rail.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: diamonddog_74 on January 22, 2012, 12:57:10 PM
Hi Kassarc16,

I figured it out. LOL

Thanks though.  ;D
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: CJ55 on January 26, 2012, 06:03:02 AM
what's wrong with my RHW-4 to -6 transitions and some RHW ramps that not match with the default texture??

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg72.imageshack.us%2Fimg72%2F3007%2F26585783.jpg&hash=9560f2c7a39b1115c0722a25b4ebb5e501d5cda8)
----
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg803.imageshack.us%2Fimg803%2F3873%2F98082826.jpg&hash=0383ee64d64fd61848d1388d760290751fc8d9a5)
----
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg254.imageshack.us%2Fimg254%2F845%2F83856448.jpg&hash=faf44614732916d313c5c2827265c8c1b961ecef)
----
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg535.imageshack.us%2Fimg535%2F9371%2F85396479.jpg&hash=ddfe9d94ce6c936a19c38511083199761f32c5d8)

How I can fix?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdenm8 on January 26, 2012, 06:12:07 AM
Go to your Network Addon Mod folder (MyDocs/Simcity 4/Plugins/Network Addon Mod)
Delete the "Rural Highway Mod" folder.


EDIT: Nope, sorry, that looks like RHW 4.0 there.

Check to make sure you haven't DatPacked the NAM. Doing that, and making the DatPacked file load after an unpacked NAM, will result in errors like this.
Either way, it's clear that RHW 5.0 has not overwritten RHW 4.0/4.1 on your machine.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: CJ55 on January 26, 2012, 04:05:10 PM
Quote from: jdenm8 on January 26, 2012, 06:12:07 AM
Go to your Network Addon Mod folder (MyDocs/Simcity 4/Plugins/Network Addon Mod)
Delete the "Rural Highway Mod" folder.


EDIT: Nope, sorry, that looks like RHW 4.0 there.

Check to make sure you haven't DatPacked the NAM. Doing that, and making the DatPacked file load after an unpacked NAM, will result in errors like this.
Either way, it's clear that RHW 5.0 has not overwritten RHW 4.0/4.1 on your machine.

Ok already i can fix that, after uninstalling and reinstalling the RHW 5.0 Mod i could see the correct textures, apparently the problem was in the Legacy Support 1.3
thanx for you help @jdenm8  :thumbsup:
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Terring7 on January 27, 2012, 10:42:26 AM
Did I something wrong? &mmm

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg21.imageshack.us%2Fimg21%2F9569%2Ffutura27jan011327688058.jpg&hash=15353502d3421999779de8a19743bf5d0b47f581)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdenm8 on January 27, 2012, 05:39:46 PM
Another new Tram Puzzle Piece without LHD paths...

I'll see about making some LHD paths for it.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Lowkee33 on February 03, 2012, 05:36:17 AM
Quick question about path finding.  Does it take less game days to calculate if the game is on turtle rather than cheetah?  Related to that, if the finding starts, is it continued while on pause?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on February 05, 2012, 01:26:01 PM
Quote from: Lowkee33 on February 03, 2012, 05:36:17 AM
Quick question about path finding.  Does it take less game days to calculate if the game is on turtle rather than cheetah?  Related to that, if the finding starts, is it continued while on pause?

I would think that the answer to both questions is "yes," though I'm less sure about the answer to the second question.  The easiest way to find out for sure is to put the game on pause when it's doing the path finding calculations, then display the Traffic Volume Data View.  It should eventually change if the calculations are still going.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Lowkee33 on February 09, 2012, 03:46:59 PM
Missed your post, thanks.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: lrb on February 11, 2012, 08:38:01 AM
I didn't know where to post this, it's transit related so I'll post it here:
When I'm in UDI mode, I normally free-drive instead of being snapped-to-road. Though, when I turn corners in free-drive mode, I usually cannot make it around the corner without going on the sidewalk. Is there a way to change the turning radius so I can make it without going on the sidewalk?  ()what() I don't want to have to use the snap-to-road option.

-lrb
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Violins77 on February 13, 2012, 12:40:46 PM
I know it has  been asked before multiple times, but some of the information is conflicting.

I just want to know wich networks are connected together in NAM? From what I can understand, the subway, elevated rails, and GLR are all the same network, because in Simcity RH, there was a building called "subway to elevated rails" and because from what I can read, GLT uses the elevated rails extension and there is GLT to subway transition. I haven't played much with these options yet because I want to understand properly before.

What I don't understand is why the trams look different than the subways and elevated trains if they use the same network? Shouldn't they be the same train (altough they look really cool). If someone could explain to me I would really appreciate. I know this game is 9 years old and this community is ultra hardcore, but I thank you for helping a noob.



Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: buddybud on February 13, 2012, 12:51:33 PM
Quote from: Violins77 on February 13, 2012, 12:40:46 PM
I know it has  been asked before multiple times, but some of the information is conflicting.

I just want to know wich networks are connected together in NAM? From what I can understand, the subway, elevated rails, and GLR are all the same network, because in Simcity RH, there was a building called "subway to elevated rails" and because from what I can read, GLT uses the elevated rails extension and there is GLT to subway transition. I haven't played much with these options yet because I want to understand properly before.

What I don't understand is why the trams look different than the subways and elevated trains if they use the same network? Shouldn't they be the same train (altough they look really cool). If someone could explain to me I would really appreciate. I know this game is 9 years old and this community is ultra hardcore, but I thank you for helping a noob.

glr and el are actually the same network. glr is just el pathed at ground level. Subway is it's own network. The default maxis el to sub transition is an traffic enabled lot that allows sims to switch between the networks. Its pathed to give the illusion of subways going up onto the el but its actually more of a transfer station.

not sure what the glt is though. someone else can probably answer that
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Violins77 on February 13, 2012, 01:01:23 PM
Quote from: buddybud on February 13, 2012, 12:51:33 PM
Quote from: Violins77 on February 13, 2012, 12:40:46 PM
I know it has  been asked before multiple times, but some of the information is conflicting.

I just want to know wich networks are connected together in NAM? From what I can understand, the subway, elevated rails, and GLR are all the same network, because in Simcity RH, there was a building called "subway to elevated rails" and because from what I can read, GLT uses the elevated rails extension and there is GLT to subway transition. I haven't played much with these options yet because I want to understand properly before.

What I don't understand is why the trams look different than the subways and elevated trains if they use the same network? Shouldn't they be the same train (altough they look really cool). If someone could explain to me I would really appreciate. I know this game is 9 years old and this community is ultra hardcore, but I thank you for helping a noob.

glr and el are actually the same network. glr is just el pathed at ground level. Subway is it's own network. The default maxis el to sub transition is an traffic enabled lot that allows sims to switch between the networks. Its pathed to give the illusion of subways going up onto the el but its actually more of a transfer station.

not sure what the glt is though. someone else can probably answer that

Actually, this is my bad, I meant GLR all along, I don't know why I wrote in GLT two times after (probably T for Tram lol!) but I really mean GLR. Thanks for the explanation. It makes me understand a little better. But what is the point of connecting subway and el trains than?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Rady on February 14, 2012, 03:43:37 AM
Quote from: Violins77 on February 13, 2012, 01:01:23 PM
But what is the point of connecting subway and el trains than?
To be able to switch from (expensive to build and maintain) subway line to (cheaper) el-rail.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: lrb on February 17, 2012, 06:55:50 PM
Quote from: lrb on February 11, 2012, 08:38:01 AM
I didn't know where to post this, it's transit related so I'll post it here:
When I'm in UDI mode, I normally free-drive instead of being snapped-to-road. Though, when I turn corners in free-drive mode, I usually cannot make it around the corner without going on the sidewalk. Is there a way to change the turning radius so I can make it without going on the sidewalk?  ()what() I don't want to have to use the snap-to-road option.

-lrb

Anybody know??    ()sad()
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Grneyes on February 17, 2012, 07:00:40 PM
Quote from: lrb on February 17, 2012, 06:55:50 PM
Quote from: lrb on February 11, 2012, 08:38:01 AM
I didn't know where to post this, it's transit related so I'll post it here:
When I'm in UDI mode, I normally free-drive instead of being snapped-to-road. Though, when I turn corners in free-drive mode, I usually cannot make it around the corner without going on the sidewalk. Is there a way to change the turning radius so I can make it without going on the sidewalk?  ()what() I don't want to have to use the snap-to-road option.

-lrb

Anybody know??    ()sad()

Well, the site's been down for a few days so give it awhile.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: lrb on February 17, 2012, 07:16:57 PM
Oh, yeah.  :-\
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on February 17, 2012, 11:06:30 PM
I'm not even sure what properties would effect that, or if it can really be changed.  There is some UDI tie-in to the Automata Simulator, but to my knowledge, most of the effects are related to Snap-to-Roads situations. 

The NAM Team doesn't really do anything with UDI tuning, and I don't think it's even been mentioned since I've been on the team (5 years as of this month).  An automata modder might have a better idea, but even then, I really don't know, unfortunately.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on February 18, 2012, 01:36:30 AM
Quote from: lrb on February 11, 2012, 08:38:01 AM
When I'm in UDI mode, I normally free-drive instead of being snapped-to-road. Though, when I turn corners in free-drive mode, I usually cannot make it around the corner without going on the sidewalk.

Does this happen no matter how much you slow down before the turn?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: lrb on February 18, 2012, 04:58:25 AM
Quote from: z on February 18, 2012, 01:36:30 AM
Quote from: lrb on February 11, 2012, 08:38:01 AM
When I'm in UDI mode, I normally free-drive instead of being snapped-to-road. Though, when I turn corners in free-drive mode, I usually cannot make it around the corner without going on the sidewalk.

Does this happen no matter how much you slow down before the turn?

It happens no matter what, if I'm slow or fast.

Also, if anyone has any reccomendations on where else to post this, I would appreciate it.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: zcyre on February 18, 2012, 09:22:34 AM
I installed the NAM into my plugin folder, ran the game and try to build the new roads and every time I select a road, the game closes.

Any help would be great.

thanks,
Zcyre
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: DkNukMe on February 18, 2012, 10:10:21 AM
HI,

I have SC4 Deluxe v1.1.641 and I decide to install the NAM v30.
But I have an Issue concerning railway. They are packaged and written by "simcity.com".

After some research on forums and web, I'm unable to resolve this point. But I see that these files are missing :

│ ├── zzz_Dual_Rail_Texture_Maxis_Upgrade.dat
│ ├── zzz_Dual_Rail_Texture_NAM_Upgrade.dat
│ └── zzz_Dual_Rail_Texture_STR_Upgrade.dat

Could somebody help me to find the appropriate patch including these missing files ?
Thank you

DkNukMe
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on February 18, 2012, 11:30:27 AM
Quote from: DkNukMe on February 18, 2012, 10:10:21 AM
But I have an Issue concerning railway. They are packaged and written by "simcity.com".

After some research on forums and web, I'm unable to resolve this point. But I see that these files are missing :

│ ├── zzz_Dual_Rail_Texture_Maxis_Upgrade.dat
│ ├── zzz_Dual_Rail_Texture_NAM_Upgrade.dat
│ └── zzz_Dual_Rail_Texture_STR_Upgrade.dat

Could somebody help me to find the appropriate patch including these missing files ?
Thank you

It kind of sounds like you downloaded either an outdated or mispackaged NAM from a non-official distribution site.  At present, the only sites that are officially distributing the NAM are here (SimCity 4 Devotion, via the LEX (http://sc4devotion.com/csxlex/Default.htm)) or ModDB (http://www.moddb.com/mods/network-addon-mod).  (Simtropolis' NAM "download" is merely an HTML file linking to those two mirrors, as the STEX dropped its maximum file size to 20MB, which the NAM exceeds.)

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: DkNukMe on February 19, 2012, 06:35:00 AM
QuoteIt kind of sounds like you downloaded either an outdated or mispackaged NAM from a non-official distribution site.  At present, the only sites that are officially distributing the NAM are here (SimCity 4 Devotion, via the LEX) or ModDB.  (Simtropolis' NAM "download" is merely an HTML file linking to those two mirrors, as the STEX dropped its maximum file size to 20MB, which the NAM exceeds.)

-Alex

Hello

Thank you Alex, I have deleted all the mods installed on my computer and I have reinstalled the official distribution get on "SC4 Dev" via the LEX. So it work fine now.

Thank you again, DkNukMe
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: sneekypetepuma on February 27, 2012, 11:41:37 PM
I Hope that this is the right forum for this question.... Is it not possible to have left exits and entrances to the US Dual Deck Highway Network.. and I know that its possible with UK version, but I would think that having both options available to both networks would be outstanding ..  Maybe with the upcoming Project!!!????
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jondor on February 28, 2012, 12:16:26 AM
The DDRHW-4 currently only has shoulder side exits and entrances.  Median side exits and entrances will likely be coming in a future release, as usual no guarantees about where and when.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdenm8 on February 28, 2012, 01:23:04 AM
Quote from: sneekypetepuma on February 27, 2012, 11:41:37 PM
I know that its possible with UK version

No, it isn't. Exits become entrances and vice-versa, but the side of the road does not change.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: sneekypetepuma on March 01, 2012, 09:24:33 PM
Jdenm8... I'm certain that I didn't make myself clear... I believe I asked this question at Simtropolis before and I was told that perhaps I meant, when talking about left exits and entrances, that I was referring to the UK version. but then as now I wasn't. I believe my question was answered and appreciate any and all responses.. Your work is tremendously boon to this game, one without I would never even play...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on March 01, 2012, 11:24:06 PM
We'll be adding ramps for the "other side" of the DDRHW next release cycle.  They're easy enough to make.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: bremner19 on March 02, 2012, 08:48:44 PM
I looked all over for this, and I am hoping someone can help me  ()sad()  I datpacked all my files and made a mistake and included NAM 30.  I uninstalled it and reinstalled NAM 30, and now I'm noticing my automata is not showing congestion as it once had before.  I am banging my head on the wall in confusion.  (What did I do????).  I chose the radical_24hr, and Im noticing its not showing a great deal of cars and when it do show its the standard traffic (switching from both sides during rush hour).  Please help me someone.  Please accept my apologies if this was answered before.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Noumena on March 08, 2012, 01:23:57 PM
Hi,

I've looked through this topic but could only find one brief, poorly explained mention of the same problem. I have a city with tram in avenues and a few subways.

When selecting the subway tunnel tool the view changes to below ground. In this view I find that some tunnels are coloured blue, as you would find when switching into the traffic data view.

I hope I made this point succinctly enough. Thanks for your time.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Original on March 10, 2012, 01:46:34 AM
Hope there's some wider, yet smooth curves coming in the next NAM!
;)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi760.photobucket.com%2Falbums%2Fxx242%2Fumbraroy%2Fhighways-1.jpg&hash=7e0d5ef520a8c1175eaf3edaa4a437e6d2375df2)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: packersfan on March 14, 2012, 11:18:13 PM
I am having a problem with EMIS bridge pieces over RHW-4 (and presumably this problem may persist for over RHW-6, etc.)  I am trying to build an interchange but I can't put in the final ramp because I was the EMIS to travel diagonally over 4 stretches of diagonal RHW-4.  I can place one half of the bridge correctly, so the lines are proper, but I can't place the other one...it always either places it backwards with the lines opposite or it places another RHW-4 next to the current.

I can build the two puzzle pieces together if the route hasn't been laid already, but then I can't connect of course.  What can I do?

Frustrated...I see so many great interchanges which must use this piece...why is mine not working?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jondor on March 15, 2012, 12:07:18 AM
Quote from: packersfan on March 14, 2012, 11:18:13 PM
I am having a problem with EMIS bridge pieces over RHW-4 (and presumably this problem may persist for over RHW-6, etc.)  I am trying to build an interchange but I can't put in the final ramp because I was the EMIS to travel diagonally over 4 stretches of diagonal RHW-4.  I can place one half of the bridge correctly, so the lines are proper, but I can't place the other one...it always either places it backwards with the lines opposite or it places another RHW-4 next to the current.

I can build the two puzzle pieces together if the route hasn't been laid already, but then I can't connect of course.  What can I do?

Frustrated...I see so many great interchanges which must use this piece...why is mine not working?

Some of the EMIS over X pieces have bad checktypes and can't be placed over existing stretches of highway.  This is already corrected in the NAM Team's development controller and will be fixed with the release of NAM 31.  In the meantime, the workaround is to build the crossing without the ground network in place and use the RHW-4 (or whatever) filler pieces to connect the diagonal overpass pieces to the draggable network.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on March 15, 2012, 01:07:31 AM
Quote from: Noumena on March 08, 2012, 01:23:57 PM
When selecting the subway tunnel tool the view changes to below ground. In this view I find that some tunnels are coloured blue, as you would find when switching into the traffic data view.

If you don't want the subway view to show subway volume, then in the Traffic Simulator Configuration Tool, uncheck the box near the bottom left entitled "Use new Subway View".  If you don't already have the Traffic Simulator Configuration Tool, you can download it as part of the NAM Traffic Subsystem (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2379).
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: packersfan on March 15, 2012, 03:59:17 AM
Okay, thanks a lot, this will really help...yay for puzzle pieces!  Can't wait for the fix.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Noumena on March 15, 2012, 01:50:35 PM
Quote from: z on March 15, 2012, 01:07:31 AM
If you don't want the subway view to show subway volume, then in the Traffic Simulator Configuration Tool, uncheck the box near the bottom left entitled "Use new Subway View".  If you don't already have the Traffic Simulator Configuration Tool, you can download it as part of the NAM Traffic Subsystem (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2379).

Thank you.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: cjsimmy on March 15, 2012, 02:42:40 PM
1 Is there a way to move toggle off the description bubble to be able to see the puzzle pieces better before plopping them?

2 Been getting the "can not p lace on top of reserved tiles" while trying to hook up a regular street to a curved.  However, found some youtube videos and hope I can see how it's done.  Do you have official videos that you have made?

3 Also, wondering if the mall tiles decrease smog or increase property value.

4 Possible glitch:  while building with a NAM puzzle piece, it won't change to bulldoze after clicking on the bulldoze icon.  I have to click on another icon or esc. and then bulldoze.  Does this have to do with NAM?

Thanks
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdenm8 on March 15, 2012, 04:57:18 PM
1. No. It's an unchangeable part of Maxis' UI.

2. We do have some official videos, but they're more sneak peeks than demonstrations. Try flattening the ground underneath where you want to plop the piece.

3. They cannot. A Puzzle Piece cannot have those properties.

4. It's a bug in Maxis' UI that we don't have the ability to fix. The Highway puzzle piece buttons that come with the game do the same thing.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: cjsimmy on March 15, 2012, 05:31:46 PM
Thank you for the quick reply in answering my previous question.  I forgot to ask one more. 

The marriage notice pops up very frequently.  As I can tell it's subway to rail?  I only have subways and no rail.  Not sure what to do about this.

Thanks.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdenm8 on March 15, 2012, 06:19:47 PM
It covers Subway to Elevated Rail which includes GLR. It cold also be triggered by a starter piece that has Elevated Rail as part of its false intersection, but I'm not sure.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: apeguy on March 17, 2012, 07:05:03 AM
Quote from: jdenm8 on March 15, 2012, 06:19:47 PM
It cold also be triggered by a starter piece that has Elevated Rail as part of its false intersection, but I'm not sure.

I think that is the cause. I have a subway and RHW network in many of my cities with no el-rail or GLR, and I get that notice.

@cjsimmy, if you query certain RHW pieces, you'll notice that instead of saying RHW it says "GLR/Elevated Rail or FLUPs". The game must think that this is a seperate el-rail network, so it prompts you to use a sub-el transition with that news message. Unfortunately I don't think there's a way around it.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: michaeljforde on March 22, 2012, 10:51:30 PM
Hi there
Just wondering if there has been a fix/patch made for an issue in NAM 30... in the LHD version of the game, the Drive Paths for the Diagonal Avenue/Diagonal Highway intersections are missing.  There was a similar issue with the LHD Avenue Roundabouts a while back too.
Thanks,
Michael
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdenm8 on March 22, 2012, 11:19:08 PM
Yes there is a fix, but it's not publicly available due to distribution problems caused by the size of the file. It's larger than the systems we usually use to distribute patches allows as I made it to completely replace the LHD file.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: michaeljforde on March 23, 2012, 04:08:16 AM
So it will be part of NAM 31 then?  ;)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: relics8801 on April 04, 2012, 09:14:01 PM
Hello NAM-Team and all. :)
I got some report about problems with SC4Path on a latest NAM(v30).

Some SC4Path is not worked right in some puzzle-piece with LEFT HAND VERSION.
Please check them, and plaese make patch-fiel if you possible. ;)

P1
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg849.imageshack.us%2Fimg849%2F1726%2Fnamsc4pathproblem10.jpg&hash=92cfbc0649eb174656b0eeecb06297bab1b49c3a)

P2
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg804.imageshack.us%2Fimg804%2F8470%2Fnamsc4pathproblem09.jpg&hash=2663495dfc1e47479f8302ec6adfb358bc0deb77)

P3
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg543.imageshack.us%2Fimg543%2F9389%2Fnamsc4pathproblem08.jpg&hash=2f912ff376c59c7b0043ab7e0f9b4d219c35732b)

P4
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg560.imageshack.us%2Fimg560%2F7705%2Fnamsc4pathproblem07.jpg&hash=9206e098f2e3fde1ce4725caedaa37a431fc05c6)

P5
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg256.imageshack.us%2Fimg256%2F3861%2Fnamsc4pathproblem06.jpg&hash=c06f970420e6d343444e155b51a7a531adf3b3c5)



P6
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg17.imageshack.us%2Fimg17%2F1725%2Fnamsc4pathproblem05.jpg&hash=c34de2e087ffca4773ac06b7aac8ab7cf84dd583)

P7
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg62.imageshack.us%2Fimg62%2F8581%2Fnamsc4pathproblem04.jpg&hash=3356f104e0c3ba455578aa39e6d837894e991472)

P8
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg814.imageshack.us%2Fimg814%2F7203%2Fnamsc4pathproblem03.jpg&hash=da3869c3b6ccf7812e885f77435d42b5082f8638)

P9
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg687.imageshack.us%2Fimg687%2F4892%2Fnamsc4pathproblem02.jpg&hash=c0b6eedcfb0bcc991dfdf8a2be9a8a1f7abbe455)

P10
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg571.imageshack.us%2Fimg571%2F7784%2Fnamsc4pathproblem01.jpg&hash=fe2b9561e348d16c4bf7f07eab742a0a15237125)



Thanks for reading and your helps  :thumbsup:
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdenm8 on April 04, 2012, 10:56:35 PM
We have actually fixed some of those, but we haven't been able to distribute the updated LHD Pack due to size constraints.

When I get the chance, I'll look at some of the ones I didn't know about and get to fixing them.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: relics8801 on April 05, 2012, 08:58:51 AM
@Jdenm8
Thank you for a reply, Ok, We looking forward to update a patch-file for them. :)
Thanks again for your big effort always. ;)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Wiimeiser on April 05, 2012, 03:43:15 PM
I just noticed something, only two of those pieces are car paths only, and both are brand new pieces and have LHD-specific behaviour. I also read somewhere the german modders don't accept LHD for some reason...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on April 05, 2012, 04:55:54 PM
It's not that the German part of the team doesn't "accept LHD".  However, their "LHDification" efforts were, until NAM Version 29, handled entirely by one (practically superhuman) person who is no longer involved.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdenm8 on April 05, 2012, 08:52:52 PM
The new Diagonal Avenue diamond can operate perfectly fine on the RHD paths, it's just that the IID range the puzzle piece was put in is one set aside for pieces requiring LHD remapping. (In fact, all my patch does for that piece is provide a duplicate of the RHD paths in the 0x7nnnnnnn range)

It's more that they don't do (and never have done to my knowledge - it plagues a lot of German transit mods and TE'd lots) the LHD conversions themselves, the aforementioned superhuman person used to do them.

I have been doing them, but everyone's been hit with RLS and the way I wanted these distributed is kind of less than perfect.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Zitchas on April 11, 2012, 10:35:49 AM
Good morning, I've got what appears to be a problem with the pedestrian mall tiles in the NAM. Or at least, as best I can narrow it down, anyway.

I stumbled upon this while laying out a new city, aiming for a minimal road (very high pedestrian and mass transit) city, so I was starting out by laying down pedestrian routes, leaving spaces in between for the few roads and/or monorail I was planning for. When I went to lay down the road/monorail afterwards, it gave me red "unsuitable gradient" errors when the road or monorail passed between two pedestrian mall tiles, despite being almost perfectly flat ground.

Not as consistently, but still rather frequently would get the same problem when running monorail alongside a long string of pedestrian mall tiles.

having come across these "unsuitable gradients" I tried using other transit types (streets and rail have both been useful in being cheap leveling tools to prep terrain for roads and monorail int the past), only to find that they were blocked by "unsuitable gradients/terrain" too. Even on max zoom, though, these areas look perfectly flat. (I'd used the "quick level tool on this and large areas of the map in terraforming mode before I got started) So then moved on to placing plopables - such as plazas - on the offending square, then buldozing it, in an attempt to level the gradient. (has worked before in rough terrain, but doesn't here).

Eventually brought out the leveler tool and hit the spot a couple times which didn't appear to do anything other than destroy the adjacent pedestrian mall tiles, but the road and monorail could now go through.

From all this, it appears that there's something about the pedestrian mall tiles that interfere somehow with the gradient of adjacent tiles, although I'm not sure what or how.



On a different note, are there monorail-over-pedestrian tiles hidden somewhere? Seems like a logical dual-network sort of thing to have all that space under the monorail as pedestrian walkways.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdenm8 on April 11, 2012, 09:04:22 PM
You must make sure that they are absolutely flat (You can miss places with the brushes). Clicking stubs of road across where you want to build works well.

As for Monorail over Network, no there isn't.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mike3775 on April 12, 2012, 05:06:27 AM
I have always found that its best to lay the roads first, then the ped tiles, because the ped tiles are finicky and every so often you have to bulldoze a piece of road to plop the two ped tiles on either side of them.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: snuus on April 13, 2012, 04:15:23 PM
I was hoping someone can help, the cars seem to disappear about 2 meters in front of each other which is a bit annoying as it takes alot of the realism away, any solutions would be a godsend and very much appreciated if anyone knows of a mod or some info and they can point me in the right direction as I've been looking for the best part of 3 hours. Thanks in advance
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on April 13, 2012, 04:31:27 PM
First off, welcome to SC4D, snuus!

The way the game is designed, the cars are supposed to disappear, as they can eat up processor pretty quick otherwise (and they have no effect on the underlying simulation).  I'd recommend making sure your graphics details for animations are set to High in game, and I'd also recommend trying out the NAM Radical Automata Plugin. 

There's also another mod out there called the "Persistent Automata Mod" (PAM) on the STEX, but it has problems with some NAM content.

Hope that helps!

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: relics8801 on April 13, 2012, 06:51:44 PM
Hello again NAM-Team  :)
Thank you for upload the NAM Hotfix Package.
A lot of pieces which had problem of SC4Path are corrected, they working right. :thumbsup:

But, I confirmed 2 kind of piecese are not solved yet with LEFT-HAND Version. $%Grinno$%
- Oneway Roard Puzzle Piece
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg822.imageshack.us%2Fimg822%2F817%2Fnamsc4pathproblem11.jpg&hash=e7cb2374b5815aaa412e91668ccc55c0308ecd81)

- Rail Puzzle Piece
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg441.imageshack.us%2Fimg441%2F4530%2Fnamsc4pathproblem12.jpg&hash=ef99577ddcf70b2e15168801e833b95da3e70a30)

I'm look forward to next update.
Thank you always for your big effort NAM-Team. &apls  &apls

Thank you
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdenm8 on April 13, 2012, 08:58:41 PM
I didn't fix the OWR Viaduct curve because I thought that it may be linked the the RUL issue. I can see that it now isn't. It should use the RHD paths anyway. However, I can reproduce it on my end.

As for the crossover... That's new and I can't reproduce it on my end (I run an identical LHD file to the Hotfix).
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: harryloko20 on April 14, 2012, 06:27:02 AM
Cars dont appear in NAM rodas, like nmave-4 :x
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: j-dub on April 14, 2012, 08:36:59 AM
I hate to ask you, but do you have some pictures of that, so your problems could be diagnosed?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: harryloko20 on April 14, 2012, 09:31:07 AM
Well, another place my city, that havent a "nam road" , cars run normally,in street too...but here, where have road nam, i cant see cars,i cant see them in STREET TOO o_O , before,cars appeared :( - look the prints.
Have lots of cars 1000+ i can see them after NAM TRANSINTION only !!!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg805.imageshack.us%2Fimg805%2F6509%2F79339629.jpg&hash=9bf5983281de1e8fee98ec5f85c92ffb9e7a55bb)
Here u can see,the way.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg850.imageshack.us%2Fimg850%2F6627%2F47940499.jpg&hash=4d66c83fdb4cc40223ce2b59d68aeba171457a93)
But appear (nenhum = nothing) o_O ? Where's the Fries? (next time we'll wash your mouth out with soap)?another parts of city, without NAM parts run nornamally
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg848.imageshack.us%2Fimg848%2F4040%2F27743512.jpg&hash=949b379ef1c28bae5eeb44abb1c9c9636fd06db2)
SAM streets, run normally too.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on April 14, 2012, 11:18:40 AM
It could be that the simulator hasn't yet adjusted to you having that NMAVE-4 in game (which can take up to a few in-game months).  Additionally, try turning the DrawPaths cheat on.  It looks like commuters are actually using the NMAVE-4 from your image with the Query Arrows, however. 

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Belgrade Sim on April 15, 2012, 06:22:06 AM
I may have missed something, but how can i make a 3 lane roundabout, like in this picture?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg406.imageshack.us%2Fimg406%2F2706%2Froundabout2h.jpg&hash=8bdfa1a9fe7013ccbe63958d7cba1fae97d4e4f6)

And is it just an eye-candy or does it have higher capacity?

Thank u
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdenm8 on April 15, 2012, 06:25:52 AM
The inner lane is part of the roundabout filler and is purely eyecandy.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: harryloko20 on April 15, 2012, 07:55:03 AM
Quote from: Tarkus on April 14, 2012, 11:18:40 AM
It could be that the simulator hasn't yet adjusted to you having that NMAVE-4 in game (which can take up to a few in-game months).  Additionally, try turning the DrawPaths cheat on.  It looks like commuters are actually using the NMAVE-4 from your image with the Query Arrows, however. 

-Alex

What simulator?I have Traffic Simulator Configuration Tool ... using im medium i think.Cars use the road, but dont appear only x.x.About mounths, u saying in game mounths?if yes , i'll try pass so mounth
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on April 15, 2012, 01:00:11 PM
Quote from: harryloko20 on April 15, 2012, 07:55:03 AM
Quote from: Tarkus on April 14, 2012, 11:18:40 AM
It could be that the simulator hasn't yet adjusted to you having that NMAVE-4 in game (which can take up to a few in-game months).  Additionally, try turning the DrawPaths cheat on.  It looks like commuters are actually using the NMAVE-4 from your image with the Query Arrows, however. 

-Alex

What simulator?I have Traffic Simulator Configuration Tool ... using im medium i think.Cars use the road, but dont appear only x.x.About mounths, u saying in game mounths?if yes , i'll try pass so mounth

In your case, it'd mean the simulator that you've built using the TSCT.  And yes, in-game months.  Give the game some time to figure out things are there.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: noahclem on April 15, 2012, 01:30:12 PM
@ Belgrade Sim:  You can find the eye-candy 3-lane roundabout here: http://community.simtropolis.com/files/file/25664-psander5-s-roundabout-fillers/ (http://community.simtropolis.com/files/file/25664-psander5-s-roundabout-fillers/)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: harryloko20 on April 15, 2012, 05:50:59 PM
Quote from: Tarkus on April 15, 2012, 01:00:11 PM
Quote from: harryloko20 on April 15, 2012, 07:55:03 AM
Quote from: Tarkus on April 14, 2012, 11:18:40 AM
It could be that the simulator hasn't yet adjusted to you having that NMAVE-4 in game (which can take up to a few in-game months).  Additionally, try turning the DrawPaths cheat on.  It looks like commuters are actually using the NMAVE-4 from your image with the Query Arrows, however. 

-Alex

What simulator?I have Traffic Simulator Configuration Tool ... using im medium i think.Cars use the road, but dont appear only x.x.About mounths, u saying in game mounths?if yes , i'll try pass so mounth

In your case, it'd mean the simulator that you've built using the TSCT.  And yes, in-game months.  Give the game some time to figure out things are there.

-Alex

Hi,nice work NAM Team, it worked - i just need pass some months (sorry for english,im braziliam) ;D
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: cogeo on April 17, 2012, 02:35:13 AM
Can someone please take a look into this (http://community.simtropolis.com/topic/48847-why-are-all-my-commercial-jobs-and/) (2nd pic)?

It's easy to reproduce, it occurs if the highway is in the north-south direction (not east-west), and you drag the road (under an existing highway).
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: MandelSoft on April 17, 2012, 03:06:04 AM
Simple to explain: it's puzzle piece based, not a draggable override. Therefore it behaves differently. Most likely this bug (or actually a non-bug, since it's a misuse of that particular piece) will probably not be solved in the future due to a) a complete Maxis Highway overhaul and b) the NAM Team doesn't make any prefab interchanges anymore due to their complexity, inflexibility (as this example proves again), effort and time-consuming to make them...

Best,
Maarten
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: j-dub on April 17, 2012, 10:12:11 AM
Ew! The dreaded automatic Maxis override.

I know this one, its not just NMave where this will still occur, unless you put a ped mall tile on all those sides of the corners, or block those corners off another way, the chances are that the Maxis Highway will want to draw those ramp pieces there, automatically, but deconvert the road, since they had no way of knowing that back then, such other road networks would exist, there just are not ramps that exist that cover the roads with the lanes added from the NWM. As Maarten said though, they probably will not be resolved in the future.

The whole thing is though, if you do still want to have an interchange where a single tile NWM road goes under a Maxis like that, you just will need more room, and have to use the OWR to Maxis highway ramps, and cross over with that.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: cogeo on April 17, 2012, 12:29:07 PM
Maarten, what puzzle pieces are you talking about? As I have explained in my post (did you read it?) it occurs with Maxis-only highways and roads too. So yes, this IS a bug!

And why "overhaul" the Maxis highways, they are really fine (although some may find them "inflexible"). The NAM team should at least keep them as they are, if not expand them (eg the elevated trumpet and partial Y interchanges I have always been asking for).
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on April 17, 2012, 02:10:27 PM
The issue at hand is a good bit more complicated than the discussion thus far has presented it to be.

Regarding an interchange hook-up from NMAVE-4 to Maxis Highways, that's not so much a bug as it is a feature that simply doesn't exist.  We haven't made a model for that setup, and thus, it's not included.  (I should note, the user's question seems specifically limited to just about NMAVE-4/MHW integration--there's no mention of any issue with base game content otherwise.)

But another, much bigger part of the problem is that if you drag an NMAVE-4 under a Highway as this user has, and accept the game's prompt to build an interchange, it'll always end up as a default Road interchange.  The interchange building prompt for Maxis Highways is not an override, but a ConvertQueryID setup specified in RUL0.  It's basically the same as an AutoPlace (used for the ill-fated "Draggable FAR" attempt from NAM 28 that caused the Car Ferry CTD), but with a user prompt.

The larger issue is that we can't fix this with a RUL2 override.  Upon accepting the prompt on a ConvertQueryID setup, an Interchange-base Related Item (IRI, to use Tropod's terminology), AKA a puzzle piece, is placed--one just like all the other ordinary puzzle pieces out there.  It's just placed via the prompt rather than grabbing it from the menu.  It's all handled by RUL0, and the puzzle piece that gets placed is determined by the CheckType setup. 

Any time a user drags a Road-based NWM network across a Maxis Highway and accepts the prompt to build an interchange, the resultant interchange that is placed will always be default Road interchange.  And because, from the standpoint of CheckTypes, there is no differentiation between a Road, an NMAVE-4, a TLA-7, etc., there's no way to differentiate it from the RUL0 end. 

While there are technically ways to solve it, they are vastly less than ideal:

1) Disable ConvertQueryID setups involving Maxis Highway/Road interchanges altogether.  This would entail removing a base "feature" of the Maxis Highway system that shipped with the game.

2) Create additional ConvertQueryID setups for the additional NWM networks.  However, as there's 4 other Road-based single-tile NWM networks, there's going to be at least 5 matching CheckType setups, possibly more, depending on just how one's network layout is set up.  If you build a dual/triple-tile network, due to the fact that single-sided ramps are tied into ConvertQueryID, you could quite possibly see 20+ prompts.  This means the user is going to get inundated with by "Build an interchange?" queries, and will get very annoyed quickly.  With the way RUL files work, this is going to happen even if the user does not have the NWM installed.

The way the Maxis Highway system exists at present, it's not really able to support the latest developments in the transit modding community, even including things like the NWM.  It simply wasn't built with the type of stuff we're doing in mind.

Quote from: cogeo on April 17, 2012, 12:29:07 PM
And why "overhaul" the Maxis highways, they are really fine (although some may find them "inflexible"). The NAM team should at least keep them as they are, if not expand them (eg the elevated trumpet and partial Y interchanges I have always been asking for).

To answer the first point, the "overhaul" Maarten mentioned is a strictly optional plugin that basically converts the MHWs into a more RHW-like setup--a form that more readily permits development on them (as it means we can re-use RHW models). 

As far as those interchange requests, unfortunately, we simply don't have the resources to handle it.  It's not simply a matter of the level of interest among the development staff.  There's a reason there's only been 5 custom MHW-to-MHW interchanges completed in the past 8 years, and that's because it's fiendishly difficult and time-consuming work.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: cogeo on April 17, 2012, 02:43:15 PM
Quote from: Tarkus on April 17, 2012, 02:10:27 PM
(I should note, the user's question seems specifically limited to just about NMAVE-4/MHW integration--there's no mention of any issue with base game content otherwise.)

Alex, the user's question may be limited to NMAVE-4/MHW integration, however MY point here is the missing ramp using "base game content", ie a Maxis highway (in the N-S direction) and a Maxis road. What should I do, post a pic? Maybe all this new development has affected this base game content. And it wouldn't be just right to ignore or play this down, because new development is focused on RHW and NMAVE, as many players still use and actually like the Maxis highways. New development may add new features, but should not trouble the original content.

So could someone please take a look?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Lowkee33 on April 17, 2012, 03:08:41 PM
Quote from: cogeo on April 17, 2012, 02:43:15 PMhowever MY point here is the missing ramp using "base game content", ie a Maxis highway (in the N-S direction) and a Maxis road.  Maybe all this new development has affected this base game content.

I will confirm that taking out my NAM folder allows for correct prompt-overpass placement.  With NAM, a N/S highway will be missing the SE ramp after a "yes" to the 2nd prompt.

Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on April 17, 2012, 03:16:08 PM
I am more than happy to take a look.  It's very odd that it's affecting things going N-S but not E-W, as they should be going off the same CheckTypes.  It might point to some sort of HID misalignment from when we added 5-digit HID support.  If that's the case, it shouldn't be terribly difficult to fix.  Otherwise, it might be a 7-8 year old bug from when the early NAMites routinely played around with ConvertQueryID prompts and single-sided interchanges that's just now coming to light.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jondor on April 17, 2012, 04:07:08 PM
I just tried with r85 from before the HID realignment.  And that is indeed the issue.  Since the NAM single sided ramp now has a lower HID than the third rotation of the original Maxis ramp, the game asks if you want to place the single sided ramp instead of the full ramp.

We can fix it by restoring the original HIDs of the Maxis highway ramps.  Since we won't be using that space anyway.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Wiimeiser on April 17, 2012, 04:47:22 PM
Just out of curiosity, exactly what is "Project Symphony" or whatever it's called?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Lowkee33 on May 05, 2012, 10:34:53 AM
Been going through the EffectDir.  Reader doesn't display it, but there is a Section 13.5.  I've noticed that this section is different for NAM effects than the one in SimCity.dat.  Does anyone know why this is (Perhaps something Swampper did)?  I figure that if SimCity puzzle pieces use the default settings for 13.5 then a NAM piece could as well.  I could make a test piece, but I really don't have the understanding to know if it actually works (not knowing NAM ins-outs and all).

Edit:  Also, if someone could give me the Instance of a car automata S3D then that would help me :)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on May 05, 2012, 01:30:58 PM
Quote from: Wiimeiser on April 17, 2012, 04:47:22 PM
Just out of curiosity, exactly what is "Project Symphony" or whatever it's called?

jdenm8 can explain it better than I, but it basically it's a system that will be part of his MHW revamp, which will replace existing MHW pre-fab interchanges with a partial interchange at RHW scale.  It's not designed to be a new pre-fab system, but rather, to aid the process of converting old pre-fabs to RHW-style interchanges.

Quote from: Lowkee33 on May 05, 2012, 10:34:53 AM
Been going through the EffectDir.  Reader doesn't display it, but there is a Section 13.5.  I've noticed that this section is different for NAM effects than the one in SimCity.dat.  Does anyone know why this is (Perhaps something Swampper did)?  I figure that if SimCity puzzle pieces use the default settings for 13.5 then a NAM piece could as well.  I could make a test piece, but I really don't have the understanding to know if it actually works (not knowing NAM ins-outs and all).

Edit:  Also, if someone could give me the Instance of a car automata S3D then that would help me :)

My knowledge of EffDirs is pretty much strictly limited to what I need to do to get a preview model working, and a very, very limited understanding of gizmo28's old work and some of the things the main SimCity_1.dat EffDir contains.  According to this thread [link] (http://community.simtropolis.com/topic/228-discovery-file-formats-the-unknown-formats-edirabae-etc/page__p__22811__hl__+effdir#entry22811), redlotus was the one who figured out how to make new EffDirs from scratch, as of January 22, 2004 (see post #27).  He apparently had some attachments there, but unfortunately, after all the updates at ST over the past 8 1/2 years, they're long gone.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Lowkee33 on May 05, 2012, 04:08:57 PM
I've got the whole thing decoded, just a matter of overloading some copy-constructors and I might be on to something  $%#Ninj2 (an hour ago I didn't know what that meant :))

I could have sworn someone pointed out (or maybe I just found it) the entry in section 1 that deals with car traffic.  Trying to find it again, but it seems like there is no direct connection between automata S3Ds and a RKT in the EffectDir.  I'm quite certain that If I can find that entry I can make cars not disappear as fast (hence the NAM board, you guys deal with this stuff the most anyway).
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: PS1 on July 06, 2012, 05:42:53 AM
The game is Right Hand Drive
and there installs the NAM to him with the options Right Hand Drive and nonetheless this continues going out for me :(
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg109.imageshack.us%2Fimg109%2F711%2Fbugwv.png&hash=840ab83920f31392ab3ab3b03bd0b17f1ee58667)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdenm8 on July 06, 2012, 08:01:03 AM
Because of how the LHD plugins work, you need to do a clean reinstall of the NAM. That means uninstalling it and all of its plugins before reinstalling.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: PS1 on July 06, 2012, 11:38:39 AM
Quote from: jdenm8 on July 06, 2012, 08:01:03 AM
Because of how the LHD plugins work, you need to do a clean reinstall of the NAM. That means uninstalling it and all of its plugins before reinstalling.
Thanks :)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: JayStimson on July 08, 2012, 05:25:44 PM
I had a problem with the latest version of the NAM and I'm not sure why. I posted the problem here http://sc4devotion.com/forums/index.php?topic=14930.msg428117#msg428117 (http://sc4devotion.com/forums/index.php?topic=14930.msg428117#msg428117).
As stated in the linked thread, I restored to an earlier version and everything went back to normal.
Comments ? Did I do something incorrectly ?
FYI, I installed the latest version (that's when the problem appeared). I also applied the hotfix but the problem persisted.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jondor on July 08, 2012, 08:27:26 PM
Quote from: JayStimson on July 08, 2012, 05:25:44 PM
I had a problem with the latest version of the NAM and I'm not sure why. I posted the problem here http://sc4devotion.com/forums/index.php?topic=14930.msg428117#msg428117 (http://sc4devotion.com/forums/index.php?topic=14930.msg428117#msg428117).
As stated in the linked thread, I restored to an earlier version and everything went back to normal.
Comments ? Did I do something incorrectly ?
FYI, I installed the latest version (that's when the problem appeared). I also applied the hotfix but the problem persisted.

That's a known problem.  It has to do with the additional GLR styles plugin.  Under normal circumstances the game supplies the support pylons to the model-based El-Rail tiles.  However, because the extra GLR styles are model-based, the game sticks pylons in the middle of them.

To fix this, the pylons were removed and added back in via T21s (similarly to the Monorail/HSR case).  However, these T21s are reacting negatively with the existing T21s that add the small trackside props and many of the pylons are not being selected.  I have a partial fix started (ortho and some intersections only), but I still need to take a look through and find all the other tiles and T21s involved.  I hope at the very least to have it included as part of NAM v31.

As a temporary solution if you're not using the extra GLR styles, you can re-install without that plugin and you will have pylons back in their usual places.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: JayStimson on July 09, 2012, 06:15:20 AM
No problem. Thanks for responding. Glad it's not me.
Here's a pic of my NAM plugins directory. Which file do I delete ?
I don't use the GLR so it won't hurt anything in my cities. Thanks again.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg52.imageshack.us%2Fimg52%2F637%2Fjsnampluginsdir.jpg&hash=f777c4f589ad72a6a1da9a864180b00ab9d07703)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdenm8 on July 09, 2012, 07:04:50 AM
NetworkAddonMod_GroundLightRailDrag_Extension.dat is the file to delete if my memory serves me correct.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: JayStimson on July 09, 2012, 09:01:04 AM
Okay. Thanks.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jondor on July 09, 2012, 12:06:18 PM
Also note that you'll have to redraw your ELR lines for the game to update the pylons and the T21s, or at least click them every five tiles or so.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: JayStimson on July 11, 2012, 04:18:51 AM
Quote from: jondor on July 09, 2012, 12:06:18 PM
Also note that you'll have to redraw your ELR lines for the game to update the pylons and the T21s, or at least click them every five tiles or so.

I noticed that. Thanks. Deleting the problem file worked like a charm. Thanks again.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: pierrebaptiste on July 26, 2012, 11:54:54 AM
Hello

I have a problem with interchange system of RHW (RHW system with one line ) :

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fdata.imagup.com%2F10%2F1157972482.png&hash=2d30f62c407af2c2559d99676dc076e732a2b925) (http://www.imagup.com/data/1157972482.html)

* the biggest trafic on RHW is traffic generator, there is no importance one RHW capacity  ;)

The trafic doesn't pass on the way to come on the RHW, the way with one line.

In red the aera where the trafic pass but in green the aera where there is no trafic is "block".

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fdata.imagup.com%2F12%2F1157988342.png&hash=2c2897148d43145d4feb0a3dc7d75d2272e7335a) (http://www.imagup.com/data/1157988342.html)

In red the logical way where the truck must be used, but they use the purple way :

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fdata.imagup.com%2F11%2F1157993813.png&hash=845645bd5a8558123a5ac7679b8089853288a173) (http://www.imagup.com/data/1157993813.html)

And here an exemple to show a line which is use and there is no problem :

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimage.noelshack.com%2Ffichiers%2F2012%2F27%2F1341684153-Echangeur-SD.jpg&hash=e7c5659dc89cda501354eb4432a87031bb19ba44)

Can you help me ?

thanks  :thumbsup:
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Blue Lightning on July 26, 2012, 01:18:11 PM
Looks like you installed the RHW in the wrong driving hand side. You look like you're LHD - you need to reinstall the RHW with the LHD option selected.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Nanami on July 28, 2012, 05:49:34 AM
hello, I have some problem here... it seems that some paths in the roundabout is gone (before and after I buldoze the filler fountain). am I do something wrong..
screenshot:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi45.servimg.com%2Fu%2Ff45%2F15%2F75%2F40%2F01%2Fkota_j10.jpg&hash=9b5dbc0cee9fde392e6ffcd7c240a6c9eff3061f)

I use LHD NAM, NWM and RHW...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdenm8 on July 28, 2012, 09:12:30 AM
Have you installed the NAM hotfix? It contains modified LHD files to fix this problem.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Nanami on July 28, 2012, 03:09:03 PM
I have and it seems don't make any diffrences.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on July 28, 2012, 05:16:17 PM
The LHD fixes might have accidentally ended up on your root C:\ drive, due to an installer glitch.  Check there, and if you find them, move them into the NAM LHD folder in your Plugins.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Nanami on July 29, 2012, 12:32:16 AM
ah yeah.. the fixes isn't in my plugins folder (I installed windows in E:)

thanks for the information!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Magneto on August 02, 2012, 03:00:39 PM
Hello, I have a question about GLR FLups: I have some underground tram-only flups pieces, but they all interact with road or avenue. Is there any flups I can use if I want a GLR under rail or highway? Am I supposed to use the road flups to deal with such crossings, in the same way you link tram in avenues ramps?

ALso, I have rural roads installed (all related files to it I believe), but I can't figure out the rural roads. I have straight 1x1 piece and diagonal &x1 piece but is there a piece for transition between straights and diagonals or just the road tool? Is there a starter piece fore rural roads?

Subsidiary question (sorry if already asked): will NAM & RTMT unite?

Thanks,
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: GDO29Anagram on August 02, 2012, 03:42:40 PM
Quote from: Magneto on August 02, 2012, 03:00:39 PM
Hello, I have a question about GLR FLups: I have some underground tram-only flups pieces, but they all interact with road or avenue. Is there any flups I can use if I want a GLR under rail or highway? Am I supposed to use the road flups to deal with such crossings, in the same way you link tram in avenues ramps?

ALso, I have rural roads installed (all related files to it I believe), but I can't figure out the rural roads. I have straight 1x1 piece and diagonal &x1 piece but is there a piece for transition between straights and diagonals or just the road tool? Is there a starter piece fore rural roads?

Subsidiary question (sorry if already asked): will NAM & RTMT unite?


1. The standard FLUP piece (not the entrance piece) is designed to work with everything: AVE, RD, OWR, GLR, and so on.


2. There's no starter, and if you tab around, you'll find a dashed RD to standard RD transition piece.


3. Into one single package, no.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Zoeff on August 08, 2012, 09:23:49 PM
I've been searching the web for 2 hours but haven't been able to find an actual list of improvements that this mod gives me. Does that even exist?

Something else - The left side menu has a performance button in the Tools category, but I can't reach it before it snaps to the SC4 Help category. It sounds interesting to me as the game lags a bit every now and then even though I have a modern computer.

Thank you for your time,
Zoeff.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdenm8 on August 08, 2012, 10:29:29 PM
I don't think there is a comprehensive list of changes the NAM Makes, partly because it's a seven year old mod and not a single one of the original contributors still work on it. However, there is a list of changes from the last version available here: http://sc4devotion.com/forums/index.php?topic=13731.0

I can't comment about the sidebar, I have brought it up to admin over six months ago and they clearly haven't fixed it.

EDIT: Actually, there's a nearly comprehensive changelist in Section 4 of the NAM Documentation.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on August 08, 2012, 10:31:04 PM
First off, Zoeff, welcome to SC4 Devotion!

To answer your questions about what the NAM includes, there's a brief list right in the top header at ModDB:

Quote
The Network Addon Mod, or NAM, is a modification for SimCity 4 Deluxe (or SimCity 4 with the Rush Hour Expansion pack), which adds a myriad of new transport network items, ranging from ground light rail, to fractional-angle roads, to roundabouts, and much more. It also includes bugfixes to Maxis items and a highly optimized set of traffic simulator plugins, improving pathfinding accuracy and performance.

There's a more exhaustive list in the actual readme file included in the mod itself.  I've attached the part of the readme here to this post for your perusal.  Suffice to say, it's basically like another expansion pack to the game, focused on transport networks.  Beyond the stuff that's included, there's several popular first-party NAM expansions (currently available as separate downloads, but will be merged into the package with the next NAM release), such as the RealHighway system (a modular, variable-lane highway system), the Network Widening Mod (adds wider roads and one-way roads), the Railway Addon Mod (adds single-track railroads), and more.

As far as the tools bit, here's a direct link (http://sc4devotion.com/forums/index.php?board=124.0) to that board on the forum.  If you want to download any of them, you'll need to create a separate account on the LEX (http://sc4devotion.com/csxlex/Default.htm), if you haven't already.

Hope that helps!

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Wiimeiser on August 09, 2012, 02:12:18 AM
With the toolbars it seems the collapsible submenus are getting in the way.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: smileymk on August 10, 2012, 02:19:29 AM
I'm experiencing a little trouble with the DBE:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg14.imageshack.us%2Fimg14%2F106%2Fbrokenbridge.jpg&hash=5fe00ab2f820ec20d9d143d048116ecf5a6a6d98)


Basically, I dragged out the bare-bones bridge over the chasm with DBE installed, isolated it like it says to in the readme, placed the puzzle pieces on both sides and dragged rail in between, before uninstalling the DBE.


I'm guessing that there's something going wrong behind the scenes, or (more likely) that I did something wrong...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdenm8 on August 10, 2012, 07:47:54 AM
There is indeed an issue behind the scenes. It's a weird conflict with Rivit's Cricket, Rugby, Bowls set on the STEX. We've identified the things causing this conflict, but we don't know why they're conflicting. The exemplars for the props contain properties that they really shouldn't and will work without and those properties are what is causing that problem.
I don't feel comfortable posting a fix for general consumption as it's someone else's work that I've removed bits of, but if you are interested in doing it manually, I can provide concise instructions.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: smileymk on August 10, 2012, 02:50:21 PM
That's very weird - I did suspect a file conflict but that's the last thing I'd expect the DBE to conflict with.

I've moved the RVT set out of the Plugins folder for now and will test the bridge again tomorrow, but yes, I would like to know how to fix the offending files please.

Thanks for the helpful response.
- Chris
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdenm8 on August 10, 2012, 06:18:49 PM
Okay, I assume you have enough knowledge of Reader to know terms like IID and Exemplar and know what I'm talking about when I say Properties.

You need to open the file RVT Rugby and Cricket Field Textures.dat (I know it says Textures, it's a misleading name).
For the exemplars with the IIDs of f5e80100 - f5e80102, you need to delete the "Building/Prop Family" property found in all three exemplars (this property isn't found in f5e801ff, the other exemplar in that file)

That's basically it, these props will now play nice with the DBE.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Magneto on August 19, 2012, 01:56:58 PM
Hello, I have 2 questions:

1. Are the blue retaining walls appearing on the side of the RHW a part of the RHW mod? If so, what version of the RHW? I didn't find how to do it with RHW 5.0

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg59.imageshack.us%2Fimg59%2F8259%2F4upperequi.jpg&hash=2d9899d1cc2aa30be203e7251d025e558366d69c)

2. Do you plan to make the white/red cross hatches seen on LHD turning lanes avenues available for RHD also? I quite like them  :)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fsimcityedit.com%2Fsimedit%2Fdata%2FSC4%2Fold%2Flog2-1%2F1133273630351071%2FSibuya-109-2-06.jpg&hash=cc1bd93ad61d7d2689ebfa25a140effde04a6283)

Thank you! Cheers MAgneto
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: vortext on August 19, 2012, 02:08:25 PM
afaik those retaining walls come with NDEX's texture pack (http://community.simtropolis.com/files/file/11617-ndex-texture-set-volume-1/) and thus have nothing to do with the NAM.

Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdenm8 on August 19, 2012, 02:10:51 PM
I, personally have never seen those wall textures before.

As for the turning lanes, I swear they were replaced by more International ones in NAM29.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Magneto on August 19, 2012, 04:53:27 PM
Ok, at least I know I don't have to try every version of the RHW  $%Grinno$%
Well too bad for the lovely cross hatches... I tried to play LHD just to get them but I always end up messing my highways exits
Anyways thanks you guys for your answers, it's appreciated.CHeers
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on August 19, 2012, 06:00:37 PM
Quote from: Magneto on August 19, 2012, 04:53:27 PM
Ok, at least I know I don't have to try every version of the RHW  $%Grinno$%

It'd be a bit difficult to do that anyway.  We completely discontinue old versions as soon as a new one is out, to prevent people from mixing and matching incompatible versions.  Trying to use an older RHW with a newer NAM, or vice-versa, results in broken functionality across the board.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Magneto on August 21, 2012, 06:36:36 AM
Maybe this issue will be adressed in the next release but anyway here it is

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg684.imageshack.us%2Fimg684%2F9945%2Ftla7.jpg&hash=0c8b0149d2b00c4b58a1f6e0cf6d9205d3d528d0)

Monorail is disrupted above center lane of TLA-7.

Last version of NAM, NWM and hotfix installed.

Cheers
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Skreeg on August 29, 2012, 12:00:02 AM
Hi, I'm new to SC4 and the NAM (bought the game during the steam sale and installed NAM immediately). I am having a hell of a time getting RHW interchanges to work when there is even the slightest elevation change involved.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FPtu6y.jpg&hash=a831547c8e366c5350434c2fe5cb4989badb7a2e) (http://i.imgur.com/pcuBh.jpg)

I'm not sure why it won't let me drag my highway here, or why the elevated highway sometimes, but not always, reverts to ground-level where I've circled in red.

Also, the starterless MIS ramps - they seem more annoying than helpful as I can't drag MIS off of them. I have to plop a starter and drag MIS off of it, then build the ramp on top of that. Then, when I'm working on nearby stuff, they sometimes randomly revert back to RHW-2 anyway. Am I just using them wrong?

Does anyone have any tips or any insight into the inner workings of RHW so that I can tell what is and isn't possible?

Finally, how does one get that arrow overlay like in the post above me? It would be handy for double-checking things.

Thanks -

Resized image from 1600x1200 to 800x600, with link to original, to eliminate scroll issue. -Tarkus, Admin
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdenm8 on August 29, 2012, 12:38:18 AM
It greatly depends on the ground underneath the highway when you get those messages about it being unable to be built.

The deconversions are a limitation of the current RULing. We don't cover every circumstance in the current version of the mod and it would require a lot of reworking to get it to. We are in the process building a new version which will hopefully fix this in most circumstances. As an interim solution, increase the amount of space between the curve and the intersection. This will allow the code in the current version to continue the override.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on August 29, 2012, 12:41:48 AM
Catching up here . . .

Magneto, sorry for the delayed response.  That particular item was in fact fixed by Hotfix 301, in the file zzz-NWM_2.0.4_Patch.dat, which should be installed if you select the NWM fixes from the installer.  I'd reinstall the Hotfix.

Skreeg, first of all, welcome to SC4 Devotion--and to SimCity 4!  I've resized your image and linked to the original--while we don't have a strict image size rule here, 1600x1200 causes scroll bars for most users, making it difficult to see your whole image easily.

Starter pieces, in general (RHW or otherwise) tend to be a bit finicky on slopes, as in essence, they're unbuildable (or "false") intersections that we're able to override, and cause existing networks to take on different characteristics without interfering with their basic functionality.  The game's terrain and road placement systems flatten terrain at intersections, leading to that effect.  The reason you can't drag that highway is because there's a starter on the end of that onramp, and it's causing terrain difficulties.

The reason you're seeing that Elevated RHW-4 (ERHW-4) revert to a ground level RHW-2 (the base RHW network) is because there's something in your particular setup for which we haven't coded "adjacency stability".  Most likely, it's because that curve is right next to a Road intersection, which would indicate that the current public release NAM controller doesn't include override code to cover that particular curve next to that particular Road intersection, in that particular orientation, for the ERHW-4.  As jdenm8 mentioned, the next RHW release (part of NAM 31) will cover a lot more of these "adjacency" situations, though we're going to have to add millions of lines of code to the controller to handle them (there's really that many--when you have to handle Piece X next to 100 other pieces in multiple orientations, Piece Y next to Piece X and 99 other pieces, etc., it adds up quickly).

As far as the "starterless" MIS transitions, those exist mainly to allow more compact setups without starter pieces interfering with the terrain, and are especially designed for setups in which a ground RHW is connected to the NAM Elevated Road, One-Way Road, or Avenue viaducts via the MIS/Viaduct intersection pieces.  If you're on any sort of terrain that starters with which starters will interfere, you'll only be able to access the starterless versions in that particular spot.

In general, to avoid those sorts of issues like you've experienced, I'd try to ensure there's at least one straight, "orthogonal" tile between any curve/intersection/overpass with any other curve/intersection/overpass.  It'll take up a little bit more room, but those situations are the most stable with the code in its current state.  Also, don't be afraid to flatten or tweak some terrain--real highway construction projects involve earth moving.  Laying 1x1 Road tiles over an area is a good way to flatten terrain, and for sloped setups, installing a good RHW slope mod (either Ennedi's or bigdope404's) can help.  You can also avoid having starters in your way by using Draggable Ramp Interfaces, which are detailed in the Readme, and on my YouTube channel.  I'd also recommend checking out the RHW Interchange Guide (http://sc4devotion.com/forums/index.php?board=419.0), curated by Haljackey.  As he's been using the RHW the longest of just about anyone, he has a lot of good tips.

Hope that helps!

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Skreeg on August 29, 2012, 06:28:00 PM
Ah sweet, thanks for the quick reply. I actually have Ennedi's slope mod already, and have found Haljackey's guide. I will definitely have a closer look at these draggable ramp interfaces, they sound very handy. The next version of NAM sounds like it will be totally badass (painful programming notwithstanding :).

I did have one other newb question though - how might I view the line-arrow overlay like in Magneto's post?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on August 29, 2012, 07:34:18 PM
You're most welcome! :thumbsup:  To answer your other question, the arrows are from the DrawPaths cheat, which is enabled by Buggi's SC4 Extra Cheats DLL Plugin--you can pick that up here (http://sc4devotion.com/csxlex/fr_main.htm) (make sure you're logged onto the LEX to see the download link).

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: TEG24601 on August 29, 2012, 08:36:19 PM
Tarkus, does draw paths work on Mac?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on August 29, 2012, 10:36:59 PM
DrawPaths only works if you have the ExtraCheats DLL file installed.  DLLs (Dynamic-Link Libraries) are a Windows file format.  I've not heard of anyone being able to run ExtraCheats on a Mac without WINE or some sort of virtualization software or a dual-boot involving the Windows version of the game, unfortunately. 

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: RickD on August 31, 2012, 02:12:25 PM
I seem to have a problem with the Tram flups. The ramps are supposed to switch between different types by rotating, right? Well, this does not work. I can rotate as much as I want, the ramps stay the same. Can anyone help?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: memo on August 31, 2012, 03:21:09 PM
Not all of them change by rotating. For instance, the first piece changes between road and oneway road ramps, whereas the second piece (via Tab) is an avenue ramp only and the third piece is the tram-avenue ramp only. The fourth piece is street ramp, pedestrian und street tunnel, though.

Indeed, I consider this quite confusing as well, as the description text always says to rotate for other pieces, I think.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Skreeg on August 31, 2012, 10:54:22 PM
Couple of quick things -

Alex, draggable ramp interfaces are orgasmically amazing. I will be using them whenever possible from now on. However, I had to go without any insight you put into your video on the topic, because it has been removed from youtube due to what I assume is an extremely bogus copyright claim. Just a heads up.

Secondly, I see pictures of these curving MIS ramps that actually go over RHW. Are those part of the RHW pack? If so, what menu are they under? I can't seem to find them.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdenm8 on August 31, 2012, 11:04:22 PM
I just had a look and I could see the Draggable Ramp Interfaces video fine.

The DDRHW one is missing because of unforeseen circumstances regarding its implementation if that's what you're talking about.


As for the curved Elevated MIS Ramp, that's FlexFly, a feature implemented in RHW 4.1 if I remember correctly. It can be found at the end of the RHW Wide Curves menu (Use Shift-Tab to get to it quickly).
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on August 31, 2012, 11:23:56 PM
Quote from: Skreeg on August 31, 2012, 10:54:22 PM
Alex, draggable ramp interfaces are orgasmically amazing. I will be using them whenever possible from now on. However, I had to go without any insight you put into your video on the topic, because it has been removed from youtube due to what I assume is an extremely bogus copyright claim. Just a heads up.

Thanks--I'm glad you're enjoying the DRIs!  Thanks for the heads up on the video as well . . . they didn't like the audio I stuck on there, so I'm fixing that.

Quote from: Skreeg on August 31, 2012, 10:54:22 PM
Secondly, I see pictures of these curving MIS ramps that actually go over RHW. Are those part of the RHW pack? If so, what menu are they under? I can't seem to find them.

Those are FLEXFly ramps, and they are indeed included.  You can find them at the very end of the RHW Curves button. 

Hope that helps!

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: TEG24601 on September 04, 2012, 11:32:14 PM
OK, so I was able to obtain SC4 for Windows and was able to check out my cities using DrawPaths, and have a simple question, should all traffic lines connect?  I'm wondering because I have found a few places where I appear to have disjointed paths, and was wondering it that could be the source of some odd traffic behavior I've been having.  Regardless, I did find an issue with how I was using my RTMT lots, and will now have to make some adjustments for them being too close to intersections.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdenm8 on September 04, 2012, 11:57:46 PM
As far as I'm aware, the game does have a rather generous allowance. As long as the path enters on the same side, the pathfinder will generally continue, preferring the closest one.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on September 05, 2012, 01:59:57 AM
Quote from: jdenm8 on September 04, 2012, 11:57:46 PM
As far as I'm aware, the game does have a rather generous allowance. As long as the path enters on the same side, the pathfinder will generally continue, preferring the closest one.

It's a bit more restrictive than that.  My understanding is that the paths need to be within 4m of each other for a connection to be made.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdenm8 on September 05, 2012, 02:02:27 AM
Eh, regardless, there isn't a gap that wide that I know of. The EMHWY sharp diag bend paths may suck, but they don't suck that much.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: TEG24601 on September 05, 2012, 08:17:56 PM
Here is one of the issues I've encountered.  This section of road does appear to be a choke point, and may be the source of some routing problems in one of my cities.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FJAh1l.jpg&hash=fdd20226c3ffc2a4af8f9d93c27bb9ddcbba9cc5) (http://imgur.com/JAh1l)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on September 05, 2012, 08:32:38 PM
I seem to recall that one getting fixed at some point, but I don't remember when or where.  It doesn't appear to be in the Hotfix package.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: ivo_su on September 15, 2012, 11:02:38 AM
Is there any way to open perhaps L - reader or some other program such as PIM, PedMall a puzzle piece and it can be edited? In general, how to add props to create puzzle pieces and in particular in PedMalls?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: vortext on September 15, 2012, 11:08:19 AM
You can add props to puzzle pieces via T21 exemplars, which would be done with the Reader indeed. These (http://sc4devotion.com/forums/index.php?topic=7049.0) two (http://sc4devotion.com/forums/index.php?topic=70.0) tutorials cover pretty much everything there's to know about T21s.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: ivo_su on September 15, 2012, 11:15:29 AM
Quote from: vortext on September 15, 2012, 11:08:19 AM
You can add props to puzzle pieces via T21 exemplars, which would be done with the Reader indeed. These (http://sc4devotion.com/forums/index.php?topic=7049.0) two (http://sc4devotion.com/forums/index.php?topic=70.0) tutorials cover pretty much everything there's to know about T21s.

A Can you tell me what folder and directory are PedMall pieces of NAM?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: vortext on September 15, 2012, 11:20:00 AM
Sure, Pedmalls are in the NetworkAddonMod5.dat file, which sits in the main NAM folder.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: ivo_su on September 15, 2012, 11:30:22 AM
Thanks so much Vortext

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg821%2F1666%2F93577069.jpg&hash=9401e3a891913f5ee4a72f49c849fe2aed299743)

Well as you can see with your help I was able to do what I wanted. But I just edited the first puzzle piece, and I'd like to do a whole set of similar PedMalls with props.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: io_bg on September 15, 2012, 02:26:04 PM
That looks really good... Will be very useful for my pedestrian streets / plazas :thumbsup:
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: vortext on September 15, 2012, 02:31:44 PM
That's pretty decent indeed! Though for more variety in trees I would suggest to use a prop family, there're quite a few to choose from in CP's proppacks.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: ivo_su on September 15, 2012, 02:37:33 PM
Rather, I think I have something like tables and chairs and other ornaments that resemble street cafes and restaurants, but for this purpose I need at least 5-6 puzzle pieces. As Ioan said, and they will be very useful for the construction of squares.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: vortext on September 15, 2012, 02:42:01 PM
Sounds promising! Come to think of it, it's kinda surprising that hasn't been done before. Looking forward to your results.  :)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: ivo_su on September 16, 2012, 02:02:19 PM
It is not ideal, however, is a few minutes and most important work. Does how to copy one puzzle piece several times and then edited. As far as I can see Path S3D files and the files are identical, so they can be replicated. Am I right?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg542%2F1601%2Fpedmall.jpg&hash=e311867c050938bd2bc89f56fbd2c1fbb054bb0e)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: vortext on September 16, 2012, 02:18:06 PM
Quote from: ivo_su on September 16, 2012, 02:02:19 PM
As far as I can see Path S3D files and the files are identical, so they can be replicated. Am I right?

Yes and no. Yes, they can be replicated like you've described, however, I believe the new pieces would also need to be incorperated into the NAM controller, which is beyond me.  &mmm
Maybe Alex wants to chip in here?

Anyhow, if I recall correctly there're already 5 PedMalls + 4 mountain trail pieces available, so why not edit each of those to form one consistent set?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: ivo_su on September 16, 2012, 02:24:15 PM
Quote from: vortext on September 16, 2012, 02:18:06 PM
Quote from: ivo_su on September 16, 2012, 02:02:19 PM
As far as I can see Path S3D files and the files are identical, so they can be replicated. Am I right?

Yes and no. Yes, they can be replicated like you've described, however, I believe the new pieces would also need to be incorperated into the NAM controller, which is beyond me.  &mmm
Maybe Alex wants to chip in here?

Anyhow, if I recall correctly there're already 5 PedMalls + 4 mountain trail pieces available, so why not edit each of those to form one consistent set?

Yes indeed those four mountain trails will do a great job because I do not use them, but I saw that the Path files are different (have only two paths for pedestrians) But I guess it can be replaced.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: rummtata on September 18, 2012, 09:57:35 AM
I've been trying to create over- resp. underpasses using ground lifter lots and tunnels. I'm also using the Ennedi Slope Mod (medium variant).

Now my problem: When I drag my upper network over the tunnel "hill", it lowers the ground again, which of course it's not supposed to. The result is all messed up:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg228%2F4126%2Fis1.png&hash=a062a96b45da30013ae618ca21133d9b402a2880) (http://imageshack.us/photo/my-images/228/is1.png/)

In the tutorial videos I've watched this effect doesn't occur. What am I doing wrong, how do you guys do it?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: GDO29Anagram on September 18, 2012, 10:08:31 AM
The tutorial vid you may have seen might not have had the ESM installed; It helps to show me which vid you're referring to.

Typically, when I build on a gradual slope, first I level out the top, then I level out the actual inclines using Rail. (Perhaps you want a video on that, too...)

The thing about the ESM is that it requires large and gradual slopes, not short and impossible-to-pass slopes.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: rummtata on September 18, 2012, 11:40:26 AM
Now that you mention it, I remember the rail method from one of those tutorials. I've tried to utilize it for my interchange and it actually helped. I also decreased the ground lifters I used to the lowest possible height for the game to tunnel through and increased the dimensions of the ramp on both sides. Additionally, in preparation, I leveled a large patch of ground before even beginning the construction. The result is definetly an improvement, yay =)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg696%2F5549%2Fis2u.jpg&hash=2b010c4ca4434f3b5ae845240d9bdd2de7049420) (http://imageshack.us/photo/my-images/696/is2u.jpg/)

Now on to ne next interchange...

Nice job with the interchange!  That said, we highly recommend converting screenshots from PNG to JPG before posting them, due to the filesize. -Tarkus, Admin
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Moonraker0 on November 01, 2012, 03:46:24 PM
Hello.  I've encountered a couple of odd, yet minor, problems as of late.  The first is that whenever I drag a road intersecting with one half of an avenue (AVE-4), it automatically continues across the other half.  I usually design my street grids now so that I don't have any right-turn-only intersections without stoplights, but it's still a problem that I can't make them now.  Any idea as to what might cause this?

The second is something that I'm not sure if it's actually a bug or not.  I can't drag a road under the tile directly adjacent to an elevated rail Y-intersection, as shown by the screenshot:
http://screenshot.xfire.com/s/126056514-4.jpg
I haven't even tried doing that for a while, I guess, but something tells me that I should be able to do it and that it maybe used to be possible.  Is this normal?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: ivo_su on November 03, 2012, 12:59:05 PM
Hi! I've a problem with my NAM and with the RHW menu icons to be precise. They're all doubled both in the Build Highways and Roads menus. Everything else is allright. I though I might've accidentally Datpacked my NAM but I've no idea how to fix it. But I'm not sure this could be causing the problem. Help me please!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: GDO29Anagram on November 03, 2012, 02:17:49 PM
Quote from: Moonraker0 on November 01, 2012, 03:46:24 PM
The first is that whenever I drag a road intersecting with one half of an avenue (AVE-4), it automatically continues across the other half.  I usually design my street grids now so that I don't have any right-turn-only intersections without stoplights, but it's still a problem that I can't make them now.  Any idea as to what might cause this?

The second is something that I'm not sure if it's actually a bug or not.  I can't drag a road under the tile directly adjacent to an elevated rail Y-intersection, as shown by the screenshot:
http://screenshot.xfire.com/s/126056514-4.jpg (http://screenshot.xfire.com/s/126056514-4.jpg)
I haven't even tried doing that for a while, I guess, but something tells me that I should be able to do it and that it maybe used to be possible.  Is this normal?

The first one tends to happen if you forget to update your game.

The second one? That kind of crossing can't be done. The reason being is that there are special direction flags used for curve tiles (and the Rail Y has a bunch of "hidden" flags), and you can't make a crossing between two different network that close with those kinds of flags.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg3.imageshack.us%2Fimg3%2F1318%2Fcaptureycrossings.jpg&hash=7d58ae0d436deec8138a1b0e25e22009aec36872)

Even though the Rail (and in your case, El Rail) crossing looks like you can drag another network through it, it's just like the Road crossing in the picture.

For the record, the crossings in the game are defined by using special configurations of direction flags, usually 00, 01, 02, 03, and 04. The direction flags used for the curve tiles are 11 and 13 (and Rail has even more wilder flags), and the RUL-1 file (which dictates every possible crossing and intersection) can't handle flags like 11 and 13.

The reason the crossings shown above work is because they're handled by an INRUL, an "individual network rule". There are two INRULs per network, and one of them handles crossings between the same network (Road X Road, Rail X Rail crossings), and it's how you get funny crossings like the Road Y (or Boomerang-T) crossing. Try it using two networks and you'll get a different result.

Quote from: ivo_su on November 03, 2012, 12:59:05 PM
Hi! I've a problem with my NAM and with the RHW menu icons to be precise. They're all doubled both in the Build Highways and Roads menus. Everything else is allright.

This kind of problem only occurs when you have multiples of the same plugin (or outdated NAM plugins) installed. This is also the reason why you don't DATpack the NAM, because if left behind, you'll have multiple menu icons (among other problems).

http://sc4devotion.com/forums/index.php?topic=5094.msg161816#msg161816 (http://sc4devotion.com/forums/index.php?topic=5094.msg161816#msg161816)

Only solution is to go find the extra plugin and remove it.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on November 03, 2012, 05:14:11 PM
You definitely have two copies of the NAM in your Plugins folder.  If one of them is DatPacked, you just have to go into your Plugins_Compressed subfolder, where you will find a file named Network Addon Mod.dat.  Remove this file, and you should be fine.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: pieman101 on November 06, 2012, 01:02:55 PM
Hi there i need some help because i tried to make my real highway 6s go under a maxis elivated highway and this happened (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2F%5Bimg%5Dhttp%3A%2F%2Fi.imgur.com%2Fdyk73.jpg&hash=08915404d5ec6e49174cdaeb410ad8bd9eab15bd)/img]plz  help me  because when ever i try to drive there my car dissaperes
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on November 06, 2012, 02:43:13 PM
The RHW-6S can't go under a Maxis Highway at present.  It'll deconvert to an RHW-2, and if you're trying to U-Drive-It down the highway, it'll end the U-Drive-It session.  There's no way around it.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: ivo_su on November 16, 2012, 08:30:15 AM
Quote from: z on November 03, 2012, 05:14:11 PM
You definitely have two copies of the NAM in your Plugins folder.  If one of them is DatPacked, you just have to go into your Plugins_Compressed subfolder, where you will find a file named Network Addon Mod.dat.  Remove this file, and you should be fine.

You know Steve I really tried everything, but things become more bizarre and inexplicable. I took out my folder of my RHW deskstop to be out of the plugin and what to see:
RHW rather not exist in the game menu, the highways are there only in the old version 4.2.
Then I decided to remove all mega-DAT files of my models and guess ... It turned out that I had multiple brown boxes, but highways stay and there is nothing that is able to move from there. Of course, in this form they exist only once but their format is the old version of the RHW. And when you make any attempt to install, I get the new 5.0 version but this time has doubled. From here I concludes that the problem I have is not in SС4DAT Models somewhere else but no one knows where
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: spot on November 18, 2012, 05:26:56 PM
Has anyone else had a problem with plopping "T" Avenue Onslope puzzle pieces on the opposite sides of a the edge? It doesnt seems to be possible for me?
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F6SOXN.jpg&hash=206c63883eca2cc8ebae9b8f5c12f48693059308)

When i remove the the two road pieces at the bottom of the ditch, and try to plop it this happens:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F5TEN4.jpg&hash=b3d973e2529a2332a5c67037c2a82bdd907acc96)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: eggman121 on November 18, 2012, 07:52:06 PM
Hello spot

The problem is that you are plopping the avenue piece on flat terrain.
Even if you plop it correctly you would not be able to place a tulep piece between the ramps and the onslope puzzle piece.

Here is how I managed to recreate what you are trying to attempt.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi245.photobucket.com%2Falbums%2Fgg72%2FEggman121%2F1.jpg&hash=f4495587652cb8969ab7dff1e12af03e87e24422)

Place the onslope piece correctly as shown in the image above

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi245.photobucket.com%2Falbums%2Fgg72%2FEggman121%2F2.jpg&hash=f2ae54eae0b7aced27a4f339a6b75daba52cca31)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi245.photobucket.com%2Falbums%2Fgg72%2FEggman121%2F12.jpg&hash=f53e17ec15fa3c0bbbdf23ea80c6a64124af5698)

draw a one way road through the stub and delete one end to make the stub look like the picture above

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi245.photobucket.com%2Falbums%2Fgg72%2FEggman121%2F3.jpg&hash=618df3e24e6933698a659f98bc3f7abd6bfe19cc)

Place the FAR ramp as shown in the picture above.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi245.photobucket.com%2Falbums%2Fgg72%2FEggman121%2F4.jpg&hash=e81a4387d877760b4a963a676c674b28fffe3c23)

Place the tulep piece between the onslope transition and the FAR Ramp to get something that looks like the picture above

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi245.photobucket.com%2Falbums%2Fgg72%2FEggman121%2FCompletedInterchange.jpg&hash=8bdbacce3984f199e9bea107bcda5b00124a9da2)

With a little more work you can create interchanges like the picture above.

Hope this helps you out.

eggman
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Indiana Joe on November 18, 2012, 08:18:52 PM
Good demonstration by eggman, but just to make it a little more clear, spot, make sure that you always have the last tile of the onslope pieces out over the edge of the cliff.  With the normal onslope pieces, you have two tiles that are back on the raised part.  But with the t onslope, only one tile is on the flat, raised section.

Quote from: ivo_su on November 16, 2012, 08:30:15 AM
You know Steve I really tried everything, but things become more bizarre and inexplicable. I took out my folder of my RHW deskstop to be out of the plugin and what to see:
RHW rather not exist in the game menu, the highways are there only in the old version 4.2.
Then I decided to remove all mega-DAT files of my models and guess ... It turned out that I had multiple brown boxes, but highways stay and there is nothing that is able to move from there. Of course, in this form they exist only once but their format is the old version of the RHW. And when you make any attempt to install, I get the new 5.0 version but this time has doubled. From here I concludes that the problem I have is not in SС4DAT Models somewhere else but no one knows where

ivo, have you checked in the Plugins folder in C:\Program Files\Maxis\SimCity 4?  If the duplicate files aren't there, you might try removing all the NAM components from your regular plugins, and then Windows Search the folder for something like "RHW" or "NAM" and see if there are files remaining.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: spot on November 18, 2012, 08:24:40 PM
Thanks guys. It worked.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: ltristain on November 23, 2012, 10:27:39 PM
Not sure if this is the right place to ask, but I'm having trouble with getting elevated rail to work with the HSRP Transit Hub mod. For this station, the HSR works, the rail works, but somehow elevated rail just won't work.

I've tried to isolate the problem by creating a test city with the elevated rail being the only path of commute, and confirmed that the issue is specific to the station. I also tried to ensure there are no adjacent road crossings immediately outside of the station, but that didn't help.

Anyone know if this is a known issue with this station? If so, is there a way to make it work?

Thanks in advance for any answers.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: sunv123 on November 24, 2012, 07:12:17 AM
Okay, so i'll first ask you this: did you just drag el-rail to the hub, or did you place it over the stretch like advised? These problems usually don't happen very often with El-Rail, but more with the (G)HSR. I might ask Jonathan, or Andreas about this, but until i find out, you should look here on these pages.

http://sc4devotion.com/forums/index.php?topic=2089.380
http://sc4devotion.com/forums/index.php?topic=2089.420

Hope this help some with your problem. :)

-sunv123 :sunny:
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: ltristain on November 24, 2012, 10:33:02 AM
I dragged el-rail through the hub, on the line that supports el-rail. I had no trouble dragging the el-rail through the hub, but the station doesn't seem to be recognized as a place where sims can get on and off the el-rail, as I never get any traffic on the el-rail even when it's the only possible commute path.

Thanks for looking into this. I'll check out the threads you linked.

Edit: upon reading those threads I realized what you meant by "placing it over the stretch", so I tried it out, but unfortunately it doesn't work.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Architect_1077 on December 28, 2012, 11:39:44 AM
So I was changing some roads in a city I'm building and I noticed this small path problem when I tried creating a T-intersection with 2 roads and 1 one-way road. Anyone come across this problem before?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi1239.photobucket.com%2Falbums%2Fff505%2FRAlmeida_80%2FT-Intersectionbug_zps04861c8b.jpg&hash=778c41d0fc724161a2862eec969a152674c47b34)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on December 28, 2012, 04:11:25 PM
Fascinating!  This bug happens on a fully patched system, both with and without the NAM.  Apparently, Maxis missed this in their final pathing patches.  Looks like something for the NAM pathing experts to fix...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Swordmaster on December 28, 2012, 04:23:34 PM
I noticed this a while ago. I thought it was supposed to be like that, since there doesn't seem to be a proper place for the path to go to.

Cheers
Willy
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Apple Delight on December 28, 2012, 04:49:06 PM
Quote from: Architect_1077 on December 28, 2012, 11:39:44 AM
So I was changing some roads in a city I'm building and I noticed this small path problem when I tried creating a T-intersection with 2 roads and 1 one-way road. Anyone come across this problem before?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi1239.photobucket.com%2Falbums%2Fff505%2FRAlmeida_80%2FT-Intersectionbug_zps04861c8b.jpg&hash=778c41d0fc724161a2862eec969a152674c47b34)

I've come across this once before; I'd post pictures but I'm not on the right PC at the moment. It looks as if the left lane of the OWR-2 should turn left & the right continue straight ahead (maybe an opportunity for OWR TuLEPs? (although in that case it would be more like a CP)).
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on December 28, 2012, 05:09:00 PM
Quote from: Apple Delight on December 28, 2012, 04:49:06 PM
It looks as if the left lane of the OWR-2 should turn left & the right continue straight ahead...

This seems to me to be the most reasonable solution.  Notice there's another error here - the right lane of the OWR has options to turn left into both lanes of the intersecting road.  The nearest turn (which ends in the green X) should be removed.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Apple Delight on December 28, 2012, 06:35:52 PM
Here it is in LHT:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2FAppledelight%2FSC4%2Fnetworks%2Fbevopolis-11_jun.__2571329290718.png&hash=4930c10bfa2c6092fb78d4d0e7d133385aad42fa),

and a related problem
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2FAppledelight%2FSC4%2Fnetworks%2Fbevopolis-14_jun.__2571329382064.png&hash=ea8d67da01003fcb0cd5833831e2f1742cf99b15)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Architect_1077 on December 29, 2012, 03:00:35 AM
@ Apple
That is strange indeed.

@Z
Any idea if this is fixable?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdenm8 on December 29, 2012, 05:51:41 AM
It'd take a lot of time to fix a bug that only effects UDI (The Traffic Simulator switches lanes before the intersection).

As for the LHD paths, I play LHD and I admit, they generally suck. But the only times it's really noticeable is when you're in UDI or using DrawPaths. The game works around them fine, which is probably why Maxis made the LHD conversion such a half-arsed effort.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: gwaihir on January 29, 2013, 12:39:51 AM
Hi there,
I'm getting a bug in the region view, and it's only happened since I started using NAM. Basically my newest city, which has some NAM avenue/highway interchanges, won't show the transport map on the region view. It stays on the satellite map instead.

Here's a couple of pictures:  http://imgur.com/a/pfaDG#0 (http://imgur.com/a/pfaDG#0) The second one shows that the regional transport routing is still working in a neighbouring city.
Anyone ever seen this bug before? I'm afraid my google-fu failed me on this one %confuso
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: teddyrised on January 29, 2013, 02:00:26 AM
It is possible that the traffic map is not generated when you used quick save - I think it has the keyboard shortcut of Ctrl + Shift + S on a Windows keyboard.

Might be also useful to check if you have conflicting map mods installed?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: MandelSoft on January 29, 2013, 02:01:16 AM
Have you just Quick-saved the city? That's the only way this could happen. Open your city again and save it this time with a full save...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: gwaihir on January 29, 2013, 03:00:25 AM
Yup, doing a normal save fixed it, thanks. Thing is I've never used a quick save so I have absolutely NO idea how this happened  ???

Thanks guys!

Edit: Unless my finger hit the shift key by accident while i was saving :)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: memo on January 29, 2013, 05:43:16 AM
I rather think this error occurs if a particular data view is opened or not opened. I get this error frequently, although I never use Ctrl + Shift + S either. I do use Alt + Save though (no region view image is created then), but usually I do a regular save when exiting a city.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: FlyHigh on February 04, 2013, 07:05:03 PM
Hello,

I've been playing around with some 'new' mods, one of which is ELR Catenary Mod (http://community.simtropolis.com/files/file/21955-elr-catenary-mod/) (develop thread over here (http://sc4devotion.com/forums/index.php?topic=6316.0))
However, after some testing I've seen that there seems to be some compatibility issues between this mod and the NAM (13th April 2012 Controller).

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi483.photobucket.com%2Falbums%2Frr194%2FRings_of_Saturn%2FSimCity%25204%2FScreenshot2013-02-05at122535AM.png&hash=c29aeb6439c774c2ceb8a3f178dbd8ee2d6faa46)

As far as I could test the file NetworkAddonMod_GroundLightRailDrag_Plugin.dat (under Plugins >> Network Addon Mod >> Plugins) is overriding the catenary mod and imposing Maxis default pylons where should be none.

I was wondering if there is a fix for this issue or if it could be addressed in a future release?


Many thanks :)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Zitchas on February 10, 2013, 06:07:01 AM
First off, thanks for all the work that goes into the NAM. I consider it an essential part of my Sim City game.

One thing that sort of confuses me, though, is NAM versions. The file exchange lists several plugins that look like the main NAM plugin, but they are generally unclear as to what version they are, which one is the current one, etc. It would be helpful if the FAQ had a "Current Version of NAM: XX" section, along with a link or some way to identify which of the plugins is the current version. A note as to whether or not the NAM essentials pack is currently required to update that current version would be good useful too.

Some way to determine which version of the NAM that I have would be good too.

Thanks!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Swordmaster on February 10, 2013, 06:38:06 AM
Hello Zitchas. The current release is NAM 30 (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=851). The only other NAM available is the Mac version. Outdated versions are no longer available, so whatever else you're finding is additional content. I assume you mean the various plugins: RHW, NWM, . . .

Note that from next release onward (March 1), this won't be true anymore. All NAM content will be merged in a single mod to avoid these kind of problems.


Cheers
Willy
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: pieman101 on February 19, 2013, 12:47:00 PM
i need help with my hole digger and raiser mod. a few days ago the mod stopped working and when i place a hole digger or raiser lot nothing appears and i cant drag roads on them. HELP!!!!!!!!!!!!!!!!!!!!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: sunv123 on February 19, 2013, 01:36:38 PM
 Make sure that the terrain is high enough to make a hole.

If that's not the case, I think that you can ask the creators about the problem.

Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: farrell1701 on March 02, 2013, 07:55:02 AM
First off, THANK YOU NAM team! You are a huge chunk of what I think has kept SC4 awesome. Thank you for putting so much hard work into such a great mod!

I updated to 3.1 today (love the revamped installer). All went well when I loaded up, but I found 2 problems with the El Rail in my city that I didn't have in 3.0:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.not-quite.com%2Fstuff%2Fsc4d%2Fnam31-issue1.jpg&hash=f4ecfd67f87ea6c6b0b3ebc73a0d42850688c0e4)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.not-quite.com%2Fstuff%2Fsc4d%2Fnam31-issue2.jpg&hash=d2b6cf5db8eff0b7fe826727c3c7606a519c7e6a)

While I would love to blame this on the graffiti artists in the area, the boxes do seem to be a bit extreme.  ;D

Any thoughts?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: westamastaflash on March 02, 2013, 01:54:15 PM
So it appears the way to build ramps on elevated RHW are with the FLEXRamps now (draggable ramps only appear to be implemented for ERHW-4).

However, it appears only right-hand exits and entrances work with the flex ramps.
Is there a way to get left-hand entrances with the flex ramps?

Edit: Also - are there L1/L3/L4 neighbor connectors in the works? I can't seem to find any.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: tulane633 on March 02, 2013, 02:05:01 PM
Does the new NAM have a left hand drive plugin and if so where do i locate it? :-\
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Kuewr665 on March 02, 2013, 02:53:20 PM
Quote from: tulane633 on March 02, 2013, 02:05:01 PM
Does the new NAM have a left hand drive plugin and if so where do i locate it? :-\

Select Custom Installation for Setup Type, and then open Traffic Driving Side near the top. Change the check to the option that says left side.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jmyers2043 on March 02, 2013, 03:57:40 PM
Hopefully an easy answer. . .

I chose the standard installation and clicked next, next, next. The center turn lane road has checker boxes now. I also dragged the rail line from top to bottom and the textures chanaged when crossing the road too. Should I have done a more custom installation? Because that checker has me thinking that something did not auto install.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.fileden.com%2Ffiles%2F2007%2F7%2F4%2F1237795%2Fnam1.jpg&hash=6c4eba96a4a183c9ad92686235bf3fd53fae2de0)


- Jim



Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Kitsune on March 02, 2013, 04:38:59 PM
possibly the arrows... as those checkers are where the turning arrows should be.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: firefighter57 on March 02, 2013, 05:20:36 PM
Anyone have any idea how to use these new RHW bridges?  I can't seem to find it in any readme and I cant seem to figure out (since the bridge is maxis (now proj symphony) based) how to connect RHW to the bridge end.

EDIT: So I think it has something to go with flying maxis highway over the ground maxis and then deleting the ground maxis leading up to the flyover (much like GLR bridges).  Only problem is I can only make one side of the lanes but up against the bridge.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: TheAttendee on March 02, 2013, 05:52:15 PM
So I'm thinking about switching back to RHW 5.0 until the hotifx is released, but keeping the rest of the NAM 31 installation. Will I run into serious problems if I do this? Will certain features not work (ie. the new RHW bridges)? What about Project Symphony?

I'm about to do some testing on it myself, I just wanted to ask in case I was about to do something that could permanently damage my saves.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Blue Lightning on March 02, 2013, 05:54:13 PM
Switching over to RHW v5.0 will break things the moment you update any RHW tile. Symphony and the bridges will also break since they rely on P57 files to work.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: TheAttendee on March 02, 2013, 05:57:15 PM
Quote from: Blue Lightning on March 02, 2013, 05:54:13 PM
Switching over to RHW v5.0 will break things the moment you update any RHW tile. Symphony and the bridges will also break since they rely on P57 files to work.

Darn. Oh well.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Natuurzoon on March 02, 2013, 06:29:20 PM
Well, alongside all the known bugs, I have another problem. I can't go back to the region if i exit a city. The game then crashes to the desktop. It started occuring after i installed the new NAM. I'd like to know if this is a known problem and if there's a possible sollution.

Many thanks in advance!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: dyoungyn on March 02, 2013, 07:42:19 PM
I have the same problem.  I cannot open existing cities with NAM5.0 as I beleive with all the bugs, the map will just not load.  I tried uninstalling the new NAM and re-installing the old NAM/RHW/etc and the maps open.  I then tried re-installing the new NAM and same problem again.  I am really getting frustrated.  more than half of the L1/2/3 of all RHW all has bugs.  The only thing in the new NAM that works great is the Project Symphany.  I sure hope a "Hot Fix" comes out really soon as I so anxious to start using the new NAM.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Swordmaster on March 02, 2013, 09:24:51 PM
Quote from: Natuurzoon on March 02, 2013, 06:29:20 PM
Well, alongside all the known bugs, I have another problem. I can't go back to the region if i exit a city. The game then crashes to the desktop. It started occuring after i installed the new NAM. I'd like to know if this is a known problem and if there's a possible sollution.

Many thanks in advance!

This is likely a problem with your computer system's abilities. It's a fact that NAM 31 is huge. Increasing the size of your plugins at once may reveal the limits of your setup. This isn't because something is wrong with the NAM; it's simply because it's so big. I recommend you upgrade your system.

It's possible there's another reason to this, but exiting a city and crashing is probably a lack of memory. I've had it myself many times and I can usually fix this by disabling as many background processes as I can (or playing with a smaller region). Then again, I don't have the best system in the world. Even so, I can run the new NAM just fine in existing cities (and I have for months).


Cheers
Willy
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on March 03, 2013, 03:50:20 AM
Quote from: farrell1701 on March 02, 2013, 07:55:02 AM
First off, THANK YOU NAM team! You are a huge chunk of what I think has kept SC4 awesome. Thank you for putting so much hard work into such a great mod!

I updated to 3.1 today (love the revamped installer). All went well when I loaded up, but I found 2 problems with the El Rail in my city that I didn't have in 3.0:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.not-quite.com%2Fstuff%2Fsc4d%2Fnam31-issue1.jpg&hash=f4ecfd67f87ea6c6b0b3ebc73a0d42850688c0e4)

This is a known bug in the installer that has been fixed in the development version.  As a workaround, run the installer again, and under the "El Rail Alternate Implementation" option, select "El Rail Cool Color Concrete Texture".

Quote(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.not-quite.com%2Fstuff%2Fsc4d%2Fnam31-issue2.jpg&hash=d2b6cf5db8eff0b7fe826727c3c7606a519c7e6a)

While I would love to blame this on the graffiti artists in the area, the boxes do seem to be a bit extreme.  ;D

Any thoughts?

If you redraw the network, they should go away.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Natuurzoon on March 03, 2013, 04:17:05 AM
Quote from: Swordmaster on March 02, 2013, 09:24:51 PM
Quote from: Natuurzoon on March 02, 2013, 06:29:20 PM
Well, alongside all the known bugs, I have another problem. I can't go back to the region if i exit a city. The game then crashes to the desktop. It started occuring after i installed the new NAM. I'd like to know if this is a known problem and if there's a possible sollution.

Many thanks in advance!

This is likely a problem with your computer system's abilities. It's a fact that NAM 31 is huge. Increasing the size of your plugins at once may reveal the limits of your setup. This isn't because something is wrong with the NAM; it's simply because it's so big. I recommend you upgrade your system.

It's possible there's another reason to this, but exiting a city and crashing is probably a lack of memory. I've had it myself many times and I can usually fix this by disabling as many background processes as I can (or playing with a smaller region). Then again, I don't have the best system in the world. Even so, I can run the new NAM just fine in existing cities (and I have for months).


Cheers
Willy

Hmm that's odd. I just got a brand new computer about a month ago, with plenty of memory! (could send system specs if that would help)

I did however had to force the game to run on one CPU instead of the 4 my computer has, beacause apparently it wouldn't work on windows 8 without doing so... Don't know if that could be the problem. (not much of a whiz when it comes to computers ()what())



Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: samerton on March 03, 2013, 04:30:11 AM
Quote from: Natuurzoon on March 03, 2013, 04:17:05 AM
I did however had to force the game to run on one CPU instead of the 4 my computer has, beacause apparently it wouldn't work on windows 8 without doing so... Don't know if that could be the problem. (not much of a whiz when it comes to computers ()what())

That shouldn't be a problem; it's recommended that no matter which OS you're on, you should run SimCity 4 on 1 core to reduce crashes. I doubt it's related to that; I run SimCity 4 on 1 core on Windows 8 too, however I don't get the crashing issue.

It is quite an unusual problem, however I have seen a couple of other people reporting the same issue...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: memo on March 03, 2013, 04:45:19 AM
Quote from: Natuurzoon on March 03, 2013, 04:17:05 AM
Hmm that's odd. I just got a brand new computer about a month ago, with plenty of memory! (could send system specs if that would help)

I did however had to force the game to run on one CPU instead of the 4 my computer has, beacause apparently it wouldn't work on windows 8 without doing so... Don't know if that could be the problem. (not much of a whiz when it comes to computers ()what())

It certainly wouldn't hurt if you post your system specs. Please also answer the following questions:
• Is it reproduceable? Does it occur everytime you safe and exit a city? Can you safe without exiting? Can you safe by pressing <Alt>+<Safe> perhaps?
• Does it happen if you don't modify anything in your city, but open, safe and exit directly?
• Does the game still crash if you safe a new and empty city?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: dyoungyn on March 03, 2013, 04:48:00 AM
This is all indeed odd.  I have a brand new Intel Core 7, Win 7, 16Gigs Memory and NVIDIA Getforce Video Drive with 2 Gigs Memory.  I have absolutely no problem opening maps without the old NAM and components, only the maps which I re-did with the old NAM.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Natuurzoon on March 03, 2013, 05:57:15 AM
Quote from: memo on March 03, 2013, 04:45:19 AM
Quote from: Natuurzoon on March 03, 2013, 04:17:05 AM
Hmm that's odd. I just got a brand new computer about a month ago, with plenty of memory! (could send system specs if that would help)

I did however had to force the game to run on one CPU instead of the 4 my computer has, beacause apparently it wouldn't work on windows 8 without doing so... Don't know if that could be the problem. (not much of a whiz when it comes to computers ()what())

It certainly wouldn't hurt if you post your system specs. Please also answer the following questions:
• Is it reproduceable? Does it occur everytime you safe and exit a city? Can you safe without exiting? Can you safe by pressing <Alt>+<Safe> perhaps?
• Does it happen if you don't modify anything in your city, but open, safe and exit directly?
• Does the game still crash if you safe a new and empty city?


Tested a few things and apparently it doesn't always happen. Never had a problem saving without exiting, but found out I can save and exit directly after opening and it works fine with new city tiles as well...  It only occured after playing for a while.

my system specs:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi1140.photobucket.com%2Falbums%2Fn563%2Fnatuurzoon%2Fspecs.png&hash=5fd3840b770a3bb53fbb4b76800cdb4c1ddae475)

It's mainly in dutch, but i think most info should be clear, if not, i could translate a few things.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Uzil on March 03, 2013, 08:46:19 AM
Hi everyone, is normal which there are no development of automatic tulep (on roads and avenus) ?  &mmm
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: samerton on March 03, 2013, 08:48:26 AM
Quote from: Uzil on March 03, 2013, 08:46:19 AM
Hi everyone, is normal which there are no development of automatic tulep (on roads and avenus) ?  &mmm

It is normal, you must click on the junction with the Rail tool for the TuLEP to appear.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Uzil on March 03, 2013, 09:17:40 AM
It's working fine, thanks  :)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: teddyrised on March 03, 2013, 11:56:09 AM
Hi all,

Big thanks again to the NAM team for releasing v31. It has been an ardous task developing it, not to mention compiling everything together into a monolithic setup and constructing the installer.

I am wondering, given the larger size of the NAM installation this time (approximately 450mb), would the NAM team shed any light on datpacking the NAM folder? I understand that the main argument against datpacking is to ensure that future hotfixes and updates can be installed easily. I do keep a backup of the current NAM installation somewhere outside of the Plugins folder for safe keeping (and future datpacking should the need to update calls for it).

In addition, while the main NAM folder (/plugins/Network Addon Mod/) datpacked without an issue, the z__NAM folder had a problem with datpacking. I managed to track it down to the file involving Project Symphony (Maxis Highway Override\z_highway_menu_blocker.dat). I receive the following error:

Traceback (most recent call last):
  File "datPackerApp.pyo", line 2701, in OnStart
  File "datPackerApp.pyo", line 2358, in RecurseAllFilesFull
  File "datPackerApp.pyo", line 2456, in BuildIt
  File "datPackerApp.pyo", line 2200, in WriteADat
  File "datPackerApp.pyo", line 1879, in Copy
  File "datPackerApp.pyo", line 1779, in IsBinary
AttributeError: Examplar instance has no attribute 'sig'


Not that I'm wanting anyone to fix it, but just to let the word out so people don't panic when they try to datpack the NAM and see an exception being thrown.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tilarium on March 03, 2013, 01:25:42 PM
Ok, installed the new version.... decided the first thing I'll do is go through my current cities and see how they look.  I might have screwed something up while installing.... but I'm confused on the highways.  None of the old maxis interchanges or the NAM interchanges are here now.  The ones that exist in the cities already are still there but with the old maxis highway texture.  Are they in a different location other then the highway menu?  Did I miss something in the install?  Are they just not included anymore?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: teddyrised on March 03, 2013, 01:31:17 PM
Quote from: Tilarium on March 03, 2013, 01:25:42 PM
Ok, installed the new version.... decided the first thing I'll do is go through my current cities and see how they look.  I might have screwed something up while installing.... but I'm confused on the highways.  None of the old maxis interchanges or the NAM interchanges are here now.  The ones that exist in the cities already are still there but with the old maxis highway texture.  Are they in a different location other then the highway menu?  Did I miss something in the install?  Are they just not included anymore?

If you've chosen to install Project Symphony, it will disable all Maxis Highway interchanges (but you still can draw them out by autoplace if you drag them across each other, or drag roads/avenues into them). The ground and elevated maxis highways are also renamed to L0 and L2 MHW, too.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tilarium on March 03, 2013, 01:44:08 PM
I got the interchanges drawing part, which is pretty cool, but they still have the old maxis texture...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: MandelSoft on March 03, 2013, 02:08:37 PM
The interchanges are NOT changed. This is a main thing in the design of Project Symphony. See Symphony FAQ item #2 (http://sc4devotion.com/forums/index.php?topic=15238.0)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tilarium on March 03, 2013, 02:17:12 PM
I'm going to have to wait until I have some time to A) read the FAQ and B) figure all the new stuff out.  If I can't, sadly, I'll have to remove project symphony.  I like it and how it makes everything flow together.  I A) can't figure out the on-ramps and exit ramps and B) use tight interchanges and on-ramps and exit ramps.  From the initial looks, the only interchanges I can see is the big circle one.  That takes way to much space (in my mind) and A) can't figure out the ramps and B) can't figure out how to make them as tight as I can with the default maxis/NAM 30 ramps.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: teddyrised on March 03, 2013, 02:25:39 PM
Quote from: MandelSoft on March 03, 2013, 02:08:37 PM
The interchanges are NOT changed. This is a main thing in the design of Project Symphony. See Symphony FAQ item #2 (http://sc4devotion.com/forums/index.php?topic=15238.0)

In an alternative perfect universe, everyone reads the Read Me :P
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on March 03, 2013, 06:37:34 PM
Quote from: teddyrised on March 03, 2013, 11:56:09 AM
I am wondering, given the larger size of the NAM installation this time (approximately 450mb), would the NAM team shed any light on datpacking the NAM folder? I understand that the main argument against datpacking is to ensure that future hotfixes and updates can be installed easily. I do keep a backup of the current NAM installation somewhere outside of the Plugins folder for safe keeping (and future datpacking should the need to update calls for it).

No, there is no problem DatPacking the NAM as long as you follow the procedures you describe.

QuoteIn addition, while the main NAM folder (/plugins/Network Addon Mod/) datpacked without an issue, the z__NAM folder had a problem with datpacking. I managed to track it down to the file involving Project Symphony (Maxis Highway Override\z_highway_menu_blocker.dat). I receive the following error...

Sometimes you get DatPacker errors when you try to DatPack too much.  In that case, DatPack the NAM's subfolders and place them under a folder called "Network Addon Mod" in your Plugins_Compressed folder.  You can move the top-level files in this folder as they are, as DatPacking them would have a negligible effect.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: packersfan on March 03, 2013, 08:43:20 PM
Probably a stupid question but if I want to remove a part of NAM for example the Bullet Train Mod can I just run the installer again and uncheck the stuff I don't want and it will remove it?  Or do I have to figure out which folders I need to delete?  Sadly, I installed a lot of extra things and it is hard to tell what stuff replaces existing things in my plugins (el-stations, etc, because the file names are not the same)...Any tips, greatly appreciated.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on March 03, 2013, 08:55:20 PM
Quote from: packersfan on March 03, 2013, 08:43:20 PM
Probably a stupid question but if I want to remove a part of NAM for example the Bullet Train Mod can I just run the installer again and uncheck the stuff I don't want and it will remove it?

Exactly.  All changes can be done through the installer now.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: packersfan on March 03, 2013, 09:34:57 PM
So I just run the installer when I want to add or remove anything, and it will automatically remove anything I uncheck?  Cool.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on March 03, 2013, 09:45:49 PM
Quote from: packersfan on March 03, 2013, 09:34:57 PM
So I just run the installer when I want to add or remove anything, and it will automatically remove anything I uncheck?

That's right.  As you might expect, a lot of effort was put into this to make it work properly.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: 2b2gbi on March 04, 2013, 04:09:44 AM
This might be a dumb question, but are there supposed to be standalone ground to 7.5m elevated transitions for the Maxis road networks (Road, OWR, and Avenue), I only see on-slope transitions for the 7.5m level. This is slightly disappointing, I usually use the elevated versions of those networks to cross things like train yards or other things running next to a slope.

Otherwise, love the new release, so many options that I'm just barely digging into. Amazing work.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: medit84truth on March 05, 2013, 12:17:28 AM
After installing the new NAM there's some icons that have double menu listings. I can't find any duplicate files that may be causing this. Should I just attempt to re-install?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: pressus on March 05, 2013, 01:23:32 AM
I have a questions:
- where disappeared zebra crossing in euro style on roads intersection (X) and T intersection?
- where are road turning lines on X and T road intersectins in euro style?
  &hlp

Zebra crossing avenue and roads to avenue - OK
Turning lines avenue - OK
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Diggis on March 05, 2013, 01:29:11 AM
Quote from: medit84truth on March 05, 2013, 12:17:28 AM
After installing the new NAM there's some icons that have double menu listings. I can't find any duplicate files that may be causing this. Should I just attempt to re-install?

That almost certainly is due to you having 2 controllers installed. Did you dat pack it at any point?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: medit84truth on March 05, 2013, 09:59:58 AM
Quote from: Diggis on March 05, 2013, 01:29:11 AM
Quote from: medit84truth on March 05, 2013, 12:17:28 AM
After installing the new NAM there's some icons that have double menu listings. I can't find any duplicate files that may be causing this. Should I just attempt to re-install?

That almost certainly is due to you having 2 controllers installed. Did you dat pack it at any point?


What do you suggest I look for? I've been through my folder(s) and I don't see duplicate controllers. And no I didn't dat pack the NAM. I only dat pack RCI, utilities, government, canals, parks, etc. I don't dat pack mods. My dat packed objects aren't even in my plugins folder right now, as I'm pretty much just loading the game to test out the new NAM.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on March 05, 2013, 01:05:48 PM
Which icons have double menu listings?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jerred_p on March 05, 2013, 02:10:17 PM
I too had double listings...had to remove the NAM 30.  That fixed that.

Now I have what may be a question with an obvious answer, but where are the "overlay textures" for those "diagonal" and filler pieces at for RHW?  I have looked everywhere! ()what()
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: GDO29Anagram on March 05, 2013, 02:27:45 PM
Quote from: jerred_p on March 05, 2013, 02:10:17 PM
but where are the "overlay textures" for those "diagonal" and filler pieces at for RHW?

Gone.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jerred_p on March 05, 2013, 02:58:48 PM
So will it work correctly without them?  So far, there seems to be a lot of "bugs" with 31.  I love the 2,3, and 4 level interstates, but piecing them together shows a lot of missing textures...which are being presented on this thread.  I guess I'll have to put NAM 30 RHW system back in and wait for the kinks to get worked out.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Indiana Joe on March 05, 2013, 03:25:50 PM
Quote from: jerred_p on March 05, 2013, 02:58:48 PM
So will it work correctly without them?  So far, there seems to be a lot of "bugs" with 31.  I love the 2,3, and 4 level interstates, but piecing them together shows a lot of missing textures...which are being presented on this thread.  I guess I'll have to put NAM 30 RHW system back in and wait for the kinks to get worked out.

How have you not noticed this thread --> http://sc4devotion.com/forums/index.php?topic=15649.0 (http://sc4devotion.com/forums/index.php?topic=15649.0)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jerred_p on March 05, 2013, 03:51:36 PM
Yes, I read it.  Too many issues going on for me.  Any way we can re-install NAM 30 once it's deleted?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on March 05, 2013, 05:03:07 PM
If you still have the installers, you can run the uninstaller for NAM 31, and then run the NAM 30 installer and the RHW 5.0 installer.  We have, in the interim, left NAM 30 and RHW 5.0 up at ModDB, but keep in mind that we will not be providing any technical support to NAM 30 users.

Also, if anyone out there has the idea of installing RHW 5.0 into a NAM 31 installation--or dumping any part of NAM 31 into a NAM 30/RHW 5.0 installation: DON'T.  Version mismatches do not work (and never have worked).  NAM 31's controller will try to convert RHW 5.0 systems to the new specs, while NAM 30's controller does not allow for NAM 31 functionality.  The switch to the Monolithic paradigm was designed to emphasize that you can't mix-and-match different eras of NAM components and expect it to work.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: dyoungyn on March 05, 2013, 06:57:01 PM
Tarkus,

Stupid question what is ModDB?

dyoungyn
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on March 05, 2013, 07:03:58 PM
Mod Database.  It's an Australian-based site that hosts mods for computer games, which we've been using for some time now as a mirror.  The NAM page is here (http://www.moddb.com/mods/network-addon-mod).

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: medit84truth on March 05, 2013, 08:46:34 PM
Quote from: z on March 05, 2013, 01:05:48 PM
Which icons have double menu listings?


-Pedestrian Mall Tiles
-Road Overpasses
-One way Road Overpasses
-Avenue Overpasses
-Road Puzzle Pieces 7.5m
-Road Puzzle Pieces 15.m
-One Way Road Puzzles Pieces
-Avenue Puzzle Pieces 7.5
-Elevated Rail Dual/Double Decker Network Pieces
-Rail Puzzle Pieces
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: frodo on March 06, 2013, 03:29:14 PM
I removed all the plugins and then I installed the new NAM with included euro texture mod and german markings for RHW, but there is a bug with RHW

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg255%2F6083%2Fnuovacittjun27091362610.png&hash=8bcca70fc8b79728e741a3540066c2569c98bc02)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg189%2F6083%2Fnuovacittjun27091362610.png&hash=f9112680b02330fa03bc602d0b00d2e8f9396574)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg577%2F6083%2Fnuovacittjun27091362610.png&hash=ca29c897145ca1abe72c65c39ab73e2ab7e714d5)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: GDO29Anagram on March 06, 2013, 03:49:13 PM
Quote from: frodo on March 06, 2013, 03:29:14 PM
I removed all the plugins and then I installed the new NAM with included euro texture mod and german markings for RHW, but there is a bug with RHW

The last two are normal. The 6C and 8C rely on the RHW-4 and MIS starters.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: MandelSoft on March 06, 2013, 11:24:44 PM
And the texture bug on the first is known and solved on our end.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: hipscumbag on March 12, 2013, 09:50:30 PM
I built some of the "Modern Arching Rail Stations".  While sims will use them as bus depots, and rail will flow through them, nobody will board or depart the heavy rail at them.  What's going on here?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FiudNkb0.jpg&hash=57547b6c918bcf31a4095ae774580c1d0b2efc72)
Rail flowing through, but sims will only board buses, not trains.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FPUHlbVQ.jpg&hash=e843d61b17e7d9542d9057d833a062a91f72cc6e)
Sims departing buses but not trains at station.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on March 12, 2013, 10:38:21 PM
Quote from: hipscumbag on March 12, 2013, 09:50:30 PM
I built some of the "Modern Arching Rail Stations".  While sims will use them as bus depots, and rail will flow through them, nobody will board or depart the heavy rail at them.  What's going on here?

This is a bug that will be fixed in NAM 31.1.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: TEG24601 on March 14, 2013, 03:03:45 PM
I would like to thank the NAM team for their hard work.  As an "unsupported" user, I would like to say that whatever you guys did, you solved most of my problems as an Intel Mac user.  I can now use double-height monorail (which would crash the game in NAM 30), and the other double-height networks appear to work as well.  The only plugin that doesn't work is the Bridges_Plugin_Controller, which is to say, I can use it when the game is paused, but not otherwise.  The bridges function without it, but I can't build new RHW bridges without it.  I'm completely fine with that situation.  The only issue that is tangentially related is that without it, diagonal and curved RHW pieces show up with white textures, but look normal with it installed.  This might explain some situations I've read with the same issues elsewhere.  I'm not looking for assistance, just reporting what I've found through trial and error.  However, if you guys are working on the bridge controller, perhaps if we could transition it toward the code base of the updated high-El and High-Monorail, that may solve my final issue.

TEG
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: IceReaver75 on March 20, 2013, 11:31:01 PM
I am having crashing problems with nam 31.  If I load the game and go to an empty region everything works just fine but if I try to go into a region with development already there the city crashes as soon as it loads.  Not really sure what is causing that to happen.  I really don't want to have to start a whole new region over if at all possible.  My system is

Windows XP service pack 3
amd single core sempron 3300 2.0 ghz processor
2.0 ghz Ram
GeForce 6200 video card

Any insight into this will be greatly appreciated.  Thank you
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Wiimeiser on March 21, 2013, 12:17:17 AM
Does it only crash in cities with the NAM? Only cities with RHW? Only cities with L2 MIS?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Moonraker0 on March 21, 2013, 08:12:18 AM
I've had this problem for a while and just was too lazy to pursue re-installing the NAM, but Project Symphony/the Maxis Highway Override just will not install into my game for some reason.  Now I've re-installed the new NAM twice and still I have the default Maxis highways.  The third time I installed it, I un-checked the checkbox for MHW override and then re-checked it just to make sure it's accounted for by the installer.  Looking in my NAM folder, I don't see any folder or file(s) called Maxis Highway Override or Project Symphony, nor is there anything related to it in the RHW sub-folder.  I do, however, have the PS User's Manual PDF in the Documentation folder.  My installation was the "custom" type.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: MandelSoft on March 21, 2013, 09:05:53 AM
Have you checked your "z___NAM" folder? It should be there.

Also, have you un-installed the HRS if you had that mod?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: IceReaver75 on March 21, 2013, 09:11:38 AM
The city that crashes pretty much has only RHW in it.  I have just a regular maxis highway running through it with a couple ground to elevated highway transitions.

Edit - I figured out the problem.  I had installed the functional landmark mod at the same time as the new NAM.  I had forgotten to remove existing landmarks from my city prior to the mod install which caused the crash.  Removed the mod from my plug-in folder and all works again, so had nothing to do with NAM at all.  Just pretty much stupidity on my own part.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Moonraker0 on March 21, 2013, 01:56:36 PM
Quote from: MandelSoft on March 21, 2013, 09:05:53 AM
Have you checked your "z___NAM" folder? It should be there.

Also, have you un-installed the HRS if you had that mod?
Argh...thanks, Mandelsoft, I just realized I was making a silly mistake:  I use SimCity 4 Startup Manager, and I had never selected the new z___NAM folder to be loaded by it.  Can't wait to get started with Project Symphony now.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: derf128 on March 21, 2013, 02:24:32 PM
Hello,

I'm using NAM 31 and diagonal bridge enabler.

I cannot drag RHW over a moat. It says "cannot plain area" or something (I'm translating). Same occurs with normal roads, but only sometimes, cannot tell when precisely as theres no difference except maybe the depth of the moat.

Thanks in advance!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: StormVibrations on March 22, 2013, 11:12:09 AM
I can't make viaduct rail work.  Well the rail itself will work but the stations...either they're broken or I can't figure out how to use them.  I've searched and searched for a tutorial.  The readme for "Viaduct Rail Station" that comes with NAM...I found the download for it here at the LEX but the instructions there are unworkable.  It says to plop the puzzle pieces first and then plop the station over them, but the game will not let you do that.  I've tried laying regular rail down and then the station and it won't let me do that either.

Are there working instructions for these stations somewhere?  Hopefully with some visual aids.  I bet I've put three hours of work into trying get these stations going and I'm tired of guessing.  Any help would be very much appreciated.  Thank you.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdenm8 on March 22, 2013, 09:30:27 PM
You need to plop the puzzle pieces down first, but still leave space for the station. Plopping the Viaduct Rail station over existing rail won't work because of the special Transit Enabling that puzzle-piece based networks have.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: StormVibrations on March 23, 2013, 12:43:34 AM
I guess I need a step-by-step tutorial on how to build them, because everything I try fails. 
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on March 23, 2013, 01:59:08 AM
Unfortunately, we are still working on the documentation.  It also turns out that the version of the station that shipped with the NAM had a serious bug in it.  This bug has been fixed on our end, and the fixed station will go out with NAM 31.1.  I'd recommend that you wait until then (it shouldn't be long) before building viaduct rail.

To get an idea of how these stations work, though, you can look at this post (http://community.simtropolis.com/topic/55849-how-in-the-world-to-i-use-viaduct-rail/#entry1352234).  Also, you can look at the STEX download page for a description of the Modern Overhanging Station Pack (http://community.simtropolis.com/files/file/21931-modern-overhanging-station-pack/); these are the stations from which the Modern Viaduct Rail station was derived.

Quote from: jdenm8 on March 22, 2013, 09:30:27 PM
You need to plop the puzzle pieces down first, but still leave space for the station. Plopping the Viaduct Rail station over existing rail won't work because of the special Transit Enabling that puzzle-piece based networks have.

Actually, any of the viaduct rail stations can be plopped right on top of an existing viaduct rail network, and they automatically remove the pieces they need.  I've just been doing this in my testing.  This surprised me too, but it turns out that you don't need to leave any space for the station.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: derf128 on March 24, 2013, 08:52:39 AM
I'm new here so if I made something wrong, posted into the wrong topic, it would be kind for someone to tell me, instead of ignoring me  :-[
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdenm8 on March 24, 2013, 08:58:39 AM
Quote from: derf128 on March 24, 2013, 08:52:39 AM
It would be kind for someone to tell me, instead of ignoring me  :-[

It's more that those of us who worked on the DBE haven't seen the post yet.  :thumbsup:
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: memo on March 24, 2013, 10:24:33 AM
That would be me. :P It has been forgotten to account for the DBE, when the RHW was converted to Project 57 specs. It will work again with the update to NAM 31.1. The DBE does not need to be updated for this.

Though, if you are using roads to build road bridges, everything should still work. Try to flatten a small area of the terrain first, using the street tool, plopping single street tiles. Then plop a few single road tiles in order to get the first elevated road tiles with supports. Afterwards, you should be able to drag a diagonal road across the gorge.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: the81kid on March 27, 2013, 08:36:52 AM
Hi, I'm not sure if this post belongs here, but this is the most relevant I can find, so...

I have:
A clean install of SimCity 4 Deluxe, UK Version
With the relevant (UK) EP1 update
With the SC4Update4BAT update
With bldgprop_vol1 and bldgprop_vol2 files in the My Documents/Simcity 4/Plugins folder

I have an Intel i7 core laptop, with Windows 7 64-bit, 8gb RAM, nVIDIA GeForce GT 540M graphics card.

The shortcut target is:
"C:\Program Files (x86)\Maxis\SimCity 4 Deluxe\Apps\SimCity 4.exe" -CustomResolution:enabled -r1920x1080x32 -f -intro:off -CPUCount:8

I have also ran the game fine with -CPUCount:1 , and also leaving it out completely. The game runs fine like this. The only issue I had was jerky framerate, until I changed from hardware to software mode in-game. But still, the game always ran well.


But, when I install NAM 31 (following the instructions, ran Cleanitol, and now have installed with NO other mods or addons to the game - only NAM 31), the game always freezes on the "Loading New City" screen. It works on the region screen. I have tried everything I know to tweak the options and install features (I've tried to install with the minimum features, tried a regular install, custom install etc.).

It never works. I have no idea what to do!

Is there a fix/workaround I can try? Please, I would definitely appreciate some help with this!

Thank you in advance, the MOD has always been and looks excellent
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on March 27, 2013, 10:36:51 AM
I left you a reply to your question in your other post.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: the81kid on March 27, 2013, 10:42:20 AM
Hi

Thanks, I've replied there too.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Erisiah on March 31, 2013, 01:35:35 AM
Should we be able to an MIS road to a OWR and get a working transition? I thought you could before, but all I get is this: (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimgur.com%2FZW7qCER.png&hash=411f8b9e96601f6bd9ecdebe7ae2e6f28e95f155)
I'm using the lastest NAM, and this comes up with only the NAM installed in my Plugins folder.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on March 31, 2013, 01:50:07 AM
Yes, but the code somehow didn't make it into the NAM 31 controller.  That was fixed on our end quite some time ago, and you'll be able to do that again with NAM 31.1.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: feyss on March 31, 2013, 12:21:08 PM
Hi everyone. I have two little problems. :)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimage.noelshack.com%2Ffichiers%2F2013%2F13%2F1364754372-bug1.jpg&hash=20f0ca62d5444f2b6f08a3a1c777c0e811fad51e)
The yellow line with the european textures. I don't know if I am the only one with this. It also happens with the avenue bridge.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimage.noelshack.com%2Ffichiers%2F2013%2F13%2F1364754374-bug2.jpg&hash=d06c823b48c5320b02797f15164ad7221b4d83f3)
The second one is more a esthetic problem. I am not fan of the new grass texture with the road (you can see it just before the church). Ok, it's juste a little detail but I think it's not realistic for historical center. How can I change the texture ?

Thank you.  ;)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: curamelas on April 05, 2013, 12:52:56 AM
Hello everyone, I'm new to the forums, but I could use a little help, I just installed the NAM31, the installation is successful, when I enter the game and try to load a new city (any size), my game freezes, someone had the same problem??? (I do not speak English, I am using google, sorry)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: shanghai kid on April 06, 2013, 05:48:25 AM
Quote from: curamelas on April 05, 2013, 12:52:56 AM
Hello everyone, I'm new to the forums, but I could use a little help, I just installed the NAM31, the installation is successful, when I enter the game and try to load a new city (any size), my game freezes, someone had the same problem??? (I do not speak English, I am using google, sorry)

It's getting fixed in NAM 31.1..... I've the same problem... and it's the size of the "controller-file" in the nam.... they are reducing the size of it fro the comming NAM 31.1 which also contains some fixes of bugs found in NAM 31.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: curamelas on April 06, 2013, 05:44:19 PM
Quote from: shanghai kid on April 06, 2013, 05:48:25 AM
Quote from: curamelas on April 05, 2013, 12:52:56 AM
Hello everyone, I'm new to the forums, but I could use a little help, I just installed the NAM31, the installation is successful, when I enter the game and try to load a new city (any size), my game freezes, someone had the same problem??? (I do not speak English, I am using google, sorry)

It's getting fixed in NAM 31.1..... I've the same problem... and it's the size of the "controller-file" in the nam.... they are reducing the size of it fro the comming NAM 31.1 which also contains some fixes of bugs found in NAM 31.

Thank you very much for your prompt response, and was somewhat frustrated
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Magneto on April 06, 2013, 10:37:48 PM
Hello there, I have a question about the extended draggable GLR.
When I select it, I can see in the description "building additional styles of draggable glr with customisable base textures",
but I found nothing in the documentation about how to do it.

I lpeeked in GLR files searching for the dark grass texture so I can replace it with a texture that matches better along with my terrain mod, but couldn't find them?

Any help appreciated, thanks
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: shanghai kid on April 07, 2013, 03:16:33 AM
@curamelas
No problem :) You can also read in the bug thread here: http://sc4devotion.com/forums/index.php?topic=15649.300 (http://sc4devotion.com/forums/index.php?topic=15649.300)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: medit84truth on April 23, 2013, 12:18:56 PM
We've been told before there is nothing that can be done about the lack of fully functional stop lights at intersections with one-way roads. I was messing around a bit and wanted to see what would happen if I placed OWR starter pieces on each side of the road turning lane intersection puzzle piece, and then dragging the starters out in their respective directions. Of course the intersection was only partially functional because it's pathed for road intersection purposes. The only problem is the north bound network has one active lane ounce it reaches the intersection (far right) and the east bound network only has 2 active lanes ounce reaching the intersection (middle and far right). But the lights still worked...both sets.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg211%2F5279%2Fowrintersections.jpg&hash=a0eead1f4d6b56f61153a1978aeb3f9ac735a519) (http://imageshack.us/photo/my-images/211/owrintersections.jpg/)


I know the activity at avenue/road intersections with fully functional stop lights isn't perfect and are still just visualizations, but at the one-way intersections I find it strange watching two massive streams of vehicles collide together like demolition derby with no traffic control device.

My questions is, is there any way a puzzle piece that already exists for avenue/road intersection use that have functioning stop lights can be re-pathed/re-purposed to accommodate the paths that feature 2 one-way roads intersecting with one-another, like the paths on the intersection to the right? Or better yet, intersecting with other networks? 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg32%2F5294%2Fowrintersectionpaths.jpg&hash=0ceb0fd52a349e26dcf531f889bc8eeafd8442e2) (http://imageshack.us/photo/my-images/32/owrintersectionpaths.jpg/)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: kassarc16 on April 23, 2013, 12:37:11 PM
One-way TuLEPs are planned for the future, I believe.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdenm8 on April 23, 2013, 06:37:14 PM
Quote from: medit84truth on April 23, 2013, 12:18:56 PM
We've been told before there is nothing that can be done about the lack of fully functional stop lights at intersections with one-way roads. I was messing around a bit and wanted to see what would happen if I placed OWR starter pieces on each side of the road turning lane intersection puzzle piece, and then dragging the starters out in their respective directions. Of course the intersection was only partially functional because it's pathed for road intersection purposes. The only problem is the north bound network has one active lane ounce it reaches the intersection (far right) and the east bound network only has 2 active lanes ounce reaching the intersection (middle and far right). But the lights still worked...both sets.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg211%2F5279%2Fowrintersections.jpg&hash=a0eead1f4d6b56f61153a1978aeb3f9ac735a519) (http://imageshack.us/photo/my-images/211/owrintersections.jpg/)

What you've done works on the same principle as the A-2 Volleyball Interchange SIP. You use a different network which does have working traffic signals on the intersection tile. The OWR TuLEPs are going to work on the same principle.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: j-dub on April 24, 2013, 02:17:43 PM
And again, it's just, time permitting, I know this concept was known about for some time, but I was hoping after the last NAM release, that for sure, would resolve why no time is set, nor should be expected on whatever NAM development, proposed or in progress. Still, it is a nice share.

And not to mention, alternate network enabled pieces that would allow functional OWR RxR crossings are possible, but again, as-is, no warranty provided on when if it will happen.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: permanate on May 03, 2013, 08:49:19 AM
I cannot seem to find any information on an issue I'm having with the Traffic Simulator Configuration Tool, and I'm not even sure if this is the right place to ask, so forgive me if it's not.
I installed NAM 31 and launched the TSCT to change some settings (changed MT usage to Medium High, base capacity to High, nothing else).  After I changed it this one time, I could never again get it to save new settings.  It kept giving me an error message saying that SC4 was probably running (it wasn't).  After I installed the latest NAM 31.1 (awesome work, very much appreciate this!), I could again edit settings via TSCT... but again, only ONCE.  Now, no matter what I seem to do, it keeps thinking SC4 is running (according to the error message).  Any thoughts?  Am I totally missing something simple and now I look like a total moron?  Thanks!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on May 03, 2013, 02:54:39 PM
First of all, welcome to SC4 Devotion!

Quote from: permanate on May 03, 2013, 08:49:19 AM
I cannot seem to find any information on an issue I'm having with the Traffic Simulator Configuration Tool, and I'm not even sure if this is the right place to ask, so forgive me if it's not.

Forgiven. :)   The correct place is actually the NAM Unified Traffic Simulator and Data View Help (http://sc4devotion.com/forums/index.php?topic=6812.0) thread, but it's down on the NAM Creations (http://sc4devotion.com/forums/index.php?board=91.0) page, and it's a little hard to find.

QuoteI installed NAM 31 and launched the TSCT to change some settings (changed MT usage to Medium High, base capacity to High, nothing else).  After I changed it this one time, I could never again get it to save new settings.  It kept giving me an error message saying that SC4 was probably running (it wasn't).  After I installed the latest NAM 31.1 (awesome work, very much appreciate this!), I could again edit settings via TSCT... but again, only ONCE.  Now, no matter what I seem to do, it keeps thinking SC4 is running (according to the error message).  Any thoughts?  Am I totally missing something simple and now I look like a total moron?  Thanks!

First of all, you don't look like a total moron. $%Grinno$%  Or even a partial one. $%Grinno$% $%Grinno$%

However, I tried all the steps you mentioned, and everything works fine for me.  Also, we've had no other reports of this problem.  So what could be happening here?

The error message you're getting indicates that a write operation failed.  Yet you're able to do this properly the first time.  When the TSCT writes a new traffic simulator, it makes a copy of the old one in its installation folder, which is typically under Program Files.  If you're running as an unprivileged user, you would not have full permissions here.  The first time you run the TSCT, it simply makes a backup in that folder.  But on subsequent runs, it renames the previous backup so that you can have multiple backup versions.  This seems to be what is failing, and giving you the error message you see.

This would seem to be a bug in the TSCT, as it should simply ignore such an error.  We'll try to get this fixed as soon as possible.  In the mean time, you should be able to use the TSCT with no problems if you run as an administrator.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Strife on May 03, 2013, 04:34:25 PM
is there any known bugs with the NWM neighbor connections? im not 100% sure yet but many times i updgrade an avenue connection to an AVE-6 or MAVE-6 (placing the connection properly on both cities) i start having a huge unemployment wave which i never recover from. i have also noticed that the usage drops a lot when making this upgrade, sometimes going from 40.000 sims using the maxis avenue to like 5.000 with an AVE-6, even after a lot of in-game years.

I have also noticed that, at least im sure with the AVE-6, that its the least prefered neighbor conection for the sims, they start looking for other ways like roads, even if they are further away and congested.

i dont have pictures at the moment, i just wanted to know if anyone had these issues first, because it has happened to me many times, everything going well on my city, sims commuting to other cities to work, i always have enough jobs, and then all of a sudden a large ammount of buildings are marked as unemployed and i just cant find any reason for that because it happens suddenly, all i remember is that i made a new neighbor conection a few in-game months before all that happened.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on May 03, 2013, 05:04:25 PM
The NWM Neighbor Connections are a bit quirky.  I've never seen them completely break a commute path, but they can behave a bit strangely at times.

With the AVE-6, the vehicles like to crowd onto the center tile (which would work regardless of whether or not you have an NC piece there), which increases the congestion load there.  That's probably why vehicles are preferring other routes instead.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: APSMS on May 03, 2013, 06:06:52 PM
Quote from: Strife on May 03, 2013, 04:34:25 PM
is there any known bugs with the NWM neighbor connections? im not 100% sure yet but many times i updgrade an avenue connection to an AVE-6 or MAVE-6 (placing the connection properly on both cities) i start having a huge unemployment wave which i never recover from. i have also noticed that the usage drops a lot when making this upgrade, sometimes going from 40.000 sims using the maxis avenue to like 5.000 with an AVE-6, even after a lot of in-game years.

I have also noticed that, at least im sure with the AVE-6, that its the least prefered neighbor conection for the sims, they start looking for other ways like roads, even if they are further away and congested.

It might be worth it to make your NWM transition to a RHW 6S or 6C at the last minute (Like, 2 tiles worth) and use the RHW neighbor connections. I've never really had a problem with those connections (though my neighbor connections are admittedly underused anyways), and it might be worth a shot if you aren't having any luck with the conventional method. The draggable transitions between the two networks also makes the switch more compact, so it doesn't impact as much visually either.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Strife on May 04, 2013, 11:11:39 AM
thanks for the quick answers :)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: permanate on May 06, 2013, 09:13:52 AM
Z - Thank you for directing me to the right place, and for answering my question.  I changed the user permissions, and now it seems to work perfectly.
Thank you!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: spot on May 06, 2013, 09:22:03 PM
RHW-3 T intersection with a street doesn't work. Cross intersection does.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F1ARnZyll.jpg&hash=4659b88cb7b55bb0834904751b25aaec90d01f8b) (http://imgur.com/1ARnZyl)


Edit: intersection with a road doesn't work either.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on May 07, 2013, 12:54:32 AM
I'll add those to the list (Edit: #140 (https://github.com/BluelightningSC4/Network-Addon-Mod/issues/140)).  T-intersections in general get less attention than the +-intersections.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Lewis2567 on May 07, 2013, 03:26:11 PM
I don't know if this has been reported yet. I was playing SimCity 4 and using High Speed Rail and it was going diagonal and then I put a road under HSR. Both the road and HSR went invisible. I am using the latest version of NAM 31.3. And Is it possible to fix this problem?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: GosTom on May 18, 2013, 04:07:26 AM
Not sure if reported or maybe it's something different, but I don't have those automatically created tuleps for roads. Any solutions?

Thanks!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Magneto on May 18, 2013, 04:14:13 AM
Road tuleps aren't automatically triggered anymore. Use the rail tool at crossroads to make these appear
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: GosTom on May 18, 2013, 06:17:24 AM
Many many thanks Magneto!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: k808j on May 18, 2013, 06:30:38 PM
@Lewis2567,

Toggle thru the HSR and you will find diagonal HSR over road.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: pat1987 on May 19, 2013, 04:37:01 PM
Hello Guys,

i would also like to know how to get rid of the grass along sidewalks. All Mods that have worked before doesnt seem to work with the new NAM version.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: k808j on May 19, 2013, 06:32:31 PM
Are your mods loaded after the NAM and z_Nam folders
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Magneto on May 19, 2013, 08:40:07 PM
Place the mod inside z_NAM folder and make sure it loads after the road textures folder
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: byr1al on May 24, 2013, 07:04:25 AM
Long time no see from me around here  :)

But I had to try out the new NAM, of course. And it works just brilliant - thank you NAM team - again.

Only one problem... I want to customize my traffic simulator - but every time i try to install the TSCT I get this:

https://www.dropbox.com/s/2knu8oquwabqr6o/nam.jpg (https://www.dropbox.com/s/2knu8oquwabqr6o/nam.jpg) (sorry, I couldn't remember how to upload pictures)

I'm never prompted later to install the tool. I have changed the settings of my programs folder, so that shouldn't be the problem (I'm the only user of this computer, so it shouldn't be a problem with administrator rights)

Any help?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on May 24, 2013, 01:04:43 PM
This problem is likely to be fixed in NAM 31.2.  I'd recommend waiting for that, and if you still have problems, we can look at them then.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: byr1al on May 26, 2013, 08:35:10 AM
Thanks, Z!
I guess I'll have to wait for 31.2, then. I'm very  tempted to ask when that'll be out, but I already know the answer to that  :P

I have another problem now...

(https://dl.dropboxusercontent.com/u/35776930/trafiklys.jpg)

The quality of this image is not good, I'm sorry. But if you look closely there's no traffic lights at the TULEP intersection. I've tried several techniques to get it to function but to no use. It's the same with avenues. My own theory is that I have an old traffic light mod somewhere in my plugins folder, but I can't find it anywhere.

Could I maybe make the appropriate TULEP file load last - would that solve the problem?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: byr1al on May 27, 2013, 12:49:13 AM
(There seems to be a problem with the edit-function)

Nevermind about my last problem. I found the culprit. It was indeed an old traffic light mod lurking in the depths of my plugin folder!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: k808j on May 27, 2013, 02:20:24 PM
Don't you just love that :)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Lewis2567 on May 30, 2013, 11:18:23 AM
k808j,

Thanks for telling me that.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: spot on June 04, 2013, 03:51:31 PM
31.2 problem:
I can't use rail to make the turning lanes appear anymore. I tried to reinstall and make sure it's turned on, but it still not working.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on June 04, 2013, 04:40:15 PM
Quote from: spot on June 04, 2013, 03:51:31 PM
I can't use rail to make the turning lanes appear anymore. I tried to reinstall and make sure it's turned on, but it still not working.

You have to use the OWR tool to click on the intersection.  This was changed from the Rail tool to fix the problem with the stoplights.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Wiimeiser on June 04, 2013, 07:11:17 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg845%2F1706%2Fxemnas1jan001370329190.th.png&hash=e2a11bc3bdb793d8106c3b229bcde2d7b3ef45d8) (http://imageshack.us/photo/my-images/845/xemnas1jan001370329190.png/)
No LHD textures

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg690%2F8175%2Fxemnas1jan001370328482.th.png&hash=5654bddd0cedc88579d2c1da2b7750e67b2bfd58) (http://imageshack.us/photo/my-images/690/xemnas1jan001370328482.png/)
Rotated wrong

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg17%2F6806%2Fxemnas1jan001370328464.th.png&hash=cf01b81c53af556626ebbdb52b74f49c143c8507) (http://imageshack.us/photo/my-images/17/xemnas1jan001370328464.png/)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg827%2F6011%2Fxemnas1jan001370328449.th.png&hash=fc58697f8b37f09c76dcd2f2a28153d50e351224) (http://imageshack.us/photo/my-images/827/xemnas1jan001370328449.png/)
???

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg849%2F2808%2Fgreathal7jan00137033034.th.png&hash=bd9cb5a1c3eb39e535519d3d8706007c6801dbd7) (http://imageshack.us/photo/my-images/849/greathal7jan00137033034.png/)
Oddity with the lines

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg441%2F6152%2Fgreathal7jan00137033029.th.png&hash=d07ec2d15f25af3676564f6141664c9fb0ae7654) (http://imageshack.us/photo/my-images/441/greathal7jan00137033029.png/)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg585%2F7153%2Fgreathal7jan00137033028.th.png&hash=78d519cf43a4896d65c0601eba2448cc20b15dd5) (http://imageshack.us/photo/my-images/585/greathal7jan00137033028.png/)
No comment

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg543%2F2089%2Ffersat2jan001370330023.th.png&hash=52a91fbf1f29dae67dd1c8a0726dcc78e610b057) (http://imageshack.us/photo/my-images/543/fersat2jan001370330023.png/)
Happens when I click the OWR-2. Simply clicking the OWR-3 fixes it entirely
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: WolfGuy100 on June 04, 2013, 07:44:02 PM
Found a new problem.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg690.imageshack.us%2Fimg690%2F377%2Fvirbankcitymay225013703.png&hash=401e1d44c3ee916ba3c85e8f28378f99e3f85598) (http://imageshack.us/photo/my-images/690/virbankcitymay225013703.png/)

Uploaded with ImageShack.us (http://imageshack.us)
When I was cycling to a correct ramp, the entry ramp look SO messed up.

Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Wiimeiser on June 04, 2013, 09:36:18 PM
I can confirm it on my end. Seems to be the only piece that's messed up, so if it can be fixed by a simple patch it may as well be.


Also, FARHW Diamond and FlexSPUI don't have LHD textures at all(NOT completely tested). This needs to be fixed, again, a single quick download would suffice if possible...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on June 04, 2013, 10:15:57 PM
I can't confirm it.  It works perfectly fine here on my end.  It could be an Irish/South African texture set issue, or, judging by the way you have a rather abrupt transition to a PS Maxis Highway, there may be other factors in play.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: eggman121 on June 04, 2013, 10:20:13 PM
I think I found a missing texture on the Diagonal FAR Entrance...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi245.photobucket.com%2Falbums%2Fgg72%2FEggman121%2FFARtextureMissing_zpsd985df19.jpg&hash=9a29b73899e9398fdcd1a52455820e7c0cfd4b52) (http://s245.photobucket.com/user/Eggman121/media/FARtextureMissing_zpsd985df19.jpg.html)

Its easily fixed though. If you are savvy enough (and know how to use Ilives reader) and have NAM 31.1 still lying around all you need to do is find the "5e13183e" texture and copy it from the RealHighway_FractionalAngleNetworking.dat from NAM 31.1 to the same file found in NAM31.2.

!Please do not try this if you are not comfortable with using Ilives reader or are new to modifying in general!

Just let the experts (The NAM Team) fix it if you think you can't.   

-eggman121
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Wiimeiser on June 04, 2013, 11:32:51 PM
Quote from: Tarkus on June 04, 2013, 10:15:57 PM
I can't confirm it.  It works perfectly fine here on my end.  It could be an Irish/South African texture set issue, or, judging by the way you have a rather abrupt transition to a PS Maxis Highway, there may be other factors in play.

-Alex

I tested it myself and got it so it's an issue with the new texture set, note it's not aligned with Symphony. As I mentioned before, it's the only one I know is broken although others are reverting to US and Euro textures, such as the DRIs and RHW-6C to RHW2+4 and FlexSPUI. If it's a matter of replacing one file(other than the controller), hopefully it could be fixed pretty easily.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: MandelSoft on June 05, 2013, 12:12:17 AM
Quote from: eggman121 on June 04, 2013, 10:20:13 PM
I think I found a missing texture on the Diagonal FAR Entrance...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi245.photobucket.com%2Falbums%2Fgg72%2FEggman121%2FFARtextureMissing_zpsd985df19.jpg&hash=9a29b73899e9398fdcd1a52455820e7c0cfd4b52) (http://s245.photobucket.com/user/Eggman121/media/FARtextureMissing_zpsd985df19.jpg.html)

Its easily fixed though. If you are savvy enough (and know how to use Ilives reader) and have NAM 31.1 still lying around all you need to do is find the "5e13183e" texture and copy it from the RealHighway_FractionalAngleNetworking.dat from NAM 31.1 to the same file found in NAM31.2.

!Please do not try this if you are not comfortable with using Ilives reader or are new to modifying in general!

Just let the experts (The NAM Team) fix it if you think you can't.   

-eggman121

DARN! It seems that I deleted that one file too many when merging the new FARHW stuff and corrected textures together!

Quote from: WolfGuy100 on June 04, 2013, 07:44:02 PM
Found a new problem.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg690.imageshack.us%2Fimg690%2F377%2Fvirbankcitymay225013703.png&hash=401e1d44c3ee916ba3c85e8f28378f99e3f85598) (http://imageshack.us/photo/my-images/690/virbankcitymay225013703.png/)

Uploaded with ImageShack.us (http://imageshack.us)
When I was cycling to a correct ramp, the entry ramp look SO messed up.
Oi, seems like I assigned bad IIDs to that ramp, but it's nothing that can be solved with a simple patch ;)

EDIT: Here's a small patch for now to fix the AVE-4xFARHW-4 interfaces and the RHW-6S Style A2 ramp
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: WolfGuy100 on June 05, 2013, 07:20:47 AM
@MandelSoft, thank you very much! Hate to sound like a total noob, but do I put it in plugins folder or...NAM? I may be a bit of a tech savvy but when it come to something as complex as this, I have no idea! XD
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: metarvo on June 05, 2013, 07:38:07 AM
WolfGuy, the patch will go in the NAM folder.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg23.imageshack.us%2Fimg23%2F1112%2Frhw6sdiagf3.jpg&hash=f95e2bf35a068e4cec76eb0c2aace5dca4316c8b)

The diagonal RHW-6S C-type ramps have RHW-4 paths.  In addition, they seem to have the same texture problem the RHW-4 equivalent has.

I'm quite pleased this particular ramp is included, by the way.  It provides ramps for diagonal RHW-6S at long last.  :thumbsup:

I also note that the additional RHW options in the American textures caused me to get those white lines on the shoulders medians rather than the yellow ones I know and love.  Is this supposed to happen?  I had to re-install it without this feature activated.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: MandelSoft on June 05, 2013, 08:39:26 AM
Quote from: metarvo on June 05, 2013, 07:38:07 AM
I also note that the additional RHW options in the American textures caused me to get those white lines on the shoulders rather than the yellow ones I know and love.  Is this supposed to happen?  I had to re-install it without this feature activated.
Yes, then you have the Norway set selected. This set has white median lines on separated roads, but yellow lines on unseparated ones like the RHW-2, RHW-3, RD-2, etc.

If you want the yellow lines on the outside, you select the Ireland-South African Texture Set. This will require the rest of the Euro textures to work properly
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: metarvo on June 05, 2013, 09:23:45 AM
 :-[  Oops!  I meant medians, not shoulders (American yellow lines on the inside).  Sorry!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: spot on June 05, 2013, 03:22:19 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F5gkRbJa.jpg&hash=03ab2e9ebaf19c53c2d320c7b989b3a2dc7f41d5) (http://imgur.com/5gkRbJa)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Wiimeiser on June 05, 2013, 04:12:00 PM
Quote from: spot on June 05, 2013, 03:22:19 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F5gkRbJa.jpg&hash=03ab2e9ebaf19c53c2d320c7b989b3a2dc7f41d5) (http://imgur.com/5gkRbJa)

That's nothing. Look at this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg585%2F7153%2Fgreathal7jan00137033028.th.png&hash=78d519cf43a4896d65c0601eba2448cc20b15dd5) (http://imageshack.us/photo/my-images/585/greathal7jan00137033028.png/)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: MandelSoft on June 06, 2013, 12:09:27 AM
^^ It looks like you still haven't applied the patch I posted above...

But yeah, FARHW-4xAVE-4 ramp interfaces still need some texture re-alingment...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: eggman121 on June 06, 2013, 12:12:19 AM
Quote from: spot on June 05, 2013, 03:22:19 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F5gkRbJa.jpg&hash=03ab2e9ebaf19c53c2d320c7b989b3a2dc7f41d5) (http://imgur.com/5gkRbJa)

I have taken the liberty of correcting the textures for the FARHW / Ave 4 intersection as shown below.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi245.photobucket.com%2Falbums%2Fgg72%2FEggman121%2FCorrectedtexture_zpsa29e3f1c.jpg&hash=84498f4725723386d74a003e8044b61d126a34a1) (http://s245.photobucket.com/user/Eggman121/media/Correctedtexture_zpsa29e3f1c.jpg.html)

I have only corrected the dual FARHW Ave 4 Intersection for comparison reasons but I will fix the rest of the intersections tonight.

You only need to move the intersection up by 6 pixels to correct the problem. If a NAM team member would like to contact or PM me regarding this texture fix so they can save some time on fixing it themselves feel free to do so.

-eggman121
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Momo.kimchii on June 06, 2013, 12:38:31 AM
I'm having issues with creating turning lanes in road x road intersections, for odd reason, I can't make through using the rail tool. It did work perfectly fine with the previous NAM 31.1.
Here's a pic:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi39.tinypic.com%2F2enooib.jpg&hash=a8e86533ef521bbb347b8406afd50bb6be08d680)

I'm also having an Issue with some of the ramps and transition pieces of the RHW. I'm using the standard Euro textures with no other options and RHW options. However, I think I'm getting some American or default textures showing.  Another pic:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi44.tinypic.com%2F30lpjja.jpg&hash=1c7f331ee8820c562ba278a390e7b23d898e08af)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: eggman121 on June 06, 2013, 12:43:47 AM
Quote from: Momo.kimchii on June 06, 2013, 12:38:31 AM
I'm having issues with creating turning lanes in road x road intersections, for odd reason, I can't make through using the rail tool. It did work perfectly fine with the previous NAM 31.1.
Here's a pic:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi39.tinypic.com%2F2enooib.jpg&hash=a8e86533ef521bbb347b8406afd50bb6be08d680)

The tool you need to use is the OWR tool. Apparently there where problems with the rail tool to activate the turning lanes  ;)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Wiimeiser on June 06, 2013, 02:38:34 AM
The patch ended up doing this:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg853%2F9996%2Fcitywestn11jan001370510.th.png&hash=e5d3bb680a41045579aed9469c92d0c96e353941) (http://imageshack.us/photo/my-images/853/citywestn11jan001370510.png/)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg19%2F9996%2Fcitywestn11jan001370510.th.png&hash=c32a3ad80459f0636ff925cf6bff58179d7cae56) (http://imageshack.us/photo/my-images/19/citywestn11jan001370510.png/)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: MandelSoft on June 06, 2013, 04:01:04 AM
Ugh! The IIDs are screwed up... again... Back to the drawing board...

Quote from: Momo.kimchii on June 06, 2013, 12:38:31 AM
I'm also having an Issue with some of the ramps and transition pieces of the RHW. I'm using the standard Euro textures with no other options and RHW options. However, I think I'm getting some American or default textures showing.  Another pic:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi44.tinypic.com%2F30lpjja.jpg&hash=1c7f331ee8820c562ba278a390e7b23d898e08af)
First off, none of these are default textures. Second, it looks like you have all textures installed at once, or that you have all the LHD support files installed for all RHW texture sets (which shouldn't happen in the first place, but it could be an installer bug). Can you check if I'm right?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: MandelSoft on June 06, 2013, 10:48:33 AM
Double post, but I just got this fix ready. This should do the job ;)

Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: WolfGuy100 on June 06, 2013, 12:37:06 PM
Quote from: MandelSoft on June 06, 2013, 10:48:33 AM
Double post, but I just got this fix ready. This should do the job ;)

Wasn't that the same files I already put in my NAM folder?

PS: I hate this stupid letter image thing before posting, had a hard time posting this due to the difficulties to read the letters in verification thing.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: MandelSoft on June 06, 2013, 12:41:52 PM
The files are updated. Check the date of change. Just override them ;)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on June 06, 2013, 05:13:48 PM
Quote from: WolfGuy100 on June 06, 2013, 12:37:06 PM
PS: I hate this stupid letter image thing before posting, had a hard time posting this due to the difficulties to read the letters in verification thing.

Unfortunately, we got bombarded really hard by spammers a couple years ago, and had to "Fort Knox" up a few things on registration and initial posts.  It had gotten to the point where all that the Admins were doing was constantly banning spammers (usually 30+ accounts per day), trying to block them before they could post.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Nosimx on June 06, 2013, 09:48:33 PM
I just tried to install the new NAM 31.2. The installer complains about a missing patch (Rush Hour), but that is nonsense. What is going wrong? Does the installer not find the exe? Or does the installer not like the 1.1.638 no-cd patch exe I am using?

I probably don't even need the patch. (wine 1.5.9-unstable, 3.9-1-amd64 GNU/Linux)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on June 06, 2013, 10:09:55 PM
If the installer complains about a missing patch, it has found the executable and verified that the version number begins "1.1." (which means the file is Rush Hour or Deluxe), but the number following the second dot is less than 638.  What's the version number of the executable, and what's the installer's error message?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Nosimx on June 07, 2013, 03:41:44 AM
Okay, thanks.

I spare any comment on vendor policies with regard to the time I bought sc4.

I finally believed the Installer that I was not at patch level 638 (or 640) and installed the patches.

And as mentioned before, wine has no CTD issues.

Solved and closed. (I am open to PM, Ms. BarbyW).

Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Moonraker0 on June 07, 2013, 07:52:35 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FpX8Cem8.jpg&hash=bc498604a2326aff4859740246c383b5582c83df)
Would this be this bug (https://github.com/BluelightningSC4/Network-Addon-Mod/issues/111)?  Reading that description, it sounds like a different issue to me; that was the closest thing I could find to it, though.  Not sure if it's an issue with the el-rail replacement or what; I just installed that replacement mod as of version 31.2.

Edit:  Also, I'm not sure why the fences under the elevated rail are missing on some tiles, usually until I click on them a few times.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Geometry123 on June 08, 2013, 04:09:38 AM
Quote from: Moonraker0 on June 07, 2013, 07:52:35 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FpX8Cem8.jpg&hash=bc498604a2326aff4859740246c383b5582c83df)
Would this be this bug (https://github.com/BluelightningSC4/Network-Addon-Mod/issues/111)?  Reading that description, it sounds like a different issue to me; that was the closest thing I could find to it, though.  Not sure if it's an issue with the el-rail replacement or what; I just installed that replacement mod as of version 31.2.

Edit:  Also, I'm not sure why the fences under the elevated rail are missing on some tiles, usually until I click on them a few times.
Did you try redragging it or clicking on it? That will solve almost 90% of override issues.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Moonraker0 on June 08, 2013, 06:49:59 AM
Yes, I redragged and clicked a lot to try and get this one to work; if I click more, it just gets worse...the messed-up inner tiles will stretch for a longer distance.  The "best" I could get with clicking was having RHW-4 under the overpass instead of the inner tile that's messed up right now.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: WolfGuy100 on June 08, 2013, 06:54:50 AM
Quote from: WolfGuy100 on June 04, 2013, 07:44:02 PM
Found a new problem.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg690.imageshack.us%2Fimg690%2F377%2Fvirbankcitymay225013703.png&hash=401e1d44c3ee916ba3c85e8f28378f99e3f85598) (http://imageshack.us/photo/my-images/690/virbankcitymay225013703.png/)

Uploaded with ImageShack.us (http://imageshack.us)
When I was cycling to a correct ramp, the entry ramp look SO messed up.

Hello, guys. Remember this problem I had? Bad news...while I was cycling through ramps, I noticed I still have this messed up ramp. What did I do wrong? D: I put the patches in NAM folder inside the plugin folder and this still show up
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Geometry123 on June 08, 2013, 09:01:38 AM
Quote from: WolfGuy100 on June 08, 2013, 06:54:50 AM
Quote from: WolfGuy100 on June 04, 2013, 07:44:02 PM
Found a new problem.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg690.imageshack.us%2Fimg690%2F377%2Fvirbankcitymay225013703.png&hash=401e1d44c3ee916ba3c85e8f28378f99e3f85598) (http://imageshack.us/photo/my-images/690/virbankcitymay225013703.png/)

Uploaded with ImageShack.us (http://imageshack.us)
When I was cycling to a correct ramp, the entry ramp look SO messed up.

Hello, guys. Remember this problem I had? Bad news...while I was cycling through ramps, I noticed I still have this messed up ramp. What did I do wrong? D: I put the patches in NAM folder inside the plugin folder and this still show up
Actually, it should go through this directory: Plugins/z__NAM/Euro Cosmetic Re-Texture Mod/RHW/6_Ireland+SouthAfrica_Optional.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: TJ1 on June 08, 2013, 09:26:15 AM
Ive never had this issue ""ever"" with any previous versions of the Nam, and I download this so called sku 1 update and it refuses to work/install correctly at all, and the nam installer closes and I cant ply with the new Nam, Help and Fix please..
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg43%2F3976%2Ffixthegotnamproblem.png&hash=cf3ccd4d2d7b6f4dccfd6b15c28f54e34058809f)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: MandelSoft on June 08, 2013, 11:15:10 AM
Have you checked if SimCity4.exe is actually updated? Can you check the version number of the EXE? Illegal versions of SimCity 4 don't update properly...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on June 08, 2013, 12:32:54 PM
Quote from: TJ1 on June 08, 2013, 09:26:15 AM
Ive never had this issue ""ever"" with any previous versions of the Nam, and I download this so called sku 1 update and it refuses to work/install correctly at all, and the nam installer closes and I cant ply with the new Nam, Help and Fix please..

Have you tried installing the patch as an administrator?  If that doesn't work, what error do you get?

The patch really is essential for proper operation of the NAM (and the game as a whole); this is just the first time we've checked for it.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: TJ1 on June 08, 2013, 03:21:32 PM
Quote from: MandelSoft on June 08, 2013, 11:15:10 AM
Have you checked if SimCity4.exe is actually updated? Can you check the version number of the EXE? Illegal versions of SimCity 4 don't update properly...
Quote from: z on June 08, 2013, 12:32:54 PM
Quote from: TJ1 on June 08, 2013, 09:26:15 AM
Ive never had this issue ""ever"" with any previous versions of the Nam, and I download this so called sku 1 update and it refuses to work/install correctly at all, and the nam installer closes and I cant ply with the new Nam, Help and Fix please..

Have you tried installing the patch as an administrator?  If that doesn't work, what error do you get?

The patch really is essential for proper operation of the NAM (and the game as a whole); this is just the first time we've checked for it.
Its Version 1.1.610.0 and this is the error (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg109%2F2702%2F65684571.png&hash=36fd2a90f1dcf89b29285975d84e6b963caeb516)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on June 08, 2013, 03:37:33 PM
Well, you definitely need the patch installed, as you're running the unpatched version.  The error you got typically occurs if you just copied the game files over without doing a standard installation.  You should reinstall SC4, and then you'll be fine.  I'd suggest making a copy of your current SC4 game folder and subfolders first, so that you won't lose any custom content or Maxis programs (such as the Lot Editor) when you reinstall.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: TJ1 on June 08, 2013, 06:50:58 PM
I only have the second CD and the first one was destroyed and key for installation is lost anyway.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Indiana Joe on June 08, 2013, 07:32:49 PM
You have a faulty installation; if you don't have some way to re-install the game, I'm afraid you have to buy it again.

(Keep in mind that illegally obtained versions of the game will not work properly with updates and mods)

It's not to hard to find it for cheap now anyway.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jmdude1 on June 08, 2013, 10:50:44 PM
yeh.... this was a problem for me too. when I moved countries I brought my disks, but my cd cases with the keys are in storage. so when I got my new computer I just copied all my game files. therefore I was unable to install anything for the new NAM.  unfortunately, this meant I had to buy a new game to use the new NAM. fortunately, it was easy enough (in my situation) to get it from steam.

just curious, what changed in the NAM update to make these patches a requirement?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: dragonshardz on June 08, 2013, 11:15:12 PM
Quote from: jmdude1 on June 08, 2013, 10:50:44 PM
yeh.... this was a problem for me too. when I moved countries I brought my disks, but my cd cases with the keys are in storage. so when I got my new computer I just copied all my game files. therefore I was unable to install anything for the new NAM.  unfortunately, this meant I had to buy a new game to use the new NAM. fortunately, it was easy enough (in my situation) to get it from steam.

just curious, what changed in the NAM update to make these patches a requirement?

They've always been required to use any custom content properly, this is just the first time the NAM has checked for the right version.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Wiimeiser on June 09, 2013, 06:22:30 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg849.imageshack.us%2Fimg849%2F7788%2Fnewyarck18jan0013707624.png&hash=905c1207b6ef901c9b60e481ef10dc174231f2ef) (http://imageshack.us/photo/my-images/849/newyarck18jan0013707624.png/)

Uploaded with ImageShack.us (http://imageshack.us)

Still better than the last attempt though...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: MandelSoft on June 10, 2013, 12:16:52 AM
OK, now I've completely lost the logic of the LHD support for that piece! It just doesn't want to get right...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Gugu3 on June 10, 2013, 02:24:04 AM
Guys I've downloaded again the official patch from EA (that anyway was already there) and installed it again...but the NAM installer keeps on saying i haven't got the latest patch installed...so i'm not able to install it :( Any tips or things i might try to do?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on June 10, 2013, 02:53:03 AM
What version does your game say it is?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Gugu3 on June 10, 2013, 03:24:59 AM
I have to check...i'll do that tonight...but i have already the patch installed as well as all of the updates in order to have the correct nightlights,ecc...i've never had this kind of problem before honestly...especially after reinstalling the patch i don't get why it keeps on complaining
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jmdude1 on June 10, 2013, 06:05:35 AM
Quote from: dragonshardz on June 08, 2013, 11:15:12 PM
Quote from: jmdude1 on June 08, 2013, 10:50:44 PM
yeh.... this was a problem for me too. when I moved countries I brought my disks, but my cd cases with the keys are in storage. so when I got my new computer I just copied all my game files. therefore I was unable to install anything for the new NAM.  unfortunately, this meant I had to buy a new game to use the new NAM. fortunately, it was easy enough (in my situation) to get it from steam.

just curious, what changed in the NAM update to make these patches a requirement?

They've always been required to use any custom content properly, this is just the first time the NAM has checked for the right version.

is it for night lights or something else? until now, ive been playing my transferred game for almost a year without any problems that i know of.  i don't use the day/night cycle often so i might not have even noticed that. i wonder what ive been missing all this time.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on June 10, 2013, 06:11:31 PM
Quote from: jmdude1 on June 10, 2013, 06:05:35 AM
is it for night lights or something else? until now, ive been playing my transferred game for almost a year without any problems that i know of.  i don't use the day/night cycle often so i might not have even noticed that. i wonder what ive been missing all this time.

The EP1 patch (which is the only one that is required by the NAM installer) consists of bug fixes only.  It was released by Maxis nine years ago.  Various parts of the game, including parts of the NAM, will not work properly without it.  If you go to the download page for the patch, you will find a complete list of issues that it addresses.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: dragonshardz on June 13, 2013, 06:04:51 PM
The paths on the OWR-2 45 degree smooth curves running from east to west are reversed at the orthogonal ends.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FQTGiFBO.jpg&hash=1045eecb94adbea58c1cc725260a734741fc0475)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on June 13, 2013, 08:46:21 PM
You have to be careful watching the arrows on the preview models.  That particular situation indicates a version with the wrong OneWayDir got placed.

It's worth noting that those particular OWR curves are buildable using the DragFAR method, which will also get you wealthification.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: dragonshardz on June 14, 2013, 01:16:33 PM
Quote from: Tarkus on June 13, 2013, 08:46:21 PM
You have to be careful watching the arrows on the preview models.  That particular situation indicates a version with the wrong OneWayDir got placed.

It's worth noting that those particular OWR curves are buildable using the DragFAR method, which will also get you wealthification.

-Alex

I placed it with the preview arrows pointing from the OWR couplet to the avenue.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jcluvzgamez on June 14, 2013, 04:08:15 PM
Alright guys, long time no see! Been into other games lately, but I decided I want to get back into SimCity 4. So I have all my plugins back, other than the NAM. But I ran into an issue trying to install 31.2. The installer tells me that I have to patch SimCity 4. I tried to patch it, but it patches everything but the executable. How do I get it to patch the executable? Thanks so much!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on June 14, 2013, 06:04:14 PM
Generally, the only reason it won't patch the executable is if the executable is not a legal version of SC4.

If the executable is legitimate, then you'll need to reinstall the game from your CD, and then the patch will work.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: busterdan on June 17, 2013, 09:06:14 AM
I had a little hiatus from SC4 but I've been getting back into it now. I downloaded the latest NAM, 31.2, but I have no Project Symphony override. I thought I could fix this by first installing 31.0 then 31.1 and 31.2 but I have been unsuccessful in finding 31.0 download.
Is there anyway for me to get the project symphony override?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Swordmaster on June 17, 2013, 09:08:14 AM
You need to select the Maxis Highway Override during install.

You only need to install 31.2. Previous versions are not supported anymore.


Cheers
Willy
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on June 17, 2013, 09:58:33 AM
31.2 is the full package.  That'll continue to be the case going forward. 

And if you can't find earlier versions, then we've done our job.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: freshballin365 on July 02, 2013, 01:38:07 PM
Maybe I didn't read earlier posts carefully, but has a fix been released for the following texture issue? I know others have brought this problem up already. Thanks for all your work NAM Team!

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg854%2F6074%2Fbqds.png&hash=cdb16a9124df461edc2a8295243f290685460be0)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on July 02, 2013, 03:30:34 PM
I believe Maarten fixed that one awhile ago, at least on our end.  He might have posted an attachment, but it was probably about 4 weeks ago.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: fefenc on July 03, 2013, 10:58:45 AM
The "GLR tram in avenue to subway" is Crashing the game when it's linked with some GLR puzzle pieces, I tried to use the draggable GLR, it's working, but after when I plop a GLR puzzle piece for + intersection, it causes a CTD.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: samerton on July 03, 2013, 11:38:22 AM
Quote from: fefenc on July 03, 2013, 10:58:45 AM
The "GLR tram in avenue to subway" is Crashing the game when it's linked with some GLR puzzle pieces, I tried to use the draggable GLR, it's working, but after when I plop a GLR puzzle piece for + intersection, it causes a CTD.

The same is happening on my end, I can confirm this issue.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on July 03, 2013, 01:13:43 PM
Quote from: fefenc on July 03, 2013, 10:58:45 AM
The "GLR tram in avenue to subway" is Crashing the game when it's linked with some GLR puzzle pieces, I tried to use the draggable GLR, it's working, but after when I plop a GLR puzzle piece for + intersection, it causes a CTD.

Could you please post a picture of your setup, indicating where the puzzle piece causes a CTD?  Also does this happen when you don't use draggable GLR - when you use strictly puzzle pieces?

Sam, could you please do the same for your setup?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: samerton on July 03, 2013, 03:13:30 PM
Here's where hovering a straight GLR-In-Avenue piece crashes the game:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2FSamerton%2FSC4%2FNAM%2Favenue_subway.jpg&hash=486d3c44b446856491722d6bbc23aec1a6f22106)

*I know you wouldn't place a GLR-In-Avenue piece above the transition anyway, but it does crash the game if hovered there*
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on July 03, 2013, 04:34:58 PM
Quote from: samerton on July 03, 2013, 03:13:30 PM
Here's where hovering a straight GLR-In-Avenue piece crashes the game:

I see the bug, and I have a tentative fix.  We're going to have to test it out, though.  In the mean time, if you plop your puzzle pieces first, there's no problem.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Wiimeiser on July 03, 2013, 06:39:54 PM
Actually, if you plop the Puzzle Pieces first I believe it refuses to place the lot.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: fefenc on July 03, 2013, 07:01:33 PM
Quote from: z on July 03, 2013, 01:13:43 PM
Quote from: fefenc on July 03, 2013, 10:58:45 AM
The "GLR tram in avenue to subway" is Crashing the game when it's linked with some GLR puzzle pieces, I tried to use the draggable GLR, it's working, but after when I plop a GLR puzzle piece for + intersection, it causes a CTD.

Could you please post a picture of your setup, indicating where the puzzle piece causes a CTD?  Also does this happen when you don't use draggable GLR - when you use strictly puzzle pieces?

Sam, could you please do the same for your setup?

Here is the screenshots, "z" is saying that if we plop the other puzzle pieces first, there will be no problem. I'll test this here later, but now I'll put the screenshots here :)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg90.imageshack.us%2Fimg90%2F4955%2Ff18u.png&hash=7be532b5079a431e497758df610388d599084638)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg585.imageshack.us%2Fimg585%2F1377%2Fl26g.png&hash=92edf1bd79590f84d50246a5b33aa7c5ef3d1464)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg545.imageshack.us%2Fimg545%2F8034%2Fislz.png&hash=7b252ac4ae30f0197fbd1564c8f36deb83d70dcb)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg543.imageshack.us%2Fimg543%2F5881%2F1520.png&hash=ac17329f09ef3a3c05e74f28fc8a9d6720aaf49c)
I could drag the GLR on AVE to any distance on the tile, but if I link the Glr on Ave to Sub with a puzzle piece, I'll get a CTD.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg191.imageshack.us%2Fimg191%2F4905%2Frbq.png&hash=1498c2c1b986219384ca0f6abff7664640051fa0)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg837.imageshack.us%2Fimg837%2F4496%2Fqho.png&hash=41b01a3156ba9ab2dc4f168caf12a99adbdd2f95)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg547.imageshack.us%2Fimg547%2F4853%2F9et6.png&hash=742797ade6849b0e22732b7f8c2bfe271fd52d42)
Tunununu...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg5.imageshack.us%2Fimg5%2F1600%2F83z4.png&hash=e3183991dfd7c5ad3def59557aef3114c0c25184)
After this SS, I zoomed out and moved the camera and I got a CTD (I always choose only 1 core in task manager before choose a tile.)

(I'm Sorry for my HUE bad english)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on July 03, 2013, 07:58:51 PM
Quote from: Wiimeiser on July 03, 2013, 06:39:54 PM
Actually, if you plop the Puzzle Pieces first I believe it refuses to place the lot.

I tried plopping puzzle pieces at either end of where the lot would go, and I was able to place the lot between them with no problem.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: samerton on July 04, 2013, 02:48:35 AM
Quote from: z on July 03, 2013, 07:58:51 PM
I tried plopping puzzle pieces at either end of where the lot would go, and I was able to place the lot between them with no problem.

Yup, that works fine :)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Silverwarp on July 06, 2013, 12:32:45 AM
I'm trying to figure out why my sims aren't using the the Tram to Subway transition.  I have both transitions linked by subway and saved it and reloaded, but it seems the sims get off and take the bus instead of continuing on the tram/subway down the hill.  Anyone have any ideas?  Thanks in advance.

I'm using the SBFT Tram to Subway transition and the Tram in Avenue/URail Transition.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi39.tinypic.com%2Faaf1iu.png&hash=57bb80d14099f610a4db4eda6a208742a5f22cbb)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Kergelen on July 06, 2013, 01:43:56 AM
You're using two pieces that works differently.

The problem is that the Tram in Avenue/URail Transition need to be linked with FLUPs and not with subway. If you want to use SBFT Tram to Subway you need to put this piece in both sides of the subway
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Wiimeiser on July 06, 2013, 02:16:54 AM
A situation like this calls for a FLUPS-to-Subway lot I guess...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: samerton on July 06, 2013, 03:43:54 AM
Quote from: Silverwarp on July 06, 2013, 12:32:45 AM
I'm using the SBFT Tram to Subway transition and the Tram in Avenue/URail Transition.

I believe you are using the correct pieces, the Tram in Avenue/URail transition also works for subway. Have you dragged Elevated Rail through the SBFT Tram to Subway transition first?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: WolfGuy100 on July 06, 2013, 07:29:13 AM
I got another problem regarding NAM 31.2. Since I never tried canal mod, I figured that I could try it out. But just as I plopped a canal, boom, crash to desktop. :C
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Silverwarp on July 07, 2013, 02:04:23 AM
Quote from: samerton on July 06, 2013, 03:43:54 AM
I believe you are using the correct pieces, the Tram in Avenue/URail transition also works for subway. Have you dragged Elevated Rail through the SBFT Tram to Subway transition first?

I had not before, but I did now and it still didn't work, not even after I saved it and reloaded it.  I suppose I should also mention that before I use the SBFT piece, I originally used the Tram in Road/URail transition to the Tram in Avenue/URail transition in the picture because that initially worked before.  But, after I installed NAM 31.2, it didn't work anymore.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on July 07, 2013, 02:50:21 AM
Quote from: Silverwarp on July 07, 2013, 02:04:23 AM
suppose I should also mention that before I use the SBFT piece, I originally used the Tram in Road/URail transition to the Tram in Avenue/URail transition in the picture because that initially worked before.  But, after I installed NAM 31.2, it didn't work anymore.

Did it work for you in any version of NAM 31?  For NAM 31, where it was first included, this transition was changed from the way the RTMT transition worked, solely to fix bugs that had been detected.  Although your setup should work, here's some advice that will be printed in the next edition of the documentation:

QuoteWhen constructing the Tram-in-Avenue to Subway transition, the subway portion must be constructed in a very specific way in order for the transition to work properly for both morning and evening commutes.

Here is a picture of the subway view of the transition:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fa.imageshack.us%2Fimg824%2F4112%2F54802189.jpg&hash=27a606ac232d89f9fe487199e9c197903fd41258)

Note that the main subway tunnel must emerge from the side of the avenue transition that is under the incoming traffic.  For most countries, where people drive on the right side of the road, the subway tunnel must emerge from the left side, while for countries like the U.K. and Japan, where people drive on the left side of the road, the subway tunnel must emerge from the right side.

Each square on both sides of the transition needs to be joined to the other side with a cross tunnel.  You can see this in the first and third squares of the picture; the second cross tunnel is hidden from view.

For avenues, you can have subway tunnels emerging from both sides of the transition, but they will have to connect at some point if you want traffic to flow properly.

This method of construction is necessary to make the evening commute work properly.  The morning commute is much less picky about construction methods, but if you don't follow the methods described above, you will get little or no traffic on your subway line during the evening commute
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Silverwarp on July 07, 2013, 02:38:42 PM
Quote from: z on July 07, 2013, 02:50:21 AM

Did it work for you in any version of NAM 31?  For NAM 31, where it was first included, this transition was changed from the way the RTMT transition worked, solely to fix bugs that had been detected.  Although your setup should work, here's some advice that will be printed in the next edition of the documentation:

QuoteWhen constructing the Tram-in-Avenue to Subway transition, the subway portion must be constructed in a very specific way in order for the transition to work properly for both morning and evening commutes.

Here is a picture of the subway view of the transition:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fa.imageshack.us%2Fimg824%2F4112%2F54802189.jpg&hash=27a606ac232d89f9fe487199e9c197903fd41258)

Note that the main subway tunnel must emerge from the side of the avenue transition that is under the incoming traffic.  For most countries, where people drive on the right side of the road, the subway tunnel must emerge from the left side, while for countries like the U.K. and Japan, where people drive on the left side of the road, the subway tunnel must emerge from the right side.

Each square on both sides of the transition needs to be joined to the other side with a cross tunnel.  You can see this in the first and third squares of the picture; the second cross tunnel is hidden from view.

For avenues, you can have subway tunnels emerging from both sides of the transition, but they will have to connect at some point if you want traffic to flow properly.

This method of construction is necessary to make the evening commute work properly.  The morning commute is much less picky about construction methods, but if you don't follow the methods described above, you will get little or no traffic on your subway line during the evening commute

I went from NAM 30 to 31.2, so I had not tried it in 31 or 31.1. But, your solution worked Z.  Thank you.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: medit84truth on July 13, 2013, 03:58:15 PM
I can not seem to get the Diagonal Bridge Enabler to work. I put the two files in my Plugins folder but when I open a city tile the water is still there. Could there be a mod in conflict with the DBE?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: medit84truth on July 13, 2013, 04:35:37 PM
Never mind, I got it to work. I downloaded the DBE DLL toggler. I didn't think that was a requirement though.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: JIYIN on July 18, 2013, 10:09:01 PM
*** I know this had been reported before, & I'm truly sorry for asking again, BUT I've been spending 2 hours flipping through the forum yet failed to find that previous post ***

may I know what's the fix for missing texture of FLUPs side texture?  &ops
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: woodnava on July 20, 2013, 07:56:06 AM
please help me!
what wrong! for me
i lack any? and i can fix anything

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg838.imageshack.us%2Fimg838%2F8793%2Fuhfa.png&hash=919dd5c89452790d20dfc7aa06c834073c3b2bc7)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: noahclem on July 20, 2013, 08:36:06 AM
Your networks are deconverting to regular roads because NWM diagonal intersections are not supported for those networks yet. It is a functionality that may be added at a later date.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: woodnava on July 20, 2013, 09:55:32 AM
thank bro   ()stsfd()
wait for to update
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: noahclem on July 20, 2013, 10:18:49 AM
No problem  :thumbsup:

I have no idea when that kind of functionality would be added but I think it's toward the top of the priority list for NWM. In the mean time you can work around some of it by using two parallel OWR-3s. The NWM single-tile networks are already quite good with diagonal connectivity.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: JIYIN on July 20, 2013, 01:38:54 PM
Quote from: JIYIN on July 18, 2013, 10:09:01 PM
*** I know this had been reported before, & I'm truly sorry for asking again, BUT I've been spending 2 hours flipping through the forum yet failed to find that previous post ***

may I know what's the fix for missing texture of FLUPs side texture?  &ops

sorry, may i get any help here?

http://sc4devotion.com/forums/index.php?action=dlattach;topic=1444.0;attach=9976;image

EDIT: Problem solved. Missing texture is from the Ped Malls which I didn't install in custom installation.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on July 20, 2013, 04:04:20 PM
Are you referring to this post (http://sc4devotion.com/forums/index.php?topic=6626.msg400629#msg400629)?  Appears to be some sort of inexplicable plugin installation error.  That report was back in the NAM 30 era.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: JIYIN on July 21, 2013, 10:37:34 PM
Quote from: Tarkus on July 20, 2013, 04:04:20 PM
Are you referring to this post (http://sc4devotion.com/forums/index.php?topic=6626.msg400629#msg400629)?  Appears to be some sort of inexplicable plugin installation error.  That report was back in the NAM 30 era.

-Alex

Thanks brother for your reply. I have this issue in this current version 31.2. I guess that should be the post that I remember I've came across before; although the pictures no longer viewable.

So seemingly there's no easy solution. I'll try to work around. Thanks again anyway!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: drew0718 on July 22, 2013, 04:23:28 PM
Bug Report RE: "Morifari's Victorian El Rail Station - Orthogonal"
File name: Victorian El Rail Station Orthogonal.dat
Exemplar Name: Victorian El Rail Station - Orthogonal [6534284A,C8DBCCBA,6F403A0D]
My NAM Version: 31.2, June 2013

I found an error in the Budget properties for the above-referenced El Station, which causes it to appear in the wrong place in the Monthly Budget.  It is listed as an individual line-item under "City Beautification > Landmarks", rather than being added to "Building Maintenance" under "Transportation > Mass Transit".   In spite of this "bookkeeping error", the monthly cost of §20 is still charged, just listed in the wrong place.  As far as I can tell, the glitch does not affect the station's functionality.  Note also that the diagonal version of this station is correct and does not have this issue.

I have already made the following changes in my own game, and I can confirm that they fixed the issue.
    Property - Budget Item: Department (property id: 0xEA54D283)
        Current Value - 0x8A416368 "Landmarks"
        Correct Value - 0xC921CEEB "Mass Transit"
    Property - Budget Item: Line (property id: 0xEA54D284)
        Current Value - 0x00000000
        Correct Value - 0x00000001
    Property - Budget Item: Purpose (property id: 0xEA54D285)
        Current Value - 0xAA59670C "Landmark Effect"
        Correct Value - 0xCA550301 "Mass Transit Switch"

I have attached a copy of the corrected file.  I have made no changes other than the three listed above.

===============================
On a personal note, I want to thank you and the rest of the NAM Team for the wonderful work you have done.  I have just gotten back to SC4 after a hiatus since October last year (combination of RL, too many good games in the world, and not enough time).  Just a few days ago, I updated to v31.2 from the Sept 2011 version -- I was shocked and delighted at the amount of new content.  Thanks again.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on July 22, 2013, 06:07:01 PM
Thanks for the bug report - we'll have this fixed for the next release.  And thanks for the appreciation, too. :)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: drew0718 on July 27, 2013, 05:44:20 PM
Hey Z,
I found a few more for you...
----------------------------------
"Ashland Station" by ardecila
"Madison-Wells Station" by ardecila
"Overhanging El Rail over Road Station" by Xyloxadoria
"El Rail over Road (other side)" by Xyloxadoria

There's a glitch in all four EL-Rail-over-Road stations that prevent freight trucks from passing through on the road under them.  The very last element of the "Transit Switch Point" property was set to 0x00 ("Walk"), when it should have been 0x04 (Freight Truck).
   0x81,0xA0,0x04,0x04,
   0x82,0xA0,0x04,0x00
Essentially, this is saying, "enter the lot as a truck and become a truck; exit as a truck and become a pedestrian."

Anyhow, I changed it 0x04 in all four lots.

----------------------------------
I also found a couple of issues in the "Modern Arched Rail Station" by Xyloxadoria. 

One of the problems is rather serious and renders the station almost unusable.  Although is is a Heavy Rail station (and the lot is transit enabled that way), its Transit Switch Point array treats it as if it were a Monorail station.

0x81,0xF0,0x00,0x00,   Enter Ped  > Ped
0x82,0xF0,0x00,0x00,   Exit  Ped  > Ped
0x81,0xF0,0x00,0x06,   Enter Ped  > Sub
0x82,0xF0,0x06,0x00,   Exit  Sub  > Ped
0x81,0xF0,0x02,0x00,   Enter Bus  > Ped
0x82,0xF0,0x00,0x02,   Exit  Ped  > Bus
0x81,0x50,0x08,0x08,   Enter Mono > Mono
0x82,0x50,0x08,0x08,   Exit  Mono > Mono
0x81,0x50,0x08,0x00,   Enter Mono > Ped
0x82,0x50,0x00,0x08,   Exit  Ped  > Mono

0x81,0xF0,0x06,0x08,   Enter Bus  > Sub
0x82,0xF0,0x08,0x06,   Exit  Sub  > Bus
0x81,0xF0,0x02,0x08,   Enter Bus  > Mono
0x82,0xF0,0x08,0x02    Exit  Mono > Bus


To fix this, I simply replaced every reference to Monorail (0x08), with Rail (0x03).  I also appended pass-through access for Freight Trains.
(... ",0x81,0x50,0x05,0x05,0x82,0x50,0x05,0x05").

Also, the capacity of 42,000 also is too low for a station of this size; I think the Subway station was not taken into account.  I increased the capacity from 42,000 to 54,000 based on the formula in the NAM manual.

I also changed the property "Budget Item: Purpose" from "Landmark Effect" to "Mass Transit Switch".  The Budget Item: Department property was already correct.

----------------------------------
After I finished all this and was about to upload it, I noticed that the manual says this lot does not have a subway station.  Therefore,  I have included a 2nd version named "Modern Arched Rail Station_NOSUB.SC4Lot", in which I removed the subway references from the switch point property, and changed the capacity back to 42000. 

Feel free to use whichever you want -- I think I'll be using the subway-enabled version in my own game.

----------------------------------
SUMMARY
----------------------------------
File name: ADC_AshlandStation_f4708abd.SC4Lot
Exemplar Name: ADC_AshlandStation (6534284A,EEEDA7BA,A7871FA4)
-AND-
File name: ADC_MadisonWellsStation.SC4Lot
Exemplar Name: ADC_MadisonWellsStation (6534284A,EEEDA7BA,B2660F66)
-AND-
File Name: Overhanging El Rail over Road.SC4Lot
Exemplar Name: Overhanging El Rail over Road Station (6534284A,D4C21CFC,774E7D36)
-AND-
File Name: TransitFixONLY_elrailoverroadotherside_774e73cc.SC4Lot
Exemplar Name: El Rail over Road Other Side (6534284A     D4C21CFC     774E73CC)

Property: Transit Switch Point (0xE90E25A1), Last element (80th) changed from "0x00" to "0x04"
----------------------------------
File Name: Modern Arched Rail Station.SC4Lot
Exemplar Name: Modern Arched Rail Station (6534284A, 5E870732, DE871020)

Property: "Transit Switch Point" (0xE90E25A1) changed from this:
"0x81,0xF0,0x00,0x00,0x82,0xF0,0x00,0x00,0x81,0xF0,0x00,0x06,0x82,0xF0,0x06,0x00,0x81,0xF0,0x02,0x00,0x82,0xF0,0x00,0x02,0x81,0x50,0x08,0x08,0x82,0x50,0x08,0x08,0x81,0x50,0x08,0x00,0x82,0x50,0x00,0x08,0x81,0xF0,0x06,0x08,0x82,0xF0,0x08,0x06,0x81,0xF0,0x02,0x08,0x82,0xF0,0x08,0x02"
to this:
"0x81,0xF0,0x00,0x00,0x82,0xF0,0x00,0x00,0x81,0xF0,0x00,0x06,0x82,0xF0,0x06,0x00,0x81,0xF0,0x02,0x00,0x82,0xF0,0x00,0x02,0x81,0x50,0x03,0x03,0x82,0x50,0x03,0x03,0x81,0x50,0x03,0x00,0x82,0x50,0x00,0x03,0x81,0xF0,0x06,0x03,0x82,0xF0,0x03,0x06,0x81,0xF0,0x02,0x03,0x82,0xF0,0x03,0x02,0x81,0x50,0x05,0x05,0x82,0x50,0x05,0x05"

Property: "Transit Switch Traffic Capacity" (0xE90E25A3) changed from "42000" to "54000"

Property: "Budget Item: Purpose" (0xEA54D285) changed from "Landmark Effect" (0xAA59670C) to "Mass Transit Switch"
----------------------------------
File Name: Modern Arched Rail Station_NOSUB.SC4Lot
Property: "Transit Switch Point":
0x81,0xF0,0x00,0x00,0x82,0xF0,0x00,0x00,0x81,0xF0,0x02,0x00,0x82,0xF0,0x00,0x02,0x81,0x50,0x03,0x03,0x82,0x50,0x03,0x03,0x81,0x50,0x03,0x00,0x82,0x50,0x00,0x03,0x81,0xF0,0x02,0x03,0x82,0xF0,0x03,0x02,0x81,0x50,0x05,0x05,0x82,0x50,0x05,0x05

Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on July 27, 2013, 07:07:14 PM
Thank you for your reports, Drew.  These issues have already been found and fixed on our end.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: drew0718 on July 27, 2013, 08:04:26 PM
Quote from: z on July 27, 2013, 07:07:14 PM
Thank you for your reports, Drew.  These issues have already been found and fixed on our end.

That's Cool.  I'm glad to help a little if I can.  I was already doing all that anyhow.  In case you haven't figured it out already, I'm one of those who carefully looks over downloaded content before I add it to my game.  It gives me a chance make a few tweaks and re-organize my menus, and it has also helped me learn quite a bit about how various things work.  If I didn't so thoroughly stink at BAT-ing, I would share some of my own stuff; but as it is, all I can do is modify other people's work, so it wouldn't be right to re-post it.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: ParramattaPower on August 03, 2013, 05:05:44 AM
Hello Guys,

Just a small issue. I am stumped by an issue when trying to install NAM 31.2. It was not an issue that crept up when installing NAM 30 so I have to assume it is a gremlin that can be bypassed in some way. Anyways, while trying to install, the installer itself kept saying my version of Sim City 4 Deluxe was not up to 1.1.63*** but I know it is. In either case, I followed the prompts which instructed installing the patch onto Sim City 4 and despite the patch installer stating "Successful installation", the NAM installer still states that the game is not up to spec. Now, to be honest, I don't trust the patch installer as there is no way to direct it to the path Sim City 4 exists in.

I don't mind not having NAM 31.2 not installed as NAM 30 is still amazingly flexible and has kept me constantly interested in the game for 2+ years now but an upgrade is always appreciated. Since this could potentially be a case-by-case issue, I do fear that it cannot be fixed in anyway barring removing the check from the installer which even I think is shortsighted.

P.S. Has this issue been posted before?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdenm8 on August 03, 2013, 09:56:00 AM
The issue has come up several times before and we've never been able to establish a cause other than people replacing the updated EXE with a 'cracked' one for discless or illegal operation.

It poses a problem because the Executable is reverted when you install the cracked EXE.
There are other methods you can use (if, of course, that is what you are doing) for Discless operation that don't effect how the game operates that will work.
Getting a version of the game that doesn't use or require physical media (They'll be for either Steam or Origin, DRM-Free versions seem to no longer be available from the storefronts they used to be (Amazon, Direct2Drive, etc)) or making a MiniISO of just the SafeDisc sectors of your retail CD and mounting that using image mounting software like Alcohol 52% work well.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: ParramattaPower on August 03, 2013, 01:13:48 PM
Ah, I see. Thank you very much for the tips. I'll just have to stick with what I have, having misplaced the disc a while ago. I really don't like purchasing games again but I guess $19.99 on steam seems like the only resolution to this.

Again, thank you very much.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on August 03, 2013, 02:22:13 PM
Various places such as Steam and Amazon tend to have periodic $5 sales of SC4, especially in the summer, so if you want to save $15, just wait a little while and keep watching them.  Also, the CD version of SC4 is around $10 on Amazon, and the download is a few dollars cheaper than Steam, though you need to live in the U.S. to purchase it.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: ParramattaPower on August 03, 2013, 06:20:48 PM
Quote from: z on August 03, 2013, 02:22:13 PM
Various places such as Steam and Amazon tend to have periodic $5 sales of SC4, especially in the summer, so if you want to save $15, just wait a little while and keep watching them. Also, the CD version of SC4 is around $10 on Amazon, and the download is a few dollars cheaper than Steam, though you need to live in the U.S. to purchase it.

I have noticed on occasion that Steam would lower price down to $10 as recently they did but $5 would be a pleasant surprise. I'll keep my eye out for it and I hope EA don't take it down soon (as per their feud with Valve).
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: spot on August 09, 2013, 02:10:32 AM
So im trying to build my sunken highway and i keep running on little problems like that one: (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FmOMURHgl.jpg&hash=fa975c09dc110bdc3dbd2d034aa86f9ebfeb85c2) (http://imgur.com/mOMURHg)

Rhw-2 over 8C(7.5m) is not very stable. For comparison, I have a working 2x2 Rhw-4 over the same highway that works just fine.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Wiimeiser on August 09, 2013, 05:00:37 AM
For me, plopping a starter piece near the problem crossing fixes it. Somehow the default crossing is overriding the override, so you have to override that.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: spot on August 09, 2013, 01:20:37 PM
Quote from: Wiimeiser on August 09, 2013, 05:00:37 AM
For me, plopping a starter piece near the problem crossing fixes it. Somehow the default crossing is overriding the override, so you have to override that.

I'm not sure what you mean. I still cant get it to work on a RHW-2 overpass. Can you post a picture?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on August 09, 2013, 06:24:44 PM
From the looks of it, it's probably a lack of code covering that particular situation.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: spot on August 09, 2013, 08:27:05 PM
The same thing happens with RHW-6 and RHW-6C. I'd assume that it's also true for RHW-8 and 10.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: whatevermind on August 16, 2013, 05:30:43 PM
Not so much an issue as just some questions about the new NAM. I just installed 312 (upgrading from 301), and there's a few new things in there that I don't think I've seen before that I wonder might be conflicts:


I've been through the readmes and manuals, and even searched the cleanitol file, but didn't find anything about these two items. Thanks!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on August 16, 2013, 06:46:33 PM
Quote from: whatevermind on August 16, 2013, 05:30:43 PM
If I'm using the AC blockers I should not install the NAM airport capacity addon, correct?

Correct.  We should probably document this...

Quote[/li]
[li]El Rail over Road - I noticed that this is included in both NAM 312 and RTMT 3.

There is no duplication here.  The NAM includes the network, as it has since the network's inception, while RTMT v3.60 includes the stations.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: whatevermind on August 17, 2013, 02:08:01 PM
Thanks z! I suppose the El Rail question should have been obvious. It's not a network I use that often, clearly.  ::)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Kuewr665 on August 18, 2013, 07:30:50 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FctxGiL3.jpg&hash=821e16c92340a5028824868b44cd77386714edda)

The RHW-6C FLUP has rotated barriers.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: MandelSoft on August 19, 2013, 04:46:53 AM
Yes, I know, I still need to correct that one...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: dlo§rhuj on August 19, 2013, 08:04:44 AM
I have an issue where one interchange doesn't work. I thought that it might be fixed in the newest NAM (I was using one from 2009!) so I installed it. Despite the extra 400 MB, if DrawPaths is to be believed, the interchange is still broken:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg268.imageshack.us%2Fimg268%2F5180%2Fwojh.jpg&hash=6b09ae0290bc687c21ee2148b69478dd378466e7)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on August 19, 2013, 12:39:16 PM
Actually, that's not a NAM issue.  It looks like you're running Version 1.1.610/1.1.613 of the game and haven't patched it.  The EP1 patch (Version 1.1.638) fixes that.  It's also worth noting that the EP1 patch is required to use the NAM.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: pierrebaptiste on August 21, 2013, 04:00:42 PM
A problem with australian texture.

So i'm french but I use my game in english to obtain the traffic in LHD like in england or australia.

Here this bug is when I use a part of road to build an interchange. One direction is good , but the second direction own a problem :

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fnsa33.casimages.com%2Fimg%2F2013%2F08%2F22%2F130822010420393018.png&hash=c1f08268e185b39b2b24012da1551709fab8b22f) (http://www.casimages.com/img.php?i=130822010420393018.png).

There is this only with one side and only for this part.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Vizoria on August 23, 2013, 01:45:53 AM
So I have the latest NAM, 31.2, and I have installed the right hand version and yet all traffic drives on the left hand lanes! Also when I have uninstalled NAM and removed all of its files, and then reinstalled it the same happens.

Lastly when I again uninstalled NAM and installed it again except picking the left-hand drive version, the vehicles drove on the left hand side of the road. So for some reason the RHD NAM installs road networks with RHD features but the traffic is LHD.

Is this a bug or are there some SC4 files (which I don't know of) which are causing this?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: samerton on August 23, 2013, 02:21:48 AM
@ Vizoria: The game itself specifies which side of the road the cars drive on; changing the feature in the NAM installer will not change the driving side.
It just adds "compatibility" for the NAM and the driving sides. If you're looking to change the driving side itself, you'll need to use this tutorial (http://www.simtropolis.com/omnibus/_/simcity-4/modding-information/how-to-switch-from-right-to-left-hand-drive-r181).
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: spot on August 23, 2013, 02:42:09 AM
Little bug:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F848rFNKl.jpg&hash=694777f87902506012a1b259dcfd7019600e551c) (http://imgur.com/848rFNK)
Looks like the line comes from the little pathing cross here:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F5DRnovXl.jpg&hash=1c8a930cd68d67767469dc8e17fdf907562e81a2) (http://imgur.com/5DRnovX)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: droric on August 24, 2013, 01:22:42 PM
Regarding this interchange on the interchange guide.  Standard T-Intersection http://sc4devotion.com/forums/index.php?topic=14073.0

I can't seem to get a RHW-4 to cross diagonally under a orthogonal elevated L2 RHW-4.  This is done is the 3rd/4th picture in the guide.  Is this not possible anymore with NAM 31.2 or is there another way to accomplish this?  Every time I try I get 'Unsuitable Area to Build Network'. 

If I am able to build it it results in a broken texture issue.  Facing underpassing highway the opposite way works fine when crossing under.

Thanks in advance.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on August 24, 2013, 02:26:00 PM
Quote from: pierrebaptiste on August 21, 2013, 04:00:42 PM
A problem with australian texture.

So i'm french but I use my game in english to obtain the traffic in LHD like in england or australia.

Here this bug is when I use a part of road to build an interchange. One direction is good , but the second direction own a problem :

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fnsa33.casimages.com%2Fimg%2F2013%2F08%2F22%2F130822010420393018.png&hash=c1f08268e185b39b2b24012da1551709fab8b22f) (http://www.casimages.com/img.php?i=130822010420393018.png).

There is this only with one side and only for this part.

That issue was fixed by Maarten back in June. See the attachment here (http://sc4devotion.com/forums/index.php?topic=1444.msg461157#msg461157).

Quote from: Kuewr665 on August 18, 2013, 07:30:50 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FctxGiL3.jpg&hash=821e16c92340a5028824868b44cd77386714edda)

The RHW-6C FLUP has rotated barriers.

Noted.  I think those are applied by T21, and if so, it may simply be a matter of manually editing the rotation line on the LotConfig. 

Quote from: spot on August 23, 2013, 02:42:09 AM
Little bug:

Looks like the line comes from the little pathing cross here:


Looks like a glitchy edge path.  It'll be a bit of a needle-in-the-haystack situation to find it, however, mainly as large wide-radius curve pieces have a lot of individual tiles, many of them similar looking.

Quote from: droric on August 24, 2013, 01:22:42 PM
Regarding this interchange on the interchange guide.  Standard T-Intersection http://sc4devotion.com/forums/index.php?topic=14073.0

I can't seem to get a RHW-4 to cross diagonally under a orthogonal elevated L2 RHW-4.  This is done is the 3rd/4th picture in the guide.  Is this not possible anymore with NAM 31.2 or is there another way to accomplish this?  Every time I try I get 'Unsuitable Area to Build Network'. 

If I am able to build it it results in a broken texture issue.  Facing underpassing highway the opposite way works fine when crossing under.

Thanks in advance.

It should be possible with 31.2, but it's also possible there's a glitch in the RULs for that situation.  I'll probably be revisiting the whole of the RHW code at some point, though I'm not sure when that'll be.  As much code as is involved, completely recoding the entire thing will be easier than finding that one instance and fixing it, particular as that error is probably repeated across many different RHW x RHW crosslinks.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: memo on August 24, 2013, 03:02:04 PM
Quote from: Tarkus on August 24, 2013, 02:26:00 PM
Looks like a glitchy edge path.  It'll be a bit of a needle-in-the-haystack situation to find it, however, mainly as large wide-radius curve pieces have a lot of individual tiles, many of them similar looking.

I had already located it in the RHW-8C file. I think it is the last path in 0x5E180930, but didn't get around to fixing and testing it yet.

Scratch that, probably it's a different one. ::)

Edit: I guess it is 0x5E180920.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: j-dub on August 24, 2013, 11:22:03 PM
QuoteRHW-6C FLUP has rotated barriers.
Noted.  I think those are applied by T21, and if so, it may simply be a matter of manually editing the rotation line on the LotConfig. 

Do'h! I knew I forgot something, I also saw that myself, except not so much that piece with the avenues, but the single tile wide based FLUPs piece going under the 6C wide, I just forgot about it.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: droric on August 25, 2013, 06:36:56 AM
Quote from: Tarkus on August 24, 2013, 02:26:00 PM

Quote from: droric on August 24, 2013, 01:22:42 PM
Regarding this interchange on the interchange guide.  Standard T-Intersection http://sc4devotion.com/forums/index.php?topic=14073.0

I can't seem to get a RHW-4 to cross diagonally under a orthogonal elevated L2 RHW-4.  This is done is the 3rd/4th picture in the guide.  Is this not possible anymore with NAM 31.2 or is there another way to accomplish this?  Every time I try I get 'Unsuitable Area to Build Network'. 

If I am able to build it it results in a broken texture issue.  Facing underpassing highway the opposite way works fine when crossing under.

Thanks in advance.

It should be possible with 31.2, but it's also possible there's a glitch in the RULs for that situation.  I'll probably be revisiting the whole of the RHW code at some point, though I'm not sure when that'll be.  As much code as is involved, completely recoding the entire thing will be easier than finding that one instance and fixing it, particular as that error is probably repeated across many different RHW x RHW crosslinks.

-Alex

Thanks for the reply at least I know I'm not the only one having this issue.  I will wait patiently :)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: sepen77 on August 25, 2013, 07:14:28 PM
Not sure if this one has been brought up before. I know it's really difficult to make all the these overrides work, so this is probably one of those out there that always glitches around.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fs5.postimg.org%2F7zvai5ihj%2FNAM_RUL2_Problem.jpg&hash=f437b2f0cc5eb2232971f1b9f1fc5a087050859a)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on August 25, 2013, 07:33:32 PM
Quote from: sepen77 on August 25, 2013, 07:14:28 PM
Not sure if this one has been brought up before. I know it's really difficult to make all the these overrides work, so this is probably one of those out there that always glitches around.

Yeah, that one has difficulty on three ends--it's near a curve, over a diagonal, and near a transition.  The only solution is going to be Project 57-Mark 4.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: sepen77 on August 25, 2013, 08:04:45 PM
Quote from: Tarkus on August 25, 2013, 07:33:32 PM
The only solution is going to be Project 57-Mark 4.

Oooh. Sounds fancy. I'm assuming with NAM 32?

Anyways, I would attempt my interchange with OWR, but I can't seem to find any overpasses over diagonal RHW. I didn't see any mention in the readme, so I assume they don't exist either? :/
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: j-dub on August 25, 2013, 09:10:46 PM
I don't really think so now, but only time will tell later.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on August 25, 2013, 09:17:24 PM
Quote from: sepen77 on August 25, 2013, 08:04:45 PM
Quote from: Tarkus on August 25, 2013, 07:33:32 PM
The only solution is going to be Project 57-Mark 4.

Oooh. Sounds fancy. I'm assuming with NAM 32?

Anyways, I would attempt my interchange with OWR, but I can't seem to find any overpasses over diagonal RHW. I didn't see any mention in the readme, so I assume they don't exist either? :/

There will be a few improvements on the FLEXTransition side of things for NAM 32, but unless there's some sort of extraordinary development, Mark 4 probably won't happen until NAM 33 at the earliest, as we're essentially talking about tossing and re-writing at least 600,000 lines of RUL2 code.  Given the way the RHW RUL2 code has to be structured, and the fact that there's little random instances all over the place that misbehave like the situation you've experienced, it's actually easier to do start anew than surgically revise the existing code.

There is no coverage for OWR-over-RHW where either network is diagonal.  The plan will be to cover that with the draggable OWR viaducts rather than puzzle pieces, but I'm not sure how much diagonal overpass coverage will be included in the work that'll be done for NAM 32 on that front.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: sepen77 on August 25, 2013, 10:05:19 PM
Alright then. I've managed to derive an alternation for my interchange to work properly with the current NAM.

As for all that coding, it sounds like so much tedious work, which continues to remind me just how much time and effort you guys are putting into this. Thanks for your replies and clarafication. Can't wait for the new features!  :thumbsup:
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Guzz on August 26, 2013, 08:42:44 AM
Hello guys. I'm trying to make a tram-in-road bridge but it doesn't work very well. I tried to put puzzle pieces and still not working.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg819.imageshack.us%2Fimg819%2F9489%2F4mot.jpg&hash=b846d3f3a1637b6a394b24ee0bdd2c593b6f8b4a)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: noahclem on August 26, 2013, 09:04:46 AM
It's not possible to plop the puzzle pieces directly over the el-rail stubs at the ends of the bridges. You will need to use a trick to get rid of those stubs. Drag the el-rail one additional tile on each side of the bridge, drag a road under that el-rail, immediately adjacent to the bridge, and then bulldoze the outside el-rail tiles. You may then bulldoze the roads and you will have only the bridge left, with no el-rail stubs.

You can find better instructions with pictures in the NAM readme.
Title: road cul-de-sacs not showing
Post by: lostwizard on August 26, 2013, 09:52:45 AM
I have an interesting problem though it causes no particular problems for
game play. When installed on Windows, the road cul-de-sacs appear as
expected (with the option enabled during NAM install of course). However,
the exact same version of Simcity 4 Deluxe installed under Wine and using
the exact same plugins folder (duplication of the folder from Windows to the
Wine install) does not show the cul-de-sacs on roads. They do, however, show
for streets.

It is interesting to note that drawpaths shows the paths for the
cul-de-sacs, as can be seen in the attached images.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Guzz on August 26, 2013, 11:46:10 AM
Thanks noahclem. It works.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: NCGAIO on August 26, 2013, 02:31:01 PM
Quote from: noahclem on August 26, 2013, 09:04:46 AM

You can find better instructions with pictures in the NAM readme.



I searched for these instructions throughout the documentation but unfortunately found nothing.


It would be somewhere else?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: noahclem on August 26, 2013, 06:48:04 PM
Quote from: Guzz on August 26, 2013, 11:46:10 AM
Thanks noahclem. It works.

You're very welcome!

@ NCGAIO: Are you sure there wasn't anything in the NAM readme? If not than checking Xannepan's original bridge LEX uploads should help. If nothing else works let me know and I'll explain the situation with pictures. :)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: TWAK on August 27, 2013, 12:59:00 AM
getting pretty bad lag when I do anything involved plopping, dragging, or interacting the TLA5, but my one way/road pieces are fine.  I looked at google but didn't see any results
Title: Re: road cul-de-sacs not showing
Post by: memo on August 29, 2013, 02:53:46 PM
Quote from: lostwizard on August 26, 2013, 09:52:45 AM
I have an interesting problem though it causes no particular problems for
game play. When installed on Windows, the road cul-de-sacs appear as
expected (with the option enabled during NAM install of course). However,
the exact same version of Simcity 4 Deluxe installed under Wine and using
the exact same plugins folder (duplication of the folder from Windows to the
Wine install) does not show the cul-de-sacs on roads. They do, however, show
for streets.

It is interesting to note that drawpaths shows the paths for the
cul-de-sacs, as can be seen in the attached images.

Apparently, the cul-de-sac file is loaded, but the textures get overwritten by another file that is loaded afterwards. The only reason for this I can think of is that the loading order of plugin files is determined by the file system. While Windows does not distinguish between upper and lower case letters, *nix usually does. Perhaps you can solve the issue by renaming the file "zzzNAM_Retexture_and_Cosmetic_Mod_Culdesac_Plugin_Superhands.dat" such that it loads after the other retexturing files, possibly by switching to upper case letters or so.

Quote from: TWAK on August 27, 2013, 12:59:00 AM
getting pretty bad lag when I do anything involved plopping, dragging, or interacting the TLA5, but my one way/road pieces are fine.  I looked at google but didn't see any results

Usually, missing SC4Path files can cause a lag like this. However, since the path files for TLA5 are contained in the NetworkWideningMod.dat, just like the TLA5 textures, I guess it is not the cause of your problem...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: spot on August 29, 2013, 04:20:49 PM
Elevated Rail over NWM AVE-6/7 doesnt work.
Title: Re: road cul-de-sacs not showing
Post by: lostwizard on August 29, 2013, 07:37:16 PM
Quote from: memo on August 29, 2013, 02:53:46 PM
Apparently, the cul-de-sac file is loaded, but the textures get overwritten by another file that is loaded afterwards. The only reason for this I can think of is that the loading order of plugin files is determined by the file system. While Windows does not distinguish between upper and lower case letters, *nix usually does. Perhaps you can solve the issue by renaming the file "zzzNAM_Retexture_and_Cosmetic_Mod_Culdesac_Plugin_Superhands.dat" such that it loads after the other retexturing files, possibly by switching to upper case letters or so.

That had not occurred to me. It looks like the conflict is with NAM_Retexture_and_Cosmetic_Mod_Road.dat.

The thing about unix (at least Linux) file systems is that the file system itself does not sort directories at all. If it did, then the file naming would be fine (upper case would sort before lower case). I see that while the order appears deterministic on at least my system, it is apparently random and certainly not alphabetical. Some basic research suggests that on Windows NTFS might sort the files but FAT32 does not. It is apparent that the game itself does not sort the files before opening them (which makes sense - why would it need to?).

I wonder if there's something I can do to force ordering, like maybe a shared library I can LD_PRELOAD to force ordering on readdir() (which does the directory reading).

Edit: Yes, it was definitely file load order. I lashed up a FUSE file system that sorts directories and redirected my plugins folder through that. Cul-de-sacs are showing up as they should now.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: APSMS on August 29, 2013, 08:28:05 PM
Well, when it comes to sorting, I am not sure what you mean by that, but I think (am pretty sure) that there is a predetermined loading order for SC4 that can be seen easily if you use the DATPacker by wounagaine. The files & folders are arranged in the same order in which SC4 loads them, and since the last file loaded overwrites all conflicting files that might have been loaded previously (in the startup process) the zzzFileFolder naming practice becomes clear.

In fact, the NAM makes use of the fact that ~ loads first and _ loads last (according to the game anyway) to make sure that critical files are never overwritten. You could also try putting the texture plugin in this folder (the "Z___NAM" folder) to see if it helps solve the problem, since I know for a fact that it takes effort to make a folder that loads after this one due to all the underscores.

I am pretty sure that the only thing ordering files on your explorer windows would do would be to make it easier to see the file overrides properly. I don't think that it has anything to do with the way the game reads the files, however.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: lostwizard on August 29, 2013, 09:25:57 PM
Quote from: APSMS on August 29, 2013, 08:28:05 PM
Well, when it comes to sorting, I am not sure what you mean by that, but I think (am pretty sure) that there is a predetermined loading order for SC4 that can be seen easily if you use the DATPacker by wounagaine. The files & folders are arranged in the same order in which SC4 loads them, and since the last file loaded overwrites all conflicting files that might have been loaded previously (in the startup process) the zzzFileFolder naming practice becomes clear.

In fact, the NAM makes use of the fact that ~ loads first and _ loads last (according to the game anyway) to make sure that critical files are never overwritten. You could also try putting the texture plugin in this folder (the "Z___NAM" folder) to see if it helps solve the problem, since I know for a fact that it takes effort to make a folder that loads after this one due to all the underscores.

I am pretty sure that the only thing ordering files on your explorer windows would do would be to make it easier to see the file overrides properly. I don't think that it has anything to do with the way the game reads the files, however.

I wasn't going to respond on this because I solved my problem, but here's a more complete explanation for others that might have the same problem.

I wasn't talking about explorer windows or any confusion related to the reason for the file names. In fact the texture file in this case was already in the z___NAM folder.

It turns out you are, in fact, mistaken when it comes to there being a "predetermined" order the game uses. The game itself doesn't sort anything at all when it is loading the files in the plugins folder. Datpacker might sort the files before making its dat files, but I'm not using it because I have no need of it and it just adds more complexity when messing with plugins. (Besides, it's recommended not to use it with the NAM.)

It turns out that the file name ordering behaviour being exploited in this case is a feature of the NTFS file system on Windows rather than the SC4D exe itself. Because I'm using Wine on a Linux machine instead of Windows, the underlying file system is not NTFS and, thus, does not have the file name ordering behaviour. Note that I'm referring to the low level operating system stuff here, not the explorer window or what have you. If you look at the low level system calls that are used to read a directory, the order you receive the file names may be any random order, and may not even be related to the order you created the files in a particular directory.

I have been able to conclusively demonstrate that the exe itself does not sort the files. The cul-de-sac textures were missing when I just left the files alone on the file system, just as they stored when they were installed. Then, when I installed a shim file system that sorts directories before returning the list of files to the application, the textures started appearing correctly. That means with absolute certainty that the exe file itself is not sorting the file names. Thus, SC4D itself has no predetermined order in which it loads the files. Instead, the fact that the file naming convention for controlling such loading works at all is an accident of the way Windows implements NTFS. (Obviously, if you've datpacked the files, the order they appear in the dat file would matter instead. Odds are datpacker itself relies on the same feature of NTFS and Windows rather than doing any sorting on its own but since I haven't studied its implementation, I don't know.)

The upshot of all this is that if one is going to use Wine to run SC4D with the NAM or any other order-sensitive addon, one needs to use a file system that sorts the file names in a directory before passing the list to the application.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: whatevermind on August 30, 2013, 05:15:05 PM
First off, I have to say the new NAM (312) works beautifully so far. There was some of the usual rebuilding of things broken by the update, but it was overall a very smooth transition, which is good for the plugin-picky! I also love the manuals that go along with it, they're really well done and quite helpful.

One thing I noticed though is that the info on the updated Maxis stations doesn't mention that you have to bulldoze and rebuild existing ones to get the new, higher values, which might be useful to mention, especially since I think a lot of people place stations and forget about them.

I don't love the new implementation of the road turning lanes. They're incredibly unstable, and while I can get used to them not being automatic anymore, it would be nice to not need to rebuild them anytime changes are made to the road. But again, that's minor.

I'm currently trying out the North American textures, which are overall pretty nice, particularly some of the diagonal intersection handling, but there's two minor complaints. First, the road/street transition:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi1129.photobucket.com%2Falbums%2Fm503%2Fwhatphots%2FMisc%2F20130819_NAM312RoadStreetTransition.jpg&hash=90c8b4f573c20b823733988b9f16ec39b289c033)
This used to be a lot smoother, where you barely saw any of the road at all, and I think that looked a lot better - now the road portion takes up most of the square, and the transition seems a lot sharper than before.

Secondly, the obstacle course traffic control devices in the street intersections in residential zones:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi1129.photobucket.com%2Falbums%2Fm503%2Fwhatphots%2FMisc%2F20130819_NAM312StreetIntersectionSignsAndDiversions.jpg&hash=02c65db7c405153f7b27184c2280459fac0e0455)
I don't really get why these are included in a standard texture set. They're incredibly rare in the real world. A better implementation of them would be similar to the road turning lanes, where you have to purposely place them if you really want them.

You can also see in that second texture a bit of a bug with the streets, namely the signs in the roadway. It's a lot more pronounced at diagonal intersections, but it seems that with the wider curves in the North American textures, the street signs weren't moved to match.

I remember seeing somewhere that the Norwegian textures were similar to the American, but I noticed in the installer that they are listed under RHW2 options. Does that mean they only change the RHW2 textures, or are they a full texture set?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on August 30, 2013, 06:18:04 PM
Quote from: whatevermind on August 30, 2013, 05:15:05 PM
I remember seeing somewhere that the Norwegian textures were similar to the American, but I noticed in the installer that they are listed under RHW2 options. Does that mean they only change the RHW2 textures, or are they a full texture set?

The Norwegian texture set uses the standard RHW Euro textures, with the exception of the RHW-2 and RHW-3; instead of white median lines, they have yellow median lines.  The installer documentation will be fixed (right now) to include RHW-3 in the description.  For now, the Norwegian texture set affects only these two RHW networks.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: irwinkevincarpio on August 31, 2013, 07:46:49 AM
Hi, guys!

To the NAM team, thank you so much for doing all of this stuff for us. We truly are lucky that developers like you continue to give this game a lot of love.

Anyway, prior to installing the 31.2 update, I installed the no-cd patch for 1.1.640. I also cleared up my plugins folder of my transport related mods dated prior to 2013. I have the US version of the game but I converted it to LHD via the UKEnglsh folder renaming and the hex digit alteration in the registry. I also selected the LHD option in the new NAM.

I now that Mandelsoft patched the SPUI some hundred pages back, but will it also work for the Euro textures?

In any case, here are the bugs I found:

The TuLEP pieces for the TLA-7 or the AVE-6 have some redundant arrows, the texture for the ave-6 - Ave -4 intersection seems incomplete, the SPUI is stuck in RHD and is non-functional for both elevated Maxis Highway override and Elevated RHW-4, and the diverging diamond has some blocky transitions.

If it's any help, I noticed the bugs with the TuLEP pieces in my copy of NAM30 and just thought that they'd be fixed in a later patch but it seems only I'm getting this bug.

Thanks again for this awesome mod. It's definitely what completes Simcity 4.

P.S. how do you make images display on a post without going over the limit? Also, what does it mean if I can't use any cheats? I try using the draw paths cheat with the extra cheats plugin but nothing happens when I press enter.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: memo on August 31, 2013, 11:04:03 AM
@lostwizard: Thanks for the detailed explanation. I was not aware of the unsortedness of Linux file systems, at all. As I have just worked on something that requires the exact loading order, this is valuable information. In particular, this means that the order is different for Windows and Mac users. I have done some quick tests and suppose that on the (case-insensitive) standard Mac file system HFS+ filenames are ordered by their lower-case variants, whereas on (semi-case-insensitive) NTFS they are ordered by their upper-case variants. In particular, the annoying underscore character '_' comes after any alpha-numeric characters in Windows, but before alphabetic characters and after numeric characters in OS X.

As I neither have the Aspyr port nor have Wine installed, I cannot check whether this really is the case, though.

Quote from: irwinkevincarpio on August 31, 2013, 07:46:49 AM
P.S. how do you make images display on a post without going over the limit? Also, what does it mean if I can't use any cheats? I try using the draw paths cheat with the extra cheats plugin but nothing happens when I press enter.

There is a bug in the extra cheats DLL, so that it is loaded by the game only by a chance of about 50%. Restarting the game usually fixes this.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: sidestab on August 31, 2013, 02:04:43 PM
mine keeps saying simcity4.exe is not found any help guys??
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: APSMS on August 31, 2013, 02:19:41 PM
Thanks, lostwizard. It seems I stand corrected, but at least I learned something. This is valuable information in case I ever make the jump to Linux. I guess being stuck in Windows leaves a bit to be desired concerning other OSes.

Also, concerning whatevermind's issues concerning textures, if we open up the DAT file with the modified textures and simply delete them, will the game revert to the default, or would it cause potential conflicts elsewhere that I'm not aware of (e.g. other lots/RULs that rely on these textures to display properly)? Because I, too, find those street islands highly unrealistic. I don't thing I've ever seen them implemented quite like that anywhere, and it'd be nice to know if I can do the fix myself.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on August 31, 2013, 02:26:29 PM
Quote from: memo on August 31, 2013, 11:04:03 AM
There is a bug in the extra cheats DLL, so that it is loaded by the game only by a chance of about 50%. Restarting the game usually fixes this.

I have never noticed this.  Do you have the DLL in your root Plugins folder?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: memo on August 31, 2013, 04:11:31 PM
Steve, I don't think the order displayed in the Finder is representative here. After all, the Windows file explorer does not display files in the order used by the game, either. I rather based my assumption on this:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.ld-host.de%2Fuploads%2Fimages%2F12e872dd3880b15b35cd6f831d8ffa78.jpg&hash=d86f6c2653ac2119b0c4800a8a3ee7e06c5bff1b)

Quote from: z on August 31, 2013, 02:26:29 PM
I have never noticed this.  Do you have the DLL in your root Plugins folder?

Yes, I do. I have mentioned it in [this post] (http://sc4devotion.com/forums/index.php?topic=15533.msg457544#msg457544), but to be honest, I still don't know whether my assumption is correct.

Quote from: APSMS on August 31, 2013, 02:19:41 PM
Also, concerning whatevermind's issues concerning textures, if we open up the DAT file with the modified textures and simply delete them, will the game revert to the default, or would it cause potential conflicts elsewhere that I'm not aware of (e.g. other lots/RULs that rely on these textures to display properly)? Because I, too, find those street islands highly unrealistic. I don't thing I've ever seen them implemented quite like that anywhere, and it'd be nice to know if I can do the fix myself.

Indeed, you can safely delete the textures.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on August 31, 2013, 06:44:40 PM
Quote from: memo on August 31, 2013, 04:11:31 PM
Steve, I don't think the order displayed in the Finder is representative here. After all, the Windows file explorer does not display files in the order used by the game, either. I rather based my assumption on this:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.ld-host.de%2Fuploads%2Fimages%2F12e872dd3880b15b35cd6f831d8ffa78.jpg&hash=d86f6c2653ac2119b0c4800a8a3ee7e06c5bff1b)

You're quite right.  In the post from which I got the picture (entitled "Mac directory order"), it says, "This is the order the Mac sorts characters (in Mountain Lion): space, underscore, dash, exclamation, question, at, star, accent, hat, plus sign, open bracket, equal, close bracket, pipe, tilde, numbers, letters, µ, π, Ω, and ".  However, this clearly applies only to the Finder display - not to the underlying filesystem.  So I've removed the misleading part of my post.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: spot on September 01, 2013, 06:44:57 PM
missing path under the RHW-6

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Fu9ppNYDl.jpg&hash=f67ff0a84a5d2b423ac7cf2fb694443ecc31a659) (http://imgur.com/u9ppNYD)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: whatevermind on September 04, 2013, 06:53:55 PM
Quote from: memo on August 31, 2013, 04:11:31 PM
Quote from: APSMS on August 31, 2013, 02:19:41 PM
Also, concerning whatevermind's issues concerning textures, if we open up the DAT file with the modified textures and simply delete them, will the game revert to the default, or would it cause potential conflicts elsewhere that I'm not aware of (e.g. other lots/RULs that rely on these textures to display properly)? Because I, too, find those street islands highly unrealistic. I don't thing I've ever seen them implemented quite like that anywhere, and it'd be nice to know if I can do the fix myself.

Indeed, you can safely delete the textures.

To follow up on this, the texture file for the streets does contain street intersections in this texture style without islands that match the intersections with islands. So you can copy the non-island textures and put together an override mod to get rid of the islands without losing the mod's texture style. I made one without too much trouble in Reader, anyone interested in getting rid of the islands might try doing the same themselves.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: arl85 on September 08, 2013, 02:57:07 AM
There's a missing texture with SURC
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi39.tinypic.com%2F2n741uu.png&hash=d3163acc452c0141e697c62ddb01014f61456d91)
I'm using "retextured standard road textures (american)"

also, custom installation has "japanese bullet train station" grayed out and its value depends only on "bullet train mod" checkbox.
BUT by default "bullet train mod" is disabled: nevertheless "japanese bullet train station" is enabled. toggling "bullet train mod" on/off solves the problem
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Kuewr665 on September 08, 2013, 12:09:57 PM
I do not have a picture, but the draggable small 90 degree curve only appears in low density textures.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on September 08, 2013, 07:17:57 PM
Quote from: arl85 on September 08, 2013, 02:57:07 AM
There's a missing texture with SURC
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi39.tinypic.com%2F2n741uu.png&hash=d3163acc452c0141e697c62ddb01014f61456d91)
I'm using "retextured standard road textures (american)"

I cannot duplicate this problem, and I am also using the "Retextured Standard Road Textures (American style)".  The SURC textures are custom textures, so they shouldn't be overridden by any other texture styles.  They are all found in the file "NAM_URailRTMT_RoadTexture_Standard.dat", which is loaded into "Plugins\z___NAM\Mass Transit Lots\ESURE".  If the file isn't there, try doing a "Complete Install" and see if that fixes the problem.

If the file is there, then the problem is likely an IID conflict.  If this is the case, removing all your plugins except the NAM and trying this in a new city would make this problem go away.  If this happens, add in half your plugins and see if the problem recurs.  Continue trying this procedure, adding or subtracting portions of your Plugins folder until you find the file that's in conflict, and then please let us know what that file is.

Quotealso, custom installation has "japanese bullet train station" grayed out and its value depends only on "bullet train mod" checkbox.
BUT by default "bullet train mod" is disabled: nevertheless "japanese bullet train station" is enabled. toggling "bullet train mod" on/off solves the problem

The initial state appears to be set incorrectly here; this shouldn't be hard to fix.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: irwinkevincarpio on September 08, 2013, 10:35:47 PM
Quote from: irwinkevincarpio on August 31, 2013, 07:46:49 AM
Hi, guys!

To the NAM team, thank you so much for doing all of this stuff for us. We truly are lucky that developers like you continue to give this game a lot of love.

Anyway, prior to installing the 31.2 update, I installed the no-cd patch for 1.1.640. I also cleared up my plugins folder of my transport related mods dated prior to 2013. I have the US version of the game but I converted it to LHD via the UKEnglsh folder renaming and the hex digit alteration in the registry. I also selected the LHD option in the new NAM.

I now that Mandelsoft patched the SPUI some hundred pages back, but will it also work for the Euro textures?

In any case, here are the bugs I found:

The TuLEP pieces for the TLA-7 or the AVE-6 have some redundant arrows, the texture for the ave-6 - Ave -4 intersection seems incomplete, the SPUI is stuck in RHD and is non-functional for both elevated Maxis Highway override and Elevated RHW-4, and the diverging diamond has some blocky transitions.

If it's any help, I noticed the bugs with the TuLEP pieces in my copy of NAM30 and just thought that they'd be fixed in a later patch but it seems only I'm getting this bug.

Thanks again for this awesome mod. It's definitely what completes Simcity 4.


I was just wondering if the bugs I reported have been reproduced in anybody else's system.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: arl85 on September 09, 2013, 08:50:33 AM
Quote from: z on September 08, 2013, 07:17:57 PM
Quote from: arl85 on September 08, 2013, 02:57:07 AM
There's a missing texture with SURC
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi39.tinypic.com%2F2n741uu.png&hash=d3163acc452c0141e697c62ddb01014f61456d91)
I'm using "retextured standard road textures (american)"

I cannot duplicate this problem, and I am also using the "Retextured Standard Road Textures (American style)".  The SURC textures are custom textures, so they shouldn't be overridden by any other texture styles.  They are all found in the file "NAM_URailRTMT_RoadTexture_Standard.dat", which is loaded into "Plugins\z___NAM\Mass Transit Lots\ESURE".  If the file isn't there, try doing a "Complete Install" and see if that fixes the problem.

If the file is there, then the problem is likely an IID conflict.  If this is the case, removing all your plugins except the NAM and trying this in a new city would make this problem go away.  If this happens, add in half your plugins and see if the problem recurs.  Continue trying this procedure, adding or subtracting portions of your Plugins folder until you find the file that's in conflict, and then please let us know what that file is.

File is there, but removing everything else except NAM and Z___NAM doesn't solve the problem. the only texture that is missing is the straight road one, other one (T-junctions) are there.


edit: attached filelist of my plugins folder
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Kuewr665 on September 09, 2013, 05:16:38 PM
I know this sounds extremely trivial, but placing an AVE-4/TLA-5 TULEP piece on an eastern border of a city makes it face the west. (I have traffic driving on the right.)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on September 09, 2013, 05:48:39 PM
Quote from: arl85 on September 09, 2013, 08:50:33 AM
Quote from: z on September 08, 2013, 07:17:57 PM
Quote from: arl85 on September 08, 2013, 02:57:07 AM
There's a missing texture with SURC
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi39.tinypic.com%2F2n741uu.png&hash=d3163acc452c0141e697c62ddb01014f61456d91)
I'm using "retextured standard road textures (american)"

I cannot duplicate this problem, and I am also using the "Retextured Standard Road Textures (American style)".  The SURC textures are custom textures, so they shouldn't be overridden by any other texture styles.  They are all found in the file "NAM_URailRTMT_RoadTexture_Standard.dat", which is loaded into "Plugins\z___NAM\Mass Transit Lots\ESURE".  If the file isn't there, try doing a "Complete Install" and see if that fixes the problem.

If the file is there, then the problem is likely an IID conflict.  If this is the case, removing all your plugins except the NAM and trying this in a new city would make this problem go away.  If this happens, add in half your plugins and see if the problem recurs.  Continue trying this procedure, adding or subtracting portions of your Plugins folder until you find the file that's in conflict, and then please let us know what that file is.

File is there, but removing everything else except NAM and Z___NAM doesn't solve the problem. the only texture that is missing is the straight road one, other one (T-junctions) are there.

I realized after I posted that an IID conflict was rather unlikely, as the SURCs load in the z___NAM folder, which is loaded after virtually everything else.  So the results of your test were not surprising in that respect.  I do most of my testing with only the NAM and RTMT installed.  It occurred to me that this texture may be one of the standard RTMT textures, and the reason that this problem has not been discovered earlier is that most people who use this feature also use RTMT.  Sure enough, closer examination revealed that that was indeed the problem.  It's really quite interesting, as well over a hundred people downloaded this feature over the four years before it was officially released with the NAM, and this problem was never reported.  In any case, I've fixed the ESURE texture file to include the missing texture, and I've attached the file below.  The fixed file will also be present in NAM 32.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: arl85 on September 10, 2013, 02:42:21 AM
Hi z,
thanks a lot for the quick fix (I've not yet tried it, but I'm sure it will solve the problem).

Is there a specific reason why you're using "custom" textures? I mean: the T-junction textures are different from the normal T-junction textures, because they (SURC) are copies of "original" maxis textures (with the yellow zebra-crossing), while I've installed "retextured" version.
Is it possible to use the "retextured" one? I'm not an expert, but is it possible to have SURC pieces using existing textures, regardless of their "flavour" (original, retextured, etc...) - something like a reference to them, instead of a "copy" of original maxis one.

regarding SURC, I discovered that, to let it work, you need to put lots with the arrow facing railroad if you're building N-S and facing subway if you're building E-W.
I found some info about that in ESURE topic but no mentions of it in NAM Manual - it took several trials before getting it right, before reading ESURE topic and find the solution
Also, even if in NAM manual is written "no risk of CTD", indeed it WILL CTD if you touch SURC pieces with underground railways.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Kuewr665 on September 10, 2013, 07:48:30 PM
Is there a downloadable patch for an issue mentioned a few months ago?

Quote from: eggman121 on June 04, 2013, 10:20:13 PM
I think I found a missing texture on the Diagonal FAR Entrance...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi245.photobucket.com%2Falbums%2Fgg72%2FEggman121%2FFARtextureMissing_zpsd985df19.jpg&hash=9a29b73899e9398fdcd1a52455820e7c0cfd4b52) (http://s245.photobucket.com/user/Eggman121/media/FARtextureMissing_zpsd985df19.jpg.html)

Its easily fixed though. If you are savvy enough (and know how to use Ilives reader) and have NAM 31.1 still lying around all you need to do is find the "5e13183e" texture and copy it from the RealHighway_FractionalAngleNetworking.dat from NAM 31.1 to the same file found in NAM31.2.

!Please do not try this if you are not comfortable with using Ilives reader or are new to modifying in general!

Just let the experts (The NAM Team) fix it if you think you can't.   

-eggman121

Similarly, the way overhanging works on the diagonal RHW-6S causes this:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FhIMu56q.jpg&hash=1b8c8e665bb7db824db1be26c93c816b5dad36e3)

Drawpaths shows the piece has a missing lane path, an issue already mentioned in the page of the post quoted.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on September 10, 2013, 09:22:58 PM
Quote from: arl85 on September 10, 2013, 02:42:21 AM
Is there a specific reason why you're using "custom" textures?

The reason is mostly that I built ESURE after I had been modding only for a few months, and the simplest way to do it seemed to be that the RTMT lots were built.  The RTMT lots had to be built that way, due to the extra road markings that may be added to them.

QuoteI mean: the T-junction textures are different from the normal T-junction textures, because they (SURC) are copies of "original" maxis textures (with the yellow zebra-crossing), while I've installed "retextured" version.
Is it possible to use the "retextured" one? I'm not an expert, but is it possible to have SURC pieces using existing textures, regardless of their "flavour" (original, retextured, etc...) - something like a reference to them, instead of a "copy" of original maxis one.

Since the SURC pieces have no road markings, theoretically it should be possible to do what you want.  In fact, I have now done so for the straight road SURC, and have attached the file below.  (This file is also useful for those who use the European textures, as in my previous attachment I neglected to fix them.)  But as far as the two intersection pieces go, I have not been able to make them work with the lots.  It appears that only certain ID ranges are available for lot ID textures; you can find the straight road texture in the Lot Editor, but you won't find the intersection textures, which are in a whole different ID range.  Even copying the intersection textures out of SimCity_3.dat into the ESURE files doesn't help; they just don't appear in the lot.  So it seems that the custom textures are still needed for these pieces; the IDs of the standard pieces apparently place them in the range of network textures, which aren't available for lots.  (Someone please correct me if I'm wrong here.)  Even in this case, lot textures could be made for all the possible style variations of these intersections, but I would not have time to do this in the foreseeable future.

The stoplight positioning and orientation was also wrong on the intersection pieces; I have fixed that as well.

Quoteregarding SURC, I discovered that, to let it work, you need to put lots with the arrow facing railroad if you're building N-S and facing subway if you're building E-W.
I found some info about that in ESURE topic but no mentions of it in NAM Manual - it took several trials before getting it right, before reading ESURE topic and find the solution
Also, even if in NAM manual is written "no risk of CTD", indeed it WILL CTD if you touch SURC pieces with underground railways.

You are correct on both these points.  We will get this fixed in the documentation.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Nanami on September 14, 2013, 07:18:06 AM
anyone know to fix this irish marker bug on RHW exit?
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fpuu.sh%2F4r1rt.jpg&hash=3b6204033747a1145e412ee6038e84e5d8378103)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: samerton on September 14, 2013, 12:23:58 PM
Quote from: 976 on September 14, 2013, 07:18:06 AM
anyone know to fix this irish marker bug on RHW exit?
*snip*

I believe this issue was resolved by 976 earlier on in the day, however here is the solution (http://community.simtropolis.com/topic/58484-nam-general-support-thread-v2/page-41#entry1387797).
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: adit01 on September 21, 2013, 08:19:34 AM
I am new to SC4 and it's mod and still in learning time for using NAM ....but i don't know reason my simcity 4 file got corrupted and i re installed it.And then i  made NAM installation but now I don't have monorail tool in the given option.....can you suggest me some  solution for that?And sorry for bad english
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Kuewr665 on September 21, 2013, 10:57:53 AM
The issue of smooth road curves and medium/high density zoning, along with many other issues, were fixed by reinstalling NAM. I don't know what went wrong.

Found another issue. The orthogonal rail viaduct over diagonal surface rail piece with only two tracks has the textures of one in the middle of multiple diagonal tracks.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F3Tw56Hr.jpg&hash=61d533d74ae44aa1a7d27debe5e5fe6f151a7fc3)

To the left is the result. To the right is what it should look like.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: irwinkevincarpio on September 27, 2013, 07:20:06 AM
First of all,  ()what()

Is there a minimum number of posts that someone has to have in order for them to be noticed? Have I done something wrong to insult someone in this wonderful site? I can take no for an answer, but totally ignoring someone who is talking to you is just impolite. Please, just say so if newly registered people aren't allowed to post their problems too.

Second, please just let me know if I'm wasting your time here.
Now that that's out of the way,  /wrrd%&

1) Does the SPUI in its current 31.2 iteration have Left Hand drive textures for the Euro pack? If so, how do I correct a faulty installation when all other RHW and NWM pieces appear correctly except for this one?

2) What do redundant arrows on the Turning Lane pieces mean? I have what appears to be two overlapping and opposite arrows on the AVE-6 Turning lane piece and one arrow on the blank one.

3) Are there currently any elevated RHW4 exits that lead to RHW4 ramps for use with the Spui? All the ramps in all the Highway wheels offer only MIS ramps. Is that expected?

4) Is the texture on my AVE-6/TLA-7 + AVE 4 correct? This is Left Hand Drive with what looks to me like an errant texture in the middle tile.

Lastly, thank you to the NAM team. Hopefully this won't be my last post in this thread because I like being nice to people, especially those who work their butts off to make this game the definitive city builder game out there.

P.S. Please excuse my lack of ability to figure out how to make my uploaded pictures look the way other, more senior members manage to. Currently, they only appear as footnotes at the end of my post.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Indiana Joe on September 27, 2013, 10:49:03 AM
Quote from: irwinkevincarpio on September 27, 2013, 07:20:06 AM
First of all,  ()what()

Is there a minimum number of posts that someone has to have in order for them to be noticed? Have I done something wrong to insult someone in this wonderful site? I can take no for an answer, but totally ignoring someone who is talking to you is just impolite. Please, just say so if newly registered people aren't allowed to post their problems too.

Second, please just let me know if I'm wasting your time here.
Now that that's out of the way,  /wrrd%&

1) Does the SPUI in its current 31.2 iteration have Left Hand drive textures for the Euro pack? If so, how do I correct a faulty installation when all other RHW and NWM pieces appear correctly except for this one?

2) What do redundant arrows on the Turning Lane pieces mean? I have what appears to be two overlapping and opposite arrows on the AVE-6 Turning lane piece and one arrow on the blank one.

3) Are there currently any elevated RHW4 exits that lead to RHW4 ramps for use with the Spui? All the ramps in all the Highway wheels offer only MIS ramps. Is that expected?

4) Is the texture on my AVE-6/TLA-7 + AVE 4 correct? This is Left Hand Drive with what looks to me like an errant texture in the middle tile.

Lastly, thank you to the NAM team. Hopefully this won't be my last post in this thread because I like being nice to people, especially those who work their butts off to make this game the definitive city builder game out there.

P.S. Please excuse my lack of ability to figure out how to make my uploaded pictures look the way other, more senior members manage to. Currently, they only appear as footnotes at the end of my post.

I think you just kept getting lost among all the discussion.  Sorry; remember that patience is a virtue.   ;)

It looks like you have more than one TuLEP texture set installed.  Check the NAM folder for excess texture sets.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: irwinkevincarpio on September 28, 2013, 12:12:02 AM
Thanks, Indiana Joe.

I had a feeling I had conflicting textures, but I don't know how to spot them. (Also, would that correspond to arrow textures on a "blank" TuLEP tile?

I really have no other way to tell you the contents of my z___NAM folder except to attach a pdf file with the system generated list of its contents.

Would this also have something to do with the weird texture in my intersection?
Really, thanks for the reply :) Getting one after the long wait is totally worth it.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Twyla on September 28, 2013, 11:10:28 AM
LTNS!  The latest NAM is nothing short of AMAZING!!

Is there any chance that there's either an 8x8 90° FlexFly or 4x4 45° FelxFly in the works?  With five levels to work with, I was really looking forward to building full stack interchanges, but there's still a few pieces missing to do that.

Also - I tried building a variant using a pair of L2 FlexFly @ 90° over their L0 counterparts and they don't seem to play well together.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi134.photobucket.com%2Falbums%2Fq103%2FTwyla_Naythias%2FFlexFlyConflict_zps8fc6b378.png&hash=7466095ad1ea8c0f336efd92ecf4aece9b7a4aeb)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: APSMS on September 28, 2013, 01:31:53 PM
Quote from: irwinkevincarpio on September 28, 2013, 12:12:02 AM
Thanks, Indiana Joe.

I had a feeling I had conflicting textures, but I don't know how to spot them. (Also, would that correspond to arrow textures on a "blank" TuLEP tile?

I really have no other way to tell you the contents of my z___NAM folder except to attach a pdf file with the system generated list of its contents.

Would this also have something to do with the weird texture in my intersection?
Really, thanks for the reply :) Getting one after the long wait is totally worth it.

noticed in the list you made that you have a number of RHD files (like the moonlight Japanese streets and the RTL for avenue and road) I would recommend that you do a search in your plugins folder for RHD (using the search tool in the upper right of the window), and pull all the files that you find out of your plugins and see if that solves the problem.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: MandelSoft on September 28, 2013, 02:19:27 PM
Quote from: Twyla on September 28, 2013, 11:10:28 AM
LTNS!  The latest NAM is nothing short of AMAZING!!

Is there any chance that there's either an 8x8 90° FlexFly or 4x4 45° FelxFly in the works?  With five levels to work with, I was really looking forward to building full stack interchanges, but there's still a few pieces missing to do that.

Also - I tried building a variant using a pair of L2 FlexFly @ 90° over their L0 counterparts and they don't seem to play well together.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi134.photobucket.com%2Falbums%2Fq103%2FTwyla_Naythias%2FFlexFlyConflict_zps8fc6b378.png&hash=7466095ad1ea8c0f336efd92ecf4aece9b7a4aeb)
FlexFLY never could cross each other. There's no coding for that available yet. Furthermore, there are still a lot of issues with the FlexFLY and the new height levels.

We are actually going to re-design the FlexFLYs altogether, but when that will happen is still a guess...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on September 28, 2013, 04:54:22 PM
Quote from: MandelSoft on September 28, 2013, 02:19:27 PM
FlexFLY never could cross each other. There's no coding for that available yet. Furthermore, there are still a lot of issues with the FlexFLY and the new height levels.

We are actually going to re-design the FlexFLYs altogether, but when that will happen is still a guess...

FLEXFly likely won't see any further development until at least NAM 33.  We actually have all the models and paths for L0-L4 FLEXFlys, both 90-degree and 45-degree, and both 1 and 2-lane, thanks to jondor, but it's going to take a few hundred thousand lines of override code to get them to operate.  The specs on the new 90-degree models are actually different than the current FLEXFly and FLEXCurve (they're 5x5 instead of 4x4), so there won't be any further development on the existing versions.

Additionally, the 90-degree curves, even the redesigned 5x5 ones, don't traverse enough ground to be particularly useful for tight stacks, so the 45-degree system, coupled with standard diagonals,  would really be necessary for that sort of situation.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: GDO29Anagram on September 28, 2013, 05:05:58 PM
Quote from: Twyla on September 28, 2013, 11:10:28 AM
Is there any chance that there's either an 8x8 90° FlexFly or 4x4 45° FelxFly in the works?  With five levels to work with, I was really looking forward to building full stack interchanges, but there's still a few pieces missing to do that.

Alex replied far quickly than I could...

Besides, none of our plans involve giant-sized FlexFlys, neither is the ability to stack one over another. Not only would the coding be immense, but so would be the impracticality. A lot of things have changed since NAM 28 and 29, and pretty much what has been decided for RHW between now and then is already set in stone.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: eggman121 on September 28, 2013, 09:24:55 PM
Quote from: Tarkus on September 28, 2013, 04:54:22 PM
FLEXFly likely won't see any further development until at least NAM 33.  We actually have all the models and paths for L0-L4 FLEXFlys, both 90-degree and 45-degree, and both 1 and 2-lane, thanks to jondor, but it's going to take a few hundred thousand lines of override code to get them to operate.  The specs on the new 90-degree models are actually different than the current FLEXFly and FLEXCurve (they're 5x5 instead of 4x4), so there won't be any further development on the existing versions.

If the models exist maybe the elevated curves can be released as normal elevated smooth curve pieces without any flexing initially, much like the L0 smooth curves we have now. I would particularly like to see 45 degree elevated smooth curves. Just my opinion.

-eggman121
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on September 29, 2013, 01:10:14 AM
Quote from: eggman121 on September 28, 2013, 09:24:55 PM
Quote from: Tarkus on September 28, 2013, 04:54:22 PM
FLEXFly likely won't see any further development until at least NAM 33.  We actually have all the models and paths for L0-L4 FLEXFlys, both 90-degree and 45-degree, and both 1 and 2-lane, thanks to jondor, but it's going to take a few hundred thousand lines of override code to get them to operate.  The specs on the new 90-degree models are actually different than the current FLEXFly and FLEXCurve (they're 5x5 instead of 4x4), so there won't be any further development on the existing versions.

If the models exist maybe the elevated curves can be released as normal elevated smooth curve pieces without any flexing initially, much like the L0 smooth curves we have now. I would particularly like to see 45 degree elevated smooth curves. Just my opinion.

That's an intriguing idea.  I can't make any promises at this point, but if we were to go that route, it'd probably be the most feasible, with respect to setting up future developments without adding dead weight, to minimally FLEX the pieces, holding off on any over/underpass capability until a later NAM release.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Kuewr665 on September 29, 2013, 09:56:48 PM
Would it be easier for you to create pieces that work like the On-Slope pieces where the curve changes based on the height of the network attached or create pieces for each one?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on September 30, 2013, 12:03:20 AM
Quote from: Kuewr665 on September 29, 2013, 09:56:48 PM
Would it be easier for you to create pieces that work like the On-Slope pieces where the curve changes based on the height of the network attached or create pieces for each one?

That's a good question.  FLEXFly predates the FLEX-HT/OST systems by a considerable bit, and FLEXCurve came into being just as FLEX-HT/OST was being approached as a hypothetical idea, so that's why those weren't given the same treatment. 

Obviously, having one piece and overriding it (we could even take it to the level of just making an RHW-2 FLEXCurve and overriding it to MIS) reduces the number of discrete piece options that the user has to handle on the interface/TAB loop side of things, which is part of the reason for going farther into FLEX territory.  Eventually, I'd like to get everything aside from Cosmetic Pieces reduced down to just a couple TAB Loops, consisting almost entirely of FLEX items.  FLEX technique has advanced quite a bit since NAM 31.x, so it may end up proving feasible to go that route, but I'd like to get a working prototype into the Associates' hands and have it battle-tested before I make any promises.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Kuewr665 on September 30, 2013, 04:42:14 PM
Sounds great! I wouldn't be dissatisfied with curves that could change height by the network attached, but could not allow another network to cross over or under them. That was what I had in my mind.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: xannepan on October 01, 2013, 02:17:40 AM
I have a ID conflict. I am redoing the Paris Seine bridges (improved textures etc).
I am using the ID range assigned to me. However, somehow in the NAM a change has been made, see picture.
The range that is currently assigned to some of the Bridge model and fsh IDs is a range I  cannot easily use in gmax (gmax requires an ID ending on 4 zeros).

At the same time, some other models are using "my" IDs.

For now I will try to find a free ID range I can use and post it here later. But the fact that the inventory is no longer up to date is a bit frustrating :S

Please help :)


Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on October 01, 2013, 02:42:59 AM
What are your IDs?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: xannepan on October 01, 2013, 02:55:20 AM
The IDs originally assigned to me are:

RHW-GHW based                     
xannapan ave   3336   3337   3338   3339   333a   333b   333c
(from the latest file in the Bridge Engineering Board http://sc4devotion.com/forums/index.php?topic=8573.msg468352;topicseen#new)

The problem is with the last 3 IDs in that list (0x333a0000,0x333b0000,0x333c0000)
Apparently these IDs are in use for other models....


I'll try using
33400000
33410000
33420000
according to the master list, these are the next available free IIDs
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: memo on October 01, 2013, 03:54:15 AM
The IIDs of the RHW-2 Concrete Girder Bridge and of Pont Alexandre III collided when NAM 31 was released. It is issue #67 (https://github.com/BluelightningSC4/Network-Addon-Mod/issues/67) over at GitHub.

I fixed and closed that issue. The easiest thing for me to do was to manually shift some of the IIDs in Pont Alexandre to resolve the collision. I am sorry that the current IDs seem to be inconvenient, but I don't know why the RHW bridge had conflicting IDs. If you cannot work with those IDs, the best and easiest thing would probably be to move to new IDs.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: xannepan on October 01, 2013, 03:58:09 AM
Thx for the explanation! I used the new aforementioned IIDs And this works fine. 
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Uzil on October 01, 2013, 10:07:33 AM
Hello,
I have always a bug with the 3x3 tiles neighbours cities connexions, look :
Connexion without the NWM neighbor connector piece.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimage.noelshack.com%2Ffichiers%2F2013%2F40%2F1380646750-simcity-4-2013-10-01-18-50-26-45.png&hash=b18f0a5df2c134b1817bc3c3bd35dbcecf20a2cf)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimage.noelshack.com%2Ffichiers%2F2013%2F40%2F1380646757-simcity-4-2013-10-01-18-50-27-81.png&hash=4d35bb78f006e8308cb1319de60192b92ade314d)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimage.noelshack.com%2Ffichiers%2F2013%2F40%2F1380646760-simcity-4-2013-10-01-18-50-34-93.png&hash=5433c6cf6bebed40f6cc3707446c01802967caeb)
Logically a big work bug with the residents.

Now the same connexion with the right NWM neighbor connector piece one year after.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimage.noelshack.com%2Ffichiers%2F2013%2F40%2F1380646748-simcity-4-2013-10-01-18-49-28-17.png&hash=940a0f056954c13f968ab96b3c47857b18833443)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimage.noelshack.com%2Ffichiers%2F2013%2F40%2F1380646751-simcity-4-2013-10-01-18-49-29-50.png&hash=59e118b639196beb1fd39dc68d9142e1a916a4f1)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimage.noelshack.com%2Ffichiers%2F2013%2F40%2F1380646756-simcity-4-2013-10-01-18-49-49-71.png&hash=c5dac76d07f6a3cbcdca14dc9d457ae654bf7369)
Yet the same bug with the same circulation.

Now without 3x3 tiles connexion :

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimage.noelshack.com%2Ffichiers%2F2013%2F40%2F1380646766-simcity-4-2013-10-01-18-51-22-92.png&hash=060fab986d9944811d28d1a2029c243d55f9ad75)
No work bug !

I think the NWM connector piece (and the same connector pieces of the RHW) does not work with road on 3 tiles.

(I said that I did not have this problem with the 1 or 2 tiles connectors).
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Synthael on October 01, 2013, 02:40:53 PM
Hello guys... I've been getting back to SimCity lately and decided to install new NAM (about half a year late, but nvm  ;D )...

Stumbled upon a small texture problem...
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi1176.photobucket.com%2Falbums%2Fx331%2FSynthael%2FSimCity%25204%2520Stuff%2F6sbug.jpg%7Eoriginal&hash=14f281a27234e89c2b5e6bf04540eaaa29413dc7)

Piece in question is RHW 6S A2 Exit. Paths are normal, UDI and everything works fine, just the textures are wrongly positioned...

Ninja EDIT: problem occurs for all rotations

Don't know if I maybe have a conflict between different texture options in the NAM so I included installation log (if it helps at all)...

Installation Type:  Custom Installation
Network Controller:  Standard
Traffic Driving Side:  Left side of road
Traffic simulator type:  High capacity
Zones Data View: New (NAM)
Automata controller type:  Radical 24h

The following networks and/or network expansions will be installed:
- Canal Addon Mod (CAN-AM) - SimGoober's Canals
- Diagonal Streets
- Double-Height Monorail / Bullet Train Mod
- El Rail
    - Double-Height Elevated Rail
- Elevated Road Networks
- Flexible Underpasses (FLUPs)
- Fractionally Angled Networks (FANs)
    - Fractionally Angled Road Networks (FARs)
    - Fractionally Angled Railroads (FARRs)
    - Draggable FAR
- Ground Light Rail / Tram
    - Ground Light Rail
    - Tram in Avenue
    - Tram in Road
    - Tram in Street
    - Extended Draggable Ground Light Rail
- High Speed Rail Project (HSRP)
- Maxis Highway Override
- Network Widening Mod (NWM)
    - Network Widening Mod
    - Legacy Transition Piece Wealthification
- Ped Malls
- Rail
    - Underground Rail
    - Viaduct Rail
    - Single Track Rail (STR)
- Real Highway Mod (RHW)
- Rural Roads Plugin
- Street Addon Mod (SAM)
    - SAM Set 1 - Parking Lots
    - SAM Set 2 - Herringbone Brick Streets
    - SAM Set 3 - PEG Dirt Streets
    - SAM Set 4 - PEG Gravel Streets
    - SAM Set 5 - Trolca Dirt Streets
    - SAM Set 6 - Klinker Streets
    - SAM Set 7 - Asphalt Streets
    - SAM Set 8 - Cobblestone Streets
    - SAM Set 9 - Brick Streets

The following stations, ports, and network transitions will be installed:
- Upgraded Maxis Transit Lots
- Airport Capacity:  High (8x Maxis)
- El Rail Stations
    - Victorian El Rail Station (Orthogonal)
    - Victorian El Rail Station (Diagonal)
    - Modern El Train Station
    - Diagonal El Rail Station
    - Double-Height Elevated Rail Station
- Elevated Roadway Stations
    - BriPizza Elevated Roadway Station
    - Overhanging Elevated Road Station
- GLR and Tram Stations
    - GLR Stations
        - SFBT Dentai GLR Station (Orthogonal)
        - SFBT Dentai GLR Station (Diagonal)
        - Modern GLR Station
    - Tram Stations
        - SFBT Dentai Tram-in-Avenue Station (Orthogonal)
        - SFBT Dentai Tram-in-Avenue Station (Diagonal)
- SFBT Tram-in-Road Station (Double Length)
- SFBT Tram-on-Street Stop
- High Speed Rail Stations
    - Modern Arched HSR Station
    - Modern Arched GHSR Station
    - Diagonal HSR Station
    - Overhanging HSR Station
    - HSRP Transit Hub
- Monorail and Bullet Train Stations
    - Modern Monorail and Bullet Train Station
    - Overhanging Monorail / Bullet Train Station
    - Diagonal Monorail / Bullet Train Station
    - Double-Height Monorail / Bullet Train Station
    - Japanese Bullet Train Station
- Multi-Purpose Stations
    - BriPizza 0m-15m Multi-Purpose Station
    - BriPizza 15m-30m Multi-Purpose Station
    - Ninja Boulevard Kiosk
    - Ninja Boulevard Station
- Network Transitions and Connectors
    - SFBT GLR to Subway Transition
    - Tram to Subway Transitions
    - Subway to Underground Rail Connectors (ESURE)
- Rail Stations
    - Modern Arched Rail Station
    - Viaduct Rail Stations
    - Modern Viaduct Rail Station
        - Overhanging Viaduct Rail Station
        - Diagonal Viaduct Rail Station
        - Victorian Viaduct Rail Station (Orthogonal)
        - Victorian Viaduct Rail Station (Diagonal)

The following additional features and customizations will be installed:
- Additional Bridges
    - Basic Additional Bridges
    - Avenue Bridges
        - JENX PARIS Pont Alexandre III
        - Millau Viaduct
    - El Rail Bridges
        - Concrete Box Girder El Rail Bridge
        - Steel Bailey Under Truss El Rail Bridge
        - Cable Stayed El Rail Bridge
    - Elevated Highway Bridges
        - Jeronij TsingMa Single Deck Bridge
    - Ground Highway Bridges
        - Akashi Kaikyo Bridge
    - High Speed Rail Bridges
        - Basic HSR Bridge
        - Basic GHSR Bridge
        - Concrete Box-Girder GHSR Bridge
        - Cable Stayed HSR Bridge
        - Cable Stayed GHSR Bridge
        - HSR Concrete Pier Bridge
        - GHSR Concrete Pier Bridge
        - HSR Suspension Bridge
        - Bailey Truss HSR Bridge
        - Warren Thru-Truss GHSR Bridge
    - Monorail Bridges
        - AIT Concrete Pier Monorail Bridge
        - Cable-Stayed Monorail Bridge
        - Monorail Suspension Bridge
        - Concrete Y-Pier Monorail Bridge
    - Railway Bridges
        - Göltzsch Viaduct
        - JRJ Warzone Bridge
        - Garabit Viaduct
        - Howe Truss Rail Bridge (Standard)
        - Howe Truss Rail Bridge (Single Track)
        - Metal Arch Rail Bridge
        - Metal Pylon Bridge
        - Modern Rail Bridge
        - Plate Girder Single Track Rail Bridge
        - Wooden Trestle Single Track Rail Bridge
            - Bridge Structure
            - Stronger Wake Effect
        - Royal Albert Single Track Rail Bridge
        - PvM JRJ Green Garabit Rail Bridge
    - Real Highway Bridges
        - RHW-2 Concrete Girder Bridge
        - RHW-2 Small Steel Arch Bridge
        - RHW-4 Large Steel Arch Bridge
        - RHW-4 Steel Girder Bridge
        - RHW-4 Steel Girder Bridge Dual
        - RHW-4 Steel Girder Bridge Dual 2
        - RHW-4 Suspension Bridge Compact
        - RHW-6S Cable-Stayed Bridge Compact
        - RHW-6S Concrete Arch Bridge
        - RHW-6S Concrete Arch Bridge Dual
        - RHW-6S Steel Arch Bridge Compact
        - RHW-8S Undertruss Bridge
        - RHW-10S Cable Stayed Bridge
        - RHW-10S Large Concrete Arch
        - RHW-MIS Bridges
    - Road Bridges
        - Kwanyoni Bridge
        - DT Road Bridge
        - JENX Tower Bridge
        - JENX PARIS Pont Royal
- JENX PARIS Pont Saint Michel
        - JENX PARIS Pont Neuf (Road)
        - Krummbach Bridge
        - Old Road Bridge
        - Pont Sant Angelo
        - Wooden Covered Road Bridge
    - Rural Street and Rail Bridge
    - Street Addon Mod (SAM) Bridges
    - Street Bridges
        - Concrete Street Bridge
        - Covered Street Bridge
        - JENX PARIS Pont Neuf (Street)
        - Steel Girder Street Bridge
    - Tram in Road Bridges
        - Pont Notre Dame
- Bridge Height Mod
- Custom Menu Icon Layouts
    - Custom Highway Menu
    - Custom Rail Menu
    - Custom Misc. Transportation Menu
- Extended Station Queries
    - Standard Hole Diggers and Ground Raisers
    - Auto-Destruct Hole Diggers and Ground Raisers
- Maxis Highway Interchange & Ramp Additions
- One-Way Arrow Mods
    - Reduce One-Way Arrows by Half
- Darker rail textures by SFBT
- Rail Viaduct Style:  Grey Rocks
- Real Highway Mod Regional Transport View
- Road Textures and Markings
    - Standard Euro Road Textures
    - Options for Euro Road Textures
        - Alternative Euro TuLEP Textures
            - Riiga's Euro TuLEP Textures (Dashed)
        - RHW Options
            - Autobahn Markings for the RHW
    - Alternate Arrow Textures
        - Arrow Textures for Germany
- Roundabouts and Other Interchanges
    - Street Roundabouts
    - Road Roundabouts
    - Oneway Roundabouts
    - Avenue Roundabouts and Interchanges
- Turning Lanes
    - Road Turning Lanes
    - Avenue Turning Lanes
    - Turning Lane Extension Plugin (Basic)
- Wide Radius Curves
    - Wide Curves for Streets, Roads, and Avenues


I'm glad you guys managed to pull this gigantic thing off, I bow to you... =)  :thumbsup:

(sorry for the looooooooooong post, was about to use spoilers when i found there aren't any  $%Grinno$% )
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: fefenc on October 04, 2013, 04:53:38 PM
I can't find the RHW-4 straight route puzzle piece :S

I want to do something like this, but it's impossible without this piece :S
(https://fbcdn-sphotos-b-a.akamaihd.net/hphotos-ak-prn1/s403x403/547825_435648663222942_800386724_n.jpg)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: GDO29Anagram on October 04, 2013, 05:11:45 PM
Quote from: fefenc on October 04, 2013, 04:53:38 PM
I can't find the RHW-4 straight route puzzle piece

Find the button that says RHW/RD on it; it's towards the bottom of the Roads menu. It contains the Underground Route (FLUP) under RHW pieces. ANd yes, it works on every network that has a FLUP entrance.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: irwinkevincarpio on October 05, 2013, 01:44:45 AM
Quote from: APSMS on September 28, 2013, 01:31:53 PM
noticed in the list you made that you have a number of RHD files (like the moonlight Japanese streets and the RTL for avenue and road) I would recommend that you do a search in your plugins folder for RHD (using the search tool in the upper right of the window), and pull all the files that you find out of your plugins and see if that solves the problem.

Hi, sorry for the late reply; the fan of my laptop stopped turning one day and it took a week to fix. Anyways...

I tried what you suggested, APSMS and I removed three files as a result:
    1)z3_Moonlight_SAM10 - Japanese Streets Euro_RHD
    2)z3_MRTNRLN_EuroTextures_RTL_Avenue_RHD
    3)z3_MRTNRLN_EuroTextures_RTL_Road_RHD

But sadly, nothing changed as a result. The pieces look exactly as before. Would there by any chance be anyone within the NAM team who uses LHD as well?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: fefenc on October 05, 2013, 09:01:44 AM
Quote from: GDO29Anagram on October 04, 2013, 05:11:45 PM
Quote from: fefenc on October 04, 2013, 04:53:38 PM
I can't find the RHW-4 straight route puzzle piece

Find the button that says RHW/RD on it; it's towards the bottom of the Roads menu. It contains the Underground Route (FLUP) under RHW pieces. ANd yes, it works on every network that has a FLUP entrance.

Thanks :D
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdenm8 on October 05, 2013, 08:45:03 PM
Quote from: irwinkevincarpio on September 27, 2013, 07:20:06 AM
Is there a minimum number of posts that someone has to have in order for them to be noticed? Have I done something wrong to insult someone in this wonderful site? I can take no for an answer, but totally ignoring someone who is talking to you is just impolite. Please, just say so if newly registered people aren't allowed to post their problems too.

Second, please just let me know if I'm wasting your time here.
Now that that's out of the way,  /wrrd%&

1) Does the SPUI in its current 31.2 iteration have Left Hand drive textures for the Euro pack? If so, how do I correct a faulty installation when all other RHW and NWM pieces appear correctly except for this one?

2) What do redundant arrows on the Turning Lane pieces mean? I have what appears to be two overlapping and opposite arrows on the AVE-6 Turning lane piece and one arrow on the blank one.

3) Are there currently any elevated RHW4 exits that lead to RHW4 ramps for use with the Spui? All the ramps in all the Highway wheels offer only MIS ramps. Is that expected?

4) Is the texture on my AVE-6/TLA-7 + AVE 4 correct? This is Left Hand Drive with what looks to me like an errant texture in the middle tile.

Lastly, thank you to the NAM team. Hopefully this won't be my last post in this thread because I like being nice to people, especially those who work their butts off to make this game the definitive city builder game out there.

P.S. Please excuse my lack of ability to figure out how to make my uploaded pictures look the way other, more senior members manage to. Currently, they only appear as footnotes at the end of my post.

LHD NAM Member here,
Sorry for the delay, it's easy for some posts to get lost in the torrent of posts made by eager fans. No minimum number of posts needed and you've got legitimate problems, you're not wasting our time.  :thumbsup:


FIX FOR #1:
It appears that MandelSoft has made a specific LHD texture for the swapped and flipped tiles, which isn't needed and will actually break the LHD texture. I've uploaded a modified version of the LHD file that covers the SPUI and omits the flipped textures, it can be obtained from https://db.tt/ONwAUu2R.
Drop it into Documents\SimCity 4\Plugins\z___NAM\Road Textures\Euro Cosmetic Re-Texture Mod\z_LeftHandDriveSupport and replace the file already there. This should fix the problem.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: irwinkevincarpio on October 06, 2013, 05:51:48 AM
jdenm8, because of you, I feel that Christmas has come earlier!  ;D

Just that one major fix has made my day. Thank you so much.

Just one clarification on #4, did you mean you have it too or that you haven't managed to recreate it?

Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdenm8 on October 06, 2013, 06:50:00 AM
I didn't test it, but it may be a fix for another older problem. It's not as major as the other issues (Or the one it may have fixed), so can be ignored for the time being.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: irwinkevincarpio on October 07, 2013, 03:22:26 AM
Thanks :)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on October 12, 2013, 09:22:24 PM
Quote from: arl85 on September 08, 2013, 02:57:07 AM
also, custom installation has "japanese bullet train station" grayed out and its value depends only on "bullet train mod" checkbox.
BUT by default "bullet train mod" is disabled: nevertheless "japanese bullet train station" is enabled. toggling "bullet train mod" on/off solves the problem

I finally got around to fixing this; the fixed version of the installer will be in NAM 32.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: wasteofspace on October 28, 2013, 05:42:09 AM
I'm getting the intersection effect on various 15m road over networks, including but not limited to 0m MIS, 0m RHW 4, & 0m PS MHW. Is there something wrong on my part or has this been documented? 1.1.640 SC4 with custom NAM 31.2 installation. Tried dragged overpasses, as well as Road over MHW puzzle pieces.

edit: please pay no attention to the stupidly close RCI zones to the highway nor the ridiculous number of buses compared to cars
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on October 28, 2013, 01:00:46 PM
This is a known limitation of the game.  Intersections are actually two dimensional, which is why you get this effect.  Fortunately, it doesn't really affect game performance.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: wasteofspace on October 29, 2013, 01:07:38 AM
Thank you! I've been searching for ages for threads on the intersection effect, with nothing more than what I already know from the TSCT readmes.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tomye on November 07, 2013, 12:05:02 PM
Dear creators,

First of all, thank you for making NAM, you have turned the game from a traffic nightmare into a near high-tech powered traffic wonder!  &apls :thumbsup:

I might be asking a stupid question, but are there any ground level MIS avenue pieces? I am experimenting with MHW pieces and trying to make a L2 MHW ramp into a avenue. The setup is as show in the link: http://postimg.org/image/w0k2rrhxd/

I did manage to do the opposite, connecting from L0 MHW to an avenue which goes over the L0 MHW, however, since I also managed to get cramped up in lack of space in my city, the solution in the picture is preferable.

If this is possible, does it mean it is also possible for e.g. L2 RHW-10S?

Thank you very much for any help you can give me, and again, forgive me if I'm merely shortsighted and didn't find the correct piece in the menu yet!  %confuso
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Swordmaster on November 07, 2013, 01:24:28 PM
That setup is possible if you add one more tile to it. There needs to be a MIS starter piece between your ramp and the avenue--only one will do, drag the RHW through and the intersection should be stable.


Cheers
Willy
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Kuewr665 on November 07, 2013, 07:15:39 PM
This is an issue with a lot and not a network piece, but I figured that since this is included in the NAM installer I should post this here.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FKTT92Jn.jpg&hash=61561db6db13b0706dd2c4507d173e6ea5b7380a)

The orthogonal station has paths that are perpendicular to the tracks.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FAZ91pJN.jpg&hash=b71c74275250c88e89d3d2524ce660566d36556f)

The diagonal station has paths on one tile that are offset.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on November 07, 2013, 09:17:41 PM
This actually is not a problem, as access to the station is determined by the transit switches and not the paths.  The important thing is that a tile containing one of your network tiles must be directly adjacent to one of the two tiles that form the diagonal lot.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Kuewr665 on November 07, 2013, 09:43:35 PM
Yes, I am aware. It still does cause a visual effect of train automata not passing through the station.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on November 07, 2013, 10:08:18 PM
Ah, I missed the point of the first picture.  That's obviously a bug; we'll fix it.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tomye on November 07, 2013, 11:40:56 PM
Quote from: Swordmaster on November 07, 2013, 01:24:28 PM
That setup is possible if you add one more tile to it. There needs to be a MIS starter piece between your ramp and the avenue--only one will do, drag the RHW through and the intersection should be stable.


Cheers
Willy

Okay thanks a lot, I did it! I knew it had to be something as simple as that haha. :P
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Kuewr665 on November 08, 2013, 07:06:06 PM
Don't know if these will be fixed anytime soon, but bringing these to attention:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FooP09Du.jpg&hash=68a2a8413438dc117451800b2bcd401c49bc37fa)

This intersection has turn lanes to the wrong direction and none to the correct one.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FDz5FGeM.jpg&hash=871605c9dfb196372a34c0b5da20bf888466cc21)

This intersection has missing paths.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Kuewr665 on November 10, 2013, 12:03:49 PM
At the end of an OWR smooth curve, the paths do not appear. It looks like they sink into the road. Nothing is on the tile.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Fd42L0j5.jpg&hash=c683ccf2c2608e119461e6fcf3c00f179a8291c4)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FdXqQPTE.jpg&hash=f2b1609bfd0ced61fcc48b5517fef59cad16faf0)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: memo on November 10, 2013, 12:21:10 PM
Quote from: Kuewr665 on November 10, 2013, 12:03:49 PM
At the end of an OWR smooth curve, the paths do not appear. It looks like they sink into the road. Nothing is on the tile.

This issue has already been reported before and is fixed on our end, now. For the time being, you can use the draggable OWR smooth 45 curve as a workaround, which works exactly like its Road counterpart.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Chris857 on November 11, 2013, 04:27:08 PM
TLDR: I I've had some funky computer issues which may or may not be NAM-related.

So, the other day (last Friday), I got the bug to start playing SC4 again, and was interested in getting the traffic simulation fix in NAM. However, it seemed to cause some issues with my computer, but I cannot be absolutely positive that they're related.

Stats:
32-bit Windows XP, service pack 3
Dell computer, with ~1GB RAM
SC4 Deluxe Edition, legal copy, patched to 1.1.638.0
Never tried an SC4 mod until this time

So, I downloaded NAM 31.2, ran the installer for the traffic simulator, did not get the 1.1.640 patch, played with it that evening, and everything seemed fine (computer-wise, and sims would now sensibly take the freeway), and I shutdown. Next day (less than 12 hours later), some other apps were used (but not SC), and after beginning shutdown, the machine blue-screened, but it was not noticed until late in the day since I was out. That evening, the computer seemed to behave itself until later, when some graphics issues led to an less-than-graceful shutdown, and on restarting, XP thought that C:\ was DIRTY and ran CHKDSK, recovering some things.

On Sunday, I continued to have these issues with overall system usability and CHKDSK running on startup, plus a number of cases where unrelated programs would give me c0000142 failure to initialize errors, and a spat on one user account where Chrome was crashing on startup. Later that evening, two audio issues cropped up: first was that music would play in-region but not in-city (and I could not discern a reason after searching the internet); second I had a new issue with SC4 crashing on the EA logo. At this, I uninstalled NAM and SC4, backed up my regions, reinstalled SC4, still had the crash, patched to 638, and still had the crash. After some internet searching somewhere amongst the uninstall/reinstall, I traced the crash to my computer being convinced it had no audio. So, I restarted the computer, and both audio issues were now resolved (along with SC4 not crashing).

Today, with NAM not installed (but the installer still in my downloads folder) my computer seems to be running fine. Any thoughts?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on November 11, 2013, 05:10:32 PM
Reinstall the NAM, but decline the 4 GB patch if it is offered.  Also, in your root folder, if you have a boot.ini file with a recent date (i.e., when you first installed the new NAM) and a boot.ini.bak file, replace the boot.ini file with the boot.ini.bak file.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Chris857 on November 11, 2013, 08:04:29 PM
Quote from: z on November 11, 2013, 05:10:32 PM
Reinstall the NAM, but decline the 4 GB patch if it is offered.  Also, in your root folder, if you have a boot.ini file with a recent date (i.e., when you first installed the new NAM) and a boot.ini.bak file, replace the boot.ini file with the boot.ini.bak file.

You were right about the boot.ini; it had a /3GB flag set and a recent timestamp, so I fixed that. However, after reinstalling NAM, I still seem to have a problem with a lack of music and sound effects (except for some mouse-click sounds) while in a city, but not at region level. I'm not positive (I think it came from my speakers) but I also had two bursts of fast stuttery sound in-city with NAM running tonight.

I re-uninstalled NAM, and the audio again works as I expect.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdenm8 on November 11, 2013, 10:14:57 PM
I'd say that only having 1GB of RAM is greatly contributing to your problems here. SC4 with the NAM installed frequently exceeds that, so you may be under the required specs for recent versions of the NAM.

NAM30 should work well for you, though it'll be missing a lot of functionality and it has bugs that have since been fixed.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Chris857 on November 12, 2013, 08:09:41 PM
Well, I reinstalled NAM (traffic sim fix only) and it seems to be working now (music playing and all that). The only thing I remember doing differently is not trying a city in the Timbuktu region, but just trying in a blank new region. So, hopefully that fixes things.

Thanks for the help about the /3GB issue in boot.ini.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Wilfried on November 16, 2013, 07:03:50 AM
So, I have these two issues with Symphony:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.ld-host.de%2Fuploads%2Fthumbnails%2Fb3d27359c8c23f6cb5d6c66a624096ba.jpg&hash=e411436f99e6f075305ef9840883266bfe400487)   (http://"http://www.ld-host.de/show/b3d27359c8c23f6cb5d6c66a624096ba.jpg")(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.ld-host.de%2Fuploads%2Fthumbnails%2F2927633b469671ce0b008cb595c71b0f.jpg&hash=26217dc1cb6f17a71e484e0ff3131eed56d7780f) (http://"http://www.ld-host.de/show/2927633b469671ce0b008cb595c71b0f.jpg")

Can anyone help?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: MandelSoft on November 16, 2013, 07:23:24 AM
Bug #1: Sure something weird is going on with the FAMHW, but I'm not sure whether this is just a display bug or a real pathing bug.
Bug #2: I think it's the TE crosswalk lot right next to the Symphony motorway that triggers this effect. Try to demolish it, wait a few in-game months for the traffic sim to adjust the routes and see if it helps.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: memo on November 16, 2013, 07:31:26 AM
Quote from: MandelSoft on November 16, 2013, 07:23:24 AM
Bug #1: Sure something weird is going on with the FAMHW, but I'm not sure whether this is just a display bug or a real pathing bug.

I suspect it's because of paths of this type:

-- car_3_0_a
1
2
3
0
0
2
-8,-8,0.75
-8,-8,0.75

The game has difficulties to determine a direction which results in the shown issue.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: roadgeek on November 18, 2013, 07:32:33 PM
I apologize if this has already been mentioned. I tried to do a search (for Project 57) on this thread, and I think it jumped off to another thread. I recently noticed that when I try to use RHW starters, it does not give me the option of selecting an L3 or L4 starter.  ()what()
I also have issues whenever I use the two level transition from L2 to L4. It shows the transition properly, but when I drag from the end of the transition, it drops down to L2.  ??? Was this fixed in 31.2?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Indiana Joe on November 18, 2013, 08:02:31 PM
Quote from: roadgeek on November 18, 2013, 07:32:33 PM
I apologize if this has already been mentioned. I tried to do a search (for Project 57) on this thread, and I think it jumped off to another thread. I recently noticed that when I try to use RHW starters, it does not give me the option of selecting an L3 or L4 starter.  ()what()
I also have issues whenever I use the two level transition from L2 to L4. It shows the transition properly, but when I drag from the end of the transition, it drops down to L2.  ??? Was this fixed in 31.2?

In order to get L3 and L4 in 31.2, you have to do a custom install and select the extended RHW controller.  They were taken out of the default options, along with a few other things, because they slowed down the game a lot for some users.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Kuewr665 on November 18, 2013, 10:03:11 PM
Huh. Is that mentioned in the documentation or installer?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: roadgeek on November 19, 2013, 05:24:35 AM
Quote from: Indiana Joe on November 18, 2013, 08:02:31 PM
Quote from: roadgeek on November 18, 2013, 07:32:33 PM
I apologize if this has already been mentioned. I tried to do a search (for Project 57) on this thread, and I think it jumped off to another thread. I recently noticed that when I try to use RHW starters, it does not give me the option of selecting an L3 or L4 starter.  ()what()
I also have issues whenever I use the two level transition from L2 to L4. It shows the transition properly, but when I drag from the end of the transition, it drops down to L2.  ??? Was this fixed in 31.2?

In order to get L3 and L4 in 31.2, you have to do a custom install and select the extended RHW controller.  They were taken out of the default options, along with a few other things, because they slowed down the game a lot for some users.

Well then I am going to have to see if I still have 31.1, since I have not been able to locate my manual, and 31.2 will not install until I do a complete re-install of my SimCity. Why couldn't they just put the code on the box instead of in the manual? I have no earthly idea where that thing is!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: APSMS on November 22, 2013, 08:21:09 PM
Would it be possible to add L3 and L4 support for RHW-2? It seems like it'd be relatively easy to add (since it's a base network) and though it's use would be slightly less than the RHW-4 and 6S upper decks, it seems like it's still be useful. I can think of a number of applications that would be more suited here than an equivalent height bridge.

Of course, this question/request is partially because I just tried to draw one and realized that it wasn't converting because, of course, L4 RHW-2 doesn't exist. I haven't used a bridge because I have networks going underneath, in case anyone was wondering...

Anyone know of a workaround, perhaps, that they might be willing to share? (I could, of course, do a RHW-4 but it seems excessive for the purpose, and we don't yet have high level roads (will we ever?)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: roadgeek on November 22, 2013, 08:59:55 PM
Quote from: APSMS on November 22, 2013, 08:21:09 PM
Would it be possible to add L3 and L4 support for RHW-2? It seems like it'd be relatively easy to add (since it's a base network) and though it's use would be slightly less than the RHW-4 and 6S upper decks, it seems like it's still be useful. I can think of a number of applications that would be more suited here than an equivalent height bridge.

Of course, this question/request is partially because I just tried to draw one and realized that it wasn't converting because, of course, L4 RHW-2 doesn't exist. I haven't used a bridge because I have networks going underneath, in case anyone was wondering...

Anyone know of a workaround, perhaps, that they might be willing to share? (I could, of course, do a RHW-4 but it seems excessive for the purpose, and we don't yet have high level roads (will we ever?)

Well, it sounds like Indiana Joe is saying is that if you select the extended RHW controller, you would get that as well. I just wish there was a way that I could reinstall my SimCity without having to track down the manual to locate the code. I think the wife is ok with me going and purchasing a new copy of the game though, see as it is not all that expensive...not that she would leave me if I did, but I like to stay on her good side.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on November 22, 2013, 09:16:51 PM
It is for sale for $4.99 right now on Amazon (http://www.amazon.com/gp/product/B00457VJ3G).

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: APSMS on November 23, 2013, 12:38:58 AM
Quote from: roadgeek on November 22, 2013, 08:59:55 PM
Well, it sounds like Indiana Joe is saying is that if you select the extended RHW controller, you would get that as well. I just wish there was a way that I could reinstall my SimCity without having to track down the manual to locate the code. I think the wife is ok with me going and purchasing a new copy of the game though, see as it is not all that expensive...not that she would leave me if I did, but I like to stay on her good side.

The thing is, I have the extended controller. My biggest loading times were due to my parks and landmarks menus, and the NAM was too essential for me to skimp on it.

But as far as I can tell there is no L4 RHW-2, even on the E-Controller, and I think I remember that RHW-2 was omitted from being mentioned in the documentation as having this functionality.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on November 23, 2013, 01:00:47 AM
Only the MIS, RHW-4, and RHW-6S networks are available at Levels 3 and 4.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on November 23, 2013, 01:01:38 AM
And those L3 and L4 networks pretty much exist for the sole purpose of high, sweeping ramps for stack interchanges, which, in our research, never exceed 3 lanes, and by virtue of being in a fully access-controlled environment, carry traffic only in a single direction.

The original plan, way back in 2005, had been to eventually add 30m (modern L4) content to supplement the existing 15m (modern L2) elevated content, but only in limited situations with not much crosslinkage (especially as that was the pre-draggable era).  The High Monorail and High Elevated Rail Plugins, while not released until 2009, were actually built during that time and later unearthed when their creator (smoncrie) returned after a couple year hiatus.  The RHW was also originally planned to follow a similar scheme, with just two elevated levels, one at 15m and one at 30m.  However, the interest in realism, and research on that subject in the years to follow, led to outstanding support for having the second elevated level be placed at 7.5m (half height, modern L1) instead.  30m Road/OWR/AVE/Rail Viaducts were scratched from the list in favor of the lower height. The RHW plan was subsequently changed, to still have 30m (and add 22.5m), but just for ramp purposes, so users could construct 4 and 5-level interchanges, such as the Dallas High Five.

There haven't been any plans to extend the options for L3 and L4 networking beyond what's already there.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: eagle74 on November 23, 2013, 11:50:17 AM
OK, I have not been able to find this info.  Is the NAM 31.2 compatible with Industry Doubler and/or Quadrupler?  Or are they going to cause stability issues?   
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Swordmaster on November 23, 2013, 01:08:32 PM
There's no transit business in those mods, so I don't see why the NAM would cause issues with them.


Cheers
Willy
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: eagle74 on November 23, 2013, 02:40:48 PM
Thanks, I'll give it a try.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: roadgeek on November 23, 2013, 06:56:25 PM
Quote from: Tarkus on November 23, 2013, 01:01:38 AM
And those L3 and L4 networks pretty much exist for the sole purpose of high, sweeping ramps for stack interchanges, which, in our research, never exceed 3 lanes, and by virtue of being in a fully access-controlled environment, carry traffic only in a single direction.

The original plan, way back in 2005, had been to eventually add 30m (modern L4) content to supplement the existing 15m (modern L2) elevated content, but only in limited situations with not much crosslinkage (especially as that was the pre-draggable era).  The High Monorail and High Elevated Rail Plugins, while not released until 2009, were actually built during that time and later unearthed when their creator (smoncrie) returned after a couple year hiatus.  The RHW was also originally planned to follow a similar scheme, with just two elevated levels, one at 15m and one at 30m.  However, the interest in realism, and research on that subject in the years to follow, led to outstanding support for having the second elevated level be placed at 7.5m (half height, modern L1) instead.  30m Road/OWR/AVE/Rail Viaducts were scratched from the list in favor of the lower height. The RHW plan was subsequently changed, to still have 30m (and add 22.5m), but just for ramp purposes, so users could construct 4 and 5-level interchanges, such as the Dallas High Five.

There haven't been any plans to extend the options for L3 and L4 networking beyond what's already there.

-Alex

Well the Dallas High Five is awesome, and I remember when it was being built, but unless we are able to build lanes of a L3 and L4 over NWM (transitioning from L1 or L2), similar to a double decker (although perhaps with lanes offset aligned), the NWM will have to be outside the stack lanes, which differs somewhat from how it looks on 635. We already know that there are issues with making a double decker with lanes moving in the same direction.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: APSMS on November 23, 2013, 07:06:29 PM
Quote from: Tarkus on November 23, 2013, 01:01:38 AM
And those L3 and L4 networks pretty much exist for the sole purpose of high, sweeping ramps for stack interchanges, which, in our research, never exceed 3 lanes, and by virtue of being in a fully access-controlled environment, carry traffic only in a single direction.

<snip>

There haven't been any plans to extend the options for L3 and L4 networking beyond what's already there.

-Alex

I was worried that would be the answer...well, it was worth asking, at least. I'll have to find a workaround.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Kuewr665 on November 23, 2013, 07:12:23 PM
I did think about L3 and L4 RHW-2 for HOV lane ramps in stack interchanges. Oh well.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Anima on November 24, 2013, 03:21:33 AM
I've seriously tried sifting through the 147 pages of posts to try and find an answer to my query but couldn't. My apologies if i did miss it. (it's rather late at the moment.)

Either way, I downloaded the latest version of the NAM after i reinstalled my sc4 and it's CC and even though it appears all of the roads, ploppables etc. are there in the transit menu, the texture of the Road and Avenue are different from what i remember them to be.
Prior to this install the Road and Avenue used to get turn off arrows on their intersections and overhanging traffic lights whereas now they don't.
I've also noticed that in comparison my sims are once again complaining about commute time when they are living smack dab next to a commercial building and complain via jobless suitcase icon; which had me absolutely at a loss until i noticed the texture of the roads and avenues.

Have i installed it wrong? have the textures of the Road/Avenues changed since the latest update and no longer show the arrows on the intersection? (which would be a downright shame by the way, i loved that little detail)
or is something else amiss?

Kind regards.
-Anima :)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Swordmaster on November 24, 2013, 04:18:34 AM
Running the installer, it's recommended to choose "Custom installation" and go through the options carefully. Close to the bottom of the item list is the "Turning Lanes" option, which you need to select. Having done so, the Avenue turning lanes should appear automatically; the Road turning lanes will only show up when you plop a single OWR tile in the intersection.


Cheers
Willy
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: APSMS on November 24, 2013, 04:43:13 AM
^^^What Willy said.

Also, have you played around with the TCST at all? (The traffic simulator editing tool). It is possible that you have the "Park and Ride" option checked, though it wouldn't explain why Sims aren't walking to work. Generally speaking, how is the rest of your city's demand doing? It is possible that the Sims are too wealthy for the available jobs, or that there aren't enough jobs period.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: eagle74 on November 24, 2013, 12:18:03 PM
I installed NAM 31.2 & did not include the long radius curves for rail.  Now, I have no curves for heavy rail, monorail, elevated rail, & ground light rail.  Did I miss something on the install options?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on November 24, 2013, 12:53:33 PM
Quote from: Swordmaster on November 24, 2013, 04:18:34 AM
Running the installer, it's recommended to choose "Custom installation" and go through the options carefully. Close to the bottom of the item list is the "Turning Lanes" option, which you need to select.

This is necessary only if you've manually turned off turning lanes in the past, so most people will never have to do this.  I think the key is that road turning lanes are no longer automatic, but need the OWR piece plopped in their intersection.

Living right across from a commercial building is not in itself sufficient to satisfy the job requirements of Sims.  The open jobs must correspond to the Sims' wealth and education levels.  Anima, please see the post Workforce and Occupation Demands (Drives) (http://sc4devotion.com/forums/index.php?topic=963.msg26318#msg26318) by RippleJet to understand these requirements better.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Anima on November 24, 2013, 01:16:25 PM

I've reinstalled the NAM and tried the custom install; The avenues now create the turning lane arrows like i remember them, yet the roads still don't.
I tried messing around with the TuLEP lanes but once i put down an intersection i got quite miffed with the fact i then have to keep puzzling the rest of the road with these pieces because the intersection does not accept regular draggable roads to connect.
If this is a permanent change i plead to have it put back in. I really, really enjoyed that detail whereas now i feel forced to sit around and puzzle pieces together.
If it isn't.. then, i don't know what i did wrong....

Regarding the unemployment icon-doobers-thingies .... the reason it struck me as odd is prior to this re-install i never had this problem unless i had a severe imbalance in commercial zoning. Now it appears that no matter how many buildings i zone to be commercial, or upgrade existing low/medium density, there will always be several houses complaining about commute. It didn't matter if i put a busstation, subway station in their backyard that connected to basically every single road, they would still complain.
It feels as if the parameters have become insanely picky and demanding to a point i can't seem to do anything right.

Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on November 24, 2013, 01:21:02 PM
Quote from: Anima on November 24, 2013, 01:16:25 PM

I've reinstalled the NAM and tried the custom install; The avenues now create the turning lane arrows like i remember them, yet the roads still don't.

See z's post above.  The Road Turning Lanes will no longer automatically appear when you build a Road x Road intersection.  (There never were turning lanes for Road x Avenue intersections).  Instead, you'll need to click over the Road x Road intersection with the One-Way Road tool, and this will make the turn lanes appear.

There's a couple reasons this change was made--the first being that it gives the user a bit more control over where the turn lanes go, and the second, which had a bigger hand in prompting the change, was that the automatic Road Turning Lane coding was poorly encapsulated from a software design standpoint, and it interfered with a lot of newer NAM features that people who use the turning lanes also tend to utilize, such as the Network Widening Mod (NWM) networks, and the new Draggable Fractional Angle Roads.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Anima on November 24, 2013, 01:51:52 PM
Quote from: Tarkus on November 24, 2013, 01:21:02 PM

See z's post above.  The Road Turning Lanes will no longer automatically appear when you build a Road x Road intersection.  (There never were turning lanes for Road x Avenue intersections).  Instead, you'll need to click over the Road x Road intersection with the One-Way Road tool, and this will make the turn lanes appear.

There's a couple reasons this change was made--the first being that it gives the user a bit more control over where the turn lanes go, and the second, which had a bigger hand in prompting the change, was that the automatic Road Turning Lane coding was poorly encapsulated from a software design standpoint, and it interfered with a lot of newer NAM features that people who use the turning lanes also tend to utilize, such as the Network Widening Mod (NWM) networks, and the new Draggable Fractional Angle Roads.

-Alex

I wasn't talking about Avenue x road intersections but simple avenue x avenue & road x road intersections. Neither would show turn lanes, but after the re-install only the avenue x avenue did.
So somewhere either the installer didn't install properly or i did something wrong because the turn lanes only appeared on the avenue after i did the custom install.

Software design standpoint is understandable, i guess i'm just one of those people that doesn't utilize the NAM to it's full extent. I just like it for the detail as mentioned and the fact it made the inhabitants a bit more lenient in their demands, which now seems even worse (to me).
I tried the draggable roads that weren't default but it made the game crash and understand none what so ever of the NWM, so tend not to use them.

Is there an older version than the current one that i can install so i can have it back to the way i enjoyed it?
because at the moment i feel sort of forced to do it in a way i don't like, it feels too many hoops to jump though to get the result which was easily obtained before.
Not disrespecting the ones that do prefer it, to me it just has too many bells and whistles, hoops and obstacles for the small amount i enjoy playing.

I appreciate the help.
regards,
-Anima
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on November 24, 2013, 02:02:35 PM
Quote from: Anima on November 24, 2013, 01:16:25 PM
Regarding the unemployment icon-doobers-thingies .... the reason it struck me as odd is prior to this re-install i never had this problem unless i had a severe imbalance in commercial zoning. Now it appears that no matter how many buildings i zone to be commercial, or upgrade existing low/medium density, there will always be several houses complaining about commute. It didn't matter if i put a busstation, subway station in their backyard that connected to basically every single road, they would still complain.
It feels as if the parameters have become insanely picky and demanding to a point i can't seem to do anything right.

Although you clearly have a problem here, I can't see that it's due to the NAM for two reasons:  1) The pathfinding in the NAM traffic simulator has not been changed for years; the last change was four years ago, which resulted in significant improvements for everyone.  2) We have not heard of problems of this sort from other users.

This leads me to believe that your problem stems from a mod that you have installed that conflicts with the NAM.  In such a case, reverting to an earlier version of the NAM would not help.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Swordmaster on November 24, 2013, 02:04:04 PM
For the turning lanes (fourth try):

Click with the one-way-road tool in the road x road intersection.

As for the bells and whistles, all of these are optional. The NAM is fully backwards compatible and includes all previous features, so there's no reason to go back to previous versions, none of which are still supported or available for download from the official places.


Cheers
Willy
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Anima on November 24, 2013, 02:27:45 PM
Quote from: z on November 24, 2013, 02:02:35 PM
Although you clearly have a problem here, I can't see that it's due to the NAM for two reasons:  1) The pathfinding in the NAM traffic simulator has not been changed for years; the last change was four years ago, which resulted in significant improvements for everyone.  2) We have not heard of problems of this sort from other users.

This leads me to believe that your problem stems from a mod that you have installed that conflicts with the NAM.  In such a case, reverting to an earlier version of the NAM would not help.

The only other mods i have installed is the SPAM. I new i had to make sure no other mods i would install would have any traffic or commute related things or else it would conflict. I guess i'll have to play around with it more and see if it's just me who's overlooking things. which is easily possible, i am sure of it.

Quote from: Swordmaster on November 24, 2013, 02:04:04 PM
For the turning lanes (fourth try):

Click with the one-way-road tool in the road x road intersection.

As for the bells and whistles, all of these are optional. The NAM is fully backwards compatible and includes all previous features, so there's no reason to go back to previous versions, none of which are still supported or available for download from the official places.


Cheers
Willy

Thank you. Sorry if you felt you had to repeat yourself four times, i just didn't catch on to what you were meaning before. Still seems like alot of hoops to jump though if i have to do this to every single intersection but i suppose it can't be helped and NAM team can't please every single person individually. At least i got this figured out now. :)

much appreciated to everyone who helped.

Kind regards,
-Anima. :)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: APSMS on November 24, 2013, 02:37:53 PM
Road x Road turning lanes are now semi-automatic. Due to the fact that road takes precedence over One Way Roads (OWR) in the game's internal network hierarchy (just as dragging road over street converts it to a road, but not vice versa; the same thing happens to OWR, but not, say, to Rail), you will need to re-click on your road intersections (with the OWR tool) every time you redraw them or the road. it is a complication of using the OWR tool as an activator, but it is more desirable than the other alternatives (previous iterations prevented stoplights from working).

As an interesting note with TuLEPs, it sounds like you are plopping the puzzle pieces first, and then trying to drag to connect to your road network. What you need to do in that case is drag the intersection first, and then plop the puzzle pieces over the existing intersection. The road connections will remain and the whole network will be functional.

As for conflicting plugins, do you have the SPAM installed? There is a traffic simulator offered for it (though not included in the default package) that directly conflicts with the NAM.

EDIT: @Anima you got here first (responded while I was typing). Check and make sure you don't have the SPAM traffic mod, as it doesn't have network parameters for all of the new NAM networks and as such will prevent them from using a lot of the newer road networks like the NWM and other such stuff.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Anima on November 24, 2013, 03:49:55 PM
Quote from: APSMS on November 24, 2013, 02:37:53 PM
EDIT: @Anima you got here first (responded while I was typing). Check and make sure you don't have the SPAM traffic mod, as it doesn't have network parameters for all of the new NAM networks and as such will prevent them from using a lot of the newer road networks like the NWM and other such stuff.

No, i only got the Agricultural part of it for the seasonal crops and desirability factor. I did look at the traffic part of the SPAM but as soon as i read it wasn't compatible with any other mod -but- the original spam i looked no further into it.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: eagle74 on November 26, 2013, 08:35:33 AM
Is there a way to change the display size of the TSCT?  Mine shows full screen vertical, & I have to hide the taskbar to barely be able to get to the save, reset buttons.  I have tried reinstalling it as well as changing the GUI setting (slightly better on System GUI).  The only thing that I can think of that may be causing this is that I had zoomed in on a webpage with control, scroll prior to the initial installation.  So, I uninstalled TSCT & ran a registry cleaner to get all the parts.  It did not help either.

Another question:  The side textures on FLUPS was not showing up (equivalent of colored boxes).  I read somewhere that these textures were related to PED malls.  So, I installed the malls & the FLUPS textures showed up. Is there another way to fix the issue?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: memo on November 26, 2013, 10:36:09 AM
Quote from: eagle74 on November 26, 2013, 08:35:33 AM
Is there a way to change the display size of the TSCT?  Mine shows full screen vertical, & I have to hide the taskbar to barely be able to get to the save, reset buttons.  I have tried reinstalling it as well as changing the GUI setting (slightly better on System GUI).  The only thing that I can think of that may be causing this is that I had zoomed in on a webpage with control, scroll prior to the initial installation.  So, I uninstalled TSCT & ran a registry cleaner to get all the parts.  It did not help either.

I see your problem. The TSCT is open source on sourceforge (http://sourceforge.net/projects/sc4tsct/), so in theory everyone can modify it to their needs. I made this small change for you, so you can try this unofficial version which permits resizing of the window: [link] (https://www.dropbox.com/s/fcu6ohqatqlld6w/TSCT-1.3.5b.zip).

Quote
Another question:  The side textures on FLUPS was not showing up (equivalent of colored boxes).  I read somewhere that these textures were related to PED malls.  So, I installed the malls & the FLUPS textures showed up. Is there another way to fix the issue?

All you need are the FSH files 0x5526710A-0x5526710E. You can copy them to a new file in your plugins and, thus, don't need the ped malls anymore. I'll suggest the NAM team to include this change into the next version of the NAM to get rid of this interdependency.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: eagle74 on November 26, 2013, 01:50:08 PM
Memo,
I am not sure how to install the TSCT zip.  Do I just extract it to the same folder where TSCT is located?

Also, I made a patch of the FSH files for FLUPS textures, & it works fine.  Thanks for your help.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: memo on November 26, 2013, 02:57:57 PM
Quote from: eagle74 on November 26, 2013, 01:50:08 PM
Memo,
I am not sure how to install the TSCT zip.  Do I just extract it to the same folder where TSCT is located?

I don't remember how and where the TSCT is installed by the NAM installer, but anyway, the zip file contains everything you need. You can extract it to any folder you want, so the location of the previous installation should work. It does not require any form of installation. You can start the application by double-clicking the .bat-file or the .jar-file.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: eagle74 on November 26, 2013, 03:37:46 PM
Memo,
Thanks again. :thumbsup:
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Wilfried on November 27, 2013, 10:13:20 AM
Quote from: MandelSoft on November 16, 2013, 07:23:24 AM
Bug #1: Sure something weird is going on with the FAMHW, but I'm not sure whether this is just a display bug or a real pathing bug.
Bug #2: I think it's the TE crosswalk lot right next to the Symphony motorway that triggers this effect. Try to demolish it, wait a few in-game months for the traffic sim to adjust the routes and see if it helps.
Thanks; bug #2 was due to the TE crosswalk. It disappeared quickly after I demolished it.

Bug #1, however, could be a pathing issue, like memo said. I guess the pathing engine doesn't like real numbers that much.  &apls
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Wolzly on December 01, 2013, 06:51:49 PM
Hello, first post.

I've recently dove into modding sc4, I didn't even know it was possible but I see there's a pretty vast community of very talented people who've been working for a long time to create a LOT of custom content.  Anyways...

I have an issue with the NWM and RCI access (I think).

I'm a turtle, I think, so I tend to lay out a lot of roads and fill it all in with zoneing, lower taxes to 0.1 for lowwealth and dirty, and watch everything fill in, hopefully getting enough population to be profitable at 9% taxes before I run out of simoleons.

Anyways, since grabbing the NAM and the CAM the game has seriously opened up and I want to see what's possible.  My issue is that I've been laying out grids using the NWM (namely 3-lane and 5-lane TLAs) but when I hit unpause, I get about 200 population and then all of my zones say no road access.

The faq says all networks should have full rci access, not sure where I'm going wrong...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Wolzly on December 01, 2013, 06:56:12 PM
Sorry to double post, I couldn't see where to add another attachment using the edit function.

Here's a zoomed out look at where the residentials should be commuting to...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: tvrcars on December 05, 2013, 12:33:29 PM
I have the latest nam 31.2 installed with SFBT_Rail Textures Mod_Darker Textures ticked on the nam install but i still get the maxis brown texture appearing under the rail tracks, i have reinstalled nam to see if anything i have missed be to no avail. I left it with SFBT_Rail Textures Mod_Darker Textures still in the nam plugins folder and installed SFBT_Rail Textures Mod_Darker Textures from simtroplis it seems to work but then i have the problem that nam rail curves dont have any textures under them.

If i want the nam rail curves to have textures i have install this z_NAM_Curves_AutomaticFiller_Rails_ which then defaults nam curves to the maxis brown colour and SFBT darker textures on the straights looks odd, see pic

But the thing is I have seen textures working with the nam curves on a youtube video see smaller pic

Is there a way that I can get the nam rail curves as the smaller pic shows i think it is with SFBT rail texture mod darker?

many thanks
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Indiana Joe on December 05, 2013, 12:57:09 PM
The SFBT textures don't affect the wealth texture underneath the rails.  They fix a bug where the rails themselves appear brighter at higher zooms.

The second picture is some other mod.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: memo on December 05, 2013, 01:13:12 PM
Quote from: Wolzly on December 01, 2013, 06:51:49 PM
Anyways, since grabbing the NAM and the CAM the game has seriously opened up and I want to see what's possible.  My issue is that I've been laying out grids using the NWM (namely 3-lane and 5-lane TLAs) but when I hit unpause, I get about 200 population and then all of my zones say no road access.

Sometimes, it's just the traffic simulator that needs some time until it updates all the traffic routes after you unpause the game. If you let the game run for a few months, the no-road-access zots usually disappear.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: tvrcars on December 05, 2013, 04:24:26 PM
Quote from: Indiana Joe on December 05, 2013, 12:57:09 PM
The SFBT textures don't affect the wealth texture underneath the rails.  They fix a bug where the rails themselves appear brighter at higher zooms.

The second picture is some other mod.

I know that the SFBT mod from installing nam doesn't have the wealth texture under the rails, what im saying is that SFBT mod from the nam installer doesn't have any textures for the nam curves. Im looking to find out if SFBT rail texture mod from the installing nam can be used on the nam curves or if any other mod can be used on the nam curves to have the same textures as SFBT rail texture mod.

:thumbsup:  Im looking for the other mod as you say.. just cant seem to see where im going wrong. ANy help would be great
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Kuewr665 on December 05, 2013, 09:18:05 PM
Is the SFBT texture fix compatible with any other texture mod (like the PEG dirt rail mod)?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Kuewr665 on December 07, 2013, 09:52:51 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FW1apsUS.jpg&hash=8241bb31c6427d66b93305a38d66625dcd0fad03)

The AVE-6/TLA-7 turning lane intersection piece is missing LHD paths.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FU1toFDB.jpg&hash=cb857a37251afec06f27c6fcbd0d9e8986ecaf76)

This variant of the "Diagonal Tram-Avenue -- orthogonal Onewayroad intersection on other side" piece is missing LHD paths as well. Also, are there any pieces with one-way-road starting at the diagoal tram-avenue?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: memo on December 07, 2013, 11:50:37 AM
Quote from: Kuewr665 on December 07, 2013, 09:52:51 AM
The AVE-6/TLA-7 turning lane intersection piece is missing LHD paths.

This variant of the "Diagonal Tram-Avenue -- orthogonal Onewayroad intersection on other side" piece is missing LHD paths as well. Also, are there any pieces with one-way-road starting at the diagoal tram-avenue?

I can confirm both these issues. In fact, they are three issues: The puzzle piece with starting OWR does exist, but the arrows of the preview model point into the wrong direction, so you just have to rotate the puzzle piece from your picture. However, it has the same pathing issue in LHD mode.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on December 07, 2013, 11:54:47 AM
There were paths for that NWM intersection at one point, but most likely, they've been misplaced.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: memo on December 07, 2013, 12:36:14 PM
Quote from: Tarkus on December 07, 2013, 11:54:47 AM
There were paths for that NWM intersection at one point, but most likely, they've been misplaced.

I did some digging, but couldn't find them anywhere, so I have just flipped the RHD paths. This issue is fixed, now.

Edit: I've just fixed the other issue, too. The LHD paths were present, but had the wrong IIDs.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Apple Delight on December 07, 2013, 04:37:33 PM
Quote from: tvrcars on December 05, 2013, 04:24:26 PM
Quote from: Indiana Joe on December 05, 2013, 12:57:09 PM
The SFBT textures don't affect the wealth texture underneath the rails.  They fix a bug where the rails themselves appear brighter at higher zooms.

The second picture is some other mod.

I know that the SFBT mod from installing nam doesn't have the wealth texture under the rails, what im saying is that SFBT mod from the nam installer doesn't have any textures for the nam curves. Im looking to find out if SFBT rail texture mod from the installing nam can be used on the nam curves or if any other mod can be used on the nam curves to have the same textures as SFBT rail texture mod.

:thumbsup:  Im looking for the other mod as you say.. just cant seem to see where im going wrong. ANy help would be great

I think that what you're looking for is the Railway Upgrade Mod by Rivit on the STEX - http://community.simtropolis.com/files/file/25809-railway-upgrade-mod/ (http://community.simtropolis.com/files/file/25809-railway-upgrade-mod/) - there is an option in the installer to remove the brown trackside texture.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: APSMS on December 08, 2013, 02:01:13 AM
Is this a supported intersection?
(https://dl.dropbox.com/u/54787955/ShareX/2013-12/SimCity_4_12-08-2013_3.jpg)

The tile is reversed (whether I draw it this way, or the other; the lanes remain flipped) and it's missing paths.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on December 08, 2013, 02:11:39 AM
It's sort of supported--the RHW-3 is a low-priority network, so it's likely that that the process of supporting that intersection was started and never finished.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: APSMS on December 08, 2013, 02:14:30 AM
I tried it first with ARD-3, but it liked that even less. Will the next NAM likely have ARD-3/RHW-3 interfacing, or is the implementation sticky (I know I shouldn't ask about features, but...). Even if that particular setup had worked, I'd still be at a loss, since it'd be difficult to transition the RHW in that small space.

I understand that lvl 1 RHW is much more stable in the new controller? The overpass threw a fit when I ran NWM underneath it without widened embankments.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on December 08, 2013, 03:04:22 AM
I'm going to completely re-write a large portion of the RHW's RUL2 code, as it's actually easier than bugfixing what's already there.  However, it's a massive undertaking--beyond what will be possible within the window for NAM 32, so I'm not sure there will be much improvement on that end this next go around, unfortunately.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Kuewr665 on December 08, 2013, 11:43:34 AM
What is the compatibility of the Left Turn Addon Mod (http://sc4devotion.com/forums/index.php?topic=5161.0) (Paths and T21 fixes) with the Network Addon Mod?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: MandelSoft on December 08, 2013, 02:50:42 PM
The compatibility is quite bad, because this mod is seriously outdated. Currently, the Stoplight Replacement Mod is more up to date, though still slightly glitched...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Kuewr665 on December 08, 2013, 04:39:44 PM
I am using the Stoplight Replacement Mod so I do not have the T21 files installed. I mean whether the path file works with NAM.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: memo on December 08, 2013, 10:54:10 PM
Quote from: Kuewr665 on December 08, 2013, 04:39:44 PM
I mean whether the path file works with NAM.

No, they are not compatible. The NAM contains modified copies of the same paths, but the modifications are different from ebina's. Anyway, the file contains only 5 path files, so probably you won't notice a difference at all, whether you use ebina's paths or the ones from the NAM.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Kuewr665 on December 09, 2013, 07:37:43 AM
Huh. I did not think of opening the file.

Thanks.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: thebagleboy on December 09, 2013, 08:37:19 PM
Don't know if this has already been spotted but it appears that the onslope transition of L1 MIS to L2 MIS isn't properly textured.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fthebagleboy%2FSimcity4%2Flangkawi-jan._3__001386648652.png&hash=fe225e065f7c614cdb860f60a12571f4b6002e99)

The transition works 100% fine though and all the pathing is still there.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fthebagleboy%2FSimcity4%2Fnam_graphics_bug.png&hash=383dfbe6366247aa267a0c4608cc3484337aeacc)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on December 10, 2013, 12:48:51 AM
The texture is fine, but the model is not--thanks for catching that.  I found all the MIS On-Slopes were copies of the L0-L1/L0-L2 and raised them to the correct height levels.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: tvrcars on December 11, 2013, 11:59:57 AM
just wondering if you can get anything to cover underneath the RHW ramps?  if you look at the picture you can see all the grassy textures around the MIS and RHW but the ramps dont come with anything under them.. so is it something i missed in the installation of nam31.2
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: APSMS on December 11, 2013, 12:06:13 PM
Puzzle pieces are generally model based and thus lack wealth/ground/grass textures. They will not be added in a later release, as the jury is out on what to do with wealth textures (many advanced users try to avoid them, others prefer them--Mandelsoft and Haljackey are prime examples).

MMP trees might be a reasonable way to cover up the discrepancy, or a lot with overhanging prop trees to hide it if you prefer plopping lots. Either way, for the FA stuff, you're out of luck. draggable/flex based ramps will have welathification textures, though those may not be available for a while.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: bman7 on December 13, 2013, 07:37:28 AM
Why are my MIS/road intersections looking like this? The one on the right was made with MIS coming off of a type B ramp, and the correct one on the left was made using the MIS starter.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FQHATRcy.jpg&hash=aa2919fb6d9015ec79b49f5cc96304fac71b0783)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: samerton on December 13, 2013, 08:06:30 AM
Quote from: bman7 on December 13, 2013, 07:37:28 AM
Why are my MIS/road intersections looking like this? The one on the right was made with MIS coming off of a type B ramp, and the correct one on the left was made using the MIS starter.

*Snip*

I think you need to leave more space between the MIS curve and the road, then it should all work normally :)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: eagle74 on December 18, 2013, 04:46:19 PM
First of all, the NAM 31.2 is awesome!  It still keeps the game fun after a decade.  A few questions:
1-What is the general procedure concerning bug fixes?  Are they issued between NAM versions with "NAM essentials" or are they saved up for the next NAM release?
2-How do FLUPS work concerning capacity of the tile under the roadway, highway, etc?  What is the correct puzzle piece for OWR under RHW or MHW?
3-This is most likely operator error on my part due to a tile having transit memory of what was there before. . . so, I am building a custom intersection with RHW-8s crossing 8s & have to bulldoze a few mistakes.  When I re-plop the right piece where it was bulldozed (in this case an exit ramp), the ramp tile is offset by one tile towards the shoulder & leaves a hole in the road.  Replopping, it cannot be forced to texture correctly, even if the entire section is bulldozed & redone.   
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Indiana Joe on December 18, 2013, 05:33:32 PM
Quote from: eagle74 on December 18, 2013, 04:46:19 PM
1-What is the general procedure concerning bug fixes?  Are they issued between NAM versions with "NAM essentials" or are they saved up for the next NAM release?

Bug fixes are now added in the 'point' releases.  (NAM 31 was the original release, 31.1 and 32.2 are bug fixes.)  NAM essentials is currently outdated.

Quote
2-How do FLUPS work concerning capacity of the tile under the roadway, highway, etc?  What is the correct puzzle piece for OWR under RHW or MHW?

FLUPs are treated as intersections, and have the capacity of such (higher than the normal networks).  There are no FLUPs under RHW; normal FLUPs may be used for OWRs.

Quote
3-This is most likely operator error on my part due to a tile having transit memory of what was there before. . . so, I am building a custom intersection with RHW-8s crossing 8s & have to bulldoze a few mistakes.  When I re-plop the right piece where it was bulldozed (in this case an exit ramp), the ramp tile is offset by one tile towards the shoulder & leaves a hole in the road.  Replopping, it cannot be forced to texture correctly, even if the entire section is bulldozed & redone.   

A possible bug; if so it has probably been fixed on our end.  Try demolishing and dezoning the area multiple times.  Then quit, re-load the city and try again.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: eagle74 on December 18, 2013, 05:58:21 PM
Thanks for the quick response.  I actually abandoned the 8s intersection & ended up going with MHW. . . simple but effective.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: APSMS on December 18, 2013, 09:34:35 PM
Quote from: Indiana Joe on December 18, 2013, 05:33:32 PM
Quote from: eagle74 on December 18, 2013, 04:46:19 PM
2-How do FLUPS work concerning capacity of the tile under the roadway, highway, etc?  What is the correct puzzle piece for OWR under RHW or MHW?

FLUPs are treated as intersections, and have the capacity of such (higher than the normal networks).  There are no FLUPs under RHW; normal FLUPs may be used for OWRs.

There are, in fact, FLUPs under RHW. Since they are RHW-related items, and since FLUPs are for all road networks, these can be found under the Road-RHW tab ring at the bottom of the Roads (not Highways) menu. I have used these before.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: eagle74 on December 21, 2013, 03:13:48 AM
Thanks, the FLUPS for road under RHW are listed in the "List of Items" in the RHW manual.  But, OWR under RHW is not listed.  So, if I use the road piece as a substitute, I assume it will have the capacity of road (not OWR). 
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: memo on December 21, 2013, 04:41:12 AM
Quote from: eagle74 on December 21, 2013, 03:13:48 AM
Thanks, the FLUPS for road under RHW are listed in the "List of Items" in the RHW manual.  But, OWR under RHW is not listed.  So, if I use the road piece as a substitute, I assume it will have the capacity of road (not OWR).

In fact, it will have the capacity of RHW, which is much higher than both Road and OWR.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: eagle74 on December 21, 2013, 08:38:47 AM
Thanks, that sounds fine. 
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Kitsune on December 26, 2013, 01:18:22 PM
Has any thought been given to making a special piece that would allow the RD-6 to use the MHW bridges that cant be converted?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: APSMS on December 27, 2013, 02:19:10 PM
That sounds like a good idea! not sure how it'd be implemented; maybe a RHW-6s type transition/starter thingy? It'd certainly add some use to all of those 6 lane bridges we can't touch otherwise. Esp since MHW forces a lane merge every time with AVE-4 or Rd-2.

While we're at it, we might as well ask for a RD-6 to RHW-6s piece, but that can wait until next release; I'd rather have them fix the symmetrical 6S to 6C transition (using overhangs)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on December 27, 2013, 02:35:42 PM
RD-6 to RHW-6S already exists.  It's a draggable transition--just run the two networks together.  Unless there's a strange footprint involved, pretty much all NWM transitions going forward will be draggable.

NWM networks will be getting their own bridges at some point, and given the type of modeling used on the MHW bridges, and the fact that the MHW lanes are considerably narrower than the RD-6 lanes, that's not really a combination we're going to be highlighting.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: OhioHawk on January 01, 2014, 09:15:57 PM
OK, Do not understand whats going on. I had to re format my computer. I re installed my version of SimCity 4 Deluxe (US version) downloaded the latest NAM from Lex,  tried to install it.  it said that I did not have the correct patch.  and I did install the patch.  have had it since it came out.  now it will not install period (The NAM)  what is the deal with this ??

just to make sure, I re downloaded the UPDATE_SKU1_TO_P1_B638.zip, Installed it.  it keps saying it was already patched.  then I go back to the NAM again, and try to install it. it tells me the patch is not installed.  I am running around in circles with this darn game.  never had a problem before.  can someone guide me in this please.  about to toss hte whole game out the window. 

Forgot to add. I Do have this game, bought it 2 months after it came out.  so its a REAL game, no cracked junk.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: AZTiger98 on January 02, 2014, 09:11:08 AM
I downloaded NAM (latest version) and installed it last night.  One issue I'm having is that I don't see any entrance/exit ramps (potentially other features as well) for level 1 highways.  The only options I have are for levels 0 and 2.  Am I missing something?  Sure would be nice to be able to use the NAM entrance and exit ramps for an elevated system without having to build a level 2 elevated highway.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on January 02, 2014, 12:04:24 PM
You're looking at the standard static puzzle piece ramps.  There are no L1 ramps there.  All the L1 ramps are FLEXRamps.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: j-dub on January 02, 2014, 12:11:02 PM
Flex ramps: AZTiger98, using the RHW tool on a L1 section you already have built, you should be able to hold the mouse down pull it only one tile sideways off from the straight section you have built, then as soon as you have it pulled out one tile out, you should be able to slowly proceed parallel to the straight section about four to five tiles, there should be a exit at least from that point on. I can't say how that's expected to behave in terms of ramp elevation change after you pull the exit out of there, the on-slope pieces located in that other tab cycle ring should alter this.

But someone else may want to clarify over what I was trying to say here.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: AZTiger98 on January 02, 2014, 01:16:19 PM
Thanks for the help! Much appreciated!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: thomaslc on January 15, 2014, 10:44:59 AM
Hello,

Are DD-RHW4 curves supported?
On the attached screenshot, it seems a path is missing on the lower deck, just before the first curve. UDI stops here, and no car use the lower deck. :-(

Problem existed in NAM 31 and is still here in NAM 32.

Thanks,
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: MilitantRadical on January 15, 2014, 09:27:48 PM
sithlrd98's WideRadius Curves T21 Mod & No Grass MOD from simtropolis don't seem to function with NAM 32. Is there another mod that fills in sidewalk textures in NAM road and avenue curves and is there another mod that gets rid of the grass?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on January 15, 2014, 11:04:42 PM
Quote from: thomaslc on January 15, 2014, 10:44:59 AM
Hello,

Are DD-RHW4 curves supported?
On the attached screenshot, it seems a path is missing on the lower deck, just before the first curve. UDI stops here, and no car use the lower deck. :-(

Problem existed in NAM 31 and is still here in NAM 32.

Thanks,

They are supposed to be (to a limited extent).  If you would have reported the issue about 12 hours earlier, the fix could have made it into the release, as it took me just a few seconds to repair it once I opened the .dat file.  It appears the path number count had fewer paths listed than were actually in the file, causing the game to ignore the lower deck and the trick capacity-increase paths.

Quote from: MilitantRadical on January 15, 2014, 09:27:48 PM
sithlrd98's WideRadius Curves T21 Mod & No Grass MOD from simtropolis don't seem to function with NAM 32. Is there another mod that fills in sidewalk textures in NAM road and avenue curves and is there another mod that gets rid of the grass?

That mod, while very old and not capable of supporting newer features, does still function with NAM 32 (contrary to popular misconception since NAM 31), but you have to install it differently than the 5-year-old instructions that come with the mod specify.  Try placing it in a z____ (z with 4 _) folder.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: thomaslc on January 16, 2014, 12:52:11 AM
Quote from: Tarkus on January 15, 2014, 11:04:42 PM
They are supposed to be (to a limited extent).  If you would have reported the issue about 12 hours earlier, the fix could have made it into the release, as it took me just a few seconds to repair it once I opened the .dat file.  It appears the path number count had fewer paths listed than were actually in the file, causing the game to ignore the lower deck and the trick capacity-increase paths.

Oh damn! Too bad I discovered it too late. Maybe you could send me the patched file so I could enjoy this beautiful double-decker until the fix makes it to the main release?

Thank you :)

Thomas
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on January 16, 2014, 01:01:07 AM
In the meanwhile, here you go (https://www.dropbox.com/s/23f0w3006jkam1e/RealHighway_DD_RHW-4.dat).  Just replace the existing copy that's in the Plugins\Network Addon Mod\Real Highway Mod\DDRHW folder.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Geometry123 on January 16, 2014, 02:21:51 AM
Well, another bug found in the DDRHW-4. D:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi43.tinypic.com%2Fspcih5.jpg&hash=5283b1a3ece15e83fc8bfe1c9845d9de5bfc7442)

OxD has missing paths. This also applies with the other Maxis and RHW networks. Maybe updating the DDRHW file would be nice so that I can use the DDRHW in its full form without waiting for 6 months for another release... :)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: eggman121 on January 16, 2014, 02:36:35 AM
I could be wrong but I believe that there where some capacity issues that where plaguing the DDRHW so that may be why the DDRHW did not get some of the same treatment as the rest of the content in RHW. I read something ages ago that the DDRHW was due to be FLEXed to get around the capacity issue but I could be wrong. I think that like the FLEXflys that there is due to be an overhaul of the DDRHW but that is for a future NAM.

Maybe the rest of the NAM team may be able to shed some light on the future of the DDRHW.

Anyway there is plenty of great stuff in the new NAM32 and is quite a solid release. Enjoy, it has been worth the wait.

-eggman121
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Wiimeiser on January 16, 2014, 03:42:06 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimagizer.imageshack.us%2Fv2%2F800x600q90%2F191%2Fgzo0.png&hash=a71c4057f5454394dc381eafafbd5cae1834aeb5) (https://imageshack.com/i/5bgzo0p)
Preview Model still misplaced, it'll just plop on top of the existing one.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimagizer.imageshack.us%2Fv2%2F800x600q90%2F27%2Fq1s7.png&hash=9e42bf6ac80ebec7105b1f25509f103f10006286) (https://imageshack.com/i/0rq1s7p)
RHD paths not being erased or placeholder paths left over. Also, RRW still has no LHD paths...

EDIT: They were just the placeholder paths.

Also,
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimagizer.imageshack.us%2Fv2%2F800x600q90%2F197%2Fsbqz.png&hash=040abafa8e9d3d604596ae1455489321da59c146) (https://imageshack.com/i/5hsbqzp)
Turbo Roundabouts still not fixed. Might just be the Euro textures though, a good 80 something percent of PPs seem to lack LHD Euro textures last time I checked...

You weren't kidding when you said all Maxis did for LHD was flip the paths and call it a day...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Geometry123 on January 16, 2014, 04:49:31 AM
Getting back to the FARHW business, the RHW-6S Diag to FA and Ortho-FA still have bugged pathing, unfortunately. D:
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: thomaslc on January 16, 2014, 05:18:10 AM
Quote from: Tarkus on January 16, 2014, 01:01:07 AM
In the meanwhile, here you go (https://www.dropbox.com/s/23f0w3006jkam1e/RealHighway_DD_RHW-4.dat).  Just replace the existing copy that's in the Plugins\Network Addon Mod\Real Highway Mod\DDRHW folder.

Thanks a lot Alex! Highly appreciated :)

Thomas
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: MilitantRadical on January 16, 2014, 08:29:16 AM
Quote from: MilitantRadical on January 15, 2014, 09:27:48 PM
sithlrd98's WideRadius Curves T21 Mod & No Grass MOD from simtropolis don't seem to function with NAM 32. Is there another mod that fills in sidewalk textures in NAM road and avenue curves and is there another mod that gets rid of the grass?

That mod, while very old and not capable of supporting newer features, does still function with NAM 32 (contrary to popular misconception since NAM 31), but you have to install it differently than the 5-year-old instructions that come with the mod specify.  Try placing it in a z____ (z with 4 _) folder.

-Alex
[/quote]

That seemed to do the trick for the curves but my no-grass and uni-density mods don't work 100%. Not a big deal since it is mainly cosmetic, but it would be nice to know how to fix it so there are no visual inconsistencies.

Thanks.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on January 16, 2014, 12:10:51 PM
Quote from: Geometry123 on January 16, 2014, 02:21:51 AM
Well, another bug found in the DDRHW-4. D:

OxD has missing paths. This also applies with the other Maxis and RHW networks. Maybe updating the DDRHW file would be nice so that I can use the DDRHW in its full form without waiting for 6 months for another release... :)

OxD isn't intended to be supported at this time.

Quote from: Wiimeiser on January 16, 2014, 03:42:06 AM

Preview Model still misplaced, it'll just plop on top of the existing one.

How are you even placing that piece outside of a QuickChange?  I've not encountered it in my TAB throughs of the transition buttons.  IIRC, I had it in as a test at one point, but removed it.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: CaptCity on January 16, 2014, 11:25:08 PM
Quote from: Tarkus on January 16, 2014, 12:10:51 PM
Quote from: Wiimeiser on January 16, 2014, 03:42:06 AM

Preview Model still misplaced, it'll just plop on top of the existing one.

How are you even placing that piece outside of a QuickChange?  I've not encountered it in my TAB throughs of the transition buttons.  IIRC, I had it in as a test at one point, but removed it.

-Alex

Saw that piece before and just thought it was a test piece. However, it seems to still be present. It's at the end of the RHW Filler tab loop even after installing a fresh NAM 32.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdenm8 on January 17, 2014, 12:39:17 AM
Quote from: Wiimeiser on January 16, 2014, 03:42:06 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimagizer.imageshack.us%2Fv2%2F800x600q90%2F27%2Fq1s7.png&hash=9e42bf6ac80ebec7105b1f25509f103f10006286) (https://imageshack.com/i/0rq1s7p)
RHD paths not being erased or placeholder paths left over. Also, RRW still has no LHD paths...

Try doing a clean reinstallation of the NAM, that fixed it for me back before the release of the Pre-Release.

Quote from: Wiimeiser on January 16, 2014, 03:42:06 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimagizer.imageshack.us%2Fv2%2F800x600q90%2F197%2Fsbqz.png&hash=040abafa8e9d3d604596ae1455489321da59c146) (https://imageshack.com/i/5hsbqzp)

That looks correct to me.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: MandelSoft on January 17, 2014, 01:44:37 AM
Quote from: jdenm8 on January 17, 2014, 12:39:17 AM
Quote from: Wiimeiser on January 16, 2014, 03:42:06 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimagizer.imageshack.us%2Fv2%2F800x600q90%2F197%2Fsbqz.png&hash=040abafa8e9d3d604596ae1455489321da59c146) (https://imageshack.com/i/5hsbqzp)

That looks correct to me.
Indeed. The sharp turn is at the beginning of the roundabout, and you can see that if you follow the roundabout LHD-wise. Just to show that they are really different, these are the RHD setups to compare:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fmrtnrln%2FSimCity4-Stuff%2Fturbo_rab01.jpg&hash=5cd10fac29ad3057ec6e5ec24d2bf697f5c13bef)

Best,
Maarten
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Wiimeiser on January 17, 2014, 03:18:26 AM
Okay, thanks for clarification on that.

But this:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimagizer.imageshack.us%2Fv2%2F800x600q90%2F802%2F5trx.png&hash=ccdb943210e02f43bf098f21c6b6b9e284087846) (https://imageshack.com/i/ma5trxp)

looks kind of wrong. Not sure if it's just the Euro textures though. Incidentally, it only seems to affect the one piece (Haven't tried any of the wider avenue ones yet) which makes hybrid interchanges look broken.



EDIT: Doing a complete clean-sweep and reinstall did nothing to solve the rail problem. If anything, it actually made it worse, even STR has no paths. It's clear no LHD paths were made for RRW...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Badbogey on January 17, 2014, 01:13:57 PM
I just downloaded NAM 32 yesterday and I enjoy it very much but I just have one simple question. Whenever I drag avenues that intersect they automatically have turning lanes without having to use any puzzle pieces but intersecting roads do not. Are roads supposed to always have turning lanes placed without pieces or is that something you have to use puzzle pieces for? Any advice or suggestions would be greatly appreciated. Thanks and great work NAM team.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: trabman11 on January 17, 2014, 01:41:23 PM
IN REPLEY TO: Badbogey




QuoteQuote
I just downloaded NAM 32 yesterday and I enjoy it very much but I just have one simple question. Whenever I drag avenues that intersect they automatically have turning lanes without having to use any puzzle pieces but intersecting roads do not. Are roads supposed to always have turning lanes placed without pieces or is that something you have to use puzzle pieces for? Any advice or suggestions would be greatly appreciated. Thanks and great work NAM team.



To get turning lanes for the intersecting roads without using puzzle pieces, just select the one-way road tool an click on the road intersections. The turning lanes should automatically appear, though they look ab it clunky.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Badbogey on January 17, 2014, 02:44:33 PM
Wow, I can't believe I never tried that. Thanks man that should save me from always having to build complex TULEPS.  :)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: gerg1234 on January 17, 2014, 04:45:17 PM
I'm having trouble with running roads under bridges. I'm building the Standard Two-Level Cloverfold Stack Interchange.
Every time I try I end up with this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi289.photobucket.com%2Falbums%2Fll217%2Fbustledhedgerow%2Funtitled1_zpse5527aa1.png&hash=d272c6fd62d4272aad99c44940004b40ef438693)

What am I doing wrong?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on January 17, 2014, 06:21:17 PM
It looks like the overrides have destabilized in your setup there.  I'd try doing a little clicking around, and if that fails, in theory, you should be able to place an MIS starter right up against the MIS ground-to-L2 transition, and then drag the RHW-4 over top of that, which should minimize the potential for that issue.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: gerg1234 on January 17, 2014, 08:53:09 PM
Nope. Didn't work. Dang.

I even uninstalled and reinstalled NAM. After that things seemed to be working much more smoothly. It got my hopes up...and then BAM there was the issue again.  :(

Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on January 17, 2014, 09:10:46 PM
In that case, the setup may just not be stable enough yet.  We've been planning to refactor the RHW's RUL overrides again in the near future, that should (hopefully) address the particular situation you've encountered.

In the meanwhile, if you were to perhaps extend the distance between the transition and the underpass a little bit on the MIS side, it might do the trick.  I'd play around with it a little bit.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: DJSun1981 on January 17, 2014, 11:17:23 PM
First of all, I love the new NAM &apls

Two questions:

1. How can I connect the RHW - L4 to other levels?
2. Are there some transitions from Tulep-Crossroads to RHW - cosmetic arrow puzzle pieces
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on January 17, 2014, 11:46:34 PM
Quote from: DJSun1981 on January 17, 2014, 11:17:23 PM
First of all, I love the new NAM &apls

Two questions:

1. How can I connect the RHW - L4 to other levels?
2. Are there some transitions from Tulep-Crossroads to RHW - cosmetic arrow puzzle pieces

Thanks!  And to answer your questions:

1) Using the FLEX Height and On-Slope Transitions.  You can transition into L4 from L3 or L2.
2) Despite the arrow markings on both, RHW Cosmetic Pieces and TuLEPs are not related systems, and there are no connections between them (nor are any planned).

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: DJSun1981 on January 18, 2014, 12:18:31 AM
Thanks Alex!

I will try this to using L4 RHW and second answer: I am sad to hear that

Am I right? Are there some missing Path-rules from RRW-STR to Sam railway-crossroads? ortho and diag coz I dont see something
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: arl85 on January 18, 2014, 12:42:01 AM
Hi!
Thanks for this great release!
I'm now trying to use the new quickChange ramps but I found a problem with the RHW L0 to Road L1 Diamond Piece.

As you can see, the override seems to be not working for RHW 6S, but it only seems to happen when the ramp is an exit in W-> E direction.
In other words, other versions of this ramps (ie: exit going north, or entrance going East, etc...) are perfectly working, but this one seems broken. I've tried rebuilding it multiple times, but same result.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi44.tinypic.com%2F2v48w.png&hash=cd505fb004fd0749c8875bed50421d63ea4d6db2)


Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: shinkansen1 on January 18, 2014, 09:20:40 AM
Has the NAM installer changed significantly? For the first time, installation of new NAM version has failed because I "lack" administrator privileges, despite that my computer account has those permissions. ()what()
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: CaptCity on January 18, 2014, 10:49:41 AM
Quote from: shinkansen1 on January 18, 2014, 09:20:40 AM
Has the NAM installer changed significantly? For the first time, installation of new NAM version has failed because I "lack" administrator privileges, despite that my computer account has those permissions. ()what()

Are you using the Newest (NAM 32) version? I had this issue with the pre-release version. Turned out to be something with the installer, but I thought it was fixed.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Kuewr665 on January 18, 2014, 12:43:34 PM
When I installed the full release, it still failed to build a custom controller.

Also, when installing with the driving side on the left, the Euro texture support files are installed even when the Euro RHW textures are not installed.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on January 18, 2014, 02:40:53 PM
Quote from: shinkansen1 on January 18, 2014, 09:20:40 AM
Has the NAM installer changed significantly? For the first time, installation of new NAM version has failed because I "lack" administrator privileges, despite that my computer account has those permissions. ()what()

This part of the NAM installer is the same as when it was released for NAM 31.2.  Were you able to use that version successfully?  What is the exact error message that you are getting, and what are your UAC settings?

Quote from: CaptCity on January 18, 2014, 10:49:41 AM
I had this issue with the pre-release version. Turned out to be something with the installer, but I thought it was fixed.

What did it turn out to be?  I don't recall seeing any reports of such a problem during the pre-release.

Quote from: Kuewr665 on January 18, 2014, 12:43:34 PM
When I installed the full release, it still failed to build a custom controller.

What exactly happens?  Do you get a command window showing the controller compiler starting up?  Are there any error messages in that window?

QuoteAlso, when installing with the driving side on the left, the Euro texture support files are installed even when the Euro RHW textures are not installed.

Could you please elaborate?  A picture would be helpful.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: MandelSoft on January 18, 2014, 03:10:33 PM
I installed the NAM 32 today (as a NAM member, believe it or not!) and I found out that the first installer run did screw up some of my settings, like disabling the NWM. Fortunately, during the second run, setting all the stuff in the custom install options did fix the problem.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: raja indy on January 18, 2014, 03:53:05 PM
I am loving the new RRW! However, I've been having a persistent problem with the rail crossing textures. I've tried re-installing multiple times and I have nothing else in my plugins except the NAM. Is this aspect of the RRW still incomplete, has something been corrupted, or ...? Thanks in advance!

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi259.photobucket.com%2Falbums%2Fhh314%2Findy_14%2FRRWCrossing-1.png&hash=95695772416938afc19232e6388d810635637c7a)

Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on January 18, 2014, 05:22:05 PM
Quote from: DJSun1981 on January 18, 2014, 12:18:31 AM
Thanks Alex!

I will try this to using L4 RHW and second answer: I am sad to hear that

Am I right? Are there some missing Path-rules from RRW-STR to Sam railway-crossroads? ortho and diag coz I dont see something

Regarding the second answer, the good news, however, is that we are going to be expanding RHW Turn Lane functionality in the future, particularly with respect to the MIS.

Regarding RRW, it's still in the very early stages of development, so it has a few quirks still--it's in about the same state that the RHW was in the RHW Version 1.x-era.  I don't think OxD setups involving STR and SAM ever were supported, to the best of my knowledge.

Quote from: arl85 on January 18, 2014, 12:42:01 AM
Hi!
Thanks for this great release!
I'm now trying to use the new quickChange ramps but I found a problem with the RHW L0 to Road L1 Diamond Piece.

As you can see, the override seems to be not working for RHW 6S, but it only seems to happen when the ramp is an exit in W-> E direction.
In other words, other versions of this ramps (ie: exit going north, or entrance going East, etc...) are perfectly working, but this one seems broken. I've tried rebuilding it multiple times, but same result.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi44.tinypic.com%2F2v48w.png&hash=cd505fb004fd0749c8875bed50421d63ea4d6db2)

I just attempted to replicate that, and had absolutely no problem running an RHW-6S through.  The overrides initiated properly.  By the appearances of your setup, it looks kind of like you may have had some RHW-4 in the vicinity there, beforehand, and the overrides are fighting.

Quote from: raja indy on January 18, 2014, 03:53:05 PM
I am loving the new RRW! However, I've been having a persistent problem with the rail crossing textures. I've tried re-installing multiple times and I have nothing else in my plugins except the NAM. Is this aspect of the RRW still incomplete, has something been corrupted, or ...? Thanks in advance!

Nothing's been corrupted, and nothing is wrong with your installation.  The RRW is still in the very early stages of development, and those textures are not included yet.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on January 18, 2014, 06:07:41 PM
Quote from: MandelSoft on January 18, 2014, 03:10:33 PM
I installed the NAM 32 today (as a NAM member, believe it or not!) and I found out that the first installer run did screw up some of my settings, like disabling the NWM. Fortunately, during the second run, setting all the stuff in the custom install options did fix the problem.

This is the way the installer has worked since NAM 31.  If you choose the default "Complete Installation" type, that's exactly what you get - a complete installation.  If you've selected additional options, those are retained.  But any standard options that you've disabled (such as the NWM in your case) are re-enabled.  The installer is designed this way so that there's an easy way to go from whatever you have to a standard complete installation.  As you discovered, if you customized your installation in a way that disables some standard options, you need to select "Custom Installation" on succeeding installs, and then the installer will start with exactly what your current settings are.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: CaptCity on January 18, 2014, 06:44:09 PM
Quote from: z on January 18, 2014, 02:40:53 PM
Quote from: shinkansen1 on January 18, 2014, 09:20:40 AM
Has the NAM installer changed significantly? For the first time, installation of new NAM version has failed because I "lack" administrator privileges, despite that my computer account has those permissions. ()what()

This part of the NAM installer is the same as when it was released for NAM 31.2.  Were you able to use that version successfully?  What is the exact error message that you are getting, and what are your UAC settings?

Quote from: CaptCity on January 18, 2014, 10:49:41 AM
I had this issue with the pre-release version. Turned out to be something with the installer, but I thought it was fixed.

What did it turn out to be?  I don't recall seeing any reports of such a problem during the pre-release.

I think I probably mis-remembered the error messages I received. Thought perhaps it was related to the issue I was having in this (and the succeeding few) post (Link (http://community.simtropolis.com/topic/58484-nam-general-support-thread-v2/?p=1440300)) and this one (Link (http://community.simtropolis.com/topic/58484-nam-general-support-thread-v2/?p=1440484)). Probably not the same, though.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on January 18, 2014, 09:30:38 PM
Quote from: CaptCity on January 18, 2014, 06:44:09 PM
I think I probably mis-remembered the error messages I received. Thought perhaps it was related to the issue I was having in this (and the succeeding few) post (Link (http://community.simtropolis.com/topic/58484-nam-general-support-thread-v2/?p=1440300)) and this one (Link (http://community.simtropolis.com/topic/58484-nam-general-support-thread-v2/?p=1440484)). Probably not the same, though.

You're right - they were different issues.  The one that was an installer bug was fixed, though, and I just verified that the fix is still in place.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Wiimeiser on January 19, 2014, 12:35:30 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimagizer.imageshack.us%2Fv2%2F800x600q90%2F855%2Fmo9p.png&hash=1c63403909d8d5477141e8fab042db9065e9d801) (https://imageshack.com/i/nrmo9pp)
Minor Euro texture bug. Notable since both countries which use the style IRL drive on the left.
(Also, not shown, but the new FARHW diamond pieces don't have Euro textures. Should be a simple fix)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: catty on January 19, 2014, 01:18:31 AM
This isn't a problem as such, more something I think the NAM Team needs to be aware re Steam Installs

I recently went over to the steam version of SC4D and found it was a right-hand version of the game, to change it to left-hand drive went and opened Steam;

go to Library
right click on SimCity 4 Deluxe and go to
Properties
click on SET LAUNCH OPTIONS ... and enter

-l:"UK English"

into the box, saved and exited Steam

start game and traffic is now using the left-hand side of the road

Have now installed NAM 32 it detected I was using a right-hand version of the game, so manually had to change it to left as I was doing the install, no noticeable problems so far with doing it this way, but haven't spend a lot of time yet with using NAM32, so   :-\

-catty
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: wallasey on January 19, 2014, 06:30:36 AM
I selected the autobahn textures for RHW...but I've got the american textures coming through. Also, I've re-installed various times, selecting different options for the road textures, but they are no different from before, for example there's no stop lines for road junctions. I have taken out previous modds such as andrea's road texture mods but this makes no difference.

Also, I did have the Light Replacement Modd installed, however, the standard Maxis columns keep coming through. Is NAM 32 compatible with this Mod?

Is there something more I should be doing here?

Many Thanks for your time!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: arl85 on January 19, 2014, 07:17:33 AM
Quote from: Tarkus on January 18, 2014, 05:22:05 PM

Quote from: arl85 on January 18, 2014, 12:42:01 AM
Hi!
Thanks for this great release!
I'm now trying to use the new quickChange ramps but I found a problem with the RHW L0 to Road L1 Diamond Piece.

As you can see, the override seems to be not working for RHW 6S, but it only seems to happen when the ramp is an exit in W-> E direction.
In other words, other versions of this ramps (ie: exit going north, or entrance going East, etc...) are perfectly working, but this one seems broken. I've tried rebuilding it multiple times, but same result.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi44.tinypic.com%2F2v48w.png&hash=cd505fb004fd0749c8875bed50421d63ea4d6db2)

I just attempted to replicate that, and had absolutely no problem running an RHW-6S through.  The overrides initiated properly.  By the appearances of your setup, it looks kind of like you may have had some RHW-4 in the vicinity there, beforehand, and the overrides are fighting.


You're right. I destroyed and rebuilt it and everything is now ok!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Kuewr665 on January 19, 2014, 01:39:53 PM
Quote from: z on January 18, 2014, 02:40:53 PM
What exactly happens?  Do you get a command window showing the controller compiler starting up?  Are there any error messages in that window?

Yes. I see the command prompt window open, then closing, followed by the error message.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on January 19, 2014, 02:58:10 PM
Quote from: wallasey on January 19, 2014, 06:30:36 AM
I selected the autobahn textures for RHW...but I've got the american textures coming through.

This turned out to be an installer bug that was created by a change in another part of the installer.  The fixed files are too big to attach here, but here's what you can do to get around the bug:


The American textures should be gone now.




Quote from: Kuewr665 on January 19, 2014, 01:39:53 PM
Quote from: z on January 18, 2014, 02:40:53 PM
What exactly happens?  Do you get a command window showing the controller compiler starting up?  Are there any error messages in that window?

Yes. I see the command prompt window open, then closing, followed by the error message.

Could you please enclose a picture of the command window right before it closes, or failing that, list the last message that it prints?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Kuewr665 on January 19, 2014, 05:04:40 PM
No, it closes too quick.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Apple Delight on January 19, 2014, 05:34:06 PM
I'm having problems with these textures on the intersection tiles for TuLEPs appearing in RHT instead of LHT, while the other pieces are unaffected.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2FAppledelight%2FSC4%2FNAMLandFunTimeWorld%2Fshowcase_borough-12_jan.__001390089255.png&hash=590906af51afa3ce400c8d8e6b01b12c101addff)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2FAppledelight%2FSC4%2FNAMLandFunTimeWorld%2Fshowcase_borough-12_jan.__001390180065.png&hash=fa20a2ec8f549cfcd586e9c25cb50dbc0056f496)
Edit: This only affects the Rd-2+Rd/Ave-4 t-intersection.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2FAppledelight%2FSC4%2FNAMLandFunTimeWorld%2Ftuleptextureerror.png&hash=850d1754f2007ebe0b05063043d12031fda0dd95)

During the installation I think that I selected the additional UK texture replacements and none of the cosmetic options for TuLEPS.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2FAppledelight%2FSC4%2FNAMLandFunTimeWorld%2Fnam32installprob.1.png&hash=5b2827f1c5f05b5e9a2c5a5a9a4e3eb4e62bc01c)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: titanicbuff on January 19, 2014, 05:49:17 PM
I found an issue that's easy to explain- On the RHW while using Ontario Textures for the American textures pack the 2 lane fold exit doesn't work.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on January 19, 2014, 06:21:34 PM
Quote from: Kuewr665 on January 19, 2014, 05:04:40 PM
No, it closes too quick.

You can try the following:  Open a command window in the folder "Documents\SimCity 4\NAM Auxiliary Files\Tools\Controller Compiler".  Type the command "java -jar NAMControllerCompiler.jar dev".  The interactive compiler window should come up.  For both of the two folders that need to be input, you should specify full paths that go down to your SimCity 4 folder; after that, the first folder should be "NAM Auxiliary Files\Tools\Controller Compiler\Network Addon Mod\Controller" and the second folder should be "Plugins\Network Addon Mod" or wherever your main NAM folder is located.  Once you've entered the folder names, click on the "Start Compilation" button at the bottom of the window.  Assuming that this compilation fails, the command window will not go away.  Take a picture of it and post it, and we'll try to figure out what's going on.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: memo on January 19, 2014, 10:52:37 PM
Quote from: z on January 19, 2014, 06:21:34 PM
Quote from: Kuewr665 on January 19, 2014, 05:04:40 PM
No, it closes too quick.

You can try the following:  Open a command window in the folder "Documents\SimCity 4\NAM Auxiliary Files\Tools\Controller Compiler".  Type the command "java -jar NAMControllerCompiler.jar dev".

@Kuewr: If you are unfamiliar with command windows, it might be easier for you to, instead of that, open the file "NAMControllerCompiler_Developer.bat" from that directory in a text editor and append the line "pause" to it. After saving, double click the *.bat file to start the compiler.

Edit: Come to think of it, an error message would usually be displayed in a popup anyway, so probably it would be sufficient to simply double click that *.bat file.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Flatron on January 20, 2014, 06:28:54 AM
Somehow, I don't get euro textures on the RHW. I already installed the NAM twice, but it still doesn't work.
I can't drag smooth curves with the RRW, I don't know if that's wanted to be like that or I'm just too dumb.
All in all, the new version is great, of course.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: metarvo on January 20, 2014, 06:46:10 AM
Quote from: Flatron on January 20, 2014, 06:28:54 AM
I can't drag smooth curves with the RRW

There were never any draggable smooth curves for rail, even with Maxis textures.  Streets and roads are the only networks currently having draggable smooth curves.  For rail, the PPs are all we've had.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdenm8 on January 20, 2014, 06:49:55 AM
There was actually, using the Autoplace functionality. I think basically all of it was removed once it was discovered it interfered with TE'd lots.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: metarvo on January 20, 2014, 06:52:29 AM
Quote from: jdenm8 on January 20, 2014, 06:49:55 AM
There was actually, using the Autoplace functionality

Oops, guess I forgot about that.  :-[
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: lostwizard on January 20, 2014, 10:27:49 AM
Quote from: memo on January 19, 2014, 10:52:37 PM
@Kuewr: If you are unfamiliar with command windows, it might be easier for you to, instead of that, open the file "NAMControllerCompiler_Developer.bat" from that directory in a text editor and append the line "pause" to it. After saving, double click the *.bat file to start the compiler.

Edit: Come to think of it, an error message would usually be displayed in a popup anyway, so probably it would be sufficient to simply double click that *.bat file.

Of course, that won't help if the problem is that the batch file doesn't run at all, as is the case under Wine. Apparently wine can't do batch files for some reason.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Kuewr665 on January 20, 2014, 10:50:15 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Fm3Qvjgm.jpg&hash=763abc70ab4f5327fd19dc62e18d783d81385d13)

This is what I get when I open the .bat file.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on January 20, 2014, 12:16:13 PM
Quote from: Flatron on January 20, 2014, 06:28:54 AM
Somehow, I don't get euro textures on the RHW. I already installed the NAM twice, but it still doesn't work.
I can't drag smooth curves with the RRW, I don't know if that's wanted to be like that or I'm just too dumb.
All in all, the new version is great, of course.

This is a known bug that has been fixed on our end.  Please see Reply #3026 (http://sc4devotion.com/forums/index.php?topic=1444.msg476304#msg476304) above for a workaround.

Quote from: Kuewr665 on January 20, 2014, 10:50:15 AM
This is what I get when I open the .bat file.

I gather you followed memo's suggestion for editing the .bat file.  However, you edited the main .bat file, which will give these results under these circumstances.  You have to work with the file NAMControllerCompiler_developer.bat instead.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: memo on January 20, 2014, 12:35:51 PM
Quote from: lostwizard on January 20, 2014, 10:27:49 AM
Of course, that won't help if the problem is that the batch file doesn't run at all, as is the case under Wine. Apparently wine can't do batch files for some reason.

Very true. I don't know why the batch file does not work under Wine, as I have neither written the batch file nor have I worked with Wine, yet. It was merely meant to address Kuewr's problem, where the command window would pop up and display an error message.

In your case, you can still run the compiler manually, for example by renaming the file "NAMControllerCompiler_developer.bat" to *.sh, making it executable (chmod) and executing it. Alternatively, run the command


java -jar NAMControllerCompiler.jar dev


in the terminal, in that directory. Afterwards, follow the instructions given by z above. I have received an error report by A Nonny Moose of a NullPointerException under Wine and Ubuntu, probably related to the Look-and-Feel, which is about to get fixed. If you get the same issue, you need to wait for the new version of the compiler.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: dar1313 on January 20, 2014, 01:15:52 PM
Hello... the NAM brought new life to the game for me and the team has done a great job with this as does everyone who takes the time to make all the cool stuff to download.  Thank you.

Couple NAM 32 questions / issues:
     
1)  For the new draggable road viaducts, the flexible onslopes show full preview model but when plopped only the elevated  section without the pylon is placed and then does not work.

2)  With the Quick Change pieces is the straight elevated section supposed to override to larger networks or only RHW-4 will work?

Thanks again
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Swamper77 on January 20, 2014, 09:05:40 PM
I'm having a little issue with the cosmetic retexturing that the NAM is providing. I like what it is doing for curves and other tiles, but I can't seem to get the white pedestrian crossing textures I selected to override the intersection textures that the cosmetic retexturing is doing. I've tried lots of folders with z's and underscores to no avail. Any assistance in figuring out the load order would be appreciated. &mmm

EDIT: A closer look at the "White Pedestrian Crossings" file reveals that it is not being applied to all wealth/density levels, only very select wealth/density levels. I think this NAM texture plugin needs to be reviewed and see if it needs to be corrected.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Kuewr665 on January 21, 2014, 03:12:00 PM
I'm wondering about some of the crosswalks on the diamond pieces. It seems like some of the RHW-4 ramps have crosswalks that are offset from the edge of the tile, so they don't match up with the other diamond pieces.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: odrzutowiec on January 22, 2014, 11:20:22 AM
I've got a problem with RHW 6s inside flex ramps. In some orientations they work, but in these they do not :(
Screen:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi41.tinypic.com%2Fselmwj.jpg&hash=48494993f6878ef7dc679c5cf5998f4b6a56800a)

New NAM is awesome anyway!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: clippersnap on January 22, 2014, 12:06:05 PM
I downloaded NAM 32.  I am new to all of this.  I just want to know how to get my roads to look like the ones at the very start of this video....http://youtu.be/8YlR2nSB-ZU
I don't get those original intersections. I know I must be missing some file for NWM or maybe I am not clicking something in the installer.  I thought the NWM in NAM 32 were already in there, but I don't see them.  please help.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: samerton on January 22, 2014, 12:18:24 PM
Quote from: clippersnap on January 22, 2014, 12:06:05 PM
I downloaded NAM 32.  I am new to all of this.  I just want to know how to get my roads to look like the ones at the very start of this video....http://youtu.be/8YlR2nSB-ZU
I don't get those original intersections. I know I must be missing some file for NWM or maybe I am not clicking something in the installer.  I thought the NWM in NAM 32 were already in there, but I don't see them.  please help.

In order for the turning lane arrows at intersections, you must click on the centre of the intersection with the one way road tool.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: clippersnap on January 22, 2014, 01:08:44 PM
I appreciate your attempt to help, but I don't even get a squared intersection with the regular road. I wish I could send a pic, but it wouldn't let me do that on this, png file is too big.  my road intersection is just open with stop lights on the sides.  I don't get that type of road at all.  but again, many thanx for responding. 
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: clippersnap on January 22, 2014, 01:13:36 PM
My mistake, ignore previouse message, thank you so much.  you saved my day. &apls
Title: Draggable Elevated Road Textures
Post by: Reblet on January 22, 2014, 02:54:37 PM
I've been playing a bit with the new draggable elevated roads a bit and they're pretty nice! :)

Unfortunately they show up with American textures alongside my Standard Euro Textures. Is that a bug or have those euro textures simply not been implemented yet?

Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: shinkansen1 on January 22, 2014, 06:10:29 PM
Quote from: z on January 18, 2014, 02:40:53 PM
Quote from: shinkansen1 on January 18, 2014, 09:20:40 AM
Has the NAM installer changed significantly? For the first time, installation of new NAM version has failed because I "lack" administrator privileges, despite that my computer account has those permissions. ()what()

This part of the NAM installer is the same as when it was released for NAM 31.2.  Were you able to use that version successfully?  What is the exact error message that you are getting, and what are your UAC settings?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.com%2Fa%2Fimg822%2F365%2F2su2.jpg&hash=78466a32e7270babd8b43c06ea925b56959c2b7a)
I am unsure of the current version of NAM I am using, but I think it may be version 31. I also do not know what UAC is. (I am not familiar with computer-related acronyms) However, I know that I did not download or use the pre-release version of this new NAM. I also noticed that this seems to be the first version of NAM that has implied a "flag" being placed somewhere for hardware space purposes. ()what()
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on January 22, 2014, 10:07:40 PM
"UAC" stands for User Account Control, introduced in Windows Vista.  If you get a lot of popups from Windows saying, "Is it OK to run this program?  Is it OK to run that program?" and similar things, that's UAC.  If UAC pops up when you run the NAM installer, you must say "Yes" to whatever it asks.  Otherwise, you will get the error message that you did.

If you are not getting a UAC prompt and you are still getting the error message you displayed, this means that Windows is telling the NAM installer that you do not have administrative privileges.  In this case, on what basis are you saying that your account has them?

The checking for administrative privileges and the patching of the SC4 executable (which requires those privileges) were introduced in NAM 31.2, because without them, many machines would crash with the larger NAM.  If you are running the original NAM 31, it doesn't have these changes.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: shinkansen1 on January 22, 2014, 10:49:49 PM
Quote from: z on January 22, 2014, 10:07:40 PM
"UAC" stands for User Account Control, introduced in Windows Vista.  If you get a lot of popups from Windows saying, "Is it OK to run this program?  Is it OK to run that program?" and similar things, that's UAC.  If UAC pops up when you run the NAM installer, you must say "Yes" to whatever it asks.  Otherwise, you will get the error message that you did.

...on what basis are you saying that your account has them?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.com%2Fa%2Fimg19%2F6770%2Fbz4g.jpg&hash=dac067557e010cec28a805dd8e4fda90fae9cf44)
I hope you find it understandable that I chose to hide my name for the sake of privacy, but my account does have such settings. Despite this, however, the NAM installer seems to fail to recognize them.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on January 22, 2014, 11:45:08 PM
Quote from: shinkansen1 on January 22, 2014, 10:49:49 PM
I hope you find it understandable that I chose to hide my name for the sake of privacy, but my account does have such settings.

Yes, it certainly appears that it does.

QuoteDespite this, however, the NAM installer seems to fail to recognize them.

And based on your previous post, that indeed appears to be what's happening.  This is quite strange, since no one else has reported this problem, and the installer code is quite simple.

I have two questions:  Which version of Windows are you running?  And are you getting those popups that I described in my last post?

Please do the following two things for me:

1. On the screen you displayed in your last post, click "Change User Account Control settings" and post a picture of the resulting screen.  No settings will actually be changed by this, and you can cancel the window after you take a picture of it.

2. I have attached a short little program that essentially uses a slightly expanded version of the code that the NAM installer uses to determine your user privileges.  Please run this program and post the results.  You can leave out your user name, of course.  Thanks!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Nanami on January 23, 2014, 01:50:03 AM
Well for LHD version of NAM32, seems RRW has a major bug here:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fpuu.sh%2F6v3hP&hash=a23b9f203b1e68684302f787f6feb01f12156dc5)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fpuu.sh%2F6v3fv&hash=16e7d98d796f4aeb680c9f3e1297720bd1893e19)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fpuu.sh%2F6v3gW&hash=c3c094f9b7b116d290eb827580e8e57f1f803ab9)
the main part of RRW have no path although in some part such as puzzle pieces and the intersections the path seems working well...
I've reinstalled NAM32 twice since yesterday and had no luck here..  &ops

and fyi this bug not only happened to me there's another user that hit by this bug...

also I wanted to report several minor problem here (which occured in NAM 31.2):
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fpuu.sh%2F6rppO&hash=fad8ddc9b70dfa4f291c7afbe9cfd37796a180f6)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fpuu.sh%2F6v3wt.jpg&hash=60a893cd06fc04365d4bea33160490e2049de327)
its just a graphical problem though, no impact to the gameplay...   :-[

hopefully everything will fixed soon  :D
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: clippersnap on January 23, 2014, 05:52:20 AM
Just a quick question...Is there a way to transition from NRD 4 to RD 4 or AVE? thank you for Nam, it's great.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: fefenc on January 23, 2014, 08:13:31 AM
Quote from: clippersnap on January 23, 2014, 05:52:20 AM
Just a quick question...Is there a way to transition from NRD 4 to RD 4 or AVE? thank you for Nam, it's great.

No '0'
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: samerton on January 23, 2014, 09:09:28 AM
Quote from: 976 on January 23, 2014, 01:50:03 AM
Well for LHD version of NAM32, seems RRW has a major bug here:

*Snip*


Try this patch: http://sc4devotion.com/forums/index.php?topic=15931.msg476252#msg476252
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jedi93 on January 23, 2014, 12:05:40 PM
I have a problem:
None of the terminals, airports, tram stations, bus stops, etc. is showing up in my airport menu.
And this is just since I installed NAM 32!

Can someone help me?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Geometry123 on January 23, 2014, 04:15:00 PM
Quote from: jedi93 on January 23, 2014, 12:05:40 PM
I have a problem:
None of the terminals, airports, tram stations, bus stops, etc. is showing up in my airport menu.
And this is just since I installed NAM 32!

Can someone help me?

Could you please be a bit more specific of your problem?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jedi93 on January 23, 2014, 05:56:25 PM
sorry, my bad.
Since I have the new NAM 32 installed, none of the "AC Functional Airports" is in the game.

Edit: In my airport menu there are only the three Maxis airports, the spaceport and "Large Asphalt Runway" and "Large Concrete Runway" from the "Functional Airports"

Before NAM32 it worked as it should...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on January 23, 2014, 06:49:33 PM
Which NAM were you running previously to NAM 32?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jedi93 on January 23, 2014, 07:01:09 PM
NAM 31.2, IIRC.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jedi93 on January 25, 2014, 08:45:13 AM
Nevermind, I fixed it.
It had nothing to do with the NAM, just had to rename a file from the Functional Airports...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Vlasky on January 26, 2014, 03:58:12 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FfM1APEo.jpg&hash=16c07cd9799b75b6a794628ea3b22b14efa8f021)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FR00gJs0.jpg&hash=aef7079224ec57dd38a1d72b06604eb65257d1d5)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: fefenc on January 26, 2014, 10:16:12 AM
I've found another bug, as I could see, the Draggable piece L0 to L2 on slope transition over RHW-4 doesn't works properly. Let's see the pigs:

(https://imagizer.imageshack.us/v2/464x371q90/543/uyst.png)
(https://imagizer.imageshack.us/v2/464x371q90/811/wg98.png)
(https://imagizer.imageshack.us/v2/464x371q90/62/6m4r.png)
(https://imagizer.imageshack.us/v2/464x371q90/690/3avq.png)

They won't work even if both RHW-4 pieces are one beside another:

(https://imagizer.imageshack.us/v2/464x371q90/826/hbj2.png)

Something like this will happen if I use L0 to L1 on slope transition piece :\

(https://imagizer.imageshack.us/v2/464x348q90/59/hmgm.png)

No matter how many times you click around, you won't get any satisfactory result... :\
(https://imagizer.imageshack.us/v2/464x348q90/546/nvdl.png)
(https://imagizer.imageshack.us/v2/464x371q90/560/7j94.png)
Title: Re: NAM Download
Post by: nathkel on January 26, 2014, 11:56:49 AM
I of course love NAM, and i'm hoping version 32 fixes a lot of the problems as I was having before.
But the main concern I have is for the download. Users can DL from either here on the LEX or from modDB (whatever that is). I have attempted to DL from modDB & response time (after you click on "Download" & answer a feckless survey) is horrible; it can take 15 minutes before your Download Manager asks you what you want to with the DL request. I have yet to DL from there... ???
DLing from the LEX is far worse. I am at a public library where I have limited time but the best bandwidth and internet speed. It's Sunday so municipal bandwidth sharing is at a minimum. And yet it's going to take upwards of THREE HOURS to DL NAM 32 from the LEX. For today's internet users, that is simply unacceptable.
An alternative for DLing such a necessary component of the SimCity experience has to be found. At the risk of coming off like a crybaby, i'm wondering if I should for the next incarnation of the NAM, which will surely have more features and fixes before I trouble myself. It's not like NAM 31 ruins my SimCity time completely...

Thanks for whatever you can do. :thumbsup:
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on January 26, 2014, 01:36:39 PM
It's at Simtropolis again, too. (http://community.simtropolis.com/files/file/26793-network-addon-mod-for-windows-installer/)  It sounds to me like there might be either a run on the NAM and other mods, being that it's a weekend, slowing down the servers, or something up with the connection in your area.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Wiimeiser on January 26, 2014, 07:13:16 PM
Quote from: fefenc on January 26, 2014, 10:16:12 AM
I've found another bug, as I could see, the Draggable piece L0 to L2 on slope transition over RHW-4 doesn't works properly. Let's see the pigs:

(https://imagizer.imageshack.us/v2/464x371q90/543/uyst.png)
(https://imagizer.imageshack.us/v2/464x371q90/811/wg98.png)
(https://imagizer.imageshack.us/v2/464x371q90/62/6m4r.png)
(https://imagizer.imageshack.us/v2/464x371q90/690/3avq.png)

They won't work even if both RHW-4 pieces are one beside another:

(https://imagizer.imageshack.us/v2/464x371q90/826/hbj2.png)

Something like this will happen if I use L0 to L1 on slope transition piece :\

(https://imagizer.imageshack.us/v2/464x348q90/59/hmgm.png)

No matter how many times you click around, you won't get any satisfactory result... :\
(https://imagizer.imageshack.us/v2/464x348q90/546/nvdl.png)
(https://imagizer.imageshack.us/v2/464x371q90/560/7j94.png)

Me too. This is like a beta. It's less stable than a hydrogen bomb sitting in the middle of a baseball field.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on January 27, 2014, 12:56:14 AM
Quote from: fefenc on January 26, 2014, 10:16:12 AM
I've found another bug, as I could see, the Draggable piece L0 to L2 on slope transition over RHW-4 doesn't works properly. Let's see the pigs:


They won't work even if both RHW-4 pieces are one beside another:


Something like this will happen if I use L0 to L1 on slope transition piece :\

No matter how many times you click around, you won't get any satisfactory result... :\

I just used the L1 with no problem.  It may depend to a certain degree with the order you're constructing things, and what slope mod (if any) you're using.  Whatever you do, don't drag through the OnSlope itself--the slope will get messed up, and there's no real way around that.  The L2 networks are, across the board, touchier than the L1 networks.  It is possible to build that setup if you have an additional tile of space between the onslope and the RHW, but it's not as flexible as the L1 at present.  That's something we'll address for NAM 33.

Quote from: Wiimeiser on January 26, 2014, 07:13:16 PM
Me too. This is like a beta. It's less stable than a hydrogen bomb sitting in the middle of a baseball field.

The NAM has always been a project that's in continual development.  All software of any degree of complexity will have issues, and we do the best we can as an all-volunteer effort. 
Your comment adds absolutely nothing constructive or worthwhile to the conversation.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: APSMS on January 27, 2014, 01:32:31 AM
I agree with Tarkus. Haven't used draggable AVE viaducts yet, but have noticed interesting user quirks with the road ones. Can't be avoided, and I'm glad they're here now. It simplifies a lot of things on my end.

So thanks for all your work. It's really great to breath new life into the game.

Also, it might be worth noting that an H-bomb in the middle of a baseball field is ridiculously stable. In fact, it would take a nuclear explosion to set it off (which, in fact, is what happens in an H-bomb). So I'm kind of confused as to the relevance or the implications of this comment--I'm guessing it wasn't supposed to be taken in a positive sense? (sorry for going off topic; this kinda bugged me)
Title: Re: NAM Download
Post by: jdenm8 on January 27, 2014, 01:56:52 AM
Quote from: fefenc on January 26, 2014, 10:16:12 AM
I've found another bug, as I could see, the Draggable piece L0 to L2 on slope transition over RHW-4 doesn't works properly. Let's see the pigs:

Add another tile between the hill and the RHW.

Quote from: nathkel on January 26, 2014, 11:56:49 AM
It's Sunday so municipal bandwidth sharing is at a minimum. And yet it's going to take upwards of THREE HOURS to DL NAM 32 from the LEX. For today's internet users, that is simply unacceptable.

Only three hours to download nearly a Gigabyte on free internet from a free website (Also, you shouldn't need to fill out any survey at all at ModDB. If it tells you you do, click the download link again so a different advertisement is served) is thoroughly impressing.

Yes, public facilities tend to have very good connections, but most of that is reserved for internal traffic and there's always a per-machine quota for the public machines.

Also, ModDB is the Mob Database. A very old and very popular mod distribution service that's part of the Desura online game marketplace.


Quote from: Wiimeiser on January 26, 2014, 07:13:16 PM
Me too. This is like a beta. It's less stable than a hydrogen bomb sitting in the middle of a baseball field.

Considering it was coded by a single person in a fortnight, I think that's a badge of honour. Also, APSMS has already said how Hydrogen bombs are incredibly stable.

Also, nothing's forcing you to use the Draggable functionality, all of the old Puzzle Piece-based overpasses are still there. We're forcing the game to do things it's specifically designed not to do, so cut us a break.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Wiimeiser on January 27, 2014, 05:16:48 PM
I was just saying I had the same problem with the viaduct overriding the ramp to be part of the viaduct so there's no ramp. The viaduct itself is stable if you drag it out a few tiles, but in doing so it converts the onslope tile into a viaduct tile...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: spot on January 27, 2014, 07:25:05 PM
How can I build the RHW-10S Arch bridge the length I want it to be?  For some reason, it expands two tiles inside the ledge of which i want it to be starting out of.
RHW-8S bridge for reference:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FYhnlGTml.png&hash=bdc8e528ba60d81ec94bbc97ce3aa7a90a79ac59) (http://imgur.com/YhnlGTm)
At the same time, RHW-10S bridge goes inside the ledge. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FM54LERul.png&hash=e07f1fa98e6dc59dedf12eaccff51c60d4e22410) (http://imgur.com/M54LERu)

Is it supposed to do that, or I'm doing something wrong ?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Kitsune on January 27, 2014, 07:43:22 PM
see.. the issue with everything being draggable is rearing its ugly head. With the increase in length of the ramps combined with the fact in a few cases you have to have that one tile is leading to an increase of 4 tiles for an overpass, which when you factor in ramps is leading to things becoming quite wide. Also - the cosmetic pieces can't be flanked anywhere near an overpass now or else it'll deconvert to rhw-2, which makes things rather frustrating. Although, I will say NAM 32 is otherwise a joy to work with ... I just built an interchange that is truly epic and was only possible with nam 32.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on January 27, 2014, 11:29:06 PM
Quote from: spot on January 27, 2014, 07:25:05 PM
How can I build the RHW-10S Arch bridge the length I want it to be?  For some reason, it expands two tiles inside the ledge of which i want it to be starting out of.
RHW-8S bridge for reference:

At the same time, RHW-10S bridge goes inside the ledge. 


Is it supposed to do that, or I'm doing something wrong ?

Bridge placement can get rather finicky when slope mods get installed, and the fact that those two bridges are different types (arch vs. undertruss) may have some effect.  I haven't placed enough 8S or 10S bridges myself to really know the intricacies, but I've had a whale of a time with Avenue and One-Way Road bridges with my current slope mod.

Quote from: Kitsune on January 27, 2014, 07:43:22 PM
see.. the issue with everything being draggable is rearing its ugly head. With the increase in length of the ramps combined with the fact in a few cases you have to have that one tile is leading to an increase of 4 tiles for an overpass, which when you factor in ramps is leading to things becoming quite wide.

It's not so much a problem of draggables in general as it is just a case of the draggables not being at full implementation capacity yet.  We're still in a transitional state, where some functions still require digging out the static puzzle pieces.  But that doesn't mean we should cave in and expand the static PPs, giving up on the FLEX/draggable system.  We've long faced the paradoxical problem where people want new functionality, but simultaneously complain about the number of pieces they have to navigate, and adding more to the almost 200 static PPs that are part of the whole Road Viaduct system (compared to 14 FLEX/starter pieces in the new system) will just aggravate that exponentially.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: titanicbuff on January 28, 2014, 06:40:01 AM
Theres a glitch with street vs Ave crossings- someone forgot to place the stopping area. In other words traffic in all 4 directions at once.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimagizer.imageshack.us%2Fv2%2F640x480q90%2F191%2Fpntt.jpg&hash=e092f07901e2d97c165eaa4b5c6fe0abcfabfab0)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: trabman11 on January 28, 2014, 09:39:09 AM
Quote from: titanicbuff on January 28, 2014, 06:40:01 AM
Theres a glitch with street vs Ave crossings- someone forgot to place the stopping area. In other words traffic in all 4 directions at once.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimagizer.imageshack.us%2Fv2%2F640x480q90%2F191%2Fpntt.jpg&hash=e092f07901e2d97c165eaa4b5c6fe0abcfabfab0)

titanicbuff: Those are just the pathing of the roads that are being displayed with the "Drawpaths" cheat. They have nothing to do with when the traffic stops of goes. If you press play and wait a little, you will see that the simulator does indeed have the automa "stop" and "go" in that intersection, and in all other intersections in the game.  ;)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on January 28, 2014, 12:15:55 PM
If they are, in fact, not stopping and going at that intersection, that'd be on Maxis, not us.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: wallasey on January 28, 2014, 02:01:06 PM
Quote from: z on January 19, 2014, 02:58:10 PM
Quote from: wallasey on January 19, 2014, 06:30:36 AM
I selected the autobahn textures for RHW...but I've got the american textures coming through.

This turned out to be an installer bug that was created by a change in another part of the installer.  The fixed files are too big to attach here, but here's what you can do to get around the bug:


  • Run the installer in the Custom Installation mode.  For the Main Road Texture Style, choose one of the top two American-style textures.
  • Under "Options for American-Style Road Textures", open up the RHW Options and select either of the two options.
  • Run the installer to completion.
  • In the folder "z___NAM\Road Textures\Euro Cosmetic Re-Texture Mod\RHW", you will find a folder called "0_Standard".  Move this folder and its contents to someplace outside your Plugins folder.
  • Run the installer again, choosing the options you want.
  • Move the "0_Standard" folder and its contents back to where you originally got them.

The American textures should be gone now.


Apologies for the late reply back, that's worked! Thanks for your help there!!

All the best.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Kitsune on January 28, 2014, 02:27:29 PM
Quote from: Tarkus on January 27, 2014, 11:29:06 PM
It's not so much a problem of draggables in general as it is just a case of the draggables not being at full implementation capacity yet.  We're still in a transitional state, where some functions still require digging out the static puzzle pieces.  But that doesn't mean we should cave in and expand the static PPs, giving up on the FLEX/draggable system.  We've long faced the paradoxical problem where people want new functionality, but simultaneously complain about the number of pieces they have to navigate, and adding more to the almost 200 static PPs that are part of the whole Road Viaduct system (compared to 14 FLEX/starter pieces in the new system) will just aggravate that exponentially.

-Alex

See, this is why I think having a flup piece with the 6S and MIS on it would be nice. It would allow people to have "old functionality" with addition of one new flup piece, as the flup ramps for roads are only 3 tiles long.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: GDO29Anagram on January 28, 2014, 03:36:45 PM
Quote from: Kitsune on January 28, 2014, 02:27:29 PM
See, this is why I think having a flup piece with the 6S and MIS on it would be nice. It would allow people to have "old functionality" with addition of one new flup piece, as the flup ramps for roads are only 3 tiles long.

Following the trend of the only RHW FLUP in existence would actually show that an RHW FLUP entrance would actually need to be 4 or 5 tiles long, not 3; it's too unsafe for cars travelling at high speeds to hit the kind of slope that the Road FLUP entrance has. But this isn't the only problem.

Expansion of the existing FLUPs using static puzzle pieces is still the same as expanding any suite of static puzzle pieces. Fulfilling requests for static puzzle pieces denies people the opportunity to get accommodated to the new system and gives the impression, particularly those who are in favour of the new system, that we, the developers, don't like the new system. Can you imagine what it'd be like if the NAM Team did not like working on their own work?

Had the old system persisted, RHW would need to have over 16000 pieces, the bulk of which being RHW×RHW overpasses; browsing through 1/100th that amount would be hard enough already. The same trend would be true for any other system, like Elevated Rail over Avenue/RD-4 (estimated 100 pieces versus the 6 Flex pieces) and particularly the draggable viaducts (the required number would also be in the thousands).

FLUPs are already in a weird position given that they are named "flexible" despite being absolutely static, especially before the advent of mainstream Flex pieces. There were already experiments on revising the FLUP system, but the main priority is expanding the newly-introduced Flex system to the point where their functionality is on par (and even exceeds) the old system, to the point where it can even replace the old system. There's really no room for adding puzzle pieces, especially if their functionality can be copied by Flex pieces several versions later.

There's a problem with interstellar travel that's similar to the Flex versus Puzzle Pieces problem: If you launched a rocket now, it would take centuries to reach its destination. By the time it arrived at its destination, some other rocket built after the first rocket may have already arrived at it first. If we continued to develop puzzle pieces now, it may satiate the users, but only up to the point where they start complaining about how many pieces there are. Even if users get used to it, by the time Flex development gets into full swing, they would be too disinterested by the prospect because they would be too used to the old system.

This is the same situation that happened with the Dvorak keyboard; Qwerty keyboards have been around for so long, over 100 years, that people have gotten used to it, despite the fact that Dvorak is a far more superior alternative to Qwerty that actually doesn't break your fingers. People were simply unwilling to switch to a faster keyboard. (I personally find Colemak to be even more superior than Dvorak, though; not once have I gotten my hands sore from using Colemak). By going directly to Flex development, we eliminate the intermediary step by of making intermediary puzzle pieces but also give the opportunity to let users get accustomed to the system. (This is also how I got myself to type on Colemak: switch to it and never turn back.)

And keep in mind that this is merely the first iteration. RHW, for example, started out as just a dirt road that first evolved into a replacement highway system by version 1.x and 2.0. By that time, MHW was still king. RHW 3.0 first introduced elevated RHWs and by that point, it could already replace both MHW and EMHW functionality. Development for RHW is ongoing, but what gets developed can be applicable to other mods, such as RRW, NWM, and (yes), the draggable viaducts.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: pja5529 on January 31, 2014, 02:54:47 PM
I have been having an issue with the road-6 neighbor connection.  Last month I started replacing several of my busy avenues with either ave-6 or road-6.  However when I build my road-6 connections, only the pedestrians traffic makes it through to the neighboring city.  The car traffic does not.  I am dragging the road-6 connection to the edge and then placing the road-6 neighbor connection on top, but its still not working and hasn't since I started using it.  I thought this would change when the Nam 32 was released so I never got help, I just waited cause I heard it was coming soon.  I downloaded the update yesterday and am still getting the same thing.  Is anyone else having this issue?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Pioneer on January 31, 2014, 07:06:37 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Ffarm3.staticflickr.com%2F2874%2F12245043974_c530f8c98e_c.jpg&hash=577b03d6cc45f0d19aeaae2938566653b552d2d8)
Darn it...  >:(
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Wiimeiser on January 31, 2014, 08:36:35 PM
For some reason the L1 is overriding the onslope piece and replacing the data for that tile. I wonder if it's a limitation...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: GDO29Anagram on January 31, 2014, 09:03:00 PM
Quote from: Pioneer on January 31, 2014, 07:06:37 PM
Darn it...
Quote from: Wiimeiser on January 31, 2014, 08:36:35 PM
For some reason the L1 is overriding the onslope piece and replacing the data for that tile. I wonder if it's a limitation...

No, it's improper usage. There's a critical piece of information that was mentioned last page, which was to never drag through the OnSlope piece. It's impossible to drag through the OnSlope piece using Road or OWR, but it's actually possible using Avenue, which is how the mistake can even happen.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Pioneer on February 01, 2014, 02:21:40 PM
Quote from: GDO29Anagram on January 31, 2014, 09:03:00 PM
Quote from: Pioneer on January 31, 2014, 07:06:37 PM
Darn it...
Quote from: Wiimeiser on January 31, 2014, 08:36:35 PM
For some reason the L1 is overriding the onslope piece and replacing the data for that tile. I wonder if it's a limitation...

No, it's improper usage. There's a critical piece of information that was mentioned last page, which was to never drag through the OnSlope piece. It's impossible to drag through the OnSlope piece using Road or OWR, but it's actually possible using Avenue, which is how the mistake can even happen.
Can you explain it in simple SC4 terms please
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: GDO29Anagram on February 01, 2014, 02:32:00 PM
Quote from: Pioneer on February 01, 2014, 02:21:40 PM
Can you explain it in simple SC4 terms please

Never drag into the OnSlope piece, only stop right next to it. In other words, the way the Avenue is built here is exactly how it should be done for a FlexOST.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi887.photobucket.com%2Falbums%2Fac72%2FGDO29Anagram%2Fcapture_viaductavenue.jpg&hash=bd59d681ad02e563cb0be63bf7069eaacffa9413)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: HappyDays on February 01, 2014, 10:40:29 PM
Quote from: GDO29Anagram on January 28, 2014, 03:36:45 PM
Even if users get used to it, by the time Flex development gets into full swing, they would be too disinterested by the prospect because they would be too used to the old system.

I disagree with your assertion that "People will be too used to an inferior crappy thing to move onto the much better thing that works better in every single way possible". When an obviously, provably better choice is offered, people take it.

QuoteThis is the same situation that happened with the Dvorak keyboard; Qwerty keyboards have been around for so long, over 100 years, that people have gotten used to it, despite the fact that Dvorak is a far more superior alternative to Qwerty that actually doesn't break your fingers.

Actually...

http://www.independent.org/newsroom/article.asp?id=356

Hopefully, this will be informative. Its source material, The Fable of the Keys, is also available online.

(For clarification: I am not challenging your conclusion (I agree with it, actually). I challenge the arguments used to reach it)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: GDO29Anagram on February 01, 2014, 11:43:17 PM
Quote from: HappyDays on February 01, 2014, 10:40:29 PM
Hopefully, this will be informative. Its source material, The Fable of the Keys, is also available online.

You're saying that neither keyboard is superior over the other, which is contradictory to my own experiences with Qwerty; I've had times where my hands would hurt from using Qwerty and switching from it has liberated me from that pain. Actually, I find that Colemak, the layout I use, is more superior than either Qwerty or Dvorak; in fact, the argument where neither Qwerty nor Dvorak is superior to each other would be true because I use something better than either one. I dare not elaborate on my experiences with Qwerty, Dvorak, or Colemak because it would be probably insanely long.

Quote from: HappyDays on February 01, 2014, 10:40:29 PM
I disagree with your assertion that "People will be too used to an inferior crappy thing to move onto the much better thing that works better in every single way possible". When an obviously, provably better choice is offered, people take it.

There's been already a few instances of people challenging the paradigm of using Flex pieces and a few instances of people requesting more puzzle-based pieces because the ability to make them is already there with the extant pieces. The issue is that there are no formal instructions on how to guide people in using these pieces properly. This may not be the case when a Flex-based system is the only option (such as the FlexSPUI and to an extent, Diagonal Streets), but if a Flex-based system exists alongside its puzzle-based equivalent and people can't find how to use the Flex-based alternative, there's a tendency to fall back to the puzzle-based equivalent. This is the challenge facing introducing Flex pieces, particularly now when these things are just being introduced. If a better option is available but people can't figure out, would they want to take it? If it were me, yes; I've been as daring as I was when I first found the NAM (never have I ever been cautious with the NAM), but short of conducting another NAM poll, I can't say the same for others or be able to confirm one trend or the other.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: HappyDays on February 02, 2014, 12:10:55 AM
Quote from: GDO29Anagram on February 01, 2014, 11:43:17 PM
You're saying that neither keyboard is superior over the other, which is contradictory to my own experiences with Qwerty;

Further elaboration is not necessary.

QuoteI dare not elaborate on my experiences with Qwerty, Dvorak, or Colemak because it would be probably insanely long.

If you're willing to write it out, I'm willing to read it. Perhaps as a personal message, though.

QuoteIf a better option is available but people can't figure out, would they want to take it?

If the problem is that people do not understand the superior alternative, then it is not obvious in its superiority. It becomes the challenger of the maintainer of the new system to explain it. You may not know how, yet, but it behooves you to work towards a useful tutorial, or make the system so easy to use it will be much similar to using the Maxis transit networks.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Vlasky on February 02, 2014, 12:20:25 AM
I'd love if this one got fixed. Doesn't seem like a lot of work is needed.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FkGJWEPr.jpg&hash=63881fa46c08456d0c4e54eb4090902ec3beb022)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on February 02, 2014, 12:53:59 AM
Quote from: HappyDays on February 02, 2014, 12:10:55 AM
If the problem is that people do not understand the superior alternative, then it is not obvious in its superiority. It becomes the challenger of the maintainer of the new system to explain it. You may not know how, yet, but it behooves you to work towards a useful tutorial, or make the system so easy to use it will be much similar to using the Maxis transit networks.

As the developer of these alternatives, I think the main issue is actually that the alternatives are still teething.  They have the promise to become vastly superior with further development, and they're at a state of being quite usable, but right now, they're still just promising.  From the developmental standpoint, we have a good idea of how the alternative will evolve to be vastly superior (and in fact, more similar to using Maxis transit networks).  But there are users who are accustomed to the static puzzle pieces, and want more of them, in absence of an alternative that is developed enough to solve everything right now.  As a result, they're skeptics.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: HappyDays on February 02, 2014, 01:09:42 AM
I can't see reason for the skepticism myself, although frankly the mere concept of transit puzzle pieces has turned me off whereas this new, Maxis-like concept is more inviting.

Besides, people will have their puzzle pieces until the day the new system is fully function, I imagine.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: APSMS on February 02, 2014, 01:18:24 AM
Quote from: HappyDays on February 02, 2014, 12:10:55 AM
Quote from: GDO29Anagram on February 01, 2014, 11:43:17 PM
You're saying that neither keyboard is superior over the other, which is contradictory to my own experiences with Qwerty;

Further elaboration is not necessary.

QuoteI dare not elaborate on my experiences with Qwerty, Dvorak, or Colemak because it would be probably insanely long.

If you're willing to write it out, I'm willing to read it. Perhaps as a personal message, though.

QuoteIf a better option is available but people can't figure out, would they want to take it?

If the problem is that people do not understand the superior alternative, then it is not obvious in its superiority. It becomes the challenger of the maintainer of the new system to explain it. You may not know how, yet, but it behooves you to work towards a useful tutorial, or make the system so easy to use it will be much similar to using the Maxis transit networks.

Not to add fuel to the fire, but it should be eminently clear after only cursory examination of the situation regarding NAM development of the superiority of draggable flex items, even if they are not the clearest things to learn how to use. Having tried to write documentation before for a substantially simpler project (a simple stereo amplifier) I can personally testify to the difficulty of writing/compiling good, quality instructions and documentation. This doesn't suffice for an excuse, of course, but the fact that documentation exists at all is a testament to the amount of work and free time going into the project.  Additionally people taking the better choice isn't at all the case. People are stubborn, and don't like change, so a little heavy handedness is necessary to ease the work of the devs from having to answer ridiculous questions, results, or complaints, and focus on the serious bugs at hand.

Some things are finicky at first, but man people seem  to forget that the NAM is in a continuous beta stage, and as such means that bugs and sometimes incomplete paperwork are par for the course. Considering the pay I'm very thankful they're still working for the public and not just for themselves so that they don't have to deal with us end users.

P. S. Please excuse the typos. I'm on my phone and the keyboard is going crazy on me. I'll clean it up later.

EDIT: cleaned!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Vlasky on February 03, 2014, 09:10:51 AM
Was this one reported yet? Draggable L0 to L1 road viaduct.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FJ8jJVL2.jpg&hash=6ffd071cb7a1d155814ba6708529367ab171fb0e)

ps Why is nobody responding to my posts? am I doing something wrong?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on February 03, 2014, 09:45:40 AM
Quote from: Vlasky on February 03, 2014, 09:10:51 AM
ps Why is nobody responding to my posts? am I doing something wrong?

You're doing nothing wrong--it just happened to come mid-stream in another conversation.  We haven't really updated the tracker since the full NAM 32 was released, and my plan is to basically comb through the threads in the coming days for that.

Quote from: Vlasky on February 03, 2014, 09:10:51 AM
Was this one reported yet? Draggable L0 to L1 road viaduct.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FJ8jJVL2.jpg&hash=6ffd071cb7a1d155814ba6708529367ab171fb0e)

That's not a bug.  The Road viaducts do not support diagonal overpasses of any type at this point.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: joker09 on February 06, 2014, 12:25:21 PM
a have a strange behavior when using bridges.
I dont use any slope mod, what is the best to NAM?
any ideia?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FeFC4cSo.jpg&hash=2ecac25aa0c7fb573decbbfa01e2083b5d1b8e1a)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Indiana Joe on February 06, 2014, 12:45:16 PM
Quote from: joker09 on February 06, 2014, 12:25:21 PM
a have a strange behavior when using bridges.
I dont use any slope mod, what is the best to NAM?
any ideia?

Make sure to use the On-Slope pieces instead of viaduct ramps when you have earth embankments like that.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: joker09 on February 06, 2014, 03:20:54 PM
Quote from: Indiana Joe on February 06, 2014, 12:45:16 PM
Quote from: joker09 on February 06, 2014, 12:25:21 PM
a have a strange behavior when using bridges.
I dont use any slope mod, what is the best to NAM?
any ideia?

Make sure to use the On-Slope pieces instead of viaduct ramps when you have earth embankments like that.
Thanks for the tip. greatly improved the bridge but I saw a little elevation yet, the bridge is not 100% straight. I tried with 7.5m (right) and 15m (left) elevation and got same problem.
Now I downloaded and Installled ENN slopemod combined.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FzwtDhFB.jpg&hash=06ad834a0a4e8bac54715559b3d0547cf22f904b)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: joker09 on February 06, 2014, 03:40:38 PM
I think was something on the terrain or something noob kkkkkkk, now worked fine.
thanks for help

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FU7NTFF0.jpg&hash=70bfa43fedf3e6425b642fd21c20d999a88d117c)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: APSMS on February 08, 2014, 04:13:25 PM
Hi. I was wondering if this intersection was supported
(https://dl.dropbox.com/u/54787955/ShareX/2014-02/SimCity_4_02-08-2014_12.jpg)

and if it could be done in a future release? The same problem happens with GLR, too.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Indiana Joe on February 08, 2014, 08:37:06 PM
FAR networks underneath any elevated network is not supported yet.  The more features you combine together, the more complicated the coding gets.  So you probably won't see this one for a long time, if at all.

The RRW crossing will definitely be done at some point.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: APSMS on February 08, 2014, 09:25:46 PM
Thanks Matt for the response. I would, however, be interested in perhaps having GLR-crossing functionality. The same problem (as with the actual ELR) occurs, but I see no practical reason why GLR would have the problem (though I do understand the issues with elevated networks).

I was aware of the RRW crossing; it was mainly a test to see if heavy rail could cross the FA network okay. The GLR issue occurs on FAR-2 as well. Perhaps an overplop puzzle piece could be made? There is currently no way to have a UDI-possible traverse of FAR with the light rail network, barring a transition to subway (which isn't UDI anyway), which would be unsuitable in the situation that I'm currently having the problem in (awkward English, but you get the idea)--a suburban GLR network in a semi-hilly neighborhood.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on February 08, 2014, 10:04:20 PM
Quote from: APSMS on February 08, 2014, 09:25:46 PM
Thanks Matt for the response. I would, however, be interested in perhaps having GLR-crossing functionality. The same problem (as with the actual ELR) occurs, but I see no practical reason why GLR would have the problem (though I do understand the issues with elevated networks).

GLR's even more complicated.  It's an override network of ELR, so we'd have to have the ELR crossing in place first, and then write GLR-side overrides and FAR-side overrides to handle the crosslinking.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: APSMS on February 08, 2014, 10:25:41 PM
I guess I wasn't thinking properly. Crosslinking can be a pain in rear, sometimes.

Any suggested workarounds besides the obvious one? My slope mod is really gonna hate me for this.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: joker09 on February 09, 2014, 02:02:00 PM
one problem now with bridges in RHW-6S I built the bridge with ground highway but its showing bugged.
The start is for the ground, but its not connecting corret in 6s rhw

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FoxGEFI5.jpg&hash=3335e6b978406c072de8b107a91aeef4f5fd4a27)

problem resolved.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Fcexsrdr.png&hash=1b97996d475c99b63fe3531e8e680e55829408c5)

the problem was mu slope mod, ENN_SlopeMod_Medium315

the problem now is that I choose the compact steel arch bridge (RHW-6S) and this is not the correct bridge (very strange).
I gonna uninstall NAM and reinstall it to test again
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: APSMS on February 09, 2014, 03:05:20 PM
I'm not sure if the bridge you're showing is long enough to display the arch.

The way bridges work in the game is a bit foreign to me, but if I understand it correctly, bridges need to be a certain length before the pylons or supports or overhead whatevers will appear, and that bridge there is far too short to display anything more than it currently is. A reinstall of the NAM is unlikely to fix anything, since you were able to select the bridge in the first place and build it, and bridge controllers/packages don't function if they're missing stuff.

I'm also not sure how a slope mod could prevent you from connecting to the bridge, unless you forgot to do some terraforming to make the connection behave (which is what it looks like you did in the second photo anyway). The ennedi slope mod has some characteristics that make reading the readme (and experimenting with the slopes) crucial to success in using it.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: joker09 on February 09, 2014, 03:19:06 PM
Quote from: APSMS on February 09, 2014, 03:05:20 PM
I'm not sure if the bridge you're showing is long enough to display the arch.

The way bridges work in the game is a bit foreign to me, but if I understand it correctly, bridges need to be a certain length before the pylons or supports or overhead whatevers will appear, and that bridge there is far too short to display anything more than it currently is. A reinstall of the NAM is unlikely to fix anything, since you were able to select the bridge in the first place and build it, and bridge controllers/packages don't function if they're missing stuff.

I'm also not sure how a slope mod could prevent you from connecting to the bridge, unless you forgot to do some terraforming to make the connection behave (which is what it looks like you did in the second photo anyway). The ennedi slope mod has some characteristics that make reading the readme (and experimenting with the slopes) crucial to success in using it.
I think you're right, I think the river space is too short.

updated: I tried in a bigger space and bridge is now showing fine, I change my slope to BRF_TunnelAndSlope and no problem this time. thanks.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: MandelSoft on February 09, 2014, 11:20:41 PM
This bridge is designed in such a way that it only shows an arch when it's long enough, but it can also support shorter, non-arch bridges for when you just need that one little bridge...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: relics8801 on February 10, 2014, 10:07:49 PM
Hello NAM-Team and all.

I have an issue in a Turning-Lane with Left-hand version.
After overwrite OnewayRoad to the Cross, TLs wll be mixed texture with ver.LeftHand and ver.RightHand sometime.
like this
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.com%2Fa%2Fimg401%2F3091%2Fnlhf.jpg&hash=33bd0355e51f54556489406971a324233dd86ce7)

Do you have a way to solved it ?
or
Can I return this to old system ? (way to no use overwrite with OnewayRoad),
What file should I remove from NAM's plugins if it possible ?

Thanks  ;)


Edited:
I tried to test this with only NAM v32, but I have same issue. &mmm
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on February 10, 2014, 11:17:51 PM
The only thing that was changed with the Road Turning Lanes was that the trigger was changed, from the default Road + and T-intersections ("Auto RTL") to the One-Way Road overplop method ("Semi-Auto RTL").  The overrides weren't changed, so there should be no change in the texture orientation.  From the appearances of things, the issue is strictly cosmetic, as the paths are correctly oriented.  It looks to emanate either from the particular texture set your using, or the custom facelift mod you're utilizing with the railing (which I've not seen before).

There are no plans to go back to the Auto RTL, and the Semi-Auto RTL is effectively a legacy component.  The Road Turning Lanes were designed in 2005, in an era when the NAM development was still in an early stage, and the developers didn't expect SC4 to have much more than a couple more years of useful life left in it.  Since then, we've figured out some really interesting developments like the Network Widening Mod, Draggable Fractional Angle Roads, and Draggable Road Viaducts, but the Auto RTL seriously hindered the stability of these new features (it's part of the reason the NWM took over 3 years to reach a first version).  We try very hard to keep everything working as it has (or better) in each release, but before NAM 31, we had to make the difficult decision to discontinue the Auto RTL.  We came to the conclusion that the significant functionality gains of the NWM, the Draggable Viaducts, and Draggable FAR outweighed the strictly cosmetic Auto RTL, and the Semi-Auto RTL was the best compromise for legacy support.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: relics8801 on February 11, 2014, 12:29:40 AM
to Alex (Tarkus)
Thank you for reply with polite explain. ;)

Yes, I doubt for other MOD and BAT etc...
so I remove all of MOD and BAT in Plugins and bulldoze Lot around a cross with only NAMv32,
but I can not solved it unfortunately. &mmm
A place of Turning-Arrows is right. It seems like one kind of texture was turning from Left to Right sometime.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.com%2Fa%2Fimg850%2F1227%2Fj1sv.jpg&hash=8641b891a2d3182c295f63ef32cf331dce49ae85)

Which file is this SemiAuto-RTL system included in?
Can I remove only file (included this system) in my NAM's files?




and I report about other issue here. ;D  :P
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.com%2Fa%2Fimg534%2F4589%2Fvfll.jpg&hash=dd5b1172f24436c052689b90873ca5c123130a1b)


I believe that it's really innovative system "Semi Auto-RTL",
and I have to say again a big thanks to NAM-Team, to your big effort. ;)
I hope you can find a cause and these would be solved soon. ;)

Thank you.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: trabman11 on February 11, 2014, 06:27:00 PM
Quote from: relics8801 on February 11, 2014, 12:29:40 AM
to Alex (Tarkus)
Thank you for reply with polite explain. ;)

Yes, I doubt for other MOD and BAT etc...
so I remove all of MOD and BAT in Plugins and bulldoze Lot around a cross with only NAMv32,
but I can not solved it unfortunately. &mmm
A place of Turning-Arrows is right. It seems like one kind of texture was turning from Left to Right sometime.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.com%2Fa%2Fimg850%2F1227%2Fj1sv.jpg&hash=8641b891a2d3182c295f63ef32cf331dce49ae85)

Which file is this SemiAuto-RTL system included in?
Can I remove only file (included this system) in my NAM's files?




and I report about other issue here. ;D  :P
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.com%2Fa%2Fimg534%2F4589%2Fvfll.jpg&hash=dd5b1172f24436c052689b90873ca5c123130a1b)


I believe that it's really innovative system "Semi Auto-RTL",
and I have to say again a big thanks to NAM-Team, to your big effort. ;)
I hope you can find a cause and these would be solved soon. ;)

Thank you.


That last issue you have isn't a bug, that's how the turning lanes are supposed to work. At a T-intersection, there are only going to be two roads that will be making wide turns across the intersection. If the road that doesn't have the turning lanes has them, then automa will turn into a dead end and then run off the road. Now that may be fun to watch, but we don't want that happening in our cities now do we?   ;D
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: APSMS on February 11, 2014, 09:22:17 PM
I believe he's referring to the texture glitch that is showing up there. The transition should be smooth (to the RTL), but instead what's showing is the close-proximity version, which will appear when you have two 4-way road intersections close together (I think 4 or 5 tiles apart) and enable the RTL for both on the road connecting them. That's a bug, for sure, and it beats me as to what's causing the game to think that the adjacent intersection is a + instead of a T
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: relics8801 on February 11, 2014, 09:25:54 PM
to trabman11 and APSMS
Thanks for reply and helps :)

About my last issue I reported.
e.g,
I could confirm that it would be revised a little with this patch.
This little patch is made by Moonlinght(JPN) for NAM-2010, I'd try to test NAMv32 with this.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Flivedoor.blogimg.jp%2Fmoonlinght%2Fimgs%2Fa%2F2%2Fa23cfa9e-s.jpg&hash=1815e22cdc2f3d7cd6df5f96ed8c0ad50e699eca)
[DownLoad is HERE(LINK) (https://skydrive.live.com/?cid=FA15FCE84D64004A&id=FA15FCE84D64004A%21268#cid=FA15FCE84D64004A&id=FA15FCE84D64004A%21255)]
*for only DEFAULT and EURO texture

I dont have enough knowledge and cant make any MOD for them,
and this patch can not solved a issue perfectly. &mmm
I hope this will be any help for next creations for NAM.  ;)


btw, A problem that mixed texture RightHand and LeftHand, (http://sc4devotion.com/forums/index.php?topic=1444.msg477417#msg477417)
Quote from: relics8801 on February 10, 2014, 10:07:49 PM
I have an issue in a Turning-Lane with Left-hand version.
After overwrite OnewayRoad to the Cross, TLs wll be mixed texture with ver.LeftHand and ver.RightHand sometime.
like this
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.com%2Fa%2Fimg401%2F3091%2Fnlhf.jpg&hash=33bd0355e51f54556489406971a324233dd86ce7)

A place of Turning-Arrows is right. It seems like one kind of texture was turning from Left to Right sometime.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.com%2Fa%2Fimg850%2F1227%2Fj1sv.jpg&hash=8641b891a2d3182c295f63ef32cf331dce49ae85)

It's seems about 30% or 40% of cross in my city now.... ()sad()
I hope it will be solved soon... &mmm


Thank you.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdenm8 on February 12, 2014, 06:42:40 AM
I don't know why it would be flipping the texture on wealthed tiles. Does it do it on the default turn lanes?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: relics8801 on February 12, 2014, 08:29:04 AM
to jdenm8
Wealhed tile?
There are some buildings(parks or civics) out of the Picture. ;)
and
Yes, It's NAM's default turning lane.
It was tested with ONLY NAM, I didn't use any BAT, MOD, PROPs and Texture-Packs in this time. ;)
I chose files about "Main Road Texture Files" is "Standard Euro Texture" when Installed.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: trabman11 on February 12, 2014, 12:39:08 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.com%2Fa%2Fimg850%2F1227%2Fj1sv.jpg&hash=8641b891a2d3182c295f63ef32cf331dce49ae85)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.com%2Fa%2Fimg534%2F4589%2Fvfll.jpg&hash=dd5b1172f24436c052689b90873ca5c123130a1b)


&idea  &Thk/(  You know what, this might be a wealthification bug like that of the Ave to NWM Ave-2 transition, where the textures only show up properly in medium-density and high-density zones. If this is the case, then those parks you have are being registered as low-density ones. Maybe you should try to put a 'higher' density park, for example, a 2x2 park of a 3x3 park - maybe try a large plaza. Maybe that will fix it? s for those other textures...  ()what()
If not, I hope someone else more knowledgeable on this subject will have an answer as to what is happening.  
Or maybe a file got corrupted and you just need to re-install the NAM and the issue will fix itself.  ;D
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: timoman12 on February 12, 2014, 02:04:01 PM
Hi I'm using moonlinght's Japanese SAM-1 replacement mod to make it into his Japanese suburban 2-lane streets, however the textures have stopped working since I've installed NAM32. It was working perfectly with NAM31.

The 'starter' piece looks like his, but when I drag a street it just turns into the default street texture.

Any way to fix this? Or is there possibly a way to revert back to the NAM31 SAM-1 files to temporarily stop the issue?

EDIT: I have discovered that without the Street Mod, SAM-1 Parking Lot textures don't work anyway.
The first piece I place is the parking lot, but when I drag a street through it, only default street is built.

So this is a problem with the NAM32 itself...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: trabman11 on February 12, 2014, 03:50:52 PM
Quote from: timoman12 on February 12, 2014, 02:04:01 PM
Hi I'm using moonlinght's Japanese SAM-1 replacement mod to make it into his Japanese suburban 2-lane streets, however the textures have stopped working since I've installed NAM32. It was working perfectly with NAM31.

The 'starter' piece looks like his, but when I drag a street it just turns into the default street texture.

Any way to fix this? Or is there possibly a way to revert back to the NAM31 SAM-1 files to temporarily stop the issue?

EDIT: I have discovered that without the Street Mod, SAM-1 Parking Lot textures don't work anyway.
The first piece I place is the parking lot, but when I drag a street through it, only default street is built.

So this is a problem with the NAM32 itself...

Moonlight's street side mod is included in the NAM installer. It appears as SAM-10, I believe. Maybe you downloaded Moonlights texture (the one from the NAM installer) by mistake, and the original your using is conflicting with the Installer version.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: timoman12 on February 12, 2014, 05:01:56 PM
Quote from: trabman11 on February 12, 2014, 03:50:52 PM
Moonlight's street side mod is included in the NAM installer. It appears as SAM-10, I believe.

that's not the street side mod, those are only textures
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: relics8801 on February 13, 2014, 08:48:18 AM
Quote from: trabman11 on February 12, 2014, 12:39:08 PM
&idea  &Thk/(  You know what, this might be a wealthification bug like that of the Ave to NWM Ave-2 transition, where the textures only show up properly in medium-density and high-density zones. If this is the case, then those parks you have are being registered as low-density ones. Maybe you should try to put a 'higher' density park, for example, a 2x2 park of a 3x3 park - maybe try a large plaza. Maybe that will fix it? s for those other textures...  ()what()
If not, I hope someone else more knowledgeable on this subject will have an answer as to what is happening.  
Or maybe a file got corrupted and you just need to re-install the NAM and the issue will fix itself.  ;D


Thanks again trabman11 ;)
I didn't undersatnd well what a concern with Turning-lane-texture and Wealthification.
so I did re-install NAM and test again with some wealth-Lot(Park-Lot I made).

- No Wealth
You can find some turning-lanes which displayed normally.  :)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.com%2Fa%2Fimg716%2F6020%2F6yo8.jpg&hash=d068fdb88c87fcd7e03431f4b9b179406f306b9b)


- High Wealth ($$$)
It's so hard to find turning-lanes which displayed correctly. ;D
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.com%2Fa%2Fimg802%2F3929%2F8qok.jpg&hash=1d2343a0214bab339608bf9e37542672de1ea2c4)


- High Wealth with NAM Ver.30
Good :thumbsup: It's perfect almost.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.com%2Fa%2Fimg541%2F4740%2F62nb.jpg&hash=29f03347f632c842313dddeb81c66013cd25db57)

Huummm, As I thought, A cause is in system of the Semi-Auto-Turning-Lane I think.... &mmm

Thanks
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: trabman11 on February 13, 2014, 10:29:03 AM
Well, at least most of them worked! :thumbsup:

Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: trabman11 on February 13, 2014, 10:34:42 AM
Quote from: timoman12 on February 12, 2014, 05:01:56 PM
Quote from: trabman11 on February 12, 2014, 03:50:52 PM
Moonlight's street side mod is included in the NAM installer. It appears as SAM-10, I believe.

that's not the street side mod, those are only textures

Sorry, I was thinking of only the textures, not the entire mod, with da trees and da bushes, and da fences, and stuff.  :D
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on February 13, 2014, 11:44:03 AM
As far as I can tell, it's a texture issue, not a RUL issue.  Try using a different texture set option than the NAM Euro Retexture.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: eggman121 on February 13, 2014, 01:14:05 PM
I think I have spotted a pathing error on the MIS orthogonal Ave 4 diagonal half piece Highlighted in the red circle.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi245.photobucket.com%2Falbums%2Fgg72%2FEggman121%2FMissingPaths_zpsb3515180.jpg&hash=f3049f4411c3546db768095f1bdf5c2bd6adcc9c) (http://s245.photobucket.com/user/Eggman121/media/MissingPaths_zpsb3515180.jpg.html)

The piece is 0x57623300. I tried making an sc4path file for this piece but to no avail. I assume the paths also don't exist for the 0x57623380 piece either.

Any help would be appreciated. I also would not mind having a go a pathing myself. I know the format, I just curious of how it all works.

-eggman121
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: memo on February 13, 2014, 02:08:28 PM
If your new sc4Paths do not show up in the game, there could be different reasons for that:

• The TGI is not the right one; in particular, the GID has to be 0x69668828 for texture-based networks and 0xA966883F for model-based networks; in your case, it would be the former.
• There's a syntactical error in your path file causing it to be void; in this case, check if you can get any pre-existing functional path file to show up on that tile.
• There is already a path file for that TGI somewhere in the NAM that has a syntax error and loads after your path file; in this case, make sure your new file loads last.

Quote from: timoman12 on February 12, 2014, 02:04:01 PM
Hi I'm using moonlinght's Japanese SAM-1 replacement mod to make it into his Japanese suburban 2-lane streets, however the textures have stopped working since I've installed NAM32. It was working perfectly with NAM31.

The 'starter' piece looks like his, but when I drag a street it just turns into the default street texture.

Any way to fix this? Or is there possibly a way to revert back to the NAM31 SAM-1 files to temporarily stop the issue?

EDIT: I have discovered that without the Street Mod, SAM-1 Parking Lot textures don't work anyway.
The first piece I place is the parking lot, but when I drag a street through it, only default street is built.

So this is a problem with the NAM32 itself...

This sounds like you might have inadvertently installed the SAM without RULs. There is an option during the custom install in the installer for that (called 'enable decoupling' or so) that turns the SAM check boxes (among others) to ternary check boxes. Make sure to use the option that includes the corresponding RULs.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: timoman12 on February 13, 2014, 06:34:42 PM
that fixed the problem thanks! I accidentally had some of the SAM streets 'bolded'
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: APSMS on February 13, 2014, 08:17:32 PM
I was wondering, since documentation seems scarce on the subject, what the purpose of installing a network without RULs would be? Why would you install a non-functional network tool (and does it work if it's non-functional?)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on February 13, 2014, 09:05:42 PM
It's for controller size reduction--if you have instances of those networks that you're not going to touch and destabilize, you can omit the RULs.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: relics8801 on February 13, 2014, 10:06:01 PM
Quote from: Tarkus on February 13, 2014, 11:44:03 AM
As far as I can tell, it's a texture issue, not a RUL issue.  Try using a different texture set option than the NAM Euro Retexture.
-Alex


I tested it while repeat to un-install and re-install NAM with each texture. :-[
Result here  "$Deal"$

- Maxis Standard Road (American)
- Retexure Euro Road (American)
Yes, Turning-Lanes are worked good ! Perfect almost  :thumbsup:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.com%2Fa%2Fimg691%2F1338%2Fz8f7.jpg&hash=c40bae2eede69ab1381817a32175fd73990cc24d)


- Australian-Euro, Hamburg-Euro, Euro-Road (Dashed)
All these texture-version were not worked correctly.... :thumbsdown:
A lot of turning-lane has issue an inversion texture LeftHand to RightHand. &mmm
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.com%2Fa%2Fimg163%2F5730%2Fqjvc.jpg&hash=1e8ac4aedb088c1d7b638bd22cd9140cd149284c)



- All of RoadT exture with No-Wealth "$Deal"$
Turning-lanes are displayed GOOD on No-Wealth.  :)
Quote(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.com%2Fa%2Fimg716%2F6020%2F6yo8.jpg&hash=d068fdb88c87fcd7e03431f4b9b179406f306b9b)




Off course, SC4Path were Good in each Road-textures  ;)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: memo on February 13, 2014, 11:29:27 PM
Quote from: APSMS on February 13, 2014, 08:17:32 PM
I was wondering, since documentation seems scarce on the subject, what the purpose of installing a network without RULs would be? Why would you install a non-functional network tool (and does it work if it's non-functional?)

Like Alex said, it reduces the controller size. This was done mostly with the RHW in mind: the set of RHW RULs is huge which adds to loading times significantly, while most of the time many users (supposedly) don't need any of them, as long as they don't build anything RHW related. If you were to uninstall the RHW completely, existing networks in your cities would be broken because of missing textures, models and paths, but if you only exclude the RULs, the networks will still be functional, so it's a trade-off between both extremes. I admit, the UI in the installer has its difficulties. Still, the subject is an area of development.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: theProphet42 on February 14, 2014, 01:14:25 PM
Quick question (I hope).  I have been organizing my in-game menus by modifing the Item Order value.  It's actually working out quite well except for one issue.  In my Misc. Transit menu I have a few menu items that don't seem to want to fall in order.  They are mainly the GLR track pieces (ex Tram in Road, Tram on Street, Draggable GLR, Canal Addon Mod, etc..).  I swear I found what seemed to be the correct exemplar files, double checked the PNG icon, and made the desired change to the Item Order value.  However they persist in staying between the Maxis Bus Stop (Item order 0x00000000) and the Maxis Elevated Rail Station (Item order 0x00000002).  I've checked every NAM file using iLive's Reader and cannot find the file that seems to be over-riding my values.  Any help or suggestions would be greatly appreciated.  Thanks.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: APSMS on February 15, 2014, 12:25:06 PM
not sure if this has been reported yet:

(https://dl.dropbox.com/u/54787955/ShareX/2014-02/SimCity_4_02-15-2014_37.jpg)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: SounderBruce on February 16, 2014, 05:29:32 PM
I'm trying to build a SPUI over RHW-6C, but the network override under the bridge itself won't update to RHW-6C despite clicking frantically on every tile in the area.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FLdTFZKU.png&hash=6fe136a00b4bcce4b69ddecbe4543f337d5560c7)

I am aware that setting the ramps next to the RHW-6C would fix the problem, but it isn't an option because the ramps transition from a FARHW-4 ramp piece.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Uzil on February 18, 2014, 09:47:25 AM
Hello,

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimage.noelshack.com%2Ffichiers%2F2014%2F08%2F1392745594-simcity-4-2014-02-18-18-43-51-40.png&hash=f3ae5bcca4ba736f16da1cf16dadfbd7ebfb94de)

Why I can't build a bridge ? I can with a road or highway, but not with the avenue tool.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: trabman11 on February 18, 2014, 03:11:44 PM
Quote from: Uzil on February 18, 2014, 09:47:25 AM
Hello,

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimage.noelshack.com%2Ffichiers%2F2014%2F08%2F1392745594-simcity-4-2014-02-18-18-43-51-40.png&hash=f3ae5bcca4ba736f16da1cf16dadfbd7ebfb94de)

Why I can't build a bridge ? I can with a road or highway, but not with the avenue tool.

Try to drag a bridge without the avenues there. See if that works.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: rotaryspdpunk on February 18, 2014, 05:33:38 PM
First off, I did activate a data view prior to saving.

I have a custom transportation map mod that I made myself, and it's always worked exactly as expected through NAM 28/29-ish (I had a hiatus between that and 31), and then with 31, it required the data view activation prior to saving and worked reasonably well (caveat being the black 'halo').  With the new version of the NAM, my streets aren't displaying correctly.  (See pic, all but top left are NAM 31, top left is the only one saved in NAM 32).

I can't figure out for the life of me why this won't work.  My understanding is that load order of plugins is:
program files (x86)/simcity 4/plugins/[subdirectories] in alpha order (first subdir in alpha, then files therein),
program files (x86)/simcity 4/plugins/ in alpha order next
docs/simcity 4/plugins/[subdirectories] in alpha
docs/simcity 4/plugins/ in alpha order

...such that if my file is named zzzzz_[map mod].dat and placed in a z_addons directory in the docs/sc4/plugins directory that it should be the last to load (except for a few bat/lot files I have in the base docs/sc4/plugins directory)...so, why won't it overwrite the street?

Roads are displaying fine and so to are avenues and rail, (and I presume highway / HSR / ELR, but haven't tested), only the streets are displaying in black.

So, two part question:
1. How do I get my transport map mod to work properly again?
2. What file actually contains the RHW region view support and can this be modified to the light yellow or white for streets or roads respectively to lessen the visibility of the 'halo'?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: rotaryspdpunk on February 18, 2014, 05:47:05 PM
Some following up to the above:

As a matter of intrigue, I tested ELR, HSR, and both highways--all performed as expected.

My computer is Windows 8, 64bit--though, I doubt that matters.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: rotaryspdpunk on February 18, 2014, 10:54:44 PM
...and SOLVED! wOOt wOOt!

Hint 1: Transparent.
Hint 2: #FFFFFF
Solution: #EEEEEE

The streets were white which I suspect is either resolving to transparent or to -1.  Setting them to (very) light gray solved it perfectly.  (I noticed the streets were slightly darker than the rails-#050505-when I plugged my comp into my TV to watch some netflix--gotta love that true black!)

So, this seems rather esoteric at this point, but also seems this knowledge is better safe-kept by the NAM team than I.

This does raise the question of where this came from.  My new comp (Windows 8) coincided with the release of NAM 32, which never saw use on my old machine.  The graphics set-up is another major change from the old machine to new, with the old machine using hardware and the new machine using software rendering. 
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: memo on February 18, 2014, 11:28:16 PM
I've seen this issue before, too. As far as I know, it can sometimes occur, if you open and save a city without displaying one of the data views – the traffic view most likely. That said, I've seen this issue, but I've seen it go away without further ado, as well, so there is a chance that, in your case, it was just a coincidence that the update of the colors resolved it. The RHW transport map mod does certainly work correctly most of the time, so I'd be surprised if the color of roads and streets resolves to transparent. However, since the other colors like Rail and El-Rail usually display correctly, you seem to have found a valid point. Though, I don't know if any of this may even be required to make the RHW visible, to be honest.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: rotaryspdpunk on February 19, 2014, 08:58:21 AM
I was able to duplicate the black by using #FFFFFF, so I'm certain that's the problem.  I might test the hardware / software thing when I get back home.

My guess is that this has to do with the rendering of the image itself.  I'm thinking if I do a test of a large block of white networks, it should prevent the aliasing, so I can get a screen shot and see what color is actually rendering.  (Does anyone know offhand if the region view image is modified after it is drawn with the colors in the DV/Region View array (that defines the region view colors to display?)

Also, while I'm on that line of questioning, does anyone know where to define zone view colors and RHW?  The exemplar I reference above only has a 14 variable array (actually 13 in my case, no zones defined)--which would preclude defining multi-zone views and RHW.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: ccy on February 19, 2014, 10:59:12 AM
Hello, everyone!
Thanks for your hard work on the development of NAM.

I have discovered a minor path issue on OxO L1-road over Maxis Highway override. And it seems that it has not been reported since the release of NAM v32.
(https://gabjeq.dm2303.livefilestore.com/y2pS3moDdFbe6rau9NTq2aDdMxCawvfOjGxNuSxabvMmnGIF_sbVXE8Guupr8ZF6J0NSb5wiTfEOrlFR71k3JFt4-ysX3vWuEOw6S3mgc0kuk4/TEST%20ONLY-141%203%E6%9C%88%20271392832003.png?psid=1)

Is this problem caused by improper installation of NAM? Thanks for you help!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: woodb3kmaster on February 21, 2014, 03:33:04 AM
I don't think that this issue has been reported yet:

(https://dl.dropboxusercontent.com/u/54771042/l1-ave4-fht-nopaths.jpg)

These are the 1-level Flex-HTs for AVE-4, and as you can see, they have no paths on the lowest two cells. Clicking on them with the avenue tool had no effect.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on February 21, 2014, 10:36:50 AM
I just tried replicating that one, and I did have paths on that transition.  I remember that one being reported some time ago (not sure when), and it appears there's an updated copy of the Draggable Viaducts file in my Dropbox bugfix folder (https://www.dropbox.com/home/DDRHW).  I'd try that file and see if it fixes things.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: woodb3kmaster on February 21, 2014, 04:30:59 PM
Judging from the pre-release archive, it was reported on December 20; given that the timestamp on my Draggable Viaducts file says December 19, it seems that bugfix didn't quite make it into the installer. I'd gladly install the bugfix, but unfortunately, the link you provided doesn't lead me to your bugfix folder; it goes to my own Dropbox home page instead.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on February 21, 2014, 05:40:04 PM
Sorry for the incorrect link.  This (https://www.dropbox.com/s/ox4vmlt0vjosh0r/NetworkAddonMod_RoadViaducts_Draggable.dat) should do it.  The time stamp on it is January 26th.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: dyoungyn on February 22, 2014, 07:15:11 AM
I am not sure if this was reported yet, but I am have been having a problem with SPUI interchanges.  It seems that after NAM 31, I am not able to build a SPUI interchange as with the attached L1 or L2 with both directions of traffic side-by-side.  I even tried using the Project Symphony slope piece and dragging and same effect.  I have no problem with placing a space in between both directions and when they are side-by-side as in the attached photo. What am I doing wrong as this a very typical configuration and there are situations where space does not allow the space conversion piece as in coming form bridges.  This also happens with RHW6S also.  Help.

dyoungyn
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jlpierro on February 22, 2014, 09:12:42 AM
Hi NAM team ans NAM fans,

I have an issue with railroads since v32. I can no longer create short curves between 2 intersecting tracks as depicted in the 2 attached pictures :
picture 1 shows a short curve with the 2 rail ends i just need to bulldoze
picture 2 show the result after bulldozing the 2 rails ends.  The nice curve vanished.
is it a bug or does v32 no longer allow these curves ?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on February 22, 2014, 12:17:07 PM
Quote from: dyoungyn on February 22, 2014, 07:15:11 AM
I am not sure if this was reported yet, but I am have been having a problem with SPUI interchanges.  It seems that after NAM 31, I am not able to build a SPUI interchange as with the attached L1 or L2 with both directions of traffic side-by-side.  I even tried using the Project Symphony slope piece and dragging and same effect.  I have no problem with placing a space in between both directions and when they are side-by-side as in the attached photo. What am I doing wrong as this a very typical configuration and there are situations where space does not allow the space conversion piece as in coming form bridges.  This also happens with RHW6S also.  Help.

dyoungyn

FlexSPUI is in a bit of an awkward transitional stage at present, as it hasn't been fully adapted to the changes to the RHW system in the past couple releases.  There is no support for L1, if I'm not mistaken.  That's something I'm looking into addressing for NAM 33.

Quote from: jlpierro on February 22, 2014, 09:12:42 AM
Hi NAM team ans NAM fans,

I have an issue with railroads since v32. I can no longer create short curves between 2 intersecting tracks as depicted in the 2 attached pictures :
picture 1 shows a short curve with the 2 rail ends i just need to bulldoze
picture 2 show the result after bulldozing the 2 rails ends.  The nice curve vanished.
is it a bug or does v32 no longer allow these curves ?

NAM 32 does allow those curves, but not if you're using the RealRailway (RRW) Plugin, which it appears you are.  That particular curve was deemed unrealistic by RRW specs, and was disabled accordingly with that plugin.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: memo on February 22, 2014, 12:51:05 PM
Quote from: Tarkus on February 22, 2014, 12:17:07 PM
Quote from: jlpierro on February 22, 2014, 09:12:42 AM
Hi NAM team ans NAM fans,

I have an issue with railroads since v32. I can no longer create short curves between 2 intersecting tracks as depicted in the 2 attached pictures :
picture 1 shows a short curve with the 2 rail ends i just need to bulldoze
picture 2 show the result after bulldozing the 2 rails ends.  The nice curve vanished.
is it a bug or does v32 no longer allow these curves ?

NAM 32 does allow those curves, but not if you're using the RealRailway (RRW) Plugin, which it appears you are.  That particular curve was deemed unrealistic by RRW specs, and was disabled accordingly with that plugin.

In fact, that sort of curve is indeed supported by the RRW and it looks much better than with Maxis Rail.

@jlpierro: Try to drag the curve directly, that is, without the switches. Dragging 45 degree curves is slightly more restrictive, if you use the RRW.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jlpierro on February 23, 2014, 01:25:52 AM
Quote from: memo on February 22, 2014, 12:51:05 PM
Quote from: Tarkus on February 22, 2014, 12:17:07 PM
Quote from: jlpierro on February 22, 2014, 09:12:42 AM
Hi NAM team ans NAM fans,

I have an issue with railroads since v32. I can no longer create short curves between 2 intersecting tracks as depicted in the 2 attached pictures :
picture 1 shows a short curve with the 2 rail ends i just need to bulldoze
picture 2 show the result after bulldozing the 2 rails ends.  The nice curve vanished.
is it a bug or does v32 no longer allow these curves ?

NAM 32 does allow those curves, but not if you're using the RealRailway (RRW) Plugin, which it appears you are.  That particular curve was deemed unrealistic by RRW specs, and was disabled accordingly with that plugin.

In fact, that sort of curve is indeed supported by the RRW and it looks much better than with Maxis Rail.

@jlpierro: Try to drag the curve directly, that is, without the switches. Dragging 45 degree curves is slightly more restrictive, if you use the RRW.


@Tarkus,@Memo :  Thank you for your comments. Knowing that it was feasible allowed me to do so ! I love the new railtrack texture.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: wallasey on February 23, 2014, 01:38:27 AM
Don't know if this has been picked up by other members but here goes. I've been using the Light Replacement Mod since it first came out a few years ago. It's been great not having Maxis' streetlights clutter up my streets. A few NAMs back, I noticed the Maxis streetlights had started to appear on some of my medium density/medium wealth residential side roads. Since installing the recent NAM, I've noticed the Maxis lighting has also now started to appear on low density/ medium wealth residential and commercial zoned streets. All other networks are fine. I have tried to click around, it helps to some extent but the Maxis lighting still appears on the street nonetheless. I've also tried reinstalling the LRM (most recent version) to see if that helped.

Any ideas?

Many Thanks
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: dyoungyn on February 23, 2014, 08:09:39 PM
Quote from: Tarkus on February 22, 2014, 12:17:07 PM
Quote from: dyoungyn on February 22, 2014, 07:15:11 AM
I am not sure if this was reported yet, but I am have been having a problem with SPUI interchanges.  It seems that after NAM 31, I am not able to build a SPUI interchange as with the attached L1 or L2 with both directions of traffic side-by-side.  I even tried using the Project Symphony slope piece and dragging and same effect.  I have no problem with placing a space in between both directions and when they are side-by-side as in the attached photo. What am I doing wrong as this a very typical configuration and there are situations where space does not allow the space conversion piece as in coming form bridges.  This also happens with RHW6S also.  Help.

dyoungyn

FlexSPUI is in a bit of an awkward transitional stage at present, as it hasn't been fully adapted to the changes to the RHW system in the past couple releases.  There is no support for L1, if I'm not mistaken.  That's something I'm looking into addressing for NAM 33.

Quote from: jlpierro on February 22, 2014, 09:12:42 AM
Hi NAM team ans NAM fans,

I have an issue with railroads since v32. I can no longer create short curves between 2 intersecting tracks as depicted in the 2 attached pictures :
picture 1 shows a short curve with the 2 rail ends i just need to bulldoze
picture 2 show the result after bulldozing the 2 rails ends.  The nice curve vanished.
is it a bug or does v32 no longer allow these curves ?

NAM 32 does allow those curves, but not if you're using the RealRailway (RRW) Plugin, which it appears you are.  That particular curve was deemed unrealistic by RRW specs, and was disabled accordingly with that plugin.

-Alex

Tarkus,

Thank you for the reply.  Yes indeed, it is L1.  I even tried L2 with the same configuration and no joy.  As you explained, yes indeed this has been an issue since NAM 31 and beyond.  Was really hoping a fix in NAM32 but am very thankful for all you and your team have done in NAM32.  Hoping for future capabilities.  Thank you again and please all you NAM team members keep up the fabulous work
dyoungyn
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: dyoungyn on March 10, 2014, 03:31:58 PM
Tarkus,

And yet another SPUI issue like I posted below since NAM31.  I even have a space in the middle on this one.  The lanes seem to cross when going over with RHW4 slope pieces.  There seems to be no problem with RHW6S.

dyoungyn

Quote from: Tarkus on February 22, 2014, 12:17:07 PM
Quote from: dyoungyn on February 22, 2014, 07:15:11 AM
I am not sure if this was reported yet, but I am have been having a problem with SPUI interchanges.  It seems that after NAM 31, I am not able to build a SPUI interchange as with the attached L1 or L2 with both directions of traffic side-by-side.  I even tried using the Project Symphony slope piece and dragging and same effect.  I have no problem with placing a space in between both directions and when they are side-by-side as in the attached photo. What am I doing wrong as this a very typical configuration and there are situations where space does not allow the space conversion piece as in coming form bridges.  This also happens with RHW6S also.  Help.

dyoungyn

FlexSPUI is in a bit of an awkward transitional stage at present, as it hasn't been fully adapted to the changes to the RHW system in the past couple releases.  There is no support for L1, if I'm not mistaken.  That's something I'm looking into addressing for NAM 33.

Quote from: jlpierro on February 22, 2014, 09:12:42 AM
Hi NAM team ans NAM fans,

I have an issue with railroads since v32. I can no longer create short curves between 2 intersecting tracks as depicted in the 2 attached pictures :
picture 1 shows a short curve with the 2 rail ends i just need to bulldoze
picture 2 show the result after bulldozing the 2 rails ends.  The nice curve vanished.
is it a bug or does v32 no longer allow these curves ?

NAM 32 does allow those curves, but not if you're using the RealRailway (RRW) Plugin, which it appears you are.  That particular curve was deemed unrealistic by RRW specs, and was disabled accordingly with that plugin.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: JIYIN on March 14, 2014, 01:31:59 AM
Sorry, I encounter a bug here & not sure is there any fix for it:
There is no path for the junction between OWR-3 & street/road (See the picture attached)

Thanks if anyone can show me the solution  :)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: woodb3kmaster on March 14, 2014, 02:45:20 AM
Unfortunately, intersections with any diagonal NWM network (such as the OWR-3) are currently unsupported. I don't know if the NAM team is planning to add support for them in NAM 33, but I sincerely hope so.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: vortext on March 14, 2014, 05:05:27 AM
Draggable FAR3 to ortho curve doesn't want to play nice. Says 'land not suitable' while it's perfectly flat. Draggable FAR2 to ortho curve has no problems. 
(https://dl.dropbox.com/s/sqeaqz3k5gxswfy/far3.jpg)

This is with a fresh NAM32 install. Anyone an idea what's going on?! &mmm
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Getron on March 14, 2014, 05:32:15 AM
Quote from: z on January 19, 2014, 02:58:10 PM
Quote from: wallasey on January 19, 2014, 06:30:36 AM
I selected the autobahn textures for RHW...but I've got the american textures coming through.

This turned out to be an installer bug that was created by a change in another part of the installer.  The fixed files are too big to attach here, but here's what you can do to get around the bug:


  • Run the installer in the Custom Installation mode.  For the Main Road Texture Style, choose one of the top two American-style textures.
  • Under "Options for American-Style Road Textures", open up the RHW Options and select either of the two options.
  • Run the installer to completion.
  • In the folder "z___NAM\Road Textures\Euro Cosmetic Re-Texture Mod\RHW", you will find a folder called "0_Standard".  Move this folder and its contents to someplace outside your Plugins folder.
  • Run the installer again, choosing the options you want.
  • Move the "0_Standard" folder and its contents back to where you originally got them.

The American textures should be gone now.



Hi,

I have the same problem. I installed the RHW Euro (Dutch) Texture, but seems the RHW American texture (with Yellow line inside) in the game.
I have tried your workaround (see above), but it seems not to work. When installing the American road style, I can't find a "z___NAM\Road Textures\Euro Cosmetic Re-Texture Mod\RHW" folder. So I can't remove the folder called "0_Standard". Is this a know error?

Getron
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: memo on March 14, 2014, 10:35:38 AM
Quote from: vortext on March 14, 2014, 05:05:27 AM
Draggable FAR3 to ortho curve doesn't want to play nice. Says 'land not suitable' while it's perfectly flat. Draggable FAR2 to ortho curve has no problems. 
<img />

This is with a fresh NAM32 install. Anyone an idea what's going on?! &mmm

That curve needs to be dragged different than the FAR2 curve. You'll find a picture in the Readme. It's been like that since its introduction. ;)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: vortext on March 14, 2014, 10:42:06 AM
Well well, do I feel silly now. Especially since I actually had the pictures open alongside to get a hang of all these patterns.  ::)

Can you tell I never used it before?!  $%Grinno$%
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on March 14, 2014, 06:59:38 PM
Quote from: Getron on March 14, 2014, 05:32:15 AM
I have tried your workaround (see above), but it seems not to work. When installing the American road style, I can't find a "z___NAM\Road Textures\Euro Cosmetic Re-Texture Mod\RHW" folder. So I can't remove the folder called "0_Standard". Is this a know error?

No; if you follow the directions, you should always get the "0_Standard" folder.  Did you select one of the RHW options as well as the American texture?  If so, there is a file called "install.log" in your main NAM folder.  Please attach it to your response.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Pioneer on March 16, 2014, 06:10:30 AM
I don't know if this was mentioned, but for 7.5m RHW 8C to ground, its pretty self explanatory:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Ffarm8.staticflickr.com%2F7006%2F13189776823_3e757407d9_b.jpg&hash=d08b73c606b96f5f16701354be9189eed1ac7ef1)
Title: HBS American Style Transport Region Legend
Post by: jungleman on March 17, 2014, 08:53:32 PM
I am having an issue with the Region Legend, I want to use HBS American Style Transport Region Legend Modd but have had no luck with this! I wounder if this is an issue with the new NAM, I have no othe map mod in the plugin folder? Any help! Thanks
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: JIYIN on March 18, 2014, 07:48:53 AM
Quote from: JIYIN on March 14, 2014, 01:31:59 AM
Sorry, I encounter a bug here & not sure is there any fix for it:
There is no path for the junction between OWR-3 & street/road (See the picture attached)

Thanks if anyone can show me the solution  :)
Quote from: woodb3kmaster on March 14, 2014, 02:45:20 AM
Unfortunately, intersections with any diagonal NWM network (such as the OWR-3) are currently unsupported. I don't know if the NAM team is planning to add support for them in NAM 33, but I sincerely hope so.

Ouch... Sadly, that's the only thing stopping me from playing right now. I even read up SC4Path and tried pathing myself  :-[ haha but unsuccessful, obviously. By the way, thanks for your kind reply!
Title: Re: HBS American Style Transport Region Legend
Post by: jdenm8 on March 18, 2014, 10:24:25 PM
Quote from: jungleman on March 17, 2014, 08:53:32 PM
I am having an issue with the Region Legend, I want to use HBS American Style Transport Region Legend Modd but have had no luck with this! I wounder if this is an issue with the new NAM, I have no othe map mod in the plugin folder? Any help! Thanks

The NAM includes a custom Transport View mod that makes the RHWs appear. Chances are it's overriding yours. It can be uninstalled using the Custom Component selection panel in the NAM Installer.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Wodong on March 26, 2014, 03:23:00 PM
Well I'm not sure if this is covered somewhere that my google skills aren't reaching, but when I use the TSCT (NAM traffic simulator packaged with NAM v32) it won't overwrite the old file if it finds and loads it.  I get "error deleting file(s).  Simcity 4 is probably running."  But it's not.  I've found a kind of workaround in just removing the traffic simulator files OUT of the directory, but as you can imagine, it makes for a pretty difficult time trying to tweak little things.

Windows 7 Pro 64 bit, trying with and without "run as administator" via shortcut and/or right click and selecting "run as administrator" produce identical results, i.e. failure to save/overwrite.  I don't know if it's relevant, but as of NAM v32 I can't even open the TSCT unless I directly click on the .jar file; the .bat file does nothing and the shortcut made up during install just opens and closes the cmd prompt and then nothing.  I recall it working well enough in a previous version of NAM.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mimiha on April 07, 2014, 04:46:29 PM
Hi! At the risk of being "that guy" who probably didn't read posts...

I just installed NAM and I have never used any mods before. I have Deluxe and my version is 1.1.641.0. I just used the complete installation on NAM32.

I am unable to drag any pieces that say that they can be dragged. There are no arrows. I just place them singly. Here's what I mean: http://i.imgur.com/HZovxjn.jpg

When I looked up how to use this Tram piece it actually is supposed to look like this... http://img399.imageshack.us/img399/9436/dragtram2vs3.jpg

What am I doing wrong?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Indiana Joe on April 07, 2014, 05:12:08 PM
Quote from: mimiha on April 07, 2014, 04:46:29 PM
Hi! At the risk of being "that guy" who probably didn't read posts...

I just installed NAM and I have never used any mods before. I have Deluxe and my version is 1.1.641.0. I just used the complete installation on NAM32.

I am unable to drag any pieces that say that they can be dragged. There are no arrows. I just place them singly. Here's what I mean: http://i.imgur.com/HZovxjn.jpg

When I looked up how to use this Tram piece it actually is supposed to look like this... http://img399.imageshack.us/img399/9436/dragtram2vs3.jpg

What am I doing wrong?

You just have to have the appropriate tool selected to drag with.  GLR is dragged with the Elevated Rail tool.  NWM networks are either dragged with the Road or One-Way-Road tools (it tells you which in the descriptions I believe).  RHW starters are dragged with the base RHW tool.  Dragging is always done with a network building tool.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: APSMS on April 07, 2014, 08:05:38 PM
Quote from: mimiha on April 07, 2014, 04:46:29 PM
I am unable to drag any pieces that say that they can be dragged. There are no arrows. I just place them singly. Here's what I mean: http://i.imgur.com/HZovxjn.jpg

When I looked up how to use this Tram piece it actually is supposed to look like this... http://img399.imageshack.us/img399/9436/dragtram2vs3.jpg

To be sure, the descriptions are slightly outdated. However, there is extensive documentation that comes with the NAM, and as always, experimentation is required. The NAM documentation often doesn't always cover everything that you can do with it, so an adventurous attitude is necessary when trying new things. In this case it's not always clear, but then the rule is to read, read, read, and then read some more, since unfortunately not everything about the game, particularly when it comes to Mod creation, is as clear as everyone would like, and this is primarily the fault of the Maxis game developers.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: CahosRahneVeloza on April 13, 2014, 04:25:06 AM
Is there a way to change the "Zebra crossings" that I get for the game when I select the "Euro" Road Textures when installing NAM 32?

I get these for Roads & Avenues:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi304.photobucket.com%2Falbums%2Fnn179%2FCahos_Rahne_Veloza%2FAveZebra.png&hash=251bd361e0690c9d75add433df99d12ce9f5abfa) (http://s304.photobucket.com/user/Cahos_Rahne_Veloza/media/AveZebra.png.html)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi304.photobucket.com%2Falbums%2Fnn179%2FCahos_Rahne_Veloza%2FZebra.png&hash=e6ea60ab648dd6da09fc5ffa967b95b805425ea0) (http://s304.photobucket.com/user/Cahos_Rahne_Veloza/media/Zebra.png.html)

But what I'd really like are "Zebra Crossings" just like the ones that appear for one way road intersections (see top part of second photo as that is a one way road intersecting with the two way road).

Also although not a big deal though is, how come even after selecting "Euro" textures, my RHW still has the yellow inner lane marking instead of the two white line markings as I've seen elsewhere?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi304.photobucket.com%2Falbums%2Fnn179%2FCahos_Rahne_Veloza%2FRHW1.png&hash=a3c9297b01e73b2fad4cb458615daa77af32df21) (http://s304.photobucket.com/user/Cahos_Rahne_Veloza/media/RHW1.png.html)

Just in case you say "But that's not Euro textures :P", here's my proof that I did select Euro textures:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi304.photobucket.com%2Falbums%2Fnn179%2FCahos_Rahne_Veloza%2FRHW2.png&hash=40b1af547034f13d357fdf949f4eef75063237f3) (http://s304.photobucket.com/user/Cahos_Rahne_Veloza/media/RHW2.png.html)

As you can see (or don't see depending on your understanding) I selected the "Autobahn" marking set for the RHW although I will admit that on this photo I only have it on a "Cosmetic" piece, but still according to the pictures on the "Alternative Components" Guide, any and all RHW pieces should get the two white lines look instead of having the yellow inner lanes look.

As I said earlier though, this isn't a big deal as the all white lines look is kind of confusing when constructing RHW.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: isii94 on April 13, 2014, 07:10:38 AM
I encountered another texture issue:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.ld-host.de%2Fuploads%2Fthumbnails%2Fb39cf971b2721c58b0fad357093f6655.png&hash=787e71b19d097d245c80a6475d6a1096ab5f7356) (http://www.ld-host.de/uploads/images/b39cf971b2721c58b0fad357093f6655.png)

It looks strange but doesn't affect the simulation as no paths are missing. Also I think it could be fixed easily by flipping some of the textures.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: chosenreject on April 14, 2014, 08:54:58 AM
Sorry if this has been reported, i dont have a picture either...
the L4 to L2 mis on slope piece will not work for me.. no matter how i place it the mis tile that is directly on the slope is invisible.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: CahosRahneVeloza on April 14, 2014, 09:51:41 AM
I found a work around for my "Zebra Crossings" issue. I tried "Riiga's TuLEP retexture" in exchange for the Old "UK" one & now my extension TuLEPs now have "Zebra Crossings" but the ones created by the auto road & Avenue TuLEP plugins still have those dotted crosswalks so I just took 'em out. So now I'll just have to settle with plopping the TuLEP intersection pieces if I want Zebra crossings which is fine by me.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: APSMS on April 14, 2014, 10:40:30 AM
Quote from: chosenreject on April 14, 2014, 08:54:58 AM
Sorry if this has been reported, i dont have a picture either...
the L4 to L2 mis on slope piece will not work for me.. no matter how i place it the mis tile that is directly on the slope is invisible.
Hmm. That is strange. I thought that was fixed for NAM 32. I will take a look and try it out myself later.

If you have the Extra Cheats mod by Buggi, can you see if the paths for the piece are there using the ShowPaths cheat? It may be that only the model reference is missing.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: chosenreject on April 15, 2014, 11:25:51 AM
Quote from: APSMS on April 14, 2014, 10:40:30 AM
Quote from: chosenreject on April 14, 2014, 08:54:58 AM
Sorry if this has been reported, i dont have a picture either...
the L4 to L2 mis on slope piece will not work for me.. no matter how i place it the mis tile that is directly on the slope is invisible.
Hmm. That is strange. I thought that was fixed for NAM 32. I will take a look and try it out myself later.

If you have the Extra Cheats mod by Buggi, can you see if the paths for the piece are there using the ShowPaths cheat? It may be that only the model reference is missing.

i checked it. no paths or anything visible. just blank on that tile... i was looking to make sure i had the right nam all i found was on the bottom of the RHW menu it says i have the name controller from Jan 15th
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Kuewr665 on April 19, 2014, 11:23:38 AM
(https://i.imgur.com/wnGwSzD.jpg)

Are LHD paths for RRW at grade crossings available?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: memo on April 19, 2014, 01:30:32 PM
Quote from: Kuewr665 on April 19, 2014, 11:23:38 AM
Are LHD paths for RRW at grade crossings available?

I attached a RRW-LHD file to this post (http://sc4devotion.com/forums/index.php?topic=15931.msg476252#msg476252). Probably, it fixes those issues.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Kuewr665 on April 20, 2014, 09:38:26 PM
I reinstalled the file but the crossing paths are still missing.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Egi on April 21, 2014, 01:02:44 PM
Hello together,

I use NAM 32 with the cosmetic re-texture mod.
Here is the following glitch I have my problems with:
(https://dl.dropboxusercontent.com/u/2734432/NAM%20Diagonal%20Road%20Intersection%20Texture%20Glitch.png)
Is that normal or a bug?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Indiana Joe on April 21, 2014, 02:47:56 PM
Quote from: Egi on April 21, 2014, 01:02:44 PM
Hello together,

I use NAM 32 with the cosmetic re-texture mod.
Here is the following glitch I have my problems with:
(https://dl.dropboxusercontent.com/u/2734432/NAM%20Diagonal%20Road%20Intersection%20Texture%20Glitch.png)
Is that normal or a bug?

That's normal.  Unfortunately that one tile is treated as regular diagonal road instead of part of an intersection, so we cannot change the texture.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: roadgeek on April 21, 2014, 05:58:24 PM
Quote from: Tarkus on August 25, 2013, 07:33:32 PM
Quote from: sepen77 on August 25, 2013, 07:14:28 PM
Not sure if this one has been brought up before. I know it's really difficult to make all the these overrides work, so this is probably one of those out there that always glitches around.

Yeah, that one has difficulty on three ends--it's near a curve, over a diagonal, and near a transition.  The only solution is going to be Project 57-Mark 4.

-Alex

Is there by any chance a thread where we can follow this Mark 4? :discuss:
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on April 21, 2014, 08:22:27 PM
Quote from: roadgeek on April 21, 2014, 05:58:24 PM
Is there by any chance a thread where we can follow this Mark 4? :discuss:

Mark 4 hasn't made it off the drawing board--there's not really been any work on it yet.  If there had been, it'd be in the RHW thread, though I suspect Mark 4 work isn't going to be all that interesting to look at, unless looking at RUL2 code is your thing.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Egi on April 21, 2014, 11:47:44 PM
Quote from: Indiana Joe on April 21, 2014, 02:47:56 PM
Quote from: Egi on April 21, 2014, 01:02:44 PM
Hello together,

I use NAM 32 with the cosmetic re-texture mod.
Here is the following glitch I have my problems with:
(https://dl.dropboxusercontent.com/u/2734432/NAM%20Diagonal%20Road%20Intersection%20Texture%20Glitch.png)
Is that normal or a bug?

That's normal.  Unfortunately that one tile is treated as regular diagonal road instead of part of an intersection, so we cannot change the texture.

Hmmm, I suspected that much already. But then I though, how does the draggable FAR and the draggable wide radius curves handle it? The pieces texture also adjusts depending on the neighbouring tiles. So is it maybe possible to rework this crossing with this new techniques in mind? :)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: roadgeek on April 22, 2014, 09:47:57 PM
Quote from: Tarkus on April 21, 2014, 08:22:27 PM
Quote from: roadgeek on April 21, 2014, 05:58:24 PM
Is there by any chance a thread where we can follow this Mark 4? :discuss:

Mark 4 hasn't made it off the drawing board--there's not really been any work on it yet.  If there had been, it'd be in the RHW thread, though I suspect Mark 4 work isn't going to be all that interesting to look at, unless looking at RUL2 code is your thing.

-Alex

Well, I am a programmer, so if I can get a handle on how RUL2 code is supposed to work, I am somewhat of a geek about that sort of thing.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: APSMS on April 22, 2014, 10:24:10 PM
Quote from: Egi on April 21, 2014, 11:47:44 PM
Hmmm, I suspected that much already. But then I though, how does the draggable FAR and the draggable wide radius curves handle it? The pieces texture also adjusts depending on the neighbouring tiles. So is it maybe possible to rework this crossing with this new techniques in mind? :)

Perhaps, though if I understand it correctly the draggable FAR and WRC are made using a side-by-side and arrangement setup which is why the patterns are the way they are. A certain amount of adjacency (read: interacting tiles) is necessary in certain arrangements for the correct textures to appear. Notably if you accidentally erase even one tile of a mildly complex WRC or FAR curve/intersection, the entire segment needs to be redrawn because of the tile pattern. Unfortunately it does not appear that such a diagonal intersection has enough neighboring road tiles to distinguish one part of the intersection (with the texture glitch) from any other normal road tile.

The best fix would be to simple have a road texture that blends better in those situations. I'm not sure if this is feasible; what does the intersection look like with MAXIS textures?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdenm8 on April 22, 2014, 10:40:14 PM
The problem is fixing this little graphical bug will probably break other parts of the NAM by introducing yet another bit of entropy into our adjacency code, blowing out the size of all the override networks.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: noahclem on April 23, 2014, 05:54:09 AM
Wouldn't INRULs be the way to correct an "error" like that? Properly implemented an overhanging texture could work too though one would have to keep in mind that the tile adjacent to the diagonal intersection wouldn't always be straight.

I have a question about the DBE: are there known conflicts to it (besides slope mods obviously)? For some reason I just can't use it to draw rails now. I tried removing RRW stuff, terrain mod & slope mod, the rest of the NAM rail stuff minus viaducts, and substituting daeley's original zero-slope mod in for the DBE and couldn't get anywhere with it. Rail's slope is "0" and it seems to be able to lower terrain when dragging but never raise it. Any ideas? Thanks in advance :)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: memo on April 25, 2014, 11:04:26 AM
Quote from: noahclem on April 23, 2014, 05:54:09 AM
I have a question about the DBE: are there known conflicts to it (besides slope mods obviously)? For some reason I just can't use it to draw rails now. I tried removing RRW stuff, terrain mod & slope mod, the rest of the NAM rail stuff minus viaducts, and substituting daeley's original zero-slope mod in for the DBE and couldn't get anywhere with it. Rail's slope is "0" and it seems to be able to lower terrain when dragging but never raise it. Any ideas? Thanks in advance :)

This sounds like the pylon exemplars for the diagonal rail network are missing. However, these are included in the temporary DBE files, so this is really strange. If you tried removing the RRW stuff, make sure you also removed the RUL files (RealRailway_Core.dat) because these map the rail network tiles to different IDs. I have just checked that the diagonal rail bridges do still work. I don't no of any other conflicts.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: eugenelavery on April 26, 2014, 05:35:25 AM
This is an unfortunate aesthetic issue, which only seems to occur with the avenues.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Feugenelavery%2FOther%2Flos_angeles-jan._23__001398515199.png&hash=b9a58c62d1a4d75e7ba4af06919c88e55ed524a9)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: kassarc16 on April 26, 2014, 05:41:18 AM
That's an oldie that I'm surprised to see around still.

Easiest thing to do is use the T Onslope, drag OWR through it, and demolish the OWR.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Nosimx on April 26, 2014, 12:10:11 PM
This is weird:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FYYjYh1C.png&hash=3572e6aa771b141e761a699c5116fb76bcb07d2f)

a NAM 32 issue?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on April 26, 2014, 12:27:28 PM
Are you talking about the different colors of arrows on El-Rail and GLR?  That's normal, and has existed for almost as long as the NAM has--it's a quirk of how the game displays the Rail paths we added to El-Rail to allow UDI functionality.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Nosimx on April 26, 2014, 10:46:23 PM
Yes, I meant the rail colors on the glr / el. Thank you.

My problem at this moment: is there a reason, why Cogeos rail-glr hubs should not work with NAM 32 ? I changed the capacity and entry cost settings as described in the NAM doc - but no glr passengers arrive at the station.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on April 27, 2014, 12:13:33 AM
Quote from: Nosimx on April 26, 2014, 10:46:23 PM
My problem at this moment: is there a reason, why Cogeos rail-glr hubs should not work with NAM 32 ? I changed the capacity and entry cost settings as described in the NAM doc - but no glr passengers arrive at the station.

No, there is nothing in NAM 32 that should affect Cogeo's GLR stations at all.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: protopath on April 27, 2014, 09:27:02 AM
I am having problems where my sims only want to walk everywhere. no cars, buses, or train usage. also after I make and save initial changes in the traffic editor I get the error message that Sim City is already running and can't save. any suggestions?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on April 27, 2014, 10:48:35 AM
It sounds like you clicked "Park and Ride", which would do exactly what you described.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: eugenelavery on April 27, 2014, 01:17:56 PM
Missing sidewalk when using Avenue overpass over OWR.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Feugenelavery%2FOther%2Flos_angeles-jan._23__001398629646.png&hash=8d7a69a1247d0a3db35c4cdc2d7dbeda9b7ab45b)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: memo on April 27, 2014, 01:38:22 PM
Quote from: eugenelavery on April 27, 2014, 01:17:56 PM
Missing sidewalk when using Avenue overpass over OWR.

You'd rather use the rail tool to get rid of the T intersections of the on-slope pieces.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: eugenelavery on April 27, 2014, 03:10:54 PM
I am meaning the missing sidewalk underneath the overpass.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on April 27, 2014, 05:58:03 PM
That's par for the course for every one of those pieces.  They're model-based, and as overpasses, they can't touch zones, to boot.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: eugenelavery on April 27, 2014, 06:37:18 PM
Quote from: Tarkus on April 27, 2014, 05:58:03 PM
That's par for the course for every one of those pieces.  They're model-based, and as overpasses, they can't touch zones, to boot.

-Alex

I don't remember this being the case in the past. I could be mistaken however.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: protopath on May 04, 2014, 05:31:37 AM
I am having the same problem. any suggestions or solutions am I missing something Please help.
Quote from: Wodong on March 26, 2014, 03:23:00 PM
Well I'm not sure if this is covered somewhere that my google skills aren't reaching, but when I use the TSCT (NAM traffic simulator packaged with NAM v32) it won't overwrite the old file if it finds and loads it.  I get "error deleting file(s).  Simcity 4 is probably running."  But it's not.  I've found a kind of workaround in just removing the traffic simulator files OUT of the directory, but as you can imagine, it makes for a pretty difficult time trying to tweak little things.

Windows 7 Pro 64 bit, trying with and without "run as administator" via shortcut and/or right click and selecting "run as administrator" produce identical results, i.e. failure to save/overwrite.  I don't know if it's relevant, but as of NAM v32 I can't even open the TSCT unless I directly click on the .jar file; the .bat file does nothing and the shortcut made up during install just opens and closes the cmd prompt and then nothing.  I recall it working well enough in a previous version of NAM.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: donpost on May 05, 2014, 11:34:02 AM
Possibly stupid question but I couldn't see it in the FAQ or in the index for the manual. My question is: Is it possible to enter any kind of "debug" mode to test out an intersection for example? The reason I ask is that I have created a section of highway and I using the route query tool I only see people using it in one direction (evening or morning), but not going the other way - yet I'm almost positive I have built the thing correctly.

Thanks all  :)


Nevermind in typical fashion I found what I needed almost as soon as I posted this. Drawpaths cheat. My highway WAS broken after all because I didn't realise the Avenue/EMIS intersection has a direction to it. All good now.

I'm bloody loving NAM  &apls
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: WolfGuy100 on May 05, 2014, 06:36:03 PM
Hello, I also have an issue as well. Despite I am from USA, I decided to put in European markings and I was using TuLEP for 6-/7-AVE road and I noticed this error.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FHRlgYDI.png&hash=e7246d0b924e782ba000fb19ceb10680d3a31c03)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: WolfGuy100 on May 12, 2014, 07:51:56 PM
Look like I got another issue I just found. It only happens when I plops any RHW TuLEP, it make a very deep hole, like this one.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FZ503Scy.png&hash=c6e683c563c5db929dc34154164097466d6d1f70)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: thebagleboy on May 12, 2014, 11:11:46 PM
From what I understand, that happens when placing certain pieces on uneven ground. Try flattening it beforehand.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: compdude787 on May 13, 2014, 10:12:33 AM
Yep, that's correct. I know it can be annoying when it does this, but just get rid of the sinkhole with the level terrain tool, and then use single road tiles to flatten out the area. Then, no more sinkhole.

I've really only had this happen when trying to place puzzle pieces on bumpy, uneven terrain. I think if there's a gentle slope that's been made by using a slope mod, you still should be able to place the puzzle piece w/o a giant sinkhole appearing. I may be wrong though; I probably should test this a bit more myself.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: thebagleboy on May 14, 2014, 02:01:47 AM
I forgot to add before, but if you place another piece at the end where the sinkhole is forming, such as a ramp, it tends to be more stable.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: titanicbuff on May 22, 2014, 08:08:17 PM
I spotted this issue- The Diamonds are labled to use 5 TL but when you do you get this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FsFkq6WR.png%3F2&hash=3af30ae4d402450d1c90e4410a7a20bf361114f6)
as you can see it should look like this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FMbIRtbK.png%3F1&hash=5961eb273e2c93857ac92d8d97b0c116652941e0)
not sure why that was mislabled.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: GDO29Anagram on May 22, 2014, 08:23:54 PM
Quote from: titanicbuff on May 22, 2014, 08:08:17 PM
I spotted this issue- The Diamonds are labled to use 5 TL but when you do you get this:

<>

not sure why that was mislabled.

You actually misread those labels. You actually used them correctly with the second picture. The reason it mentions "Avenue or TLA-5" is because the Avenue TuLEPs are TLA-5-compatible.

The FAD pieces were also designed to be TLA-5-compatible, because when they were originally made, the only piece that existed (FAD Type 120) was not TLA-5-compatible; what made it incompatible was that it had Avenue stubs, making it impossible to directly plop it over a TLA-5, even though, under the hood, the rest of it had that ability.

In fact, the LText says this: Place on top of Avenue or TLA-5, then connect with FARHW-4 and Avenue TuLEP Type 220. In fact, the only TLA-5/Avenue connection that should be made is at the part that doesn't have TuLEPs connecting at it; the Avenue/TLA-5 interchangeability is best apparent when you use the TuLEPless versions of these pieces. I thought I had made those instructions as straightforward as possible...

If you're also wondering about the turn lane nomenclature (because I know that'll raise questions), those use a yet-to-be-fully-implemented nomenclature that identifies the number of marked lanes going left (2), through (2), and right (0), in this case, the still-named Avenue TuLEP Type B.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: titanicbuff on May 22, 2014, 08:33:41 PM
ya it confused me.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Kuewr665 on May 25, 2014, 12:15:06 PM
(https://i.imgur.com/72eMRoq.jpg)

The RRW Y-split has missing LHD paths.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: bashellking on May 25, 2014, 02:47:44 PM
I'm able to install NAM V32 with no apparent error. My SC4 Version is 1.1.638 w/Night Lighting patch. My current SC4 installation runs fine with mods/plugins, I even ran Cleanitol. After I install NAM V32, whenever I open SimCity 4.exe, a blink of a window comes on the screen and disappears. It was able to run, but it crashes immediately. After it crashes the first time, Windows(OS) gives me an error saying "SimCity 4 has stopped working" asking me to close or troubleshoot the application. I have to reinstall SC4 to get it to run again.

My specs are as follows:
SC4 v1.1.638 w/sc4update4bat
Windows 8.1 Pro
CPU - Intel i7 3770K
GPU - GTX 760 EVGA
RAM - 12GB DDR3

Are there any known issues/fixes with this kind of setup? Can anyone provide any help at all? Is this the correct thread? (This is NAM that is causing the crash, not SC4 in general)

Thank you.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Kuewr665 on May 25, 2014, 03:47:28 PM
Quote from: Kuewr665 on January 21, 2014, 03:12:00 PM
I'm wondering about some of the crosswalks on the diamond pieces. It seems like some of the RHW-4 ramps have crosswalks that are offset from the edge of the tile, so they don't match up with the other diamond pieces.

i don't think I received a response there. What I mean is this:

(https://i.imgur.com/Fmx5KrD.jpg)

The FARHW-4 Type 120 piece has a different texture.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: GDO29Anagram on May 25, 2014, 03:56:49 PM
Quote from: Kuewr665 on May 25, 2014, 03:47:28 PM
The FARHW-4 Type 120 piece has a different texture.

The textures on all FAD pieces were redesigned to be neutral with both Avenue and TLA-5. Actually, what happened there is that the texture mods didn't catch up with that, but if you're using the default textures, they will line up properly.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdenm8 on May 26, 2014, 03:22:47 AM
That is the default. The problem is that the new FAD pieces were implemented with wildly different textures to the existing FAD-44.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on May 26, 2014, 04:04:35 AM
Quote from: bashellking on May 25, 2014, 02:47:44 PM
I'm able to install NAM V32 with no apparent error. My SC4 Version is 1.1.638 w/Night Lighting patch. My current SC4 installation runs fine with mods/plugins, I even ran Cleanitol. After I install NAM V32, whenever I open SimCity 4.exe, a blink of a window comes on the screen and disappears. It was able to run, but it crashes immediately. After it crashes the first time, Windows(OS) gives me an error saying "SimCity 4 has stopped working" asking me to close or troubleshoot the application. I have to reinstall SC4 to get it to run again.

My specs are as follows:
SC4 v1.1.638 w/sc4update4bat
Windows 8.1 Pro
CPU - Intel i7 3770K
GPU - GTX 760 EVGA
RAM - 12GB DDR3

Are there any known issues/fixes with this kind of setup? Can anyone provide any help at all? Is this the correct thread? (This is NAM that is causing the crash, not SC4 in general)

This is not a NAM problem; it is a Windows 8.1 problem.  There are various and sundry problems that may arise when running SC4 under Windows 8.1, with or without the NAM.  It is not clear if they will ever be fixed.  There are two things that might possibly work here:  First, try going back to an earlier version of your video card drivers.  Second, you can try running SC4 in one of the compatibility modes.

If neither or these options work, then the only fix I know of is either to create a partition that runs Windows 7, or else simply revert your OS to Windows 7.

You say your SC4 version is "SC4 v1.1.638 w/sc4update4bat".  If you have installed the BAT nightlighting update, your version number should be 1.1.640.0.  What exactly did you do here?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: WolfGuy100 on May 26, 2014, 03:16:30 PM
Quote from: z on May 26, 2014, 04:04:35 AM
Quote from: bashellking on May 25, 2014, 02:47:44 PM
I'm able to install NAM V32 with no apparent error. My SC4 Version is 1.1.638 w/Night Lighting patch. My current SC4 installation runs fine with mods/plugins, I even ran Cleanitol. After I install NAM V32, whenever I open SimCity 4.exe, a blink of a window comes on the screen and disappears. It was able to run, but it crashes immediately. After it crashes the first time, Windows(OS) gives me an error saying "SimCity 4 has stopped working" asking me to close or troubleshoot the application. I have to reinstall SC4 to get it to run again.

My specs are as follows:
SC4 v1.1.638 w/sc4update4bat
Windows 8.1 Pro
CPU - Intel i7 3770K
GPU - GTX 760 EVGA
RAM - 12GB DDR3

Are there any known issues/fixes with this kind of setup? Can anyone provide any help at all? Is this the correct thread? (This is NAM that is causing the crash, not SC4 in general)

This is not a NAM problem; it is a Windows 8.1 problem.  There are various and sundry problems that may arise when running SC4 under Windows 8.1, with or without the NAM.  It is not clear if they will ever be fixed.  There are two things that might possibly work here:  First, try going back to an earlier version of your video card drivers.  Second, you can try running SC4 in one of the compatibility modes.

If neither or these options work, then the only fix I know of is either to create a partition that runs Windows 7, or else simply revert your OS to Windows 7.

You say your SC4 version is "SC4 v1.1.638 w/sc4update4bat".  If you have installed the BAT nightlighting update, your version number should be 1.1.640.0.  What exactly did you do here?

I finds that ironic because my laptop runs on Windows 8.1 Pro and it never ever have crashed on me.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: thebagleboy on May 29, 2014, 05:01:15 AM
Looked through the last few pages and couldn't see it posted. Sorry if I missed it.
LHD roundabout doesn't connect paths with any network except one path on the one-way road.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fthebagleboy%2FSimcity4%2Flhd_roundabout_missing_paths.jpg&hash=51fedbe8ae4d40454c738f1b184701c8920dcdd9)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Glazert on May 29, 2014, 05:39:07 AM
The roundabout in your picture goes the wrong way round for LHD, though the road is LHD.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: compdude787 on May 29, 2014, 10:31:04 AM
Quote from: Glazert on May 29, 2014, 05:39:07 AM
The roundabout in your picture goes the wrong way round for LHD, though the road is LHD.

I think you have to drag it out in the direction that cars will drive around it, correct?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on May 29, 2014, 01:50:55 PM
Quote from: compdude787 on May 29, 2014, 10:31:04 AM
Quote from: Glazert on May 29, 2014, 05:39:07 AM
The roundabout in your picture goes the wrong way round for LHD, though the road is LHD.

I think you have to drag it out in the direction that cars will drive around it, correct?

Exactly.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: NCGAIO on May 30, 2014, 12:49:34 PM


" This is not a problem NAM, it is a problem Windows 8.1 ....."


Wow .... this is something worthy of Sartre ( " Hell is other people " )
Although in this case the problem can be of both and more the problem with drivers to Intel Integrated Graphics

Quote from: WolfGuy100 on May 26, 2014, 03:16:30 PM

I finds that ironic because my laptop runs on Windows 8.1 Pro and it never ever have crashed on me.



It is understandable your frustration as it has the game running without having large chunks of add-ons but really there are inherent problems w8.1 as you can see by reading the complaints here


"$Deal"$  - [size=78%]http://answers.microsoft.com/en-us/search/search?SearchTerm=GAME%20PERFORMANCE&CurrentScope.ForumName=Windows&CurrentScope.Filter=windows8_1-gaming&page=1 (http://answers.microsoft.com/en-us/search/search?SearchTerm=GAME%20PERFORMANCE&CurrentScope.ForumName=Windows&CurrentScope.Filter=windows8_1-gaming&page=1)[/size]


As for your problems might know more here


http://community.simtropolis.com/topic/63070-reasons-for-game-problems-with-windows-81/ (http://community.simtropolis.com/topic/63070-reasons-for-game-problems-with-windows-81/)
Title: I don't understand buses
Post by: BlakeB on June 03, 2014, 07:57:01 PM
So I just started playing SC4 for the first time in years... I was just hoping the NAM would still be available somewhere, only to find out you guys are still hard at work on it after all this time. Pretty amazing!

If I'm correct, I understand now that buses in NAM are different from Maxis buses in two ways: they contribute to traffic and they're slower than cars. But there's two things I can't figure out:

1. Why would a sim ever take a bus instead of a car? It seems like it has a few disadvantages and no advantages now.
2. Why would I want to use buses in my cities? If they don't reduce traffic and are less efficient than cars, what's the point of them?

I'm totally illiterate when it comes to the mechanics of the game, so any explanation would be useful... Thanks!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: danholo on June 08, 2014, 11:34:46 AM
Hi!

I'm having a problem transitioning from El-Rail over Avenue to El-Rail over Road. When I try to use the connector piece, and pull the track over, the connector piece turns into a GLR/Road piece.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi1298.photobucket.com%2Falbums%2Fag50%2Fdanholo%2F8f6aaa3b-26a1-4d81-a865-c2d24de199c5_zpse004bf71.png&hash=8b2575b146c064e871faac230ed3d3f109edbc60)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: gunshotproductions72 on June 11, 2014, 02:35:01 PM
I've been trying to make a Cloverleaf all day and anything I try doesn't work at all. :( Can someone walk me through how to make a cloverleaf for RHW-6c? Or simply just something that will connect the highways together?
[img]http://i.imgur.com/zHZhEtv.png[img]
First time posting here no idea what I did wrong there^
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: woodb3kmaster on June 11, 2014, 04:37:10 PM
Quote from: gunshotproductions72 on June 11, 2014, 02:35:01 PM
First time posting here no idea what I did wrong there^
You forgot to put a forward slash at the start of the closing img tag, like so: [/img]
If you had included it, the image would have shown up. However, a moderator would likely have told you to convert your image to JPG format, since PNGs (like the one you tried to post) tend to be much bigger files, and therefore cause problems for users on slower Internet connections. Your image is also rather large, but that can easily be fixed in the opening img tag by adding "width=1024". If you had done that in addition to closing the tags properly, this is what you would have posted:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FzHZhEtv.png&hash=d811e2607c38cd029a4d936a92caa9f2a983165f)

As for your problems in building a cloverleaf, I imagine that part of your issue is the fact that one of your RHWs is in a trench. If you eliminate the trench and elevate one of your RHWs, say to L1, you should have a much easier time building your cloverleaf. I also recommend leveling the ground where you want to build the cloverleaf to get it as flat as possible; the RHW puzzle pieces don't tolerate bumps in the ground very well. Good luck!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: eggman121 on June 11, 2014, 05:26:05 PM
Adding to woodb3kmaster,s comment you can make an L0 to L1 cloverleaf piece with the Quickchange 180 degree piece and the 90 degree L0 FLEXcurve as shown below:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi245.photobucket.com%2Falbums%2Fgg72%2FEggman121%2FCloverleafPeice_zpsb1ec4b31.jpg&hash=90dc08b5268b12bf850898e3b1ae070fad4c2589) (http://s245.photobucket.com/user/Eggman121/media/CloverleafPeice_zpsb1ec4b31.jpg.html)

You may want to put some collector lanes along the RHW 6C to make it more realistic.

Making a L0 to L1 cloverleaf piece is a real pain to make due to the above mentioned problems

Hope this helps

-eggman121
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: gunshotproductions72 on June 11, 2014, 05:33:58 PM
Quote from: woodb3kmaster on June 11, 2014, 04:37:10 PM
You forgot to put a forward slash at the start of the closing img tag, like so: [/img]
If you had included it, the image would have shown up. However, a moderator would likely have told you to convert your image to JPG format, since PNGs (like the one you tried to post) tend to be much bigger files, and therefore cause problems for users on slower Internet connections. Your image is also rather large, but that can easily be fixed in the opening img tag by adding "width=1024". If you had done that in addition to closing the tags properly, this is what you would have posted:


As for your problems in building a cloverleaf, I imagine that part of your issue is the fact that one of your RHWs is in a trench. If you eliminate the trench and elevate one of your RHWs, say to L1, you should have a much easier time building your cloverleaf. I also recommend leveling the ground where you want to build the cloverleaf to get it as flat as possible; the RHW puzzle pieces don't tolerate bumps in the ground very well. Good luck!
Thanks for the explanation on the image! As for the trench I was trying to adapt this tutorial, http://youtu.be/gnvHn8m07dY to work with the RHW-6c. However I was unsure of which puzzle pieces to use.
Quote from: eggman121 on June 11, 2014, 05:26:05 PM
Adding to woodb3kmaster,s comment you can make an L0 to L1 cloverleaf piece with the Quickchange 180 degree piece and the 90 degree L0 FLEXcurve as shown below:

You may want to put some collector lanes along the RHW 6C to make it more realistic.

Making a L0 to L1 cloverleaf piece is a real pain to make due to the above mentioned problems

Hope this helps

-eggman121
Thanks for the reply I might use that, looks pretty nice!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: gunshotproductions72 on June 11, 2014, 07:57:58 PM
Quote from: eggman121 on June 11, 2014, 05:26:05 PM
Adding to woodb3kmaster,s comment you can make an L0 to L1 cloverleaf piece with the Quickchange 180 degree piece and the 90 degree L0 FLEXcurve as shown below:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi245.photobucket.com%2Falbums%2Fgg72%2FEggman121%2FCloverleafPeice_zpsb1ec4b31.jpg&hash=90dc08b5268b12bf850898e3b1ae070fad4c2589) (http://s245.photobucket.com/user/Eggman121/media/CloverleafPeice_zpsb1ec4b31.jpg.html)

You may want to put some collector lanes along the RHW 6C to make it more realistic.

Making a L0 to L1 cloverleaf piece is a real pain to make due to the above mentioned problems

Hope this helps

-eggman121
I was able to build it, and able to connect it to the lower highway but wasn't able to find a way to connect it to the upper one.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Indiana Joe on June 11, 2014, 08:15:32 PM
Use the "FLEX ramps."  Plop the appropriate one on the ground and drag your elevated RHW into the ends.  It should convert into an elevated ramp.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on June 11, 2014, 08:17:25 PM
That has just given me an idea for a new QuickChange piece . . . phenomenal idea, eggman!  I had been planning on making a clover loop one, but didn't realize the pieces were already essentially there.

Quote from: danholo on June 08, 2014, 11:34:46 AM
Hi!

I'm having a problem transitioning from El-Rail over Avenue to El-Rail over Road. When I try to use the connector piece, and pull the track over, the connector piece turns into a GLR/Road piece.

Might have to do something with the start of the Draggable GLR-in-Road that's in place.  I'd have to check.  Should be able to use the old puzzle piece there, if nothing else works.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: GDO29Anagram on June 11, 2014, 08:26:53 PM
This is just me, but for consistency's sake, the FlexCurve should instead be some sort of INRUL-based 3×3 MIS curve, since the curved transition is 3×6. Then again, having the FlexCurve means you can put more stuff on top of it.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Kuewr665 on June 11, 2014, 08:54:20 PM
Cloverleaf ramps tend to have tighter turns than other flyover ramps, so I guess that's why.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: gunshotproductions72 on June 12, 2014, 03:50:38 PM
I simply cannot get this to work. :angrymore: I feel like I'm missing puzzle pieces or something, or I'm just so stupid and can't find them. This is as far as I've gotten with the cloverleaf,
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F9gNXGs5.png&hash=6d5063ee26e5b36b72e2e0bf1d182a3df3e90c65)
I can't find a 8c height transition, and I can't find a 8c Flex Ramp that converts to a 6c highway after the ramp. I want the 8c for the collector lanes that would be so cool to have.

Can someone PLEASE do one quarter of the thing and post a picture so I can copy it? Any tutorial I see is for the RHW-4 and I'm not fluent enough with this mod to convert it over. I'm almost to the point where I'm gonna go back to Maxis Highways. I know I'm asking alot but I'm just so confused! ()what()
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on June 12, 2014, 04:51:01 PM
The puzzle pieces that would be necessary for what you're building haven't been made.  The only elevated ramp interfaces that exist are the Type A1, B1, D1, and E1 ramps for the RHW-2 and RHW-4, and the Type D1 for the RHW-6S.  None of the other elevated networks have ramp interfaces.  You'll either need to use a different RHW network, or have the ramp connect at ground level, and briefly elevate one of the RHWs so it can pass over the other, beyond the point where the ramp merges in.

The reason for this is because the process of making ramp interfaces for the elevated networks is very difficult.  An accomplished NAMite can crank out a ground-level interface in a half hour, but it can take half a year to get its elevated counterpart, because it requires a very specialized technique to make them.  Whenever we've tried to recruit a standard building BATer to make one, they've tried to get too fancy with it, and made integration impossible. 

Unless, of course, you were fine with a elevated ramp interface without the barriers, which I suspect most people aren't.  The barriers are what make it so difficult.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: benchm on June 12, 2014, 05:03:44 PM
Hello Sc4 devotion! I'm trying to get NAM working on my macbook Air running 10.9.2. I wouldn't post here but I feel I'm excruciatingly close to getting NAM working. I've got the "Network Addon Mod" and "z___nam" folders in my plugins folder, with files copied in from this guide http://community.simtropolis.com/topic/62565-i-have-nam-32-installed-on-my-mac-with-the-aspyr-re-release-version-well-most-of-it/ (http://community.simtropolis.com/topic/62565-i-have-nam-32-installed-on-my-mac-with-the-aspyr-re-release-version-well-most-of-it/). I've got it so my game isn't stalling anymore, and I even have all the basic NAM stuff in my roads section (roundabouts etc). But when I click on them to build nothing is showing up.

Here are some screenshots of what I've got
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on June 12, 2014, 05:24:37 PM
We're not officially supporting the Mac port at present, but I can advise you some on the situation.  It sounds like you may not have a copy of NetworkAddonMod_Controller.dat in your plugins, which, if you were doing some sort off a manual install via Keka, is certainly possible.  Along with the Traffic Plugin, that's the most critical part of the NAM, and allows all custom items to show up in-game.  Without it, you'll get the icons, but none of the pieces will work.  The Controller file, at least since NAM 32, has been generated on-the-fly by our Controller Compiler program, which is coded in Java and is cross-platform.  You can find it in the $_OUTDIR/Controller Compiler folder within the .exe.

We are still hoping to produce a proper Mac release, but there are a number of complications that still stand in the way.  I did a write-up on my SimTarkus blog here (http://simtarkus.wordpress.com/2014/05/10/the-lowdown-on-nam-32-and-the-mac-re-release-of-simcity-4-as-of-may-10-2014/).  memo of the NAM Team does have a cross-platform, Java-based DatPacking utility that has the potential to solve the number-of-files limit, of which a beta version is available (http://sc4devotion.com/forums/index.php?topic=16500.0), but it requires further testing before we even consider taking the next step toward a Mac release.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: gunshotproductions72 on June 12, 2014, 09:02:16 PM
Quote from: Tarkus on June 12, 2014, 04:51:01 PM
The puzzle pieces that would be necessary for what you're building haven't been made.  The only elevated ramp interfaces that exist are the Type A1, B1, D1, and E1 ramps for the RHW-2 and RHW-4, and the Type D1 for the RHW-6S.  None of the other elevated networks have ramp interfaces.  You'll either need to use a different RHW network, or have the ramp connect at ground level, and briefly elevate one of the RHWs so it can pass over the other, beyond the point where the ramp merges in.

The reason for this is because the process of making ramp interfaces for the elevated networks is very difficult.  An accomplished NAMite can crank out a ground-level interface in a half hour, but it can take half a year to get its elevated counterpart, because it requires a very specialized technique to make them.  Whenever we've tried to recruit a standard building BATer to make one, they've tried to get too fancy with it, and made integration impossible. 

Unless, of course, you were fine with a elevated ramp interface without the barriers, which I suspect most people aren't.  The barriers are what make it so difficult.

-Alex
That is what I suspected thanks for the clarification.  :)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: memo on June 13, 2014, 09:59:50 AM
Quote from: Tarkus on June 12, 2014, 05:24:37 PM
The Controller file, at least since NAM 32, has been generated on-the-fly by our Controller Compiler program, which is coded in Java and is cross-platform.  You can find it in the $_OUTDIR/Controller Compiler folder within the .exe.

@benchm:

Although the controller compiler is cross-platform, it can be difficult to get it to run on a Mac at this point because it expects some information from the installer. The instructions for running it without a prior run of the installer are currently missing. At any rate, if you have any problems with the compiler, you can still use one of the precompiled NAM controller files instead which can be found at


$_OUTDIR/Controller Compiler/Network Addon Mod/Controller/NetworkAddonMod_Controller_RIGHT_HAND_VERSION.dat


I also noticed in your picture that there are a couple more essential files missing in your plugins, most notably "NetworkAddonMod_BaseContent.dat", "NetworkAddonMod_IndividualNetworkRULs.dat", "NetworkAddonMod_Props.dat" etc. This is how my NAM folder looks like:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.ld-host.de%2Fuploads%2Fimages%2Fe6277c33e0e979d65fe356df74c49bbc.png&hash=574ef25e52d5f4712cd12a21f54db2c22cd44993)

At this point, it is still much easier, and therefore preferable, to run the installer on a Windows machine and copy the files over.


Quote from: danholo on June 08, 2014, 11:34:46 AM
Hi!

I'm having a problem transitioning from El-Rail over Avenue to El-Rail over Road. When I try to use the connector piece, and pull the track over, the connector piece turns into a GLR/Road piece.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi1298.photobucket.com%2Falbums%2Fag50%2Fdanholo%2F8f6aaa3b-26a1-4d81-a865-c2d24de199c5_zpse004bf71.png&hash=8b2575b146c064e871faac230ed3d3f109edbc60)

I guess you used the Lightrail tool to connect the connector piece with the Avenue. Use the Road tool instead and it should work. You only need to use the Lightrail tool for connecting if you want to connect pure elevated rail, that is without a Road below. In any other case, its the Road tool.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Catalyst on June 14, 2014, 07:32:44 AM
Hey everyone, I wasn't sure where I could post thanksgivings so I'll just post them here, where everyone complains about things that don't work (or do but just not the way we would like them to  ;))
-
I would like to say thank you, and give an imaginary handshake to everybody involved in anything that somehow has benefit/benefits/will benefit SC4 and make it a better game.
-
I would like to thank especially those who spent hours, maybe days or even longer on programming, modelling, BATting, LOTting, etcetera to make quality content for the general SC4 public like myself
-the above is written in white (guess why ;-)), highlight it!
I know it's just a couple of pixels but nevertheless I would like you to show what I achieved today using the amazing pieces made by the NAM and especially the CAN-AM team:
-
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FtUHc3SU.jpg&hash=be84e781a946e917f74a380c68fbb7f6107c3f79) (http://i.imgur.com/tUHc3SU.jpg)
-
&apls
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: matthew49 on June 15, 2014, 11:59:40 AM
Hello, I am new to NAM. Is there any way that I can connect two avenues which are shifted to the side by one tile? I attached a picture, which shows my unsuccessful attempts using things from NAM to connect my avenue.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi57.tinypic.com%2Fwbrmu1.jpg&hash=7ee8cbd674b64ed877306371fb40623051498bb9)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdenm8 on June 15, 2014, 11:09:48 PM
There's a small S-Curve you can drag, it's built-into the base Avenue functionality.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: matthew49 on June 16, 2014, 01:20:29 AM
Quote from: jdenm8 on June 15, 2014, 11:09:48 PM
There's a small S-Curve you can drag, it's built-into the base Avenue functionality.

Could you be more specific on how to do this? I'm sorry if it is simple but I played around with it for a while and could not get it.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdenm8 on June 16, 2014, 03:03:41 AM
It's only simple to do if you know how to do it.

Here's an Imgur album with screenshots depicting how to do it:
http://imgur.com/a/rylin
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: matthew49 on June 16, 2014, 08:23:40 AM
Perfect thank you jdenm8!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: tvrcars on June 19, 2014, 03:08:04 PM
Just a quick question, I play simcity and all the traffic is LHD as i live in the UK. I found a trick for swapping them to RHD as nam supports more RHD, the only thing is do I have to reinstall NAM again?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on June 19, 2014, 04:37:07 PM
That should do the trick.  Depending on how you accomplished the drive side switch (editing the registry is the most foolproof way), the installer should be able to recognize that you're in RHD now.  I suspect someone more familiar with the inner workings of the present installer (it's changed a lot since I worked on it for NAM 29 and 30) would be able to give you a more definitive answer.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: eyelevel on June 19, 2014, 05:30:08 PM
I have a small question; I'd like to try my hand at modding by possible creating an angled MIS connector to a road, similar to the parallel MHW ramps, mostly just for practice, as I'm not sure if such a ramp is desired or even exists. I can clarify if needed.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on June 19, 2014, 07:16:51 PM
Quote from: Tarkus on June 19, 2014, 04:37:07 PM
I suspect someone more familiar with the inner workings of the present installer (it's changed a lot since I worked on it for NAM 29 and 30) would be able to give you a more definitive answer.

I guess that would be me. :)

Yes, you do have to reinstall the NAM again, although it should detect that you've switched driving sides, depending on what you did.  When you rerun the installer, on the "Setup Type" page, choose "Traffic Simulator Only".  You'll then be asked if you want to keep your version of the NAM.  Answer "Yes".  Click "Next" on the Install Location page, which will bring you to the Components page.  Click the plus sign next to the "Traffic Driving Side" selection, and make sure that the first of the two options is selected; if it's not, you need to select it.  Then click "Next" and continue until the installation is finished.

If you needed to change the Traffic Driving Side, then you will need to do this every time you reinstall the NAM or install a new version.  But if the traffic driving side already had the first selection checked, you won't need to do anything special in the future.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: danholo on June 23, 2014, 07:44:25 AM
Quote from: memo on June 13, 2014, 09:59:50 AM

I guess you used the Lightrail tool to connect the connector piece with the Avenue. Use the Road tool instead and it should work. You only need to use the Lightrail tool for connecting if you want to connect pure elevated rail, that is without a Road below. In any other case, its the Road tool.

Yes, I did! Or that's what I rememeber. It's a few weeks already. I'll give it a try. I resorted to other methods but now it's not as clean. Thanks a lot! I'll report back.

edit: So it worked!

However, this is the next problem I faced:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi1298.photobucket.com%2Falbums%2Fag50%2Fdanholo%2FGrandSerein-1Sep1351403539082_zps39e13014.png&hash=75182945a18e57fb1ee08dc90d8f5c64641b51cb)

Is there any way to create that sort of intersection that is somewhat normal? This is the most functional version. The other type I created ends at a road block:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi1298.photobucket.com%2Falbums%2Fag50%2Fdanholo%2FGrandSerein-27May1361403539841_zps058ce547.png&hash=b1ffba8f95e5ab46b853abff236b5cfb4383b3df)

Also, I guess there isn't a work around to get the El-Rail over Road to somehow intersect better with One-Way streets? The only puzzle piece I used was the El-Rail over Road intersection and pulled One Way roads to it but it doesn't look 'perfect' nor do I think it functions as a normal Road/OneWay intersection would.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi1298.photobucket.com%2Falbums%2Fag50%2Fdanholo%2FGrandSerein-28May1361403540098_zps232c936e.png&hash=8163ba38676307ae3317bddd8fe7df919c9e7716)

Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: memo on June 23, 2014, 10:58:49 AM
Quote from: danholo on June 23, 2014, 07:44:25 AM
Is there any way to create that sort of intersection that is somewhat normal? This is the most functional version. The other type I created ends at a road block:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi1298.photobucket.com%2Falbums%2Fag50%2Fdanholo%2FGrandSerein-27May1361403539841_zps058ce547.png&hash=b1ffba8f95e5ab46b853abff236b5cfb4383b3df)

One solution would be to replace the Avenue by a RD4 below the El-Rail until after the intersection.

Then there's also this workaround: Place a L1 Ave x Ave puzzle piece and demolish one corner like this:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.ld-host.de%2Fuploads%2Fimages%2Fe786e781f4b8ca7dae4e07d024dfa699.jpg&hash=04144474f4c6f1bded2d162536c326e710ba1ea6)

...which leaves you with an Avenue stub:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.ld-host.de%2Fuploads%2Fimages%2F6a8078ad6aebedca1cf1b8a92cf70c08.jpg&hash=7d3ec6949bdbe2a7becdb5374b029052614d98b6)

Use it to build an amputated +-intersection:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.ld-host.de%2Fuploads%2Fimages%2F784dba635da3370e1931c9d2480fa489.jpg&hash=b8e45c2092f304dfa6054fc0936c4996cfe43853)

Lastly, place the El-Rail-Avenue pieces. (Sorry for the missing textures... it's the Aspyr port which sometimes refuses to behave.)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.ld-host.de%2Fuploads%2Fimages%2F02892b7df1dd4c141bfdb89c00efa54b.jpg&hash=c7a92a1f6adae6541d2b32769e77427768ac1c3b)

Quote from: danholo on June 23, 2014, 07:44:25 AM
Also, I guess there isn't a work around to get the El-Rail over Road to somehow intersect better with One-Way streets? The only puzzle piece I used was the El-Rail over Road intersection and pulled One Way roads to it but it doesn't look 'perfect' nor do I think it functions as a normal Road/OneWay intersection would.

No, there isn't, at this point. The initial plan was to extend the "FLEX" implementation of El-Rail-Avenue to El-Rail-Road so that the connector piece would do more than just connecting, but there's been no progress whatsoever in that regard.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: danholo on June 23, 2014, 11:18:52 AM
Thanks a lot for the quick reply! I'll put it to good use.

Thanks for your efforts.

Danke!

edit: Your instructions helped immensely. Thanks again!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: cmdp123789 on July 04, 2014, 05:41:11 PM
Hey guys. I've always used the RHD for my cities, but now I'm trying my hand at some British styled cities so I installed the LHD components for the NAM. Everything was installed correctly and it works perfect, except for one little thing... Real railway mod has no draw paths... And for some reason every time i lay tracks, the draw lathe don't show up and the game freezes for like 5 seconds.

Are there any patches made for LHD users? Can you please list them?

Thanks in advance,

Criss.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: memo on July 04, 2014, 09:31:14 PM
Quote from: cmdp123789 on July 04, 2014, 05:41:11 PM
Are there any patches made for LHD users? Can you please list them?

For some reason, the RRW LHT file did not end up in the installer. It has been posted as attachment [here] (http://sc4devotion.com/forums/index.php?topic=15931.msg476252#msg476252).
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: fefenc on July 05, 2014, 08:27:30 AM
Hey guys, I'm experiencing an annoying bug with traffic simulation between 2 cities in my railroad system, there's two track leading to another city with a lot of commuters, but when I go to the another city, the tracks keeps near to 0 commuters no matter what I do :<

Here's a video showing my situation.

https://www.youtube.com/watch?v=q3AH_NFkFys

My industrial city is losing money due to this bug in traffic simulation between cities.

I'm using NAM Traffic Simulation
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: cmdp123789 on July 05, 2014, 11:10:10 AM
Thanks memo! just what I needed!  :thumbsup:
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdenm8 on July 05, 2014, 08:03:15 PM
Quote from: memo on July 04, 2014, 09:31:14 PM
Quote from: cmdp123789 on July 04, 2014, 05:41:11 PM
Are there any patches made for LHD users? Can you please list them?

For some reason, the RRW LHT file did not end up in the installer. It has been posted as attachment [here] (http://sc4devotion.com/forums/index.php?topic=15931.msg476252#msg476252).

There's an additional patch for STR. STR had its IIDs reallocated, but the LHD paths never got moved to the new IIDs.

I've fixed that with this (https://dl.dropboxusercontent.com/u/69425965/z__RealRailway_LHD.dat) file.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: fefenc on July 05, 2014, 11:05:01 PM
Quote from: fefenc on July 05, 2014, 08:27:30 AM
Hey guys, I'm experiencing an annoying bug with traffic simulation between 2 cities in my railroad system, there's two track leading to another city with a lot of commuters, but when I go to the another city, the tracks keeps near to 0 commuters no matter what I do :<

Here's a video showing my situation.

https://www.youtube.com/watch?v=q3AH_NFkFys

My industrial city is losing money due to this bug in traffic simulation between cities.

I'm using NAM Traffic Simulation

Well, I've figured out how to solve my problem while playing.

I've discovered after doing some tests that this bug happens because simcity 4 is a bit "lazy" to simulate various neighborhood connections, all I've done was destroying 1 or 2 nearest neighborhood connections (avenues) and then my railroad system was showing the real commuters quantity on the Industrial city :D

Here's the pics

(https://scontent-a-gru.xx.fbcdn.net/hphotos-xpa1/t1.0-9/10526183_580344465420027_1639110179780760011_n.jpg)
(https://fbcdn-sphotos-c-a.akamaihd.net/hphotos-ak-xpa1/t1.0-9/10537022_580344492086691_7432051071750082038_n.jpg)
I hope I've helped someone who's experiencing the same trouble as me :)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: b22rian on July 06, 2014, 03:11:33 AM
Quote from: fefenc on July 05, 2014, 11:05:01 PM


Well, I've figured out how to solve my problem while playing.

I've discovered after doing some tests that this bug happens because simcity 4 is a bit "lazy" to simulate various neighborhood connections, all I've done was destroying 1 or 2 nearest neighborhood connections (avenues) and then my railroad system was showing the real commuters quantity on the Industrial city :D


I hope I've helped someone who's experiencing the same trouble as me :)

Fefenc

These are quite interesting pics + video you have posted on neighborhood connection bugs.
(Which are notorious for being buggy in sc4 !)

It looks like what you did to me is move one of your rail lines , 1 tile further away from the avenue connection . Is this correct ?

I know in the past sometimes all I did was just rebuild a connection and it would work. But I would say more often than not this method did not help.

Anyways it looks like you stayed with the same connection here, ( 2 rail + 1 avenue), and simply moved over one of the rail lines over one tile.

If there was anything else you did to get this functioning correctly please feel free to elaborate ?

Thanks much for you posting + analysis on this issue,

Brian
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: tahill79 on July 06, 2014, 05:44:28 AM
Are there puzzle pieces for the NWM?  I changed my normal avenue to the 6 lane with out the median and when I come to my sunken river I have to switch back to the avenue to use the 15m pieces.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Indiana Joe on July 06, 2014, 06:13:15 AM
Quote from: tahill79 on July 06, 2014, 05:44:28 AM
Are there puzzle pieces for the NWM?  I changed my normal avenue to the 6 lane with out the median and when I come to my sunken river I have to switch back to the avenue to use the 15m pieces.

No, there are no viaduct pieces for the NWM.  But the commonly used workaround is to transition into RHW 6S to build 6 lane overpasses.  It can drag right into 6-lane NWM networks.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: fefenc on July 06, 2014, 12:08:50 PM
Quote from: b22rian on July 06, 2014, 03:11:33 AM
Quote from: fefenc on July 05, 2014, 11:05:01 PM


Well, I've figured out how to solve my problem while playing.

I've discovered after doing some tests that this bug happens because simcity 4 is a bit "lazy" to simulate various neighborhood connections, all I've done was destroying 1 or 2 nearest neighborhood connections (avenues) and then my railroad system was showing the real commuters quantity on the Industrial city :D


I hope I've helped someone who's experiencing the same trouble as me :)

Fefenc

These are quite interesting pics + video you have posted on neighborhood connection bugs.
(Which are notorious for being buggy in sc4 !)

It looks like what you did to me is move one of your rail lines , 1 tile further away from the avenue connection . Is this correct ?

I know in the past sometimes all I did was just rebuild a connection and it would work. But I would say more often than not this method did not help.

Anyways it looks like you stayed with the same connection here, ( 2 rail + 1 avenue), and simply moved over one of the rail lines over one tile.

If there was anything else you did to get this functioning correctly please feel free to elaborate ?

Thanks much for you posting + analysis on this issue,

Brian

Thanks :D

You're right at certain point, I've tried to rebuild it, changed the layout for various times, made the connection with a single track and this dual connection that you've seen on the photos, but nothing worked until I've destroyed a neighborhood connection (avenue), then my Railroad system has started to work normally, but the avenue I've destroyed has caught this bug when I've redone the connection.

I guess Simcity 4 or NAM traffic simulator can't handle multiple neigborhood connections to the same city near each other due to limitations, this isn't the first time it happens to me when I do multiples RHW or Railroads neigborhood connections to another city .

Since I've built a commercial center on the industrial city near those connections, I think the avenue is working now, but with less numbers. I can't show any pic because I'm not on my computer right now :(

EDIT: later on when I tried to build an AVE-6 connection, the same bug has happened again to it, then I've destroyed another avenue connected to my residential city and the AVE-6 connection has started to work normally, but the avenue destroyed has remained glitched when I've rebuilt it.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: ElleryAnne on July 10, 2014, 07:59:08 PM
Hello! 

First, I'd like to thank the modders, creators, webmasters, and moderators on this site.  I've only recently discovered it and am very impressed.

I'm wondering if someone can help me with my NAM issue.  I've been getting brown boxes since installing NAM recently.  I've checked the dependencies on all of the other stuff I've DL'ed for SC4, and it doesn't look like I'm missing anything.

The brown boxes usually occur on residential lots in the place of trees.

I've tried to locate the source of the brown box problem, so I've removed everything I DL'ed, made sure my city looked okay, and then slowly put back all of the DL'ed stuff to see at what point the boxes come back.  And I've narrowed it down to only NAM.  When I take the "Network Addon Mod" file out of my plug-ins folder, the boxes go away.  When I put that file back in the plug-ins folder, the boxes come back.  I tried removing and re-downloading NAM to be sure I had the latest version (Jan 2014), but the boxes still come back.

Have you seen this issue before?  I've read through the documentation and everything I could find here on this site and forums, but I haven't seen this particular problem.   Any help would be really appreciated! :)

Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on July 11, 2014, 01:33:45 AM
ElleryAnne, welcome to SC4D, and thanks for the kind words!  The NAM has never required any dependencies, and doesn't touch trees that would be on residential lots, so there's no reason that it should be causing brown boxes.  Every brown box report we've gotten in the past was a false alarm, involving some other file.  It almost sounds like there might be some sort of tree replacement mod or the like that drifted into your NAM folder somehow.  I'd look through your actual NAM folder, as it has a lot of nooks and crannies that a stray file could use as a hiding place.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: ElleryAnne on July 11, 2014, 09:06:25 AM
Hi Tarkus, thank you for the quick response.  I went through the NAM file and tested any of the files that looked like they might have been out of place.  I finally narrowed it down to a single file (a SAM-10-props dat file from the street/textures subfolder), so I've removed that one and everything seems to be running okay now.  I appreciate your help!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: vortext on July 11, 2014, 09:24:50 AM
It pertains to CPs seasonal Cherry trees. The exemplars in SAM 10 have the same TGI adresses as those found in CP vol2 but have RKT4xm added, which may have caused the brown boxes though it's strange it hasn't surfaced sooner. Whoever made those exemplars for SAM 10 should've generated new instances anyway.  &mmm
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: ElleryAnne on July 11, 2014, 10:25:46 AM
Thank you for the info, vortext.  That makes some sense, as I'd recently dl'ed CP vol 2, though when I removed it the brown boxes didn't go away.  But it's possible that the cherry tree brown boxes went away and were just replaced with other brown boxes due to whatever else is dependent on CP vol 2.  I may not have checked closely enough to verify that.   I don't suppose either file will be updated with new TGI addresses anytime soon, so I'll play around with it some more and see which file I need to leave out to minimize the loss of any other decoration in my cities.

Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Death50 on July 11, 2014, 12:10:47 PM
Hey, I'm getting really frustrated at this now.

I've uninstalled, reinstalled, custom installed, done everything. All the stuff in the newest NAM shows for me now, including the MaxisRHW Override, but the level 3 and 4 RHW only show for the filer pieces. And the starters only give me a base support or sometimes nothing at all. But something is there I can delete it. I just don't get it what am I missing for the level 3and 4 to now show correctly?

I latterly have everything else show perfectly. I asked this 3 times and no one can help, can someone tell me the exact button I'm not checking or am checking in the custom setup? Is it a file that I'm missing all together? All everyone tells e is "it's in the custom setup." Ok, where?!

A real solution will be very welcomed, I want to start making multi level stuff!

Thank you
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Indiana Joe on July 11, 2014, 12:57:27 PM
Quote from: Death50 on July 11, 2014, 12:10:47 PM
Hey, I'm getting really frustrated at this now.

I've uninstalled, reinstalled, custom installed, done everything. All the stuff in the newest NAM shows for me now, including the MaxisRHW Override, but the level 3 and 4 RHW only show for the filer pieces. And the starters only give me a base support or sometimes nothing at all. But something is there I can delete it. I just don't get it what am I missing for the level 3and 4 to now show correctly?

I latterly have everything else show perfectly. I asked this 3 times and no one can help, can someone tell me the exact button I'm not checking or am checking in the custom setup? Is it a file that I'm missing all together? All everyone tells e is "it's in the custom setup." Ok, where?!

A real solution will be very welcomed, I want to start making multi level stuff!

Thank you

Deep in the RHW options, you can manually select the height levels of RHW you want installed.  Make sure all those are checked.  Also dig through the options and make sure you don't have anything selected that sounds like "RHW without RULs."  RULs are what make the override networks work.  This option is included for legacy support, if you want a smaller controller.  (You can install networks with RULs, build them, and then get rid of the RUL files.  The networks will remain as built long as you don't do any construction on them, but there will be significantly less files in the NAM install, speeding up the game.  Obviously this is not what you want, at least for now.)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Death50 on July 11, 2014, 02:21:40 PM
Thank you! Someone gave e a much more detailed answer, I'll try this latter and see how it goes.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: LordDeimosIV on July 26, 2014, 11:06:40 AM
I would like to thank everyone involved with NAM and mods in general, if it wasn't for you SC4 would have died years ago, thank you!

I am having some issues with the recent NAM release and i hope someone can help me. When i drag streets, avenues or highway over STR i get a blank tile, anyone know how to fix this? I am also unable to drag SAM streets, thay just turn back into normal streets no matter what i do. Any help would be appreciated.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi4.minus.com%2FibmB9RJ1ifdhn.jpg&hash=b0fd2ceac62979245aae7355497edf344a279b40)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on July 26, 2014, 11:50:52 AM
It's possible you might have selected the option to Decouple RULs, and ended up without any of the SAM overrides in the process.  As far as the STR issues, that may pertain to the fact that you're using the RealRailway (RRW) plugin, which is in an early state of development still, and crossing textures are one of the big gaps.

I'd advise reinstalling.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Indiana Joe on July 26, 2014, 01:33:18 PM
The missing RRW crossings have been filled by Rivit's RRW Upgrade Mod (http://community.simtropolis.com/files/file/29279-rum-for-rrw/).
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: LordDeimosIV on July 27, 2014, 10:24:02 AM
Thank you for the quick replies! I will try to reinstall NAM and see if that helps and make sure i don't choose the option to decouple RULs :)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: cefien on July 27, 2014, 12:02:03 PM
Hello there NAM team, ehm.. first thank you for your hard work in making this awesome mod. Just a quick question, i've been trying to make RHW 6C (level 2) in my city and notice that there are no ramp for it?. No matter how many time i pushed the tab, the ramp for (level 2) is not in the flexramp puzzle pieces. Is it not available or somehow i did not installed the NAM correctly?
Please excuse my language, english is not my mother tongue.  :-[
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on July 27, 2014, 12:44:25 PM
Nope, you're not missing anything.  The L2 RHW-6C indeed has no ramp interfaces at present.  The only elevated networks that have FLEXRamps are the RHW-2 and RHW-4--the 6S might have one at present, but I can't recall at the moment. 

If you were looking under the FLEXRamps button, even if we did have those ramp interfaces (which we will for NAM 33), you wouldn't see any elevated ramps, anyway.  The base FLEXRamps--what you plop down--are ground-level and use the lowest number of lanes possible for the particular setup, and to elevate or widen them, you just drag the elevated and/or wider network into the FLEXRamp, allowing it to override.  The text description that is displayed for each piece should tell you what networks that particular FLEXRamp accepts.

For instance, once the L2 RHW-6C Type A1 ramp arrives in NAM 33, you'll plop what appears to be the L0 RHW-2 Type A1 ramp, and then drag the outer tile of the L2 RHW-6C into it.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: compdude787 on July 27, 2014, 01:24:06 PM
There aren't a lot of elevated RHW ramp pieces at present, because it takes a lot more time and effort to create an elevated ramp piece than it does for a ground-level ramp. However, this situation will change with the next NAM release because, as Tarkus said, the NAM team has been making more elevated ramp pieces.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Wiimeiser on July 27, 2014, 04:24:35 PM
L2 6S has a Type C, splitting into RHW-4 and MIS (And I haven't played the game in months...)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: GDO29Anagram on July 27, 2014, 04:25:54 PM
Quote from: Wiimeiser on July 27, 2014, 04:24:35 PM
L2 6S has a Type C, splitting into RHW-4 and MIS (And I haven't played the game in months...)

You mean a Type D1 Outside?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Wiimeiser on July 28, 2014, 07:16:31 AM
Quote from: GDO29Anagram on July 27, 2014, 04:25:54 PM
Quote from: Wiimeiser on July 27, 2014, 04:24:35 PM
L2 6S has a Type C, splitting into RHW-4 and MIS (And I haven't played the game in months...)

You mean a Type D1 Outside?
That's the one. I remembered what it was, but not the name.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: nates02gt on July 28, 2014, 09:24:09 PM
I was able to download and install the new NAM with no issues, however none of the NAM interface shows up in the game.  I have read through the FAQ as well as much of this thread and have not seen a similar issue.  I also tried reinstalling NAM and that did not help.  I am sure it is some stupid simple on my part, I am just not sure what it is.  Any help would be greatly appreciated.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on July 29, 2014, 12:31:03 AM
It's possible you may have selected the "Traffic Simulator Only" option, which won't install any of the custom network items.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: nates02gt on July 29, 2014, 08:56:05 AM
No, I left the full install selection checked.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: nates02gt on July 29, 2014, 09:24:16 AM
I also installed NAM on my other Mac and am getting the same thing.  I thought it might be an isolated issue on my laptop but apparently it isn't.  On the initial install, a window popped up saying something about a backup.  If I go and reinstall, this window does not come up so I cannot get the specifics on it.  I didn't see anything in the installation documentation about that particular window.  maybe that is part of the issue.  It is completely different from the pop up that says the compiler could not install.  Thanks for the help!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on July 29, 2014, 01:18:25 PM
I've been working on a texture replacement for the Turbo Roundabouts and I have come across some problems:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi991.photobucket.com%2Falbums%2Faf39%2FMGB204%2FNAMTABug_zpsf27e76f4.jpg%7Eoriginal&hash=7b460b877a607415b4a4cae4d9a06bf46bcb8072)

The red circles indicate a tile the roundabout occupies but that shows no texture. This error occurs with both LHD + EU Textures and RHD + US Textures. The odd thing is that the preview shows correctly, so the texture is presumably present?

The yellow circle is a small texture problem, only noticed with LHD + EU Textures, again the preview is correct but the plopped piece is not.

Just wondered if anyone has brought these things to your attention already?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: memo on July 29, 2014, 11:21:44 PM
Quote from: nates02gt on July 29, 2014, 09:24:16 AM
I also installed NAM on my other Mac and am getting the same thing.  I thought it might be an isolated issue on my laptop but apparently it isn't.  On the initial install, a window popped up saying something about a backup.  If I go and reinstall, this window does not come up so I cannot get the specifics on it.  I didn't see anything in the installation documentation about that particular window.  maybe that is part of the issue.  It is completely different from the pop up that says the compiler could not install.  Thanks for the help!

You should have mentioned you're on a Mac, in the first place. ;) Which version of the game are you running? The App Store version, Steam version or Windows version via Wine? Did you move the installed NAM folders to your plugins folder, as described in the "Read First" document?


Edit:
Quote from: mgb204 on July 29, 2014, 01:18:25 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi991.photobucket.com%2Falbums%2Faf39%2FMGB204%2FNAMTABug_zpsf27e76f4.jpg%7Eoriginal&hash=7b460b877a607415b4a4cae4d9a06bf46bcb8072)

I can confirm there's something wrong with the textures or models. I created a new issue (https://github.com/BluelightningSC4/Network-Addon-Mod/issues/215) for this.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: titanicbuff on July 30, 2014, 08:21:48 AM
I installed nam using UK textures and this was the end result- not sure why either- could it be that its not RHD compatable?
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FglDyyOZ.png&hash=d7e529a29ba2e6451c232b9d7d7884844307d3e4)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: compdude787 on July 30, 2014, 08:50:11 AM
Quote from: titanicbuff on July 30, 2014, 08:21:48 AM
I installed nam using UK textures and this was the end result- not sure why either- could it be that its not RHD compatable?
<snip>

Maybe try redrawing the RHW to get the textures to change?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: nates02gt on July 30, 2014, 09:30:12 AM
I guess I should have mentioned that. =)  Anyway, I am running the App Store version.  The two folders that are referenced in the Read First doc were both already in the plugins folder.



Quote from: memo on July 29, 2014, 11:21:44 PM
Quote from: nates02gt on July 29, 2014, 09:24:16 AM
I also installed NAM on my other Mac and am getting the same thing.  I thought it might be an isolated issue on my laptop but apparently it isn't.  On the initial install, a window popped up saying something about a backup.  If I go and reinstall, this window does not come up so I cannot get the specifics on it.  I didn't see anything in the installation documentation about that particular window.  maybe that is part of the issue.  It is completely different from the pop up that says the compiler could not install.  Thanks for the help!

You should have mentioned you're on a Mac, in the first place. ;) Which version of the game are you running? The App Store version, Steam version or Windows version via Wine? Did you move the installed NAM folders to your plugins folder, as described in the "Read First" document?


Edit:
Quote from: mgb204 on July 29, 2014, 01:18:25 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi991.photobucket.com%2Falbums%2Faf39%2FMGB204%2FNAMTABug_zpsf27e76f4.jpg%7Eoriginal&hash=7b460b877a607415b4a4cae4d9a06bf46bcb8072)

I can confirm there's something wrong with the textures or models. I created a new issue (https://github.com/BluelightningSC4/Network-Addon-Mod/issues/215) for this.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: memo on July 30, 2014, 10:00:40 AM
Quote from: nates02gt on July 30, 2014, 09:30:12 AM
I guess I should have mentioned that. =)  Anyway, I am running the App Store version.  The two folders that are referenced in the Read First doc were both already in the plugins folder.

That's very odd. Do other plugins that you place in your plugins folder show up in the game, though?

By the way, the program, you were wondering about and which you only saw once, was BSC Cleanitol. It finds and removes outdated or conflicting NAM files from your plugins folder, so that's intended functionality.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: titanicbuff on July 30, 2014, 10:03:38 AM
Quote from: compdude787 on July 30, 2014, 08:50:11 AM
Quote from: titanicbuff on July 30, 2014, 08:21:48 AM
I installed nam using UK textures and this was the end result- not sure why either- could it be that its not RHD compatable?
<snip>

Maybe try redrawing the RHW to get the textures to change?

I have ied that- I actually wonder if maybe the way the US version is witen interfers with the ability to use NAM Euro- Irish works- then again its the reverse of American
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on July 30, 2014, 12:06:54 PM
Redrawing wouldn't work, as this is a texture replacement, not a starter override.  It has all the markings of a load order issue.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: MandelSoft on July 30, 2014, 02:17:54 PM
I think it's an issue with the installer that it actually ONLY installs the country-specific textures but not the base overrides. I've seen this more often. Re-installing and fiddling around with directories might help.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: nates02gt on July 30, 2014, 02:59:24 PM
I don't have any other plugins installed.  I guess I could try installing a different plugin and see if it shows up.  It is quite odd because everything worked exactly like it was supposed to through the entire install.



Quote from: memo on July 30, 2014, 10:00:40 AM
Quote from: nates02gt on July 30, 2014, 09:30:12 AM
I guess I should have mentioned that. =)  Anyway, I am running the App Store version.  The two folders that are referenced in the Read First doc were both already in the plugins folder.

That's very odd. Do other plugins that you place in your plugins folder show up in the game, though?

By the way, the program, you were wondering about and which you only saw once, was BSC Cleanitol. It finds and removes outdated or conflicting NAM files from your plugins folder, so that's intended functionality.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: titanicbuff on July 30, 2014, 05:54:41 PM
Quote from: Tarkus on July 30, 2014, 12:06:54 PM
Redrawing wouldn't work, as this is a texture replacement, not a starter override.  It has all the markings of a load order issue.

-Alex
Quote from: MandelSoft on July 30, 2014, 02:17:54 PM
I think it's an issue with the installer that it actually ONLY installs the country-specific textures but not the base overrides. I've seen this more often. Re-installing and fiddling around with directories might help.

Whats odd is some parts have the correct texture, while the rest has American- gives me no choise but to use the irish textures
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on July 31, 2014, 01:30:48 AM
Quote from: MandelSoft on July 30, 2014, 02:17:54 PM
I think it's an issue with the installer that it actually ONLY installs the country-specific textures but not the base overrides. I've seen this more often. Re-installing and fiddling around with directories might help.

This was a problem at one point, but it was fixed after the NAM 32 release.  The fix will appear in NAM 33.

Meanwhile, I posted a workaround (http://sc4devotion.com/forums/index.php?topic=1444.msg476304#msg476304) earlier in this thread for this problem.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: nates02gt on July 31, 2014, 08:47:08 PM
I just wanted to let everyone know that I got it figured out.  The plugin folder was the the wrong plugin folder.  The path to the correct folder is
/ Library/Containers/com.aspyr.simcity4.appstore/Data/Documents/SimCity 4/Plugins

I was thought the correct folder was in the following

/ Library/Documents/Sim City 4/Plugins

I am guessing that is for the non App Store version but I am not sure.  Anyway, it is all working.  I figured it out when I was researching how to install other mods and found the correct path in one of the posts.

Nate

Quote from: memo on July 29, 2014, 11:21:44 PM
Quote from: nates02gt on July 29, 2014, 09:24:16 AM
I also installed NAM on my other Mac and am getting the same thing.  I thought it might be an isolated issue on my laptop but apparently it isn't.  On the initial install, a window popped up saying something about a backup.  If I go and reinstall, this window does not come up so I cannot get the specifics on it.  I didn't see anything in the installation documentation about that particular window.  maybe that is part of the issue.  It is completely different from the pop up that says the compiler could not install.  Thanks for the help!

You should have mentioned you're on a Mac, in the first place. ;) Which version of the game are you running? The App Store version, Steam version or Windows version via Wine? Did you move the installed NAM folders to your plugins folder, as described in the "Read First" document?


Edit:
Quote from: mgb204 on July 29, 2014, 01:18:25 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi991.photobucket.com%2Falbums%2Faf39%2FMGB204%2FNAMTABug_zpsf27e76f4.jpg%7Eoriginal&hash=7b460b877a607415b4a4cae4d9a06bf46bcb8072)

I can confirm there's something wrong with the textures or models. I created a new issue (https://github.com/BluelightningSC4/Network-Addon-Mod/issues/215) for this.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: titanicbuff on July 31, 2014, 09:35:03 PM
Quote from: z on July 31, 2014, 01:30:48 AM
Quote from: MandelSoft on July 30, 2014, 02:17:54 PM
I think it's an issue with the installer that it actually ONLY installs the country-specific textures but not the base overrides. I've seen this more often. Re-installing and fiddling around with directories might help.

This was a problem at one point, but it was fixed after the NAM 32 release.  The fix will appear in NAM 33.

Meanwhile, I posted a workaround (http://sc4devotion.com/forums/index.php?topic=1444.msg476304#msg476304) earlier in this thread for this problem.


works now thanks- annoying glitch.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mp2893 on August 01, 2014, 11:52:45 AM

I downloaded the new NAM v32 and tried to install it on my Steam Simcity 4 Deluxe.
As soon as I click the "next" button on important information step, the installer crashes and I go back to the desktop.
I suppose that I should be able to see the setup types, but all I get is a windows crash message saying that "NetworkAddonMod Setup 32.exe has stopped working".

I uninstalled my Simcity and reinstalled it, but the same problem occurs.
I downloaded NAM v31.1 and tried to install it, but the same crash happens.

I have appended the screenshot of the crash.
Any suggestions?

Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: titanicbuff on August 01, 2014, 03:22:54 PM
Try running it as administrator, that might help. If that doesn't work try redownloading NAM
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mp2893 on August 01, 2014, 05:07:55 PM

Tried both methods, still the same crash.
I even downloaded NAM from two different websites, but I get the same crash.
I have googled this for hours, but it seems like I am the only one with this problem.

I don't even think this is due to my Steam Simcity at all.
I think I should at least be able to see the setup types whether I have Simcity or not.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Indiana Joe on August 01, 2014, 05:25:47 PM
What's your system info?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mp2893 on August 01, 2014, 05:57:37 PM

Korean 64bit Windows 7 KN SP1 (Windows Media Player separately installed)
Intel Core i7-2600K @ 3.40GHz (8 CPUs), ~3.70GHz
Mainboard Gigabyte P67A-UD3R-B3
RAM 16.0GB
GeForce GTX 580 (Version 337.88)
DirectX 11

If you need any more info, I will try to provide as much as possible.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: titanicbuff on August 01, 2014, 06:06:55 PM
try shutting off 7 cores and use just 1- SC is unstable along with anything associated with it when using a multicore system- but installing on 1 core it may work
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdenm8 on August 01, 2014, 07:57:23 PM
It's a long shot, but it may be a Unicode problem. Try setting Windows to English (If you can) while installing the NAM.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on August 01, 2014, 09:08:10 PM
Also, out of curiosity, where did you pick up your NAM files?

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mp2893 on August 02, 2014, 02:03:13 AM

I downloaded NAM from below websites.

ModDB
(http://www.moddb.com/mods/network-addon-mod/downloads/network-addon-mod-version-32)

SC4Devotion
(http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=851)

I tried to work with only 1 CPU, but I couldn't figure out how to turn off 7 cores.
So I used the parameter -CPUCount:1 on both Simcity4 and NAM installer, but still crash occurs.
I will try changing my Windows to English.
Thanks for helping out!!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mp2893 on August 02, 2014, 10:26:46 AM

After some futile attempts to convert my Korean Windows to English Windows, I figured out that you need to own Windows Ultimate for this functionality.
Since I own Windows 7 Premium, there is no way I can change my Windows to English version without paying some serious dollars.
So I give up installing NAM mode after all. Maybe better luck when I move to the States and buy a new computer.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on August 02, 2014, 04:37:30 PM
I think you missed the UNICODE part regarding changing languages. Quite correctly only Ultimate can change the User language, but the UNICODE language can be changed regardless of the version used.

In English you must follow these steps:

- Click Start, Control Pannel, Region and Language
- Then click the last TAB "Administrative"

Here you can change the language for "non-Unicode programs". Click the button "Change system locale..." and select English (United States) from the list. Save by clicking OK twice then reboot.

I hope you can follow that with a Korean OS, if not post again and I'll put some screenshots together to give you a better visual guide.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mp2893 on August 02, 2014, 05:51:16 PM

I tried changing the system locale to English (United States), but this didn't work either.
After that I decided to change the Windows itself to English, which I couldn't succeed.
I am quite curious if I am the only Korean who's struggling with this problem.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: nikelvin on August 09, 2014, 07:23:11 AM
Hi all,

Finally decided to rekindle my love for SC4 and bought it for my Mac last night on the App Store. Of course, I downloaded NAM 32.1 with it, but am having home issues. When I click on "NAM 32.1 Mac Wrapper.app", the NAM logo shows up on my dock but the installer doesn't pop up. And after a while it just closes itself. Can anybody give me a hand?

Thanks!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Spaney on August 10, 2014, 08:58:01 AM
The mac installer doesn't open anything...  please help.  I am running osx10.9.4, when I open the installer nothing happens whatsoever.

I will try unpacking with a different program incase it didn't entirely unpack properly.. I've already tried redownloading the file....
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: memo on August 11, 2014, 08:56:27 AM
Quote from: nikelvin on August 09, 2014, 07:23:11 AM
Finally decided to rekindle my love for SC4 and bought it for my Mac last night on the App Store. Of course, I downloaded NAM 32.1 with it, but am having home issues. When I click on "NAM 32.1 Mac Wrapper.app", the NAM logo shows up on my dock but the installer doesn't pop up. And after a while it just closes itself. Can anybody give me a hand?
Quote from: Spaney on August 10, 2014, 08:58:01 AM
The mac installer doesn't open anything...  please help.  I am running osx10.9.4, when I open the installer nothing happens whatsoever.

I will try unpacking with a different program incase it didn't entirely unpack properly.. I've already tried redownloading the file....

Sorry, I have no idea why that is, in any of your cases. I haven't heard of this problem before, nor of a solution. I am running 10.9.4, too, and haven't had any issues with that, so far.

The installer wrapper was created with Wineskin 2.6.0 Engine WS9Wine.1.7.21, if that is of any help.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on August 13, 2014, 03:17:02 PM
Is anybody able to help me track down the last few Maxis white textures in the RHW - FA Intersections:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi991.photobucket.com%2Falbums%2Faf39%2FMGB204%2FRHWMissingpieces_zpsb8dd985e.jpg%7Eoriginal&hash=29179735d48f36cf8250054f486219c7538641ea)

I've searched through so many texture files to no avail, maybe I'm just at the point of texture fatigue, but I can't seem to find them anywhere.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: memo on August 13, 2014, 10:37:13 PM
They are contained in the file "RealHighway_Special.dat" in the IID range 0x5e100###.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Wiimeiser on August 14, 2014, 04:57:53 AM
For some reason the only way the game will allow me to connect to draggable FAR-3 is through perpendicular intersections, everything else is either illegal or undefined.

EDIT: I seem to have figured it out, but I don't see how to make a long curve, assuming it's supported...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Durfsurn on August 14, 2014, 05:05:08 AM
The NAM Users Manual shows all the patterns for draggable stuff, why don't you check out that?

-Billy
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on August 14, 2014, 10:39:20 AM
Quote from: memo on August 13, 2014, 10:37:13 PM
They are contained in the file "RealHighway_Special.dat" in the IID range 0x5e100###.

Thanks Memo... I'm sure I tried the files in here, but maybe I screwed something up, today armed with the right place to look I got them first time  ()stsfd().

---

I've noticed a small problem with the OWR exit from the Tram in Road Roundabout during my re-texturing:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi991.photobucket.com%2Falbums%2Faf39%2FMGB204%2FTIRRoundaboutBug_zps5e0528d9.jpg%7Eoriginal&hash=b61fc406fc754b303fe42e4f71b280fcb80e4f98)

If you place the OWR indicators the correct way, then the paths exit from the roundabout for drivers coming the wrong way. If you correctly connect it, then one tile has no paths. All development on both OWRs is affected so I think somethings maybe wrong? I'm using a LHD setup with Euro Textures btw.

:Edit: I was able to test this with Euro/RHD and the paths are fine, is there some problem with the LHD paths for this piece, or does it simply not have them?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on August 18, 2014, 07:37:41 AM
As this is a totally different issue, I hope the double-post is not considered a faux-pas.

I am working with the Tram in Road stuff as part of my sidewalk replacement mod and came across a problem with the S-Curve Puzzle pieces for both Tram in Road and Tram on Road.

Both these pieces have two options, one with full sidewalks and a rural version with transparency instead. However, when I create replacement files with the same transparent area as the originals, only the Urban versions display correctly, the regular ones have white where they are transparent. I'm guessing I need to do something with my replacement textures I'm not doing as having checked the original NAM files I couldn't find another set of textures or a set of Alpha textures for these pieces. I'm totally lost as to what I'm doing wrong here, can anyone explain what is needed to replicate the default behavior with my mod?

Edit: I've worked it out now, sorry for jumping the gun. In case anyone else wants to know, I needed to include a set of Alpha images when creating the textures. Now the alphas work to show transparency for the Urban versions, but are ignored for the regular ones and everything is good.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: titanicbuff on August 18, 2014, 07:59:34 AM
I'm american but I'm using Euro textures, found an odd glitch- 1 side of this works, while the other side does not- it reverts back to American textures.
Heres the issue- note how 1 side is euro, but the other side is not, then the road goes Euro afterwards again:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Fybq5EGq.png%3F1&hash=b84e3fc246fde54639a2a23eab8e22b3a8581686)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: ish on September 06, 2014, 07:11:45 AM
NAM 32, 13k buses in 77k city... is that ok?
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FDa5Qt2x.png&hash=a1c38731081fe190fe4121b357c77b18252f374b) (red line is buses, green is cars, pink is pedestrians)

I checked traffic on some stops. Number of buses is just two times less than number of people.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: APSMS on September 06, 2014, 03:00:36 PM
Hi Ish,

Glad to see you here.

The NAM adjusts the way Sims commute, by making faster commutes more important, and changing the way buses work. Poorer Sims will consider using Mass Transit (MT) over cars more often, esp. if the car takes the same amount of time.

Also consider that the Station query lists total usage for the entire day, so if there are 15 000 people using the station to go to work, and they use the same stop on their evening commute, then the query will list 30 000 total usage.

Making MT worthwhile is one of the biggest benefits of the NAM, in my opinion.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Jsthreadgill on September 07, 2014, 07:48:29 PM
I'm having an issue with the wide radius curves. I remember before this new NAM update the curves had sidewalks. Is there a reason why the 45 degree Avenue flex is the only one with sidewalks? Also, I've removed all plugins except for NAM 32.1 for mac.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: compdude787 on September 07, 2014, 08:37:28 PM
The other curves for road and street are also draggable, and when you drag them, they'll get sidewalks. The Avenue 45 degree FLEX curve has sidewalks because it's flex. You can find the dragging patterns in the NAM manual which should be in Documents\SimCity 4\NAM Auxiliary Files. Open the manual and you should find a section with the Draggable FAR and wide-radius curves.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Jsthreadgill on September 07, 2014, 09:50:21 PM
Quote from: compdude787 on September 07, 2014, 08:37:28 PM
The other curves for road and street are also draggable, and when you drag them, they'll get sidewalks. The Avenue 45 degree FLEX curve has sidewalks because it's flex. You can find the dragging patterns in the NAM manual which should be in Documents\SimCity 4\NAM Auxiliary Files. Open the manual and you should find a section with the Draggable FAR and wide-radius curves.

I'm sorry, I guess I wasn't clear. I understand that they are draggable, my question is why don't the smooth curve portions of the road have sidewalks? At one point in time all of the wide radius curves had sidewalks.

Thanks
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: compdude787 on September 07, 2014, 10:02:20 PM
Quote from: Jsthreadgill on September 07, 2014, 09:50:21 PM
Quote from: compdude787 on September 07, 2014, 08:37:28 PM
The other curves for road and street are also draggable, and when you drag them, they'll get sidewalks. The Avenue 45 degree FLEX curve has sidewalks because it's flex. You can find the dragging patterns in the NAM manual which should be in Documents\SimCity 4\NAM Auxiliary Files. Open the manual and you should find a section with the Draggable FAR and wide-radius curves.

I'm sorry, I guess I wasn't clear. I understand that they are draggable, my question is why don't the smooth curve portions of the road have sidewalks? At one point in time all of the wide radius curves had sidewalks.

Thanks

You must have had a mod at one point that added sidewalks to all the NAM curves. The curve puzzle pieces don't have those by default. I take it you plopped all the curves shown in the picture, right?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: j-dub on September 08, 2014, 04:36:23 PM
I certainly don't remember the curve pieces having a default sidewalk. The only thing I am suspecting is that the custom sidewalk mod was potentially deleted when the old NAM was uninstalled before the new one was installed. That thing would happen to me, I would have cosmetic files in there that would get taken out along side the NAM components, regardless if it was installed with it.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Chriss on October 12, 2014, 09:16:03 PM
Is there an issue with NAM Level 3 starters?  I choose either RHW4 or MIS starter, and plop; then, either nothing appears or a single pylon without the road above it. I can drag RHW2 through it, but the pylons merely remain and the road is ground level RHW2 for other tiles.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: compdude787 on October 12, 2014, 09:19:59 PM
Quote from: Chriss on October 12, 2014, 09:16:03 PM
Is there an issue with NAM Level 3 starters?  I choose either RHW4 or MIS starter, and plop; then, either nothing appears or a single pylon without the road above it. I can drag RHW2 through it, but the pylons merely remain and the road is ground level RHW2 for other tiles.

You need to make sure you have the L3 and L4 parts of the RHW installed. The surefire way of making sure they get installed is to do a custom installation. You can re-run the NAM installer and it'll overwrite your previous NAM installation w/o you having to uninstall it first (this way, it'll autoselect everything you have installed currently). Go thru all the options and make sure that the RHW L3 and L4 networks are installed and this should fix your problem.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: belfastsocrates on October 24, 2014, 04:18:56 AM
Would anyone know why the intersection when a road meets this particular SAM texture results in a blank space? When you drag a road to this SAM texture to create a T-Junction it highlights as a dark brown tile and no junction is created.

If I continue the road and make a crossroad junction it appears as normal.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg673.imageshack.us%2Fimg673%2F5250%2FuwW7rl.jpg&hash=bbea18c0efd2214a7f44a823fc6e25dd11d6062e)


As shown in the image below it's just this one SAM texture.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg674.imageshack.us%2Fimg674%2F3235%2FzyYCZM.jpg&hash=97e5984cbbafb3b66d6e611069932577b25dcecc)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: noahclem on October 24, 2014, 12:51:33 PM
You seem to be missing a texture--or if the game lags when you try to do create that situation than it's missing paths too. I can't think of how that could happen unfortunately. If it were me I would try a fresh NAM install and if that didn't work go digging through my plugins for a potentially conflicting mod. Best of luck :)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Pioneer on October 25, 2014, 06:10:24 AM
 :thumbsdown:
Are there any plans to make a transition for this?
(https://farm4.staticflickr.com/3935/15436826718_fae391c816_z.jpg)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Frolius666 on November 08, 2014, 04:17:17 PM
Hi,

I'm having trouble with the NAM 2x2 roundabouts. (V32)
They don't form if I draw a circular street or road.
The 3x3 oneways are OK though.
Attached a screenshot of the issue.
When I check the installation folders the roundabout .dat files are present.
There are no other plugins in my plugins folder.
Tried a re-install of the NAM but that didn't help.
Any advice??

Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: eggman121 on November 08, 2014, 05:08:38 PM
Ok answer time.

@Pioneer


The transition that you are showing is currently not supported. Only OWR3 to RHW6S and OWR2 to RHW4S is supported. Don't know when a transition will be made.

@Frolius666


You can only have on road and/or street leading into a single roundabout tile. Any other combination will cause it to make crossroads as described in your picture. The only exception is when you draw a street with that pattern. Have you been doing a custom install?

Hope this helps!

-eggman121
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Frolius666 on November 09, 2014, 05:01:56 AM
Quote from: eggman121 on November 08, 2014, 05:08:38 PM

You can only have on road and/or street leading into a single roundabout tile. Any other combination will cause it to make crossroads as described in your picture. The only exception is when you draw a street with that pattern. Have you been doing a custom install?


Hi Eggman121,
Thanks for the response...
I am using a custom install, I use the Euro texture set, and I don't install the parts I don't need (yet).
However, I did do a test with the "full install" option, but the same happened.
There's only one road leading to the roundabout on a single tile.
And in case you wonder... I use SC4 Deluxe with EP1 and update to V1.1.640 installed.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: MandelSoft on November 09, 2014, 05:05:31 AM
Have you checked if you marked "road roundabouts" and "street roundabouts" on in the installer?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Frolius666 on November 09, 2014, 05:36:52 AM
Quote from: MandelSoft on November 09, 2014, 05:05:31 AM
Have you checked if you marked "road roundabouts" and "street roundabouts" on in the installer?

Yes I did MandelSoft, all roundabouts, curves etc are installed.
Also checked in the NAM folder if they are present after the install, and they are...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: MandelSoft on November 09, 2014, 06:10:06 AM
Have you checked if "de-couple RUL files" is marked off in the installer? Have you checked if you don't have a conflicting NAM copy from the pre-NAM 31 era?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Frolius666 on November 09, 2014, 06:17:35 AM
Quote from: MandelSoft on November 09, 2014, 06:10:06 AM
Have you checked if "de-couple RUL files" is marked off in the installer? Have you checked if you don't have a conflicting NAM copy from the pre-NAM 31 era?

Yes, checked that too, RUL files aren't de-coupled and otherwise my plugin folder is completely empty during testing, apart from the NAM of course...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: memo on November 09, 2014, 07:05:50 AM
You need the following files in your plugins folder:

(1) Roundabouts/NetworkAddonMod_Roundabouts_Roads_Plugin.dat
(2) Roundabouts/NetworkAddonMod_Roundabouts_Streets_Plugin.dat

If you have installed draggable FAR, you also need these:

(3) Roundabouts/NetworkAddonMod_Roundabouts_Roads_x_draggable_FANs.dat
(4) Roundabouts/NetworkAddonMod_Roundabouts_Streets_x_draggable_FANs.dat

If the roundabouts don't work, it means that either these files are not present, or they are not loaded in correct order. For example the file containing draggable FAR must load before files 3 and 4. Files 1 and 2 also need to load before 3 and 4 respectively. Normally, the installer installs these files such they are loaded in proper order – only if you are running the game on Linux or more specifically on a non-NTFS filesystem, you are usually going to experience these issues, as other filesystems store files in random order instead of alphabetical order.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Frolius666 on November 09, 2014, 08:46:38 AM
Quote from: memo on November 09, 2014, 07:05:50 AM
only if you are running the game on Linux or more specifically on a non-NTFS filesystem, you are usually going to experience these issues, as other filesystems store files in random order instead of alphabetical order.

Ahaa... a direction to follow... I am running the game on Linux.
Been playing on Linux for a few years now, but I recently changed PC, installed the latest Mint, latest Wine, and most importantly the latest NAM.
I checked my old PC and there I still have V30 installed, which has different file naming.
This said... I didn't want to reformat my drive to NTFS right away, so I tried some things...
Since I didn't experience any similar problems before with mods that need to load in Z-folders, I started by moving the roundabout folder into the z__NAM folder. Succes!! Roundabouts displayed correctly...
Next I moved the roundabouts back to the main NAM folder and renamed it "zRoundabouts" to be the last to load in the main folder. No more roundabouts in my city...
Then I created a folder "P" in my plugins folder and moved the roundabouts there (between the main NAM and z__NAM). Roundabouts are back...
So it is definitely the loading order that is causing this behaviour.
And although I can now get my roundabouts to display correctly, I would like to know a bit more about game loading order and do some tests, might be valuable info for my fellow Linux users.
Can anybody point me in the right direction?

Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: memo on November 09, 2014, 09:36:31 AM
You can find more information on this in this topic (http://sc4devotion.com/forums/index.php?topic=16489.0), including a possible solution.

Another workaround is to datpack the NAM folders into a single dat file (using either JDatPacker or Sc4DatPacker). They will pack the files such that they are loaded like on an NTFS system*. But you might still run into issues if you have other mods that depend on a specific order, as modders usually assume an NTFS system.

*On an NTFS system, files are loaded in alphabetical order as determined by the ASCII codes. However, since NTFS is case-insensitive, the order corresponds to the upper-cased versions of the file names. On HFS+ (Mac), the opposite is the case: it is case-insensitive, too, but the order corresponds to the lower-cased names. This distinction is important for names containing the underscore character which is located between the upper-case and lower-case letters in the ASCII table. Linux systems are usually case-sensitive and random order.

Edit: By the way, I suspect that the "-f" option of the "ls" command lists the files in the order they are loaded by the game.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Frolius666 on November 12, 2014, 04:32:52 PM
To keep everyone informed, to warn about a potential pitfall, and most of all to shake the tree and see if an occasional apple would fall... here are my findings till now on the "NAM on Linux" issue posted above.
Should such apple happen to fall, this story might be better of in a Linux thread, as this is not really something caused by the NAM.

FYI: I'm running SC4 DE on the current Linux Mint with the current Wine. My plugins folder sits (or sat) on a Ext4 formatted HDD.

I went through the thread Memo gave me, it describes a similar situation with a link to a Linux script at the bottom.
This script however doesn't work on ext4 drives, which is normal because ext4 doesn't keep an alphabetical file list.
I checked with "ls -f" command (which does indeed list files in loading order)
A few hours on the internet thought me that, if something similar to this script exists for ext4; it is very very hard to find.

Alafel told me the script worked on his NTFS drive... soooo
Sometimes you have to make those decisions...  &mmm
Backup... reformat to NTFS... configure...
Put back my plugins... ls -f... still random.
Ran the script and bingo... almost...
Plugins are in alphabetical order, but starting from H to Z, then A to G. Very strange...

Did several tests on that, could get it to start at M too, don't know why...
Then I got the idea of testing with a "maiden" folder structure, born on NTFS.
Made folders A to Z and tried the same as before.
Always perfectly alphabetical A-Z...
So I started renaming those new folders and dragged my plugins in. (I kept the subfolders).
This went OK until I got to M, which all of a sudden wanted to be on top again, script or no script (why not B...)
I accidentally dropped an original "J" in which I corrected but could have triggered it.

At this point I started testing with the very usefull Red-Blue test files from Jondor found here: http://sc4devotion.com/forums/index.php?topic=10542.msg414566#msg414566 (http://sc4devotion.com/forums/index.php?topic=10542.msg414566#msg414566)
This to confirm ls -f really did list in loading order and I wasn't chasing ghosts... confirmed... unfortunately... the red "M" loaded before the blue "A" resulting in a blue square.
The best explanation for this strange sorting behaviour I could think of is that there might be some residual ext4 data in the folders which is recognized by Linux that causes this.

Finally I started back from the maiden A-Z folder structure but kept this and dragged my plugins in the subsequent folder.
This time the folder structure stayed as it was, game loads and runs as it should, roundabouts and all...
Requires a bit more maintenance when using installers, but it's manageable.
Until above mentioned apple appears this is the best working solution I could come up with.

Current conclusion:
I you run the game on Linux, keep your plugins on a NTFS disk and preferably start out this way.

Big thanks to everyone who helped me find the pieces of this puzzle... I hope the above is useful for somebody...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: memo on November 13, 2014, 12:03:21 AM
Thanks for posting this information here. +1 :thumbsup:

I have linked it in the other thread and asked for it to be stickied.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: alexandriadna on November 13, 2014, 12:47:20 AM
Hi!, recientemente instale el nam32 y al primer reinicio de windows no pude cambiar la resolucion de pantalla ni cambiar la profundidad de color.(solo 400x600 4bits)
ya reinstale los drivers de video
formatee la maquina y reinstale windows, sc4 y nam32, luego del primer reinicio !volvio a pasar lo mismo!
datos: win xp sp3
asus eepc 1005hab
intel 950 video onboard 240mb
1gb ram, prosesador intel atom270
vercion GOG del sim city4 deluxe 1.1.641.0
()sad()



Hi !, recently nam32 install and first reboot windows could not change the screen resolution or color depth change. (Only 400x600 4bits)
and reinstall the video drivers
i format the machine and reinstall windows, nam32 and sc4 and after the first reboot! the same thing happened again!
data: win xp sp3
EEPC asus 1005HAB
onboard intel 950 240MB video
1gb ram,
intel prosesador atom270
GOG vercion sim city 4  deluxe 1.1.641.0
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: logue256 on November 14, 2014, 08:08:54 AM
Hello,

I am using the NAM32.1 in right-hand drive mode.

However, depending on the type of street, and it will make the crossings can not even pass through the train cars.

https://www.dropbox.com/s/b8ptb6ujuw24jcw/nam_in_right_handle.png?dl=0
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on November 14, 2014, 09:06:35 AM
Quote from: belfastsocrates on October 24, 2014, 04:18:56 AM
Would anyone know why the intersection when a road meets this particular SAM texture results in a blank space? When you drag a road to this SAM texture to create a T-Junction it highlights as a dark brown tile and no junction is created.

If I continue the road and make a crossroad junction it appears as normal.

As it happens I also have the same problem, so I really do think this one might be a bug somewhere. I'm using a LHD setup, as is Belfastsocrates I think too, perhaps it's related to this?

Quickly checking the Textures "z3_MRTNRLN_EuroTextures_SAM7.dat" I can see that the textures exist, assuming the range 0x5E5517x0 (Where x is 0-3 for wealth) is correct then the textures are not the problem here. Oddly, each of the FSH files for this texture is duplicated within the file, although both textures differ slightly, however, as one would just overwrite the other anyhow this can't be the issue either I guess.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: memo on November 14, 2014, 10:41:41 AM
Quote from: mgb204 on November 14, 2014, 09:06:35 AM
Quote from: belfastsocrates on October 24, 2014, 04:18:56 AM
Would anyone know why the intersection when a road meets this particular SAM texture results in a blank space? When you drag a road to this SAM texture to create a T-Junction it highlights as a dark brown tile and no junction is created.

If I continue the road and make a crossroad junction it appears as normal.

As it happens I also have the same problem, so I really do think this one might be a bug somewhere. I'm using a LHD setup, as is Belfastsocrates I think too, perhaps it's related to this?

Quickly checking the Textures "z3_MRTNRLN_EuroTextures_SAM7.dat" I can see that the textures exist, assuming the range 0x5E5517x0 (Where x is 0-3 for wealth) is correct then the textures are not the problem here. Oddly, each of the FSH files for this texture is duplicated within the file, although both textures differ slightly, however, as one would just overwrite the other anyhow this can't be the issue either I guess.

I can't explain this. I had checked the affected intersection in my game and it works for me (in RHT to be exact). The duplicate texture had also been fixed already in our NAM repository, but as you correctly assumed that should not be the issue here.

However, it is the only striking anomaly with that tile. I can only assume that the problem is that one set of FSHs is compressed and the other is not, so the TGIs are listed in the Directory file, but the game fails to decompress the FSH files (which are in fact uncompressed). You could try to delete either set of duplicate textures and save the file and see if that helps.


Edit:
Quote from: logue256 on November 14, 2014, 08:08:54 AM
I am using the NAM32.1 in right-hand drive mode.

However, depending on the type of street, and it will make the crossings can not even pass through the train cars.

The screenshot shows your game is LHT. The NAM does not change driving-side, but you have to choose the appropriate driving-side of your game, which in your case is LHT.

In LHT, the SAM x Rail paths files are indeed missing, which I have just fixed in our database. In can't see the problem with the OWRs, though.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: alexandriadna on November 14, 2014, 12:03:45 PM

Hi!, recientemente instale el nam32 y al primer reinicio de windows no pude cambiar la resolucion de pantalla ni cambiar la profundidad de color.(solo 400x600 4bits)
ya reinstale los drivers de video
formatee la maquina y reinstale windows, sc4 y nam32, luego del primer reinicio !volvio a pasar lo mismo!
datos: win xp sp3
asus eepc 1005hab
intel 950 video onboard 240mb
1gb ram, prosesador intel atom270
vercion GOG del sim city4 deluxe 1.1.641.0
()sad()



Hi !, recently nam32 install and first reboot windows could not change the screen resolution or color depth change. (Only 400x600 4bits)
and reinstall the video drivers
i format the machine and reinstall windows, nam32 and sc4 and after the first reboot! the same thing happened again!
data: win xp sp3
EEPC asus 1005HAB
onboard intel 950 240MB video
1gb ram,
intel prosesador atom270
GOG vercion sim city 4  deluxe 1.1.641.0
'''''''''''''''''''''''
i try to restore the sistem and no solve the problem, i think is somethimg during the instalation of nam with some file sistem.....
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on November 14, 2014, 12:06:31 PM
Quote from: alexandriadna on November 13, 2014, 12:47:20 AM
Hi !, recently nam32 install and first reboot windows could not change the screen resolution or color depth change. (Only 400x600 4bits)
and reinstall the video drivers
i format the machine and reinstall windows, nam32 and sc4 and after the first reboot! the same thing happened again!
data: win xp sp3
EEPC asus 1005HAB
onboard intel 950 240MB video
1gb ram,
intel prosesador atom270
GOG vercion sim city 4  deluxe 1.1.641.0

It sounds like you have the optional boot.ini modification for use on 32-bit systems, which, given that you only have 1GB of RAM, would prove very problematic.  See my post at ST here (http://community.simtropolis.com/topic/64745-nam-32-and-required-patch-has-it-done-something-to-windows/?p=1519699), which responded to a similar issue.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: alexandriadna on November 14, 2014, 12:42:46 PM
Quote from: Tarkus on November 14, 2014, 12:06:31 PM
Quote from: alexandriadna on November 13, 2014, 12:47:20 AM
Hi !, recently nam32 install and first reboot windows could not change the screen resolution or color depth change. (Only 400x600 4bits)
and reinstall the video drivers
i format the machine and reinstall windows, nam32 and sc4 and after the first reboot! the same thing happened again!
data: win xp sp3
EEPC asus 1005HAB
onboard intel 950 240MB video
1gb ram,
intel prosesador atom270
GOG vercion sim city 4  deluxe 1.1.641.0

It sounds like you have the optional boot.ini modification for use on 32-bit systems, which, given that you only have 1GB of RAM, would prove very problematic.  See my post at ST here (http://community.simtropolis.com/topic/64745-nam-32-and-required-patch-has-it-done-something-to-windows/?p=1519699), which responded to a similar issue.

-Alex


TANK YOU! Alex i solve the problem and im hapy! &apls :bnn:
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on November 14, 2014, 05:18:42 PM
Quote from: memo on November 14, 2014, 10:41:41 AM
I can't explain this. I had checked the affected intersection in my game and it works for me (in RHT to be exact). The duplicate texture had also been fixed already in our NAM repository, but as you correctly assumed that should not be the issue here.

However, it is the only striking anomaly with that tile. I can only assume that the problem is that one set of FSHs is compressed and the other is not, so the TGIs are listed in the Directory file, but the game fails to decompress the FSH files (which are in fact uncompressed). You could try to delete either set of duplicate textures and save the file and see if that helps.

I guess it's looking for the compressed FSHs, I removed the uncompressed ones and now everything is fine. I didn't try the other set since the compressed files have what I believe are the "newer" of the two textures. Thanks for your you help Memo  :thumbsup:.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: newsimaddict on November 16, 2014, 04:35:36 PM
Hi there,
I have 3 current issues/don't know how re: NAM and would love some help please?

LHD - I have changed the registry as well as ensuring that NAM is installed LHD as well (checked in plugin folders) but the intersections still show the traffic lights in RHD. I have double checked the drawpaths and played the region and cars definitely drive on the left. What file do I to double check to put the traffic lights back in their normal position?

Draggable FAR - Possibly an easy solution that I might know...I'll recheck the NAM installation as I assume I didn't select it when installing NAM32. Can someone please confirm?

FAR Intersection - Is it possible to use the type 220 on one side (half the intersection) and ONLY the intersection on the other side? Essentially a highway exit ramp that finishes in a T. I can't upload pics as the game is at home but I hope I have explained clearly.

Thanks
-newsimaddict
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on November 16, 2014, 05:11:24 PM
Quote from: newsimaddict on November 16, 2014, 04:35:36 PM
LHD - I have changed the registry as well as ensuring that NAM is installed LHD as well (checked in plugin folders) but the intersections still show the traffic lights in RHD. I have double checked the drawpaths and played the region and cars definitely drive on the left. What file do I to double check to put the traffic lights back in their normal position?

The NAM doesn't change the side of the traffic signals in LHD.  Maxis never did, either.  If you want the signals flipped, you'll have to use an alternate set like MandelSoft's Stoplight Replacement Mod (SRM) (http://community.simtropolis.com/files/file/27739-stoplight-replacement-mod-srm/), which is over at ST.

Quote from: newsimaddict on November 16, 2014, 04:35:36 PM
Draggable FAR - Possibly an easy solution that I might know...I'll recheck the NAM installation as I assume I didn't select it when installing NAM32. Can someone please confirm?

It's checked by default in all installation types except for "Traffic Simulator Only", so unless you unchecked it in a Custom Installation, you should have it.  You'll just need to use the patterns outlined in the Users Guide to build the FAR.

Quote from: newsimaddict on November 16, 2014, 04:35:36 PM
FAR Intersection - Is it possible to use the type 220 on one side (half the intersection) and ONLY the intersection on the other side? Essentially a highway exit ramp that finishes in a T. I can't upload pics as the game is at home but I hope I have explained clearly.

Flipping through the pieces, it doesn't appear that is the case.  I know the future of that functionality is in kind of an odd state right now with our implementation changes, so I don't know that the puzzle piece would be made.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: wurze on November 19, 2014, 02:32:55 PM
Hello Folks

Not strictly a problem with the operation of the nam, so I hope this is the right place.

I'm having a bit of an issue with a couple of the files included in the installation of the latest nam.  I have being trying to empty my plugins folder, all straightforward enough except that the nam folder refuses to budge. I think that the problem is with two files which are meant to be shortcuts to the SC4d and Simtropolis web sites. however the url's are missing so as short cuts they don't work.  No worries I'll delete them I thought, the problem is I can't delete them, take ownership of them or do anything at all with them and I think that is what is responsible for preventing me moving the nam folder, moving or even renaming the Plugins folder. Does anyone have any idea how to get rid of them?  Not a major problem I know, but it's driving me dotty so any assistance would be greatly appreciated.
Thanks
Chris.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on November 19, 2014, 03:11:58 PM
Well I would think somewhere you have a rights issue, newer versions of Windows can be a pig with this depending on how they are set up. Firstly make absolutely sure you are logged into Windows with Administrator access, you should be able to take ownership of the files so long as you have admin rights.

For some files I've found particularity hard to take ownership of I've used this utility (http://www.howtogeek.com/howto/windows-vista/add-take-ownership-to-explorer-right-click-menu-in-vista/) with success in the past.

If that doesn't work, do a reboot and before anything else in Windows try to take ownership/delete these files, it's also possible some other program is using them preventing the system from moving/deleting them, if this was occurring from a fresh boot, you could try booting in diagnostic startup mode (this loads Windows with a minimum set of processes for troubleshooting). To activate it press the Windows Key & R at the same time, then type MSCONFIG into the box that appears and click OK, when it loads, Diagnostic Mode is the middle option. Don't forget to change this back after you've finished with it so Windows boots normally again though.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdenm8 on November 20, 2014, 12:29:52 AM
You can also mass-force ownership using PowerShell (I don't know if an equivalent command or Executable exists in CMD), but it requires you to have downloaded PowerShell and to know how to use it.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: wurze on November 21, 2014, 08:48:49 AM
A big thank you to jdenm8 and  mgb204 for your advice.
Because the offending files were Internet shortcuts the context menu approach didn't work. However a simple re-boot was all that was needed, after the reboot what I suspect were corrupted versions of the shortcut files mysteriously disappeared and everything now seems to work fine. I would not have had a clue with powershell so I'm glad I didn't need to go down that route but thanks anyway.
So once again thanks for your help.   &apls

Thanks
Chris.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdenm8 on November 21, 2014, 09:34:22 AM
Quote from: wurze on November 21, 2014, 08:48:49 AM
However a simple re-boot was all that was needed

Ah. PowerShell wouldn't have fixed these anyway, they're ghost files. As far as Windows knows, they're files that still exist on the HDD (Technically they do, they're just marked for deletion) but when it tries to delete them, it can't and assumes it's a permissions problem.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: vinlabsc3k on November 22, 2014, 12:17:51 AM
Sorry if already asked, but there's a problem with dragged L1 Roads over L0 HSR: When I drive an automata, the vehicle stops at the overpass and the route is blocked even for in game traffic, but the paths are OK.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on November 25, 2014, 02:23:02 PM
Quote from: wurze on November 21, 2014, 08:48:49 AM
However a simple re-boot was all that was needed...

It's a cliché, but you'd be surprised how many things can actually be resolved with a reboot  :).
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Kira on November 28, 2014, 04:28:40 AM
I have a problem trying to install NAM,im using the steam simcity deluxe version .641 copy.when i try to install it the installer would crash just as i am about to allow it to install.

im running a japanese version of windows 7 however simcity is a US copy(apparently steam japan does not provide a japanese copy)if that helps,also ive read all over the place that the issue could be caused by the fact the NAM installer searches where simcity would normally be installed by a CD copy and not where steam installs it.

to that end i tried to disseminate the main exe file and manually install but im not sure what goes where so ive stopped that.

some help and advice would be appreciated
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: microwavables on November 30, 2014, 05:43:34 PM
Does anybody know if it's possible to have TuLEPs appear with Euro road textures? I'm just getting the double-yellow (see image attached.) I've reinstalled NAM several times, and even cleaned out my Plugins folder trying to make it happen, and I know I've seen other users with Euro textured TuLEPs.. I've got the Euro Cosmetic Re-Texture Mod and have EU_TuLEPs.dat, EU_UK TuLEPs.dat, and US_TuLEPs.dat installed under Plugins>z___NAM>TuLEPs.

Any ideas?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Durfsurn on November 30, 2014, 09:03:11 PM
I would guess it's the sidewalk override you are using but I am not completely sure.

-Billy
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: compdude787 on November 30, 2014, 10:05:02 PM
You need to remove the US_TuLEPs file from your plugins folder. It's overriding the EU_TuLEPs file because 'U' comes after 'E,' and that's what the game is loading last.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: microwavables on November 30, 2014, 10:08:16 PM
Quote from: Durfsurn on November 30, 2014, 09:03:11 PM
I would guess it's the sidewalk override you are using but I am not completely sure.

-Billy

Thanks for your reply. It looks like it was a loading order matter. I reorganized all the mods so they loaded after the NAM and that fixed it. This was driving me mad for months, and such a simple fix!

Quote from: compdude787 on November 30, 2014, 10:05:02 PM
You need to remove the US_TuLEPs file from your plugins folder. It's overriding the EU_TuLEPs file because 'U' comes after 'E,' and that's what the game is loading last.

I assumed US_TuLEPs was referring to RHD, which is what I'm using. I'll try this if I have future issues. Thanks!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: compdude787 on November 30, 2014, 10:12:00 PM
Quote from: microwavables on November 30, 2014, 10:08:16 PM
I assumed US_TuLEPs was referring to RHD, which is what I'm using. I'll try this if I have future issues. Thanks!

Well, actually, whether the game is LHD or RHD is based on the locality you selected when you installed the game, so there's nothing in the NAM that has anything to do with whether or not cars drive on the left or the right side of the road in SC4.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: builder on December 11, 2014, 04:12:48 AM
Hello,

There seems to be an issue with the region legend view. I have the NAM legend chart with the new colors, but the roads in my region sometimes show up black and sometimes show up gray. How come? I don't have anything else in my plugins that would conflict with that, and everything else works just fine, I think. It's just a graphical bug it seems like and it doesn't detract from the gameplay much, but curiosity got the best of me!

Thanks in advance!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on December 11, 2014, 06:05:12 AM
Quote from: microwavables on November 30, 2014, 05:43:34 PM
Does anybody know if it's possible to have TuLEPs appear with Euro road textures?

I know you've fixed the problem now, but nothing in the NAM was causing the issue, since the NAM TULEP's do not come with any other sidewalks except for the Maxis White ones. I'm guessing you've installed Magneto's SLA mod, if that is the case you need to remove all the US files, since they are duplicates of the EU ones with US textures they are surplus to requirements.

Quote from: builder on December 11, 2014, 04:12:48 AM
There seems to be an issue with the region legend view.

This is something to do with adding RHW support, it's just something you'll have to live with I believe.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: APSMS on December 11, 2014, 09:02:23 AM
@builder: I believe you'll find that the readme holds the answer. IIRC, you have to open the data view at least once in every city each time you play for the region transit map to save properly. Hope this helps.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tropod on December 11, 2014, 11:37:20 AM
Quote from: APSMS on December 11, 2014, 09:02:23 AM
@builder: I believe you'll find that the readme holds the answer. IIRC, you have to open the data view at least once in every city each time you play for the region transit map to save properly. Hope this helps.

On top of this; players need to make sure when you're saving not to tab out or away or take focus away from the game as doing so can also cause problems.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: APSMS on December 11, 2014, 03:42:13 PM
Quote from: Tropod on December 11, 2014, 11:37:20 AM
On top of this; players need to make sure when you're saving not to tab out or away or take focus away from the game as doing so can also cause problems.

This is true, though slightly unrelated since the problem there manifests as a completely blank city tile, not a screwed up transit region view. When that happens (unfocusing during saves), the result is far more obvious/less subtle.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: builder on December 14, 2014, 05:11:24 AM
Don't worry, I don't tab out when the game saves, I wouldn't dare do that!  :P

Would I have to see the data views every time I save to region?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: APSMS on December 14, 2014, 08:31:22 AM
I think so. I usually use the data views at least once when having a building session, so I can't really say for certain.

I'm pretty sure that you can just open them once, and then save (save early, save often!). I think after the first time, it doesn't matter if you open it up for future saves as long as you don't exit the city. I usually find the traffic data view to be the go to, especially if you're forgetting to do this, since at least that data view is relevant to your problem (but it doesn't need to be that particular view; it can be any view--fire, prop. value, etc.).
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: builder on December 18, 2014, 12:57:01 AM
Okay, I will take it into account.

I have a much bigger issue now  :(

It seems my trains are not working. And no, I'm not saying that my population count is so low my trains are not being used. No, I've looked at the traffic data view, and every road comes up as either green, or any of the other usual colors, but the rail tracks are not registered at all. When I looked at the volume chart, the roads turned into the usual colors of blue and so forth, but the train tracks did not even register at all. Not even as blue-gray (the lowest shade indicating volume). I'm concerned something serious has happened.

I asked a question in the VDK customer support thread about me not being able to drive u-drive-it missions with trains, that whenever the counter hit 1, the mission aborted and I got a failed mission. I got a reply about spawner lots, and after checking out what a spawner lot is, I can confirm that I do not have any of those.

So honestly, please halp! Never experienced this issue before.

There's also this other interesting and odd thing I've found. Two adjacent city-tiles have a road leading out to the east of it's city tiles, and both are pure red from congestion. So I checked where the traffic goes by going into those adjacent city tiles to the east, and found out that they go in a circle. Even despite the fact that the two city tiles the traffic is coming from has multiple roads connecting them (they're basically two parts of a bigger town), there's lots of traffic taking a long route around. And there's nothing where that road traffic goes other than farms, and a little bit of houses. No major industrial areas or nothing.

And the mystery continues!

The road is packed with pedestrians! And it's a long walk through farmland they're taking. I mean what the duck? Sure there's some cars, but pedestrians and buses take up most of the traffic volume going through on that road...

There is also the fact that the road leading from the residential area to the big industrial area in north-western city tile have totally fine traffic! The road shows up in green colors, not even close to the amount that would be expected.

Writing now, I remember ticking the box with park-and-ride in the traffic simulator configuration tool. However, I have ample parking (that is not used, also what the duck) and bus stops, so this shouldn't be a problem.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on December 18, 2014, 01:25:37 AM
Quote from: builder on December 18, 2014, 12:57:01 AM
Writing now, I remember ticking the box with park-and-ride in the traffic simulator configuration tool. However, I have ample parking (that is not used, also what the duck) and bus stops, so this shouldn't be a problem.

It sounds like that's still a large part of the issue.  The matter isn't ample parking (day and night) so much as it is parking in the right places.  Otherwise, they will walk prolifically.

As far as the trains go, turn on DrawPaths.  The types of issues you're reporting sound as if there are no paths on your rails.  This is an issue that used to occur when LHD users didn't install the LHD plugin, but those issues were addressed with the changes we made to the installer.

I'd reinstall the NAM.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: builder on December 18, 2014, 02:53:16 PM
Checked for LHD plugin, and I got that. Turned the DrawPaths on, and saw that only the wide curves and road rail-overpasses as well as normal road that passes over rail have the lines and arrows on top of the rail tracks.

Every piece of road has everything in order.

I looked at the RAM and RRW plugin folders, and they didn't look wrong. I can't really remember if when installing the NAM, you get both the RAM and RRW? If so, then everything should be fine, but maybe I installed a RHD plugin or something like that for the rails in SC4? I might check that tomorrow. Right now I'm sleeeepy!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on December 18, 2014, 05:10:01 PM
There had been some LHD problems with the RRW previously.  See this post (http://sc4devotion.com/forums/index.php?topic=15931.msg482890#msg482890).

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: builder on December 19, 2014, 01:46:31 AM
Quote from: Tarkus on December 18, 2014, 05:10:01 PM
There had been some LHD problems with the RRW previously.  See this post (http://sc4devotion.com/forums/index.php?topic=15931.msg482890#msg482890).

-Alex

I put the downloadable file in the documents/simcity4/plugins/NetworkAddonMod/RealRailway

Or should I put it in the plugins folder as it is a file with a z in front?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on December 19, 2014, 01:49:22 AM
As the path files likely don't exist in your installation, there isn't a load order issue that I'm aware of.  I'd go for the RealRailway folder just as you did.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: builder on December 19, 2014, 02:38:23 AM
It worked! The issue is resolved now. Finally, I thought I'd never be able to use normal heavy rail in-game anymore.

Thank you Tarkus for helping me out!

EDIT: What about the park-and-ride box that I ticked? I couldn't find anywhere that explained this in detail other than the info in the installer. What does it do, precisely?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Coogan on December 19, 2014, 12:07:02 PM
Apologies if this has been answered elsewhere already.  I'm having a graphics glitch with FlexFly over Maxis Avenues.  It should be pretty self-explanatory in the image.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FBPBSUD9.png&hash=8f5dff25b7312ca372a1074ea26c2178a7801891)

Any ideas on how to fix this?

Thanks

Coogan
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: compdude787 on December 19, 2014, 12:28:39 PM
Convert the avenue to RHW-4 and it should work. Either way, it seems unusual to have FlexFly over an avenue, and that seems like it's not supported.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Coogan on December 19, 2014, 01:10:25 PM
Quote from: compdude787 on December 19, 2014, 12:28:39 PM
Convert the avenue to RHW-4 and it should work. Either way, it seems unusual to have FlexFly over an avenue, and that seems like it's not supported.

I've been trying to figure out how to connect an avenue to RHW via T-junction for weeks now, and nothing seems to work, other than just converting RHW-4 to an avenue and just having them intersect at a stoplight.

And on that note, I absolutely cannot get the Avenue EMIS to connect to either the FlexHeight or the puzzle-based Height Transitions.  Well, the HT can butt up against the EMIS T-intersection, but it doesn't look pretty, and it only lets me use the starterless ramps, which won't connect to the ground MIS.  As far as I can tell, Avenue EMIS is basically useless, because it'll either connect to no pieces, or only one piece on either side.  How am I supposed to use it?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on December 19, 2014, 01:14:40 PM
What do you mean by "Avenue EMIS"?  Do you mean the old Avenue x EMIS (L2 MIS) intersection puzzle pieces?  If so, those pieces are essentially obsolete--you can actually drag the MIS right out of the Flex-HT and intersect one of the draggable Avenue viaducts (including the L1).

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Coogan on December 19, 2014, 01:22:31 PM
Quote from: Tarkus on December 19, 2014, 01:14:40 PM
What do you mean by "Avenue EMIS"?  Do you mean the old Avenue x EMIS (L2 MIS) intersection puzzle pieces?  If so, those pieces are essentially obsolete--you can actually drag the MIS right out of the Flex-HT and intersect one of the draggable Avenue viaducts (including the L1).

-Alex

I guess those are the ones; under Build Roads -> RHW/AVE.  Are those the ones that are obsolete?  Man, I've been banging my head for 2 weeks now trying to figure out how to get them to work.  Kinda feel like a dufus now :)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Coogan on December 19, 2014, 01:51:51 PM
Quote from: Tarkus on December 19, 2014, 01:14:40 PM
What do you mean by "Avenue EMIS"?  Do you mean the old Avenue x EMIS (L2 MIS) intersection puzzle pieces?  If so, those pieces are essentially obsolete--you can actually drag the MIS right out of the Flex-HT and intersect one of the draggable Avenue viaducts (including the L1).

-Alex

I've tried the latter a few times and I always end up with a jumble of mismatched pieces and missing textures.  All clicking around does is move the jumble to a different place.  Is there some kind of pattern to it?  I've watched YouTube tutorials and Haljackey, etc, always seem to know where to click to fix it up and get it to look right.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: compdude787 on December 19, 2014, 05:46:35 PM
Quote from: Coogan on December 19, 2014, 01:51:51 PM
Quote from: Tarkus on December 19, 2014, 01:14:40 PM
What do you mean by "Avenue EMIS"?  Do you mean the old Avenue x EMIS (L2 MIS) intersection puzzle pieces?  If so, those pieces are essentially obsolete--you can actually drag the MIS right out of the Flex-HT and intersect one of the draggable Avenue viaducts (including the L1).

-Alex

I've tried the latter a few times and I always end up with a jumble of mismatched pieces and missing textures.  All clicking around does is move the jumble to a different place.  Is there some kind of pattern to it?  I've watched YouTube tutorials and Haljackey, etc, always seem to know where to click to fix it up and get it to look right.

Well, you just have to click all over the place until it all displays correctly.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: diego6677 on December 27, 2014, 10:30:50 PM
Hello all.

I seem to have a serious bug in NAM 32 for GHSR to HSR onslope. 

I don't know if it is just me or it is universal bug to everyone who has NAM32.  I attach a screenshot.  Why would it appear like that? It doesn't serve any purpose nor function.  I checked my installer and I have installed all necessary installation but still it still appear like that.  I once thought it was due to a visual glitch but it is not the case as I replicate it in several cities of various size.

So is this bug or what?  And how do we go solving about it?

Thank you for answer.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on December 27, 2014, 11:13:15 PM
I just used the piece now--there is no bug.  Its preview is a bit odd, and it'll also look odd if you place it on flat ground like that, but as long as you point the arrows toward the ground portion when the slope is actually involved, you'll be alright.  I was able to successfully build a GHSR to HSR On-Slope.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: NielsC007 on December 28, 2014, 09:03:32 AM
I don't know if this bug has already been reported, but when I try to make a diagonal MIS x Diagonal AVE 4 intersection I get this bug:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2FNielsC007%2FSimcity4%2FBugs%2Fmis_x_ave4_nam32_bug.png&hash=4d4ba563ccf9ab959c1f06e7c3116c270655d4d6)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on December 28, 2014, 12:19:36 PM
Confirmed, and its paths are not working properly.  Revived the GitHub issues list and posted it there (https://github.com/BluelightningSC4/Network-Addon-Mod/issues/217).  Some of the stuff we're doing for NAM 33 will knock out the RUL issue (which looks like a texture issue), but this isn't anything we can really patch before that release.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jmdude1 on December 31, 2014, 04:35:41 AM
Does this pathing look right? It the only network that has these red flashing 'L' shaped lines, and there are no crossovers (lane changes) for the green paths, like rhw6c, etc.
Any suggestions? Thanks.

I'm using Imgur. Let's see if it works this time.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FgaHM0xl.jpg&hash=f6263f95d792a88186e476ba120051a7e7dbd945)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Haljackey on December 31, 2014, 07:14:50 AM
Quote from: jmdude1 on December 31, 2014, 04:35:41 AM
Does this pathing look right? It the only network that has these red flashing 'L' shaped lines, and there are no crossovers (lane changes) for the green paths, like rhw6c, etc.
Any suggestions? Thanks.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FgbUJVm9.jpg&hash=3d37e4dffb6d07c3ebab9fedeae93fcb10dbcf41)

Hi jmdude1,

I am unable to see your image. Says it's not available. Would you be able to try uploading it again or use another host?
Thanks!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: diego6677 on December 31, 2014, 09:47:02 AM
Quote from: Tarkus on December 27, 2014, 11:13:15 PM
I just used the piece now--there is no bug.  Its preview is a bit odd, and it'll also look odd if you place it on flat ground like that, but as long as you point the arrows toward the ground portion when the slope is actually involved, you'll be alright.  I was able to successfully build a GHSR to HSR On-Slope.

-Alex

Alex,

Thank you for your input but I still find lots of bugs this time.  I still don't know how to solve it properly with your suggestion.  please can you show me how to do it (picture please)?

When I tried to follow your suggestion, it made the "visual bugs" worse.  ()what() I attach latest screenshot for your reference.  There is clearly something wrong with the setup (or with how I go about it).   

Please kindly advise me on how to solve this strange problem, or at least, the correct approach to use this puzzle piece.  I checked documentation but nothing is there.  ()what()

Thank you again and happy new year.

Diego
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: APSMS on December 31, 2014, 10:59:17 AM
Quote from: jmdude1 on December 31, 2014, 04:35:41 AM
Does this pathing look right? It the only network that has these red flashing 'L' shaped lines, and there are no crossovers (lane changes) for the green paths, like rhw6c, etc.
Any suggestions? Thanks.

I'm using Imgur. Let's see if it works this time.

<snip>
Ah, the readme (and dev forums), such oft neglected items...though honestly I have no idea if you've read it or not; it's been such a long time since I read it myself that I can't remember if it talks about these things or if it's just me digging through forum archives.

The paths are fine. The automata automatically change lanes between paths going the same direction on the same tile. Lane crossovers for the RHW-6C are there because each direction's lanes occupy more than one tile, and require paths to allow the Sims to change into the extra lane.

Not sure if it's mentioned in the readme, but the red markings are distilled intersection paths (DIPs) that increase the capacity of the network in question by 25%. This is done to make the RHW-6S more than a cosmetic clone of the RHW-4 network. You'll see these on a lot of NWM networks, as well as intersections (I think &Thk/(). A quick test with the U drive it mode or in a sandbox city forced connection (homes to jobs and back) would show the paths as working fine.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Coogan on December 31, 2014, 11:55:09 AM
Is there anything I can do about this?  I've been clicking all over the place for over 45 minutes so far, and this is the best I can get it (notice the RHW-6 to the overpass, then it converts to RHW-4, then back out to RHW-6 again).

I really hope this mad clicking stuff gets resolved (or at least easier) in the next NAM, because it's one of the most infuriating things I've ever dealt with.  And I've got 2 pre-K kids :)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FBvMf1sw.png&hash=98d860d64c61532573262028399ba0b58027af51)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on December 31, 2014, 01:40:19 PM
Quote from: diego6677 on December 31, 2014, 09:47:02 AM
Please kindly advise me on how to solve this strange problem, or at least, the correct approach to use this puzzle piece.  I checked documentation but nothing is there.  ()what()

There isn't a ton of documentation for HSRP, as it went through a period of 5 years where absolutely nothing was done to it.  It took me a little getting used to myself, but there's actually instructions listed on the description for the piece.  I'll try to get some sort of visual aid up in a bit.

Quote from: Coogan on December 31, 2014, 11:55:09 AM
Is there anything I can do about this?  I've been clicking all over the place for over 45 minutes so far, and this is the best I can get it (notice the RHW-6 to the overpass, then it converts to RHW-4, then back out to RHW-6 again).

I really hope this mad clicking stuff gets resolved (or at least easier) in the next NAM, because it's one of the most infuriating things I've ever dealt with.  And I've got 2 pre-K kids :)

FlexSPUI has quite a few issues presently, and has had them for awhile.  It's not fully up to date with the new RHW specs, and with some spec changes in progress with the other side of it (the Avenue side), it's really in an awkward place.  Might be able to band-aid it a little bit, but the entire FlexSPUI codebase is likely to be completely tossed in the garbage and rewritten for the release after next.

-Alex

Edit: Diego, as promised, here's a screenshot of how I placed the HSRP OnSlope.  Part of the issue you've been encountering may be because the higher ground you're trying to place it on is too short and narrow, and the starters on the end are deforming it.  At least 3 tiles length on the higher ground should be adequate.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Fdvo3kWZ.jpg&hash=5d00b53069e297d43f02fa00c79b1ce6e04fd671)

Happy New Year to everyone!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jmdude1 on December 31, 2014, 07:55:10 PM
Quote from: APSMS on December 31, 2014, 10:59:17 AM
Quote from: jmdude1 on December 31, 2014, 04:35:41 AM
Does this pathing look right? It the only network that has these red flashing 'L' shaped lines, and there are no crossovers (lane changes) for the green paths, like rhw6c, etc.
Any suggestions? Thanks.

I'm using Imgur. Let's see if it works this time.

<snip>
Ah, the readme (and dev forums), such oft neglected items...though honestly I have no idea if you've read it or not; it's been such a long time since I read it myself that I can't remember if it talks about these things or if it's just me digging through forum archives.

The paths are fine. The automata automatically change lanes between paths going the same direction on the same tile. Lane crossovers for the RHW-6C are there because each direction's lanes occupy more than one tile, and require paths to allow the Sims to change into the extra lane.

Not sure if it's mentioned in the readme, but the red markings are distilled intersection paths (DIPs) that increase the capacity of the network in question by 25%. This is done to make the RHW-6S more than a cosmetic clone of the RHW-4 network. You'll see these on a lot of NWM networks, as well as intersections (I think &Thk/(). A quick test with the U drive it mode or in a sandbox city forced connection (homes to jobs and back) would show the paths as working fine.

Actually, I read the NAM documentation regularly when I can't figure something out and there are 100's of pages of NAM questions, forgive me for not going through them all. I just figured I could post a question in the 'NAM questions and problems' thread and somebody might be able to help.

Thanks for the response and the explanation as well.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: APSMS on December 31, 2014, 09:20:47 PM
@jmdude1: Yeah, sorry for that. I couldn't remember if you were one of the more responsible users,, and made a joke at your expense. No offense meant, and I hope none was taken.

The function first policy of the NAM team imo is what makes it so great, since things like that 6S take on new usability rather than being redundant and only slightly interesting (another game I play has this problem in spades).
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jmdude1 on December 31, 2014, 10:38:47 PM
Quote from: APSMS on December 31, 2014, 09:20:47 PM
@jmdude1: Yeah, sorry for that. I couldn't remember if you were one of the more responsible users,, and made a joke at your expense. No offense meant, and I hope none was taken.

The function first policy of the NAM team imo is what makes it so great, since things like that 6S take on new usability rather than being redundant and only slightly interesting (another game I play has this problem in spades).

No worries at all. I know how frustrating it must be with you guys getting a lot unnecessary questions. I just wasn't sure if I had a conflict or if I installed something wrong. Thanks again for the help.  :)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: diego6677 on January 01, 2015, 09:34:45 AM
Quote from: Tarkus on December 31, 2014, 01:40:19 PM

*snide*

-Alex

Edit: Diego, as promised, here's a screenshot of how I placed the HSRP OnSlope.  Part of the issue you've been encountering may be because the higher ground you're trying to place it on is too short and narrow, and the starters on the end are deforming it.  At least 3 tiles length on the higher ground should be adequate.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Fdvo3kWZ.jpg&hash=5d00b53069e297d43f02fa00c79b1ce6e04fd671)

Happy New Year to everyone!

Thank you for the picture as it helps a lot.  :thumbsup:  I tried to replicate your example by raising few tiles higher in various height:  15m, 22m, 24.5m, 30m.

unfortunately, it is still visual bugs as I attach the screenshot  - it shows the gap.  however the drawpaths cheat show it is workable.  And the train can go through the "gap" without problem.  I'm a bit disappointed as I know that NAM is aimed for realism and this bug is anything other than realism.  ???  Oh well at least we know that it is a bug or glitch.  Overall, I am still happy with NAM bar this weird bug but you can't be pleased with everything perfect anyway :) 

Thank you again for your helps in any case Alex.  Happy new year.

Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Coogan on January 02, 2015, 01:00:09 PM
Here's a dumb question, but I don't think I've ever seen it asked anywhere:

Will buildings grow along the RHW?  I've always assumed it's like the Maxis highways; the game would complain about no road access if you zoned anything on it.

(I would try it out but I'm not at my SC4 system right now).
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on January 02, 2015, 01:51:45 PM
Quote from: diego6677 on January 01, 2015, 09:34:45 AM
I'm a bit disappointed as I know that NAM is aimed for realism and this bug is anything other than realism.  ???  Oh well at least we know that it is a bug or glitch. 

Well, it's more that the piece is just difficult to place.  It took me some practice to get it placed right, too--I was using the version with the starters, if that helps.

Quote from: Coogan on January 02, 2015, 01:00:09 PM
Here's a dumb question, but I don't think I've ever seen it asked anywhere:

Will buildings grow along the RHW?  I've always assumed it's like the Maxis highways; the game would complain about no road access if you zoned anything on it.

(I would try it out but I'm not at my SC4 system right now).

Generally, no, as it's a highway network. 

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Wiimeiser on January 02, 2015, 02:47:08 PM
AFAIK the RHW is actually just the network template with Autoconnect enabed.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on January 06, 2015, 10:57:02 AM
Having mostly finished my Sandstone mod, some pieces really stand out that I still can't change, namely the GLR Ramps, Flups Ramps and the TIR Bridge. Since it is often very useful to use such pieces I would very much like to re-texture them to fit my mod. Are there Gmax/model files for these pieces available so they can be modified?

I notice Rivit had managed to achieve much the same with the Street Ramp for his Tarseal Mod so I guess these models must of been available somewhere at some point, or is there another way to do this that someone knows of?

:EDIT:

After a bit of searching I think the GLR Ramps used in the NAM were made by the following creators:

SFBT - Tram FLUPs / Tram to Subway Ramp
RTMT - Tram in Ave/Tram in Road to Subway Transition
Marrast - Tram in Ave FLUPs Ramp.

If anyone knows if Marrast is still around, or the best way to contact the SFBT that would be helpful. Otherwise could someone in the NAM team confirm if these models are kept by them or would be available?

I'm working with someone who may be able to make a replacement if we can't get the originals, this brings up another question, does anyone know how deep the ramp should go? Is it necessary for this to be the same for the pathing to work correctly?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tropod on January 15, 2015, 12:48:17 AM
Quote from: mgb204 on January 06, 2015, 10:57:02 AM
....Are there Gmax/model files for these pieces available so they can be modified?

....does anyone know how deep the ramp should go? Is it necessary for this to be the same for the pathing to work correctly?

ilives reader can export as 3DS, though not sure if that'll be in the appropriate format you need.
Paths; paths are not reliant on content of S3D in order to work. This (http://www.wiki.sc4devotion.com/index.php?title=Network_Specs/Paths) has some info on pathing.

Other questions I couldn't answer myself, but hopefully ^^ that'll help  ;)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: bobblunderton on January 29, 2015, 11:23:05 PM
First of all, I would like to after many years, say THANK YOU to the NAM team for 9+ years of having much fun building highways unlike any other computer game available.  This keeps me playing SC4 to this day.  NO OTHER GAME can compare to this SC4 + NAM + buncha-other-mods-etc!

Now that that's outta the way, I tried building a L2 6s highway (just a single side of it, was part of a flyover) from east to west, over a single, diagonal section of L0 6s that went from NE to SW diagonally.   The top level being orthagonal, the bottom diagonal.  I know these are somewhat tough to build, and I've had problems before.  I figured, well, each road is a single instance (not two directions of highway next to one another such as an overpass on ye-olde-typical highway), so maybe it would work.  When I went to drag the bridge across the diagonal L0 6s with the orthagonal L2 6s, it turned RED as it got to the far side of the bridge to be built.  No way of doing this would let it work.  I found this odd, when I remedied this with replacing the orthagonal L2 6s with a standard L2 2lane.  This works for me in this instance, but was just curious about it.  Is this an error in the RUL codes or is this just not permitted to build orthagonal L2 6s over diagonal L0 6s?

Thank-you again.  Your highways allow me (while also using CAM mod) to build cities of 4-5 million people on a large tile.  This is amazing.  I even tried CitiesXL, and it reeked.  SC2013...not even gonna try that one.  SC4 is just TOO MUCH FUN.   Even well into my 30's, this game is still just AWESOME.

Looking forward to Fractional-angle highway exits and abilities to build overpasses over them even if it's puzzle piece based.  FA2/FA3 highways are nice but they are certainly limited access without having any ramps for them!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: spiritcrusher96 on February 04, 2015, 08:14:08 PM
Im running simcity4 on windows 7 downloaded from steam. i have the NetworkAddonMod_Setup_32.exe downloaded but when I try to open it It says it can't extract it,  am I doing something wrong? I seem to be the only one who can't install this thing
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Bojci43 on February 07, 2015, 02:34:57 AM
Hello

Have one question - i bought new computer and i will play SC4 on this new computer now.
My question is: can i copy / paste the NAM from plugins (from old computer on a new computer), or do
I have to install NAM again on a new computer?

Brgds
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: shanghai kid on February 07, 2015, 08:54:12 AM
i'm pretty sure you can just copy/paste the nam folder from the old to the new computer.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: gobo77 on February 08, 2015, 12:33:10 PM
I have following Problem:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fld-host.de%2Fuploads%2Fthumbnails%2F70efee15bfedad153a562ba17d52347b.jpg&hash=f2209c66bddc9e746a02e6eafe3ad24199e0b074) (http://ld-host.de/uploads/images/70efee15bfedad153a562ba17d52347b.jpg)

If I want to build this, on this field the elevated train modell appears. And if I want to place the diagonal puzzle piece of the grass textured GLR, it will be placed on the field above. It's draggable GLR with the grass texture from the additional styles starter pieces.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on February 08, 2015, 02:43:39 PM
Your problem is due to the diagonal piece switching at the same time to run parallel to the avenue, usually you need at least 2-3 tiles space to get a starter in place.

If you switch to the puzzle pieces you can make the avenue connection, depending on other factors you may need to use puzzle pieces for the entire T-Switch-track part before switching to draggable again (if you desire). You will also need to delete the draggable network to have space for the puzzle piece to plop. Draggable GLR can be dragged right up to a puzzle piece, but puzzle pieces often won't plop right next to draggable networks, so just switch the order for building and you should be fine.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Kuewr665 on February 14, 2015, 08:22:29 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FSAwiPZL.jpg&hash=dfe996f1dc8d4212d46f009730da0817a1412253)

I don't remember if I have asked about this already, but I am unable to create this overpass.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FZdMohOw.jpg&hash=bb5488dfa745d67a21716e83cb2a70806028283c)

This may be more of a feature request, but the FAR pieces taking up unused tiles mean that setups like the one I have pictured above cannot be created, because of the adjacent piece using the empty tile in the median. I am wondering if the FARHW pieces will have smaller footprints similar to the new FAR pieces in the RRW.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: j-dub on February 24, 2015, 11:04:04 PM
I may not be the most help, but Sorry it's not that simple. This ain't easy stuff, there is too much stuff to track and if the devs here can shrink that down then that would be great but if they can't, then they just can't. Yeah, unfortunately alot of stuff pictured there I know is too close together to even work stable in that first picture especially. I know you don't want to hear it that way, but present time, either way you stuck with it as is, no-warranty. IF that gets retrofitted, it will be a long time.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: speeder on March 08, 2015, 05:01:29 PM
I found a bug

The part that is an exit (the entrance version works fine) A1, internal, for the RHW-10S don't work, it plots down the "default" piece, and don't change to match the highway, and you cannot drag a MIS out of the exit stub either (you must use a starter piece instead).

Pictures:
http://i.imgur.com/Bswul8W.jpg
http://i.imgur.com/Bswul8W.jpg

EDIT: The water around the bridge (of that same highway) is a very dark blue, and don't match maxis default water colour, neither the colour of any of the water mods I have here.

Any fix for that?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: itsacoaster on March 08, 2015, 07:24:17 PM
speeder:

A couple of others and I reported that problem, and apparently that will be fixed in the next edition:

http://sc4devotion.com/forums/index.php?topic=990.msg488434#msg488434
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: speeder on March 10, 2015, 09:31:56 AM
What about the issue I mentioned in my EDIT, where the bridge pylons have some funny water texture that don't match either modded or maxis stock water texture?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: dyoungyn on March 15, 2015, 09:02:58 AM
NAM Team,

I would like to start off by saying thank you for all your creativity and work.

I am not sure if the attached have been reported.  The first of the cloverleaf interchange, this started about a month ago.  I use to be able to do this with ease, but now, no joy.

The second is so close for this type of interchange.  Now sure why it is doing this. 

dyoungyn
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Mikey Knox on March 15, 2015, 09:46:55 AM
Hi there

I just have a quick question about the 4GB Patch i found in the depths of my Folders  :)

Do i have to install this, or what is this all about?

Thx

Mike
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Indiana Joe on March 15, 2015, 04:49:47 PM
Quote from: Imiona on March 15, 2015, 09:46:55 AM
Hi there

I just have a quick question about the 4GB Patch i found in the depths of my Folders  :)

Do i have to install this, or what is this all about?

Thx

Mike

It allows SimCity 4 to use more of your computer's RAM.  In its current state, the game doesn't handle the huge NAM controller very well with the limited memory it can use.

Not sure what you're finding in "the depths of your folders."  The patch is supposed to be installed when you install the NAM.  If it's this thing: http://community.simtropolis.com/uploads/monthly_03_2015/post-659211-0-96176800-1426427070.png (http://community.simtropolis.com/uploads/monthly_03_2015/post-659211-0-96176800-1426427070.png)
that will uninstall the patch.  But that should only exist if you have a 32 bit OS.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Mikey Knox on March 16, 2015, 03:10:34 AM
Thank you
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: rummtata on March 19, 2015, 03:35:06 PM
A quick question: I remember from previous versions that you're not supposed to use the DatPacker on the NAM plugin folder.

Has anything changed regarding that, or is it still inadvisable to datpack NAM?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Mikey Knox on March 21, 2015, 01:47:14 PM
Hey

I just wanted to know if there is a Cosmetic Plugin for the AVE-6, because it just looks a little boring. I watched Haljackeys Building a City series, and i noticed he got nice looking flowers in the middle of the Avenue, but i dont know where to find that.

Could someone tell me where to get it pls.

Thx
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Apple Delight on March 21, 2015, 05:11:36 PM
Quote from: Imiona on March 21, 2015, 01:47:14 PM
Hey

I just wanted to know if there is a Cosmetic Plugin for the AVE-6, because it just looks a little boring. I watched Haljackeys Building a City series, and i noticed he got nice looking flowers in the middle of the Avenue, but i dont know where to find that.

Could someone tell me where to get it pls.

Thx

Found here: http://community.simtropolis.com/files/file/26790-maxis-styled-ave-6-median-pack/
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Mikey Knox on March 21, 2015, 06:12:04 PM
Perfect, thank you  :thumbsup:
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: roadgeek on March 26, 2015, 07:55:37 AM
I find that RHW-4 L3 and L4 don't play nice with FlexFly EMIS(15m). They work with 0m fine, albeit there is an annoying patch of blue grass, but I can live with that. Is the NAM team aware of this, and if so, will this be addressed in NAM33?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on March 26, 2015, 11:52:35 AM
The existing 4x4 FLEXFly won't be getting any new functionality or fixes, and will be relegated to legacy status.  As revealed in the RHW thread, we're adding the new spec FLEXFly in NAM 33.  L3/L4 stuff is still probably the most finicky of all the levels, however.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: roadgeek on March 26, 2015, 06:59:59 PM
Quote from: Tarkus on March 26, 2015, 11:52:35 AM
The existing 4x4 FLEXFly won't be getting any new functionality or fixes, and will be relegated to legacy status.  As revealed in the RHW thread, we're adding the new spec FLEXFly in NAM 33.  L3/L4 stuff is still probably the most finicky of all the levels, however.

-Alex

Thx for clearing that up.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: sllcnda on March 26, 2015, 11:59:49 PM
I've been searching a post describing my symptom, but, to no avail, I could not find it. I succeeded in extracting "NetworkAddonMod Setup 32.exe", but when I ran the installation, it simply crashed in "Setup Type" phase. I attached the screenshot.

I am running Simcity 4 Deluxe Edition, patched with UPDATE_SKU1_TO_P1_B638.exe, without any other MOD installation. OS is Win7 x64.

Any help or pointer will be appreciated. Thank you!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Mikey Knox on March 30, 2015, 10:07:13 AM
I wanted to ask if there are really no FLUP's for NWM Roads? I searched google and i found an entry that it would be possible but its from 2010 so not very accurate.

Thx
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: compdude787 on March 30, 2015, 01:09:15 PM
Well, that FLUP network as shown in that image would not be functional because there is no piece for the FLUP to go under the AVE-6. So, what is shown in that picture is pretty much just eyecandy.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on March 30, 2015, 06:40:06 PM
There is indeed no FLUP stuff relating to the NWM.  We still have a ton of crosslinks between NAM components that aren't covered yet, which is why we've basically frozen any plans that involve adding new networks.  FLUPs has also been long overdue to undergo an implementation change, and it's still going to be quite some time before we ever get to that.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Mikey Knox on March 31, 2015, 08:33:27 AM
Thats really unfortunate, the NWM Mod is my favourite, but as you said, maybe in the Future FLUP's will will be possible.

Thx
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: j-dub on March 31, 2015, 10:30:52 AM
Just for this setup of a two lane tunnel under six lanes of traffic, why can't we just convert the above Ave-6 to the corresponding three tile wide 6 lane RHW? Granted you need more tile space for converting the avenue to do so, but I thought that's why the transitions to each other existed.  I mean, I thought that the last build of the RHW used to be automatically drawable to the Ave-6, and would somehow convert to it without starter pieces. I swear it used to behave like that, because I wouldn't be able to do certain stuff otherwise, and I know I'm not the only one whose converted to RHW in between NWM for similar setups.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on March 31, 2015, 10:51:14 AM
I do believe it is possible to convert to RHW 6-C for this, a suitable FLUP piece exists too, it's so stable without starters the whole transition including the FLUPs piece takes 3 tiles only.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: esirvys on April 01, 2015, 05:49:23 AM
hi, i thought i would ask for help here - I have an issue where black squares appear across my region view sometimes. I have attached a screenshot.

The only reason I think it has anything to do wiith the nam is because it occurs after I save a city with the traffic view enabled, which Im deliberately doing to clear the issue where all my road networks appear as black colour in the region view (which I think was a NAM known issue ?). It appears the black marks are actually appearing in the city's which are direct neghbours to the city which I am saving.

im wondering if anyones encountered it, knows how to avoid it, or how to clear these marks from my region, as it seems once they appear there is no way of removing them.

Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: APSMS on April 01, 2015, 08:56:25 AM
Data view has to be enabled once each time you load up the city for the regional transit view to work.

I would not recommend saving in Data view because of the aforementioned issue you're having. Have you tried saving again normally? This should clear out the problem and address the issue with the transit view not working.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: esirvys on April 01, 2015, 08:59:36 PM
yep I have tried saving it normally again, then also saving the adjoining cities also which are the ones with the black marks showing on them. Nothing I do seems to get rid of them, I have been having to revert to a backup of the region folder but obviously this causes me to lose the time i spent working on things.

what is the exact process to avoid the initial issue where the streets all appear black in region view ? if I can avoid that, then I can probably work around my issue.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: APSMS on April 02, 2015, 12:31:48 AM
Well, I don't know about the exact process, but the general rule (for me) is to never save in a data view. Because the region view is saved from the visible appearance of Zoom level 1 (furthest zoom), you'll notice that certain things like paths (via the drawpaths cheat) or the USL will show up (in region view) if you save the game with them enabled (e.g. the appropriate cheat or night mode).

To avoid this bug to begin with, the rule (as stated in the readme [somewhere... &Thk/(]) is to open the data view in your city (any data view, doesn't need to be traffic) before you save. Don't save with the data view on, but make sure that it is open at least once (with data showing) each time you work on your city, and before you save with region view (long save, Ctrl+S, as opposed to quick save, Ctrl+Shift+S, which doesn't create a region view). Make sure you go back to the non-special view before you save.


As a final possible solution, you could try opening the region in SC4Terraformer, making a few edits (to a backed-up, but still bugged version), and seeing if, upon rerendering the region in SC4 colors, the problem has gone away. This of course is really only a viable option if you already have Terraformer, but it may be worth looking into anyways if region views are that important to you, and nothing else works.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: vortext on April 05, 2015, 04:07:26 PM
Experience an issue on new pc (win8.1 pro 64 bit) with missing RRW paths, even though I did a clean install and all the necessary files are in place.  &mmm

(https://dl.dropbox.com/s/ft6700gvpgrfy5a/New%20City-21%20Jun.%2C%20051428274754.png?dl=0)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: memo on April 05, 2015, 04:14:30 PM
You seem to be using LHT. The LHT component of the RRW is missing in the installer, but it was published in an attachment. See this post (http://sc4devotion.com/forums/index.php?topic=15931.msg476252#msg476252).
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: vortext on April 05, 2015, 04:18:41 PM
Erm, what the heck  - how did that happen!? Do not recall selection LHD during game installation. .  ??? And how did I not notice it before?!  :facepalm:  :D

Anyway glad it's an easy fix.

Okay I spoke too soon. . following these steps  (http://sc4devotion.com/forums/index.php?topic=3961.msg124449#msg124449) another issue arose: I don't see Maxis anywhere in the registry.  %wrd

All right, issue resolved thanks to Andreas (http://sc4devotion.com/forums/index.php?topic=9828.msg300175#msg300175). Also thank you AppleDelight, just found that info before your post. Time for bed now
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Apple Delight on April 05, 2015, 04:41:32 PM
It's under 'SOFTWARE → Wow6432Node' as it's a 32 bit application.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: esirvys on April 06, 2015, 07:54:56 AM
Quote from: APSMS on April 02, 2015, 12:31:48 AM
To avoid this bug to begin with, the rule (as stated in the readme [somewhere... &Thk/(]) is to open the data view in your city (any data view, doesn't need to be traffic) before you save. Don't save with the data view on, but make sure that it is open at least once (with data showing) each time you work on your city, and before you save with region view (long save, Ctrl+S, as opposed to quick save, Ctrl+Shift+S, which doesn't create a region view). Make sure you go back to the non-special view before you save.



thanks for the replies, I think this was basically it. I tried various combinations, but it seems opening the city, adding more roads (which I wasn't doing earlier), opening/closing traffic view, then ctrl-S, followed by "Exit to region without save" (previously I was using "Save and Exit to region"), seemed to clear off the black marks from the region view.

Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: matthart1234 on May 14, 2015, 04:55:13 AM
Hello Nam Team And all SC4 modders. I'm having an issue with NWM and Tuleps. Is it possible to use these together? My issues is connecting a standard avenue with 4 lane roads. Is this possible to Have this juncton as one big tulep piece so there wont be the small section of avenue in between the avenue/road junctions which seems to be causing traffic problems. Ive tried to upload a picture but seems the file size is to large. Help would be greatly appreciated. Peace and Love
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: titanicbuff on May 14, 2015, 06:57:24 AM
if your using the NRD 4- or narrow 4 then no- Tuleps are not possible. ATM there are only TULEPS for certain ones, none for most. Sorry.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: matthart1234 on May 14, 2015, 07:07:39 AM
Thanks for you swift reply. I guess ill deal with what ive got. Would switching the 4 lane road to a 3 lane avenue work?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: titanicbuff on May 14, 2015, 07:32:04 AM
3 lane is a 2 lane with built in Tulep- that would work better.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: matthart1234 on May 14, 2015, 07:35:11 AM
Great. Thanks for your help!! Peace and Love
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: portlandexpos04 on May 18, 2015, 04:21:35 PM
Hi guys,

I'm having an issue with RHW, not sure if this is the correct thread, but would appreciate some help.

When I drag diagonal RHW, it works at first, but when I zoom out and then back in, I get this:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F8tQhEAq.jpg&hash=34eb16175993a21ba5e63011a39fe982692fea2d)

I've tried a full re-install of NAM, but it didn't fix the problem.

Any help would be much appreciated.  Thanks in advance!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: eggman121 on May 18, 2015, 04:55:47 PM
Hello portlandexpos04

Try using a slope Mod for the RHW

The Diagonals uses overhangs so they are cutting into the terrain, or at least thats what I think is happening.

There should be a slope mod that will suit your needs on the LEX.

If that does not work than it may be the graphics.

-eggman121
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: portlandexpos04 on May 18, 2015, 05:42:24 PM
Thanks eggman121!  :thumbsup:  I downloaded Ennedi's slope mod and it did the trick.  Thanks again, really appreciate your help.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Synthael on June 18, 2015, 06:30:30 AM
Hello NAMites, I have a few bugs to report. I went through a few pages here, watched out for all the fixes I could find and double checked first if I have them to avoid bugging you for nothing.

I'm using LHD (UK) version of the game, with complete NAM installation. Following pieces have their paths missing or messed up (RHD versions instead of LHD):
- RRW - DTR Y intersection (orth to 2xdiag) (Wide radius version)
- GLR - Y intersection, all rotations, both puzzle and dragable, was using alternate styles draggables, don't know if the standard one is also like that
- Diagonal TRAM station (standalone, didn't check the TIA version) is missing all paths

And one question... Are 7.5m road and avenue overpass ramps implemented, or there are only on-slope pieces?

Thanks again for everything you did for this game.  :thumbsup:
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: bks on June 18, 2015, 12:37:53 PM
Hi guys,
maybe this is discussed already,but I can't read 170+ pages to find a solution ( if any ).
Can somebody help me to fix this bug? See the picture.  I am using NAM 32 and Euro road textures. Piece on the picture is only that has this issue. American texture appears partially on this piece.

(https://c1.staticflickr.com/1/308/18905930296_a154b0fb97_b.jpg) (https://flic.kr/p/uNDQps) (https://flic.kr/p/uNDQps)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on June 18, 2015, 03:35:01 PM
Quote from: Synthael on June 18, 2015, 06:30:30 AM
Hello NAMites, I have a few bugs to report.

RRW is still an in-progress mod, so it wouldn't surprise me if some paths (especially LHD) were not yet included.

I noticed the GLR station the other day since I'm redoing many GLR textures right now, you are indeed correct about the Y intersections too. In my game paths show, only they are the RHD ones not LHD, not sure why you have none at all really. I'll look into fixing these, with luck I can sneak them into NAM33 should new paths be required.

QuoteAre 7.5m road and avenue overpass ramps implemented, or there are only on-slope pieces?

If you mean the dragable ones, yes the basic functionality was added from NAM32, don't drag through the on-slopes, this doesn't work - place the on-slopes, then place at least one L1 starter and drag up to (but not through) the onslopes from the starter and it should work fine. Many junctions/diagonal crossings are not currently supported though.

Quote from: bksI am using NAM 32 and Euro road textures. Piece on the picture is only that has this issue. American texture appears partially on this piece.

Confirmed my end, best advice would be to replace the Puzzle pieces with Dragable FAR instead, they all show properly and puzzle pieces are a thing of the past, so you might as well get used to the new way sooner or later.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: bks on June 19, 2015, 12:38:42 AM
Quote from: bksI am using NAM 32 and Euro road textures. Piece on the picture is only that has this issue. American texture appears partially on this piece.

Confirmed my end, best advice would be to replace the Puzzle pieces with Dragable FAR instead, they all show properly and puzzle pieces are a thing of the past, so you might as well get used to the new way sooner or later.
[/quote]

Thanks, Dragable FAR works.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Zeratai on June 21, 2015, 05:47:05 PM
Hi, I have a problem with the curves (road s, avenue 45 and avenue 90, etc) when I place them only the trees appea, but no textures for the sidewalks. Can anyone know what is causing them to be blank?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: eggman121 on June 21, 2015, 06:08:50 PM
Hello Zeratai

The issue is that those pieces are Puzzle Pieces and thus not sidewalk compatible unless you have a separate mod from the LEX or the STEX. Most of the pieces you have mentioned Have draggable,Flex equivalents so you should try those.

-eggman121
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Zeratai on June 21, 2015, 06:58:23 PM
Thankyou :)... I figured out how to make some of them by looking to NAM readmes, but I can´t figure out how to make a 90 degree avenue curve. Can it be done?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: eggman121 on June 21, 2015, 07:53:04 PM
Quote from: Zeratai on June 21, 2015, 06:58:23 PM
Thankyou :)... I figured out how to make some of them by looking to NAM readmes, but I can´t figure out how to make a 90 degree avenue curve. Can it be done?

Glad I could help  :thumbsup:

As for the 90 deg curves there is no flex equivalent at the moment. We do however have Plans further down the road for that functionality  ::)

-eggman121
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on June 22, 2015, 04:55:22 AM
Quote from: Zeratai on June 21, 2015, 05:47:05 PM
Hi, I have a problem with the curves (road s, avenue 45 and avenue 90, etc) when I place them only the trees appea, but no textures for the sidewalks. Can anyone know what is causing them to be blank?

Just to add to Eggman's comments, it sounds by trees like you are trying to use a mod for these pieces. If it's the one by Sithlrd98 that puts trees on these puzzle pieces, you should uninstall it since it's no longer compatible with the NAM. This is because a few versions ago the NAM team had to change the ID's of a lot of existing pieces which means the IDs in the mod are incorrect.

As for sidewalks, you can add sidewalks to the puzzle pieces using a mod called the Japanese NAM Facelift Mod, see here (http://www.simpeg.com/forum/index.php?topic=11114.msg230182#msg230182) for full instructions on that one.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Zeratai on June 22, 2015, 09:31:40 AM
Thanks mgb, now the trees have dissappear. I will try to install the facelift mod with the tutorial provided, thanks. One question, is it possible to combine the trees from sithlrd mod and the sidewalks from the japanese faceliftmod?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on June 22, 2015, 11:49:28 AM
The trees are added by what is called a T21 mod, in essence you just need to update the ID's of the pieces and it will work once more. I was looking at this for another user ages ago, back then I couldn't figure out the problem.

The issue you have is working out what the old IDs are, the new ones can be easily enough worked out from looking at the existing textures (The Instance ID's of the textures should match the ID's of the T21). However, without knowing the old IDs, it's hard to work out which ID replaces which. Luckily in this case, all the information was provided by sithlrd98 in a tutorial here (http://sc4devotion.com/forums/index.php?topic=7600.0), so that's one problem solved.

No idea about your modding capabilities, it's simple in theory at least. I may look at releasing a new version of the mod that works with the later NAM versions.

:edit: Talk about a coincidence, Sithlrd98 came online for the first time in ages today, since I've permission to update them see here (http://sc4devotion.com/forums/index.php?topic=16980.0), I'll add that to my list of things to do and get a release out at some point.

:further edit: Ignore my previous comments, there is nothing wrong with the T21 mod whatsoever having tested it today. In my ignorance I totally overlooked that the Japanese NAM Facelift mod uses T21s to place the sidewalks onto these pieces. Therefore the two sets of T21 conflict, because they have the same IDs. Two ways to fix, combine the T21s or use Sithlrd's files and manually create the textures with your sidewalks baked in. When I release my latest automated sidewalk mod, I will include these WRC textures, that way you could have custom sidewalk textures and still keep the T21 as well.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: vershner on June 27, 2015, 09:44:50 AM
Would someone be able to tell me what version of the HSR is installed with NAM32?

I read somewhere that when HSR was added to the NAM it got the new textures and a few little fixes, but after installing it seems to be the original version.
It could be that I still have an old version somewhere in my plugins, though I can't find it.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: titanicbuff on June 27, 2015, 06:17:37 PM
HSR was a new feature with NAM 32.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: vershner on June 27, 2015, 06:38:59 PM
That's not what I meant, but I've managed to answer my own question anyway. The version installed with NAM 32 does not have the updated textures or the cantenaries.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on June 27, 2015, 07:14:33 PM
Quote from: titanicbuff on June 27, 2015, 06:17:37 PM
HSR was a new feature with NAM 32.

I think you may be confusing it with Real Railway, High Speed Rail (HSR) goes back quite some way...

Cantenaries would typically not be released with the NAM as there is a policy of not including props for the most part, here is one such mod for download Plundere's HSR cantenaries (http://community.simtropolis.com/files/file/21936-hsr-ghsr-catenary-mod-hd-version/).
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on July 02, 2015, 01:57:13 AM
Quote from: vershner on June 27, 2015, 06:38:59 PM
That's not what I meant, but I've managed to answer my own question anyway. The version installed with NAM 32 does not have the updated textures or the cantenaries.

Catenaries weren't part of the plan, IIRC, but I do remember we did have another texture set--yours, in fact. :)  Somehow, it appears to have not made it into a release in all the shuffling--there's been two or three aborted HSRP update attempts over the years, and I found the textures in with some of those left over files on my HD.  I've retrieved them, and can get them into NAM 33.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: eugenelavery on July 12, 2015, 08:57:13 PM
I am trying to get rid of the grass on the sidewalks. I have achieved this previously with NAM 32 (I think) using mods by sithlrd98 and swamper. Having had to reinstall the game recently I have lost a few things and I cannot figure out how to get these mods working with the latest NAM.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: titanicbuff on July 13, 2015, 03:42:29 AM
NAM 33 should have n evalable mod with wealthification section- if not see what mods are out there. Can't help beyond that without more detail.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on July 13, 2015, 06:55:31 AM
Grass appearing on network textures means that the grass sections are part of the textures themselves, baked-in if you will, this is the default setup for both the vanilla game and also the NAM. Thusly, you will need separate mods to accomplish this, the NAM doesn't include any such mods (to my knowledge).

You can find one I made recently for the Avenue Network here (http://sc4devotion.com/forums/index.php?topic=16939.msg495336#msg495336), for the rest of the networks, you will need similar mods to change the textures. The only requirement for ensuring such mods work (without getting into compatibility with all pieces), is that the textures load after those that have the grass in them, so they are overridden. To be sure of this, such mods should load after the z___NAM folder, in practise that means a folder prefixed "z____" (that's four underscores) will load later.

I've templates for pretty much every texture (excluding RHW) knocking around and automated solutions in place to create new ones, so if you can't find a particular network, I'd be willing to help you out.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: eugenelavery on July 13, 2015, 02:07:18 PM
Thanks! I would like them for streets, roads, one way streets, and NWM if possible. Just never liked the look of that dull grass on the sidewalks.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: carlfatal on August 03, 2015, 04:24:09 AM
I hope that I am right here. Yesterday I´ve installed NAM 33, and it was the first time, I´ve tried the RRW. I used my current region for this. After loading I had some mix between old and new, mostly easy to change by clicking on the network itself.
But then the problems came up: SAM streets over rail disappeared at the crossing, sometimes I was able to solve it by using the street/RR crossing at another place but not everytime, especially not, if there are switches near the crossing. Also diagonal road crossing with STR - no chance, the crossing itself shows double tracks.
This one was a very special part. Like I said, I had some mix between old and new in the first place, and here ths STR was shown right in RRW style, also the crossing with the road. But clicking on the rail with the rail tool changed the crossing into two rails, and I wasn´t able to change it back later on.
Another problem I had with crossings. It seems, that crossings between STR and DTR won´t show up - the same like with most SAM crossings - an empty tile.

If needed I can show pictures.

Away from that a huge thank you to the NAM team. You are the best!  :thumbsup:
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on August 03, 2015, 09:03:07 AM
I don't think there is anything new here, SAM and STR crossings both have major stability issues that are not unique to RRW. The textures should exist now for the SAM crossings at least. Generally if the rail and street networks are continuious without junctions for enough tiles they will hold, otherwise the overrides destabilse. No idea on when this issue will be resolved but as RRW development continues hopefully they can be addressed.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: carlfatal on August 03, 2015, 11:38:19 AM
Thank you!
So I will stay with the old rails for now. All the examples I described happened in places where I used lots of crossings (rail/rail or rail/street near rail switches). Sad, cause I really love the textures of the RRW and the much more smooth switches.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on August 03, 2015, 01:25:22 PM
I think the only STR x SAM crossing that has a texture is the SAM-3 Dirt Streets set.  David made that one a priority for 3RR stuff back in the day, but the rest were never made.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on August 03, 2015, 02:17:47 PM
I made such crossings for the SAM7 mod back in Janurary, however I realised quickly they are unsupported, to my knowledge this is not a RRW problem, it exists with the old rails too.

If the problem was a lack of RRW crossing textures, you'd just see the original Maxis rail on these crossings instead of the RRW ones. Rivit and me worked on compiling a large numver of updated RRW crossings, the STR/SAM ones were left to one side precisely becuase the code isn't there to support them. Assuming that's done, the textures themselves I think are done or at least some of them are.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Kuewr665 on August 15, 2015, 05:03:03 AM
For some reason, when I place GHSR under a L1 viaduct road or one way road, vehicles can pass over the GHSR fine, but trains cannot go past the viaduct. Trains can go when I demolish the overpass. I tried checking the problem in drawpaths, but I could not find problems there. UDI closes out when I try to drive a train under the viaduct.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Fnj2Od9C.jpg&hash=867bb369148bf25aae9d079aabebf811ea483652)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FnnLiOMI.jpg&hash=2b69c09c6e2d88cd9ad60fa4ef5ded7f29cbb1aa)

Removing vershner's HSR override doesn't help either...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F3LiY1k4.jpg&hash=175aa00016fe9fd8546146532125b699217db918)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on August 15, 2015, 01:10:09 PM
Based on that description, I'd hazard a guess that there's a broken path there somewhere.  Will have to go digging.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Zeratai on August 15, 2015, 02:23:30 PM
Just one question.... How you have those caternaries on the HSRP
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Kuewr665 on August 15, 2015, 03:02:00 PM
Right over here. (http://community.simtropolis.com/files/file/21936-hsr-ghsr-catenary-mod-hd-version/)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on August 16, 2015, 12:42:59 AM
I found the issue.  The GHSR paths were set to Type 6 (Light Rail) instead of Type 7 (Monorail), which broke them.  It also affected L1 OWR, L1 Avenue, L2 Road, and L2 OWR (though not L2 Avenue).  As reported here (https://github.com/BluelightningSC4/Network-Addon-Mod/issues/260), it's now been fixed on our end and committed to our depository, meaning it's a definite for the NAM 33 official release.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Kuewr665 on August 16, 2015, 05:15:23 AM
Good work Alex; I haven't tested all of the other overpasses yet and they're already fixed!

Looking forward to NAM 33  :thumbsup:
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: icfan on September 03, 2015, 06:50:28 AM
I apologize if this has been dealt with already, I have been away from SC4 for about a couple of years. My issue that I have ran into is that turning lanes don't automatically build anymore when I cross to road pieces, but yet I have the previous turning lanes that where automatically built prior to me running SC4 yesterday. Instead of the turning lanes that build automatically on roads, I just get the basic 4 way intersection. I have the latest NAM, just downloaded it yesterday (I actually reinstalled it 3 times to make sure I wasn't missing anything), I even reinstalled SC4 to make sure I was not missing anything. I assume it is something stupid that I am missing, because the rest of the NAM creations that I am using are still there, its just these turning lanes (which customization/plopping the parts down still works). But at the moment my mind is baffled. Any ideas?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdenm8 on September 03, 2015, 07:18:17 AM
We changed the process for building the automatic turning lanes to reduce interference with the NWM. IIRC, you place a single stub of One Way Road on the intersection to make the override kick in.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: icfan on September 03, 2015, 12:45:04 PM
Quote from: jdenm8 on September 03, 2015, 07:18:17 AM
We changed the process for building the automatic turning lanes to reduce interference with the NWM. IIRC, you place a single stub of One Way Road on the intersection to make the override kick in.

Thank you for your reply and help!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jguttes on September 11, 2015, 09:11:34 AM
Hi, first post, I'll introduce myself as a super-noob, never done any modding in my life.

Backstory: recently installed SC4 from discs to my Windows 10 laptop. Installed fine, but didn't run. Found out that W10 won't run games from discs, so I installed an altered .exe file to play the game and it worked great. In the process of looking up solutions I came across modding and started reading about NAM.

Finally pulled the trigger and downloaded NAM32, first and only mod. Install seemed to go smooth but nothing happened in the game. Immediately suspected the .exe was the problem, so I did what anybody would do, back-installed Windows 8.1! Re-installed SC4 and patch, re-installed SC4RH and patch and then re-installed NAM32. It worked, I had fancy new roads to play with!

Until I put in zones and the game started animating, then road sections and buildings disappeared and glitched like crazy.

Re-installed again with same result.

Un-installed the game and got my hands on a digital copy from Origin (that's another long story). So I download and install a fully patched version of SC4 Deluxe, re-install NAM32... exact same results. super glitchy graphics.

I'm typing this out at work, but the machine with the game is at home so I can't post any screenshots right now. Does this sound like a bad install or maybe a problem with my graphics card/driver? Any help would be appreciated, Thanks!

Jeff
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on September 11, 2015, 12:05:15 PM
Jeff, welcome to SC4D!  I believe there are some known issues with running hardware rendering in Windows 8.1, so I'd attempt playing around with the graphical options in game, including trying it using software rendering instead to see if that solves your issue.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jguttes on September 11, 2015, 12:39:54 PM
hmm... could it be that easy?

I'll try it out tonight, thanks for the reply!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on September 11, 2015, 02:14:12 PM
There is a great tutorial on Simtropolis (http://community.simtropolis.com/forums/topic/65165-guide-running-simcity-4-on-windows-8/) for getting optimal running under Win 8 with SC4, bear in mind if you have only Intel intergrated graphics you probably need to use software rendering to fix the graphical issues due to a lack of proper support with Intel drivers, AMD and NVidia cards should fare better though, but not always.

Also take note of the information here (http://sc4devotion.com/forums/index.php?topic=17091.0), those CD's are about to have the same problem under Win 8 as Win 10, although unlike Windows 10 you can choose not to install the update or temporarily disable it.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jguttes on September 11, 2015, 07:38:23 PM
Quote from: Tarkus on September 11, 2015, 12:05:15 PM
Jeff, welcome to SC4D!  I believe there are some known issues with running hardware rendering in Windows 8.1, so I'd attempt playing around with the graphical options in game, including trying it using software rendering instead to see if that solves your issue.

-Alex

Ha, that was it! Thanks a ton! Gonna go build some roundabouts and flups now :)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jguttes on September 11, 2015, 07:40:39 PM
Quote from: mgb204 on September 11, 2015, 02:14:12 PM
There is a great tutorial on Simtropolis (http://community.simtropolis.com/forums/topic/65165-guide-running-simcity-4-on-windows-8/) for getting optimal running under Win 8 with SC4, bear in mind if you have only Intel intergrated graphics you probably need to use software rendering to fix the graphical issues due to a lack of proper support with Intel drivers, AMD and NVidia cards should fare better though, but not always.

Also take note of the information here (http://sc4devotion.com/forums/index.php?topic=17091.0), those CD's are about to have the same problem under Win 8 as Win 10, although unlike Windows 10 you can choose not to install the update or temporarily disable it.

Thank!, I'll check out that tutorial. The software render worked but there is still room for improvement graphic-wise.

And I definitely found out the hard way about the security update... oh well, I'm in business now!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: WNET13 on September 12, 2015, 11:07:07 AM
my game fails to load
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: belfastsocrates on September 12, 2015, 11:32:24 AM
Anyone know what could be causing my avenue turning lanes to switch sides? I have a UK version of the game and have installed LHD as part of NAM. I recently DATpacked my plugins, which may be the cause of the problem, but I checked the uncompressed folder where I have a copy of everything and I can't see anything that could cause this, there's no 'RHD' plugins or files that were packed. I reinstalled NAM and tried again but the same issue.

When I lay the avenue the correct LHD lanes and textures appear but once construction completes it reverts to RHD Lanes and a different texture. It's really annoying me.

I could very well have been stupid and did something to cause this but I'm not sure what....


(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.com%2Fa%2Fimg538%2F2725%2FvMz8us.jpg&hash=5cc326a878c13b6e6f24f86c806b68c3e365de44)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.com%2Fa%2Fimg673%2F856%2FQivglb.jpg&hash=bf54b165b5fae3f8614a49be32ad5062c08c35bd)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.com%2Fa%2Fimg661%2F4859%2FARBlgA.jpg&hash=31bec03295498775ada89e60e655c61d58d15f58)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: vortext on September 12, 2015, 11:36:18 AM
Quote from: WNET13 on September 12, 2015, 11:07:07 AM
my game fails to load

Do you use game cdrom to play? If so, it's probably the recent windows update you're experiencing, see here for more (http://sc4devotion.com/forums/index.php?topic=17091). If not, than we need more info.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: WNET13 on September 12, 2015, 12:23:58 PM
Quote from: vortext on September 12, 2015, 11:36:18 AM
Quote from: WNET13 on September 12, 2015, 11:07:07 AM
my game fails to load

Do you use game cdrom to play? If so, it's probably the recent windows update you're experiencing, see here for more (http://sc4devotion.com/forums/index.php?topic=17091). If not, than we need more info.

I, for one, never bothered to update my pc. (still factory Windows 7) and it was that update. thanks for posting that link.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on September 12, 2015, 12:25:53 PM
belfastsocrates, my guess is it's a similar issue to what someone else faced with the Euro Road Turning Lane textures--there's a lack of wealth textures for the UK turning lanes, and as a result, if the Avenue has zones touching it that apply a wealth level to it, it'll revert to the default textures (due to the way the game's LHD remapping works, an LHD installation of the NAM actually installs the RHD files, plus an override folder that handles anything that can't be automatically remapped).  I'll take a look at it a bit later.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on September 12, 2015, 03:27:28 PM
Quote from: Tarkus on September 12, 2015, 12:25:53 PM
belfastsocrates, my guess is it's a similar issue to what someone else faced with the Euro Road Turning Lane textures--there's a lack of wealth textures for the UK turning lanes, and as a result, if the Avenue has zones touching it that apply a wealth level to it, it'll revert to the default textures (due to the way the game's LHD remapping works, an LHD installation of the NAM actually installs the RHD files, plus an override folder that handles anything that can't be automatically remapped).  I'll take a look at it a bit later.

-Alex

I don't think that's the issue here, the Avenue Automatic Turning Lanes for LHD are just fine, having been through those a while back...  I say that, there is an error with one $$ and $$$ Wealth transition texture, one side which should have the transition has the wrong texture, fix attached for that. I'm still struggling to get the Road ones fully complete, so many variations as soon as I think I've got them all, I see a new bug so that may not make NAM33, but I should be able to provide a much improved version in the interim at least.

----

However these do look like the Auto Turning lanes and not the ploppable TuLEPs, have you installed the Old UK TuLEPs in the NAM per-chance, those textures with the red markings are from that set and I've just checked the file "z3_MRTNRLN_EuroTextures_RTL_Avenue_UKoldNAM_LHD" and all the wealth textures are indeed there and correct.

Therefore I'm inclined to believe your problem is a conflicting set of textures that only covers the wealth's is overriding them and causing the problem, I know my TGN mod would override these and only the 1-3 wealth textures, so that would make sense. That said, if they were TGN I'd expect to see grass on the textures and there is none? Easiest solution, move the NAM file I mentioned above temporarily to a position where it loads last in your plugins, if that fixes it, you know there is a conflict elsewhere - you can find that in "z___NAM\Road Textures\Euro Cosmetic Re-Texture Mod\z_LeftHandDriveSupport".
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: belfastsocrates on September 13, 2015, 06:00:08 AM
Quote from: mgb204 on September 12, 2015, 03:27:28 PM

"z3_MRTNRLN_EuroTextures_RTL_Avenue_UKoldNAM_LHD"


I don't have that file in my cosmetic folder or anywhere else in my plugins  &mmm


(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.com%2Fa%2Fimg905%2F2492%2FaHlZyB.jpg&hash=75f475d7091b3e2e75d8d902cf154f17d3502ae2)


When I draw an avenue interchange that has nothing bordering it is drawn correctly in the LHD format, not sure if that info helps. I also tested it with other zones;

Low Density Residential - RHD Lanes
Low Density Residential - LHD Lanes
Low Density Residential - LHD Lanes

Low Density Commercial- RHD Lanes
Low Density Commercial- LHD Lanes
Low Density Commercial- LHD Lanes

All industry  - RHD Lanes

Lots/buildings - RHD Lanes

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.com%2Fa%2Fimg540%2F1280%2FrE9Jcm.jpg&hash=300f5351d4fd182288a6546f2b425acae7f3debb)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: belfastsocrates on September 13, 2015, 06:46:23 AM
Sorry for the double post but I was able to remove the problem, albeit with a slight issue.

I moved the z_LeftHandDriveSupport folder from the z_NAM folder and renamed it z______LeftHandDriveSupport so it would be one of the last folders to load and the lane issue is now resolved. They appear on the LHD side for all zones and lots. The only issue is the small strip of grass which appears for low density zoning and lots but I can look at that later and it's not annoying me too much.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.com%2Fa%2Fimg537%2F8247%2FO10Aj1.jpg&hash=10dae3b6428271319f5fd8c4e1ebe574352dc6cb)


EDIT

I moved your No Grass Ave Mod mgb204 so it loads after the z______LeftHandDriveSupport folder and I now have the lanes on the LHD side and the strip of grass removed. I've lost the red/white texture but to honest I rather like the plain sandstone alternative.

I know there's probably a texture conflict somewhere in my plugins that resulted in the initial problem but I'm happy I have resolved this for the time being, thank you all for your help. I wouldn't have known to move folders to attempt to resolve it :)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.com%2Fa%2Fimg538%2F5226%2FT2wLfY.jpg&hash=c59f054823dd09b6ca8e00ce1c8f364b619bf6bf)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on September 13, 2015, 10:28:57 AM
I could make a set compatible with the Old UK TuLEPs (red markings) should you prefer them, I didn't know of their existence before your post.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: belfastsocrates on September 13, 2015, 10:38:35 AM
That's very kind R but I rather like the sandstone, it's more subtle than the red/white I think and looks good.

I was going to ask you about the zebra crossing though. Do you know of a way to have the median change to sandstone and override the planting?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on September 13, 2015, 12:39:58 PM
Odd you mention that, I was working on such a thing the other day and ran into the same problem. For some reason the T21's still appear on the TE'd avenue lot, I noticed the same behaviour with the RTMT lots too. The only workaround I can think of is creating the crossing as a puzzle piece, not an easy task and one requiring a customised NAM controller too.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: belfastsocrates on September 13, 2015, 12:52:15 PM
Hmmmmm

Would dragging a one-way road through each side and connecting the avenue in such a fashion work? I might give that a go later.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on September 13, 2015, 03:28:56 PM
Yes it would, although the Zebra crossing would need to be TE'd for OWR instead, plus you get a texture transition between Ave and OWR that's a little unsightly. Bear in mind OWR TE lots need to reference paths, the normal TE procedure would not work, although you can reference pre-existing paths from the NAM so at least they don't need creating.

I've got additional diagonal road, street and OWR zebras in development, I had decided perhaps I wouldn't bother with the Ave in the end, since it's for busy roads perhaps Zebra crossing's are not the best fit.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: belfastsocrates on September 13, 2015, 03:47:56 PM
That's true, a signalled crossing is probably much safer and appropriate.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Podesta on September 30, 2015, 08:41:06 AM
I'm using NAM32 and I'm trying to create a circle (like a big roundabout), and I want to zone/build inside it. It is possible (but quite hard for me) to do it with the draggable roads. But I want to do it with an avenue, which are not yet draggable. The problem is, only the 45 degree curve have the FLEX model, that creates the sidewalks. There is no FLEX model for the 90 degree, and as far as I know, I can't make a circle with the 45 pieces. Is there any way to make what I want (big avenue circle with sidewalks)? Are there anyplace I can find the missing 90degree curve avenue FLEX?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: eggman121 on September 30, 2015, 12:53:06 PM
Hello Podesta

There are no Flex 90 degree bends as of such at this point in time. That will change in the future!

Since NAM 33 Pre-Release has been released there is limited help we can apply to NAM 32.

I will put this as a request for a future edition of the NAM!

-eggman121
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on September 30, 2015, 02:31:01 PM
There are plenty of mods to put a sidewalk on the existing puzzle pieces, they are just textures afterall.

The best one is probably the Japanese NAM Facelift Mod, since it has pieces that adapt to whatever sidewalk is installed. Otherwise look for mods by Sithlrd98 on the STEX.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Podesta on September 30, 2015, 02:56:25 PM
Thanks! NAM Facelift mod (Found here: http://hide-inoki.com/bbs/phpbb2/viewtopic.php?t=800 ) did the job. It is not as good as FLEX, when it comes to unflattened terrain, but it's just what i wanted.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Mikey Knox on October 30, 2015, 02:13:03 PM
How can i edit the Base Texture of the Pedmalls? I have a Custom Sandstone Mod and i would like it to look nice with the Pedmalls. I cant seem to find them in the Lot Editor.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on October 30, 2015, 03:29:25 PM
Two solutions for custom sidewalks on transit networks include the link above, the Jap NAM Facelift mod. Otherwise I'd recommend checking this (http://sc4devotion.com/forums/index.php?topic=16938.0) out too.

If you want to do it yourself, these are not lots, the game makes a distinction between two texture types, Transit textures and Lot textures. Transit textures are most easily changed by creating an override texture (with the correct colour-correction applied). These textures can be found in either "NetworkAddonMod_BaseContent.dat" or  "NetworkAddonMod_PedMalls.dat" found in the NetworkAddonMod folder if you want to look into that.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Mikey Knox on October 30, 2015, 04:13:14 PM
The Japanese Mod did the Trick, thx  :thumbsup:
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: prodenborn on November 27, 2015, 12:27:00 PM
I'm having trouble figuring out how to drag the R3 45 degree curve for the RHW. Is there a diagram or easy explanation for how to drag this curve?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: dyoungyn on November 27, 2015, 02:50:52 PM
I was really hoping this would have been addressed and fixed.  I really bugs me that HSR and Monorail (Bulet train) STILL cannot cross RHW 8S and above without the attached happening.  I just does not look complete.

dyoungyn
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Mikey Knox on November 27, 2015, 04:33:31 PM
4 Pieces of the ElRail has missing Textures

http://i.imgur.com/1T0MCKQ.jpg
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: eggman121 on November 27, 2015, 05:07:45 PM
Quote from: Imiona on November 27, 2015, 04:33:31 PM
4 Pieces of the ElRail has missing Textures

That is intended. The El Rail pieces there where not converted because of the tight Radii and dual double diagonal rail are not part of the RRW.

There will be an overhaul of the Rail Viaducts at some point however.

-eggman121
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on November 27, 2015, 05:23:43 PM
Quote from: dyoungyn on November 27, 2015, 02:50:52 PM
I was really hoping this would have been addressed and fixed.  I really bugs me that HSR and Monorail (Bulet train) STILL cannot cross RHW 8S and above without the attached happening.  I just does not look complete.

The Bullet Train situation (https://github.com/BluelightningSC4/Network-Addon-Mod/issues/111) is a very difficult one to fix, as there's tens of thousands of models and hundreds of T21s that are still operating on RHW 5.0 specs.  HSR's had some issues since there was an aborted attempt to update its code.  This particular one had never been reported or previously found to my knowledge. 

HSR is in a really weird spot developmentally, with some discussion of completely starting over with it, through the RealHSR project.  I'll take a look at a bandaid for it, but as it's a RUL situation, so there won't be a resolution until NAM 34.

Quote from: prodenborn on November 27, 2015, 12:27:00 PM
I'm having trouble figuring out how to drag the R3 45 degree curve for the RHW. Is there a diagram or easy explanation for how to drag this curve?

Yes.  Ganaram did a video (https://www.youtube.com/watch?v=eTwMt7W5VLM) a few months back on the Multi-Radius Curves.  It also exists in a Flex piece form under the RHW Curves button.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on November 27, 2015, 05:24:48 PM
Quote from: Imiona on November 27, 2015, 04:33:31 PM
4 Pieces of the ElRail has missing Textures

Double track diagonal rail and the old tight radius curves are both unsupported by RRW specifications. For the curves, Rivit's RUM for RRW includes textures to support these viaduct pieces however.

Quote from: dyoungyn
4 Pieces of the ElRail has missing Textures
I really bugs me that HSR and Monorail (Bulet train) STILL cannot cross RHW 8S and above without the attached happening.  I just does not look complete.

ML's BTM mod was made before the P57 ID changes, but it's not as simple as re-IDing existing pieces to use them. Almost every piece needs to be remade anew to fit with the P57 specifications. I've done a similar thing for ML's El Rail but I hesitate somewhat with BTM given likely changes to the monorail network in future. I did make a couple, maybe I expand the set, maybe I don't, if not then I wouldn't expect to see them anytime soon.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdenm8 on November 27, 2015, 08:23:08 PM
Moonlight's Elevated Rail overrides (I'm including the Shinkansen one in this) are quite complex. They do something we previously thought impossible, they break the game's 600 Polygon-Per-Model limit. IIRC, the ELR over Maxis Highway model comes to about 2,500 Polygons for each half.
Them breaking this limit makes them nearly impossible to modify.  We don't know how they break this limit and why the game renders them. I think the HSR can interact with Project Symphony correctly, but the ElRail definitely can't.

I think the main reason the Shinkansen one hasn't been updated to the new RHW was primarily because of the T21s.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: APSMS on November 27, 2015, 10:23:22 PM
Small texture discrepancy with RRW Flex Track:
(https://dl.dropboxusercontent.com/s/fwnmvwy1lv5t76m/SimCity_4_2015-11-27_22-15-50.jpg?dl=0)

Paths are OK though, so not a big deal. Probably a problem with the overhang.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Natuurzoon on November 28, 2015, 02:13:56 AM
First of all, let me just say i'm really happy the new NAM is finally out!

I am having some issues however with the RHW as of NAM 33, especially from region view. (I'm using the new euro textures)

Every diagonal stretch except the RHW4 is nearly invisible from region view and anything other than L0 height turns dark black in region view. I have a fairly developed region with an extensive highway system, so this problem will really mess up my region view &mmm


(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F1wl5BpT.jpg&hash=3e2982d8a728ea9b3fbd8782f0fa816430878a87)

First  a small test setup

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FxtpQktM.png&hash=0066fc71e2cd37ad89df7daa5dd4ce7a7994def0)

It's already starting to look weird from this height

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F66bgdf2.png&hash=f8e1d8ca94da16591b30ba901618d145af0c8f5a)

And from region view you can clearly see the problem

(sorry for the small images)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FmiaS8Vr.png&hash=a38e3c4d37e8b629da3cb3aee50b34f27149bdc1)

In the above image i made a few stretches of L1 and L2 as well and they go really dark. At the top of the image at the town there is one city tile I loaded with the new NAM and if you look closely you can see two dark spots were L1 crossings are and to the left of that there is an invisible diagonal stretch.

Is this issue known, and is there a sollution?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on November 28, 2015, 06:32:09 AM
First off it's probably important to note the circumstances behind the EU RHW texture changes. The previous RHW variations were created by Marteen who is no longer actively creating SC4 content. When NAM 33 added a bunch of new ramps, including changes requiring the remaking of many of these original textures we had a problem. Not only would many textures need to be remade for NAM33, but the same issues would occur when new features were added in future too. A decision was made to switch the EU textures to a procedurally-generated set based off the US textures as a result. This allows the NAM team to continue to support EU textures into the future. The workload of updating the original textures is too high because the specifications of the textures differ from the US default set.

What this means in practise, these are the new textures and they are likely to be the only viable option going forward. What you are seeing isn't a bug, just the changes in textures mean they render differently. In fact Alex (Tarkus) deserves a huge thanks, without his huge efforts in this regard there would be no EU RHW texture support for NAM33's feature or the foreseeable future.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdenm8 on November 28, 2015, 07:45:31 AM
It's probably something to do with the model settings. RHW4 has something set (or unset) that the others don't.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: vortext on November 28, 2015, 08:40:27 AM
That would't explain why the same issue is absent for the US textures though, since the EU textures are just an override and does not contain models, i.e. it uses the same models.

Instead the issue seems to be with the mipmaps and specifically the file z2_EU_RHW-Mipmaps - the F textures in there are all blank & scrambled. And if you remove this file a large portion of the networks will revert back to US textures - even though the EU textures are still present. Admittedly I know too little about the RHW side of things so I can't tell how this works exactly*, however, on a hunch I made a proper European F texture for the RHW6S and the issue disappeared, so it seems to be fixable.

zoom bug as it is
(https://dl.dropbox.com/s/qiwq7lnu8hilt61/early%20testing%20range-Apr.%2027%2C%20451448732830.png?dl=0)

and fixed with proper F texture
(https://dl.dropbox.com/s/gdmzyvf5scao9e0/early%20testing%20range-Apr.%2027%2C%20451448732913.png?dl=0)

* come to think of it, it's actually rather straightforward.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Natuurzoon on November 28, 2015, 09:03:01 AM
Quote from: mgb204 on November 28, 2015, 06:32:09 AM
First off it's probably important to note the circumstances behind the EU RHW texture changes. The previous RHW variations were created by Marteen who is no longer actively creating SC4 content. When NAM 33 added a bunch of new ramps, including changes requiring the remaking of many of these original textures we had a problem. Not only would many textures need to be remade for NAM33, but the same issues would occur when new features were added in future too. A decision was made to switch the EU textures to a procedurally-generated set based off the US textures as a result. This allows the NAM team to continue to support EU textures into the future. The workload of updating the original textures is too high because the specifications of the textures differ from the US default set.

What this means in practise, these are the new textures and they are likely to be the only viable option going forward. What you are seeing isn't a bug, just the changes in textures mean they render differently. In fact Alex (Tarkus) deserves a huge thanks, without his huge efforts in this regard there would be no EU RHW texture support for NAM33's feature or the foreseeable future.

I was aware of the situation with maarten's textures and i'm gratefull there is even an alternative that's been developed. But a few things remain unclear. You say it's not bug, so this is just the situation as it is at the moment with the new euro textures? is there any chance there will be a fix for this in the future? and does the US default set has the same issue or not?

Don't get me wrong, i'm really happy with the new NAM, and i know the workload must be massive with developing all of this. If this is what it is at the moment, so be it, i'm still happy with all the effort and respect everyone who has worked, and is still working on NAM. It's just that, if the US set doesn't have this issue, i might consider stepping over, because seeing the missing and black stretches of highway all over my region does not look particularly good.

PS, the next image shows an interchange with black overpasses, and there are even missing straight stretches of highway.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FWWPqHAD.png&hash=ee3e3bb096effee75429869c5f57cd31b544445d)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Natuurzoon on November 28, 2015, 09:09:46 AM
Only just now read vortext's message, which explains at least a few things :) sadly enough I have no knowledge about this whatsoever, let alone being able to fix it myself...  :-[
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on November 28, 2015, 10:04:53 AM
Well I'm not sure anything is wrong with the original DAT, I can open and view the textures from GoFSH. You won't see anything normally in the reader, since they contain embedded mipmaps which Reader can't display correctly.

I'm not intimately familiar with RHW myself. However some mip-maps look better than others, at z1 each tile has only an 8x8px texture displayed. It looks to me from my game like the changes in the textures have altered the Mip Maps. This is why I wouldn't initially consider this a bug, this is after all version 1 of the textures, improvements will come in future. That said, if all it takes to improve them is new F textures, I could conjure up a set in no time. But if these textures are supposed to have embedded mipmaps, then just switching them for single-sized textures might lead to other problems. I guess the situation needs looking into.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: vortext on November 28, 2015, 10:09:38 AM
Quote from: mgb204 on November 28, 2015, 10:04:53 AM
Well I'm not sure anything is wrong with the original DAT, I can open and view the textures from GoFSH. You won't see anything normally in the reader, since they contain embedded mipmaps which Reader can't display correctly.

Doh, of course. :facepalm:

The US F textures don't have embedded mipmaps though, so I think their EU counterparts got them by accident and a new single-sized set would fix the zoom bug (see pictures added to my previous post).
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on November 28, 2015, 10:31:12 AM
If Alex confirms that using single F-Textures is fine, I'll get a set out quickly, it's less than 20 textures looking at it. I just don't know exactly how these embedded mipmaps function or if they are indeed necessary or an oversight.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on November 28, 2015, 02:20:45 PM
The US set does actually have those F textures with embedded mipmaps--however, it appears that due to the way the load order is operating (there's non-mipmap versions in the height level folders), they're being overridden with non-embedded mipmap textures.  They were created sometime in 2011 or 2012, in the NAM 30/31 era. I'm going to have to see what happens if I move the embedded mipmaps to a location where they will load with the US set.  The embedded mipmaps do look odd in the Reader, which is to be expected, given that they're basically an overlay of five different zoom textures.

In the interim, I suppose that non-embedded textures would suffice.  Maarten's set lacked embedded mipmaps entirely.

Edit: The US mipmaps don't suffer this issue when placed in a proper load order position.  My guess is that the issue stems from the processing of the embedded mipmaps.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: wallasey on November 28, 2015, 02:42:46 PM
Just want to make people aware that should you need to uninstall NAM...there's the potential that your plugins folder may also uninstall.

Just happened with me; fortunately I back things up and haven't cleared my downloads folder for a bit!

Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Gugu3 on November 28, 2015, 02:48:34 PM
I looked through this thread and tried to have a look into older threads too but couldn't find anything. Just wandering if someone could tell me why I get brown boxes when using the SAM1 (parking lot texture).

Many thanks and sorry if the answer is easy to find and I couldn't find it ;)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on November 28, 2015, 02:52:03 PM
The SAM1 set has no dependencies, so it may be a case of an external T21 mod of some sort missing some files.

Doing a little more testing with the mipmaps, there is still a slight darkening when switching over to the US embedded mipmaps, but nothing quite to the extent that Natuurzoon showed.

Quote from: wallasey on November 28, 2015, 02:42:46 PM
Just want to make people aware that should you need to uninstall NAM...there's the potential that your plugins folder may also uninstall.

Just happened with me; fortunately I back things up and haven't cleared my downloads folder for a bit!

The uninstaller uses a recursive algorithm, and what it removes depends on where the file is located.  The advice we've generally given folks--don't move the uninstaller. In fact, don't even run the uninstaller.

If you are installing a new NAM over top of an existing one, we've improved the installer such that you can do that without having to uninstall your previous version, and in fact, not uninstalling the previous installation will allow the new NAM installer to tell what you had previously installed.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Alan_Waters on November 28, 2015, 04:26:36 PM
7.5m Elevated Avenue over highway (Project Symphony):


(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fsavepic.su%2F6674869.jpg&hash=f36db5a506c03bcde4bb5019699a329a8ce363fa)


Question:
In the future, expect the bridges to "Project Symphony"?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on November 28, 2015, 04:59:23 PM
Can you confirm which piece that is, the dragable or puzzle piece 7.5m Ave? The piece works there is a texture missing somewhere.

Actually having thought about it I think I know the problem. The props for the concrete barriers do not have textures either. If you are using my MHO Patch Mod, but do not use the Japanese NAM Facelift alternate overpasses, you need to remove the folder "zJap NAM FL Overpasses" from the folder "Plugins\z____MGB Mods\M - MHO Patch". If you'd left it in, that's exactly what you would see.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Alan_Waters on November 29, 2015, 02:47:13 AM
mgb204, thank you very much! It really helped. :thumbsup: :bnn:
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Zach Glover on November 29, 2015, 11:15:34 AM
Hello, I just installed NAM 33 over the pre-release I had already installed, and I noticed there's no RHW longer height transitions, just this new FLEX height. Is the old height transition no more? These new FLEX height transitions are so much longer than the old height transitions
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: vinlabsc3k on November 29, 2015, 11:36:01 AM
Hello Zach and welcome to the NAM aficionados*!!

The policy of NAM members is to discontinue the puzzle pieces (PP),
so the PP Height Transitions were abolished in favor of the Flex ones.
The Flex pieces are more convenient because they support various RHW width (both ground and elevated).
The length of the pieces are the same: 3 tiles, only in the preview it's longer.
If you want to demolish one of the stacks in a Flex you can use the Demolisher in the Highway Menu.



*=enthusiasts
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Zach Glover on November 29, 2015, 11:49:33 AM
Thanks, I've seen plenty posts on here, but never posted myself. I'm disappointed the puzzle pieces are gone. I think they were much easier to use
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: fefenc on November 29, 2015, 12:40:34 PM
Quote from: Zach Glover on November 29, 2015, 11:49:33 AM
Thanks, I've seen plenty posts on here, but never posted myself. I'm disappointed the puzzle pieces are gone. I think they were much easier to use
Don't worry about this, I once thought the same, but the draggable/flexible stuff is even easier to use. Nonetheless I won't deny they look scary in the showcase :\
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on November 29, 2015, 01:18:35 PM
The other thing to consider is the fact that all the RHW networks have height transitions now, and had we stayed with puzzle pieces, including the OnSlopes, you'd have about 90 puzzle pieces to sort through.  Instead, the FLEX system requires just 4.  They are longer, but that's in part because we've shifted toward L1 as the standard elevated height (the transition is the same length as when L2 was the standard), and we were also looking to give the transitions a more realistic grade.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: APSMS on November 29, 2015, 01:29:36 PM
Quote from: Zach Glover on November 29, 2015, 11:49:33 AM
Thanks, I've seen plenty posts on here, but never posted myself. I'm disappointed the puzzle pieces are gone. I think they were much easier to use
If you are feeling serious withdrawal symptoms, I recall seeing an option in the custom installation that retained RHW PP height transitions (deprecated). &idea

Given the immense versatility of the Flex pieces, as well as much improved stability over the last 3 versions, I'd say it's much better to get used to the new standard rather than pine for the old. But that option is there if you really feel you need it. It won't be there next version (most likely), and the absence of the menu option won't make old pieces non-functional, but given that realism is the main goal of the RHW, Flex-based options provide the easiest upgradability and backwards-compatibility, and are significantly easier for the NAM Team to maintain.

I feel your pain (a little), but the new standard is so much better it's not even funny. The disconnector is also a boon in dismantling Flex-constructed interchanges, as it's use won't break overrides and cause everything to delete or revert to RHW-2 (unlike trying to use the bulldoze tool on said interchanges, which is generally a time consuming mess all the way around).
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Zach Glover on November 29, 2015, 02:21:14 PM
To those of you trying to console me: I don't deal with change very well lol. You should've seen me when I first started using RHW, I was completely lost, just as I am with this new FLEX height  :'(
@APSMS Thanks for the tip, I've just reinstalled with the depreciated height transitions. That doesn't mean I won't try to work with the new FLEX height pieces though.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: dyoungyn on November 29, 2015, 03:56:58 PM
Quote from: APSMS on November 29, 2015, 01:29:36 PM
Quote from: Zach Glover on November 29, 2015, 11:49:33 AM
Thanks, I've seen plenty posts on here, but never posted myself. I'm disappointed the puzzle pieces are gone. I think they were much easier to use
If you are feeling serious withdrawal symptoms, I recall seeing an option in the custom installation that retained RHW PP height transitions (deprecated). &idea

Given the immense versatility of the Flex pieces, as well as much improved stability over the last 3 versions, I'd say it's much better to get used to the new standard rather than pine for the old. But that option is there if you really feel you need it. It won't be there next version (most likely), and the absence of the menu option won't make old pieces non-functional, but given that realism is the main goal of the RHW, Flex-based options provide the easiest upgradability and backwards-compatibility, and are significantly easier for the NAM Team to maintain.

I feel your pain (a little), but the new standard is so much better it's not even funny. The disconnector is also a boon in dismantling Flex-constructed interchanges, as it's use won't break overrides and cause everything to delete or revert to RHW-2 (unlike trying to use the bulldoze tool on said interchanges, which is generally a time consuming mess all the way around).

On this, I still use the depreciated ramps as they are MUCH EASIER for me to see the finished product.  I only HOPE and PRAY they DO NOT go away.  The Flex option is great under certain circumstances, not all.  Yes, FLEX are more slope tolerant, but the depreciated are also VERY slope tolerant.  Yes, the disconnector up front in NAM 33 is GREAT especially for deleting diagonal pieces that take FOREVER to delete or un-zone; THANK YOU for this "Disconnector". 

In conclusion, PLEASE don't do away with the depreciated ramps and curves as I LOVE them and tabbing through the list is what I am use to and I have memorized the order.  For FLEX ramps, I have the guide and I just cannot grasp the ramp I am looking for.

dyoungyn

dyoungyn 
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: compdude787 on November 29, 2015, 07:35:33 PM
I personally don't mind seeing the puzzle piece height transitions go bye-bye. There is nothing wrong with the FlexHeight transitions; I only use those.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: vinlabsc3k on November 30, 2015, 12:20:46 AM
I found a texture bug &mmm

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.com%2Fa%2Fimg910%2F8831%2FHHmkcO.png&hash=a798cdba233978797321e4f5aed018ad362303e9)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Bipin on November 30, 2015, 07:07:55 AM
Wonderful work yet again, NAM team!  &apls I've got one question though: I'd like to get rid of those wealth textures/ground textures beneath the RHW.  I did not see an option for this in the installer, might I of missed something, or is this even possible?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on November 30, 2015, 09:47:35 AM
Right now there is no option to remove the wealthing from the RHW, sorry. The problem is that such networks can't show transparency as this part is used by SC4 to determine where sidewalks must go. Thus if you had only transparent textures, everything that touched a lot or was zoned would have sidewalks :(.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: APSMS on November 30, 2015, 11:39:23 AM
Bipin, this is only possible with a model-based RHW which I think NORO used for a little whole, but unfortunately is not ideal for a general release (and I think the custom version is since outdated).

So unfortunately we are stuck with wealth textures or choosing to zone at least 1 tile away from your freeways.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: dyoungyn on November 30, 2015, 11:44:08 AM
All I do is lay down the RHW, then zone freely say for example agriculture.  Then I delete the RHW, let the agriculture develop, then re-build the RHW.  This way, the zones will not be tempted to build along my free ways.  I know it sounds ludicrous, but it works for me when it comes to zoning along L0 RHW.  As far as urban areas, not a problem as I use the "Alt" key to lay out the zone along a city road.

So, RHW wealthing  is not an issue for me, neither is the flex slope, it is the flex ramps and curves.

dyoungyn
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: eek on November 30, 2015, 08:08:42 PM
I think I found a bug, or maybe you guys know about it already. I did a brief search for old posts and only found one mention of something from several years ago, but there wasn't a pic of it.

I laid down a OWR 2 to OWR 3 transition piece and got this giant octagonal hole to hell. Any idea?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on November 30, 2015, 08:16:22 PM
I'd actually advise using the draggable transition there instead of the puzzle piece--far easier to use, too.  Just drag the OWR-2 to an end stub, and then drag the OWR-3 to form an end stub one tile away from it, such that the stubs are back to back.  They'll turn into a transition.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: eek on November 30, 2015, 08:24:49 PM
Will give it a try. Thanks.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: frhtf on November 30, 2015, 10:21:39 PM
Nothing happened except I get a car icon meaning that I'm not connected to a road for my zoning.


Please do not edit in spam afterwards. Removed links. - vortext GM
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Mikey Knox on December 01, 2015, 04:08:06 AM
I cant get the FLEXSpui Avenue to work anymore, with the old System i only had to place a RHW4 height Puzzlepiece at the End and it elevated, now with the FlexHeight it doesnt. How can i get it to work again?  ;D

http://i.imgur.com/my5t4zE.jpg
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: vinlabsc3k on December 01, 2015, 04:59:52 AM
Another Texture Bug:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.com%2Fa%2Fimg633%2F9478%2Fbt8vAJ.png&hash=26beb92cc99dd55ae754b9e317fb11894f13f3e8)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on December 01, 2015, 08:58:08 AM
Quote from: frhtf on November 30, 2015, 10:21:39 PM
Nothing happened except I get a car icon meaning that I'm not connected to a road for my zoning.

That doesn't really help me see what the problem is, what were you doing that caused this?

@ Imiona:

The FLEX SPUI has a number of issues due to changes with other RHW components. It's awaiting a refresh as a result, you can use the depreciated height transitions as before (you need to manually select to install them), but even then you might find they don't work properly.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Mikey Knox on December 04, 2015, 08:02:04 AM
Are the RHW Neighbor Connector Pieces still working? I tested it out and waited for 10 years but nothing happens. I asked Google and found some Information about it (Drawpaths/Green Lines at City Boarder (http://i.imgur.com/JutFNEJ.jpg)) but still nothing. It also looks like the Pathing is a little bit off (http://i.imgur.com/LaiVaOJ.jpg), but the RHW4 (where the pathing is fine) isnt working either. Or am i doing it wrong? ;D
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on December 04, 2015, 01:37:12 PM
You need to make sure they're on both sides of the connection, and they've been allowed to run in simulation.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Mikey Knox on December 04, 2015, 02:39:54 PM
Quote from: Tarkus on December 04, 2015, 01:37:12 PM
You need to make sure they're on both sides of the connection, and they've been allowed to run in simulation.

-Alex

Well i know they need to be on both Sides of the Citys ;D, but whats the meaning of "been allowed to run in simulation" ?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on December 04, 2015, 03:47:30 PM
Simply to give it a few months from placing them in-game for the simulator to catch up with changes. It can take a little while when you make any change before the simulator re-calculates possible routes to jobs for sims.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Mikey Knox on December 04, 2015, 03:50:14 PM
Thx :)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Wiimeiser on December 05, 2015, 11:03:09 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FPBpIc1C.png&hash=d0b9e6a0175515f5465366a0cf797e8003ef31e2)

Is this right? None of these seem to be working for me...

EDIT: Got this one specifically but I can't figure out the other variation.

While I'm at it:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FrxvlOiq.png&hash=feaee579c65d712b97b6e844e9024249d89927f9)

Though it fixed when I dragged a road through it.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: compdude787 on December 05, 2015, 11:17:37 PM
Quote from: Wiimeiser on December 05, 2015, 11:03:09 PM
[snip]

Is this right? None of these seem to be working for me...

Get rid of the RHW-2 in the middle. There should be no 4-way intersections for this drag pattern, only T-intersections.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Wiimeiser on December 05, 2015, 11:43:27 PM
Quote from: compdude787 on December 05, 2015, 11:17:37 PM
Quote from: Wiimeiser on December 05, 2015, 11:03:09 PM
[snip]

Is this right? None of these seem to be working for me...

Get rid of the RHW-2 in the middle. There should be no 4-way intersections for this drag pattern, only T-intersections.
I did figure that one out, but can't figure out the others...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: vinlabsc3k on December 06, 2015, 03:09:06 PM
In the RRW there's not rail switch points in the interchanges. :-[
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: eggman121 on December 06, 2015, 03:15:36 PM
Quote from: vinlabsc3k on December 06, 2015, 03:09:06 PM
In the RRW there's not rail switch points in the interchanges.

Can you show a picture please so we can diagnose the problem.

-eggman121
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on December 06, 2015, 03:22:46 PM
I think he means that there are no switch points when using UDI with RRW.

This is something that may be added in future, but indeed support is very limited right now.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: eggman121 on December 06, 2015, 03:31:39 PM
Quote from: mgb204 on December 06, 2015, 03:22:46 PM
I think he means that there are no switch points when using UDI with RRW.

This is something that may be added in future, but indeed support is very limited right now.

Thanks for the clarification. They will appear in the future ;)

-eggman121
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Wiimeiser on December 09, 2015, 02:01:21 PM
A bug that needs to be fixed within the hour: Flups under OWR cannot be placed on North-to-South OWR, only East-to-West.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Sleepy456 on December 10, 2015, 09:28:04 AM
Hi NAM team,

First of all, i'd like to thank you guys for your work on the NAM, it kept me playing Sim City for the past years.
Don't know if this is a bug or an outdated texture on my end, but i'm experiencing some texture alignment issues on the euro version of the RHW, specifically the RHW-4 FAR pieces. I've tried reistalling the NAM, but this does not fix the issue for me.

Thanks,

Steven
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on December 10, 2015, 01:07:29 PM
Hard to tell, but it's kind of looking like bits of the old MandelSoft Euro RHW set are showing through.  It's no longer included in NAM 33, so there must be some residual files somewhere if that's the case.

Wiimeiser, I've confirmed your report--details in the FLUPs thread.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Pythias900KMB on December 10, 2015, 05:32:36 PM
(Looks up to read the clock and gasps) ... damn, the time really got away from me while I was trying out the NAM 33 in one of my developed cities!  Let me first start out by thanking all of the NAM developers for all the work that they did.  The RealHighway has been a real pain in the ass as I was figuring out how all of the puzzle pieces work; still, I am gradually getting the hang of it and am confident that I will eventually master it.

The thing is ... figuring out how to draw the straight segments both ground level and elevated using the starter pieces is relatively straight forward; still, getting the access/egress ramps built without a tiny mistake ruining all that I did right is driving me batty!!!  I have a RHW-10S I am building where the westbound half lends its two outer lanes to a northbound highway mean to take traffic through the city while the remaining three lanes deposit traffic in the city.

I am also pondering whether to use an MIS to loop one of the lanes into a turnaround; still, before I can do that, I need to get the NAM to listen to what I need it to do instead of trying to read my mind.  I saw an exit ramp where there were two exiting lanes and three through lanes that I think is perfect -- if SC4D cooperates with my attempts to evoke it into the proper position.

I am also having difficulty with the puzzle piece that begins/ends RHW overpasses from earthen embankments; whenever I use it, it tries to read my mind about which slope I wish to use it on and it is a pain to get it oriented even without my keyboard deciding to take a siesta when I wish to use it.

I hope to get some insightful counsel about how to resolve these issues.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Sleepy456 on December 11, 2015, 06:41:10 AM
Quote from: Tarkus on December 10, 2015, 01:07:29 PM
Hard to tell, but it's kind of looking like bits of the old MandelSoft Euro RHW set are showing through.  It's no longer included in NAM 33, so there must be some residual files somewhere if that's the case.

-Alex

Thank you for your reply Alex

I uninstalled the euro textures that came with NAM 33, and the american textures are fine. I don't feel like going through my plugin folder with a fine comb, so for me the problem is solved. Thanks for the help

Steven
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: alexr19 on December 11, 2015, 12:39:34 PM
So, I decided to start up SC4 now that the semester is winding down and saw that a new NAM is out! Installed, but...I don't see the RHW icons. It's been a while since I've played, but they are in the highway menu, correct? All I see is Maxis stuff. I've reinstalled twice. Any idea what might have happened and any suggestions?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: k808j on December 11, 2015, 12:48:38 PM
We  ()borg() have returned after a 2 yr hiatus and noticed that our tla roads have no paths, hence the "no road connection" warning. Have updated to NAM 33 still the same results. Lost original (American) CD discs and brought UK version, reinstalled game and migrated the original cities (American) over. Could this cause an issue (Beside the direction of traffic which is now left  &mmm )
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on December 11, 2015, 01:28:29 PM
Quote from: alexr19 on December 11, 2015, 12:39:34 PM
So, I decided to start up SC4 now that the semester is winding down and saw that a new NAM is out! Installed, but...I don't see the RHW icons. It's been a while since I've played, but they are in the highway menu, correct? All I see is Maxis stuff. I've reinstalled twice. Any idea what might have happened and any suggestions?

They should be under that menu, yes.  Ensure that when you've selected the RealHighway option when you run the installer.

Quote from: k808j on December 11, 2015, 12:48:38 PM
We  ()borg() have returned after a 2 yr hiatus and noticed that our tla roads have no paths, hence the "no road connection" warning. Have updated to NAM 33 still the same results. Lost original (American) CD discs and brought UK version, reinstalled game and migrated the original cities (American) over. Could this cause an issue (Beside the direction of traffic which is now left  &mmm )

Yes, that absolutely would do it.  The TLAs require special LHD paths, and if you've done an RHD NAM installation in an LHD game (the NAM does not change drive sides), it'll basically cause all network tiles with LHD-specific pathing to have no pathing. Either ensure your NAM installation is LHD, or use the shortcut trick (http://sc4devotion.com/forums/index.php?topic=3961.msg346691#msg346691) or a registry edit to change the drive side back to RHD.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: k808j on December 11, 2015, 06:58:34 PM
Thks Tarkus, you are still the go to human after all of these years.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on December 11, 2015, 11:36:18 PM
Quote from: k808j on December 11, 2015, 06:58:34 PM
Thks Tarkus, you are still the go to human after all of these years.

Species 5618 at your service. :thumbsup:

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Mero90 on December 13, 2015, 06:11:40 AM
Found a little bug displaying monthly cost about this station, should this be under landmark?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F1BqQx8r.jpg%3F1&hash=541b41b3ddb9fa451382b7299558470307a9f08d)

Sorry for the Italian interface.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Pythias900KMB on December 13, 2015, 05:03:34 PM
Ahoy!  I have decided to avail the NAM to breathe new life into one of my developed cities -- and ran into a problem as you can see from the screen capture.  I have tried to solve it on my own by rebuilding these overpasses after demolishing them with the RHW Disconnector only for them to rebel back to this form -- and this is at best!!!  At worst, I have had to redo the 2nd lvl elevated embankment along with the RHW . . . which is quite troublesome because of the 8S-D2 ramps that only cooperate when the 8S and the two 4S are drawn just right.

In any case, this is driving me batty!  Any counsel on what I should try next?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: compdude787 on December 13, 2015, 05:35:31 PM
What you need to do is start clicking around with the RHW tool at random. Just keep clicking to redraw the RHW until it has overridden correctly. Seriously. Just click around randomly. Eventually it should fix itself.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: eclipticalstorm on December 14, 2015, 02:57:38 PM
Dear NAM Team,

Since I've installed the NAM 33-PR I haven't been able to activate two tile station for the rail viaduct or connect crossing with the E-rail Over Road.  I have no idea what might be wrong.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: APSMS on December 14, 2015, 10:59:05 PM
Hi eclipticalstorm,

Not to diminish your problem, but the first step to this solution would be to update your NAM to the official v.33 release, as per NAM Team policy, support for legacy versions is limited and not officially provided. There is a link on the SC4Devotion homepage.

Also, documentation on what is fixed/changed is not often comprehensive, so things that may have been broken or fixed in the current release may not be made immediately aware to the public.

That being said, a picture of what you're trying to do, and which station you're referring to, would be a great help. IIRC, there are quite a number of stations in the NAM, at least a decent few of which are two-tile, and multi-use to boot. A quick screenshot of the offending station would go a long way in identifying the problem; as it stands now I'm having a hard time visualizing the situation that's giving you fits.
Also note that TE-stations (stations with road or track going through them) have to be activated by dragging the appropriate network through the station (where designated) for them to work right away. The alternative is exiting and re-entering the city tile, as this will activate all previously unactivated TE stations. This doesn't sound like your problem, but it's worth mentioning in case you didn't know about it.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Robin Locksley on December 16, 2015, 01:43:08 AM
Posted this in NAM release thread. Sorry.

So there is a missing texture in high elevated rail over highway overpass. There's a some kind of metal structure, like ramp or brige, untextured. Both in el rail puzzle pieces and highway misc parts.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: 2b2gbi on December 19, 2015, 10:39:48 PM
This may be a stupid question, but I recently downloaded the new NAM and wanted to do a sunken railroad through part of my city. However, I can't figure out how to make simple one tile overpasses over the railroad. I posted a GIF of one of my attempts below, am I doing something wrong, or is this not possible? The only thing I've managed to get working is a RHW overpass that switches back to road after the overpass.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fpuu.sh%2Fm1vlM%2F58d6a12968.gif&hash=e4443018270e2f70356443f366988431576e0ac9)

Sorry if the answer to this is obvious, I just can't figure it out.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on December 19, 2015, 11:23:09 PM
You are simply trying to build without sufficient space. The draggable on-slope pieces need an extra tile of space each side of the rail network (at the lower level). If you want to create an overpass without the gap, for the time being you'll have to use the puzzle-based on-slope/overpass pieces instead.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on December 19, 2015, 11:28:41 PM
The GIF is very helpful--thanks for that. :thumbsup:

Dragging straight through a Flex OnSlope is always going to screw things up, so I'd avoid doing that.  They behave if you drag up to the edge of them, but not if you go through.  I think your options are either the RHW solution you have discovered, or the approaches mgb204 described above me. 

I do notice, however, that you're using an RHW texture set that isn't in the NAM anymore as of NAM 33, and I'm guessing from that information that you're on an old NAM version.  If I am correct, I'd recommend downloading the newest one to see if things improve (that's part of the reason we don't support any NAM versions except the most recent). 

I'll take a look over the functionality for NAM 34 purposes as well.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: 2b2gbi on December 20, 2015, 12:07:13 AM
Quote from: Tarkus on December 19, 2015, 11:28:41 PM
I do notice, however, that you're using an RHW texture set that isn't in the NAM anymore as of NAM 33, and I'm guessing from that information that you're on an old NAM version.  If I am correct, I'd recommend downloading the newest one to see if things improve (that's part of the reason we don't support any NAM versions except the most recent). 

I'll take a look over the functionality for NAM 34 purposes as well.

-Alex

Thanks for the response.

Concerning my NAM version, I am on NAM 33, but I'm guessing the RHW textures (I think they're called Ontario) didn't get deleted by the cleanitol? I didn't actually know those textures were depreciated until I was looking through the documentation just a bit ago and saw that in the notes, which I must have missed on my first look at them. I can just remove the file for them and everything will be fine right?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: 2b2gbi on December 20, 2015, 12:14:48 AM
I apologize for the double post, but I for some reason an unable to save edits to my posts.

Quote from: mgb204 on December 19, 2015, 11:23:09 PM
You are simply trying to build without sufficient space. The draggable on-slope pieces need an extra tile of space each side of the rail network (at the lower level). If you want to create an overpass without the gap, for the time being you'll have to use the puzzle-based on-slope/overpass pieces instead.

So for road networks one tile overpasses are not possible with draggable on-slope pieces, alright, thank you for that information. I was confused because they work with RHW so I assumed they would with other networks.

As far as the puzzle-piece solution is concerned, however, the elevated road puzzle pieces are missing from my road menu. Considering this and the issue I mentioned to Tarkus concerning the Ontario RHW textures, maybe I should try reinstalling NAM?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on December 20, 2015, 02:06:28 AM
For the RHW textures, simply find the folder in z___NAM\Road Textures\XX Cosmetic Re-Texture Mod\RHW. I'm not sure what the Ontario textures are named, but it should be obvious which folder includes them. If you remove this folder before re-installing the NAM, you should have no problems afterwards.

The puzzle-based road viaducts may not have been installed, you can select them as part of a custom install though. The draggable ones will eventually replace the puzzle ones, but right now they are no finished.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: 2b2gbi on December 20, 2015, 03:16:07 AM
Thank you both again, as far as my installation is concerned it was a bit messed up. I recently completely wiped my hardrive and reinstalled Windows, and somehow when I backed up and then reinstalled my plugins part of my NAM folder (and a few other things) seem to have been duplicated, which meant some of the sub-folders, notably the RHW textures folders, were being overridden by those copies of the old files. I cleaned up that and did a reinstall, during which I found the modular elevated roads box I apparently missed the first time through. So that's all my problems solved, thanks again and sorry for bothering you with something that was ultimately some simple I overlooked. :)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: LReyomeXX on December 20, 2015, 03:17:23 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FRI3S8IW.png&hash=40781753fcb8edfc62a6837f70d62504ed6651fb)

How do you get rid of those extra supports on the EL Rail bridge. I have unzipped the installer and compared the dat files I have to what is included in the EL Rail Alternate Implementation. As you can tell by the old MHW bridge, this city was last touched long before the MHO and expanded RHW bridges
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on December 22, 2015, 02:42:39 PM
Quote from: Mero90 on December 13, 2015, 06:11:40 AM
Found a little bug displaying monthly cost about this station, should this be under landmark?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F1BqQx8r.jpg%3F1&hash=541b41b3ddb9fa451382b7299558470307a9f08d)

Yes, this bug has been present in this station since beginingless time. It will be fixed for NAM 34. 
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: 7up on December 22, 2015, 10:08:47 PM
Hello,

I am having an issue with draggable networks that I was hoping someone could help me identify. After installing quite a few plugins, it seems I can no longer drag any networks. I have tried GLR, SAM, and RHW with no luck. At some point in my plugin folder history it worked just fine, but not anymore! Unfortunately I didn't catch the issue until too late and I can't pinpoint what download or mod may have caused this.

I don't think the starter pieces look like they should, and I can't override the stock networks no matter how I drag.

I would appreciate some direction on how to fix this problem.

Thanks a lot!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: compdude787 on December 22, 2015, 10:35:36 PM
Re-run the NAM installer, do a custom install, and make sure that the "Enable decoupling" option is not checked. This should fix your problem.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Pythias900KMB on December 22, 2015, 11:29:48 PM
Ahoy!  I have something about the NAM that has been puzzling me for a while.  All of the 3rd lvl elevated RHW networks only yield the support pylon when I avail them ... what gives?  The 4th lvl elevated RHW networks produce both the deck and the pylons and I am at a loss for what I could be doing wrong.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: compdude787 on December 22, 2015, 11:35:11 PM
Re-run the installer (do a custom install) and make sure the L3 networks for the RHW are checked.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on December 23, 2015, 02:25:20 AM
Quote from: LReyomeXX on December 20, 2015, 03:17:23 PM
How do you get rid of those extra supports on the EL Rail bridge. I have unzipped the installer and compared the dat files I have to what is included in the EL Rail Alternate Implementation. As you can tell by the old MHW bridge, this city was last touched long before the MHO and expanded RHW bridges

I think the problem comes from the use of the regular model for El-Rail as part of the bridge structure. If you selected to install the fences and ground texture with ML's rail that's part of the same piece and therefore they are included on the bridge. Notice the pylons (actual bridge models) don't have them and look like the default El-Rail network. The good news is that there are at least 2 El-Rail bridges without this problem you can use.

I'll look into updating the models properly to be compatible with ML's mod in the future. It seems these are proper 3D models (not all bridges are) so it should be possible to modify them.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: 7up on December 23, 2015, 10:10:11 AM
Quote from: compdude787 on December 22, 2015, 10:35:36 PM
Re-run the NAM installer, do a custom install, and make sure that the "Enable decoupling" option is not checked. This should fix your problem.

When I re-ran the installer, the box was already unchecked, and I kept it that way. Unfortunately my situation has not changed. Any other ideas? Thanks for the help!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on December 23, 2015, 12:28:56 PM
In that case, the plugins you installed afterward may have outdated RUL files sitting in them.  There's still a few ancient "transit supplement" mods from before the NAM existed that are sitting around over at ST, and they have old RUL2 files that block pretty much every override network in existence from working.  Re-install the NAM and ensure you're running Cleanitol.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: 7up on December 23, 2015, 12:59:57 PM
When I reinstalled NAM today I explicitly checked the Cleanitol box. Here is the undo.bat :

copy "NetworkAddonMod_RoadViaducts.dat" "..\..\Plugins\Network Addon Mod\Elevated Road Networks\NetworkAddonMod_RoadViaducts.dat"
copy "NetworkAddonMod_Roundabouts_Roads_x_draggable_FANs.dat" "..\..\Plugins\Network Addon Mod\INRUL Overrides\NetworkAddonMod_Roundabouts_Roads_x_draggable_FANs.dat"
copy "NetworkAddonMod_Roundabouts_Streets_x_draggable_FANs.dat" "..\..\Plugins\Network Addon Mod\INRUL Overrides\NetworkAddonMod_Roundabouts_Streets_x_draggable_FANs.dat"
copy "T21_MHW_NoLights.dat" "..\..\Plugins\zz_LRMv40_Mega_Pack\LRMv4 Replacement Sets\T21 Mods\T21_MHW_NoLights.dat"
copy "ShmailsGLRStationAvenue1b_93ad3872.SC4Lot" "..\..\Plugins\Transportation\ShmailsGLRAvenueStation\ShmailsGLRStationAvenue1b_93ad3872.SC4Lot"


Is there a way I can search for RUL overrides with a program like Reader or similar?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: 7up on December 23, 2015, 01:06:39 PM
Here's another clue possibly: I have found that SAM and RHW do not drag correctly, but when I use a GLR drag starter, I do not see any 'guide tiles*' or anything like that, but the dragged EL rail does become GLR.

*I'm not sure what exactly the starters should look like because most tutorial images are gone, but my starters are 2x1 with one tile completely blank...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on December 23, 2015, 01:33:11 PM
GLR partially working but the SAM and RHW not working . . . kind of sounds like whatever file you have that's conflicting is of early 2007 vintage.  If you open up the NetworkAddonMod_Controller.dat file in the Reader, go to Tools > Plugins Analyser, and then select NetworkAddonMod_Controller.dat from the list of files, you should be able to see if there's a conflicting copy of the RUL file at the IID 0x10000002, and where it is.  ebina did a tutorial on it 5 years ago, which can be found here (http://sc4devotion.com/forums/index.php?topic=9898.0).

If you find it, I'd like to know what it was, so we can ensure that the Cleanitol and everything will pick it up properly in the future.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: 7up on December 23, 2015, 02:38:47 PM
Quote from: Tarkus on December 23, 2015, 01:33:11 PM
GLR partially working but the SAM and RHW not working . . . kind of sounds like whatever file you have that's conflicting is of early 2007 vintage.  If you open up the NetworkAddonMod_Controller.dat file in the Reader, go to Tools > Plugins Analyser, and then select NetworkAddonMod_Controller.dat from the list of files, you should be able to see if there's a conflicting copy of the RUL file at the IID 0x10000002, and where it is.  ebina did a tutorial on it 5 years ago, which can be found here (http://sc4devotion.com/forums/index.php?topic=9898.0).

If you find it, I'd like to know what it was, so we can ensure that the Cleanitol and everything will pick it up properly in the future.

-Alex

Tried that and found no conflicts with the listed IID. I've attached a picture of the results. I'm running out of time tonight for troubleshooting, but I appreciate everyone's help!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on December 23, 2015, 05:04:22 PM
Thanks for sharing that.  Unfortunately, that result only makes things only more puzzling.  It does look like the LTEXT file (IID 0x6a47ffff) showing up as an XA file in your Reader version) is duplicated somewhere, but all that could potentially do is give you a different compile date when hovering over the NAM Icon at the bottom of the Roads menu.  The one last troubleshooting attempt I'd try would be to go into NAM Auxiliary Files\Tools\Controller Compiler and run the Controller Compiler manually.  The only other thing I can think of with it is that somehow, the Controller didn't compile properly for whatever reason when you ran the installer, or you somehow ended up with misinstalled/incomplete source RUL files.

Should that still fail, the only other thing I could think to do to get things to work at the moment would be to reach into the NAM Auxiliary Files\Tools\Controller Compiler\Network Addon Mod\Controller folder, grab the NetworkAddonMod_Controller_RIGHT_HAND_VERSION.dat file, rename it to NetworkAddonMod_Controller.dat and overwrite the one in Plugins\Network Addon Mod.  The version that's tucked away in Auxiliary Files is a full set of RULs, with nothing whittled down by the Compiler.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: 7up on December 23, 2015, 09:45:12 PM
Quote from: Tarkus on December 23, 2015, 05:04:22 PM
...
The one last troubleshooting attempt I'd try would be to go into NAM Auxiliary Files\Tools\Controller Compiler and run the Controller Compiler manually.  The only other thing I can think of with it is that somehow, the Controller didn't compile properly for whatever reason when you ran the installer, or you somehow ended up with misinstalled/incomplete source RUL files.
...

That did the trick! When I launched the Compiler, only a few of the boxes were ticked (attached). I don't know how it got that way, but I selected All Networks and hit go and now everything is back to normal.

THANK YOU for your help.  :clap: Now I can actually get back to playing!

Cheers,
Dan
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: travismking on December 25, 2015, 11:31:16 PM
I seem to be having a problem that ive just noticed, I have no RHW FlexTransitions button in my highway menu. I have the cosmetic pieces and all the other stuff, but no "flextransitions" button and therefore am unable to build any transitions, this screenshot is taken with absolutely empty plugins folder other than nam 34 (also was not working in nam 33 as well). I clicked the standard full install in the installer. Is something wrong here, or am I just a complete spazz and not seing the transitions ...

http://puu.sh/m8XiA/7d1b5ee49c.jpg
http://puu.sh/m8Xk7/78660f99f7.jpg
http://puu.sh/m8Xl2/5dc7dd2214.jpg
http://puu.sh/m8Xls/ed885d02b2.jpg
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: APSMS on December 25, 2015, 11:42:14 PM
Noticed that the OWR arrows seem to be interfering with NWM OWRxRD-2 T-intersections, which were previously supported

(https://dl.dropboxusercontent.com/s/oypu4b12q3a3pwm/SimCity_4_2015-12-25_23-38-06.jpg?dl=0)
This intersection worked until I clicked on it.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on December 26, 2015, 12:53:09 AM
Quote from: travismking on December 25, 2015, 11:31:16 PM
I seem to be having a problem that ive just noticed, I have no RHW FlexTransitions button in my highway menu. I have the cosmetic pieces and all the other stuff, but no "flextransitions" button and therefore am unable to build any transitions, this screenshot is taken with absolutely empty plugins folder other than nam 34 (also was not working in nam 33 as well). I clicked the standard full install in the installer. Is something wrong here, or am I just a complete spazz and not seing the transitions ...

They're the "FlexHeight" button there.

Quote from: APSMS on December 25, 2015, 11:42:14 PM
Noticed that the OWR arrows seem to be interfering with NWM OWRxRD-2 T-intersections, which were previously supported

More likely, it's an issue with the RUL1 changes.  Maxis had previously assigned all Road x One-Way Road intersection types (and even collapsed in One-Way Road x One-Way Road in some situations) to the same IID, which has always been a bit of a problem with overrides, and needed to be changed.  The base +-ints for OWR-3 x NRD-4 should be okay, but the T-ints are always a funkier scenario, and I'm guessing that's what happened here.  OWR-3 ending at RD-2 doesn't make any sense from a traffic engineering standpoint, though. (Where does the third lane go?)

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: vinlabsc3k on December 26, 2015, 02:27:37 AM
Merry Xmas and Happy New Nam to all!! ;D

I don't know how to made an El-RHW over TIA, please point me to a graphical tutorial.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on December 26, 2015, 02:39:33 AM
Thanks, Vincenzo--hope you had a Merry Christmas as well. :thumbsup:

To answer your question, our own Samerton did his own video on that feature (https://www.youtube.com/watch?v=VH2S7_pwbXU).

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Themistokles on December 26, 2015, 03:51:50 AM
Quote from: Tarkus on December 26, 2015, 02:39:33 AM
... Samerton did his own video on that feature (https://www.youtube.com/watch?v=VH2S7_pwbXU).

-Alex
This is genius &apls &apls
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: vinlabsc3k on December 26, 2015, 04:28:53 AM
Thanks for the fast reply, Alex!! :thumbsup:
I've already tried the right way, but the span was very tight and the stubs didn't activate.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: travismking on December 26, 2015, 04:38:49 PM
Quote from: Tarkus on December 26, 2015, 12:53:09 AM
Quote from: travismking on December 25, 2015, 11:31:16 PM
I seem to be having a problem that ive just noticed, I have no RHW FlexTransitions button in my highway menu. I have the cosmetic pieces and all the other stuff, but no "flextransitions" button and therefore am unable to build any transitions, this screenshot is taken with absolutely empty plugins folder other than nam 34 (also was not working in nam 33 as well). I clicked the standard full install in the installer. Is something wrong here, or am I just a complete spazz and not seing the transitions ...

They're the "FlexHeight" button there.

Quote from: APSMS on December 25, 2015, 11:42:14 PM
Noticed that the OWR arrows seem to be interfering with NWM OWRxRD-2 T-intersections, which were previously supported

thanks for the reply, but I just checked that doesn't have the mis to rhw4 transition that I want

More likely, it's an issue with the RUL1 changes.  Maxis had previously assigned all Road x One-Way Road intersection types (and even collapsed in One-Way Road x One-Way Road in some situations) to the same IID, which has always been a bit of a problem with overrides, and needed to be changed.  The base +-ints for OWR-3 x NRD-4 should be okay, but the T-ints are always a funkier scenario, and I'm guessing that's what happened here.  OWR-3 ending at RD-2 doesn't make any sense from a traffic engineering standpoint, though. (Where does the third lane go?)

-Alex

thanks for the reply, but that button doesn't have the MIS to rhw4 transition I'm looking for
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on December 26, 2015, 04:49:24 PM
Quote from: travismking on December 26, 2015, 04:38:49 PM
thanks for the reply, but I just checked that doesn't have the mis to rhw4 transition that I want

There are only two sets of transitions for RHW. The FlexHeight containing L0-L1 and L0-L2 ramps, technically 1 level/2 level ramps. In addition to 2 On-Slope transitions. Those are the transitions you are showing in your pictures.

If you selected to install the "Depreciated Height Transitions" from the "RHW Options" during NAM install, the old puzzle pieces will also appear in the RHW Menu. All the old transitions are contained there, bear in mind these will be phased out eventually. I noticed from your pictures this option is not there, so I'm guessing you didn't install it.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: travismking on December 26, 2015, 06:26:20 PM
I'm trying to figure out basically how to transition from MIS to RHW4 ... the only button I see for these transitions doesn't have anything to drag from, more like an old-school puzzle piece, and I know it used to work. I'm looking for WIDTH transitions, not the height transitions ATM

edit: NVM the width transitions button does work, the terrain there just wouldn't allow the draggable stub to show up, but why does it not stay as RHW 4 after the transition? I have to plop a starter piece after the transition to get it to stay as RHW 4, otherwise its rhw2, is this normal? pretty sure the transitions used to be started pieces as well
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on December 26, 2015, 07:10:32 PM
Some of the new puzzle piece transitions lack starters, mainly due to slope tolerance.  If there's a starter on there, the transition is extremely sensitive as to what terrain is allowable for placement, and having that situation actually contributed quite a bit to the RHW's reputation of being "difficult".

FLEXing those beasts is near the top of the list as far as future RHW development priorities goes, and we attempted to do so for NAM 34, but there were some really finicky things (and the complicated mess that is the RHW-6S-to-8S transition) that led to it being shelved for later.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: compdude787 on December 26, 2015, 09:27:17 PM
Quote from: travismking on December 26, 2015, 06:26:20 PM
I'm trying to figure out basically how to transition from MIS to RHW4 ... the only button I see for these transitions doesn't have anything to drag from, more like an old-school puzzle piece, and I know it used to work. I'm looking for WIDTH transitions, not the height transitions ATM

edit: NVM the width transitions button does work, the terrain there just wouldn't allow the draggable stub to show up, but why does it not stay as RHW 4 after the transition? I have to plop a starter piece after the transition to get it to stay as RHW 4, otherwise its rhw2, is this normal? pretty sure the transitions used to be started pieces as well

The MIS to RHW-4 width transition was redone in NAM 33; that's why it no longer has starters on it like it used to. If you plop it next to one of the old transitions, you'll also notice a difference in the way it looks. The old one did not have those dashed lines.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: vinlabsc3k on December 27, 2015, 02:36:29 AM
I found a bug in RRW bridges.
The wealth textures appear on all sections of the bridges if touched by a lot on land or water. &mmm
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on December 27, 2015, 05:32:22 AM
Quote from: vinlabsc3k on December 27, 2015, 02:36:29 AM
I found a bug in RRW bridges.
The wealth textures appear on all sections of the bridges if touched by a lot on land or water. &mmm


Not sure that would be a bug, this is how the rail textures for the rest of the network work. It does look unsightly on the first tile or two of the bridge, but I'm not sure if that's easily avoided. Best bet would be to refrain from zoning right next to the final tile of rail approaching the bridge for now.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tyberius06 on December 27, 2015, 03:14:08 PM
Hello!
First of all, I love the new features of the new NAMs (33-34), but I noticed some issues.

The first picture shows a road roundabout which was ruined by OWR2. This was noticed by me after I installed NAM 34 and it was good with NAM 33, I made some RD roundabout with OWR crossing(s) preveiously with the NAM 33, and they were fine, but the new ones looks like this on the picture.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fkepfeltoltes.hu%2Fthumb%2F151228%2FNoir_City_-_North_Harbour-Jul._6__001451252958_www.kepfeltoltes.hu_.png&hash=ab8bcba46a52f1ea374efc57732254cdbe7d819d) (http://kepfeltoltes.hu/view/151228/Noir_City_-_North_Harbour-Jul._6__001451252958_www.kepfeltoltes.hu_.png)

On the second picture: what happend with my RHW/MHW tunel? I use the replacement mod to convert the maxis highways to look RHW-4s, and it works fine the common cases, but with the tunel is something wrong, and this appeared after I installed NAM 33 and still there is with NAM 34.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fkepfeltoltes.hu%2Fthumb%2F151228%2FNoir_City_-_North_Harbour-Jul._6__001451253031_www.kepfeltoltes.hu_.png&hash=9efcc23baf30103f14d7e47b078a982153a7a72c) (http://kepfeltoltes.hu/view/151228/Noir_City_-_North_Harbour-Jul._6__001451253031_www.kepfeltoltes.hu_.png)

The third picutre shows AVE crossings with streets and roads in different situations, where the crossing textures don't look so nice. What causes this? It might be not a NAM issue, rather I use some mod whitch is conflicting with NAM in this situation, because I remember I saw this with NAM 32 too.
Side question: If I have two street pieces in front of each other but two sides of an AVE, why does the game conect them automatically and convert the intersection to a + crossings? I'd like them separete on the two sides of the AVE without connection? Is that possible?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fkepfeltoltes.hu%2Fthumb%2F151228%2FAve-Road_www.kepfeltoltes.hu_.jpg&hash=48ca9ef306303ea7c565c272d5a9f96fd4587264) (http://kepfeltoltes.hu/view/151228/Ave-Road_www.kepfeltoltes.hu_.jpg)

Thank you for any help!

Cheers,
Tyb
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on December 27, 2015, 03:41:24 PM
The Road Roundabout/OWR issue looks to be the result of some recent RUL1 changes.  Maxis took a shortcut and gave almost all the + and T-intersections for One-Way Road x Road in the game the same IID, regardless of the actual connections into the intersection.  The RHW had already had distinguished between these sorts of setups all the way back at NAM 22/RHW 2.0, and in order to get the OWR Signalization and some eventual NWM inclusions working, it was necessary to alter the Road x One-Way Road setups to add new IIDs, for handling the different setups on a case-by-case basis. 

In the process, however, a few crosslinks that involved overrides seem to have not gotten switched over.  The NWM single-tile network overrides involving Road/One-Way Road Ts have previously been reported (though, oddly enough, the dual and triple-tile NWM networks were switched and work fine), and this simply appears to be another case of it.  The initial parts of the change were actually initiated in NAM 33, so that's why it probably didn't work then, either (oddly enough, no one ever reported it until after NAM 34's release, meaning we couldn't fix it). It's easy to address on our end, but not something we can easily distribute a patch for, as it's a RUL issue, so it won't be resolved until NAM 35.

As far as the second issue, that tunnel entrance you have there isn't a NAM item, but rather, some sort of third-party mod that seems to be loading after and overriding the proper Maxis Highway Override tunnel models.  You'll need to find and remove the culprit.

The third picture is also the result of a third-party mod, not anything in the NAM.  It looks like tag_one's Street Intersection Mod from 2009.

As far as the Street connectivity situation, the Street network is an autoconnect network, meaning it'll automatically convert stubs and ends near other network tiles into full-blown connections.  This is controlled by the executable, and has existed as long as the game has been around.  Unfortunately, there's nothing we can do about it at this point, other than advise caution, and suggest workarounds (like ending with Road instead of Street).

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: APSMS on December 27, 2015, 04:06:31 PM
Hi Tyb!

Firstly, I'm glad you're enjoying the NAM!

Secondly, that tunnel mod you are looking for is Rivit's Tunnel Modd, found here (http://community.simtropolis.com/files/file/26943-tunnel-modd/).

I think it's separated by tunnel pieces, so you should be able to safely delete the files you don't want (Maxis Highway) and keep all the rest.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tyberius06 on December 27, 2015, 06:56:29 PM
Thanks both of you for the quick answeres!
I figured out, that the Rivit's Tunnel modd causes the tunnel issue, I already deleted the unwanted files and it solved the problem.
And yes, I had the tag_one's SIM installed, but after I uninstalled the mod, nothing changed with the mentioned intersections.
I think I have installed the following mods which may can cause the problem:
Jrj streetside mod, MGB - TGN (EU version), MGB - NGN (I think this is an unreleased experimental mod, but the intersection problem has already been appeard before I installed this mod.) and the japanese NAM Facelift (from the hide-inoki site).
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on December 27, 2015, 07:12:16 PM
Quote from: Tyberius06 on December 27, 2015, 06:56:29 PM
And yes, I had the tag_one's SIM installed, but after I uninstalled the mod, nothing changed with the mentioned intersections.

Usually, with T21-based mods like the SIM, you'll need to click the intersection to activate the changes.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on December 27, 2015, 09:57:42 PM
Quote from: Tarkus on December 27, 2015, 03:41:24 PM
The third picture is also the result of a third-party mod, not anything in the NAM.  It looks like tag_one's Street Intersection Mod from 2009.

I wouldn't be too sure on that front. I get some of these texture issues with the avenue network. Update: Actually Alex is right, I've a mismatch with the Avenue/Street textures. However all the textures are from the NAM. The road intersections are because my mod doesn't support the Zebra Crossing option in the NAM.

TGN will not cover these textures, since none of them have grass anywhere. NGN and TGN can NOT be used together. They are the same mod, one replaces Maxis grass with a terrain-compatible grass, the other replaces it with a sidewalk. However both mods are produced from the same repository and contain exactly the same textures.

I'll have a dig through and see if I can upload an override to unify these situations better.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: vinlabsc3k on December 28, 2015, 01:59:36 AM
I found another bug in RRW bridges.
In UDI Mode the boats don't cross under the bridges even if the height is right.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: dubldrop on December 28, 2015, 11:00:53 AM
First off, thanks for yet another NAM release in such a short span. Great work everyone!!

I've encountered what looks to be a bug when trying to draw out the RHW 8S E2 ramp

Here you can see me begin to make it
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FCvejYvs.png%3F1&hash=e7909d766bde33e18e29e15a74ed8137eed99597)

I attempt to convert to RHW 8S
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FkPpZo0q.png%3F1&hash=32e81f8961aedceb550727a72ba9224d66148729)

And this is what I get
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FWBPKtLa.png%3F1&hash=8b104a2adbb99e7414e7c8fc626ebb82d0ac6549)

I get the same result if I try to drag like this as well
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FFYIKrTl.png%3F1&hash=962515baf9cb2c0a304397e743dfd3c9c98d4000)

Is this a bug, or am I possibly trying to drag it wrong?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on December 28, 2015, 02:40:00 PM
Vincenzo, regarding the RRW bridges, it appears they unfortunately had the "Bridge Obstruction" property applied to some tiles, so they will block water traffic.  Ditto with the new NWM bridges.

dubldrop, I'll have to take a look at that specific instance, since it's been awhile, but there may be a dragging pattern issue.  If nothing else, there is an E2 FLEXRamp that can be overridden.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: dubldrop on December 28, 2015, 06:01:01 PM
Yeah, I was trying to make a D2 wide, Im not sure if I could do that with the flex. I dont have any issues with the D2 though, so in the meantime I will compact the ramps and redesign it later.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tyberius06 on December 29, 2015, 12:20:20 PM
Quote from: mgb204 on December 27, 2015, 09:57:42 PM
NGN and TGN can NOT be used together. They are the same mod, one replaces Maxis grass with a terrain-compatible grass, the other replaces it with a sidewalk.


Hello!

I didn't know that, but it good to know. :) Anyway they hasn't caused any conflicts, but definitely they caused my issues with the avenue-road-street intersections.
Pictures under.
First with the TGN (Sudden Valley - Eu) - something is wrong with the wealthificiation (is that an existing word?, sorry if wrote it incorrectly) with low and medium density, but it's OK with high density.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fkepfeltoltes.hu%2Fthumb%2F151229%2FTGN_AVE_crossing_issue_www.kepfeltoltes.hu_.jpg&hash=36860987c8f95886c53713630edec8cf7c7c9790) (http://kepfeltoltes.hu/view/151229/TGN_AVE_crossing_issue_www.kepfeltoltes.hu_.jpg)

2nd picture with the NGN. It works fine only high density and only with the AVE-Road crossing.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fkepfeltoltes.hu%2Fthumb%2F151229%2FNGN_AVE_crossing_issue_www.kepfeltoltes.hu_.jpg&hash=58616ed6a7abba5c8b1338b0fecb32be6d88862a) (http://kepfeltoltes.hu/view/151229/NGN_AVE_crossing_issue_www.kepfeltoltes.hu_.jpg)

By the way both are amazing mods (thanks for that), I hope one day you will release officially the NGN mod as well.

Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on December 29, 2015, 01:20:59 PM
Quote from: Tyberius06 on December 29, 2015, 12:20:20 PM
Anyway they hasn't caused any conflicts, but definitely they caused my issues with the avenue-road-street intersections.

Thanks for the images, this begins to fall outside of the scope of NAM development. Therefore if you don't mind, I've continued this here (http://sc4devotion.com/forums/index.php?topic=16864.msg502839#msg502839) on my personal thread.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: dubldrop on December 29, 2015, 11:18:50 PM
I have a quick update for you Tarkus. I dunno why I didnt do this in the first place, for some reason it dawned on me tonight to check. I put drawpaths on just to see it the piece was working and sure enough it is. So its just a texture issue, the ramp is still functional

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FzgHBB7f.png%3F1&hash=e0471813af067afb7a22ec3678f2fef8c8028522)

Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on December 30, 2015, 01:07:03 AM
Having just replicated it in game, it appears to be something wrong with the overhanging models, rather than the textures.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Anarcho-paladin on December 31, 2015, 10:07:29 AM
Hi there,

Not sure if I should post this in the HSRP thread...

I just want to know if the HSRP transit hub can connect with the vanilla monorail. It sure goes through, but I suspect it might be just because monorail is used to build the elevated highspeed rail. Can the HSRP transit hub be used as a monorail station?

Thanks and happy new year!
;D
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on December 31, 2015, 10:22:09 AM
Yes it can, Monorail and HSR are both monorail networks, anything modded for HSR is really just monorail anyhow.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Anarcho-paladin on December 31, 2015, 10:25:23 AM
Quote from: mgb204 on December 31, 2015, 10:22:09 AM
Yes it can, Monorail and HSR are both monorail networks, anything modded for HSR is really just monorail anyhow.

Gee, thanks for the fast answer!
:)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: tomvsotis on January 01, 2016, 12:54:36 AM
Hey so how does one draw the road multi-radius curves that were introduced w NAM 34? Can't seem to find this documented anywhere?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tyberius06 on January 01, 2016, 01:43:56 AM
Hello!

There is a tutorial video about the new features on youtube (thanks mgb): https://www.youtube.com/watch?v=5mQZBMUOuXE (https://www.youtube.com/watch?v=5mQZBMUOuXE).
And you can read about these in the NAM 34 topic: http://sc4devotion.com/forums/index.php?topic=17237.0 (http://sc4devotion.com/forums/index.php?topic=17237.0)

Cheers
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: tomvsotis on January 01, 2016, 11:51:53 AM
ahhhh awesome. thanks!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: leaderfrontier on January 08, 2016, 03:12:14 AM
Hi everyone, I hope that I am posting this problem at the correct place, and please...
Forgive me if I made a mistake, because I am still unfamiliar with the FARHW

So, this is what I have today :

I using left side driving lane(sorry for my very poor English grammar as English is not my mother tongue)
Is it a bug or my mistaken for being plopping the wrong puzzle?

1)If I am not mistaken, the darker marking should be in the inside of the road? but this give me situation no 1 and 2 in the picture.
2)I assume that I am wrong, so I put the another puzzle(FARHW-4 Short Inner Curve) but it give me situation no 3.

So,any suggestion?

Thank you ^^  ;D ;D
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on January 08, 2016, 06:32:03 AM
1 & 2 are actually correct, see in picture 3 that the outer emergency hard shoulder does not line up correctly. Although usually it's easier to determine from the brighter inner lane markings. There may indeed be some problems with the EU textures as every one needed to be created from scratch for NAM 33. Hopefully these will be ironed out eventually, but there are limited resources to do this.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Synthael on January 08, 2016, 08:37:18 AM
Heya NAM team, thanks for your dedication to this project, it's one of the main reasons I still enjoy doing all kinds of things in this game. &apls

In NAM 34, I seem to be missing at least one bridge for RHW: L0 RHW-6S Concrete Arch Bridge. I can't draw it anymore with RHW tool (PS version for dual 6S works), and the models are also missing (only waves and streetlights are visible). I reinstalled NAM 34 at least 4 times, trying some different options, but every time it's the same.

Also, one other thing I noticed, doesn't bother me that much: on regional view RHW-6S is invisible on satelite view.

I'm using LHD version of the game downloaded through Origin (with nightlighting patch), with Euro textures option in NAM installer.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: CasperVg on January 08, 2016, 08:55:35 AM
Can confirm the issue with that bridge.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F4OdZomk.jpg%3F1&hash=440ec3d56a332baca2e232d9aacfee35d065c219)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: compdude787 on January 08, 2016, 02:48:19 PM
I think those bridges were removed from the NAM 34 and replaced with newer bridge models that eggman121 made. You will need to demolish all bridges in your region that are of that old concrete arch style and replace them.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on January 08, 2016, 05:08:34 PM
Yes, he did redo and expand the concrete arch options this go around.  I checked out the bridges during my testing before release and they were working as designed, but there seems to be some sort of "box girder" bridge under the "compact" options, which does indeed not show up. 

Edit: Seems the IIDs got changed on the non-compact version, and the compact version references the old non-compact ones.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: compdude787 on January 08, 2016, 05:20:36 PM
There is a bug with the RHW-8S E2 FlexRamp: (not sure if the draggable ramp has the same problem, as I haven't tested it)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Ftau0FRa.jpg&hash=3c9599a876231f697a7cbcaf82f28ac54ccb804b)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on January 08, 2016, 05:52:51 PM
A similar issue was reported a page or two back with the draggable version--presumably, it's existed since NAM 33 but wasn't reported.  There's bad models on both exit and entrance for that particular tile in the ramp, and they're bad in different ways.

In any case, here's a catch-all fix for that, the 6S Compact bridge that was reported, and also the DDRHW-4 bridge, which decided to be a jerk and not install.  The 8S fix file can go in z___NAM.  For the bridge stuff, just place it in Network Addon Mod\Additional Bridges\Real Highway Bridges.

-Alex

Edit: The DDRHW-4 does have an option in the installer which will work, but you will need to explicitly check the box to install it if you're installing over an old NAM installation, which wouldn't have had it after its files were moved about in the past couple versions.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: compdude787 on January 08, 2016, 06:34:25 PM
Thanks for the fix file; I just installed it and the ramp is now fixed. Yay! :)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Nanami on January 09, 2016, 03:41:41 AM
Hi, just installed NAM34 today which I upgraded from NAM31.2, and basically it runs well in my LHD game though I found these pathing bug in 7.5m avenue overpass:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fpuu.sh%2FmpavC.jpg&hash=8b8af56f4b53b8dc394a49e19cbeb20b8494921c)
I use the modular (puzzle) in the instalation that because the japanese overpass mod I use not working in dragable one. I've try to use it without the mod but it still not working. any possible solution for LHD issues atm? :)

also another issue is I cant make the dragable rail curve now is this related to the new instalation? as I dont use RRW.

edit: I just find some problem in the QC pieces where it doesnt show the piece after all:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fpuu.sh%2Fmpd72.jpg&hash=00c1cd4eaee4c67e6a5daef0b9faca57f6be5d52)

Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on January 09, 2016, 05:35:41 AM
Quote from: Nanami on January 09, 2016, 03:41:41 AM
Hi, just installed NAM34 today which I upgraded from NAM31.2, and basically it runs well in my LHD game though I found these pathing bug in 7.5m avenue overpass:

I use the modular (puzzle) in the instalation that because the japanese overpass mod I use not working in dragable one. I've try to use it without the mod but it still not working. any possible solution for LHD issues atm? :)

I've just checked those pieces, indeed there are problems with L1 Ave over Ave, Street and L1 Ave over Ave intersections. Normally I'd just fix the paths and attach them here, but I can't understand why they are not working. Only paths including Rail usually need specific LHD paths, these pieces should simply mirror the existing paths. I've double-checked and all the RHD paths are fine. Rest assured it will be fixed though.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mesaman87 on January 09, 2016, 11:16:38 AM
So I have a very big problem concerning the RHW. The menu for the height transitions is completely gone from my game. This happened when I downloaded NAM 33, but now that this menu for these pieces isn't showing up for me in NAM 34, I'm kinda concerned. Any solutions to fix this?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: APSMS on January 09, 2016, 11:31:37 AM
Quote from: mesaman87 on January 09, 2016, 11:16:38 AM
So I have a very big problem concerning the RHW. The menu for the height transitions is completely gone from my game. This happened when I downloaded NAM 33, but now that this menu for these pieces isn't showing up for me in NAM 34, I'm kinda concerned. Any solutions to fix this?
Hi mesaman87,
Chances are that you didn't check the box to include legacy puzzle piece height transitions (under Custom Installation).

You can either re-run the installer and tick the appropriate box, or start using the FLEX Height transitions, as the old puzzle pieces are deprecated, and will eventually be removed.

It's worth noting that the FLEX transitions support every single RHW network for levels 1 and 2 (7.5m and 15m), whereas the old PPs only support single-tile RHW networks.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Fingolfin on January 10, 2016, 12:25:34 PM
 I've got a question about textures. I realized that when you use El-Rail over road 4 the texture being loaded for the sidewalk is in the file "mipmaps_sidewalks.dat" contained in NAM/El Rail/El Rail over avenue networks/z_mipmaps. There are three textures, wealth dependant I suppose, numbered 0x0810000A, 0x0820000A, 0x0830000A. I replaced the 3 of them with my own sandstone textures, deleted the original .dat file and place my own with the exact same name.

Now, when I use the piece in the game the sidewalks do not appear and I see some red and blue colours where it was supposed to be. Does someone know why this is happening? I have replaced almost every ingame texture to Paeng's Sandstone, but this one is resisting...

Regards.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on January 10, 2016, 12:45:53 PM
Quote from: Fingolfin on January 10, 2016, 12:25:34 PM
Now, when I use the piece in the game the sidewalks do not appear and I see some red and blue colours where it was supposed to be. Does someone know why this is happening? I have replaced almost every ingame texture to Paeng's Sandstone, but this one is resisting...

I hope you didn't make too many textures, I have a very complete setup for Paeng's Sandstone here.

Firstly, replace the NAM file, even if it only contains textures, you are making life harder by replacing instead of overriding the NAM files.

Secondly, from my repository, it seems you need two additional $$ textures:

  0x582630FE
  0x582638FE

Thirdly, if you are missing anything, let me know, I'm bound to have them or be able to locate IDs in seconds. I ran into many issues, but excluding RHW have a full customised repository for sidewalks.

If you aren't using it already, check out my Sandstone Euro NAM mod. Soon to be updated massively including US support. Alternately, download a preview of my Sidewalk NAM project automated repository. Then you can run a complete set with a couple of clicks for yourself or just have every sidewalk NAM texture with ID's easily to hand.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Fingolfin on January 10, 2016, 01:52:19 PM
Thanks for your fast reply.
Your mod looks brilliant, and I see your El-Rail over road 4 works good with sandstone. So I think I'll just use it.

Just out of curiosity, when I tried creating texture to replace 0x582630FE and 0x582638FE, SC4 tool said those were the wrong IDs. I checked both the "disregard..." and the other checkbox. Do you know why this could be?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on January 10, 2016, 02:09:51 PM
Probably because I work with a different system for importing textures, that always uses the z5 texture ID. SC4 Tools uses the z1 ID, so simply change the last digits from E to A and SC4 Tools will accept them.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: vortext on January 10, 2016, 03:37:09 PM
Cosmetic detail with the draggable elevated viaducts roads.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FyNjTHkN.jpg&hash=dc4418aade6c10f32e083566b9eca5d44eb4448f)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on January 10, 2016, 04:00:00 PM
Fix attached :). - see later post for fix containing all the EU textures.

I'm 99% sure it's the right texture, but if not let me know. I hasten to add there are probably a few more problems with the drag EU viaducts. However most of the textures don't have working code, so I'm a bit patchy on the details.

:edit: let's try that again and see if I can upload the fix and not the texture  ::)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on January 10, 2016, 06:30:12 PM
This time I'm sorry for the double post  ;)

Oh the shame  :-[, for the life of me, I just can not figure out how to drag this ramp out:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi991.photobucket.com%2Falbums%2Faf39%2FMGB204%2FRHW2-D1Exit_zpsvpbnuqyv.jpg%7Eoriginal&hash=f157e2dc074beffdb598124971898cb5403d4b2a)

It's taken 30m of my life (as long as it took to make all those ortho BTM crossings) and I've given up and plopped a puzzle piece. Honestly, I think it would help if I just knew exactly which ramp it corresponds to on the DRI Patterns Woodknobmaster made. I think it's a D1 inside, but the closest I can get still has both MIS lanes in the same direction to RHW-4. I want to transition from 2xMIS to RHW-2.

Please can someone rescue me, so I can be free to make lovely models for you all instead  :D
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: woodb3kmaster on January 11, 2016, 05:38:33 PM
That particular ramp isn't included in my diagram, since it uses a completely different drag pattern. Ganaram demonstrated the RHW-2 DRI patterns in the first of his NAM 33 preview videos; this (click) (https://youtu.be/b2PeDUDlwvw?t=1m24s) is the point at which he starts demonstrating the Type D1 ramp.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on January 12, 2016, 02:39:21 AM
Knew it would be a head banging moment. Thanks for pointing me in the right direction.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: SimNation on January 13, 2016, 10:28:20 AM
Hi guys n gals, I have a nagging issue. I just fresh installed SC4 from scratch after doing a format of my hdds. I atm only have SC4 Deluxe (gog version) which comes fully patched and all that. The only mod installed is NAM 34 , did the custom installation ofc had it install in the my/docs plugins folder, selected everything carefully.

Everything is working but the SAM 10 (Moonlight japanese streets). Only the road textures are showing up but none of the fencing and such like in the original mod. Is this how it is supposed to be? In the modded version there were fencing and such , but SAM 10 there only the streets. I only have NAM installed, did not select that decuppling option at all. Already had the latest version of Java installed before I ran NAM installation as well. The SAM folder shows the SA 10 path files, props,type21. So I don't understand why the fencing,shrubbs etc is not showing up.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Mero90 on January 13, 2016, 10:58:19 AM
I think you need "Nekopanchi Japanese style road decoration MOD2" to be installed

http://hide-inoki.com/bbs/phpbb2/viewtopic.php?t=856&sid=d6e59048f7b948e6b81c093b12311392

You can also find a RHD patch here

http://community.simtropolis.com/files/file/29521-jpn-sidewalk-mod-rhd-version/?tab=comments#comment-638572
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Natuurzoon on January 13, 2016, 12:31:16 PM
Hi guys,

Don't know if this was mentioned before, but i'm having some problems with the 2x2 road roundabout.

I built this in a city with NAM 32. Two one way roads derive from this roundabout. As of NAM 34 (as far as i know, could be 33), this roundabout is no longer compatible with one way roads. This now only works with roads and street. I accidentally clicked on this roundabout with the road building tool and now it's messed up &mmm

The test setup in the picture below shows what happens, with the one on the right with a one way road:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F5j15uWk.jpg&hash=2a71736411a946bcac149cd73b9f017c2528e9d1)


Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: SimNation on January 13, 2016, 12:38:51 PM
Quote from: Mero90 on January 13, 2016, 10:58:19 AM
I think you need "Nekopanchi Japanese style road decoration MOD2" to be installed

http://hide-inoki.com/bbs/phpbb2/viewtopic.php?t=856&sid=d6e59048f7b948e6b81c093b12311392

You can also find a RHD patch here

http://community.simtropolis.com/files/file/29521-jpn-sidewalk-mod-rhd-version/?tab=comments#comment-638572

Thanks for the reply, after reading everything I have decided to just install Moonlights Japenese RHD SAM 9 replacement mod since it adds all the barriers and such to replace SAM  9 (which I never used) without interfering with anything.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on January 13, 2016, 12:59:23 PM
Quote from: Natuurzoon on January 13, 2016, 12:31:16 PM
Hi guys,

Don't know if this was mentioned before, but i'm having some problems with the 2x2 road roundabout.

...As of NAM 34 (as far as i know, could be 33), this roundabout is no longer compatible with one way roads...

I can see the problem, when a road curve now connects with OWR, it should produce the new OWR Signals. Looks like this update is interfering with the road roundabouts OWR connections. Confirmed the problem on my install too, so you must be using NAM 34. In the meantime, if you are able to exit the tile without saving, the roundabout will remain correct so long as you don't click a transport network nearby. So if you ever find such issues, try to avoid saving the city. I had a similar NWM curve that was sitting broken for 2 months because I clicked and saved afterwards.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Natuurzoon on January 13, 2016, 01:14:55 PM
Quote from: mgb204 on January 13, 2016, 12:59:23 PM
Quote from: Natuurzoon on January 13, 2016, 12:31:16 PM
Hi guys,

Don't know if this was mentioned before, but i'm having some problems with the 2x2 road roundabout.

...As of NAM 34 (as far as i know, could be 33), this roundabout is no longer compatible with one way roads...

I can see the problem, when a road curve now connects with OWR, it should produce the new OWR Signals. Looks like this update is interfering with the road roundabouts OWR connections. Confirmed the problem on my install too, so you must be using NAM 34. In the meantime, if you are able to exit the tile without saving, the roundabout will remain correct so long as you don't click a transport network nearby. So if you ever find such issues, try to avoid saving the city. I had a similar NWM curve that was sitting broken for 2 months because I clicked and saved afterwards.

Had a fairly recent save, so eventually decided to reload the tile without saving  ;)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: vortext on January 13, 2016, 02:21:48 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FsSiBbAC.png&hash=81f6a47b818f17225c658cc29813649ffd56a534)

::)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on January 13, 2016, 02:58:57 PM
Maybe this time I just give you all the textures instead  :P

Now I think about it, I don't think many of the pieces have EU variants right now. This set should have all supported pieces upto NAM 33. A second identical DAT, prefixed _DEV is also included. If you see another texture error, swap the DAT for the _DEV one and pass me the ID, which should now show on the z5 texture.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: vortext on January 13, 2016, 03:01:26 PM
Thank you Robin! Will keep an eye out for more.  :thumbsup:
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on January 13, 2016, 06:01:45 PM
Regarding the Road Roundabout issue, it's been reported before, and I've addressed that problem on our end.  Some NWM T-intersections were also affected by it.  It'll be fixed for NAM 35.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Alan_Waters on January 15, 2016, 07:58:54 AM
I found a problem with the rail switch:

https://youtube.com/v/h6kXb3Iqvdk

This problem was solved, but something I carelessly plopped, now it is not repaired:

https://youtube.com/v/xLIXT_sgV4o

Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on January 15, 2016, 08:14:41 AM
Immortal lot syndrome. Try using the Immortal Lot Remover (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2356) (follow the included instructions VERY carefully). That should remove it.

However, if you get this problem and realise something is wrong, exit the game without saving. It's always safer.

Further info on the problem here (http://sc4devotion.com/forums/index.php?topic=10434.0).
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Alan_Waters on January 15, 2016, 08:19:01 AM
Thank you very much friend! You always save my game, comrade!  :thumbsup:

I could not win:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fsavepic.ru%2F8338869.png&hash=c0a6668d982f3d5bb647f416efd8e3e1ab8504a2)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Patronus on January 16, 2016, 03:38:29 PM
   Hi,

I purchased SimCity 4 Deluxe for Mac a few months ago and just installed NAM. The installation worked perfectly ;D- but upon opening the game I still have the old Maxis roadways and traffic simulator  :angrymore: :thumbsdown: :(

Since I haven't updated to the latest patch yet (1.1.1 according to the app store). It seems like you need 1.1.638 for it to work so where do I get that version and is the app store version the older one?

All the files are in the Plugins folder, and the game starts up nicely but the features I chose are missing and sims are still using crappy roads instead of the nice elevated highway that links my 100,000 pop and 40,000 pop cities together  :bomb: And since 10,000 sims use that road per day to get to work- well it's a big problem!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on January 16, 2016, 04:01:15 PM
First off, are you running NAM 32.1, and what version of OS X are you running? 

Aspyr has its own version numbering system that doesn't align with the Windows version of the game, and they've refused to make a proper 1.1.638 update.  As a result, there's not really a version requirement for the Mac port.

The traffic simulator, regardless of platform, usually takes a few months of in-game time in existing cities to acclimate to any new traffic simulator settings.  If there's stuff you thought you installed that isn't showing up, I'd re-install the mod, and also consult with the Mac-specific documentation file.

Beyond that, there are currently no active Mac users on the NAM Team, so our ability to assist is unfortunately rather limited at the moment.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on January 16, 2016, 04:13:53 PM
Quote from: Alan_Waters on January 15, 2016, 08:19:01 AM
I could not win:

Hmm... best guess that's just destabilised. Both the Highway Intersection and the Ramp ends are pretty close to the GLR network, so the code has a lot to do in such a scenario. Try these things to resolve it:


Best of luck :)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Patronus on January 16, 2016, 04:25:24 PM
Quote from: Tarkus on January 16, 2016, 04:01:15 PM
First off, are you running NAM 32.1, and what version of OS X are you running? 

Aspyr has its own version numbering system that doesn't align with the Windows version of the game, and they've refused to make a proper 1.1.638 update.  As a result, there's not really a version requirement for the Mac port.

The traffic simulator, regardless of platform, usually takes a few months of in-game time in existing cities to acclimate to any new traffic simulator settings.  If there's stuff you thought you installed that isn't showing up, I'd re-install the mod, and also consult with the Mac-specific documentation file.

Beyond that, there are currently no active Mac users on the NAM Team, so our ability to assist is unfortunately rather limited at the moment.

-Alex

All right- thank you :)

I'll run on cheetah for several minutes to see if the new options show up.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on January 16, 2016, 04:33:58 PM
Just to let you know, sometimes, going to Cheetah, it might actually end up still taking the same amount of real world time for the simulator to adjust. 

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on January 16, 2016, 04:41:46 PM
Either way you do it, though, it should take no more than 18 game months for changes to show up from a cold start.  Once a game has been running, the traffic simulator updates much more frequently, generally about every four months or so.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Patronus on January 16, 2016, 06:23:06 PM
Ran the game for about 2 years game time and it seems like my sims are finally using highways and not roads much more  :thumbsup:

However I don't have the extra options (like roundabouts, sunken highways, turn lanes, all those extra goodies) that I installed. The .dat files are in the plugins folder but not put to use (see attachment).

EDIT: I'm using OS X El Captain but I turned off SIP since I knew it would cause trouble with x11. The more I hear about El Captain the more I regret updating. Now even iFunBox which I use to backup my phone doesn't work  &ops
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Mero90 on January 17, 2016, 06:46:31 AM
Quote from: Patronus on January 16, 2016, 06:23:06 PM
Ran the game for about 2 years game time and it seems like my sims are finally using highways and not roads much more  :thumbsup:

However I don't have the extra options (like roundabouts, sunken highways, turn lanes, all those extra goodies) that I installed. The .dat files are in the plugins folder but not put to use (see attachment).

EDIT: I'm using OS X El Captain but I turned off SIP since I knew it would cause trouble with x11. The more I hear about El Captain the more I regret updating. Now even iFunBox which I use to backup my phone doesn't work  &ops

Do you have the steam version? I'm running SC4 steam version under OSX 10.11.2 and I have the SIP turned on, it runs fine. Have you already tried a NAM fresh installation?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Patronus on January 17, 2016, 08:09:34 AM
I'm running the App Store Version unfortunately.

I'll try a fresh NAM installation and see how it works.

EDIT: OK. Deleted folders (since oddly the uninstall application is an exe file) and reinstalled. Still no turn lanes or ground diggers and roundabouts. However, seems like the traffic simulator itself is at wok (I can't tell for sure since my cities were commuter-friendly from the very beginning anyways). Before only 529 people used the Highway and now 5096 people use it which is nice but maybe because I zoned some high-density residential skyscrapers at the northern terminus of that Highway.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Fingolfin on January 17, 2016, 11:31:17 AM
Hi there! Found the solution of the Sandstone really useful, so thanks mgb204!

I've been testing the No grass mod by SL98 with NAM 34 seems to work only with diagonals.
Is there any "secret" or trick out there to make it work? Perhaps removing some of the new NAM textures?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on January 17, 2016, 01:00:35 PM
Quote from: Fingolfin on January 17, 2016, 11:31:17 AM
Hi there! Found the solution of the Sandstone really useful, so thanks mgb204!

I've been testing the No grass mod by SL98 with NAM 34 seems to work only with diagonals.
Is there any "secret" or trick out there to make it work? Perhaps removing some of the new NAM textures?

There is no fundamental change that prevents such mods from working. Although I'd imagine the textures you see would be very out of date, especially for EU texture users. You do need to ensure it's actually loading after the NAM, which it won't unless you prefix the mod's folder with "z____" - that's 4 underscores minimum.

You could save yourself the trouble and download an upto date version of the No Grass mods, my No Grass NAM, available on the LEX (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3316)/STEX. It's fully NAM 34 compatible, including the new MRCs. It even comes with a simple installer that handles everything for you.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Fingolfin on January 17, 2016, 02:57:09 PM
Quote from: mgb204 on January 17, 2016, 01:00:35 PM
There is no fundamental change that prevents such mods from working. Although I'd imagine the textures you see would be very out of date, especially for EU texture users. You do need to ensure it's actually loading after the NAM, which it won't unless you prefix the mod's folder with "z____" - that's 4 underscores minimum.

You could save yourself the trouble and download an upto date version of the No Grass mods, my No Grass NAM, available on the LEX (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3316)/STEX. It's fully NAM 34 compatible, including the new MRCs. It even comes with a simple installer that handles everything for you.

That was probably the easiest multiple-option installer I've ever used. All sidewalks are flawless now, even those from the most recent pieces.
Thanks again!

Btw. why is it not included in the NAM? I always thought that the grass between the road and the sidewalk is an aberration. Where do you find that in the real world?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: APSMS on January 17, 2016, 04:53:37 PM
Quote from: Fingolfin on January 17, 2016, 02:57:09 PM
Btw. why is it not included in the NAM? I always thought that the grass between the road and the sidewalk is an aberration. Where do you find that in the real world?
Everywhere in Suburban (and even urban) America. Hence the Maxis inclusion, to many European users' dismay.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on January 17, 2016, 06:16:45 PM
Quote from: Fingolfin on January 17, 2016, 02:57:09 PM
That was probably the easiest multiple-option installer I've ever used. All sidewalks are flawless now, even those from the most recent pieces.
Thanks again!

Btw. why is it not included in the NAM? I always thought that the grass between the road and the sidewalk is an aberration. Where do you find that in the real world?

If we included every single option in the NAM, you'd probably never see another release.

NGN's existence is purely based on the existence of TGN. Thanks to Rivit's partnership, where we brought about texture automation, I was able to take TGN and modify it to produce sidewalks instead of terrain grass. Considering TGN only focused on textures containing grass, it was a logical step for very little work (99% automated) on my part. I wouldn't have bothered personally, but a number of requests for such a mod have been made recently, suggesting there was a need for an updated one.

Quote from: APSMS on January 17, 2016, 04:53:37 PM
Everywhere in Suburban (and even urban) America. Hence the Maxis inclusion, to many European users' dismay.

Perhaps in central areas and large cities you could argue sidewalks are the norm, but plenty of European suburbs and smaller towns still would have grass. I'd take grass any day of the week, blended properly (the real reason for TGN's existence), it deals with diagonals, WRCs and other edges much more harmoniously IMO.

Thanks for the comments re: the installer :). It's pretty basic and I'd like to add more flexibility in the future. But it's a good template to start improving upon (actually that's been most of my evening's work).
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on January 17, 2016, 06:50:37 PM
Quote from: mgb204 on January 17, 2016, 06:16:45 PM
Perhaps in central areas and large cities you could argue sidewalks are the norm, but plenty of European suburbs and smaller towns still would have grass.

To add to that, the networks and situations with the grass between the sidewalk and the roadway drop it in mid/high-density situations.

The grass is definitely the norm here in the western suburbs of Portland, especially with arterial roadways, and in many cases (esp. in post-1990 developments), along residential streets as well.  The grass strip protects pedestrians by creating an extra buffer from the road, and it also has the aesthetic benefits.  It adds some greenery to break up all the paved surfaces, and in addition, are suitable for the placement of street trees, which, in some cities (especially those who have a Tree City USA certification (http://www.arborday.org/programs/TreeCityUSA/index.cfm) from the Arbor Day Foundation), are a required part of the planning code.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Nanami on January 18, 2016, 01:06:34 AM
Quote from: mgb204 on January 09, 2016, 05:35:41 AM

I've just checked those pieces, indeed there are problems with L1 Ave over Ave, Street and L1 Ave over Ave intersections. Normally I'd just fix the paths and attach them here, but I can't understand why they are not working. Only paths including Rail usually need specific LHD paths, these pieces should simply mirror the existing paths. I've double-checked and all the RHD paths are fine. Rest assured it will be fixed though.
Late reply bit thanks for the advance..

any fix yet so far for LHD users?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on January 18, 2016, 01:52:08 AM
Honestly I was having trouble tracking the source of the problem. I'll try to look at it again, in the meantime I'll document the bug. That way it should see a fix eventually.

:update: issue #276 added (https://github.com/NAMTeam/Network-Addon-Mod/issues/276)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Wiimeiser on January 18, 2016, 05:58:43 PM
Elevated road viaducts appear to be a little broken. Only T-intersections with MIS are possible, and while viaduct + intersections are possible they use L1 RHW-2 instead. Copypaste RULs?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on January 18, 2016, 09:12:09 PM
Quote from: Wiimeiser on January 18, 2016, 05:58:43 PM
Copypaste RULs?

Do you mean this (http://sc4devotion.com/forums/index.php?topic=1444.msg503790#msg503790)?

If so, there's a fix I attached later on, minor cosmetic issue, the textures are wrong.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Wiimeiser on January 18, 2016, 10:12:11 PM
No, I mean this:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FkTPiOlM.png&hash=6c1c234fbb7ee98ffc21cfc5766c4d92dfcfa081)

While I'm at it, the DRI E2 Outside (8S only) don't work at all, I always get a RHW-6 on the inside instead of a RHW-4. I have followed the instructions. The part with the orange arrow is physically impossible to do. Seems to work on its own volition. The big issue is the diagonal, under normal circumstances I get this (http://i.imgur.com/HjehEe4.png) instead.

EDIT2: I can get it to work...
...sometimes. Still having that misplaced texture bug though...

EDIT3:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F91CvrwO.png&hash=082dd704cf10b3355786ea4856f20008eaaabb9c)

Why do I lose the ability to drag here? What's going on?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on January 18, 2016, 10:58:43 PM
L1 Road x MIS 4-way intersections are possible and functional in LHD.

The 2nd issue is almost certainly again just a texture. Given it's the US texture, what RHW textures do you have installed? I get the correct EU texture on this crossing. If I can track down the ID, I'll attach a fix.

Can't help you with the ramp though.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Wiimeiser on January 18, 2016, 11:11:23 PM
I'm on LHD, so I wonder if that's the problem...?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: feyss on January 21, 2016, 01:18:52 PM
Hi,

I got a problem with some tramway stations:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimage.noelshack.com%2Ffichiers%2F2016%2F03%2F1453410077-tram.jpg&hash=573918e4e18193d400af50bb359937e68e9a3bc5)

As you can see, the texture base disappeared and I can't find the stations anymore in the public transport menu.

Notes that the station are still working in terms of traffic.

What can i do to solve this ?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: z on January 21, 2016, 06:37:14 PM
Quote from: feyss on January 21, 2016, 01:18:52 PM
I got a problem with some tramway stations:

Which stations are these, and where did you get them?  Also, did they ever show up properly for you?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on January 21, 2016, 07:44:39 PM
Quote from: Wiimeiser on January 18, 2016, 11:11:23 PM
I'm on LHD, so I wonder if that's the problem...?

In case you've forgotten, I'm a LHD user also, so I was aware.

The texture in use here is 0x57101A1E, which is also used for the ERHW-2 x ERHW-2 4-Way junction. So changing the texture won't help. I've modified the S3D and linked it to an existing texture, this is out of date, so I've updated it to the latest EU texture at the same time. Please use ONLY ONE of the attached files:

- Maxis - Default Maxis sidewalk version.
- Paeng - Comes with Paeng's Sandstone baked in, for users of my mods.

The fix must be loaded in \My Documents\SimCity 4\Plugins\z___NAM\Road Textures\Euro Cosmetic Re-Texture Mod or after z___NAM altogether (z____MGB Mods would be fine, if you have one). Note the fix is suitable for both RHD/LHD users.
Title: OWR Transition pieces
Post by: stickinc on January 22, 2016, 07:51:29 PM
Not big on OWR's so no idea if this is something others have reported. But seems any OWR transition piece the paths collide part way in. I've pulled everything out and only had NAM and Z___NAM folders same problem exists.  :)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: fgossage on January 22, 2016, 09:18:11 PM
Hey guys, after buying another hard copy of SC4 Deluxe and doing a fresh install after my hard drive crash, I'm having some big problems with getting the NAM properly installed on my system...

After running the installer (and installing the EP1 patch and the lighting patch in the process), in game, it acts like the process was nothing more than a texture mod, and it also added on some custom rail stations.  I honestly don't know what is going on, because I literally turned on every checkbox that was possible to turn on with the custom installation options... so I would have as many in-game options as possible.  I have none of the menu options for any of the network puzzle pieces, nothing for the RHW, nothing or the RRW, etc... even though I basically turned "on" about everything possibly available during the installation process.

I read the following from Tarkus in the NAM Installation Guide:
QuoteBUT NOTHING IS SHOWING UP IN GAME!

There's three possibilities here.

1. You did not complete all the necessary steps to install the mod. Simply unzipping the package to your Plugins, or just running the SFX file will not install the NAM to your Plugins.

2. You got a corrupt download. This happens from time to time, and is an issue between your internet connection and the server load, not an issue with the download itself. In this case, re-download the mod. It's possible that one of our other official mirrors may get along better with your internet connection, so it may be worthwhile to try another site.

The only three English-language sites that are authorized to distribute the NAM are ModDB (http://www.moddb.com), SC4 Devotion (http://www.sc4devotion.com), and Simtropolis (http://www.simtropolis.com). Downloads from other sites are not supported.

3. You selected the "Traffic Simulator Only" option in the installer. All this will do is install the NAM's traffic simulator plugin, which improves pathfinding and includes the option to change capacity levels, and will skip over all other addons to the transportation system that are included in the NAM.

Instance #1 doesn't apply because I went through the entire installation process.  Instance #2 sounded like it could possibly be the culprit; so, I uninstalled the NAM I got from the LEX and downloaded/installed a copy of the NAM from Simtropolis and the same exact issue.  And Instance #3 also doesn't fit, because as previously mentioned, I tried the custom installation and turned on every possible feature (but I also tried to full standard installation on another try, and the same issue still).

I currently don't know what else to try.  I tried searching around on the forum for folks running into similar situations, but I didn't see anything.  If it's happened previously in this big, 186 page thread, I'm sorry that I overlooked it.  Any help would be greatly appreciated!  I would like to eventually become a productive member of this community, and I definitely can't do that if I can't even get past this issue.  :(  Thanks...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on January 22, 2016, 09:50:05 PM
Quote from: stickinc on January 22, 2016, 07:51:29 PM
But seems any OWR transition piece the paths collide part way in.

Try simply giving it a tile or two more space. RUL can only work so many wonders, situations like this are rarely supported.

Quote from: fgossage on January 22, 2016, 09:18:11 PM
...it acts like the process was nothing more than a texture mod...

Go back through the installer options, but perhaps make sure you don't just tick everything. For example if "Enable Decoupling of Networks and Rules" was checked, found under "Additional Features and Customizations", then you'd not be able to build networks. Perhaps that is the problem here?
Title: Re: OWR Transition pieces
Post by: jdenm8 on January 22, 2016, 09:55:56 PM
Quote from: stickinc on January 22, 2016, 07:51:29 PM
But seems any OWR transition piece the paths collide part way in.

This is intentional. The AI is petty dumb and needs its hand held for merges like this. The pieces are also designed to work both ways, hence why there's paths in both directions.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: APSMS on January 22, 2016, 10:06:17 PM
fgossage, Do you perchance have a custom plugins folder (that is, one not in the default location in your my documents folder)?

The files are in the correct spot in your plugins folder?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: fgossage on January 22, 2016, 10:30:52 PM
I did another clean install, and this time I selected the standard installation.  SUCCESS!  Thanks for your help, guys!
Title: Re: OWR Transition pieces
Post by: noahclem on January 23, 2016, 05:45:02 AM
Quote from: stickinc on January 22, 2016, 07:51:29 PM
Not big on OWR's so no idea if this is something others have reported. But seems any OWR transition piece the paths collide part way in. I've pulled everything out and only had NAM and Z___NAM folders same problem exists.  :)

Unless I'm grossly misunderstanding them, those pieces have paths in both directions just to make them easier to use. That way there's no need to make sure they're faced the right way when plopping them and as long as the networks next to them are one way they will function only one way, in  the direction of those surrounding networks.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: feyss on January 23, 2016, 11:52:43 AM
Quote from: z on January 21, 2016, 06:37:14 PM
Quote from: feyss on January 21, 2016, 01:18:52 PM
I got a problem with some tramway stations:

Which stations are these, and where did you get them?  Also, did they ever show up properly for you?

It's Schmails GLR stations:
http://community.simtropolis.com/files/file/18400-shmails-glr-station-3/
http://community.simtropolis.com/files/file/18441-shmails-glr-avenue-station-1/
http://community.simtropolis.com/files/file/18398-shmails-glr-station-1/

I just installed NAM 34 and they worked properly before.

Note than the diagonal stations based on the same model still work properly.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on January 23, 2016, 01:09:41 PM
These stations are included as part of the SLURP program. It could be that the installer removed some needed files or perhaps a problem with the replacement lots? I'll go through the Slurped lots and see if I can find any problems.

In the meantime, you can probably restore them from the backup created by Cleanitol. Find this in My Documents\SimCity 4\BSC_Cleanitol, there you should find the old files and a windows script to restore them.

:update:

I've just installed these stations and ran the NAM installer, which as expected switched the lot files for more NAM compatible versions. The one obvious error, the GLR stations all have El-Rail paths, I'll fix that shortly since that shouldn't be.

Please check the Cleanitol files and advise if somehow this process has removed anything it shouldn't have, but I didn't have such problems. The textures should be from the NAM (excepting the GLR in Ave station), so why that's now missing is strange. You have checked to install GLR during install of the NAM, otherwise I can't think why they'd be missing?

:update 2:

After some checking, it would appear there might be a hiccup behind this. I think you may have versions for DAMN, which if not setup you'd never see the stations. I've adjusted the paths on these files, but it may necessitate re-plopping the stations. We'll get to the bottom of the problem if there is one. For the moment, replace the files currently here:
Plugins\z___NAM\MTA Station Overrides\GLR and Tram Stations\gshmails
With those included in the attached file. Could you let us know if that fixed the issue for you please?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on January 23, 2016, 02:43:12 PM
Also, I'll add that most of the old NWM Transition Puzzle Pieces have actually been deprecated since NAM 30/NWM 2.0, when draggable versions became possible in most instances.  All the OWR ones mentioned are included.

I did a video showcasing it back at that time, which can be found here.

https://www.youtube.com/v/eZhlw4Vk-a8

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: feyss on January 25, 2016, 11:28:08 AM
Thanks for your answer mgb204   :thumbsup:

I'm abroad for the moment, so I could just tell you next week-end.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on January 25, 2016, 12:24:25 PM
Just to add, upon further investigating, the overrides supplied with NAM were actually fine. There is some issue with the installer, related to the use of a # symbol in the filename. This has caused the SLURP'd files to be incorrectly incorporated and installed. In this case I think you accidently got the lots intended for DAMN users, hence they disappeared. We're working on a solution to the installer issue, but that won't be implemented until the next NAM. So for the time being, those lots I attached should resolve the issue.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: feyss on January 29, 2016, 03:49:41 PM
You were right, Cleanitol just removed the files from the plugin folder.

I also think that the installer didn't replace those lots since I couldn't find them in the plugins folder.

So, I did what you said: I placed your attached files into my plugins folder. I had to create the folder "Plugins\z___NAM\MTA Station Overrides\GLR and Tram Stations\gshmails" since it didn't exist yet (maybe it's also part of the problem ?). Now, those stations are back in my game. I'm just obligated to replop those that were already built, but it's a minor issue.

Thank you for your help  ;)

Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Alan_Waters on February 02, 2016, 09:56:18 AM
All welcome!
During the construction of the tram on road in the NAM 34 there is absolutely no traffic on the street, even in the densely built downtown. No trams, no cars on the street do not move.

And I say about such a problem:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fsavepic.ru%2F8505976.png&hash=72eb6d57d59b37f2968d7f1536d0874e52e42966)


Moreover, the texture does not disappear immediately but only after several minutes pass after the start of the game.

Thank you in advance for your answers!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on February 02, 2016, 10:03:07 AM
The texture issue is unrelated to the NAM. This is the water bug, which happens when you are missing base textures but have overlay textures on a lot. Solution is to check the dependencies for the lot and download/install any you are missing.

As for the GLR, is there traffic using the tram network, is it just the trains/cars (automata) that are missing. Use the route query tool to see if sims are utilising the trams. Remember too, stations for such networks usually need to be "activated". In this case, drag some OWR through the station to switch it on.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Alan_Waters on February 02, 2016, 10:11:52 AM
As for the GLR, the surrounding streets cork, and this is empty, and all the stops "activated."

As for the texture, at the start of the game textures have only a few minutes after texture disappear.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on February 02, 2016, 11:36:53 AM
Please start a new thread if you want further help with the textures, that's not for discussion here - the problem IS missing textures though  "$Deal"$.

I'm sorry but I don't understand what you mean by "cork". However, even though you can not see traffic, please use the route query (the lower of the two ? selections), on the tram network and confirm if you are actually getting traffic or not.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: dyoungyn on February 02, 2016, 01:51:19 PM
Help, I thought this was addressed with NAM 33.  What am I doing wrong.  I tried clicking EVERYWHERE and with no success.  I know I have done this before and not sure why this is doing this.  Problems at 15m and at 7.5m and with Flex Slopes.  Not even sure if this was reported or not.

dyoungyn
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: j-dub on February 02, 2016, 08:22:01 PM
I hate to ask, but you previously did do that same interchange at those same dimensions, length times width? Maybe one more tile between the slope and ramp makes a difference between stability, maybe a full wide tile split up-top makes the highway below more stable? Or no? I hate to see you take all the time to build that over, again if not again, but there's only one way to find out, and without experiencing how the mechanics are operating on your end, I have no idea. Someone else know something I do not?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: dyoungyn on February 02, 2016, 08:42:58 PM
J-dub,

I have previously done this type of interchange at the height level 15 and 7.5 over a RHW 6C and even RHW 8C on the ground successfully with NAM33 but it appears since NAM34, I started having this issue as I did with NAM32.  I am not saying that NAM34 is bad or making accusations; only I now have this problem.   What I like to do is re-do all my maps since NAM32 and start clean build my Interchanges then develop.  I am trying to do the same here.

Is it possibly be a glitch with NAM34 going over RHW 6C and 8C?

dyoungyn
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on February 02, 2016, 11:58:23 PM
Define glitch...

In a perfect world, cross-compatibility and adjacent stability would work in every situation. Sadly we all know this is not the case, despite some herculean efforts by a few to hit that goal.

The issue is that the code base is constantly changing and sometimes things that previously worked without issue might suddenly misbehave. By brining the matter to our attention, it's possible such setups will get better support in future. But being pragmatic about things, I'd do as suggested and just include an extra tile space here, since that's probably the simplest fix.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: dyoungyn on February 03, 2016, 06:44:16 AM
mgb204,

Thank you for the reply.  I am going to resort to no longer do Cloverleafs over RHW6/8C until a fix in place.  I do understand cross-compatibility could behave differently based on other outside parameters that make the mod even better.  Only trying to highlight a possible small problem.  I have noticed based on other maps, that this same configuration flipped, as in RHW6/8C over RHW6/8 works fine.  It appears to only be the under crossing is the issue.  I do sincerely and deep in my heart appreciate all the herculean efforts the entire NAM Team are doing keeping SC4 alive and well, thank you again.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tyberius06 on February 03, 2016, 10:30:22 AM
Hello,

I'd like to ask that are these crossings unsupported yet? All of them made by dragable eleveted road tool.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fkepfeltoltes.hu%2Fthumb%2F160203%2FNoir_City_-_North_Harbour-Jul._6__001454187116_www.kepfeltoltes.hu_.jpg&hash=9e9fc7af1ec9cd1c4e3542cfa42be22f59a9f5af) (http://kepfeltoltes.hu/view/160203/Noir_City_-_North_Harbour-Jul._6__001454187116_www.kepfeltoltes.hu_.jpg)


Another questioun: I don't know if it's already reported, but I found an issues with the flex-ost with OWR. The pathing doesn't look right.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fkepfeltoltes.hu%2Fthumb%2F160203%2FNoir_City_-_North_Harbour-Jun._12__071454518546_www.kepfeltoltes.hu_.png&hash=06a1ff9742e93ed855679658ceebd784c546674c) (http://kepfeltoltes.hu/view/160203/Noir_City_-_North_Harbour-Jun._12__071454518546_www.kepfeltoltes.hu_.png)

The last one not an issue more like a request/question: is there any plan (near future) for the OWR 3-4-5-RHW 6S-8S-10S transitions? :) That would be very nice and usefull.

Thank you for any help.

Tyberius
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Alan_Waters on February 03, 2016, 11:05:04 AM
Hello!

This problem with textures:
In the distance there are artifacts, but the approach they disappear.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fsavepic.ru%2F8524104.png&hash=6b92ab7c52590079d4e6416607c9bea862425a16)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fsavepic.ru%2F8579403.png&hash=38b3a0ac053fc9d7cde48e8dca1ead46c938debf)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: dyoungyn on February 03, 2016, 11:13:52 AM
And here is another cross-compatibility issue.  This time, no clover leaf and rather just a Trumpet.

I think I just may have figured out what the real problem is.  It must be the "Flex Slope at 7.5 m.  There does not appear to be a problem with Flex Slopes at 15 m.

dyoungyn
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on February 03, 2016, 01:20:44 PM
Quote from: Tyberius06 on February 03, 2016, 10:30:22 AM
Hello,

I'd like to ask that are these crossings unsupported yet? All of them made by dragable eleveted road tool.
GLR is supported, only you don't drag through the road viaduct. Drag the GLR away from it without going through and it will connect (requires NAM 34).

Quote from: Alan_Waters on February 03, 2016, 11:05:04 AM
This problem with textures:
In the distance there are artifacts, but the approach they disappear.

Remove the mod that changes the textures (Magneto's SLA Sidewalk mod if I'm not mistaken). Does this issue still occur with the NAM textures?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Alan_Waters on February 03, 2016, 03:08:55 PM
You are mistaken. I installed "Moonlight SLA".
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on February 03, 2016, 03:26:54 PM
The road viaducts are not the default NAM textures though are they? Since the sidewalks do not come from the NAM textures. Moonlights SLA does not have a sidewalk mod from Moonlight, but Magento made one for it, including those road viaducts. In fact, if it's not from Magneto's mod, mine is the only other one I know of (released in Sandstone only), to contain these pieces. Have you been running the Sidewalk NAM preview for automated textures, per-chance? So I'm guessing this texture is from Magneto's mod ;).

Either way, since this is a texture issue, I need to eliminate the possibility your texture mod contains the error. So please remove it and check this situation. If the problem remains, then we may have to look into it further. I have no way to verify this myself right now, sorry.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on February 03, 2016, 05:01:11 PM
Tyberius, to answer your questions, there is no support at present for Draggable Road/Avenue/One-Way Road Viaduct crossings involving any kind of a diagonal, and I suspect the same is true of the alternate draggable GLR styles.  The One-Way Road On-Slope situation is also normal--non-draggable One-Way Road items will often show up with bi-directional paths, though there should be no problem with them.  Regarding those RHW/OWR transitions, OWR-3-to-RHW-6S already exists (though isn't exactly pretty).  The others have been requested before numerous times, but they are unlikely to happen until someone makes textures for them.

As far as those RHW issues, dyoungyn, no idea at this point.  The only changes to the RHW code between NAM 33 and 34 were a few small bugfixes, none of which touched those particular parts of the mod to my knowledge.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Alan_Waters on February 04, 2016, 12:58:04 AM
mgb204
Thank you very much for your help!
Due to the fact that the plug-ins folder weighs 2.54 Gb, look for the cause would have gravely. I hope that when I have to reinstall the game and all the plugins - then fix it.
Once again, thank you very much!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on February 04, 2016, 04:05:15 AM
Quote from: Alan_Waters on February 04, 2016, 12:58:04 AM
mgb204
Thank you very much for your help!
Due to the fact that the plug-ins folder weighs 2.54 Gb, look for the cause would have gravely. I hope that when I have to reinstall the game and all the plugins - then fix it.
Once again, thank you very much!

Search for the file "EU_Overpasses.dat" - that should be the one I'm talking about.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Alan_Waters on February 04, 2016, 05:08:00 AM
Quote from: mgb204Search for the file "EU_Overpasses.dat"
There is no such file. There is only "US_Overpasses.dat".
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on February 04, 2016, 11:14:30 AM
Quote from: Alan_Waters on February 04, 2016, 05:08:00 AM
Quote from: mgb204Search for the file "EU_Overpasses.dat"
There is no such file. There is only "US_Overpasses.dat".

Same thing, just for US textures, sorry I missed you are using those... But that file is from Magneto's mod, the one you don't have installed  :P.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: woodb3kmaster on February 09, 2016, 05:31:51 PM
I recently discovered that the MHO cloverleaf loop puzzle piece causes the "sinkhole to China" bug when not plopped on perfectly level ground. In my case, it happened at the L0 end of the ramp, but it may or may not happen at the L2 end as well. I can take a screenshot if it would help, but I think the team members are all familiar enough with this kind of bug to make images unnecessary.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: bluepelican31 on February 10, 2016, 06:34:22 PM
My elevated rail traffic stops at the station in this picture and everyone gets off.  I turned on draw paths and it seems the El-rail over ground to El-Rail over road piece has pedestrian paths on one half instead of an El-Rail path.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on February 11, 2016, 02:20:54 AM
The difference in colour of the paths is because El Rail has two sets of paths, one is required for UDI to work correctly. All that's happening here is that the game is showing the second path for a small segment of track. This issue is known as z-fighting, when two objects share the same space, they can "fight" for it. I'm pretty certain that piece works, but the sure-fire way to check would be to drive an EL-Rail train in U-Drive It mode along that stretch. Any problems with the paths will cause U-Drive It to fail.

Assuming the paths are correct, then the behaviour you describe tells me that the Sims either have a faster alternate route beyond the previous station. Otherwise, perhaps you've forgotten to "activate" the next station along? Either way, in the area around the station that's not being used, check the commutes of the buildings there. It should give you some idea why Sims are choosing not to use El-Rail.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: bluepelican31 on February 12, 2016, 04:43:14 PM
Ok, I will do some additional trouble shooting.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Simcoug on February 14, 2016, 05:10:45 PM
I'm afraid the answer is going to make me feel foolish, but that's nothing new.  So I haven't played the actual game much recently, but I am in the process of correcting that and I am trying to fool around with diagonal rail bridges.  I can get the road bridges to behave correctly, but dragging the rail is definitely a no-go (rail slopes down, doesn't remain straight like the roads).  I believe this has something to do with the RRW (I think I remember reading about that problem).  Now, I'm still on an old NAM (32 I think) so will upgrading to 34 fix this issue, or is there something else I can do?   
(I swear somebody posted a fix to this issue a while back, but my searching the forums came up empty)
Thanks bunches  :P
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on February 14, 2016, 05:27:21 PM
Do you mean the Diagonal Bridge Enabler? If so, it doesn't work with RRW, because the ID of RRW is different from regular rail. This has not been addressed officially, but I've attached a fix to this post (http://sc4devotion.com/forums/index.php?topic=15931.msg504416#msg504416) you can add to the DBE folder to make it work.

I'd recommend NAM 34 though if using RRW, 33 had a lot of improvements, mostly in the areas of crossing support but not forgetting the wonderful FlexTrack by Eggman too :D.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Simcoug on February 14, 2016, 06:14:45 PM
Sweet, you are so money  :D
And yes, I really should get with the program and grab NAM 34... It's the procrastinator in me.  I guess there was part of me thinking I would just wait until NAM 35 hits...  $%#Ninj2
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Swordmaster on February 14, 2016, 06:19:58 PM
We don't support previous versions! >:( All these noobs. . .


Lol, 2,500 posts of gibberish here . . . $%Grinno$% $%Grinno$%


Cheers
Willy
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on February 14, 2016, 06:22:09 PM
Quote from: Swordmaster on February 14, 2016, 06:19:58 PM
We don't support previous versions! >:( All these noobs. . .

In which case Simcoug, you'll have to return the download unused  :P
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Simcoug on February 14, 2016, 06:23:39 PM
Sorry, already opened the wrapper...
(PS - works like a charm... although the eye candy truss stuff needs a RRW upgrade  :P )
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: titanicbuff on February 14, 2016, 06:39:58 PM
Don't ask how a NAM Associate found this- but it was working before- but now the c-6 won't work at all for the starter or dragging.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FdTc00VO.png&hash=9097f5746c127de773aed9b2bcc4f57a6d172cbd)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on February 14, 2016, 06:50:10 PM
That was an issue in one alpha build of NAM 33, when someone changed the RUL0 falsies without telling anyone, but I can't replicate it now.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: titanicbuff on February 14, 2016, 06:51:28 PM
ya- may have still had alpha 33- not sure though
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Swordmaster on February 14, 2016, 06:55:41 PM
You get this when your controller doesn't contain the RHW overrides. I see this piece all the time when I've forgotten I excluded section 7 to reduce compiling and game loading times.


Cheers
Willy
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on February 14, 2016, 07:27:59 PM
Quote from: Simcoug on February 14, 2016, 06:23:39 PM
Sorry, already opened the wrapper...
(PS - works like a charm... although the eye candy truss stuff needs a RRW upgrade  :P )

For you maybe :P (see attached).

Note: Attachment removed, please upgrade to NAM36 which includes RRW support for the DBE. Note for actually making the bridges using the DBE plugin, this patch (http://sc4devotion.com/forums/index.php?topic=15931.msg504416#msg504416) for the DBE is still required though.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: titanicbuff on February 14, 2016, 07:42:22 PM
Ya- I did do the contrioller compiler- keep gettign it- funny- even I can't solve this issue
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Swordmaster on February 14, 2016, 07:56:54 PM
Well, somewhere there must be an outdated file; either in your NAM installation or in your controller files. Try with the pre-built controller that sits somewhere in the controller compiler folder.


Cheers
Willy
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: titanicbuff on February 14, 2016, 08:03:30 PM
Was looking at the coding- not sure what the code is for C-6 starter, I also see a JAR control executable from 2014
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Simcoug on February 14, 2016, 08:34:42 PM
Quote from: mgb204 on February 14, 2016, 07:27:59 PM
For you maybe :P (see attached).

Yes!!!
Now I just need some RRW L1 support and I'm good until 1890!!   ;D
(https://dl.dropboxusercontent.com/u/82314303/Photos/Misc%20Photos/Random%20SC4/NeedL1RRWnetwork.jpg)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Swordmaster on February 14, 2016, 08:53:17 PM
What's that? A street? SAM?


Cheers
Willy
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Simcoug on February 14, 2016, 09:05:24 PM
Quote from: Swordmaster on February 14, 2016, 08:53:17 PM
What's that? A street? SAM?


Cheers
Willy

Why, it's Vortext's magnificent cobblestone road re-texture  ;D
You missed some stuff while you were away Willy  :D
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Swordmaster on February 14, 2016, 09:29:59 PM
Didn't know they were finished. (http://i.imgur.com/1hUwYpT.jpg) Where can I find them?


Cheers
Willy

Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Simcoug on February 14, 2016, 09:35:05 PM
Quote from: Swordmaster on February 14, 2016, 09:29:59 PM
Didn't know they were finished. (http://i.imgur.com/1hUwYpT.jpg) Where can I find them?
technically they aren't, but a nice PM will probably get you the 'trial' version  :P
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: crushedcar on February 20, 2016, 11:25:50 AM
I have a question regarding the RHW-4 Suspension Bridge.

I know in older versions of the NAM I could Drag this across a 240 tile gap and only get two towers. Here I'm getting three over a much smaller span. I've tried looking for the bridges definition in the Birdge Controller and have been unable to find it. Why is this happening and how do I fix it?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jedi93 on February 25, 2016, 01:19:04 PM
Hey guys,
I'm not sure if it's a bug or something on my end, but it seems that the T-RAM networks are not "draggable" as they should be in this new version. I did what you should do (drag El-Rail over Road for ex.) but it just built elevated Rail. I have to click on every tile to convert it to a T-RAM.
What is wrong?


greetz
jedi93
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: blade2k5 on February 25, 2016, 01:35:21 PM
RHW no longer shows up on the regional transportation map ever since I installed NAM 33 (haven't been able to install 34 yet even though I've tried several times).  I even went as far to find Jondor's old mod on my external hard drive and reinstalled it and still no RHW in the regional transportation map, same thing with HBS's Peach mod I downloaded from SimTrop today.  What's going on?  Makes it difficult to plan your freeway system when looking at your region through Region Census.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: matias93 on February 25, 2016, 02:05:24 PM
Up to what I've seen, there are only some types of RHW networks that vanish in the regional map (RHW-6S in the normal view is the most reported problem); it seems to be a problem related to low zoom images, and I'm not sure if it was resolved in NAM 34.

A way to circumvent it is to put park-type lots around RHW, since those are also visible in the transportation view, so the negative space is the missed network.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: blade2k5 on February 25, 2016, 03:46:08 PM
Thanks for the rather quick response matias93.  I always plop grass along the highway edges, and a row or two of trees beyond the grass line.  Funny thing is, I use the RHW 6S almost exclusively now.  Got bored with the RHW 4S.  What about the 8 & 10 lane RHW's?  Same issue?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: APSMS on February 25, 2016, 04:53:45 PM
Quote from: jedi93 on February 25, 2016, 01:19:04 PM
Hey guys,
I'm not sure if it's a bug or something on my end, but it seems that the T-RAM networks are not "draggable" as they should be in this new version. I did what you should do (drag El-Rail over Road for ex.) but it just built elevated Rail. I have to click on every tile to convert it to a T-RAM.
What is wrong?


greetz
jedi93
Hi jedi93,

Unfortunately, nothing is wrong. That is exactly how the "draggable" TRAM networks work. The name draggable is slightly misleading, but keep in mind you do not have to plop down intersection pieces when interacting with other networks, including T & + intersections, bending TRAM, or interactions between TRAM networks (GLR-on-street, Tram-In-Road, Tram-On-Road, Tram-In-Avenue). The "draggable" iterations are also much more stable than the puzzle pieces, though I think a few paths went missing in the process.

Be aware, then, of how your tram network is being used. If an area seems strangely devoid of traffic, check the paths and swap out the dragged components for the PuzzlePieces, which still work 100% fine and weren't touched in the latest release. It's a bit of a drag ;), but next NAM (or maybe the one after) it should be a lot better. Baby steps.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jedi93 on February 25, 2016, 06:11:55 PM
Quote from: APSMS on February 25, 2016, 04:53:45 PM
Quote from: jedi93 on February 25, 2016, 01:19:04 PM
Hey guys,
I'm not sure if it's a bug or something on my end, but it seems that the T-RAM networks are not "draggable" as they should be in this new version. I did what you should do (drag El-Rail over Road for ex.) but it just built elevated Rail. I have to click on every tile to convert it to a T-RAM.
What is wrong?


greetz
jedi93
Hi jedi93,

Unfortunately, nothing is wrong. That is exactly how the "draggable" TRAM networks work. The name draggable is slightly misleading, but keep in mind you do not have to plop down intersection pieces when interacting with other networks, including T & + intersections, bending TRAM, or interactions between TRAM networks (GLR-on-street, Tram-In-Road, Tram-On-Road, Tram-In-Avenue). The "draggable" iterations are also much more stable than the puzzle pieces, though I think a few paths went missing in the process.

Be aware, then, of how your tram network is being used. If an area seems strangely devoid of traffic, check the paths and swap out the dragged components for the PuzzlePieces, which still work 100% fine and weren't touched in the latest release. It's a bit of a drag ;) , but next NAM (or maybe the one after) it should be a lot better. Baby steps.

Thanks for answering :)
It seems the intersections don't really work for me. If I have Tram-on-Street crossing Tram-in-Road, I can't get the intersection (though I haven't even seen a corresponding puzzle piece, so maybe it's just not possible at the moment).


greeting
jedi93
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Swordmaster on February 25, 2016, 06:25:03 PM
That piece doesn't exist indeed, in neither form. As a workaround, you could switch the TOS to TIR right before the intersection.

I remember one of my first posts here on Devotion (http://sc4devotion.com/forums/index.php?topic=1444.msg394828#msg394828), almost five years ago, also involved asking about a tram piece that didn't exist, in this very same thread. How time has flown. . . I should get around to making that piece, btw. In draggable form then ;D


Cheers
Willy
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jedi93 on February 25, 2016, 09:17:31 PM
hm, okay.
someone really should do that :)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: cogeo on March 22, 2016, 08:23:12 AM
Hi all, I have a question about NAM 34. Is there some way to have the ANT (rural roads?) network (as far as I remember it looked identical to normal roads) available, without installing the RHW? I opted to not install these (incl much more draggable stuff like NWM, RRW, draggable GLR-in-Ave, draggable TRAM etc) so as to get a controller as small as possible. It seems the installer does not install ANT if you do not install the RHW. Any idea? Is the part of the controller for ANT available separately somewhere? Or, conversely, if I install a full controller what are the IDs for the ANT network? I could then merge the ANT RULs into my own controller.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on March 22, 2016, 01:20:05 PM
You can install just the base L0 RHW-2 network, and it will have the same effect.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: vinlabsc3k on March 23, 2016, 02:38:59 PM
Sorry to bother, but I would know how to create a RHW overpass on TIA. :-[

Thanx in advance!!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: APSMS on March 23, 2016, 02:47:44 PM
You have to drag the RHW up to the TIA,and then continue from the other side, but don't, under any circumstances, drag it over, as this will deconvert both networks. Also, I think you need to be using draggable TIA, which is made by clicking in the Avenue with the El-Rail tool.

Then everything should be hunky dory.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: vinlabsc3k on March 23, 2016, 08:09:50 PM
A video tutoria would be great!! ;)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: APSMS on March 23, 2016, 10:38:14 PM
There was one, but I can't find it. I certainly can't make one, but if you do exactly like I said, it should work great.

Actually, the process is identical to using the OST for roads, avenues, and one-way roads, in that you can't drag the road through the transition. You can only drag up to the transition, and then away from it; dragging through deconverts and screws up your slopes.

The same is true for the RHW over GLR. Drag up to, but not through, the Draggable GLR/TIA/TIR/TOR and the RHW will autoconnect over the network. The override should carry through, and it may be worth noting that this functionality was in place I think since NAM 31 or 32, but only for RHW-2 over TIA. I did it once, but the ultimate utility of RHW-2 over TIA is pretty limited.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on March 24, 2016, 01:05:08 AM
samerton made the video tutorial.  It's embedded below.

https://www.youtube.com/v/VH2S7_pwbXU

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: APSMS on April 13, 2016, 01:48:10 AM
Was investigating a stretch of TOR in my main city that wasn't getting used by trams, but was getting used by road traffic. I had previously reported that there were missing paths in the draggable intersections of the TOR, which was preventing cars from using the network. My city was not yet developed enough to comment on the GLR usage of that section of line, but 110 000 people later, I can safely say there is something wonky going on with the paths.
Here is the stretch in question:
(https://dl.dropboxusercontent.com/s/og5r56nnbmaoh87/SimCity%204_2016-04-13_01-37-06.jpg?dl=0)(https://dl.dropboxusercontent.com/s/n7jub9ehc2s5pkx/SimCity%204_2016-04-13_01-39-35.jpg?dl=0)
In case it's not obvious, the faint grey overlay indicates the track. The empty stretch in question is bracketed by stations, and although there are two stations in that stretch, there are exactly zero GLR users (but numerous cars and freight and buses).

Unfortunately the picture above was taken after I replaced the stretch entirely with Puzzle Pieces, but I took the sample pic below to highlight the issue:
(https://dl.dropboxusercontent.com/s/59yoms842kvx1jl/SimCity%204_2016-04-13_01-30-32.jpg?dl=0)
If you look closely, both stretches of TOR are recognized by the game's traffic volume data view as El-rail, but the left, "draggable" stretch (made by clicking the Rail tool on the stretch of Road) has the "El-Rail" volume overlay hugging the road, while the plopped stretch on the right has the overlay in the position normally seen for GLR, the phantom El-Rail track 15m above the ground.

I'm not saying that this is the source of the problem, but more a visual indicator of what may be happening underneath the hood. FWIW, the stretch of GLR that does work (on both ends of that dead zone) has upwards of 1200 GLR passengers (on both ends), so it's unlikely that it's just an undesirable stretch of track.

EDIT: Replaced track section (with PPs) after a rerun of the traffic simulator, with apparently 800 GLR passengers:
(https://dl.dropboxusercontent.com/s/j7xza09aej2vddc/SimCity%204_2016-04-13_01-48-29.jpg?dl=0)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Themistokles on April 13, 2016, 01:41:41 PM
I found this with the new RHW euro textures. It seems like some pieces at the end of the RHW-2 intersections retain a distinctly American yellowish hue ::), unless of course I haven't done something wrong with the files. If it's the former, you've probably already seen this, but since I can't find it in the thread I guess maybe once too much is better than once to little. :P

Cheers and have a great day!


Image attached because I'm too tired to bother with image-hosts ;)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on April 13, 2016, 05:54:24 PM
@ APSMS:
Sorry, I'm having trouble seeing the problem piece in your pictures. If you could clearly show with DrawPaths on, those which have problems, making a new path is but a minutes work ;).

@Themistokles:
These textures probably don't have EU variants then.

As it happens, I've already re-worked them for EU & LHD usage as an update for NAM 35. LHD support never existed for these pieces. I have to check my files, but one way or another I can provide a patch with RHD EU textures for you. All these updates might be a bit late though. Since I'm sure it won't be too long before they are replaced with flexible alternatives.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: APSMS on April 13, 2016, 10:47:22 PM
Robin, I will take one with DrawPaths on, but the caveat is that I can't seem to find any explicit indicator that the paths aren't working.

The main way you can tell was that the traffic volume indicator for EL-Rail was on; evidence of the Passenger rail paths (for UDI purposes) shows up in that same view when Passenger Rail volume is highlighted. Obviously no passenger trains (heavy rail) run on the line, but the data view still shows the faint line to indicate it's tracking the network.

In fact, the paths for both Puzzle Piece and draggable component are both on the surface of the street, so the only tangible evidence I can provide is that the data view for the dragged stretch shows the TOR hugging the road surface, while the PP TOR is hovering 15m in the air as is typical for the elevated network based overrides. And as far as I can tell, UDI works on both, but I haven't tested in a while to be sure.

FWIW, automata didn't travel the empty stretch either, even though trains are well-known for continuing their journey's onto unused track sections until the line runs out.

All this despite appearing to have all the requisite paths, and no apparent breaks in the pathing either.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on April 13, 2016, 11:00:46 PM
It's possible that the network choices used for Tram-on-Road draggables (Rail overplop on Road) might have some unintended effects with the El-Rail pathing.  The Rail overplop is the reason you're not seeing the data view highlight at ground level, rather than 15m elevated.  Is the Tram-in-Road draggable (El-Rail overplop on Road) working properly?

If my suspicions are correct from this report, it's probably going to require a complete retooling of Tram-on-Road draggables.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: APSMS on April 13, 2016, 11:16:17 PM
As far as I can tell, the Tram in Road draggables work fine with the exception that I think some intersections were missing some paths (I'll have to double check though).

Most of the TIR in my city is dragged (grass stretches and some intersections excepted), and seems to work without issue, so I suspect everything is OK there.

I wonder what it is about the Rail network that seems to make it unsuitable for overriding to other network types. A similar problem was had with the initial implementation of the DDRHW-4, right? Or was that just a capacity reversion to default road values from the intended Heavy Rail ones (which are usually much higher)?

On a slightly unrelated note, I discovered that it is possible to create "draggable" stretches of El-Rail-over-Road by dragging the El-Rail diagonally across the road, and deleting the rail one tile distant from the road; the result was two tiles worth of ELRoR, which was very much unexpected.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: titanicbuff on April 14, 2016, 06:35:17 AM
whats odd is I've always had trouble with trams- although during my alpha testing I did test the draggables and it seemed to work fine. Its the plops I have an issue with.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tyberius06 on April 14, 2016, 07:17:07 AM
Hello!

I ran into an issue with RHW-2 under FlexFly. It doesn't work at all. I can draw the RHW-2 under the FlexFly but it breaks where it reaches the edge of the FlexFly.  Is that a bug or doesn't have any support for this? The other types (RHW-4, MIS) work fine.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fkepfeltoltes.hu%2F160414%2FNoir_City_-_CounterPoint-Jul._4__071460639117_www.kepfeltoltes.hu_.jpg&hash=cc4b6a268b45674e899dac4bcc5008d4f5d19d0f)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fkepfeltoltes.hu%2F160414%2FNoir_City_-_CounterPoint-Jul._4__071460639210_www.kepfeltoltes.hu_.jpg&hash=8c4c417afda32202b0bb8a709ff5217015cbede8)

Another issues with the traffic were noticed a few months ago. I draw a street under the RHW and covered the street with TE'd overhanging Lots. After that the cars 'jumped' from the street directly to the RHW. I'm not sure if this is an issue with street under RHW or the overhanging Lots, but the overhanging parts were under the RHW (obviously). See the pictures.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fkepfeltoltes.hu%2F160414%2FNoir_City_-_North_Harbour-Feb._1__111454851298_www.kepfeltoltes.hu_.png&hash=5a60e9277c6e3181974e043ebfd56a1cfc417bc0)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fkepfeltoltes.hu%2F160414%2FNoir_City_-_North_Harbour-Feb._1__111454851324_www.kepfeltoltes.hu_.png&hash=20524c2243c16f81c63a58e8b697c8551b6219ca)

Thanks for any help.

- Tyberius
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: APSMS on April 14, 2016, 09:54:09 AM
Tyberius06, the deck jumping is due to the TE lots. When traffic exits a TE lot, it doesn't have a specified height (all networks in the game are actually flat) and therefore traffic on the street sees the RHW as a perfectly viable route.

To mitigate the problem, you'll have to make sure the closest TE lot is at least one tile away.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on April 14, 2016, 09:58:17 AM
Quote from: APSMS on April 14, 2016, 09:54:09 AM
To mitigate the problem, you'll have to make sure the closest TE lot is at least one tile away.

Do you know which TE lots are used here? If they don't require proper TE-Access, modifying them to remove the transit switches will prevent the problem entirely.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tyberius06 on April 14, 2016, 10:23:13 AM
Quote from: mgb204 on April 14, 2016, 09:58:17 AM

Do you know which TE lots are used here? If they don't require proper TE-Access, modifying them to remove the transit switches will prevent the problem entirely.

I reloted paeng's SST Alley extenders, put some hedges on the sides, removed the fences and changed the TE road access to street access.

Since than I closed this street (city development) so it doesn't go through under the RHW any more, but I maybe want to use these lots in the future.

My other question is rather bothering me about the RHW-2 under FlexFly, because it's holding me back a major intersection project.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: eggman121 on April 14, 2016, 11:46:36 AM
Quote from: Tyberius06 on April 14, 2016, 10:23:13 AM
My other question is rather bothering me about the RHW-2 under FlexFly, because it's holding me back a major intersection project.

There is no functionality in that space and there will probably never by the way it was designed. I would make two Minicurves and pass the RHW 2 under the diagonal section.

-eggman121
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on April 14, 2016, 05:14:58 PM
Quote from: Tyberius06 on April 14, 2016, 10:23:13 AM
Since than I closed this street (city development) so it doesn't go through under the RHW any more, but I maybe want to use these lots in the future.

Well, if you want to run a street under RHW, don't add these lots on top. Otherwise, use the overhanding sidewalk props with a new lot, one that has no TE enabling. Part of how Maxis made the game, you can see the same issue with all TE lots, so you'll have to compromise here.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: APSMS on April 14, 2016, 05:42:43 PM
Quote from: eggman121 on April 14, 2016, 11:46:36 AM
Quote from: Tyberius06 on April 14, 2016, 10:23:13 AM
My other question is rather bothering me about the RHW-2 under FlexFly, because it's holding me back a major intersection project.

There is no functionality in that space and there will probably never by the way it was designed. I would make two Minicurves and pass the RHW 2 under the diagonal section.

-eggman121
Given that Bus Rapid transit pieces are RHW-2, I wonder why it was designed this way. Will ERHW-2 pass over the FLEXFly, or are all RHW-2 interactions with the network unsupported?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on April 14, 2016, 06:11:42 PM
It was designed that way because it was determined that adding L0 RHW-2 support substantially destabilized all other network crossings.  As all other RHW networks are overrides of the L0 RHW-2, if the L0 RHW-2 support were added, there'd have to be a ton of extra adjacency support for the other networks to override L0 RHW-2-under-FLEXFly.  Given that flyover ramps are much more commonly seen on larger freeways, rather than two-lane ones, and the goal of the feature was to better support complex stack interchanges, this was deemed an acceptable compromise.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tyberius06 on April 14, 2016, 06:18:27 PM
Quote from: eggman121 on April 14, 2016, 11:46:36 AM

There is no functionality in that space and there will probably never by the way it was designed. I would make two Minicurves and pass the RHW 2 under the diagonal section.

-eggman121

I don't really understand this 'there is no functionality' part. There is a RHW 6C ramp where 2 RHW 4 on the sides and a RHW 2 in the middle of the ramp is becoming to RHW 6C. I'd use this ramp and I should make a lot of overpasses and/or FlexFlys which would go above the RHW 2. As the RHW 2 is the base of the whole network, I don't understand why doesn't it work with FlexFlys if the rest of the network do.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: APSMS on April 14, 2016, 07:12:37 PM
Quote from: Tarkus on April 14, 2016, 06:11:42 PM
It was designed that way because it was determined that adding L0 RHW-2 support substantially destabilized all other network crossings.

-Alex
Hmm. Fair enough. Does this mean ERHW-2 is supported, or...?

You know what, I should just test this out in-game. I can see the problems involved, though, now that you've explained it.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on April 14, 2016, 07:21:09 PM
Quote from: Tyberius06 on April 14, 2016, 06:18:27 PM
I don't really understand this 'there is no functionality' part. There is a RHW 6C ramp where 2 RHW 4 on the sides and a RHW 2 in the middle of the ramp is becoming to RHW 6C. I'd use this ramp and I should make a lot of overpasses and/or FlexFlys which would go above the RHW 2. As the RHW 2 is the base of the whole network, I don't understand why doesn't it work with FlexFlys if the rest of the network do.

To reiterate, the fact that the L0 RHW-2 is the base network of everything is the precisely the reason it isn't supported.  It's different from past standards to do things this way, but it has always been possible to support the override networks without base network support, and doing so in this case actually makes a substantial improvement on the stability of the other override networks.  We'll most likely do this when FlexSPUI is re-implemented.

Without the L0 RHW-2 support, things can be coded directly as, say, an L1 RHW-6S crossing under an L2 FLEXFly, whereas if we have the L0 RHW-2 support, the FLEXFly crossing will have a tendency to "deconvert" to the L0 RHW-2-under-L2 FLEXFly crossing.  We would have to add additional adjacency stability to cover the L1 RHW-6S going into L0 RHW-2-under-L2 FLEXFly situation.  It gets even more complicated with the wider networks or adjacent networks, because the side overrides would then have a tendency to deconvert to L0 RHW-2.

If we were to add L0 RHW-2 support, it would actually require adding a few hundred thousand lines of RUL2 code to handle all the new adjacencies cases, and even then, things might not be as stable with the other networks as it is presently.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tyberius06 on April 14, 2016, 09:06:23 PM
Ops, well I see. Thank you for your explanation, Alex.  :)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Themistokles on April 15, 2016, 05:25:02 AM
Quote from: mgb204 on April 13, 2016, 05:54:24 PM
@Themistokles:
These textures probably don't have EU variants then.

As it happens, I've already re-worked them for EU & LHD usage as an update for NAM 35. LHD support never existed for these pieces. I have to check my files, but one way or another I can provide a patch with RHD EU textures for you. All these updates might be a bit late though. Since I'm sure it won't be too long before they are replaced with flexible alternatives.

If you'd be willing to provide such a patch, I'd be really grateful!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on April 16, 2016, 07:51:08 PM
Quote from: Themistokles on April 15, 2016, 05:25:02 AM
If you'd be willing to provide such a patch, I'd be really grateful!

Attached. Untested, although aside from being in EU guise (thanks Tarkus for the script ;) ), they are a carbon copy of the US textures.

Update2:

Attachment removed, fixes will be included in NAM35.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Alan_Waters on April 19, 2016, 10:20:08 AM
Please tell me this is just my sims do not wish to walk and ride under the RHW L2, except on the subway?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fsavepic.ru%2F9471400.png&hash=6e421a6e5874d8223b97794dce2256ef40586437)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fsavepic.ru%2F9464232.png&hash=38d88ec74b03a00d3d1a3ac9ea88859f693ddf19)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fsavepic.ru%2F9463208.png&hash=6cb4431033fd86947469cd4bd6b539f864350616)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fsavepic.ru%2F9467304.png&hash=e8f8a9a08c3018339d5ca101bf24ae3e7a69440e)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fsavepic.ru%2F9456040.png&hash=828838f2973dcbbee99d1f72d5a4516ef022b0a6)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: compdude787 on April 19, 2016, 02:04:03 PM
It would help if you posted a picture with the paths showing. To get the paths to show up, press Ctrl-X to open up the cheat console, type in DrawPaths and, if you have the Extra Cheats Plugin (http://community.simtropolis.com/files/file/21118-simcity-4-extra-cheats-plugin/) installed, the paths should show up on the roadways. (To turn them off, use the HidePaths cheat) That way, we can see if things are working the way they should.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Alan_Waters on April 19, 2016, 02:36:02 PM
It will probably be clearer:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fsavepic.ru%2F9455047.png&hash=f328af6b2f54b7888aab3a059025a06fde6c54bd)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fsavepic.ru%2F9460167.png&hash=38039d102c7b5b47b6523140c689b7dd50928184)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fsavepic.ru%2F9459143.png&hash=3148c2d8b99b6a916fde39a15e1f76d2ff55f3c2)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fsavepic.ru%2F9448903.png&hash=f8b2772abcdd107524b12417b7dcce5c819e1cce)

This occurs only on the diagonal RHW.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: vinlabsc3k on April 19, 2016, 06:23:38 PM
As you see, the paths near the Diag RHW are broken. :'(
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: woodb3kmaster on April 19, 2016, 10:19:06 PM
I wouldn't exactly call missing paths broken, but that's an academic distinction.

From what I can tell, it seems the diagonal L2 RHW-8S's innermost and outermost tiles don't have any paths at all, either on the RHW or the ground networks. This isn't a problem for the RHW, since there's no need for paths on those tiles, but it causes the exact problem Alan reported. Added to the bug tracker as Issue #283 (https://github.com/NAMTeam/Network-Addon-Mod/issues/283).
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on April 20, 2016, 12:35:18 AM
Actually, examining the files, there are path files at the appropriate IIDs (it'd be 0x57257140 for the Road one--found in the L2 RHW-8S .dat file).  However, there is a minor formatting issue with the path files--an extra blank line between the initial definition and the paths.  It seems to be enough for the game to think they're invalid.  I've confirmed just now that removing that blank line fixes the paths.  At initial glance at the .dat files, it seems this also affects the L1 RHW-8S crossings as well, and may not be limited there.

Edit: We're looking at probably close to a hundred affected path files on the L1 and L2 8S.  IID-wise, it's pretty much the entire range from 70-BC on the Piece ID (digits 5 and 6), where the seventh digit is 4, 5, or 6.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Alan_Waters on April 20, 2016, 08:53:52 AM
And it is possible to make a patch this bug? ()what()
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on April 20, 2016, 06:40:29 PM
Yes, but it's going to take awhile, because there are so many path files affected.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Themistokles on April 24, 2016, 09:35:58 AM
Quote from: mgb204 on April 16, 2016, 07:51:08 PM
Quote from: Themistokles on April 15, 2016, 05:25:02 AM
If you'd be willing to provide such a patch, I'd be really grateful!

Attached. Untested, although aside from being in EU guise (thanks Tarkus for the script ;) ), they are a carbon copy of the US textures.

Many thanks for the patch and very quick reply! Sorry for responding like ages later. The patch works great :thumbsup: The only trouble is that, for some odd reason, some of the arrows point in weird ways (see attached screenshots).
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on April 28, 2016, 12:18:57 AM
Quote from: Themistokles on April 24, 2016, 09:35:58 AM
Many thanks for the patch and very quick reply! Sorry for responding like ages later. The patch works great :thumbsup: The only trouble is that, for some odd reason, some of the arrows point in weird ways (see attached screenshots).

Looks like a couple textures were somehow incorrectly flipped. Not sure how this happened, since the base set I used to make them were also RHD??? Anyhow, I've updated them on the original post, they should work fine now. Problem is, the RHW textures are a bit scattered, it's really hard to get a handle on them. When I made the LHD ones, I had to manually go through every piece one at a time, I should have thought to check the EU RHD ones when I did the original work. Once again, I'd appreciate if you could confirm if everything is working OK or not, thanks.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Themistokles on May 07, 2016, 05:54:20 AM
Quote from: mgb204 on April 28, 2016, 12:18:57 AM
Looks like a couple textures were somehow incorrectly flipped. Not sure how this happened, since the base set I used to make them were also RHD??? Anyhow, I've updated them on the original post, they should work fine now. Problem is, the RHW textures are a bit scattered, it's really hard to get a handle on them. When I made the LHD ones, I had to manually go through every piece one at a time, I should have thought to check the EU RHD ones when I did the original work. Once again, I'd appreciate if you could confirm if everything is working OK or not, thanks.

It works! Thank you very much for the help. :thumbsup:
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: cireland on May 10, 2016, 01:34:58 PM
First time user of NAM.

I'm trying to install it, but it gives me an error "SimCity4.exe cannot be found in the installation directory. I have the game via Origin it's fully updated,  I have searched all the folders and tried to install the addon where the SimCity.exe is located C:\Program Files (x86)\Origin Games\SimCity\SimCity

But nothing works... I am as the directory would indicate using a PC and I clicked "No" to port to a MAC at the start which I assume was correct?

Any help would be great.

Thanks
Cireland
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: evarburg on May 11, 2016, 08:13:59 AM
Another NAM 34 firs timer here. After seeing some of the things you can do with it, I decided to reign in my terror of it and began babystepping myself into RHW, at least. I watched tutorials. I visited FAQs. I followed threads (OK, not all 631 pages of some... or the 191 pages of this one, I confess, absent a search function for specific problems)...

And I am getting bogged down by the simplest thing : I wanted to create an elevated road overpass over RHW 4. I went to the relevant road menu, and got the piece that goes over RHW4, all right, both directions, and placed them, but couldn't find the pieces to complete the puzzle and go from up there to the simple road down there (road over blakn terrain -- and the others...), as shown in the nice Maartens' video tutorial -- that was no doubt made with a previous version of the NAM.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi1129.photobucket.com%2Falbums%2Fm513%2FTaryelle%2FA%2520SC4%2520Problems%2FOverpass%25203_zpsiw1k7iry.jpg&hash=15e526b0efcbc2ce525d5a1e4007bb4dc0b94f2f)

The Elevated Road-over-everything-but RHW Puzzle Pieces seem to have disappeared from this iteration of the NAM. I flipped through all the menus and just didn't find them. I went surfing the net again, and didn't find any answer either. I can underpass a road with the FLUP, but can't overpass a road over RW4 (or anything else ?) now.

I can't believe those puzzle pieces (over blank terrain... over streets...over rail...on slope...) have disappeared, it must be me : where should I look for them ?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on May 11, 2016, 08:34:49 AM
So it would seem you've found the old puzzle pieces for the RHW crossings. The last three items in the road menu only contain RHW-related parts. The remaining pieces to connect up are also in the road menu, 15m Elevated Road viaducts in this case.

There is another way to make them too, using the flexible Draggable Elevated Road Viaducts. Such puzzle pieces are not required to make these, you just place an elevated starter, adding ramps or on-slope pieces on either side. The primary benefit of them is they support 7.5 (L1) crossings over RHW, whereas the puzzle pieces only support the 15m (L2) pieces.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: evarburg on May 11, 2016, 09:17:44 AM
Quote from: mgb204 on May 11, 2016, 08:34:49 AM
So it would seem you've found the old puzzle pieces for the RHW crossings. The last three items in the road menu only contain RHW-related parts. The remaining pieces to connect up are also in the road menu, 15m Elevated Road viaducts in this case.

There is another way to make them too, using the flexible Draggable Elevated Road Viaducts. Such puzzle pieces are not required to make these, you just place an elevated starter, adding ramps or on-slope pieces on either side. The primary benefit of them is they support 7.5 (L1) crossings over RHW, whereas the puzzle pieces only support the 15m (L2) pieces.

(Ah, MGB to the rescue:-) But. Er... Yeeees... Where in the road (I suppose "normal road"?) menu ? I can't find any 15 m elevated viaducs or (in the avenue menu ?) any draggable elevated road viaduct [but I have Rural Roads Puzzle pieces twice, I suddenly realize. Uh ?] Did I flub my custom install ?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on May 11, 2016, 10:33:07 AM
Quote from: evarburg on May 11, 2016, 09:17:44 AM
Where in the road (I suppose "normal road"?) menu ? I can't find any 15 m elevated viaducs or (in the avenue menu ?) any draggable elevated road viaduct [but I have Rural Roads Puzzle pieces twice, I suddenly realize. Uh ?] Did I flub my custom install ?

Rural roads (or other items) being there twice is a sign you've more than one NAM installation. Did you previously install this as a separate download? The NAM used to come as separate components. If you have such files, you should remove them and use the latest versions, which are all part of the one NAM package. Otherwise, is there some possibility you've more than one NAM install?

Both sets of options for viaducts should be in the Main Roads menu (first icon under transport). If not, check they are ticked when re-installing the NAM. Find them under NAM Networks and Network Expansions / Elevated Road Networks in the installer.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: evarburg on May 11, 2016, 02:27:57 PM
Yep, of course it was me ! For some reason the elevated road stuff had been unticked in the last install. All is well now. Thanks, MGB !

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi1129.photobucket.com%2Falbums%2Fm513%2FTaryelle%2FA%2520SC4%2520Images%2520transfert%2FBabysteps14%2520overpass_zps4oh0c9kq.jpg&hash=a6fd2754e08e6d0677670ea8cea4e3c669ff8d13)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: six9nc on May 13, 2016, 07:50:59 PM
I have had nothing but bad days dealing with Windows 10 and SC4.  So I finally did a clean install and now NAM 33 or 34 will not run correctly on my machine.  I get red squares when choosing flex ramps even though I made sure it was checked in the custom install.  Also, I get red squares for the maxis ramps and filler pieces.  Lastly, I 8 and 10 ramps aren't showing up correctly in the game and I cant even drag the starter pieces out.  I have attached photos when I attempt to drag out from the pieces. Also, when I hover over the NAM icon it says r69 May 15 2010.  Please help!

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimagizer.imageshack.us%2Fv2%2Fxq90%2F924%2FPs2Pas.jpg&hash=cf3efbead4b3c90170e1e1aff1321190dec2c8e6) (https://imageshack.com/i/poPs2Pasj)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on May 13, 2016, 10:14:46 PM
If the icon is saying "r69 May 15 2010", then there's definitely bits of NAM 28 that are still in your plugins.  Based on the textures, it appears RHW 4.0 (the RHW release that went with NAM 28) is as well.  I'd find the NAM 28/RHW 4.0 bits and remove them, and that'd probably go along way toward fixing the issue.  Running the Cleanitol option in the NAM installer may help you out as well.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: danholo on May 14, 2016, 01:23:12 PM
Trying to use ground to 7.5 elevated but found them useless since there is no ground to elevated transition piece available as in the 15m versions. Seems like a bug?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Themistokles on May 14, 2016, 01:40:02 PM
Quote from: danholo on May 14, 2016, 01:23:12 PM
Trying to use ground to 7.5 elevated but found them useless since there is no ground to elevated transition piece available as in the 15m versions. Seems like a bug?
There is, but all 7.5 m transitions are FlexHeight ones.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: danholo on May 15, 2016, 06:48:35 AM
I'll have to check that one out then. I'll look for FlexHeight pieces.

Tackar.

&Thk/(I guess I'd find out proper instructions about this in the manual?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Themistokles on May 15, 2016, 12:59:06 PM
Quote from: danholo on May 15, 2016, 06:48:35 AM
I'll have to check that one out then. I'll look for FlexHeight pieces.

Tackar.

&Thk/ (I guess I'd find out proper instructions about this in the manual?

Varsågod :)

Unfortunately, I think the documentation is not up to date yet. But in the meantime the always well prepared and helpful mgb has made an excellent video description of it (and lots of other useful stuff) https://youtu.be/5mQZBMUOuXE?t=5m47s (https://youtu.be/5mQZBMUOuXE?t=5m47s). The video shows only road, avenue and oneway roads, but the RHW ones work pretty much the same way, except that they change into their intended network instead.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Pioneer on May 15, 2016, 01:46:06 PM
Any way I can make this work?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: eggman121 on May 15, 2016, 02:02:33 PM
Quote from: Pioneer on May 15, 2016, 01:46:06 PM
Any way I can make this work?

There is no elevated ramp piece for that situation since the RHW 6S is treated like a two tile wide network due too its width. Try the dual RHW4S to RHW 8S ramp. That should be a good substitute.

-eggman121
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: APSMS on May 15, 2016, 06:57:12 PM
I feel like the usefulness of that particular ramp should override the inherent modelling issues that accompany the ERHW-6 network.

I can imagine the number of "bug reports" that you guys get from cosmetic issues, especially related to that particular setup, but I still feel like the usefulness should overcome any inherent graphical glitches, provided of course that the setup works in the code.

Still it's not my decision, and I'm not the coder/support staff, but I'm sure you can understand where I'm coming from. I don't envy your job.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on May 15, 2016, 10:04:52 PM
It's not quite as noticeable at that farther out zoom level, but the effect is pretty bad.  It was quite a bit worse before NAM 31, when the 6S elevated models were actually narrowed slightly.

(https://simtarkus.files.wordpress.com/2016/05/rhw-05152016-4.jpg)

(https://simtarkus.files.wordpress.com/2016/05/rhw-05152016-1.jpg)

And if we were to allow the RHW-6S A1/D1 ramps, someone's also going to be asking for A2 and D2 setups with a 6S out the bottom to be made, which ends up looking really, really, bad.

(https://simtarkus.files.wordpress.com/2016/05/rhw-05152016-3.jpg)

(https://simtarkus.files.wordpress.com/2016/05/rhw-05152016-2.jpg)

We kind of figured our best solution at that point was to omit the non-wide versions of these ramps at elevation.  Originally the "wide" footprint was actually going to be the only footprint for these ramps at any level--including ground.  Once the overhang technique came into play, we relented to all the requests at the ground level, while noting that the setup couldn't work at elevation.

There was some discussion of using overrides to try to get around some of the barrier nastiness, wherein there'd be versions of the elevated 6S and MIS that were missing the barrier on one side, but there's too many variables in terms of how people could end up using it--they'd basically turn into whole new networks--which made it unfeasible.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: APSMS on May 15, 2016, 10:55:11 PM
I understand the reasoning. The ballooning effect regarding requests is unfortunate.

I imagine it can't help that you can successfully drag these two networks next to each other, but can't have them interact. Still, the whole boon of having any Elevated RHW ramps is a plus, and draggable and FLEX versions even better (for the occasional minor slope compliance).

It doesn't help that, despite my efforts to do detail work in this game, I end up failing miserably so things like this don't bother me nearly as much as they should. I tend to be a perfectionist IRL, but I tried that in the game once and it kept me away for 6 months because I couldn't get it to work, so I've stopped paying attention in order to play.

Thanks for the explanation (I think I knew it already, but a refresher is always good)!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on May 16, 2016, 05:32:56 PM
You're most welcome. 

Quote from: APSMS on May 15, 2016, 10:55:11 PM
I imagine it can't help that you can successfully drag these two networks next to each other, but can't have them interact.

I'm almost thinking that prevent code, to stop those two networks from being right next to each other, might mitigate things.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: titanicbuff on May 17, 2016, 06:38:01 AM
given its a S-6- I've had that on ground where it touches like that
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: danholo on May 19, 2016, 10:20:40 AM
Trying to make an 7.5m Ave over RHW 6C with on/off ramps without good results. The 'best' I got is in the attachment. Trying to use dragable and the bigger problem is I can't find any proper puzzle pieces for this.

Any tips?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: InvisiChem on May 19, 2016, 11:16:58 AM
Give a tile of gap between the MIS and RHW 6C. This might allow the RULs to override properly. Another idea is to convert to RHW 6S with the 1 tile gap to give more network for override.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: peperodriguez2710 on June 07, 2016, 08:35:30 AM
Hi, I'm finding american textures in some RHW pieces.


(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FMQjNuy3.png&hash=1a2328a5048136b7662cf08e7d77a03b50b1c42a)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FdoJog8Z.png&hash=dcd23583e4c9097b479ab3630300510f9e3b1907)


(The wide changing pieces one happens at all levels except 0, I think)


I'm missing any texture or they aren't Euro-ized yet?


Thanks a lot!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: MushyMushy on July 08, 2016, 02:56:50 PM
I was making a T intersection with an avenue and a road and I decided to add turning lanes, but I noticed one of the pieces didn't have the LHD textures. They're still the Euro textures, but not LHD. I tried the other turning lane pieces and didn't find any others that had this problem.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FSaJa0Li.jpg&hash=48dacbf3fd8235f4173eb3736d6fad76e3df7617)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on July 08, 2016, 03:52:16 PM
The issue only affects this intersection, basically you need to flip (horizontally) one texture, 0x5B02260E to fix it. It's the only texture in the TuLEPs that requires a special LHD variant.

Not sure why you wouldn't have this in the NAM to start with, since I'm pretty sure it was working fine a few versions back. I could be wrong though, perhaps it's only included with the special "UK" TuLEPs or something?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: wallasey on July 10, 2016, 03:15:40 AM
Quote from: six9nc on May 13, 2016, 07:50:59 PM
I have had nothing but bad days dealing with Windows 10 and SC4.  So I finally did a clean install and now NAM 33 or 34 will not run correctly on my machine.  I get red squares when choosing flex ramps even though I made sure it was checked in the custom install.  Also, I get red squares for the maxis ramps and filler pieces.  Lastly, I 8 and 10 ramps aren't showing up correctly in the game and I cant even drag the starter pieces out.  I have attached photos when I attempt to drag out from the pieces. Also, when I hover over the NAM icon it says r69 May 15 2010.  Please help!

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimagizer.imageshack.us%2Fv2%2Fxq90%2F924%2FPs2Pas.jpg&hash=cf3efbead4b3c90170e1e1aff1321190dec2c8e6) (https://imageshack.com/i/poPs2Pasj)

Afraid I'm having the same issue but my Nam Version is saying December 2015. Not sure if it's a LHD thing? The cleanitall interface runs during the install (I've reinstalled this a few times). Not sure if it dumps things in a conflicting filepath?

The only elements which work are single tile networks.

Could I ask whether the original advice still stands please? Thanks

EDIT:

I have removed NAM out of the plugins folder and run the game. There were no lingering NAM features. I then ran the standard installation but still had the same issue as reported above. I can't work out what the issue is here as all the other NAM features such as NWM work fine. If it would be possible to suggest any ides, I would be most grateful.

Thanks,
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on July 10, 2016, 08:27:45 AM
I suspect you are not encountering the same problems. A NAM controller from 2010 is obviously wrong, somewhere there must be a very old version of the NAM to cause that. But Dec 2015 is what I would expect you to have, since NAM 34 was released in Dec 2015. That said, upon installation of NAM, it should attempt to run the "controller compiler" to make a custom one for you. That would be date-stamped based on when it was created. So if you are seeing Dec 2015, I'm guessing the compiler failed to run, therefore a default full controller was installed. If the compiler isn't running, most likely you don't have Java installed on your machine, which is required to run it. However, all this is probably a distraction, since it's unlikely to be the cause of your problems here.

The NAM installer is designed to remove any previous install before replacing it with a new one. Have you tried selecting the Custom Install during installation? Do this and manually select those RHW networks you actually want to be able to use. It looks to me like the textures aren't installed for them, but the code will be, because you don't have a custom controller.

As for the Maxis Highway ramps, have you installed the Maxis Highway Override feature? If so I wouldn't expect any of the Maxis Highway ramps to work, they are incompatible with MHO and therefore removed from install when this option is selected. If you don't want to use this feature, un-tick it during said custom install above.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: wallasey on July 11, 2016, 03:14:03 PM
Hi Mg204; thanks for getting back to me!

Java can be rather haphazard with me; however I'm confident that at the time of the install everything was up to date.

As a principle, I always opt for the custom install as there are bits of the NAM I don't have cause to use (sorry!) and I like to chose my automata settings ect. To test the case, I did give the Standard Install a go but continued to encounter the same issue.

I had backed up the previous NAM from November; the issue didn't occur when I installed it again. Not sure what's going on.

In fairness, I'm pretty infrequent at playing these days and so if NAM 33 works, then I may keep on using it until a further release.

Thanks again for all your help,

Regards
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: srrvxd on July 28, 2016, 02:44:42 PM
Updated from 31.2 to 34 and my draggable rail wide radius turns no longer seem to work.  I have looked and cant find the option in the installer to get this to work.   I used to be able to build the rail to a 45 degree turn. then drag from the turn in the straight direction to get a WRC.   was this feature removed or what do i need to do to fix it.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: APSMS on July 29, 2016, 12:20:07 AM
@srrvxd, Are you using the RRW?

It uses different drag patterns for the WRCs. AFAIK, if you are still using the default Maxis rails (with NAM improvements) then that drag pattern should still work, but the RRW (the brownish looking rails) works differently, and you will need to experiment to learn the new drag patterns.

Actually, there should be a manual included in the NAM files inside your My Documents/SimCity 4 folder. Look for the RRW manual, and it should have all the drag patterns. I'm still learning them myself, but I suspect that is your main problem. Correct me if I'm wrong.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: srrvxd on July 30, 2016, 07:59:44 AM
@APSMS
No i was not using the RWW and i have tried lots of different patterns and attempted to find something about it in the documentation/online but to no avail.  I will see if the RWW upgrade will cause to much trouble with the extensive network i have. 
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Alan_Waters on July 30, 2016, 12:13:20 PM
Many times have seen the screenshots of other players that sims actively use MHW and RHW. In my game sims do not want to use these paths. On my screenshot it shows that the agricultural field surrounded by two of the town and village. The two lower circles - this RHW-2, and the left and at the top - an intersections with MHW. This I can see for a long time, and in different regions.
How to get sims to use all the paths?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fsavepic.ru%2F10741571.png&hash=150c72a4f356f7a6542e5c3c13d29af771fca51b)

Thank you very much in advance!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: APSMS on August 10, 2016, 01:01:13 AM
(https://dl.dropboxusercontent.com/s/sgr5cjyxkhhap6r/SimCity%204_2016-08-10_00-55-50.jpg)
Buses don't seem to be able to use this PP. Cars and El-Rail/GLR use it fine, but until I connected the road in the top left to the neighboring city, all the bu traffic was heading south 5 tiles and transferring to GLR, rather than just continuing on into the next city, which had been faster when the transition wasn't there.

As an aside, I'm assuming that overplopping TIR/TOR over an existing functional Road Connection doesn't actually work properly for the GLR? Cause that would save me a ton of space.

And I'll request it in the other thread too, even though I know work has ceased on GLR for the foreseeable future, could we have a TIR/TOR/TIA neighbor connector piece, or are there limitations on the number of different travel types that can be placed on such a connector loop?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: dyoungyn on August 11, 2016, 11:51:32 AM
Can anyone tell me what is going on here.  I am using NWM 3 lane One Way roads and for some reason, the black/blank areas are showing up.  I have tried deleting the entire block roads, even tried zoning the entire blocks.  Finally, one would think it is the NWM stubs.  I am at a loss here. 
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: dyoungyn on August 17, 2016, 11:20:59 AM
I am still at a loss here and have no idea why it is showing up like this in the Region Transport view.  Never had this pop up.  For this particular map, I deleted the contents and started over again.  Granted there is MASSIVE amount of Commercial and Residential in this area as it is a downtown area.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on August 17, 2016, 12:58:27 PM
The Region Transport View is a very finicky thing that we don't have a ton of control over.  It was pretty much a miracle that we were able to get the RHW to show up on there with jondor's method.  I don't know that there's much we can do with these particular cases, unfortunately.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: dyoungyn on August 17, 2016, 01:15:22 PM
Alex,

Thank you for the reply.  I assumed it was as such. 

I am not sure if it is associated with the amount of kilobytes on one map or not.  I also noticed this since the last NAM Update.  Again, is it possible with the expansion in size for NAM and RHW that the Transport view is acting funky?  Not trying to assume anything, only suggesting possible scenarios.

dyoungyn
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on August 17, 2016, 02:31:12 PM
The method used for getting the RHW on there is a workaround already, reliant on overlaying Traffic DataView info over the Regional Transport View, so it has its limitations.  It hasn't changed since it was first included (the RHW 5.0 release that came at the same time as NAM 30--it existed separately for a short while before that), so unfortunately, I don't have a good explanation for any apparent changes in its behavior since then.  If I saw the actual parts within the city tile themselves, I might be able to look into it further.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: dyoungyn on August 17, 2016, 03:22:59 PM
Alex,

Thank you again for the detailed explanation.  I am so thankful to not only yourself but he entire NAM Team for the creatively and coming up with imaginative items that keeps SC4 strong and alive.  Sorry to have shown a bit complaining for something so petty. 

dyoungyn
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: QueenieChryssie on August 23, 2016, 05:56:51 PM
Hello! I have two significant issues with NAM. As of today, I downloaded NAM--the standard version with everything selected in the default installer.  It was running smoothly, but I decided that there was next to no traffic in my cities at all... which doesn't really present a challenge.  So, I went to edit the traffic simulator after closing my game and after I make the changes I desire, I press save.  Only... it doesn't save.  Instead, it says "Error deleting files.  Simcity is probably running."  I then go to my task manager to check that there's no program titled 'Simcity' running on my computer, which there is not.  I boot up simcity again and delete every new building and roadway that I built before closing it again, and I end up re-installing NAM (NetworkAddonMod Setup 34), but this time, choose to only install the traffic simulator.  I make sure to choose the option 'no' for keeping all the previous stuff that I downloaded.  It installs, and I change the settings on the traffic simulator that I wish, before starting up the game again.  Now I choose a new region to build on, and while I'm placing my starting avenues, the quad-intersection is blank.  Now, I saw in the FAQ that there's an answer for this, but I already HAD reinstalled NAM.  Regardless, I delete the NAM files from my plugin folder in my documents, and reinstall again. (only with traffic simulator.)  This still occurs.  How can I go about having avenues wherein they are connected (this is only happening with avenue-intersections, not roads or streets), without having to run every feature of this mod?  Please help.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on August 24, 2016, 12:00:38 AM
It sounds like you somehow still ended up with the INRUL file that adds the necessary code for the Avenue Turning Lanes feature, but without the necessary file that contains all the textures and paths that make that feature operate, causing the blank tiles.  The procedure you described should have eliminated those files, but it sounds like there's still something that got left behind.  The name of the file that contains the INRULs and is the likely source of your problem is NetworkAddonMod_TurningLanes_Avenues_Plugin_INRULs.dat.  If you do a search for that file and find it, you can delete it and it should eliminate the issue.

A less likely possibility is that somehow, you have a second NAM installation (or some part of one) hiding somewhere.  This can potentially happen if you manually delete the mod and then reinstall it, which is not recommended (http://sc4devotion.com/forums/index.php?topic=17521.0) (though it may still be advised in the not-so-recent documentation).  It could also happen if you had consolidated an earlier NAM installation at some point with a utility like SC4DatPacker or JDatPacker.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Allein on August 31, 2016, 10:35:57 AM
Works only on one side $%Grinno$%

(all draggable)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimage.noelshack.com%2Ffichiers%2F2016%2F35%2F1472664434-sans-titre.jpg&hash=e9ebb75562576797ac09a7a535db8d7e59e780be)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on August 31, 2016, 11:40:51 AM
The overrides can be a bit finicky with everything so close together. It could be an RUL issue though too.

If you move the connections to the avenue either side of bridge over by a tile, you should be fine. I suspect it would also work properly if you dragged the road all the way through to make a 4-way junction instead of a T.

Update: I just double-checked this setup in my game. It works fine with Roads, but only as a 4-way with RHW-2. Perhaps try clicking around the junction a little. Otherwise try re-building the on-slope piece with the problem.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: dyoungyn on August 31, 2016, 11:53:04 AM
I agree, just  little to close to the slop piece, then the AVE4/AVE5 transition.  I to have only had luck with 4 way intersections only or one side 3 way and they other 4 way.  Beside, I have only had luck with this particular set-up to only run a road underneath.  The column for the avenue above is in the way for AVE4
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on August 31, 2016, 12:00:08 PM
If you are careful, I've even managed to keep TLA-5 and TULEPs on these on-slope transitions. But it doesn't want to play ball always.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Seaman on September 05, 2016, 09:39:44 AM
I am not sure about this, but I thought I could bring this to attention. The Pylon section on this (viaduct!) bridge is somehow not properly overriden with RRW textures. Nothing special, but I wondered, why this differs depending from the angle you look at the bridge:

strange:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F4IsBxCi.jpg&hash=d4b9b8effb6b9ae4904d8b94308960c1ff0dc4d0)

90° view turn, Pylon sections are displayed properly.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FwXULHlp.jpg&hash=653c7a1d1ab04324c72480b3c879599702863dac)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Jack_wilds on September 16, 2016, 05:42:33 PM
concerning the NAM Tools...

where and how to install... what do they do...

laptop took a header, starting over; thanks for pointing me in right direction... a page with links to all needed SC4 plug-ins, accessories, updates, and maxis updates

thanks
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on September 16, 2016, 06:32:41 PM
If you're on a disc copy of SC4, pick up the appropriate SKU of the EP1 Update 1 (1.1.638) patch here (http://sc4devotion.com/forums/index.php?page=16), and optionally, the SC4 Buildings Update Patch (1.1.640) here (http://sc4devotion.com/forums/index.php?page=14) (it's the second item on that page).  If you're using a digital copy, the game should already be at Version 1.1.641 and would not need patching.

After that, the only thing you need on the NAM side is the NAM itself.  There are no other separate downloads needed--the traffic simulator and its configuration tool, as well as all the plugins (RHW, NWM, etc.) and all the bridges are all in that single download.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on September 17, 2016, 02:30:22 AM
Quote from: Seaman on September 05, 2016, 09:39:44 AM
I am not sure about this, but I thought I could bring this to attention. The Pylon section on this (viaduct!) bridge is somehow not properly overriden with RRW textures. Nothing special, but I wondered, why this differs depending from the angle you look at the bridge

Whatever the problem is, I can only guess something is wrong with your NAM / RRW install. I'm not seeing any problems with this bridge in my game.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Seaman on September 18, 2016, 08:52:00 AM
Quote from: mgb204 on September 17, 2016, 02:30:22 AM
Whatever the problem is, I can only guess something is wrong with your NAM / RRW install. I'm not seeing any problems with this bridge in my game.

ok thanks for checking.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Nosimx on September 18, 2016, 10:25:12 PM
DBE for RHW / MHW ?

Is there a simple way to fix the diagonal bridge for RHW? Is LHD the missing part?

http://www.directupload.net/file/d/4483/b8d2qvr9_png.htm (http://www.directupload.net/file/d/4483/b8d2qvr9_png.htm)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: eggman121 on September 19, 2016, 02:14:21 AM
Quote from: Nosimx on September 18, 2016, 10:25:12 PM
DBE for RHW / MHW ?

Unfortunately these features are not currently implemented except for MGB204's MHO patch on the LEX IIRC. Normal RHW DBE Bridges are on the cards but you will have to wait for them to be made. It is possible that they can use the current Models from the RHW mod but that will take some time.

I would suggest using the OWR and MHO as alternatives for now.

-eggman121
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on September 19, 2016, 04:35:44 AM
All of my work on improving compatibility for MHO is complete, which includes the DBE Bridge, LHD is also fully supported. I've still got a couple files to package/organise, but all these fixes should be included in the next version of NAM (35).

In the meantime, if you install the "patch" from the LEX that Eggman121 mentions, that's an interim solution which includes the DBE fix amongst others.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Nosimx on September 22, 2016, 12:40:27 PM
Surprisingly, I found that the Sims don't care - they use the bridge. This behaviour may be buried deep inside the exe, as the paths obviously don't match. I don't know.

Anyhow, thank you for your great work, and: regarding the mouse hole that Maxis left open - your NAM is incredible, unbelievable, just great. :)

Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mbma on September 26, 2016, 12:34:57 PM
Hello,

after years I came back to SC4 and ofc I did a complete install of the latest NAM first (v34) ... quite impresssive! ... many thanks to all who contributed here!

However, I cannot figure out how I can make the DIAGONAL viaduct stations work ... I think, I have tried everything, but when I hit "DrawPaths" I can clearly see, that I cannot get any paths through these stations :(

I have this issue with the:

- Modern Diagonal Viaduct Rail Station
- Victorian Viaduct Rail Station (diagonal)
- Viaduct Rail Station, Diagonal

The orthogonal versions work fine though ...

Any help/info here would be greatly appreciated!
Thanks
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: vinlabsc3k on September 26, 2016, 03:35:23 PM
Have you tried to drag the rail tool in the station?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on September 26, 2016, 06:57:02 PM
Diagonal stations are a bit more difficult than usual. You must build the surrounding Viaduct Rail network before placing the station, which fills a 2x1 GAP. The station then needs to be activated, by clicking with the rail on each tile of the station. See from Page 51 of the PDF "NAM Transit Stations Manual" which you can find in \Documents\SimCity 4\NAM Auxiliary Files\Documentation for further details/pictures. Note that the manual states to drag the rail, although from my testing, it seems you must click each one instead.

Lastly, are you by any chance using a LHD game? I'm not 100%, but if the pathing doesn't include a LHD equivalent, that could affect Automata/UDI's ability to pass through the station, although it would technically still work. I remember this problem from way back, but it's really hard to check, since paths can not be seen in the station with this model. I've a LHD game and indeed UDI doesn't work, have you simply tried using the route query tool, which should show if sims are using the station or not.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mbma on September 27, 2016, 03:28:24 AM
Thanks for the quick answers ... but no, it doesn't work :(
feeling a bit stupid :)

I did every step you listed above or like it is written in the manual ... and we are talking about Xyloxadorias station, like in the manual ... but on the 2 tiles of the station I just can place 2 rail tiles, but I cannot drag them to connect over the two tiles ... no matter which way ...

Could it be that I have missed something and these stations just don't work with the RRW?

I use RHD, btw ...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on September 27, 2016, 09:49:53 AM
Plop the station, activate it, save the city, then exit to region. Re-open the city, now use the "drawpaths" code, you should see the station is correctly pathed, LHD or RHD.

I don't fully understand why, but if you try to activate the station whilst the paths are showing, they will disappear. So after reopening the tile, avoid doing that. As I said though, even without the paths, the station works just fine, it's just not working for Automata and UDI. It's correct that these stations actually use the path IDs of the original Maxis Rail (RRW is different). But since the paths are RRW spec when they appear, the RUL1 code must be re-routing them correctly.

If you are still not getting any passenger usage, at this point it might be best to provide a screenshot of the problem. That will help us to see if there is something wrong with the setup you've used.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Seaman on October 01, 2016, 01:20:30 PM
I have an issue: this setup is appareantly intended to be possible, since the textures are absolutly correct. But the tile completly misses paths. How come?  ()what()

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FHns5hza.jpg&hash=0311a8a4f40fa9b355af1a3dd96e9ea0905ed9f2)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on October 01, 2016, 04:53:14 PM
It appears they never received them.  IIRC, this intersection was a late addition one release, and its existence was promptly forgotten about after.  There appears to be quite a few issues with the related diagonal-involving MIS x Avenue intersections as well (except the DxD, which was fixed (https://github.com/NAMTeam/Network-Addon-Mod/issues/217)).

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Seaman on October 01, 2016, 05:24:24 PM
Thank you for clarification, Tarkus. Are there any slight chances this is getting fixed in the next iteration?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on October 01, 2016, 05:42:53 PM
Yes.

(https://simtarkus.files.wordpress.com/2016/10/rhw-10012016-1.jpg)

I'm working on the other related intersections as I type.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Seaman on October 01, 2016, 05:48:41 PM
well then, I've reserved the tiles and await the next NAM with the same passion as I've waited for chistmas as a 6 year old kid!  :bnn:

thanks a bunch!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: _Michael on October 02, 2016, 12:27:16 AM
On another note, in a new city I'm working on the RHW is being used and I've noticed that the automata are travelling very slowly- the slowest network in the game. I was wondering if this is a graphical glitch, or a know file that causes this. I'll try to post a GIF or video if it is required, but I'd just like to know if this is a known issue, and if so how to fix it. It is rather irritating me!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: vinlabsc3k on October 02, 2016, 03:57:30 AM
The automata slow down on starter pieces. &mmm
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on October 02, 2016, 11:55:37 AM
Quote from: michae95l on October 02, 2016, 12:27:16 AM
On another note, in a new city I'm working on the RHW is being used and I've noticed that the automata are travelling very slowly- the slowest network in the game. I was wondering if this is a graphical glitch, or a know file that causes this. I'll try to post a GIF or video if it is required, but I'd just like to know if this is a known issue, and if so how to fix it. It is rather irritating me!

I'd be on the lookout for a conflicting third-party automata controller or even a hidden traffic simulator plugin.  Both of those will screw up RHW traffic visuals, and the latter will do some real damage to the network functionality.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: _Michael on October 02, 2016, 12:26:06 PM
Quote from: Tarkus on October 02, 2016, 11:55:37 AM
Quote from: michae95l on October 02, 2016, 12:27:16 AM
On another note, in a new city I'm working on the RHW is being used and I've noticed that the automata are travelling very slowly- the slowest network in the game. I was wondering if this is a graphical glitch, or a know file that causes this. I'll try to post a GIF or video if it is required, but I'd just like to know if this is a known issue, and if so how to fix it. It is rather irritating me!

I'd be on the lookout for a conflicting third-party automata controller or even a hidden traffic simulator plugin.  Both of those will screw up RHW traffic visuals, and the latter will do some real damage to the network functionality.

-Alex

I'll trawl through my plugin folder, although I don't think either will be present. Could traffic generator mess with this? - I have several installed.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on October 02, 2016, 12:44:34 PM
Traffic produced by generators can sometimes behave rather strangely.  I do know that it tends to get caught up in crossover paths on some RHW and NWM networks and weaves all over the place as a result, so it's possible it might also be impeding on RHW networks.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: _Michael on October 02, 2016, 01:10:36 PM
I'll look into it!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: APSMS on October 02, 2016, 06:31:37 PM
Quote from: Tarkus on October 02, 2016, 11:55:37 AM
Quote from: michae95l on October 02, 2016, 12:27:16 AM
On another note, in a new city I'm working on the RHW is being used and I've noticed that the automata are travelling very slowly- the slowest network in the game. I was wondering if this is a graphical glitch, or a know file that causes this. I'll try to post a GIF or video if it is required, but I'd just like to know if this is a known issue, and if so how to fix it. It is rather irritating me!

I'd be on the lookout for a conflicting third-party automata controller or even a hidden traffic simulator plugin.  Both of those will screw up RHW traffic visuals, and the latter will do some real damage to the network functionality.

-Alex
I have noticed that on starters and offramps of certain types (most commonly FLEXRamps) the automata slow down a great deal. I doubt this affects much except in UDI, but it can look strange if the interchange is high-speed (no loops or other such slow stuff). I suspect its a product of the starter creation method (false intersection)? But I'm not sure.

On straight RHW I haven't noticed any slow downs however.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on October 02, 2016, 10:27:28 PM
Quote from: APSMS on October 02, 2016, 06:31:37 PM
I have noticed that on starters and offramps of certain types (most commonly FLEXRamps) the automata slow down a great deal. I doubt this affects much except in UDI, but it can look strange if the interchange is high-speed (no loops or other such slow stuff). I suspect its a product of the starter creation method (false intersection)? But I'm not sure.

Yeah, that's pretty much unavoidable, unfortunately.  The game's hardcoded network hierarchy system puts the RHW's base network at the bottom of the heap for just about every situation, so the automata speed will often revert to the cross network.  This is also the reason that vehicles on Avenues slow down at Street intersections . . . for some ridiculous reason, the Street network is considered primary by the game there.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: VeTram on October 29, 2016, 01:58:09 AM
Hi to all ! Please help me understand how to use "FLEXHeight" - ramp-style transition , in order to join the ramp into an elevated overpass . . I have read that "ground to elevated MIS" piece has been replaced by "FLEXHeight" buttons , but i cannot find how to make it work in an interchange ...i hope you understand my question , as my english arent so good..Thanx
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on October 29, 2016, 02:19:30 AM
Yes, FLEX Height Transitions (FLEX-HT) are the new standard for the ground-to-elevated transitions.  They start out as RHW-2, but if you want to make an MIS transition, simply drag the MIS network into the bottom of the base RHW-2 FLEX-HT, and it'll convert to an MIS transition.  It's allowed us to handle dozens of transitions with just a single piece.

The original reveal video I did on it might be of use:

https://www.youtube.com/v/xMZpEGNP5qc

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: VeTram on October 29, 2016, 03:07:41 AM
yes i know that and have seen your video , but my problem is how to  to connect my ground MIS ramps with the intersection!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on October 29, 2016, 05:26:09 AM
So you place the height transition and drag through that using RHW-2, the same thing you select for dragging all RHW networks. If the network coming out is not correctly overriding, for example you want the ramp/intersection to use MIS, you might need to add a starter for MIS after the ramp. If you are trying to place the ramp, without a gap, next to the intersecting road, almost certainly you will need to move the ramps one tile further away from the intersection, maybe two if you want to avoid the use of starters.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tyberius06 on October 29, 2016, 09:54:33 AM
Hi!

I don't know what's the wrong with my diagonal bridge. I'm using DBE and MGB's fixes/patches. But after I make the bridge I have gaps (1st picture) and after a few clicking I got brown boxes, and a few other clicking and rotating the camera I got the gaps back, but later again the boxes.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fkepfeltoltes.hu%2F161029%2FNoir_City_-_North_Harbour-Mar._2__201477518548_www.kepfeltoltes.hu_.png&hash=acae0b4c9fb0379f4d54adc92a976ab5bac73ad7)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fkepfeltoltes.hu%2F161029%2FNoir_City_-_North_Harbour-Mar._2__201477518741_www.kepfeltoltes.hu_.png&hash=4d85124881fc5160f5edd2b163cc31a345b63bc0)

Also I would like to ask if somebody would be so kind and making a new video tutorial about DBE bridges, because according to my knowladge the old tutorial (on this page) lost its pictures, so only the texts are there.

The other pictures about funny routes what sims choose to travel... What are about these?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fkepfeltoltes.hu%2F161029%2FNoir_City_-_North_Harbour-Mar._16__261477610368_www.kepfeltoltes.hu_.png&hash=aafbcf4e0a1c58aae12225e273b63a0842b7c027)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fkepfeltoltes.hu%2F161029%2FNoir_City_-_North_Harbour-Nov._16__011476798687_www.kepfeltoltes.hu_.png&hash=1e248488924f1817994155975fa1bc30b07aaf21)

I don't understand that busline. Why does the bus line go to the big MHW roundabout if it could use the AVE roundabout too?
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fkepfeltoltes.hu%2F161029%2FNoir_City_-_North_Harbour-Feb._4__121477266198_www.kepfeltoltes.hu_.png&hash=6fdacd37ae71cdf783eced218d1317e0cb752b10)

Any help thanks in advance!

- Tyberius
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Mikey Knox on October 29, 2016, 10:44:49 AM
Quote from: Tyberius06 on October 29, 2016, 09:54:33 AM
Hi!

I don't know what's the wrong with my diagonal bridge. I'm using DBE and MGB's fixes/patches. But after I make the bridge I have gaps (1st picture) and after a few clicking I got brown boxes, and a few other clicking and rotating the camera I got the gaps back, but later again the boxes.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fkepfeltoltes.hu%2F161029%2FNoir_City_-_North_Harbour-Mar._2__201477518548_www.kepfeltoltes.hu_.png&hash=acae0b4c9fb0379f4d54adc92a976ab5bac73ad7)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fkepfeltoltes.hu%2F161029%2FNoir_City_-_North_Harbour-Mar._2__201477518741_www.kepfeltoltes.hu_.png&hash=4d85124881fc5160f5edd2b163cc31a345b63bc0)




When you have drawn the Bridge with the Diagonal Bridge Enabler, you have to click around very carefully Tile by Tile until the whole Bridge looks fine (no Brown Boxes anymore). This can take VERY long (dependent on the lenght of the Bridge), i toke me over an Hour to make it look right (thats the Reason i dont use it anymore ;D) but in the end it works
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on October 29, 2016, 12:47:50 PM
Regarding the strangely angled commute arrows, they're a quirk you'll sometimes see if a path is located very close to the edge of a tile.  From what we've been able to tell over the years, they're largely harmless.

As far as the bus issue, it's likely that the higher speed on the MIS ramps and the (overridden) Maxis Highway actually makes that more circuitous route quicker than going through the Avenue Roundabout, as strange as that may seem.  The speed on Highway networks (both Maxis and RHW) is 150 km/h for buses (160 km/h if you selected "Highway Bus Lanes" in the Traffic Simulator Configuration Tool, or TSCT), while it's 45 km/h on Roads and Avenues.  If your Highway route is less than triple the length of the Avenue route, you'll get that effect.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: VeTram on October 29, 2016, 04:44:53 PM
 
Quote from: mgb204 on October 29, 2016, 05:26:09 AM
So you place the height transition and drag through that using RHW-2, the same thing you select for dragging all RHW networks. If the network coming out is not correctly overriding, for example you want the ramp/intersection to use MIS, you might need to add a starter for MIS after the ramp. If you are trying to place the ramp, without a gap, next to the intersecting road, almost certainly you will need to move the ramps one tile further away from the intersection, maybe two if you want to avoid the use of starters.
Thanks a lot mgb204  :thumbsup: and Tarkus  :thumbsup:  now allow me one more easy question till ...the next one.. ;)...
I think i use a lot Draggable Elevated Road viaducts button , can you pls tell me if i can connect it with other networks (since now i know i can connect it with MIS network)  and if yes how? 
ps : when i mean other networks i also mean and Maxis networks

Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on October 29, 2016, 06:03:12 PM
Everything with the Draggable Elevated Road Viaducts works like any other draggable network.  It is possible to build overpasses over all the Maxis networks (and RHW and NWM networks) that way.  However, if you're looking to make an at-grade intersection, where both networks are the same level (i.e. both L1 or L2), then presently, the MIS is the only network where you can do that (though there is some limited RHW-2 support in NAM 34, as I recall).  That will change with NAM 35, however, as we've added support for same-level viaducts to intersect one another.  The RHW-2 and RHW-4 will also have full support for at-grade intersections with the viaducts as well.

If you're trying to get back down to ground level, the FLEX Height Transitions and FLEX OnSlopes for the viaducts will get you there.  Since there's base Maxis networks coming out of the ground end, there's no need to worry about any starters on the ground side, like there is in the MIS situation earlier.

It is worth noting there is only a single OnSlope configuration--and it'll appear as RHW-2 initially.  Just drag the Road, One-Way Road, or Avenue (if you have a pair of OnSlopes side-by-side) up to the edge of the transition on both sides (but not through), and it'll convert to the appropriate setup.

I hope that helps. :thumbsup:

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on October 30, 2016, 06:26:34 AM
Quote from: Tyberius06 on October 29, 2016, 09:54:33 AM
Hi!

I don't know what's the wrong with my diagonal bridge. I'm using DBE and MGB's fixes/patches. But after I make the bridge I have gaps (1st picture) and after a few clicking I got brown boxes, and a few other clicking and rotating the camera I got the gaps back, but later again the boxes.

One of the things many people get wrong, do NOT place both starters when starting to build a DBE bridge. The T21 overrides need to be stable or you'll just end up clicking around for a very long time.

Place ONLY one starter. Then click over the entire length of the bridge to get the override in place. Only once you have the overrides in place and stable, then plop the second starter. If you do this, it should be reasonably painless. If you are having problems with online-readmes, what's wrong with the HTML readme that was included with the DBE download? If for some reason that's a problem, see here (http://www.wiki.sc4devotion.com/index.php?title=Namdoc:Diagonal_Bridge_Enabler), I added the DBE docs to the NAM Wiki some time ago.

QuoteThe other pictures about funny routes what sims choose to travel... What are about these?

Happens sometimes, it's not a bug, just something outside of our control.

QuoteI don't understand that busline. Why does the bus line go to the big MHW roundabout if it could use the AVE roundabout too?

RHW is a faster network than Ave. Sims won't take the most logical route, simply the quickest one.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: VeTram on October 31, 2016, 02:33:49 AM
Tarkus Thanks  :thumbsup:...i am not sure i understand all you write , but generally i think helps me a lot..and yes i am quιte new beginner with NAM ( although not so new in SC4DEV..)

-Firstly , i would like to write an observation i did last night after reading your last post ,and pls confirm me if i am right or wrong!..
Well , i will try to write  as simple as i can.. generally i am at the point that i am trying to construct some RHW intersections with different widths , in  Draggable Elevated Roads ...
-Now , i have tried with large width RHW's like RHW6C and RHW8C ..
(step 1).. Lay down Highways and Draggable Elevated Avenues across ...
(step 2) ..Lay down RHW QC piece ramp ( same way as in a video of yours i've seen lately) , or just drag an MIS ramp ..
(step 3)..in both ways (QC or drag) i continue adding an RHW FLEXHeight Transition L0-L1 and drag it in order to make an at-grade intersection with the Draggable Elevated Avenue across, in all 4 sides..and YES it works! :)
(step 4)..finally drag also the RHW body under the DE Avenue , and OK everything works fine! (no gaps and repeating clicks)...
-I dont know if i am doing the right steps , but i surely know that it works! :)

-I am afraid i cannot comment the same success with L2 height , which unfortunately under the same steps above , make some gaps which i cant adjust ..(although i click several times , the gap remain..)
pls confirm me if its natural or i am doing something wrong ...i repeat with L1 height everything is OK

-Finally , another point i am trying to learn is RHWCosmetics pieces ...I have already search a lot for any advice in Google with no success  (also read the manual of NAM version 31.2 which i found , but not make sense to me)....so, is there any help or support or any link ?

and finally finally , i dont see any lights in my RHW'S at night ...surely i have missed something..help also

-I use RHW last version 34 , really cant find any manual ..

Sorry indeed for my long post ...trying really hard to learn using RHW ...Thanx so much for your help :thumbsup:



Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Seaman on October 31, 2016, 06:23:28 AM
Quote from: VeTram on October 31, 2016, 02:33:49 AM
-I am afraid i cannot comment the same success with L2 height , which unfortunately under the same steps above , make some gaps which i cant adjust ..(although i click several times , the gap remain..)
pls confirm me if its natural or i am doing something wrong ...i repeat with L1 height everything is OK

I've checked and wasn't able to drag the L2 AvenuexEMIS crossing either. It looks like this is still a rough spot. For a quick workaround you can use the old puzzle piece, which you can find under the RHW/AVE tabring on the bottom of the "build street" section (be sure to double check the right placement for the elevated MIS to be in the right direction, it's hard to see). 

EDIT: in the "imminent" release of NAM 35, I think Tarkus already adressed this issue.


Quote from: VeTram on October 31, 2016, 02:33:49 AM
-Finally , another point i am trying to learn is RHWCosmetics pieces ...I have already search a lot for any advice in Google with no success  (also read the manual of NAM version 31.2 which i found , but not make sense to me)....so, is there any help or support or any link ?

Due to their nature as puzzle pieces, cosmetic pieces sometimes do cause some trouble with the new RHW Flex system. Flex Ramps (and the draggable DRIs), hight transitions etc. do not like the cosmetic pieces because they sometimes screw up their overrides. When using them, be careful and be sure to place them AFTER all work on that section is done, scince further dragging and clicking may start the override process which might be corrupted by the cosmetic pieces. I've learned how to use the cosmetic pieces "the hard way" by trying out, lurking through the tab ring and placing all pieces in an experimental area. It might take a while to get used to it, but it's not that complicated after all. Unfortunately I do not know about any Guide to that topic  :(


Quote from: VeTram on October 31, 2016, 02:33:49 AM
and finally finally , i dont see any lights in my RHW'S at night ...surely i have missed something..help also

To be honest: I didn't know the RHW pieces had light posts at all. Are you sure the "Highway"s in the RHW are supposed to have them? The guys which are showcasing their awesome pictures in MDs and CJs often use extra mods and single placements for the highways to be illuminated.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on October 31, 2016, 07:13:31 AM
Quote from: VeTram on October 31, 2016, 02:33:49 AM
Finally , another point i am trying to learn is RHWCosmetics pieces ...I have already search a lot for any advice in Google with no success  (also read the manual of NAM version 31.2 which i found , but not make sense to me)....so, is there any help or support or any link ?

As Seaman says, place these pieces last after all other construction is done. Save the city before you start with them too. That way, if something goes wrong, you can revert to the working setup. Try to keep at least a spare tile gap between cosmetic pieces and the following:


That's not a comprehensive list, but should cover most normal setups.

Quoteand finally finally , i dont see any lights in my RHW'S at night ...surely i have missed something..help also

These are not included by default. Most mods involve manual placement of lights with special lots. LRM by Mandelsoft would be a good place to start if you wanted such things.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: bladeberkman on November 06, 2016, 11:33:24 AM
Hi all,

I'm unable to install NAM 35 and I'm not sure why. In my current configuration, I was able to install NAM 34 without any problems. When I ran the NAM 35 installer, it asked me to select the SimCity 4.exe location. I selected the folder, but it didn't recognize the file and it kept asking me to try again.

I'm using Windows 10. I purchased a digital copy of SimCity 4 on Origin. The SimCity 4 is an Application (.exe) file, version 1.1.641.0. Under Properties>Details, the original filename is SimCity 4.exe. I'm running SimCity 4 as an Administrator in compatibility mode for Windows XP (Service Pack 3).

The file is located in C:\Program Files (x86)\Maxis\SimCity 4 Deluxe Edition. I've tried placing the file in C:\Program Files (x86)\Maxis\SimCity 4 Deluxe Edition\Apps, but the installer does not recognize the file in this location, either. In fact, I've tried placing the file in several different locations under Program Files (x86), but regardless of the location, the installer does not recognize the file.

If anyone has a suggestion, I'd appreciate your help! Thank you!

-Blade
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on November 06, 2016, 12:26:40 PM
I've not heard of the Origin edition causing this problem, plenty of others, but not with NAM. I can't imagine what would have changed with NAM 35 in this respect (the .exe check), so would have to assume something changed on your machine.

In the first instance, uninstall any copies of SC4 from your machine, reboot it, then re-install just once, letting the application install to the default location. Then run the NAM installer, hopefully now it should all work.

I would also point out, you can't simply move applications around like you can files and plugins. They can rely on registry information and other files which specify the location of the installed files. If you move them, rather than use the installer to do this, often things break, best avoided really.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on November 06, 2016, 01:04:51 PM
I am using the Origin version of SC4 as well, but the default installation path for SC4 is "C:\Program Files (x86)\Origin Games\SimCity 4 Deluxe Edition". Are you sure you didn't change this manually, but probably not the registry entry for the SC4 installation? Then the NAM installer might fail to find your copy of the game.

In addition, it shouldn't be necessary to edit any compatibility settings for SC4. The only program that I had to set to "WinXP SP3" was SC4Tool, since the menus use a special DLL that apparently just runs unter XP (in Win7, you also had to disable "Desktop Composition").
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: PlutonianEmpire on November 06, 2016, 01:17:49 PM
I upgraded to NAM 35 yesterday and found an issue with the railway underpass in one of my cities, with a railway under a Maxis Highway. (My apologies for mobile pic.)

Any way to fix this, or is this a bug? I did have to rerun the installer after I accidentally clicked the mhw override option.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: bladeberkman on November 06, 2016, 01:23:14 PM
Hey again!

Thanks for your quick responses! I've gotten it to work. Andreas, I moved my SimCity 4 Deluxe Edition files to C:\Program Files (x86)\Origin Games\SimCity 4 Deluxe Edition. That, alone, did not work. After that, I moved the SimCity 4.exe file to the Apps folder: C:\Program Files (x86)\Origin Games\SimCity 4 Deluxe Edition\Apps.

After that, the NAM 35 installer located the SimCity 4.exe file.

In the past, I moved my installation files to the Maxis folder (C:\Program Files (x86)\Maxis) because of previous troubleshooting issues - although I can't remember the reason at this point. Anyway, the issue is resolved.

Thanks again!

-Blade
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on November 06, 2016, 01:24:53 PM
Have a look in the z___NAM/y_RealRailway folder, do you have a file there named "z_RRW_MHO_Patch.dat"?

If so, remove it, since that should only be installed if you've chosen the MHO mod too. Perhaps, there is an issue in with the installer.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: PlutonianEmpire on November 06, 2016, 01:32:36 PM
Located and removed. The issue is fixed, thank you! :)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tyberius06 on November 08, 2016, 11:50:27 AM
Hello!

I ran into a wierd thing. I don't actually know that is a NAM related issue or else, but if I put a Pedmall Pedestrian Bridge over an OWR-2 and around this tile there are any zones or plopped lots the Pedmall Ped Bridge doesn't appear. If I demolish the zones and lots around this tile, the bridge suddenly appears. I've noticed this only with the OWR yet. (see attached picture).
Thanks any help in advance.

- Tyberius
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on November 08, 2016, 01:43:03 PM
Since you are using a mod for the bridges (Jap NAM Facelift Mod), this isn't a NAM issue.

Probably an error in the T21's for that bridge, but that's just a guess.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: fatjuice on November 10, 2016, 02:59:17 AM
Hi, I came across this, but I did a clean install of NAM 35.

As I type, I'm doing a clean install 34 and then 35 overinstall.

Here is it.

EDIT: Yes, the problem still occurs, even after the overinstall.

I believe I have to explain the first picture ( or you already know)

I doesn't show the rail diagonal over avenue. That's it.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on November 10, 2016, 08:08:54 AM
Probably it's just missing the texture for one of those crossings. Willy re-worked them so the crossing would flip, perhaps the texture was not included in the NAM, but I have copies somewhere, I'll keep into it later for you.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: noahclem on November 10, 2016, 04:15:01 PM
This is a bit embarrassing because I've had the problem before and fixed it but, after the new NAM install, it's returned and I can't seem to find the solution I had anywhere in my threads.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FIEj0Y2W.jpg&hash=7b25e8ca8f3fbe317db0bd8a57c6fb1945ba8c75)

Any idea of how to stop the pedmalls showing up through models that should be covering them? Help would be much appreciated :)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on November 10, 2016, 04:25:43 PM
My hypothesis is that it's that the PedMall model may not have the "Depth Check" box checked on the S3D settings.

Quote from: fatjuice on November 10, 2016, 02:59:17 AM
As I type, I'm doing a clean install 34 and then 35 overinstall.

If you've already cleaned out your installation folder before installing NAM 35, or didn't have a NAM installed to begin with, there's absolutely no reason to install NAM 34 before installing NAM 35.  NAM 35 is a full version, not a patch.  The whole point of installing on top of your old version is to have the settings you previously used carried over to your new install.  The procedure you used is going to give you the same effect as doing a clean install of NAM 35, but with twice as much work.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: noahclem on November 10, 2016, 06:19:38 PM
Unfortunately I was unable to resolve my problem with your suggestion.

As for the rest, I did install 35 right over my old NAM; I just made a backup on an external drive to be safe and because the NAM installer acts in a way that old files can only be safe on a separate drive.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on November 11, 2016, 07:16:00 AM
Quote from: noahclem on November 10, 2016, 04:15:01 PM
Any idea of how to stop the pedmalls showing up through models that should be covering them? Help would be much appreciated :)

If all was fine before the NAM35 upgrade, my best guess would be that you must have had some customised files inside either the Network Addon Mod or z___NAM folders. Installing a new NAM version may indeed wipe those out. Ideally, such modifications should be outside of the NAM as an override, but I too don't always do things this way myself. It should simply be a case of finding your modified files in the NAM34 backup and moving them into the new NAM35 installation. Of course, that's only easy if you can remember the files in question.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on November 11, 2016, 08:39:20 AM
What may help is to use the Plugins Analyzer in the Reader.  Open up any file, then select NetworkAddonMod_PedMalls.dat from the list.  It'll show you if there's any other models in your Plugins directory with the same IID, and which file contains them.  That's the surefire way to find the override.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on November 11, 2016, 08:42:05 AM
Quote from: fatjuice on November 10, 2016, 02:59:17 AM
I doesn't show the rail diagonal over avenue.

As I suspected, the code to allow the Diagonal Rail/Ortho Ave to correctly flip the stop lines (not previously possible) was added as part of NAM 35. But the textures were not, hence the new one doesn't display at all. Meanwhile, the one that does has been updated and looks a lot nicer.

Update:
There are two patch files attached to this post for RRW Users:

Update 2:
It was brought to my attention that the rail crossings issue affects players without RRW installed also. So I've included support for Maxis Rail, PEG205 Rail and RRW in the updated attached file. If you are a RRW user and already have the second patch, I issued on the 13th November, there is not need to re-download. But new downloaders will now have all three rail styles to choose between for either LHD or RHD. Again these are fully pathed and include T21s.

Basic Readme included, unlike the RRW file, the Maxis/Peg files can be placed into the Network Addon Mod folder.

Edit Oct17: Attachments Removed. Please upgrade to NAM36 which includes these fixes.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: kbieniu7 on November 11, 2016, 01:16:37 PM
Hey, guys! I'd also add several texture problems with Real Railway Mod installed with NAM 35, similiar to the ones stated just while ago by fatjuice. To clear everything, I made a clear installation, because before that I didn't use RRW.

First, a missing texture of diagonal railway/orthogonal street crossing... that appears just in one direction...
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi443.photobucket.com%2Falbums%2Fqq160%2Fkbieniu7%2Ferr2.jpg&hash=fe90bb1d1b798500f8311f4abccf972bee8f25f2)

Second, a missing STR texture under elevated rail
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi443.photobucket.com%2Falbums%2Fqq160%2Fkbieniu7%2Ferr.jpg&hash=0c6526037f5e6a7dd9ba30edab23a182b428337a)

And finally, missing some STR junction texture, that had no errors before installing RRW.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi443.photobucket.com%2Falbums%2Fqq160%2Fkbieniu7%2Ferr3.jpg&hash=834583a1f8aa561e05edf269f30849b8d08a350d)

Does the latest fix added to mgb's post also cover this issue?

Thank you in advance :)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on November 11, 2016, 02:47:50 PM
With the Diagonal Rail x Street crossing, I'm guessing once again its another case of new code with no textures.

I'm pretty sure STR under elevated rail was never previously covered. I was testing this around Feb/Mar with NAM 34 and it wasn't working then.

The final image, frankly I'm not sure that setup is supposed to work. For starters it hasn't even properly overridden to STR. But again it looks like there are missing textures at play.

I think what's happened is a bunch of code updates were merged when Willy (Swordmaster) was active around the beginning of the year. But some of the models and textures needed for these changes didn't get included because Willy has since been absent whilst we were putting NAM 35 together. I actually helped with the LHD variants of the ave crossings (hence having the textures), but did not work on these other parts. Therefore I'll try to go through the files we do have and create a fix for any remaining items that have been missed. It may take a couple of days though. For now, the patch only fixes the avenue crossing however.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: noahclem on November 11, 2016, 03:24:30 PM
Quote from: mgb204 on November 11, 2016, 07:16:00 AM
Quote from: noahclem on November 10, 2016, 04:15:01 PM
Any idea of how to stop the pedmalls showing up through models that should be covering them? Help would be much appreciated :)

If all was fine before the NAM35 upgrade, my best guess would be that you must have had some customised files inside either the Network Addon Mod or z___NAM folders. Installing a new NAM version may indeed wipe those out. Ideally, such modifications should be outside of the NAM as an override, but I too don't always do things this way myself. It should simply be a case of finding your modified files in the NAM34 backup and moving them into the new NAM35 installation. Of course, that's only easy if you can remember the files in question.

Thanks. I'm working through possible files and so far having little luck--but it would be very weird if after doing that thoroughly the problem hadn't been eliminated. I'm curious though: are other people having these problems with regular (unmodified) NAM installations? Could I have somehow caused it with my texture modding or something else? If it's a widespread problem we should probably try to resolve it for others as well. Assuming I can actually find the file that made the difference I'd of course be happy to share it.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: kbieniu7 on November 11, 2016, 03:36:48 PM
Quote from: mgb204 on November 11, 2016, 02:47:50 PM
With the Diagonal Rail x Street crossing, I'm guessing once again its another case of new code with no textures.

I'm pretty sure STR under elevated rail was never previously covered. I was testing this around Feb/Mar with NAM 34 and it wasn't working then.

The final image, frankly I'm not sure that setup is supposed to work. For starters it hasn't even properly overridden to STR. But again it looks like there are missing textures at play.

I think what's happened is a bunch of code updates were merged when Willy (Swordmaster) was active around the beginning of the year. But some of the models and textures needed for these changes didn't get included because Willy has since been absent whilst we were putting NAM 35 together. I actually helped with the LHD variants of the ave crossings (hence having the textures), but did not work on these other parts. Therefore I'll try to go through the files we do have and create a fix for any remaining items that have been missed. It may take a couple of days though. For now, the patch only fixes the avenue crossing however.

Thank you for the answer :) STR under El-Rail, you might be right there, I probably used DTR there as I think about it now. About the final problem with STR junction, there is indeed some override-to-STR problem as well, but as I said, it worked with no RRW. One starter piece on incoming (from the left side of screen) railway was enough to provide STR be properly overriden at each tile.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on November 11, 2016, 04:52:23 PM
Quote from: kbieniu7 on November 11, 2016, 01:16:37 PM
And finally, missing some STR junction texture, that had no errors before installing RRW.

I don't think this setup has ever been supported with STR or RRW. You say it worked before installing RRW, are you absolutely sure about that? That's a lot of junctions very close together, a very complicated setup for the RUL to handle. Before the RRW code updates, STR was really flaky, so I think perhaps you are mistaken here. It certainly wasn't working with NAM 34 (I checked), and is not yet supported in NAM 35 either. You can even see the STR override breaking and reverting to DTR, a sure sign of the RUL code not being able to handle it. Remove the middle junction and everything is fine however, this is what I'd recommend:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi991.photobucket.com%2Falbums%2Faf39%2FMGB204%2FDEV-NAM%2Fv35%2FNov16_STRSugg_zpsyw3ayqes.jpg%7Eoriginal&hash=e36c91ba37291167dff6357d06c843114d7319a5)

An update on the other issues - STR/El-Rail & Diag RRWxOrtho Street:

It seems there has been a bigger problem with Willy's code updates making it into NAM35, but the files for them did not. This covers a multitude of previously unsupported setups, mostly surrounding the STR network. What this means is that you may be able to make the connections, but the models, textures and possibly pathing will be missing. I did actually refresh all the models for the MHO and Moonlights Alternate El-Rail and BTM mods, so if you are using these overrides, all the STR/DTR connections are now RRW compliant and working. But if you don't have those overrides installed, it's probably not going to look right. In addition to this, only the street and avenue crossings are affected in terms of missing textures. Because road and OWR networks already supported mirrored crossings. I need to work through the files and try to work out exactly what was left out. I've attached the Street Textures to the post above with the Avenue ones. But the remainder probably relates to new functionality that wasn't there before, as such it may not get patched before the next release.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: kbieniu7 on November 12, 2016, 04:07:08 AM
Well... I've been pretty sure at that:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FisKesiS.jpg&hash=1c3038e31d4f5519ff8b6f58d36ae9dc6e97bc05)

It's the same place, from a backup from few weeks ago. NAM 34, without RRW ever installed. I made quite lot of such patterns.

Thanks for the info about street/RRW crossing. I'll wait utill you finish :)

Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Themistokles on November 12, 2016, 09:15:43 AM
Quote from: noahclem on November 10, 2016, 04:15:01 PM
This is a bit embarrassing because I've had the problem before and fixed it but, after the new NAM install, it's returned and I can't seem to find the solution I had anywhere in my threads.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FIEj0Y2W.jpg&hash=7b25e8ca8f3fbe317db0bd8a57c6fb1945ba8c75)

Any idea of how to stop the pedmalls showing up through models that should be covering them? Help would be much appreciated :)

I had this exact problem about a year ago! If memory serves me right, it turned out to be caused by missing background images.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: APSMS on November 12, 2016, 01:37:56 PM
@Kamil,

have you tried recreating that exact setup with RRW? I'll have to check it out, but the image you posted previously was a different setup (the switch was on the same track, whereas this older image is a crossover, resulting in different RUL flags).

That's all that stood out to me. Like I said, I'll have to test this out later.

-Absalom
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on November 13, 2016, 05:26:33 AM
Quote from: kbieniu7 on November 12, 2016, 04:07:08 AM
It's the same place, from a backup from few weeks ago. NAM 34, without RRW ever installed. I made quite lot of such patterns.

Quote from: APSMS on November 12, 2016, 01:37:56 PM
have you tried recreating that exact setup with RRW? I'll have to check it out, but the image you posted previously was a different setup (the switch was on the same track, whereas this older image is a crossover, resulting in different RUL flags).

It doesn't look like using that setup works either. I think I know why too. The RUL has changed dramatically since the days of RAM (the original STR codebase). Now we have flextrack and all sorts of other additional code as part of the mix, it's simply causing interference with such a complex setup of crossings as this. No doubt down the line sufficient stability code will be introduced to make this possible. But I can not say when this will happen. For the time being, you'll either need to find a workaround or live with the problem.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: kbieniu7 on November 13, 2016, 05:56:21 AM
I have no photo now, but both setups worked without RRW and did not work with RRW.

But ok, if you say it's caused by the nature of RRW, well I'll try to find some workaround and rebuild my stations :) Thanks for your help :)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: FrankU on November 15, 2016, 04:00:35 AM
NAM 35 is more than I could ever want in my cities!  ;D
But there is one thing that went wrong.

When I place a puzzle piece I often miss the preview model, or it disappears after I rotate it. So I often cannot see which puzzle piece is hanging on my cursor and I cannot see in which direction it points. When I rotate, zoom in, zoom out or tab the ring the preview sometimes reappears and then sometimes disappears after another change....

After several installs I made a totally empty plugins directory and made a complet fresh install. Still going wrong. Could this be some kind of video setting?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on November 15, 2016, 02:50:37 PM
I don't think this problem is anything unique to you. I certainly run into the same problems, usually when the puzzle piece is hovered over non-flat terrain. Because puzzle pieces need flat terrain it can hide all or part of the preview as a result. So try to find somewhere flat to go through them, otherwise a little guesswork by anticipating the correct rotation can be key.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: FrankU on November 16, 2016, 12:03:03 AM
Hi mgb204,

Sorry, I should have said this immediately: I worked on perfectly flat terrain, because I indeed know that props "disappear" under higher terrain.
So this was not the problem.... but what is?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: APSMS on November 16, 2016, 01:12:57 AM
Some of the fixes to help eliminate z-fighting (wythyrwyz's (?) fix comes to mind) also cause the transparent transit preview models to become very hard to see, but if you haven't had this issue in past NAMs and nothing else has changed, I'm not sure what the problem could be.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: smileymk on November 18, 2016, 04:05:40 PM
I've got some missing paths on the new RRW Flex Track setups to report - I'm using LHD with the RUM and the 2 patches posted earlier in the thread by mgb204 installed:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2FRRW%2520Path%2520Issue%25201.jpg&hash=e670ec75736b69fc4cdda7947bec64562310437e)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2FRRW%2520Path%2520Issue%25202.jpg&hash=7a77b185d1fb633d50904cbe53bda59f29a51cda)

I've checked all the NAM 35 setups and the only one I get complete paths on is the A2 Type 2. The A1 dual turnout has incomplete paths:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2FRRW%2520Path%2520Issue%25203.jpg&hash=22e969636563bef7c17c39b2247178e3cbb31ce5)

I don't get paths showing on any of the other NAM 35 Flex Track items.

I've checked the NAM 34 RRW Flex Track items and they all work correctly, along with all of the other NAM content.

Any help in resolving this issue would be greatly appreciated.

Many thanks,
SmileyMK
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: eggman121 on November 18, 2016, 05:31:29 PM
Thanks for bringing this issue up.

At the moment I don't have a solution and can't figure out why they are not working on LHD  %confuso

We (The NAM Team) shall do some investigation and hopefully fix it ASAP either by a patch or by other means.

I will check with MGB204 to see if he has encountered the same issues. He is an LHD user as well.

-eggman121
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on November 18, 2016, 06:19:40 PM
Firstly, great to see you are still around Smileymk :).

I would have guessed in the first instance that the LHD paths simply didn't exist. Did you actually make separate LHD paths for these Stephen? What with all my computer problems, I've only done testing in RHD thus far, and that's been severely limited. Usually I take care of any missing LHD support where possible. I'll try and check that over the weekend for you.

:Update:
I'm also seeing a lot of missing paths too. But only for the new FlexTrack stuff. So I guess either the paths don't exist or for some reason are missing from the installer/failing to be installed correctly.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: APSMS on November 19, 2016, 01:50:23 AM
Quote from: smileymk on November 18, 2016, 04:05:40 PM
I've got some missing paths on the new RRW Flex Track setups to report - I'm using LHD with the RUM and the 2 patches posted earlier in the thread by mgb204 installed:

Any help in resolving this issue would be greatly appreciated.

Many thanks,
SmileyMK
Hey Chris, glad to see you've still a little time to play the game. Quick question:
These are DrawPath confirmations of behavior you saw in-game (e.g. rail lines not being used)?

Hopefully the Team can figure out what the problem is; chances are it's something simple. We did some extensive basic testing, but as Stephen pointed out most of the NAM uses RHD, and our resident LHD user has a non-functioning SC4 computer, so I suppose we kinda let the ball down in that regard. Wish I knew more about these to help.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: smileymk on November 20, 2016, 04:54:00 AM
Quote from: APSMS on November 19, 2016, 01:50:23 AM
Hey Chris, glad to see you've still a little time to play the game. Quick question:
These are DrawPath confirmations of behavior you saw in-game (e.g. rail lines not being used)?

Essentially yes, I put a Traffic data view on and the setups did not appear on it. Dragging the setups also causes the game to freeze for a few seconds.

After checking the paths I also did a test with automata to make sure the paths weren't just hidden, and found that the automata disappear when they hit the Flex Track setups.

Hope this helps,
SmileyMK
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: eggman121 on November 20, 2016, 11:06:52 AM
Quote from: smileymk on November 20, 2016, 04:54:00 AM

Essentially yes, I put a Traffic data view on and the setups did not appear on it. Dragging the setups also causes the game to freeze for a few seconds.

After checking the paths I also did a test with automata to make sure the paths weren't just hidden, and found that the automata disappear when they hit the Flex Track setups.

Hope this helps,
SmileyMK

Ok. So SmilyMK, I am going to edit some paths for LHD for you but I will need your help since I don't have a LHD installation. So I am really having a stab in the dark here.
I will do one piece I than if that is successful I will fix up the paths for the remainder of the flextrack Pieces.

One question? Is it all the flextrack Pieces? If so there may be some fixes already. We will try to get this sorted.

-eggman121
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: smileymk on November 20, 2016, 03:41:21 PM
Quote from: eggman121 on November 20, 2016, 11:06:52 AM

Ok. So SmileyMK, I am going to edit some paths for LHD for you but I will need your help since I don't have a LHD installation. So I am really having a stab in the dark here.
I will do one piece I than if that is successful I will fix up the paths for the remainder of the flextrack Pieces.

One question? Is it all the flextrack Pieces? If so there may be some fixes already. We will try to get this sorted.

-eggman121

No, just the new NAM 35 ones. The old NAM 34 pieces work correctly.

Happy to assist with this, just let me know what you need doing.

Chris
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on November 20, 2016, 10:49:55 PM
NAM 33's Flextrack definitely is supported, I remember a very fun evening working until 4am to get them done for release. So the only thing missing should be the new paths that didn't exist previously. It might take a little while, but we'll get them LHD-compatible eventually.

I switch between LHD/RHD all the time. All you need is to have two folders for the locale files and then you can change through a command switch between LHD/RHD. You need a separate NAM install for each though, but I have multiple plugins folders for this. I've recently made an article on ST (http://community.simtropolis.com/omnibus/simcity-4/reference/alter-the-driving-side-lhd-rhd-rhd-lhd-of-sc4nam-r289/) that covers this in more detail.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on November 21, 2016, 03:20:02 PM
Just to highlight attention to it...

The issue with the Diagonal Rail x Ortho Ave/Street in NAM35 has been patched, support now includes non-RRW networks. All users need this, find it one page back, Reply #3909.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Jimmyson on December 03, 2016, 05:17:38 AM
I also could provide some help in identifying what RRW LHD pieces are missing paths.

I have a LHD setup and after installing NAM 35, found that a lot more paths are missing.

It's patchy between cities I have made, but have found that standard diagonal/orthoginal are missing, but I guess they were made with an older vision and need reinitializing.

RHW/RRW puzzle pieces are missing paths too!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on December 03, 2016, 08:51:06 AM
I'm almost certain the only ones with problems should be the latest NAM 35 FlexTrack pieces. I haven't really been playing the game much recently, but prior to NAM 35 I had everything I'd tested working in LHD. I even added a bunch of new LHD path fixes for a few remaining unsupported pieces too.

I've just checked and Viaduct Rail over RHW does have LHD pathing, as do standard Ortho/Diag pieces. As such, if your problems as this severe, I can only guess you don't have the NAM installed properly. Are you sure the installer made the correct LHD controller? Easy to check, in the Highway Menu at the bottom is an Icon/Entry for the NAM. Hover over this and it will tell you the controller version, if it's RHD or LHD and the date of the controller.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Jimmyson on December 03, 2016, 04:21:39 PM
The controller says RHD, 30th October 2016.
Which isn't right, as my traffic is LHD, and RHW is setup in the correct direction.

Maybe something wasn't updated?

Here is a link  (http://imgur.com/a/wRg6M)to some pic of the problem!

I have also ensured that I do not uninstall NAM prior to the update. But I think this may be an exception to help fix this problem!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on December 03, 2016, 05:03:58 PM
The NAM installer is supposed to read the registry entries for the game to determine drive side.  Everything I'm seeing is consistent with running an LHD game with an RHD NAM.  If you're using the shortcut switch approach to do the drive side change, it's possible that your registry entry may be set to RHD (which happened a lot with Australian copies of the game), and the installer is picking that up.  I'd try a reinstall, while explicitly selecting the LHD option (which isn't normally recommended).

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Kitsune on December 03, 2016, 07:23:38 PM
Are the paths mixed up... as I thought the GLR in road was more of purple and heavy rail was this color. For the record, I got this by clicking on a road dead end with the heavy rail tool.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fglidingeagle.com%2Fimages%2Fsc4%2Fhrd.jpg&hash=ae4cc848d38437736757c4192358a8869f1cf6f6)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on December 03, 2016, 07:39:02 PM
All Light Rail/Tram paths are doubled up with Rail paths with virtually all NAM items that use that network type.  This is how we are able to provide U-Drive-It support for Light Rail/Tram.  This "doubling up" started with the NAM 11 release (September 4, 2004).

There have been some issues reported with the Tram-on-Road semi-draggable implementation (with the Heavy Rail overclick) not functioning properly, but it's most likely a matter of the base networks involved in the implementation (Road and Heavy Rail) not getting along with the Light Rail paths.  We'll likely have to re-implement it as a hybrid of the Tram-in-Road implementation (Light Rail overclick on Road) coupled with a starter or FLEX item.

-Alex

Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: APSMS on December 04, 2016, 12:20:04 AM
Yeah, I was having trouble with traffic not working with the draggable version of that network. Other traffic types, but no trams at all. Not sure why, and it took a while to pinpoint because it was in a busy area that had a lot of other transport and movement options; it was in a loop and most Sims just took the long way around, but after replacing the one stretch with the PPs I noticed a surge in traffic over the stretch. GLR usage in the serviced area went from around 200 to 3200.

Worth noting that the other "draggable" variants seemed to work just fine. TIA, TIR, and TIS all functioned no problem, and in fact the majority of my Tram network is built with the draggable variants of those types, but draggable TOR seems to be no-go for now. Again, the Puzzle Pieces of TOR work no problem.

FWIW the draggable functionality that Willy (swordmaster) demonstrated a few months back is really exciting stuff; when the Team gets to working on it it promises to be a game-changer.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Jimmyson on December 04, 2016, 04:49:22 AM
Quote from: Tarkus on December 03, 2016, 05:03:58 PM
The NAM installer is supposed to read the registry entries for the game to determine drive side.  Everything I'm seeing is consistent with running an LHD game with an RHD NAM.  If you're using the shortcut switch approach to do the drive side change, it's possible that your registry entry may be set to RHD (which happened a lot with Australian copies of the game), and the installer is picking that up.  I'd try a reinstall, while explicitly selecting the LHD option (which isn't normally recommended).

-Alex

I am using the Steam version for SC4, so I utilise the "Shortcut Parameters" (-l:"UK English") to get the LHD setting.

Question about getting the installer to detect the setup. Is it normal to select which items to install? Cause from what you describe about the auto-select, is that it looks for existing files and registry settings to pick the "best" upgrade/install solution. Am I correct?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: bluepelican31 on December 04, 2016, 07:22:38 AM
Paths missing or not supported?

Thanks for all the hard work.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on December 04, 2016, 07:26:19 AM
Quote from: Jimmyson on December 04, 2016, 04:49:22 AM
Question about getting the installer to detect the setup. Is it normal to select which items to install? Cause from what you describe about the auto-select, is that it looks for existing files and registry settings to pick the "best" upgrade/install solution. Am I correct?

In short the installer checks the registry for your language setting. If it's a LHD country, the NAM installer will default to LHD. As a developer I switch between LHD/RHD a bit, requiring me to manually check the driving side. So long as this setting matches your game of SC4, everything will work fine, it doesn't make a difference how you get there. If you want auto-detect to always realise your game is LHD, you will need to alter your registry manually.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Seaman on December 04, 2016, 04:06:32 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F5ZTCQQ3.jpg&hash=c8a9b683d0e95c7d53dfe08a4f1e4adf5232a87d)

I'm not sure whether STR under elevated ave 15m is supposed to be supported or not (STR under 7.5m elev ave definitely isn't). In case it is, there might be an issue? Paths seem to be correct.

RRW kicks ass!! It's amazing what you can do with rail these days  $%Grinno$%
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Jimmyson on December 07, 2016, 12:19:20 AM
Quote from: mgb204 on December 04, 2016, 07:26:19 AM
Quote from: Jimmyson on December 04, 2016, 04:49:22 AM
Question about getting the installer to detect the setup. Is it normal to select which items to install? Cause from what you describe about the auto-select, is that it looks for existing files and registry settings to pick the "best" upgrade/install solution. Am I correct?

In short the installer checks the registry for your language setting. If it's a LHD country, the NAM installer will default to LHD. As a developer I switch between LHD/RHD a bit, requiring me to manually check the driving side. So long as this setting matches your game of SC4, everything will work fine, it doesn't make a difference how you get there. If you want auto-detect to always realise your game is LHD, you will need to alter your registry manually.

I reinstalled NAM 35, after making a registry change (for good measure). Problem solved! Thanks :)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Kitsune on December 12, 2016, 08:31:57 PM
The flex track DTR D1 STR turns into FARR instead (even though FARR is unsupported according to the documenation):

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fglidingeagle.com%2Fimages%2Fsc4%2FRRWissue.jpg&hash=9a45ffe70d2f29ddf4aaf8cd394aa3d816bda169)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: eggman121 on December 12, 2016, 09:43:16 PM
Quote from: Kitsune on December 12, 2016, 08:31:57 PM
The flex track DTR D1 STR turns into FARR instead (even though FARR is unsupported according to the documenation):

Indeed if you are using NAM 35 FARR is included at 3 angles. There is new documentation written for the new functionality which can be found in the RealRailway NAM 35 FlexTrack and FARR Manual in the NAM Auxiliary Files folder of your installation. If you are trying to make the D1 split the pattern resembles the D1 split for the RHW.

Hope that helps.

If you need any more information I am available to help

-eggman121
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Kitsune on December 13, 2016, 09:04:51 AM
The NAM installer installed two different RRW documentations which led to the confusion.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: RDED on December 16, 2016, 11:02:29 AM
Hi everyone

Just recently reinstalled the game and, of course, NAM 35 too. But I'm having a serious issue, since the traffic simulator won't let me save any configuration. When I click on "save" it says: "error deleting file(s). SimCity 4 is probably still running". But the game is not running.

I have seen someone else with the same problem in this thread, but no one seemed to answer him.

I have windows 7 (64b) and the latest version of java.

Thank you very much in advance.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on December 16, 2016, 12:09:26 PM
What happens if you reboot your computer and try to alter the TSCT settings before running SC4 or related applications, does it then work?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: RDED on December 16, 2016, 01:17:49 PM
Quote from: mgb204 on December 16, 2016, 12:09:26 PM
What happens if you reboot your computer and try to alter the TSCT settings before running SC4 or related applications, does it then work?

Still the same. It won't work. Thank you anyway
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on December 16, 2016, 11:31:07 PM
That tells me there must be a permissions problem somewhere in Windows preventing you from modifying the necessary files. Try right clicking the shortcut to TSCT and selecting Run as Administrator, does this help?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: RDED on December 18, 2016, 11:16:50 AM
Quote from: mgb204 on December 16, 2016, 11:31:07 PM
That tells me there must be a permissions problem somewhere in Windows preventing you from modifying the necessary files. Try right clicking the shortcut to TSCT and selecting Run as Administrator, does this help?

No, but maybe it has something to do with that, because when running as admin the tool won't even open. The usual black window show up and then disapears right away without ever opening the tool.

By the way, I have noticed that I can actually save the configuration ONLY when choosing Base Network Capacity as Medium. Is it related in anyway with CAM?

Also, I downloaded the game from Steam. Maybe it is related.

Thank you again!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: vinlabsc3k on December 19, 2016, 01:05:31 AM
Try to run in Compatibility Mode as Windows XP SP3. Sometimes works. ;)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: RDED on December 19, 2016, 11:19:58 AM
Quote from: vinlabsc3k on December 19, 2016, 01:05:31 AM
Try to run in Compatibility Mode as Windows XP SP3. Sometimes works. ;)

This didn't work either  :(

But I found a way to get around it. I Cleared the file the TSCT was opening and made a new one from zero. This way it allowed me to change The Base Network Capacity and any other parameters and save it at least the first time with "High" as de BNC (wich was default, maybe it's thanks to that).

Anyway I hope this helps people with the same problem in the future and maybe find a bether solution.

Thanks everyone!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: XL2007 on December 20, 2016, 11:26:46 PM
No amount of clicking will get this 15m FLEXheight onslope ramp to transform properly, even with a fresh install of NAM 35.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on December 20, 2016, 11:48:46 PM
It looks like the overrides that create the L2 RHW-2 out of the base L0-L2 OnSlope are creating residual interference.  The inclusion of the default L1/L2 RHW-2 overrides has been the biggest stumbling block in stabilizing the other networks.  The ramp-style FLEX Height Transitions received a boatload of RUL2 code (around 100,000 lines) in NAM 35 to handle these situations, but the FLEX OnSlopes (and especially the L0-L2 OnSlopes) have not yet gotten these improvements.

Since there is a one-tile gap between the underpass and the actual transitions, you can demolish the Road, place L2 RHW-10S starters next to the elevated ends of all four OnSlopes, then rebuild the Road and drag the L2 RHW-10S over them.  This should produce the desired result.

Otherwise, it's going to take adding more code.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: XL2007 on December 21, 2016, 02:05:46 AM
Quote from: Tarkus on December 20, 2016, 11:48:46 PM
It looks like the overrides that create the L2 RHW-2 out of the base L0-L2 OnSlope are creating residual interference.  The inclusion of the default L1/L2 RHW-2 overrides has been the biggest stumbling block in stabilizing the other networks.  The ramp-style FLEX Height Transitions received a boatload of RUL2 code (around 100,000 lines) in NAM 35 to handle these situations, but the FLEX OnSlopes (and especially the L0-L2 OnSlopes) have not yet gotten these improvements.

Since there is a one-tile gap between the underpass and the actual transitions, you can demolish the Road, place L2 RHW-10S starters next to the elevated ends of all four OnSlopes, then rebuild the Road and drag the L2 RHW-10S over them.  This should produce the desired result.

Otherwise, it's going to take adding more code.

-Alex

That explains a lot. Your solution worked, but it wouldn't let me drag my road back underneath. Unless I excavate a few more tiles to give the starter some breathing room, I'll have to use the more stable L1 to get what I want.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: TJ1 on December 25, 2016, 06:54:29 PM
I haven't posted in a few years but I play SC4 often still, however I just put it on my Mac running OS Sierra and the game runs fine however the latest NAM for Mac isn't, when I load up a city with nam installed the game freezes everytime. But when I remove the Nam files the game and my cities run fine.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on December 25, 2016, 09:16:05 PM
Did you get the NAM Version 35 for Mac release off ModDB?  That's the only actually updated version out there.  Everything else is pretty much guaranteed not to work with Sierra.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: nickWtn on December 27, 2016, 07:46:39 PM
Hello this is my first time posting here, so I apologize if something goes wrong. I have just installed NAM 35, over NAM 34 and I have a problem. It appears that the other elevated ramps (can't think of what their called, I believe there under the flex hight) are missing. I've including some horrible picture of what I do have bellow. I have tried installing it twice now and the problem is still unsolved. I will say that up to NAM 35 I've never had an issue with NAM before, and I hope you can solve this. http://m.imgur.com/Jt4MMjQ,H4F88CX,8hfT14O
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on December 27, 2016, 07:55:28 PM
The button you're referring to is the Deprecated Height Transitions.  They're no longer installed by default--haven't been since at least NAM 33--and have to be explicitly selected in the installer.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: nickWtn on December 27, 2016, 08:12:19 PM
Wait. I found what I think I meant In a video review for NAM 32, in there it's called RealHighway Hight Transition. Is that the same thing? if so I remember it being in using them in NAM 34, and I just did the standard complete install then, what do I need to do now? 
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on December 27, 2016, 08:39:17 PM
Yes, those are exactly the same thing.  They've since become more or less obsolete (save for the Curved MIS Transition, which will be replaced down the line) and aren't recommended for use anymore, due to the fact that the FLEX Height Transitions are much more capable.

You'll need to go into Custom Installation and select the checkbox for them.  You'll find the checkbox under "Additional Features and Customizations".  Go to where it says "Real Highway Options" (near the bottom of the whole list), click the "+" sign next to that point to expand the menu, and then check the box for "Legacy Deprecated Height Transitions".

(https://simtarkus.files.wordpress.com/2016/12/naminstaller-12272016.jpg)

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: nickWtn on December 27, 2016, 08:42:16 PM
Thank you very much, was quite confused when I didn't see them, though I had messed something up.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: bon_joni on January 10, 2017, 07:48:41 PM
I can't get NAM 35 to install on my Mac (OS El Capitan 10.11). This error comes up part way through installation, halting it every time.
"Extract: error writing to file
NetworkAddonMod_TurningLanes_OneWayRoadSignalization_Plugin.dat"

EDIT: SOLVED. Deleted NAM 35 and reinstalled using a different mirror.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: SimJack on January 17, 2017, 12:42:35 PM
MAXIS HIGHWAY OVERRIDE question.

I have installed the new NAM 35 and everything works fine. I have not installed the MAXIS HIGHWAY OVERRIDE(MHO) but I'd like to. My question is:

I had not installed MHO on the previous NAM version and I've been using Maxis default highway in my cities; if I install MHO now, how will it affect my current network?


Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Seaman on January 17, 2017, 01:15:41 PM
Quote from: SimJack on January 17, 2017, 12:42:35 PM
if I install MHO now, how will it affect my current network?

it should be overridden automatically, so no worries. MHO does not override every prefab interchange (like the big 4-way) so you might want to replace them after you've installed the MHO.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on January 17, 2017, 03:46:38 PM
Quote from: SimJack on January 17, 2017, 12:42:35 PM
I had not installed MHO on the previous NAM version and I've been using Maxis default highway in my cities; if I install MHO now, how will it affect my current network?

One thing you really must consider is that retro-fitting a tight interchange made with MHY may be near-impossible with MHO in the same space. None of the intersections for MHY exist when using MHO, every one will need not only to be rebuilt, but made differently using either the limited range of MHO prefabs or by utilising the MIS system from the RHW. I'm not intending here to put you off, but you will likely need to make big changes and require more space to mirror your existing highways.

On the plus side, the highways themselves will automatically update, as will crossings and tunnels. Bridges won't, because MHO has very limited support for bridges, so again, these will likely need to be re-built. Depending on your use of MHY, it may be easier to use it when starting a new region. If you want to try things out, install the MHO and open some cities and you will soon get an idea of what I'm talking about here. Provided you don't save any cities during this time, you can revert back to MHY if you choose to at that point.
Title: Re: NAM 35 for MAC
Post by: andyo on January 17, 2017, 08:22:43 PM
Hello. I have downloaded NAM35 to my mac. In game some of the items are available like stations and ninja stops etc but none of the road options are there. When going to build roads there are only the 4 maxis selections. I believe I've compiled successfully so I do not know what is missing? Thank you in advance.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on January 17, 2017, 09:56:23 PM
Unfortunately, there isn't anyone active on the team right now who has any real experience installing the NAM on a Mac, so the support we can give you is pretty limited.  It sounds like you may have had the most basic option selected in the installer, or part of the package was installed to the wrong location.  The "right" location depends on whether you're running the App Store version or the Steam version--from what I have heard, they (confusingly) handle things differently. 

The Mac version installer is literally just the Windows version running in a Wineskin wrapper, so it's not particularly attuned to the Mac versions and their differences.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: SimJack on January 18, 2017, 10:09:09 AM
Quote from: Seaman on January 17, 2017, 01:15:41 PM
Quote from: SimJack on January 17, 2017, 12:42:35 PM
if I install MHO now, how will it affect my current network?

it should be overridden automatically, so no worries. MHO does not override every prefab interchange (like the big 4-way) so you might want to replace them after you've installed the MHO.


Thanks Seaman
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: SimJack on January 18, 2017, 10:49:55 AM
Quote from: mgb204 on January 17, 2017, 03:46:38 PM
Quote from: SimJack on January 17, 2017, 12:42:35 PM
I had not installed MHO on the previous NAM version and I've been using Maxis default highway in my cities; if I install MHO now, how will it affect my current network?

One thing you really must consider is that retro-fitting a tight interchange made with MHY may be near-impossible with MHO in the same space. None of the intersections for MHY exist when using MHO, every one will need not only to be rebuilt, but made differently using either the limited range of MHO prefabs or by utilising the MIS system from the RHW. I'm not intending here to put you off, but you will likely need to make big changes and require more space to mirror your existing highways.


On the plus side, the highways themselves will automatically update, as will crossings and tunnels. Bridges won't, because MHO has very limited support for bridges, so again, these will likely need to be re-built. Depending on your use of MHY, it may be easier to use it when starting a new region. If you want to try things out, install the MHO and open some cities and you will soon get an idea of what I'm talking about here. Provided you don't save any cities during this time, you can revert back to MHY if you choose to at that point.

OK. I installed MHO. The Elevated Highway was overwritten but, the Ground Level Highway was not. Why is that?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: SimJack on January 18, 2017, 11:44:41 AM
I fixed it. Forget my previous post :-)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: SimJack on January 18, 2017, 01:42:20 PM
I can't get the Draggable Elevated Road Viaducts (Drag.ERD) to work. What am I missing?

Also, I can't find the RHW4 - Ground To Elevated Transition ON-OFF piece to make the intersection on the attached video.

https://www.youtube.com/watch?v=3UGIFwgkHWY (https://www.youtube.com/watch?v=3UGIFwgkHWY)

Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on January 18, 2017, 03:19:22 PM
To get the RHW4 Ground to Elevated transition, you must install the "Depreciated RHW Height Transitions". Note that these will not have been installed unless specifically selected during NAM's installation. The reason for this is that they have been replaced by the more flexible Flex-Height transitions. If you are looking to make a SPUI, elevated or otherwise, they do not work with the new Flex-Height transitions, but actually, you may find the SPUI doesn't work full-stop. Changes in NAM 33's code causes huge instability with SPUI interchanges, work is underway on the flexible SPUI replacements, but that might be a few versions off still. You can usually build the SPUI itself, but may find that the RHW networks running over/under them simply will not stabilise.

As for the Draggable Elevated Road Viaducts, can you explain what exactly isn't working as expected? Perhaps just detailing what steps you are taking might help to work out the problem? Otherwise, take a look at this video (https://www.youtube.com/watch?v=yoIqXNtgLQA) I made, it shows how to use them, perhaps that helps you to see what's going wrong?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: SimJack on January 19, 2017, 08:59:19 AM
Thanks mgb204,

As far as the RHW4 Ground to Elevated Transition is concerned, it seems I need to use only simple intersections. You are right, the simpler the better.

As far as the Draggable Elevated Road Viaducts are concerned, they do not work at all. I need to drag an elevated road for about 20 tiles but, when I drag the road through the starter piece, it remains at ground level. I tried this with all starter pieces (road, avenue, OWR). I don't want to raise the ground because it will ruin the design.



Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: XL2007 on January 19, 2017, 11:56:16 AM
Ok, so what's the deal with this bridge? (It's the RD-4 iron girder bridge)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on January 19, 2017, 01:10:56 PM
Quote from: SimJack on January 19, 2017, 08:59:19 AM
As far as the Draggable Elevated Road Viaducts are concerned, they do not work at all. I need to drag an elevated road for about 20 tiles but, when I drag the road through the starter piece, it remains at ground level. I tried this with all starter pieces (road, avenue, OWR). I don't want to raise the ground because it will ruin the design.

Can you confirm if you are building the elevated sections using an actual starter piece or the on-slope transitions? Whichever it is, does the other one work at all? If not, I think there must be some missing RUL2 code somewhere. The only solution for that is to re-run the NAM installer once more to add the missing code. Before you do though, check you don't have any outdated NAM files still knocking about in your plugins folder. I can also confirm these are all working fine for my game.

Quote from: XL2007 on January 19, 2017, 11:56:16 AM
Ok, so what's the deal with this bridge? (It's the RD-4 iron girder bridge)

In the first instance the bridge is not the right one, it should look very similar to the RD-6 bridge. I think there may either be a conflict with another bridge or perhaps some other error in the bridge controller which is behind the issue. However this does appear to be an error/bug in the NAM, since it was working fine in NAM34. I'll try to get to the bottom of it, but this probably can't be fixed until NAM36 is released. Since there is only one RD-4 bridge in the NAM, the only workaround for the time being is using an Ave bridge and transitioning from Ave to RD-4 on either side.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: SimJack on January 20, 2017, 06:40:57 AM
Quote from: mgb204 on January 19, 2017, 01:10:56 PM
Quote from: SimJack on January 19, 2017, 08:59:19 AM
As far as the Draggable Elevated Road Viaducts are concerned, they do not work at all. I need to drag an elevated road for about 20 tiles but, when I drag the road through the starter piece, it remains at ground level. I tried this with all starter pieces (road, avenue, OWR). I don't want to raise the ground because it will ruin the design.

Can you confirm if you are building the elevated sections using an actual starter piece or the on-slope transitions? Whichever it is, does the other one work at all? If not, I think there must be some missing RUL2 code somewhere. The only solution for that is to re-run the NAM installer once more to add the missing code. Before you do though, check you don't have any outdated NAM files still knocking about in your plugins folder. I can also confirm these are all working fine for my game.

I removed the Elevated Road Network(ERN) folder from my plugins and re-installed NAM and the ERN works just fine.
Thanks mgb204  &apls &apls

Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: SimJack on January 21, 2017, 12:10:40 PM
Why is this happening and how can I fix it?
The Left elevated curve is L1 and the Right one is L2.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on January 21, 2017, 02:10:01 PM
FlexFly pieces are limited in terms of what networks you can cross with them.

In this case your problem is that two FlexFly pieces can not overlap each other. The reason for this is the sheer amount of code that would be required to make it work, a minimum of half a million extra lines of RUL2. By comparison the entire NAM contains somewhere between 1 million and 1.5 million lines of RUL2 code. Therefore until a better solution can be found, you will need to move one of the curves to make this work correctly.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: dyoungyn on January 21, 2017, 07:05:11 PM
It is too bad as I have been for a very long time hoping do such a configuration.  Understand the limitation and thankful so much for what is provided and available. 

Would love more than ever for some genius to come up with a static piece that covers the cross over would really  solve this problem.

This is something that is surely desired for custom T Interchanges with variations of connecting networks on L1/2 levels. 

Thankful again for all the fantastic accomplishment thus far that really make this game a closer and closer to reality and slowly get over that pesky grid system.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on January 21, 2017, 09:12:50 PM
Quote from: dyoungyn on January 21, 2017, 07:05:11 PM
Would love more than ever for some genius to come up with a static piece that covers the cross over would really  solve this problem.

This is something that is surely desired for custom T Interchanges with variations of connecting networks on L1/2 levels. 

There is a reason no static piece either exists or ever will. Just take a look at Maarten (Mandelsoft's) development hell making the T-piece for the MHO. This is a puzzle piece, but the sheer number of configurations made it take a whole year to do. That's only taking into account the various options of L0/L2 connections of MHO. When you consider FlexFly has to be able to cross all RHW networks, Ortho (+ I think Diag), it gets seriously mind boggling.

The reason that it can be done in Flex, is because once you've coded one network, it becomes a copy/paste job to automate the remaining networks. Not that the sheer amount of code here makes that anything like easy going. Tarkus has said he still plans to look at some limited dual-FlexFly solution in future. However, Memo was developing some seriously amazing tools for automating the RUL code before he disappeared. If that ever gets into a working state, I think it would greatly increase the likelihood of such a thing happening. It's not so much adding all that code is bad for the NAM. After all, we can make it optional, the issue is someone needs to actually find time to code it.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: dyoungyn on January 21, 2017, 09:52:51 PM
Understand fully about the tons of code that the entire NAM team has done to bring us what we have today is a very heartfelt thanks from all of us. 

All those SC4 players are surly in your debt to be able to show off the creations created and again, thankful for anything that comes out is a true blessing.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: SimJack on January 22, 2017, 01:42:03 AM
Quote from: mgb204 on January 21, 2017, 02:10:01 PM
FlexFly pieces are limited in terms of what networks you can cross with them.

In this case your problem is that two FlexFly pieces can not overlap each other. The reason for this is the sheer amount of code that would be required to make it work, a minimum of half a million extra lines of RUL2. By comparison the entire NAM contains somewhere between 1 million and 1.5 million lines of RUL2 code. Therefore until a better solution can be found, you will need to move one of the curves to make this work correctly.

Thanks mgb204,

I think we all appreciated the great work you guys have done putting together the whole NAM.  &apls &apls &apls
I'll try to work this intersection around and see how I can fix this. After all, this is why we play this game; to fiddle around with networks and buildings and received the satisfaction when something beautiful and functional is created.

Keep up the good work :thumbsup:
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: compdude787 on January 22, 2017, 01:38:01 PM
Yeah, just re-do it so that the flyover that you expect to get more traffic has two 45-degree FlexFlys while the one that you expect to have less traffic can remain as a 90-degree FlexFly.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: SimJack on January 23, 2017, 01:10:02 PM
Quote from: compdude787 on January 22, 2017, 01:38:01 PM
Yeah, just re-do it so that the flyover that you expect to get more traffic has two 45-degree FlexFlys while the one that you expect to have less traffic can remain as a 90-degree FlexFly.

I tried your suggestion but, I could not get it to work. The best I could do was this. It works perfectly and it doesn't take a lot of space.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: j-dub on January 24, 2017, 06:40:51 PM
I still think you can do better than that. Yes, there is more land taken, but you appear to have the room now, maybe the ramp is where that S-curve currently is instead, and then you have more of a recognizable ramp pull off from the highway below.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: elmer26 on January 28, 2017, 11:37:02 AM
SimJack, check out this video by Ganaram Inukshuk, I think it will help with your issue:

https://www.youtube.com/watch?v=mlBVa_-TxLY
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on January 29, 2017, 02:04:53 AM
Quote from: smileymk on November 18, 2016, 04:05:40 PM
I've got some missing paths on the new RRW Flex Track setups to report - I'm using LHD with the RUM and the 2 patches posted earlier in the thread by mgb204 installed:
SmileyMK

Sorry this has taken a little while to resolve, but I just finished adding LHD support for RRW FlexTrack in NAM35. The attached file is just paths, place it in your y_RealRailway folder inside z___NAM (it can go anywhere, but this is the logical home).

All RRW users using a Left Hand Driving setup (LHD) should install this file.

Edit Oct17: Attachment Removed. Please upgrade to NAM36 which includes this fix.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: smileymk on January 29, 2017, 08:40:37 AM
Quote from: mgb204 on January 29, 2017, 02:04:53 AM

Sorry this has taken a little while to resolve, but I just finished adding LHD support for RRW FlexTrack in NAM35. The attached file is just paths, place it in your y_RealRailway folder inside z___NAM (it can go anywhere, but this is the logical home).

All RRW users using a Left Hand Driving setup (LHD) should install this file.

mgb204, thank you very much for taking the time to resolve this. The NAM 35 FlexTrack is working perfectly now.

SmileyMK
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: dyoungyn on February 06, 2017, 07:47:19 AM
What am I doing wrong here.  I have tried over and over again to get this right.  For some reason, the diagonal  cliff transitions is not set right or is it something else or do I have the right parameters for this configuration. 
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on February 06, 2017, 08:54:10 AM
The pieces work just fine, the issue is you've not set up the embankment correctly. The Diagonal OST's are very difficult to visualise, or explain with words... but when you get the right setup the piece will plop without deforming.

Looks like you've got things correct on the left side, try to mirror that on the right but rotated accordingly. Another tip, enter a flat/blank city and play around a little, it will help you to see exactly how the slope needs to be.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: dyoungyn on February 06, 2017, 11:51:59 AM
I agree, I did try a different approach and after all, it finally worked.  Had to demolish part of the farm to make it work then I demolished the entire farm and re-built once the farm re-developed then re-build the highway.  Lots of tedious work, but well worth it as I do not want farms to grow along the highway.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: eclipticalstorm on February 28, 2017, 07:15:03 PM
I accidentally demolished part of my RHW Highway in my main city and saved.  When I tried to rebuild the damaged section of highway using the L3 Starter it didn't work.  The starter plops, but when I drag through the lot it remains default rhw.  Please help...thanks.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on February 28, 2017, 07:22:45 PM
It sounds like you may have decoupled the RULs, or otherwise managed to keep the model files but lost the supporting code during your last NAM installation.  I'd suggest re-installing, or re-running the Controller Compiler (found in My Documents\SimCity 4\NAM Auxiliary Files\Tools\Controller Compiler).

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: eclipticalstorm on February 28, 2017, 08:10:19 PM
Worked like a charm.  :bnn:  Thanks for the help and speedy response.  Ironically, I had no idea this component of NAM existed (Controller Compiler).
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: markussaage on March 08, 2017, 03:09:44 AM
Hi guys,

first I want to thank you for all the hard work and the excellent support you do to make the NAM work and SimCity 4 a better game after all this years. I have a question. Last weekend I setup a new laptop and I installed SimCity 4 and the latest NAM 35 of course, which I fresh downloaded from the moddb website. Everything went just fine and smooth. But a little while later, while playing I figured, that I was missing a folder in the z_NAM folder, which I have on my other computer (see the screenshot). In this folder there are the modified Rail Stations from deadwoods, simgoober and so on. This folder wasn't installed with my new installation. Are they not in der NAM 35 anymore and if so, why?

Thanks a lot and kind regards!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: vinlabsc3k on March 08, 2017, 07:20:51 AM
Maybe you don't select them in the Installer. :(
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on March 08, 2017, 07:45:53 AM
These stations are what's known as the SLURP feature. In order for them to be installed, two things must happen. Firstly, the applicable station must be in your plugins folder. Second, you must select "Run Cleanitol and the Station Updater" during NAM installation (Custom Install).

When you setup the new computer, you didn't need to re-install NAM, which can be safely copied over as part of your plugins suite / regions which presumably you didn't start anew?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: markussaage on March 08, 2017, 04:16:19 PM
@MGB204 Thanks for the reply.  ;D Well, I had to install everything new on this new machine, SC4 and than the NAM right away with nothing else in the Plugins folder. That explains everything! So, problem solved! Thanks a lot!

Kind regards!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Kitsune on March 14, 2017, 06:28:35 PM
I dont know if its a unknown mod or something the nam team did, but my AVE-4 by MIS have traffic lights... and its causing an issue:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fglidingeagle.com%2Fimages%2Fsc4%2Fave4misbug.png&hash=32a75c0244403f273f8103c5779e35678fba0a51)

I guess sc4 needs new smaller traffic lights, but till then if it is nam related, I think just moving the light closer to the intersection will fix it.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on March 14, 2017, 07:50:05 PM
It's one of the problems of RHW-6S being an overhanging network. The crossing doesn't know 6S is next to it, pretty much every other RHW would not cause issues here. So whilst technically you could consider it a bug, altering it will almost certainly look worse in every other potential situation. Not to mention, here the crossing is MIS, but the same would likely occur with all other intersections too that could cross the avenue.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: matias93 on March 15, 2017, 06:09:26 AM
In any case, shorter traffic light poles would resolve this and look much more coherent with the now-dominant L1 viaducts (Mandelsoft please come back!  :crytissue: )
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: dyoungyn on March 15, 2017, 09:01:54 AM
Having a problem with RHW L2 Flex Slopes.  For some reason, no mater how many time I try clicking around and with no avail.  I even plopped RHW8S Starters on each end hoping for solution. 

L1 Flex Slop is working fine and only L2 is having issues.

Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: APSMS on March 15, 2017, 10:49:38 AM
If you are running RHW under it, you should be able to plop a RHW-8S starter (L2) in the middle, and still be able to run RHW under it (for tight setups).

I'm not sure what the exact problem is, but often I do that (elevated starter) to give extra stability to complex setups.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: dyoungyn on March 15, 2017, 11:36:27 AM
Thank you for the advice. 

However, I gave up and lowered it to L1, 7.5m as I really wanted to finish. 

Regardless, there is something fishy going on with L2 15M Flex Slopes for some reason as they do not react the same way as they do at L1, 7.5m . 
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on March 15, 2017, 03:21:36 PM
There does appear to be something lacking in terms of stability code for C networks and 8S/10S at L2. In each case, some sort of starter must exist on the elevated sections for it to work. It's probably no coincidence that each of the affected networks are multi-tile ones. Most likely this is an area where these networks have simply not had the same improvements as the L1 / single tile networks in terms of stability. Its not necessarily a bug though, but I guess Tarkus would have the best knowledge of such development.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on March 15, 2017, 04:50:28 PM
The On-Slopes actually haven't gotten the stability treatment that the Ramp Style transitions did during NAM 35 development, and with the L2 stuff less developed than the L1, it's not surprising to see that.  It took somewhere north of 100,000 lines of adjacency stability code in order to stabilize the Ramp Style ones, so it'd take a similarly large chunk of code to do the same for the On-Slopes.  I have a theory of an alternate way of doing it, but it would require re-implementing the On-Slopes, likely involving the removal of the automatic conversion on the "elevated" end to L1 or L2 RHW-2.  That automatic conversion is largely the reason for this issue.

APSMS' solution also is pretty much surefire, as it makes it so that the game can't even think about having the On-Slope produce an L2 RHW-2 out the other end, and it is possible to have an RHW cross an RHW-based starter piece.

Quote from: matias93 on March 15, 2017, 06:09:26 AM
In any case, shorter traffic light poles would resolve this and look much more coherent with the now-dominant L1 viaducts (Mandelsoft please come back!  :crytissue: )

Personally, I'd love to ditch the Maxis signals.  The "true 3D" method that jondor discovered (and MandelSoft used with SRM) provides a ton more flexibility in signal placement than the fiddly ATC/AVP 2D-animated method used with the Maxis signals.  I've actually toyed around with doing my own signals before (more akin to installations in the northwestern US), using some modified versions of props Ryan B. provided me with quite some time ago, which are at a lower height:

(https://simtarkus.files.wordpress.com/2017/03/signals-03152017-1.jpg)

(https://simtarkus.files.wordpress.com/2017/03/signals-08292015-1.jpg)

(https://simtarkus.files.wordpress.com/2017/03/signals-09012015-1.jpg)

Unfortunately, time, other projects, and wondering if ditching the Maxis signals was the right way to go all have gotten in the way of finishing it.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Kitsune on March 15, 2017, 05:35:52 PM
... if the nam team ever did traffic lights I fear the localization effects that would follow (we want Sideways! Solid colour for the red and yellow on the turn light! And of course ... Quebec style traffic lights!)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: matias93 on March 15, 2017, 06:35:31 PM
Definitely, the only sane way to do newer traffic lights is outside the NAM development, otherwise the craziness would ensue  :bomb:


In any case, if my messing around with the SRM files was correctly done, I suspect the lights themselves can be subject of texture replacement, something that would ease customization impressively.


In fact, even if is not possible to use the same method than on the automated sidewalk mod or the upcoming customizable RRW textures, something along the lines of the sidewalk mimicking models could work: the user loads a texture pack along with the refeering models, and the textures can be changed to match the custom preferences.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: dyoungyn on March 15, 2017, 09:04:12 PM
I agree with Alex that the Maxis traffic lights need updating.  I love what Alex has come up with more realistic lights.  Great job and can't wait  to implement. 

IRT the L2 Flex Slope, I did indeed lower it to L1 and just deal with L1 through downtown.  I have tried placing a L2 Start 8S and still the same affect as discussed, it must be stability with the L2 Flex Slope pieces. 

Thank you  to the entire NAM team to even come up the options we have today makes me want to re-do all my maps.  I like re-doing them as I get the traffic from the old maps with Plop Pox in them util I get around to re-doing the maps.   
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on March 15, 2017, 09:55:51 PM
Quote from: dyoungyn on March 15, 2017, 09:04:12 PM
I have tried placing a L2 Start 8S and still the same affect as discussed, it must be stability with the L2 Flex Slope pieces. 

Are you sure you did this properly? Because that's the only missing link here. I tested this and with the L2 starter everything was flawless.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: j.snowpr on May 01, 2017, 08:10:29 PM
Hello, first time posting but longtime lurker and learner from all the info available here. I have spent the last hour searching everywhere and couldn't find anything resembling my issue. I'm running NAM35 on an OG SC4 Deluxe Ed without any problems at all, until 2 days ago when I reinstalled NAM to add the Bullet Train Mod, and also added a lot of soundwalls and slopes walls for decorating. After that, I lost the ability to drag GLR and STR on RealRailWay. Now whenever I plop a GLR starter piece and use the EL rail as usual to drag it, it no longer drags as GLR but as EL, same for single track on standard rail, see pic screenshot attached. (it shows draggable GLR and how the EL won't change, also when bulldozing a piece of standard rail you can see how the GLR changes back to EL) I've disabled all the last mods added (soundwalls etc) with no success, also reinstalled NAM35 a couple of times with the "decouple network option" both checked and unchecked, issue remains. Could this issue be easily resolved, or I must nuke my SC install and begin anew?

Thanks for the time and any help you can give!

Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on May 01, 2017, 08:43:26 PM
It sounds like some of the RUL information got wiped out of your controller after reinstalling to add the Bullet Train Mod.  RULs are what allow NAM features to work, and it sounds as if the RULs for GLR and STR didn't end up in your plugins after the first reinstall.  Did you do the reinstall over top of your existing install, or wipe the old install before the reinstall?  If it's the latter, that might be part of the issue.  The NAM installer can read existing installs and select the boxes to correspond to your existing set of options automatically, but if you have a clean plugins folder, it doesn't have that information to go on, and it's easy to forget which options you previously had installed.

I don't think you're going to have to reinstall the game, as this is a mod installation issue, but you are going to have to reinstall the NAM again.  I'd strongly advise against having the "Decouple" option selected, as that's only intended for advanced users, and may result in the model/texture resources being installed, without the RULs to allow those features to be built in your cities.  Absolutely make sure that the Single-Track Rail and Draggable Ground Light Rail options are selected in custom installation, and that they are not shown with an "SR" or "NR" near them.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: j.snowpr on May 02, 2017, 02:42:10 AM
@Tarkus Thanks for the fast reply, deeply appreciated!! Yes, I did reinstall on top of the existing install. Only settings I tweaked were on the traffic controller per se, but I see what you mean. I'll follow your instructions tonight since I'm off to work now and today I have a 14hr shift and of course will be arriving home late. I'll let you know how it goes, again, thanks for the fast response!!  :) :) 
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: AsimPika3172 on May 02, 2017, 03:01:50 AM
LHD = Traffic light on right side, RHD = Traffic light on left side.... I hope this one will fixed soon! I am using this plugin right now.

http://community.simtropolis.com/files/file/27739-stoplight-replacement-mod-srm/

We need many more LHD and RHD (depend on countries) because some road designs (depend on NAM) was invalid traffic lights.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: woodb3kmaster on May 02, 2017, 03:12:12 AM
I'm not sure what you mean. Can you post a screenshot of the issue you're reporting?

In my experience (using only the default NAM traffic lights in RHD), the NAM puts traffic lights on the correct side of the road (which is the same side traffic drives on, and on the other side of the intersection). I can't comment on how that compares to traffic light placement in other countries, but since it's a purely cosmetic issue, it's pretty low on our priorities. "Form follows function" is our MO, as it always has been.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on May 02, 2017, 05:53:06 AM
Quote from: AsimPika3172 on May 02, 2017, 03:01:50 AM
LHD = Traffic light on right side, RHD = Traffic light on left side.... I hope this one will fixed soon! I am using this plugin right now.

The behaviour of 3rd party mods is not something that has anything to do with the NAM. So if your problem lies with the SRM by Mandelsoft, we are not responsible for maintaining or fixing problems with it. Sadly the creator is no longer active in the community, so I wouldn't hold your breath waiting for updates.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Wiimeiser on May 02, 2017, 06:50:57 AM
I think I've described this before, and I'm not sure if this is something that can be fixed, but is there any particular reason zones will face underground rail under pedmalls but not GLR in a road network? I believe it might have something to do with pathtype/networktype restrictions like how IIRC the Monorail network can only have monorail paths; specifically, it appears that the network must be El-Rail for it to allow El-Rail paths (basically an inverse of the Monorail), or else it won't be valid. Try seeing what path/network combinations are possible. Which ones aren't?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FeZFNNSH.png&hash=22a0e9aa27cdc33df72ab40468513d9100045ca4)

For the record, the Route Query tool calls GLR in Road "Road" but the regular Query tool calls it El-Rail, like the puzzle pieces are technically programmed as road but the game is reading them as El-Rail due to some hardcoded script. The Transport View also marks it as Tram, albeit with what appears to be some black. This appears to be the only instance of this discrepancy in the NAM.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on May 02, 2017, 07:59:17 AM
There isn't anything we can do about this behaviour, precisely because the network types used to make such pieces work. However you only need to press CTRL when zoning next to such networks, so it's not a massive problem.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: j.snowpr on May 02, 2017, 07:25:54 PM
Quote from: Tarkus on May 01, 2017, 08:43:26 PM
It sounds like some of the RUL information got wiped out of your controller after reinstalling to add the Bullet Train Mod.  RULs are what allow NAM features to work, and it sounds as if the RULs for GLR and STR didn't end up in your plugins after the first reinstall.  Did you do the reinstall over top of your existing install, or wipe the old install before the reinstall?  If it's the latter, that might be part of the issue.  The NAM installer can read existing installs and select the boxes to correspond to your existing set of options automatically, but if you have a clean plugins folder, it doesn't have that information to go on, and it's easy to forget which options you previously had installed.

I don't think you're going to have to reinstall the game, as this is a mod installation issue, but you are going to have to reinstall the NAM again.  I'd strongly advise against having the "Decouple" option selected, as that's only intended for advanced users, and may result in the model/texture resources being installed, without the RULs to allow those features to be built in your cities.  Absolutely make sure that the Single-Track Rail and Draggable Ground Light Rail options are selected in custom installation, and that they are not shown with an "SR" or "NR" near them.

-Alex


Hello, just to let you know I finally fixed the issue. i did what you suggested, reinstalled NAM and made sure Draggable GLR and the like were checked and still the same issue persisted, then I remembered what you said about the controller being wiped. So I went into the Tools folder and inside the Controller Compiler ran the NAMControllerCompiler, there were the options for draggable GLR unchecked and also RHD was selected, I checked every option and chose LHD, ran it, and started the game. Voila! All went back to normal!!

Thanks for your help, really awesome!!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: APSMS on May 02, 2017, 09:31:53 PM
Quote from: j.snowpr on May 02, 2017, 07:25:54 PM
there were the options for draggable GLR unchecked and also RHD was selected, I checked every option and chose LHD, ran it, and started the game. Voila! All went back to normal!!
Just to double check, the driving side refers to which side of the road your Sims drive on, correct? LHD means the British form, with Cars on the LEFT and the Driver on the RIGHT, which is opposite the actual RL usage of these terms.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: j.snowpr on May 03, 2017, 02:59:56 AM
So, either I was lucky or somewhere the options changed that I didn't noticed, I checked LHD from the point of view of actual cars, LHD meaning driving from the left side of the car like US cars, not from the right side as Euro and Asian cars... But whatever was corrupted it somehow fixed itself, traffic flows as it 's supposed to, even new roads show the "proper" orientation... I don't know what to tell you except that I was lucky and definitely  going to be extra careful whenever I add something again!

But thanks for the concern, greatly appreciated!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on May 03, 2017, 04:19:19 AM
Quote from: APSMS on May 02, 2017, 09:31:53 PM
Just to double check, the driving side refers to which side of the road your Sims drive on, correct? LHD means the British form, with Cars on the LEFT and the Driver on the RIGHT, which is opposite the actual RL usage of these terms.
Apparently, the understanding for "LHD" and "RHD" varies from place to place. When doing a Google search, I either find the explanation that "LHD" refers to the steering wheel being on the left-hand side of the car, or driving on the left-hand side of the road. The NAM Team picked up the latter explanation, maybe because most people think of vehicles using the left or right side of the road rather than the position of steering wheel when they're referring to this issue.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: AsimPika3172 on May 03, 2017, 05:36:47 AM
Alright guys! I found some glitched roads here! Look carefully before fix them!

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FYHRE3Qt.png&hash=df0391d1f27c474fbf0ea0f46620c63269bedd9b)

Just connect RD4 into Avenue and results is some blank space! For traffic lights, some invalid one when I using Stoplight Replaced Mod (SRM) by connecting RD4 into Avenue.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on May 03, 2017, 06:10:20 AM
Quote from: j.snowpr on May 03, 2017, 02:59:56 AM
So, either I was lucky or somewhere the options changed that I didn't noticed, I checked LHD from the point of view of actual cars,

I strongly urge you to go back and re-run the controller with the correct RHD setting selected (hence why it was the default). I know it may all look like it's fine, most likely because the paths installed by the NAM installer previously would all be RHD. But, somewhere lurking in the code, something could cause you problems down the line. Since the code for Driving on the Left side of the road (LHD) needs to be different from driving on the right (RHD) for all rail-based networks. By running the wrong side, you may find Rail, El-Rail, GLR, Monorail and derivatives actually have no paths at all, causing them not to function. This includes all crossings involving those networks.

Quote from: AsimPika3172 on May 03, 2017, 05:36:47 AM
Alright guys! I found some glitched roads here!

Firstly any issues relating to SRM fall outside the scope of the NAM. If those lights are a problem without any mods affecting them, we might take a look at it.

Next, due to the nature of some NWM networks, support for some crossings was deliberately excluded. For example, NRD-4 x AVE is not supposed to work unless dragged through the avenues median as part of the intersection. As such, I don't think there is anything you've shown we'd consider a bug, rather intended behaviour.

PS, the network in your screenshots is not RD-4, but NRD-4.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: j.snowpr on May 03, 2017, 06:45:02 AM
Duly noted, will do today as soon as I get home. Thank God I only played for a few minutes to check everything was ok..!!

Thanks for clarifying!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: AsimPika3172 on May 03, 2017, 07:00:49 AM
Quote from: mgb204 on May 03, 2017, 06:10:20 AM
PS, the network in your screenshots is not RD-4, but NRD-4.

Opps! Sorry for confusing kind of road!  :-[ Anyway, thanks for everything.  :thumbsup:
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Mikey Knox on May 11, 2017, 02:49:02 PM
I dont think Diagonal Rail over AVE should look like this  :D

The whole Game freezes for Seconds when dragging and bulldozing that,can someone reproduce this?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: APSMS on May 11, 2017, 03:52:37 PM
Looks like some path files went for a walk, and didn't come back.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Mikey Knox on May 11, 2017, 04:52:12 PM
Quote from: APSMS on May 11, 2017, 03:52:37 PM
Looks like some path files went for a walk, and didn't come back.

I know, but why does it work a little further down below ()what()

Edit: Without anything installed (just the NAM) its empty, so there is something missing in the NAM.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on May 11, 2017, 05:25:16 PM
There was a patch addressed to include support for flipped crossings with NAM 35 here (http://sc4devotion.com/forums/index.php?topic=1444.msg513795#msg513795).

I suggest you re-download and apply the patch, removing any previous files. If you installed the LHD paths for a RHD game, that might explain what I'm seeing. But be careful to match LHD/RHD paths from that patch to match both your installed game settings and NAM settings for the driving side. The patch is well tested, so I'd be very surprised to start hearing of problems only now.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Mikey Knox on May 11, 2017, 05:38:22 PM
Quote from: mgb204 on May 11, 2017, 05:25:16 PM
There was a patch addressed to include support for flipped crossings with NAM 35 here (http://sc4devotion.com/forums/index.php?topic=1444.msg513795#msg513795).

I suggest you re-download and apply the patch, removing any previous files. If you installed the LHD paths for a RHD game, that might explain what I'm seeing. But be careful to match LHD/RHD paths from that patch to match both your installed game settings and NAM settings for the driving side. The patch is well tested, so I'd be very surprised to start hearing of problems only now.

Thx MGB thats exactly what i was looking for, i knew you made a Patch for that but couldnt find it anymore (why isnt this even pinned anywhere?)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on May 11, 2017, 05:50:39 PM
It doesn't always make sense to pin such patches, since they will become obsolete when new NAM versions are released. But perhaps a special pinned threads with patches for only the current NAM version makes sense. I'll discuss that with the team and see if we can't make them easier to find. :)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: eagle74 on June 09, 2017, 10:22:45 AM
Two Questions: 1-I can not get the flex height transitions to work for the MIS on & off elevation changes (L0 to L2) on a simple diamond interchange (road over RHW-4).  After trying this all kinds of ways for more than an hour, I finally just used the deprecated MIS ground to elevated puzzle piece with no issues.  What is the correct piece to use for this application?

2-In setting up a neighborhood connection with RHW-4 do you need to separate the two halves of the RHW-4 by one tile at the neighbor border & plop the invisible loop connector between them?  If the two halves are on adjacent tiles you obviously cannot plop the loop connector without being on one of the network tiles.

Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: APSMS on June 09, 2017, 12:15:15 PM
I am not sure about #1. I've never had a problem using the L0 to L2 in recent history (there were teething issues at the start but those were long gone by NAM 32 and 33). The L0 to L2 transition you're using is the long one, correct?

I am generally more fond of earthen ramps, but still in my experience I have not had any problems with these. Are you using the Draggable roads as well? These are generally more stable than the puzzle pieces, and notably the FLEX ramps won't connect properly to the deprecated Elevated Road Puzzle Pieces without some (basic, but non-obvious) trickery.

For #2, the loop connector is only necessary for separated carriageways. If your routes are adjacent, then you only need to plop the appropriate connector piece over the existing RHW neighbor connections. Of course, you do need to establish the neighbor connections first (dragging to the border to get the neighbor connection dialogue popup).
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: eagle74 on June 09, 2017, 02:43:10 PM
Thanks for the help.  On #1, I am using the long ones & could not get them to orient correctly.  Perhaps, I did not leave enough room for them between the MIS stub on the RHW-4 & the MIS/Road intersection piece.  Followed the guide for dragging out MIS stubs 6 tiles from the overpass.  I will give it a bit more room & try this tonight.

On #2, I am glad to hear that.  Highways already take up enough space, & I was trying to put it in a tight location.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on June 09, 2017, 03:28:28 PM
You might need one or two tiles from the ramp to the piece you are connecting with, but it really depends on the pieces surrounding the transition. For example if you use drag/flex ramps, they will be much more stable. Similarly, use of the drag elevated viaducts will be more stable the other end. If puzzle pieces are involved, you'll need more space.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: eagle74 on June 09, 2017, 05:41:42 PM
I tried moving the RHW-4 ramps out 7, 8, & 9 tiles from the overpass & the flex height transition now will align with the ramp, but it leaves a one tile gap between the top of the ramp & the MIS/Road intersection which looks like a construction tile.  If I move the flex height to cover the gap it rotates 90 degrees out of alignment.  One side of the setup is a L0 road which is elevated to L2 with the 15m road starter piece, followed by the MIS/Road intersection piece, followed by the road over RHW-4 piece.  I am creating the A1 ramps on the RHW-4 by dragging a MIS stub out of the RHW-4.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on June 09, 2017, 06:36:56 PM
The use of the old Puzzle-based road viaducts is most likely the cause here. Being a puzzle piece, you can't drag into them to connect them up. If you must do it that way, build the MIS pieces first, connecting both sides together. Then click with the RHW disconnecter where you plan to place the puzzle piece. This may not work however, the real solution is...

Use the Draggable Road Viaduct on-slopes instead. They are configured to allow you to drag MIS/RHW-4 right through them and create the correct intersection for you. Puzzle pieces are really inflexible, precisely why they are being replaced.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: eagle74 on June 10, 2017, 06:55:46 AM
It appears that I am using the "old way" to make interchanges.  I did not include the road override networks in the NAM install, so I need to rerun it & try the current methods for interchanges.  Thanks for the help.   
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: eagle74 on June 10, 2017, 06:22:53 PM
If the 15m road viaduct is dragged across the RHW-4 first, then, the same issue occurs:  The RHW flex height will not go all the way to butt up against it. 

If the RHW flex height is put in place first, then, the road viaduct can be put into place as well.  Dragging through the first set of flex heights works fine converting the viaduct to road/MIS intersection.  But, when the second set of flex heights is dragged through it deconstructs the overpass section (two tiles directly over the RHW-4).  Tried it several times with the same result. 
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on June 10, 2017, 07:08:18 PM
Quote from: eagle74 on June 10, 2017, 06:22:53 PM
If the 15m road viaduct is dragged across the RHW-4 first, then, the same issue occurs:  The RHW flex height will not go all the way to butt up against it. 

If the RHW flex height is put in place first, then, the road viaduct can be put into place as well.

Absolutely what I'd expect. Because the flex-height ramps have an overhang when placing it, which must be on a blank tile. So you should always place them first.

QuoteDragging through the first set of flex heights works fine converting the viaduct to road/MIS intersection.  But, when the second set of flex heights is dragged through it deconstructs the overpass section (two tiles directly over the RHW-4).  Tried it several times with the same result.

How compact is your setup? If the on-slopes are right up against the MIS/Road transitions, then right after that you cross RHW-4, mirroring this setup on both sides, that is asking a lot of the code to process. However, these pieces are pretty good stability wise, but for a L2 crossing you are going to want an extra tile between the On-Slopes and the Road/MIS pieces.

If you are used to the PP system, perhaps L2 just seemed like the way to go here? But more and more RHW and other NAM content is using the 7.5m or L1 heights, which is really the default now. The setup you want will work without additional spaces at L1, but I guess the extra stability code hasn't been added for L2 yet. So if it doesn't mess with your plans, I'd consider using a L1 crossing instead, it will be much tighter.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: eagle74 on June 11, 2017, 05:24:58 AM
When I was making the overpass from pieces L2 was used because of the L2 road over RHW piece (which only comes in L2?). 

OK, I tried the L1 flex ramps with & without a one tile gap with the same result: the overpass deconstructs when the second set of flex heights is dragged through.  The short section of dragged road viaduct over RHW loses its override code & reverts to L0.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on June 11, 2017, 08:14:21 AM
You may see some instability in the first instance, but a little bit of clicking around should resolve this. I tested this last night before posting, so it definitely works. I couldn't get that result with the L2 though.

The code that makes this work is very complex, when you click randomly with the RHW tool on a part of the setup, the game looks again at all the parts and may change some of the pieces. This clicking is often needed for the game to work out exactly how everything should be.

Also make sure you have the latest (35) version of NAM, since a lot of the code improvements for the drag road viaducts were added in that version. So with an older build, you may again need the extra spaces between pieces.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: eagle74 on June 11, 2017, 10:17:56 AM
Well, it finally worked on L1 by following your clicking around advice.  Used the same procedure as before & dragging through the last set of flex heights deconstructed the road over RHW as before.  So, I clicked on the flex height where it meets the intersection (probably hit the intersection with it) & the road reverted back to L1 over the RHW.  However, the intersection was converted to road/RHW-2 with traffic signals on the road sides.  Checking Draw Paths, they were messed up with red Xs in the intersection.  So, I clicked on the road viaduct with the road tool where it meets the intersection & the traffic signals disappeared.  Paths look OK, but the intersection still does not look like a road/MIS.  I really appreciate all the help from all.

And yes, I am running NAM35.  First download last week when I started playing again.  Great job by all!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on June 11, 2017, 07:06:00 PM
I've uploaded a short tutorial based around using the new Flex Pieces. It should be online in an hour or so here (https://youtu.be/LI8fiBO133A). Hopefully that will show you how it should work, although it sounds to me like you got it now.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: SimCity V6 on June 11, 2017, 07:29:46 PM
There seems to be some talk here about viaducts here, and I'm so sorry to barge in with the current request, but does anyone know if the draggable FLEX on-slope road viaducts work and how? The only ones that seem to pop up are the regular ramp transitions, and I might have selected everything. Do those need to be rotated or placed in a different way? So sorry for such a simple question anyway, thought this was crucial to what I'm building now.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on June 11, 2017, 08:04:58 PM
Indeed they do work. The point of the draggable versions is that after placing either a ramp or on-slope piece, you can simply drag the network as usual, only it will be elevated. See the tutorial in my last post (online now), which shows how to use them.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: eagle74 on June 12, 2017, 06:19:35 AM
Thanks for the video.  The L2 is definitely not stable without the extra tile space.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: SimCity V6 on June 12, 2017, 05:39:20 PM
Quote from: mgb204 on June 11, 2017, 08:04:58 PM
Indeed they do work. The point of the draggable versions is that after placing either a ramp or on-slope piece, you can simply drag the network as usual, only it will be elevated. See the tutorial in my last post (online now), which shows how to use them.

So with this... do I just drag the road/avenue/OWR networks through RHW FlexTrans on-slope pieces, or were you dragging the RHW-2 network through in the video? How would it work with avenues, anyhow? I'm confused about the pieces. I'm meaning that only the ground-to-elevated ramp (not on-slope) ramps show up in the draggable road viaducts menu. I'll test the rest in-game, but I'm hoping I get the best solution here.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on June 12, 2017, 05:55:08 PM
Quote from: SimCity V6 on June 12, 2017, 05:39:20 PM
So with this... do I just drag the road/avenue/OWR networks through RHW FlexTrans on-slope pieces, or were you dragging the RHW-2 network through in the video? How would it work with avenues, anyhow?

Although the on-slope shows a preview with RHW-2, you use the network you want the viaduct to be, either Road, OWR or AVE (requires two on-slopes next to each other). If you drag RHW-2, I've a feeling it simply wouldn't do anything, since it's not interchangeable with the RHW variant. Likewise you can't use the RHW ones for making Road/OWR/Ave viaducts.

QuoteI'm meaning that only the ground-to-elevated ramp (not on-slope) ramps show up in the draggable road viaducts menu.

That's weird to say the least, since you should either have all or nothing. When you tab-through the options you should have 6 Starter pieces (L1 & L2 for each network), 6 Ramp pieces, then at the end 2 on-slope pieces. Note these are not separated by the network choices, since you can use the same on-slope pieces with all three.

If this doesn't help, perhaps you need to consider re-installing the NAM, since they should be there if the other parts are installed.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Kitsune on June 14, 2017, 12:59:36 PM
is the normal mis x rhw4 intersection broken? I swear I use to able to do this, now all that happens is it either deconverts  or it gives the red square impossible.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on June 14, 2017, 03:35:58 PM
There's never been support for at-grade MIS x RHW-4 intersections.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Kitsune on June 14, 2017, 06:56:30 PM
could I asky why? It supports every other intersection... and could make for some fun (and oddly realstic as I've encoutered some of these) interchanges.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on June 14, 2017, 07:08:02 PM
RHW can convert to Ave for a segment to allow such connections. At full highway speed, it's not overly common to see full on intersections of that kind, it's way too dangerous.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: APSMS on June 14, 2017, 09:30:23 PM
Quote from: Kitsune on June 14, 2017, 06:56:30 PM
could I asky why? It supports every other intersection... and could make for some fun (and oddly realstic as I've encoutered some of these) interchanges.
From what little I understand of RUL code it makes the elevated crossings (eg MIS over RHW-4) a lot more stable if the very unlikely ground level intersection is unsupported, because then it cannot default/deconvert to that setup.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: SimCity V6 on June 15, 2017, 07:22:43 AM
Quote from: mgb204 on June 12, 2017, 05:55:08 PM
Quote from: SimCity V6 on June 12, 2017, 05:39:20 PM
So with this... do I just drag the road/avenue/OWR networks through RHW FlexTrans on-slope pieces, or were you dragging the RHW-2 network through in the video? How would it work with avenues, anyhow?

Although the on-slope shows a preview with RHW-2, you use the network you want the viaduct to be, either Road, OWR or AVE (requires two on-slopes next to each other). If you drag RHW-2, I've a feeling it simply wouldn't do anything, since it's not interchangeable with the RHW variant. Likewise you can't use the RHW ones for making Road/OWR/Ave viaducts.

QuoteI'm meaning that only the ground-to-elevated ramp (not on-slope) ramps show up in the draggable road viaducts menu.

That's weird to say the least, since you should either have all or nothing. When you tab-through the options you should have 6 Starter pieces (L1 & L2 for each network), 6 Ramp pieces, then at the end 2 on-slope pieces. Note these are not separated by the network choices, since you can use the same on-slope pieces with all three.

If this doesn't help, perhaps you need to consider re-installing the NAM, since they should be there if the other parts are installed.
Oh, yes! That's right!  &idea There are on-slope pieces, but they are in the vein of the RHW FlexTrans on-slopes and only initially show the one "slope" tile that transitions the two heights until you drag through. I still wonder why the other "ramp" piece mentions an on-slope aspect, despite not showing an on-slope design and working in that way.
However, I'm here to mention a major problem with the on-slope. Dragging the network through the on-slope piece breaks the embankment and acts just as if I were to (foolishly) place a ramp piece there, with the viaduct trying to be at ground level for some time. The method has only really worked for me once with a road surrounded by two extra tiles on the side and rather flat terrain. I am still able to drag OWR/Avenue through, however one I've tested with these conditions creates the embankment problem. Contrary to what I've said, I would most likely point the problem to clicking/dragging techniques, but I am still unsure of what is the exact cause at this point in time.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on June 15, 2017, 07:36:25 AM
No that's working as intended. With the RHW on-slopes you can drag through them. But for the Road/OWR/Ave on-slopes you should never drag through them. As I showed in the video, drag away from the on-slope on either side with the correct network, without going through the tile containing the on-slope. Do that and it will work just fine without altering to the terrain.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: SimCity V6 on June 15, 2017, 09:52:40 PM
Quote from: mgb204 on June 15, 2017, 07:36:25 AM
No that's working as intended. With the RHW on-slopes you can drag through them. But for the Road/OWR/Ave on-slopes you should never drag through them. As I showed in the video, drag away from the on-slope on either side with the correct network, without going through the tile containing the on-slope. Do that and it will work just fine without altering to the terrain.

Well, that finally works!  :D Thanks for the advice, but still I wonder if this will or needs to be fixed anytime soon. Otherwise on my project, I do seem to have some minor stability issues at the moment.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Kitsune on June 20, 2017, 10:15:49 AM
Quote from: mgb204 on June 14, 2017, 07:08:02 PM
RHW can convert to Ave for a segment to allow such connections. At full highway speed, it's not overly common to see full on intersections of that kind, it's way too dangerous.

Wasnt the RHW-4 thought meant to also to be a lower speed 4 lane highway? It can currently connect to every Base network in the game... the street connection almost mimics the MIS:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fglidingeagle.com%2Fimages%2Fsc4%2Frhw4st.jpg&hash=0aa7e73f71224624fb63122320379bee9f913ba7).

For background on this interchange: its a converted trumpet, and to match the neighbouring trumpet that was not converted I wanted the exact same dimensions and dual overpasses.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: APSMS on June 20, 2017, 11:24:25 AM
Quote from: Kitsune on June 20, 2017, 10:15:49 AM

Wasnt the RHW-4 thought meant to also to be a lower speed 4 lane highway? It can currently connect to every Base network in the game... the street connection almost mimics the MIS:
As I understand it the RHW-4 was meant to mimic the highways common throughout Europe and the US, which are full-speed. Greater lane counts are typically found in urban areas, though 4 lane highways are not uncommon still. Given that probably over 70% of the highway mileage in the US is in rural areas, and is generally of the 2 or 4 lane variety, it's probably safe to assume that the RHW-4 is meant to be a full-speed grade separated road.

The Real Expressway project should satisfy low-speed applications, and the street connection functionality was meant to mimic the rare situations where a freeway access road would connect across the highway, similar to what you see in the rural stretches of CA-99 in the central valley, which is an otherwise full-speed freeway.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Wiimeiser on June 20, 2017, 09:13:57 PM
Another example of a full-speed 4-land highway: Mornington Peninsula Freeway (https://www.google.com.au/maps/@-38.3508938,144.9346293,3a,75y,131.61h,86.1t/data=!3m7!1e1!3m5!1sZXFRjUf1lXumTF8PrZq5XA!2e0!6s%2F%2Fgeo3.ggpht.com%2Fcbk%3Fpanoid%3DZXFRjUf1lXumTF8PrZq5XA%26output%3Dthumbnail%26cb_client%3Dmaps_sv.tactile.gps%26thumb%3D2%26w%3D203%26h%3D100%26yaw%3D149.21432%26pitch%3D0%26thumbfov%3D100!7i13312!8i6656?hl=en). And the Hume Freeway (https://www.google.com.au/maps/@-36.6010728,145.8669951,3a,60y,132.18h,90.02t/data=!3m6!1e1!3m4!1sbsBu__3Gvx3bHHLCJINvtQ!2e0!7i13312!8i6656?hl=en) still has some intersections.

Here's hoping the REW is done soon. The lack of activity suggests the next release could be sooner rather than later, but I wouldn't know...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: eggman121 on June 20, 2017, 09:35:56 PM
Quote from: Wiimeiser on June 20, 2017, 09:13:57 PM
Another example of a full-speed 4-land highway: Mornington Peninsula Freeway (https://www.google.com.au/maps/@-38.3508938,144.9346293,3a,75y,131.61h,86.1t/data=!3m7!1e1!3m5!1sZXFRjUf1lXumTF8PrZq5XA!2e0!6s%2F%2Fgeo3.ggpht.com%2Fcbk%3Fpanoid%3DZXFRjUf1lXumTF8PrZq5XA%26output%3Dthumbnail%26cb_client%3Dmaps_sv.tactile.gps%26thumb%3D2%26w%3D203%26h%3D100%26yaw%3D149.21432%26pitch%3D0%26thumbfov%3D100!7i13312!8i6656?hl=en). And the Hume Freeway (https://www.google.com.au/maps/@-36.6010728,145.8669951,3a,60y,132.18h,90.02t/data=!3m6!1e1!3m4!1sbsBu__3Gvx3bHHLCJINvtQ!2e0!7i13312!8i6656?hl=en) still has some intersections.

Here's hoping the REW is done soon. The lack of activity suggests the next release could be sooner rather than later, but I wouldn't know...

Yes "Freeways" in Victoria are notorious for having Intersections when they should be fully grade separated (e.g Calder Freeway at Kyneton (https://www.google.com.au/maps/@-37.219449,144.4165144,505m/data=!3m1!1e3?hl=en)) &sly

Anyway the Real Expressway unfortunately won't be ready for NAM 36. We a banking on making it available for NAM 37 however.

-eggman121
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on June 20, 2017, 11:50:58 PM
Not counting the initial RHW-2/ANT, the RHW-4 was really the first network in the whole RHW series, back when the "R" still stood for "rural".  Its identity at that point was kind of multifarious, as there was a bit of the "rural" influence in terms of some at-grade intersection possibilities (Streets, Rails, GLR), some grade-separated possibilities as well (Road Viaducts, El-Rail), but no true interchange possibilities, in part because they hadn't been coded or really designed yet.  The "rural" name itself was chosen somewhat in haste, and qurlix later regretted it (and suggested the current "RealHighway" moniker back in 2006).

The things that really started pushing the mod farther in the freeway direction were the incredible pent-up demand for new interchange types (created by the difficulty of working with Maxis Highways), and qurlix teasing an early prototype of what eventually would be realized as the RHW-8S.

As it stands, the RHW-4 is going to remain the largest network in the system that has at-grade options, and it's going to have a somewhat more limited repertoire compared to the MIS (which can't intersect itself at-grade, aside from Y-splits and ramp interfaces), the RHW-3, and the RHW-2 (which has the most options on that front).  There are actually some ideas that have been in the works for awhile to actually have better rural at-grade intersections for it--there was a TuLEP prototype, and I'm hoping to one day turn that into an FTL version.

I did, after years of resistance, finally allow at-grade RHW-4 x Avenue crossings to go into NAM 35, but that wasn't so much intended for people to start using the RHW-4 like a surface street (which was the main thing that kept me from doing it before).  Rather, it was in recognition of the fact that the network had long had a second de facto status as a 2-lane ramp, similar to the MIS in function.  People had just been converting to OWR at some point before reaching the surface street, which created a capacity drop compared to the direct single-lane MIS connection, and the addition of those intersections was designed to rectify that.

I'm not really on board with the idea of adding the RHW-4 x MIS full +-intersection and the "Long-T", as they're a little bit too surface-y.  The closest thing I've seen to that is the CA-299 interchange with I-5 in Redding, California (https://www.google.com/maps/@40.6126617,-122.3605516,3a,75y,341.28h,80.54t/data=!3m6!1e1!3m4!1sV9a3YIc5_GWG1qGD1NA-0g!2e0!7i13312!8i6656), but CalTrans clearly doesn't consider CA-299 to be a freeway there (see the "Begin Freeway" signage just to the east).

The farthest I'd consider going with respect to MIS x RHW-4 at-grade intersections is a RIRO/LILO "Short-T" intersection, but that would potentially lead to folks kludging that in there in place of proper ramp interfaces to build interchanges, which I'm not particularly keen to see.  Perhaps the advent of QuickChange Xpress would curb that sort of abuse, but I'm still not all that in favor of MIS x RHW-4 intersections.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on June 21, 2017, 04:05:32 AM
Quote from: Tarkus on June 20, 2017, 11:50:58 PM
Not counting the initial RHW-2/ANT, the RHW-4 was really the first network in the whole RHW series, back when the "R" still stood for "rural".
Well, for RHW-2, the "rural" makes sense alright, since it was intended for using as road link between rural towns (avoiding the usual Roads, which, coincidentially, are called "Landstraße" in the German version, implying that they should be used for this purpose, and some German players were unsure if they were suitable for using in their cities ;) ). Anything beyond that surely isn't that "rural" anymore, so finding the expression "Real HighWay" was quite ingenious. :)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: eagle74 on June 21, 2017, 09:59:38 AM
Need help with the TSCT.  It allows changes to be saved only when it is first installed.  On all subsequent attempts, the save button gives the message "Error deleting files SC4 is probably running."  I have tried rebooting the PC & reinstalling TSCT twice but with no luck. 
Update:  The log file shows "access is denied" when it tries to create a backup save.  So, I changed the permissions for the backup folder & it appears to be working.  However, backups cannot be turned off. Turn them off, save, & restart the program & they are turned back on automatically.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: eagle74 on June 22, 2017, 12:30:43 PM
Commenting on your RHW-4 discussion from yesterday:  The RHW-4 is like the default interstate in the southeastern U.S. with higher lane versions found in & around bigger cities.  I use it in game most of the time usually with the classic interchanges (not with at-grade intersections).
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tyberius06 on June 25, 2017, 04:21:19 AM
Hi!

Am I missing something, or really there is no any kind of support for the diagonal EHSR and other networks crossings?

- Tyberius
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on June 25, 2017, 04:43:21 AM
Aside from RHW networks, there is no draggable diagonal crossing functionality in the current version of HSRP.  Aside from the new texture option, HSRP has remained largely the same since its initial release in 2008.  Over/underpasses with Maxis base networks and some other NAM items are supported via static puzzle pieces, but that's the extent of it.  The NWM dual-tile networks also do not support any sort of crossing involving one or more diagonal networks, either (a few single-tile NWM networks have limited diagonal crossing functionality, but it's offered "as-is" and is unsupported).

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Wiimeiser on June 27, 2017, 06:16:21 AM
I think something needs fixing (http://i.imgur.com/uCuSYTz.png), but I'm not 100% sure it's possible to fix, at least not without breaking something...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on June 27, 2017, 05:18:07 PM
If this is a L1 crossing using a complete set of draggable components, it should work with some clicking around. There is a bit of instability here, but I recently showed an example of this here (https://youtu.be/LI8fiBO133A), as you can see it just needs a little push to get it stable.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on June 27, 2017, 05:55:18 PM
And in any case, there's nothing that would get broken further if that particular setup were to receive some additional adjacency stability.  I'll look at adding some more code there.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: eagle74 on June 28, 2017, 07:08:59 AM
When I have the same issue, clicking with the road tool on the road ramp next to the MIS/road intersection (not over the RHW) reconstructs the overpass.  But, check draw paths especially for the RHW-4 running under the overpass as it sometimes reverts to RHW-2 (or road?).

I have also noticed similar issues if too many items are constructed in close proximity.  For example, building two road overpasses on both sides of El Rail over RHW-4 sometimes causes the RHW-4 underneath to revert to RHW-2 (or road?). 

But, NAM 35 is still awesome!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: stickinc on June 28, 2017, 02:21:46 PM
I don't know if this is a bug or how it is intended to appear in game. I tested with an empty plug in folder. Is this the normal appearance for el rail over RHW, 6S?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on June 28, 2017, 05:46:02 PM
The reason for this problem is down to a combination of the Overhanging textures used with RHW-6S and the way the models for Moonlights El-Rail work. This issue will not be present for example if you use the regular El-Rail skin. The crossing pieces are only one tile in size, but the part of the model that's on the highway lane is actually half from the adjacent piece, which is just a regular straight section. In short, because the straight sections of ML's Alternate El-Rail have the concrete supports on the edge of the model, there is no simple fix to this problem. Eventually I do plan to add some new code that can alter the crossing, but this would effect all El-Rail styles and potentially cause problems, but it should be addressed eventually.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: stickinc on June 30, 2017, 03:09:43 PM
Quote from: mgb204 on June 28, 2017, 05:46:02 PM
The reason for this problem is down to a combination of the Overhanging textures used with RHW-6S and the way the models for Moonlights El-Rail work. This issue will not be present for example if you use the regular El-Rail skin. The crossing pieces are only one tile in size, but the part of the model that's on the highway lane is actually half from the adjacent piece, which is just a regular straight section. In short, because the straight sections of ML's Alternate El-Rail have the concrete supports on the edge of the model, there is no simple fix to this problem. Eventually I do plan to add some new code that can alter the crossing, but this would effect all El-Rail styles and potentially cause problems, but it should be addressed eventually.

OK, thank you for that info.  :)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: eagle74 on July 01, 2017, 05:40:25 PM
I am not able to make a RHW-2 L1 over RHW-4 diamond interchange.  Dragging MIS ramp through the RHW-2 overpass to make the first RHW-2/MIS intersection works great for one side.  But, the second side always highlights red with the message "unsuitable area to build network."  Have tried both the short & long flex heights with & without leaving an extra space.  Same interchange works great with road over RHW-4 with both long & short on slopes & with or without leaving an extra space.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on July 01, 2017, 07:19:05 PM
Sounds like the terrain might not be flat, which is often necessary when many networks converge in a small space. Be aware the slightest undetectable bump here can make all the difference.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: eagle74 on July 02, 2017, 05:35:28 AM
Thanks.  I will flatten it out with some road stubs & see if it helps.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Maxim Vm on July 03, 2017, 10:41:45 AM
Hi,

I'm trying to drag this RHW L1 over RHW 6S but one side of the RHW 6S keeps resetting.

I tried both directions: dragging the RHW L1 over the RHW 6S, and vice cersa (dragging the RHW6S under the RHW L1), but the results are the same.

Anyone knows what to do?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FSq2qDlh.jpg&hash=a476e1689fbaaecf10b7235f66b555b8d0d850a1)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on July 03, 2017, 10:52:15 AM
Looks like there is a stability problem for some reason. Click on the unaffected carriageway two tiles away from the overpass and that should fix it for now.

Incidently, could you please edit your post to reduce the image size. Just amend the tag "[img width=1200]" and it will re-size the picture to keep within the forum rules. This can be expanded by clicking the image should someone want to view the full size.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Maxim Vm on July 03, 2017, 11:54:35 AM
Thanks for the reply.
Quote from: mgb204 on July 03, 2017, 10:52:15 AM
Looks like there is a stability problem for some reason. Click on the unaffected carriageway two tiles away from the overpass and that should fix it for now.
I solved it in meantime by placing new starter pieces on the RHW 6S near the overpass and dragging the RHW6 again under the overpass.

Quote from: mgb204 on July 03, 2017, 10:52:15 AMIncidently, could you please edit your post to reduce the image size. Just amend the tag "[img width=1200]" and it will re-size the picture to keep within the forum rules. This can be expanded by clicking the image should someone want to view the full size.
Thanks, exactly what I was looking for.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Maxim Vm on July 04, 2017, 01:58:02 PM
Hi, I'm back with another question.

Where can I find the puzzlepiece for elevated train tracks over diagonal RHW-6S?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FMgWmNFW.jpg&hash=8718a23c49465334e6a5c1c397c287cbfc5b1e22)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on July 04, 2017, 02:38:33 PM
It doesn't exist.  Unfortunately, there is no way at present to cross a diagonal RHW-6S with the rail viaducts.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Maxim Vm on July 05, 2017, 05:35:11 AM
Another day, another question.

I'm looking for the neighbor connection pieces for an elevated highway (RHW 8C), but I can only find the ground level RHW 8C. The elevated ones go up to RHW 6S and RHW6C.

I tried searching the forums but only found threads >3yrs old saying elevated neighbor connections are low priority, so I'm kind of hoping they made an appearance in the latest NAM :)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: eggman121 on July 05, 2017, 01:46:04 PM
Hello Maxim Vm

Alas the NC Pieces that are needed do not exist... yet.

A number of flex pieces are due to be created but the mechanics still need to be sorted out.

As the NAM evolves there will be more functionality but for now compromise will be needed for cities and indeed transport network creation.

In the next few editions of the NAM there will be substantial upgrades to the networks but for now what is there is all we can offer.

-eggman121
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Maxim Vm on July 05, 2017, 02:31:05 PM
So my only options are to convert to elevated RHW-6C or go to ground level?

I noticed the elevated RHW-6C connector piece looks L2 instead of L1. Is this right? It also seems to be a little wider than the RHW itself.

BTW, you guys do amazing work. I enjoy every bit of learning this transport system.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on July 05, 2017, 03:00:35 PM
It sounds like you're looking at the old deprecated height transitions--there is indeed an L2 over there, but no L1.  Those pieces are outdated, anyway, as there's a better solution that covers both--the FLEX Height Transitions, which are under the FLEXHeight button.  The FLEXHeight transitions will initially look like RHW-2 transitions, but unlike the pieces under the other button, these are overrideable, and can actually be used with any RHW network.  You can simply lay three of them across side-by-side, plug the RHW-6C into the ground end, and watch them convert to RHW-6C.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Maxim Vm on July 05, 2017, 03:28:07 PM
Quote from: Tarkus on July 05, 2017, 03:00:35 PM
It sounds like you're looking at the old deprecated height transitions--there is indeed an L2 over there, but no L1.  Those pieces are outdated, anyway, as there's a better solution that covers both--the FLEX Height Transitions, which are under the FLEXHeight button.  The FLEXHeight transitions will initially look like RHW-2 transitions, but unlike the pieces under the other button, these are overrideable, and can actually be used with any RHW network.  You can simply lay three of them across side-by-side, plug the RHW-6C into the ground end, and watch them convert to RHW-6C.

-Alex
That is what I did, but I still need a neighbor connector piece, right? I found an elevated RHW-6C neighbor connector piece, but it looks like it's L2 and when zoomed it looks just a little bit too wide (standard "American" style).
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on July 05, 2017, 05:05:22 PM
Indeed, there is no neighbor connector for any of the L1 networks, and only a few "legacy" older ones for the L2 networks (the fact that it appears too wide is an indication it's an old piece).  We are planning to produce FLEX Neighbor Connectors, which would cover that situation (and whittle the number of required pieces down to just two), but that likely won't happen until NAM 37 at the earliest.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: eagle74 on July 06, 2017, 06:56:23 AM
Need help with draggable GLR as I cannot get it to work.  Plopped the straight puzzle piece from the draggable menu & it will not convert el rail which is dragged from it in either direction.  Also tried the el rail to GLR piece with arrows & it will not convert el rail dragged from it.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on July 06, 2017, 05:49:10 PM
If those are indeed the draggable items that are misbehaving, it's possible you somehow you ended up not getting the RUL code that enables the GLR conversion in your NAM Controller file.  I'd suggest re-running the Controller Compiler--you'll find it in My Documents\SimCity 4\NAM Auxiliary Files\Tools\Controller Compiler.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: eagle74 on July 07, 2017, 07:30:40 AM
Thanks a lot!   None of the boxes were checked for GLR in the controller.  Not sure why as I checked the GLR box when installing NAM & all of the buttons for draggable were installed.  So, running the controller with GLR checked fixed it. Working fine now.

Another question: What is the proper way to construct a RHW-6C over RHW-6C overpass?  I tried using the flex heights, 3 placed side by side, & it constructs the overpass fine, but the 6C running underneath reverts to 3 tiles of RHW-2. . . & clicking around doesn't fix it.  Also, using a flex height for a road over RHW-6C overpass appears to cause the 6C underneath to revert to RHW-4.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on July 07, 2017, 03:23:35 PM
I think it'd be helpful see the exact situation.  If things are very tightly packed, it creates adjacency situations that may not have code (or proper code).

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: eagle74 on July 07, 2017, 04:15:26 PM
Pic attached.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on July 08, 2017, 03:39:05 PM
Thanks for the pic--that helps in terms of being able to replicate it here on my end.  Granted, I'm using a NAM 36 development build at the moment, but there's not been much change to the RHW side this cycle.  The result I got was a proper L1 x L0 crossing, though the middle tile on the L0 RHW-6C would sometimes try to deconvert on the other side of the underpass (fixable with click around).  I attempted it with varying distances between the underpass and the starter piece as well.

One thing that may work in your situation in the meanwhile is to actually put L0 RHW-6C starter pieces where you're crossing under the L1 RHW-6C.  It's not a well-known fact, but RHW starter pieces can actually have RHW intersections drawn over top of them--the support for that has actually been around since at least NAM 28.  Having tested that just now as well, I can confirm it is a stable solution.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Kitsune on July 08, 2017, 08:11:09 PM
Has there been any plans to extend the overpass over starter to include diagonals ?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on July 08, 2017, 11:30:24 PM
That's a really good idea.  I think it was floated internally at one point a few years back, but there was some question as to whether or not it'd end up working with the RUL flags.  I just tested it to see if it would work, and my rough prototype for an RHW-4 version is currently partially working.  I'm waiting to see if I can get it fully working before we can officially call it, but it looks promising.

On a related subject, I know diagonal starters have also been suggested in the past . . . technically, some exist already for the L0 RHW-4 and MIS (due to the old static puzzle piece ramp interfaces).  If I can get the OxD-over-starter setup working, then the DxO and DxD should also be possible with those diagonal starters, at least in theory.  Getting diagonal support in better shape is a long-term goal on the RHW side (and with a number of other components as well).

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Kitsune on July 09, 2017, 07:39:24 AM
thats excellent to hear - I've built some interchanges super tight and ran into unflippable tiles under the diagional overpass.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: eagle74 on July 09, 2017, 08:17:18 AM
Well, still no luck with the RHW-6C over 6C.  Placing 3 L0 starters & dragging the overpass through them results in the L0 6C remaining intact, but the overpass will not cross them.  Even tried it on a fresh piece of land after rerunning the controller with the same result.  As a sanity check, I made 6C over 6S & 8S with no issues, but not surprising, could not make a 6C over 8C.

Update: I reinstalled NAM & it made no difference.  But, another clue is that I cannot build MIS, RHW-2 or RHW-4 over 6C either.  They work fine over 8S.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on July 09, 2017, 01:43:54 PM
That's really strange.  I'd go into the Controller Compiler again and make sure the L0 RHW-6C box is checked.  There's obviously some code that's missing in your installation somehow.  If it's still not working, I'd redownload and re-install.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: eagle74 on July 10, 2017, 05:45:22 AM
I downloaded the NAM & reinstalled, & it made no difference.  Checked the RHW folders & all L0, L1, & L2 RHW network files are present & accounted for. So, today I will start by removing all plugins, etc. 

Update: After removing all plugins failed to help, I uninstalled & reinstalled SC4 & patched it to 1.1.638.  Then, installed NAM 35 & incredibly it made no difference with the 6C & 8C networks. Don't have any idea what to try next.

I am running the disk version on Win 7 pro, 64 bit with a 3.2 Ghz i-5 & Nvidia 1 GB card.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: gaoting on July 10, 2017, 09:10:25 AM
what's wrong?(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.simcity.cn%2Fattachments%2Fforum%2F201612%2F27%2F160413ghqak2qbwbec6bqh.jpg&hash=c967cdbf5613772b89ac7fc206f476b5cf923624)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: AirFiero on July 10, 2017, 02:31:41 PM
Tarkus and eggman have already mostly answered these questions in the welcome thread, but I thought I'd expand on these subjects here...

HSR - I understand this is still in development, but I thought I'd make a suggestion. Is there a way to optimize HSR to encourage sims to make more use of HSR compared to other transit methods, perhaps with greater volume? Another desired feature would be to have them use HSR for greater distances, such as from opposite sides of a city and deep into adjacent cities.

Pedestrian- I'd like to use these to try to get sims to be able to cross larger blocks of say residential neighborhoods like 8x or 9x3 blocks. I like to put a "park ribbon" through the middle of these blocks, or put a park in the middle of a block but there's no direct street access. Another instance would be access to/from transit such as train or subway stations with parks or paved areas instead of only by roads. Any info you can share on the utilization and effectiveness of the pedestrian pieces would be appreciated. Thanks!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: b22rian on July 10, 2017, 03:56:47 PM
Air Fiero

Because the design of overall transit systems is individual and complex, this makes it quite difficult to answer your questions here and give a lot of advice..

But one thing you could try to get more HSR  usage would be to increase the speed of the HSR network  by opening up the your sim Z dat file which is in your main NAM folder using the Live reader program and finding the related property in there that contains all the speeds of the various networks and vehicles in the game..

However Steve (Z) , i would mention... advises against any major speed alterations of any of the networks as it could throw your traffic and routing out of its proper balance.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: AirFiero on July 10, 2017, 05:06:15 PM
I'm having a problem with the HSR. I watched this video tutorial, which says you put the starter piece in place, drag monorail to create HSR track, then delete the starter piece and continue dragging monorail...

https://youtu.be/nEtQ0B-xdxg

It seems to work OK within one city, including dragging a connection to the side of the map to make a connection to the adjacent city. But when I go to the city next door and try to continue, the problems start. The connection on the other side is conventional monorail. If I put a starter piece and drag to connect to it, it makes HSR for a short distance but then changes back to monorail. If I delete the starter piece, the entire line goes back to monorail. argh!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on July 10, 2017, 05:22:33 PM
The HSR override (or any override created by starter piece) will not automatically cross a neighbor connection.  The issues in the second city may be related to your particular layout.  HSR is probably one of the least developed large-scale NAM features, and attempting to build draggable crossings involving any sort of diagonal, or certain other unsupported crossings or adjacency situations, will cause it to revert to Monorail.  An image of the layout in the second city would be useful in determining just what is happening.

I would also add that removing the starter pieces is not nearly as necessary as it has been in years past, with the advent of the "disappearing construction lot" from the NAM 31.0 release in 2013.

There are plans to revamp HSR, mainly with the "Real High Speed Rail" (RHSR) initiative that eggman121 is designing, though it's still in the very early stages.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: AirFiero on July 11, 2017, 11:19:50 AM
I did a few tests with pedestrian mall pieces. I was getting the desired result - the some were using them to walk places. Good stuff.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: b22rian on July 11, 2017, 01:11:38 PM
Quote from: AirFiero on July 11, 2017, 11:19:50 AM
I did a few tests with pedestrian mall pieces. I was getting the desired result - the some were using them to walk places. Good stuff.

I am glad to hear this  :thumbsup:

I was meaning to mention this with my first post..
But in simcity 4, with all traffic including pedestrian, there are really only 3 actual functions for them.. And of course this does not include any eye candy traffic elements
But those are..,

1) back and forth between home and the work places
2) between transit stations
3) From transit stations to home and the work places

So there isnt any traffic to parks and churches or even stores unless they are places of employment..

This may help you in where you decide to put down those pedmall pieces...

brian
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on July 11, 2017, 04:11:17 PM
Quote from: gaoting on July 10, 2017, 09:10:25 AM
what's wrong?

Sorry for not responding sooner, but there was no image before.

This is simply a texture issue with the EU set, i'll try and get it fixed for the next version.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Maxim Vm on July 14, 2017, 12:45:51 AM
In this topic http://sc4devotion.com/forums/index.php?topic=252.4300 someone posted:

Quote from: bladeberkman on July 13, 2017, 10:32:12 PM
This is completely inefficient and a huge waste of space. However, I love how it looks, the curves are super-smooth, and I had to share.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F1qOPsMD.jpg%3F1&hash=2e1766192236fafad0690ab1edaa28d3f942a47a)


How do you create a 2-way ramp like bladeberkman did at the north-side of this intersection? I tried putting some flexramps on my RHW and dragging RHW4 onto it, but that didn't work.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on July 14, 2017, 01:31:45 AM
It looks like bladeberkman is using Type A2 Wide and Type B2 ramps in the image.  There are FLEXRamps included in the RHW that cover the B2 setups.  The A2 Wide setup can be created using the Type B2, and simply curving quickly off the diagonal into orthogonal.

This video that GDO29Anagram produced back when NAM 33 was in development should help:

https://www.youtube.com/v/Cnau0CSATQA

eagle74, getting back to your issue, I'm at a loss at the moment as to what might be causing it at this point, but it sounds as if at least some portion of the L0 RHW-6C and 8C RULs are missing.  I've attached the files below--while these are out of the current NAM build, the files actually haven't gotten any changes since November, right around when NAM 35 was released.  You'll want to place them in the My Documents\SimCity 4\NAM Auxiliary Files\Tools\Controller Compiler\Network Addon Mod\Controller\RUL2\07_RHW\Sec7b_L0 folder.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: eagle74 on July 14, 2017, 05:57:06 AM
Tarkus,  First, I appreciate all the help; you're the best.  I will try the new files & report back.

Update:  I replaced the 3 files, ran the controller, & it did not fix the situation.  Tried RHW-2 & RHW-6C over 6C without success.  RHW-2 & RHW-6C over 8S still worked fine. 

There has to be a logical explanation for this.  For info, when I reinstalled SC4 & the NAM the other day, I made sure that they were completely uninstalled first as there wasn't even an SC4 folder in the Programsx86 or MyDocs locations.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: eagle74 on August 16, 2017, 04:08:02 PM
It seems that most of the time, the flex height transitions cannot be placed directly parallel & adjacent to the RHW for constructing an interchange without first bulldozing a good sized section of RHW & leveling the land with road stubs.  Is there a better way to do this?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on August 16, 2017, 07:46:45 PM
Not really, if the height through the overpass section isn't level, visually at least, it will mess with the flex-height pieces, which require an absolute 7.5m / 15m height difference. But you shouldn't need to remove that much of the RHW, maybe 4-5 tiles width maximum should get most things in place correctly.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: eagle74 on August 17, 2017, 05:18:34 AM
Thanks for the help.  It just seems that it rarely works without leveling first.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on August 17, 2017, 10:56:17 AM
But wouldn't that be because your land simply isn't level in the first place? I can't imagine many scenarios where an absolute height difference of 7.5m or 15m just happened to exist. None of these pieces are designed to auto-level the terrain, I'm not even sure that would be remotely possible. If you use one of the Raiser/Digger pieces, the changes are limited to the tile where they are placed. So if the tiles surrounding it were of a slightly different height to begin with, you wouldn't get a flat area.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: eagle74 on August 17, 2017, 12:47:19 PM
You are correct, the land isn't precisely flat to begin with.  What I didn't realize is that this is required for the flex heights to work.  This is not a complaint, just a lack of understanding of how the pieces work on my part.  Again, thanks for the help.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: b22rian on August 22, 2017, 08:09:53 PM
Something I think I have noticed for a long time,
but I have never asked about.. concerning the GLR- in - AVE pieces...

But the street intersection piece, isnt really a street intersection , because as the pic shows the street does not transverse the avenue like the road intersection piece does over to its right ..

Was this an intentional way that this PP was created or is it a flaw in these pieces that the street doesn't cross the avenue fully ?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimagizer.imageshack.us%2Fv2%2F1024x768q90%2F923%2FAooLF0.jpg&hash=81d498957ccc897269858c64c67bbfbccba4ad9c)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: woodb3kmaster on August 22, 2017, 09:13:20 PM
I seem to recall the street not crossing the GLR tracks being intentional. Unsignalized crossings (like what the street/GLR-in-Ave intersection would be if the street crossed the tracks) tend to be dangerous and are generally left out of new GLR lines, at least in my experience.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on August 23, 2017, 03:47:56 AM
IIRC, it was done on purpose indeed, for the reasons that woodb3kmaster just mentioned. Streets have always been the lowest item in the network hierarchy, hence they don't provide as many intersections as other networks (and Maxis/EA never even bothered to provide us with diagonal streets in the first place...). The low capacity wouldn't allow much through-traffic anyway, so the current implementation is probably the best approach alright.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: b22rian on August 23, 2017, 10:27:53 AM
Thanks for your postings both , Andreas, and Woody  :thumbsup:

I fully agree with Andreas reasoning on streets..
Also I enjoy the variety of having one thru network = road.. , than in contrast its quite the interesting set up really having the street connected on either side of the Avenue.. Also you still have OWR + Avenue as other thru intersection network options with the pieces..

Also gives me an extra chance to thank Andreas for all he has done over the years for the NAM team..
and of course I could never thank him enough !!!

Brian
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: alexzz8 on August 24, 2017, 06:01:49 AM
Hey,

Despite having this game since it came out when I was a kid, I've never thought about modding until today.
I came across the NAM pack and its pretty much all I've ever wanted in life.  Honestly I was so excited that this existed I still haven't come down yet.
I downloaded NAM but unfortunately I don't think its working properly. The Roads and Highway extensions have not been added and the only options are the original ones.  Also, after watching a tutorial on youtube I've realised that I'm missing a bunch of other stuff in the Mass Transit and Public Transport sections too..

When I install NAM I can see that the RHW as well as everything else is selected for installation but only some things are making it to the finish line...
When I search "RHW" on my mac, I can find all the RHW paths but they all end in a .txt file as oppose to a .dat file (and they are not located in the SC4 pluggins file).

FYI, I downloaded the mac version of NAM 35 for moddb, I'm following the download and install instructions step by step,  Ive tried re-installing but the installer just seems to be missing out a load of stuff.

Can anybody help?  Im getting blue balls knowing this exists and not being able to play it.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on August 24, 2017, 03:57:38 PM
First off, welcome to SC4D, and it's always great to see the excitement of someone who has just discovered all this.  I still remember it feeling like Disneyland when I first found all this stuff.

Regarding the RHW files, none of them actually have "RHW" in the file name, aside from the RUL code (which is what the .txt files you're finding are).  Try looking for "RealHighway" or "Real Highway" instead.  There have been some issues with the Mac version installing parts of the mod in a weird place--make sure that when the installer asks you "[a]re you installing the NAM on this machine so that it can be ported to a Mac?", click "Yes" and also make sure to select the correct location for the Plugins folder. 

Actually running the installer from the Plugins folder reportedly helps the installer properly locate it--the mechanism the Mac/Wineskin system uses is different from the Windows system (and the Mac installer is literally just the Windows installer with a Wineskin wrapper over it), so there's some quirks.  Unfortunately, as no one on the team is an active Mac user (it's actually a bit of a miracle we have a Mac version), we're very limited in Mac-specific tech support, and often have to rely on what other Mac users have told us.

Hope that helps!

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: alexzz8 on August 24, 2017, 05:16:20 PM
Hi Alex,

Thanks for the help and the super quick response!

Unfortunately I cant seem to locate any files that are related to the RHW apart from the user manual PDF (I tried typing it in full like you suggested).
In fact all i getting is a few rail and tram stations...

I also tried running the installer from the plugins folder but still nothing.  /wrrd%&

I found a guy on Reddit who had the same problem, I messaged him but he said he never found a solution.

But again, thanks for the response, really appreciate it.

Alex



Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: j.snowpr on August 24, 2017, 05:27:45 PM
Quote from: alexzz8 on August 24, 2017, 05:16:20 PM
Hi Alex,

Thanks for the help and the super quick response!

Unfortunately I cant seem to locate any files that are related to the RHW apart from the user manual PDF (I tried typing it in full like you suggested).
In fact all i getting is a few rail and tram stations...

I also tried running the installer from the plugins folder but still nothing.  /wrrd%&

I found a guy on Reddit who had the same problem, I messaged him but he said he never found a solution.

But again, thanks for the response, really appreciate it.

Alex

Hello. If I may, I thnik I can help. What version of SC4 are you using? The App Store one? If so, just download the NAM Windows installer and decompress it with File Juicer. Then, move those files (I moved all of them just to be safe) inside the plugins folder inside the main SC4 Folder. Meaning, you must open a Finder window, then Library>Containers>com.aspyr.simcity4.appstore>Data>Documents>SimCity 4>Plugins and that's it (again, that's how it works for me, although to be fair I made a bootcamp partition just for running SC4). Hope it helps!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on August 24, 2017, 05:30:31 PM
I'd expand your search out to your full hard drive--I suspect you're getting the z___NAM folder but not the actual Network Addon Mod folder's contents (perhaps save for one or two files).  There was a thread on this over at Simtropolis on the subject, but as they're experiencing some technical difficulties right now, it'd be hard to link it.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: alexzz8 on August 24, 2017, 08:51:44 PM
Hi Guys,

Really appreciating the help!

Alex, your'e right, I am only getting the Z_NAF file in the plugins folder.   I did a system wide search for "network addon" and it returned a load of folders I had totally missed before. I had a look in these folder and all but one of them just contain a .JPG file. ( I have attached a screenshot).
The one that does not not just consist of .JPG files is the NetworkAddonMod file which looks like its the right one, but all the files contain .txt files.     (attached another picture)
I have thrown all of these files in the appropriate plugin folder for SC4 but still nothing.

Sorry, I know you guys don't do Mac so ill go over to simtropolis and see if i can find the thread you are talking about!

Thanks so much for the help.

Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on August 24, 2017, 09:51:15 PM
The screenshot you are showing is the contents of the installer package, which whilst it may look like a normal .zip contents, it is very different. Installing the NAM manually by extracting files from the package will next to impossible unless you fully understand the inner workings. In short, doing it this way is doomed to failure.

You need to be running the installer itself, which will extract the files you need and correctly configure everything. If you can't do that using the Wineskin wrapper, the simplest solution is to find a Windows machine, run the installer there, then copy back to your Mac the Network Addon Mod and z___NAM folders which it installs.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: alexzz8 on August 24, 2017, 10:15:03 PM
Hi MGB,

Thanks for the explanation.

I have been running the installer using Keka and I can see that all of the files are selected for install (Including the RHW files), however after the install is completed, the only files inside the directory that the installer uses are the ones highlighted on the path shown in the below SS; inside Z_NAM. (Initially they are located in their own "simcity" folder but I have dragged into the appropriate one).

Alex suggested that I do a system search for any other related files and thats how i came across the .txt files in the SS i posted previously.

Sorry, if Ive got the wrong end of the stick here.  I have a PC so are you suggesting downloading the Mac versions of NAM 35 on that and then transferring all the installed files across to my mac and unloading them all into the SC4 plugin folder?

Thanks
Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: eggman121 on August 24, 2017, 10:30:08 PM
Hello alexzz8

If you can find the z___NAM Somewhere on your system and locate it into your root plugins folder. That should work.

I would only use the windows machine if you have a legitimate copy of SC4 patched to a minimum of (1.1.638)!

The Installer has an .exe checker inside to make sure that your copy meets the minimum requirements for the NAM to run!

That being said, Try this article from MODDB (http://www.moddb.com/mods/network-addon-mod/tutorials/nam-installation-on-mac-os-x)

Probably better use than my rambling.

-eggman121
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: alexzz8 on August 24, 2017, 10:45:19 PM
Hi Eggman,

Yeah thats what Ive done.  The problem is the Z_NAM folder only contains a bunch of mass transit stations whhich is all i get when I launch the game.

Thanks
Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on August 24, 2017, 11:18:31 PM
Keka is not an installer, it's a utility to view the contents of the installer, much like WinZip or another archival app. But the way NSIS works (used to make the installer), is that it will place files into all sorts of places, that as I said before simply won't be understandable for the average user. To be 100% clear, the installer package is NOT a zip file, even though you can open it as such, the contents simply are not organised in a logical manner.

If you have a PC, use the Windows version of the installer and simply copy the folders as installed over to your Mac thereafter. Since there are no specific Mac/Windows files as part of the install, SC4 plugins are generic and will work regardless. The real issue here is that a Windows installer can't natively work on a Mac, but if the Wineskin solution doesn't work for you, using a Windows PC as a workaround is the easiest solution.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: alexzz8 on August 24, 2017, 11:53:58 PM
Holy Mother of Mary, Ive got it to work and my erection is back!

For anybody who is interested, I just made a new folder on my desktop called "SC4 Plugins" and put a subfolder inside called "Plugins".   I opened the installer and used the "custom install" option (left it all as default and clicked the "next" button).  I then changed the file path from the default one shown on the installer to my >SC4 plugins>Plugins. folder on my desktop and installed.

Once it was all installed i just copied the contents my new "plugin" folder into the simcity 4 plugins original folder.
(for some reason the Z_NAM was still in another folder called Simcity 4, but i just copied that into the real simcity folder too - just search for Simcity and the 2 files will be next to one another, just do the appropriate copy and paste).

No idea where these files were going to before because they weren't down the path that the installer said.

Anyway, thank you to everybody who contributed to this.  Im confident this is totally going to be worth loosing my job and my girlfriend over.

PEACE
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Kitsune on September 12, 2017, 01:18:15 PM
have these two (three if the lack of crossing barriers on diag count) been mentioned ?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fglidingeagle.com%2Fimages%2Fsc4%2Fnrd4xrailbug.jpg&hash=ed0d701ed05c00350b4b1bf3b977b4c4e1b81bdd)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: matias93 on September 12, 2017, 01:25:53 PM
Have you installed the RUM for RRW last version? try with that
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on September 12, 2017, 02:29:04 PM
Crossing barriers or T21s don't exist for all setups, I don't believe RUM for RRW includes this feature. On a side note, the new set of uniform RRW crossing textures will cover all the NWM crossings and much more besides when NAM 36 is released.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: gn_leugim on September 13, 2017, 12:52:19 PM
So I was all exited to test the new NAM 36 and.. well... the excitment short lived.

As soon I enter the game, I found out that none of the dragable override networks... work. override if you will. SAM, NWM, RHW, El-Roads. these I tested to no sucess. in all the same thing.

I selected the puzzle piece/starter, placed it into the pre-build network, one tile is gone, empty, the one next to it will have the new network (RD4, for example) but nothing else changes. I click, drag road thought it... nothing

Same thing happens when I just place the started on an empty lot of land, and then drag the network from it... Road just keeps be road, nothign changes.

I re-instaled in a new plugin folder, empty of all, same thing. but I noticed in the setup that some items had a *NR* on the list. what is it? is it releated to my issue?? help plz  :crytissue:
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: eggman121 on September 13, 2017, 01:01:48 PM
Maybe it is something in the RULs setup.

Try a custom install and make sure you have Java installed.

We did not have this issue with the testing packages. I will take a look and see what is going on.

If you want post a screenshot of the custom install. That will be a good way to see what is going on.

-eggman121
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: gn_leugim on September 13, 2017, 01:06:46 PM
I believe I have Java. I'll check it out.

Meanwhile I leave attached the custom install (is this what you mean, right?)

I have it installed in other pc, but is not an option to use it now, I could only install it there :\ I'll see on that one latter as well.

Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: eggman121 on September 13, 2017, 01:13:23 PM
Thanks for providing this info

I would check the Cleanitol box to be sure.

I have a feeling that you have installed NAM 36 on another version.

If you have moved stuff to a new machine than that may be an issue also. You will have to go the custom install route.

-eggman121
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on September 13, 2017, 03:34:26 PM
If you're getting "NR", that's a sign you checked the "Enable Decoupling of Networks and Rules" option, which allows one to install the textures/models for certain features without installing the RULs.  That would definitely cause your issue.  We don't recommend checking that box unless you're really certain of what it does, and we've considered removing it altogether.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Wiimeiser on September 14, 2017, 03:03:11 AM
The new FTL slip lanes aren't working for me...
(https://i.imgur.com/K6ydNgS.png)
(https://i.imgur.com/43KX71D.png)
(https://i.imgur.com/szFpRKA.png)
Looks like they're not LHD compatible...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: veikanttu on September 14, 2017, 03:14:12 AM
There seems to be a bug in the smooth curves. It is impossible plop the filler piece to complete the curve. Works in 35...

https://ibb.co/iOQQtk (https://ibb.co/iOQQtk)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Wiimeiser on September 14, 2017, 03:27:21 AM
What happens if you put the filler piece first?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: veikanttu on September 14, 2017, 03:33:36 AM
Quote from: Wiimeiser on September 14, 2017, 03:27:21 AM
What happens if you put the filler piece first?

It is automatic so that is not possible. First draw the standard 6S road and then you drag on the curve to smooth it out and the small piece goes missing. After that you click on the missing part with the RWH tool and it fills the gap but not in NAM36...  might be user error as well of course.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: eggman121 on September 14, 2017, 03:46:00 AM
Hello veikanttu

Problem confirmed!

Some Weirdness is going on with the RUL2. You may have to use the R2 Flex Piece as an alternative.

(https://i.imgur.com/mZd4hi7.jpg)

It is only the R1 inside that has that problem so If you want condensed setups this is the only alternative that can be offered for now.

The R2 curve can be overridden to L1 and L2 levels as well.

-eggman121
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on September 14, 2017, 04:20:05 AM
Quote from: Wiimeiser on September 14, 2017, 03:03:11 AM
The new FTL slip lanes aren't working for me...

Looks like they're not LHD compatible...

Actually, it looks like you didn't construct them the right way--those bits of tiles around there look like the OWR Roundabouts, not the Slip Lanes.  The 90-degree bends aren't entirely One-Way Road, but part OWR, part Road.  Start with the OWR stub to initiate the branch, then drag toward the network you're connecting the Slip Lane to with the Road network.  Here's an image from the Turn Lanes Feature Guide:

(https://simtarkus.files.wordpress.com/2017/09/ftl-sliplanes-1024.jpg)

The implementation initially tripped a couple people up in testing (namely, with RHD users unintentionally building the LHD pattern), but this turned out to be the best way of doing it (there were a number of aborted attempts at draggable or FLEX Slip Lanes over the years).  Fortunately, it starts to become second nature once you've done the pattern a couple of times.

Quote from: veikanttu on September 14, 2017, 03:14:12 AM
There seems to be a bug in the smooth curves. It is impossible plop the filler piece to complete the curve. Works in 35...

Also confirmed just now.  It worked in testing for NAM 36, too (I had to get an image of it for the documentation--that was probably during Alpha 02), so it looks like a late change to fix a different issue with the MRCs after Alpha 03 resulted in an unintentional prevent creeping into the RULs.  I've isolated the problematic code and fixed the issue just now.

If you're enterprising enough to run the NAM Controller Compiler manually on your own, take the attached file, unzip it, and put it the Sec7n_MRC_Overrides.txt file in the My Documents\SimCity 4\NAM Auxiliary Files\Tools\Controller Compiler\Network Addon Mod\Controller\RUL2\07_RHW\Sec7n_MRC folder, then go back to the Controller Compiler folder, and run NAMControllerCompiler.bat.  If it asks you about overwriting your existing controller, click "Yes". 

I've committed the change to our RUL code depository already as well.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on September 14, 2017, 05:00:32 AM
To add to the illustration by Tarkus above, it should be noted that right now the slip lanes are not stable enough to support more than one connection on a given tile of the intersection. So the setup you show with all four sliplanes won't work right now. But you can have two on opposite sides without issue.

Actually if you get the OWR/Roads the correct way round, this isn't an issue. You just need to carefully follow the guide above and don't draw the RHD way if you are a LHD user or Vice Versa, not that that's what I did or anything  $%Grinno$%
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Kitsune on September 14, 2017, 06:11:26 AM
I did not select the old avenue turn lanes in the installer. Now when ever I draw an avexave intersection it stalls for a minute and produces this:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fglidingeagle.com%2Fimages%2Fsc4%2Favetlbug.jpg&hash=cef751652919354c554d2a33618d6c40492ed5b0)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Wiimeiser on September 14, 2017, 07:57:30 AM
Okay, I think I've got the patterns down pat, but I seem to have run into an issue where OWR-1 only works with slip lanes at the end, not the start. Can anyone else confirm this?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Allein on September 14, 2017, 10:28:35 AM
Another small bug (draggable rail):

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimage.noelshack.com%2Ffichiers%2F2017%2F37%2F4%2F1505410079-nam.jpg&hash=ea3f96a8bf504693aee800854cce309d16084743)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: gn_leugim on September 14, 2017, 12:25:30 PM
Quote from: Tarkus on September 13, 2017, 03:34:26 PM
If you're getting "NR", that's a sign you checked the "Enable Decoupling of Networks and Rules" option, which allows one to install the textures/models for certain features without installing the RULs.  That would definitely cause your issue.  We don't recommend checking that box unless you're really certain of what it does, and we've considered removing it altogether.

-Alex

That solved it, I have no idea why it was changed in the first place I never used that thing before. Thank you both for the help! ;)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: eggman121 on September 14, 2017, 01:22:36 PM
Quote from: A. Gates on September 14, 2017, 10:28:35 AM
Another small bug (draggable rail):

I would not consider that a bug as such TBH. To match up every NWM intersection and make code would be very difficult. That being said you can use an Avenue as a work around.

There will always be limits to what can be can be achieved.

-eggman121
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on September 14, 2017, 05:16:21 PM
Quote from: Kitsune on September 14, 2017, 06:11:26 AM
I did not select the old avenue turn lanes in the installer. Now when ever I draw an avexave intersection it stalls for a minute and produces this:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fglidingeagle.com%2Fimages%2Fsc4%2Favetlbug.jpg&hash=cef751652919354c554d2a33618d6c40492ed5b0)

If you used it in the past, it's possible the INRULs might still be hiding in there.  Check the Plugins\Network Addon Mod\INRUL Overrides folder for the file "NetworkAddonMod_TurningLanes_Avenues_Plugin_INRULs.dat", and if it's in there, delete it.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Kitsune on September 14, 2017, 05:54:26 PM
Quote from: Tarkus on September 14, 2017, 05:16:21 PM
Quote from: Kitsune on September 14, 2017, 06:11:26 AM
I did not select the old avenue turn lanes in the installer. Now when ever I draw an avexave intersection it stalls for a minute and produces this:



If you used it in the past, it's possible the INRULs might still be hiding in there.  Check the Plugins\Network Addon Mod\INRUL Overrides folder for the file "NetworkAddonMod_TurningLanes_Avenues_Plugin_INRULs.dat", and if it's in there, delete it.

-Alex

Yep that fixed it.  The only result in Cleanitol was this:

NetworkAddonMod_TurningLanes_Avenues_Plugin.dat
not present
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: vinlabsc3k on September 14, 2017, 06:19:45 PM
First, a big thank you for the NAM Team!! &apls &apls &apls
Second, I've selected the Brown Brick for the El-Heavy Rail, but the draggable version is Concrete. Is it intentional? ()what()
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on September 14, 2017, 06:21:41 PM
The new draggable version uses its own textures, and isn't tied to the old puzzle piece texture types.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: vinlabsc3k on September 14, 2017, 06:32:39 PM
Ok!! &mmm
Another thing that's strange, in the installer the Rail stations are all greyed out except the Modern Arched one. ()what()
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Jimmyson on September 14, 2017, 08:04:38 PM
Hi guys!

Thanks for the new NAM release!
Found an issue with the Slip Lanes.

With RD4, I am unable to use Dual Slip lanes. They revert to a normal road junction when applied.
And have also noticed that when the first slip lane is built, the 4-way RD4 junction changed to a T-junction. (Can be fixed by dragging a road through it).

(https://imgur.com/AwFnAkP.png)

(https://imgur.com/uStztmu.png)


Plus, (and this may be down to an installation issue). The slip lanes are missing the Road paths.

(https://imgur.com/D7muPWJ.png)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: eggman121 on September 15, 2017, 12:39:42 AM
Quote from: Jimmyson on September 14, 2017, 08:04:38 PM
Hi guys!

Thanks for the new NAM release!
Found an issue with the Slip Lanes.

With RD4, I am unable to use Dual Slip lanes. They revert to a normal road junction when applied.
And have also noticed that when the first slip lane is built, the 4-way RD4 junction changed to a T-junction. (Can be fixed by dragging a road through it).

Plus, (and this may be down to an installation issue). The slip lanes are missing the Road paths.

The slip lanes have paths. I have just run a small test and the issue is that the construction is not right on your setup.

Exit slips have to be OWR network while Entrance slips have to be Road network.

What is essentially causing this issue is that the OWR only goes in one direction and reversing the setup will null the Traffic paths. This is the case for most things that have OWR!

-eggman121

Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: vinlabsc3k on September 15, 2017, 10:00:56 AM
Can anyone in the NAM Team respond about this (http://sc4devotion.com/forums/index.php?topic=1444.msg520751#msg520751)?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on September 15, 2017, 03:53:28 PM
Quote from: vinlabsc3k on September 15, 2017, 10:00:56 AM
Can anyone in the NAM Team respond about this (http://sc4devotion.com/forums/index.php?topic=1444.msg520751#msg520751)?

I haven't been able to replicate it, so more details about what all you have selected would be needed to figure out what's happening there.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: veikanttu on September 15, 2017, 04:09:18 PM
Quote from: Tarkus on September 14, 2017, 04:20:05 AM

If you're enterprising enough to run the NAM Controller Compiler manually on your own, take the attached file, unzip it, and put it the Sec7n_MRC_Overrides.txt file in the My Documents\SimCity 4\NAM Auxiliary Files\Tools\Controller Compiler\Network Addon Mod\Controller\RUL2\07_RHW\Sec7n_MRC folder, then go back to the Controller Compiler folder, and run NAMControllerCompiler.bat.  If it asks you about overwriting your existing controller, click "Yes". 
-Alex

Thanks for the quick fix. Now it works.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: veikanttu on September 15, 2017, 05:02:28 PM
a small cosmetic issue but when you drag a one way road out of the RWH4 the inner side white line is off by a pixel. RWH6S,8S,10S seem fine.

https://ibb.co/j8EMZQ (https://ibb.co/j8EMZQ)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: eggman121 on September 15, 2017, 08:11:30 PM
Quote from: veikanttu on September 15, 2017, 05:02:28 PM
a small cosmetic issue but when you drag a one way road out of the RWH4 the inner side white line is off by a pixel. RWH6S,8S,10S seem fine.

Thanks for the Reply veikanttu

That issue will be fixed up in NAM 37 With the REW.

-eggman121
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Mikey Knox on September 16, 2017, 07:51:43 AM
Did you remove the Double Median RHW Siddings (i think they where called like that) on purpose? Now they are a single solid Line....
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: vinlabsc3k on September 16, 2017, 10:18:26 AM
Quote from: Tarkus on September 15, 2017, 03:53:28 PM
...

I haven't been able to replicate it, so more details about what all you have selected would be needed to figure out what's happening there.

-Alex

Nothing!! I re-run the installer and the stations are available now. Maybe a quirk of the installer. ???
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Kitsune on September 16, 2017, 05:55:10 PM
Tarkus...

appears this bug was missed (or pushed back?):

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fglidingeagle.com%2Fimages%2Fsc4%2Fbuge2.jpg&hash=2e814b2f728675357af40e2bbb6494263520e6c9)

last post regarding this was at beginning of this one: http://sc4devotion.com/forums/index.php?topic=990.msg517332#msg517332

Also, I figured out the issue that I pm'ed you about around that time too.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tyberius06 on September 17, 2017, 04:20:50 AM
Hi!

I just installed the new NAM and like all the previous versions since I am playing with NAM (that mean NAM 32-33) cleaning specific lot files from my plugin folders which is quite funny, because without them those stations won't work. See the attached picture. I messed up the picture capturing, but still viewable, which stations have been deleted, for example I don't know what the problem is with deadwoods elevated rail shop, apart from that they are acting like stations... The other thing, that the cleanitol deleted model files from the RTMT 3.6 folder as well. Which wasn't actually datpacked, because I usually don't datpack the transit mods...

Thanks any answare in advance! :)

- Tyberius
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Mikey Knox on September 17, 2017, 05:27:30 AM
I was thinking about that too^^

But i got more Files deleted than you  ;D
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on September 17, 2017, 11:47:30 AM
The RTMT stuff that's cleaned out has updated replacements inside the NAM, i.e. the GLR transition pieces.

As for the station lot files, have you simply tried them in-game? No doubt these are SLURPed stations, which NAM's installer has installed updated versions of which are better modded. I'm sure you'll be quickly able to verify that these stations do indeed work. Although to take advantage of the updated versions, you'll need to replace the stations manually.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on September 18, 2017, 02:01:45 AM
Quote from: Mikey Knox on September 16, 2017, 07:51:43 AM
Did you remove the Double Median RHW Siddings (i think they where called like that) on purpose? Now they are a single solid Line....

Are you referring to the barrier setup on the RHW-6C and 8C?  The double option is still there--it's actually the default in the files, but the single option is preferred by most users, so the box for it is typically checked by default in the installer.

Quote from: Kitsune on September 16, 2017, 05:55:10 PM
Tarkus...

appears this bug was missed (or pushed back?):

last post regarding this was at beginning of this one: http://sc4devotion.com/forums/index.php?topic=990.msg517332#msg517332

Also, I figured out the issue that I pm'ed you about around that time too.

I think it got lost in the shuffle due to timing, unfortunately (RL went full-blast right after I got home from that Arizona trip)--my apologies for that. :-[ 

I did just investigate it, and it turns out it's not a RUL or INRUL-related issue at all.  It's an S3D model that seems to be "ghosting" (appears invisible, but will show up if queried).  The affected model appears to be 0x57653B80.  Its "ghosting" tendency didn't appear to be immediately apparent on investigating the S3D, either (usually, it's caused by a t1/t3 column transposition in the Index tab).

I have now fixed it, and attached a quick patch below--the Plugins\z___NAM folder is probably the best spot for it.  The patched L0 RHW-8S DAT file is also in my build directory now, so NAM 37 will include the fix out of the box.  (Coincidentally, guess where I'm headed later this week? :D)

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tyberius06 on September 18, 2017, 07:01:46 AM
"As for the station lot files, have you simply tried them in-game? No doubt these are SLURPed stations, which NAM's installer has installed updated versions of which are better modded. I'm sure you'll be quickly able to verify that these stations do indeed work. Although to take advantage of the updated versions, you'll need to replace the stations manually."


Thanks, but I don't really understand what I'm supposed to replace with what... In the z___NAM\MTA Station Overrides\Rail Stations\ folders I found the cleaned lots, but the size of them is very low. I guess they contains the updated datas only, but not proper lot datas (props/textures). If I keep them like this, the lots won't show up in the game menus. I can't overwrite the new ones with the old ones, because it doesn't make any sense. So what?
I put back the original ones 2 NAMs ago, because I trusted the cleanitol once, but I didn't find the actual lots in the menus.
There is a slight difference between a 1.1 kbyte lot (updated by NAM) and the old ones (~37 kbyte) and they are all running under the same names...
So a step by step tutorial would be nice, how and what you mean about replaceing the stations manually...

Thanks in advance!

- Tyberius
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on September 18, 2017, 07:13:32 AM
I think you misunderstand. When I say replace the stations manually, I mean those in-game that are already placed.

As for the SLURP process, it should only remove the files/properties that the NAM includes. So by default that means simply an updated buildings exemplar only. The main Lot File and all the original dependencies are still required for them to work. Some of these stations will also include a Lot File where necessary for the updates to function. All of them should have been thoroughly tested to ensure that once the files Cleanitol removes are gone, the stations still work albeit with the SLURP modifications. There is no user guide because this should all happen automatically without you needing to alter anything.

OK, perhaps there are issues, but if you are telling me that all of them don't work, then whatever is wrong is more likely on your side. As I said, these were all well tested before release. Bear in mind the installer detects which of four variants to install for each station, one based on a NAM setting which either adds Bus and Subway to them (assuming the relevant NAM feature is selected). A second will give either of those options in either normal or DAMN-based configurations, i.e. if you are using DAMN, you should get ready to use DAMN versions. In which case you wouldn't see them in the menus anymore, they would be in the DAMN menu. Are you using DAMN at all, that might explain this?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: ozan1234567890 on September 18, 2017, 07:26:43 AM
Hello everyone!

First of all very huge thank you for ur amazing work!

I just have a short question. I Like this new kind of draggable rail shown in this pic:
https://i.imgur.com/Zk1i33B.jpg (https://i.imgur.com/Zk1i33B.jpg)
I wanted to use it for a station. Somehow during my first trys I managed to build a diag DTR to two ortho STR splitter (just like i the pic with STRs on the left side). First i didnt needed it but now i would like to replicate it, but i cant figure out how to build it. Anyone got a quick tut for me?

Thanks in Advance!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tyberius06 on September 18, 2017, 08:15:15 AM
I don't use DAMN.

I checked with more care what happened with those files. And actually it looks like they are all at their original place. So now I'm confused because I don't know what the NAM cleaned if every lot file what it cleaned are actually at their original place. No, I haven't undo the cleanitol process and haven't moved back the cleaned files... As I mentioned those files have a datpacked version after all...
During the NAM install I put all 4 Plugin Disabled folder (which contain the unpacked original files) in the main Plugin folder (and removed the compressed folder) then run the NAM cleanitol, which showed me that detected and removed X files, I found these files into the BSC cleanitol folder with the "undo.bat", and now when I checked the "cleaned" original folders, the so called removed files are still there.  ()what() ()what() ()what()

Anyway, so I need the original lot and the new lot in the same time (the 2 file names are identical), but I understand well, the new one will load later, so it will override some of the datas in the older one...
Is that correct-ish?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Mikey Knox on September 18, 2017, 09:30:47 AM
I noticed that too, it looks like there are just Copies of them cleaned, the original Files are all there and working (at least for me) so i dont get why they where removed in the first place :)

But who cares, its still working in the DAMN Manager
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: tomvsotis on September 19, 2017, 04:18:54 AM
Anyone else having this problem? Since I installed the new NAM, dragging two plain old vanilla avenues into a crossroads ... doesn't seem to work? Specifically, as I drag the second avenue across the first, the intersection goes the darker yellow color that seems to indicate that an override is happening...

(https://i.imgur.com/J4h38Vs.jpg)

...but the result is as shown below. I assume this is something to do w the new FTL implementation? Does anyone have any idea how to fix it?

(https://i.imgur.com/rbyFjgI.jpg)

Any help greatly appreciated.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on September 19, 2017, 05:40:13 AM
Quote from: ozan1234567890 on September 18, 2017, 07:26:43 AM
I wanted to use it for a station. Somehow during my first trys I managed to build a diag DTR to two ortho STR splitter (just like i the pic with STRs on the left side). First i didnt needed it but now i would like to replicate it, but i cant figure out how to build it. Anyone got a quick tut for me?

Look inside the folder "Documents\SimCity 4\NAM Auxiliary Files\Documentation". Open the file 1-start.html, click on the RRW feature guide, these can be found under "Combination Turnouts". Note that all the other special RRW pieces are also shown here too.

Quote from: Tyberius06 on September 18, 2017, 08:15:15 AM
Anyway, so I need the original lot and the new lot in the same time (the 2 file names are identical), but I understand well, the new one will load later, so it will override some of the datas in the older one...
Is that correct-ish?

Rather than worry about what is happening, could you simply check in-game and see if everything is working? What I'm saying is that perhaps the DAMN versions were installed in error, that would explain why the NAM replacements/overrides do not appear in the regular menus.

Quote from: tomvsotis on September 19, 2017, 04:18:54 AM
Anyone else having this problem? Since I installed the new NAM, dragging two plain old vanilla avenues into a crossroads ... doesn't seem to work? Specifically, as I drag the second avenue across the first, the intersection goes the darker yellow color that seems to indicate that an override is happening...

Perhaps an outdated version of the INRUL file is still lurking inside the NAM folders. Re-Run the NAM installer with a custom install and ensure "Run Cleanitol and the Station Updater" is checked. That should ensure such files are removed.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Kitsune on September 19, 2017, 07:55:04 AM
Quote from: mgb204 on September 19, 2017, 05:40:13 AM

Quote from: tomvsotis on September 19, 2017, 04:18:54 AM
Anyone else having this problem? Since I installed the new NAM, dragging two plain old vanilla avenues into a crossroads ... doesn't seem to work? Specifically, as I drag the second avenue across the first, the intersection goes the darker yellow color that seems to indicate that an override is happening...

Perhaps an outdated version of the INRUL file is still lurking inside the NAM folders. Re-Run the NAM installer with a custom install and ensure "Run Cleanitol and the Station Updater" is checked. That should ensure such files are removed.

Tarkus menrtioned the solution here: http://sc4devotion.com/forums/index.php?topic=1444.msg520745#msg520745

Quote from: Tarkus on September 14, 2017, 05:16:21 PM
Quote from: Kitsune on September 14, 2017, 06:11:26 AM
I did not select the old avenue turn lanes in the installer. Now when ever I draw an avexave intersection it stalls for a minute and produces this:

image

If you used it in the past, it's possible the INRULs might still be hiding in there.  Check the Plugins\Network Addon Mod\INRUL Overrides folder for the file "NetworkAddonMod_TurningLanes_Avenues_Plugin_INRULs.dat", and if it's in there, delete it.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: tomvsotis on September 19, 2017, 10:19:52 AM
Quote from: Kitsune on September 19, 2017, 07:55:04 AM

Tarkus menrtioned the solution here: http://sc4devotion.com/forums/index.php?topic=1444.msg520745#msg520745

"If you used it in the past, it's possible the INRULs might still be hiding in there.  Check the Plugins\Network Addon Mod\INRUL Overrides folder for the file "NetworkAddonMod_TurningLanes_Avenues_Plugin_INRULs.dat", and if it's in there, delete it."


Ah, thank you both. (And to MGB204 for his proposed solution, too.) Deleting that file did the trick — it works perfectly now. :)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: medit84truth on September 22, 2017, 02:35:08 PM
I got some weird network behavior going on.


1. Sims won't travel on ARD-3 network. 

At this point in the simulation, growth was steady, until I got to this area. Now, I know sometimes res zones will develop even when there's no route to nearby jobs, but I also know that they sometimes won't.

The first picture is a route query of the connecting avenue, which shows sims using that route to get to jobs.
(https://i.imgur.com/fMEBBE5.jpg)

I was puzzled as to why none of the developments to the left could find jobs I knew were available. Route query shows there not using the road.
(https://i.imgur.com/lv1JgcO.jpg)

Changed the ARD-3 to a regular road, and voilà, development continues like before....and the road is now being used, as indicated by the route query.
(https://i.imgur.com/Z3rr0Cj.jpg)


2. Road x Ave-6 Issue

This picture shows jobless sims and an unused route to jobs, even though the appropriate job type is available for them to take.
(https://i.imgur.com/Ts1AsNH.jpg)

But hey, I could be wrong, so first I wanted to try something. I destroyed the road I initially had intersecting with the main artery and constructed a new road a few blocks down, which led to the same artery. Right after I did that, you can see new plots developing, and sims start to move in.
(https://i.imgur.com/Y9gLAmn.jpg)

This picture shows the sims that previously couldn't find jobs using the new route I built to get to jobs....well at least some of them. The sims to the far right no longer have no job zots, but they're not using the route. I tried everything but I couldn't fix the issue for those sims and ended up demolishing the entire neighborhood, and just focused on developing other parts of the map.
(https://i.imgur.com/teztwxN.jpg)


3. No car traffic on RD-6 or Avenue network and possible road curve issues.

I thought it was weird that not one sim chose car as transportation. They're all using bus.
(https://i.imgur.com/BBZRFNi.jpg)

Okay, let me try something. I demolish the RD-6 and construct a regular road network.
(https://i.imgur.com/qGhKZnV.jpg)

And look-a-there, now we have car traffic. The distribution of travel types still seems off, but then I notice why. There's no car traffic coming from beyond the front end of the road curve.
(https://i.imgur.com/TS9feez.jpg)

Still within this scenario I want to try something else, just to see how the sims behave. I destroy the road and the bus stop, and then construct a NRD-4. As you can see, the sims that were using the bus (on the back side of the curve) are already unemployed because of this. I figured that was coming seeing as their cars seem to previously be allergic to that curve.
(https://i.imgur.com/qbsUrv7.jpg)

No NRD-4 issue, and some of the sims use it to get to jobs in the neighboring city (or the city on the other side). But still no sims are going past the curve.
(https://i.imgur.com/wZRl9np.jpg)

So, I thought maybe I was connecting networks to curves incorrectly. I usually intersect another, or the same network type to a curve right at the stub.
(https://i.imgur.com/ThJq45r.jpg)

Off to side I do a test and move the intersections one tile over from the stub. Homes develop on one street, but not the other.
(https://i.imgur.com/vXVMahN.jpg)

I demolish the curve, construct a regular road network, and then the tract on the other street develops.
(https://i.imgur.com/Dj15vrJ.jpg)

Okay, back to the NRD-4, but this time I demolish both curves. The one shown in previous pics, and another one further down.
(https://i.imgur.com/qHCWTx7.jpg)

Sims use their vehicles to go beyond that point now that the curve is gone.
(https://i.imgur.com/OtiornK.jpg)

Change it back to the original RD-6 network I constructed, replacing the sharp road curves with smaller 90 degree road curves, and now only pedestrian traffic travels to the next city. 
(https://i.imgur.com/iqJQ6CZ.jpg)

Is there a problem with those curves too? Nope, just needed to plop a parking on the RD-6 network, which somehow stipulate travel to jobs in the next city.
(https://i.imgur.com/AXslohI.jpg)



NOTE: I didn't take any pictures, but I also tried converting the RD-6 to an avenue, but it had the same "pedestrian only" result.


Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on September 22, 2017, 03:21:27 PM
That's rather a big load of unusual problems to digest and replicate (i.e. a lot of work)...

Perhaps it's best here to start with some basics, have you checked the pathing on these objects? Using Buggi's Extra Cheats, press CTRL + X, then type DRAWPATHS into the box that appears. Check that each of the problem pieces include arrows that connect the roads and other network's pieces fully. If you notice any gaps, almost certainly there lies your problem. Similarly if the arrows point in different directions, there is an issue.

That said, if all those pieces were missing pathing or incorrectly pathed, I have a hard time believing that's a fault of the NAM install directly. These are common pieces I've been using for ages and they've never given me such issues.

There are a lot of complex variables at work here, which could easily be tied to problems with the setups or distribution of jobs in your cities. When I see statements like these:

QuoteI was puzzled as to why none of the developments to the left could find jobs I knew were available

QuoteThis picture shows jobless sims and an unused route to jobs, even though the appropriate job type is available for them to take.

It always makes me a little weary, since figuring out if that's correct is really not all that simple. The game tools certainly don't give you an at a glance way of knowing, so how exactly are you sure of such things?

Anyhow, one thing at a time, let's get those paths checked and make sure that's not the issue.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: b22rian on September 22, 2017, 04:21:04 PM
medit84truth

How long are you running these traffic function tests ?

I recommend a good 5 game years so the traffic sim can fully adapt to each set up ...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Wiimeiser on September 22, 2017, 08:12:06 PM
My guess is the intersection setup on the curve adds two or three more intersections. Why the Park & Ride fixes it I wouldn't know. I know I'm grasping at straws here, but who knows...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: APSMS on September 22, 2017, 11:35:35 PM
Quote from: Wiimeiser on September 22, 2017, 08:12:06 PM
My guess is the intersection setup on the curve adds two or three more intersections. Why the Park & Ride fixes it I wouldn't know. I know I'm grasping at straws here, but who knows...
Keep in mind that Park & Ride is intended only for regions/cities with extensive transit facilities, as with it turned on Sims can no longer drive directly to work. They must either walk and use public transportation, or park in a garage and walk the rest of the way to work. This greatly disrupts the commute if you haven't planned ahead for it.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: b22rian on September 23, 2017, 04:41:31 AM
Thanks, I appreciate all your guys postings and ideas  :thumbsup:

There was one more thought I had after having a second look at medit84truth's fine collection of pics,

... , and that is the neighbor connections have a history also of being quite "buggy" concerning traffic and what passes thru or not passes thru those connection network spots.. Just odd sorts of things like this, like all of a sudden they start acting dodgy concerning traffic types and volume of traffic reported ect..

I think as MGB noted above though, its most probable to me that there are a variety of contributory issues and multiple causes at work here..

That aside it certainly is a fine collection of diagnostic pics and quite well explained and documented by medit84truth..
Certainly of high value for traffic game enthusiasts and quite interesting as well ...

I think if we all pitch in and work together on this , this is of a fair amount of value in regards to any lingering issues and bugs but also possibly some insights into how the traffic Sim functions  ;D

I also like the idea of taking our time as MGB suggested and taking each issue separately where that is possible to do..
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: ADRI CJ on September 30, 2017, 07:54:04 AM
Hi everyone

I have a problem with the double decker rhw
The ramps doesnt works since the dd were lowered (dunno the version)... As soon as you or any automata reach the ramp, it dissapear...

Anyone else having this problem?? I dunno if someone else posted it already, but...

Thanks everyone!!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on September 30, 2017, 12:10:20 PM
First off, welcome out of lurkdom, ADRI CJ!  I'd probably need to know a bit more about your situation before I could really look into your issue. Which ramp specifically is causing the issue?  Is traffic (per the Route Query arrows, not the Automata) using it?  The automata are actually just a visual effect created by simulator data, and while they sometimes can hint at an actual functional issue, they are known to behave badly in a number of situations, and are not the most reliable indicator by any stretch. 

An image of the setup in question would help, so I can replicate it for my own testing.  If you have the SC4ExtraCheats.dll file, you can also run the DrawPaths cheat, which would actually show the underlying network paths.

Based on the sounds of it, it could be that there's an older puzzle piece-based component that somehow escaped having its paths lowered, but I'd need more details to actually confirm that.

-Alex

Edit: Found your comment (http://community.simtropolis.com/files/file/26793-network-addon-mod-for-windows-installer/?do=findComment&comment=654002&tab=comments) on the NAM download on the STEX with the GIFs.  You're going to need to rebuild the interchange.  The "lowering" of the DDRHW-4 was done back in 2015 with NAM 33.  It was done to accommodate the future DDRHW-8, without having to also create L3 RHW-8S and L3 RHW-8C networks.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: ADRI CJ on September 30, 2017, 05:04:03 PM
Quote from: Tarkus on September 30, 2017, 12:10:20 PMYou're going to need to rebuild the interchange.

Hello again and thank you for your answer.
I posted the gifs and tried to post them here, but they dont "play", and I forgot to give a link to simtropolis or similar, my bad.

I know the different levels, the problem is, if I remove the old ramps and put the new ramps, the fail persist (I dont mean the levels, I mean that when I go to that piece, my car or automatas disappear. This doesnt happens before)

Again thank you.

Updated: Ok, heres some pics. I dont know much about modding, but those X....... :/
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on October 01, 2017, 02:12:59 AM
The reason it's not working is because you still have the transitions going down from L3 and L2, instead of from L2 and L1.  Demolish your existing transitions and replace them with L2-L0 (for the ramp off the upper deck) and L1-L0 (for the ramp off the lower deck) and you'd have it.  The FLEXHeight transitions would do the trick for both.  If you're really set on using the old static puzzle pieces, and have the Maxis Highway Override/Project Symphony installed (which includes a static L0-L1 transition), it's possible to do it that way as well.

It's also possible to build the ramp interfaces for the DDRHW-4 using the FLEXRamp or Draggable Ramp Interface (DRI) systems, albeit some of the DDRHW-4-related overrides for those aren't the most stable (though it can snap into place using the "clickaround" technique).

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: ADRI CJ on October 01, 2017, 01:12:36 PM
Ummmmmmm...... OK........


Completely new RH ramp access created, everything correct now, no mistakes, and...... still not working

Its me or the DrawPaths arrow are like in another level??? I mean, they looks like theyre in lvl 3-2 and not in 2-1 (look pic arrows)

&mmm &mmm &mmm &mmm
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: eggman121 on October 01, 2017, 02:18:03 PM
Thanks for the screenshots ADRI CJ

It looks like you are using the Puzzle Piece based ramps instead of the Flex Ramps.

The Flex Ramps can be overridden to make the desired on/off ramps.

There should be a description under the A1 and B1 pieces.

The level was L3/L2 but in NAM 33 it got changed to L1/L2.

I stand corrected if my assumptions are not right.

-eggman121
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on October 01, 2017, 03:28:59 PM
It does indeed appear that the old static puzzle piece-based ramps did not get their paths lowered.  NAM 33 was also around the time that we declared most of the old puzzle ramps "deprecated", as the FLEXRamp/Draggable Ramp Interface system had been massively expanded (including adding DDRHW-4 support), so it's likely the puzzle piece version got overlooked in the process.

In any case, it was easy enough to fix it just now.  Extract the contents of the .zip below to your Plugins\z___NAM directory, and it should lower the paths down on the puzzle version. I've also updated the RHW Legacy Support file here on my end, so the patch will no longer be necessary once NAM 37 releases.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Kitsune on October 04, 2017, 12:16:41 PM
The 6s draggable smooth curve (or whatever is called) has an issue with the L1 6s:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fglidingeagle.com%2Fimages%2Fsc4%2F6scurvenam36.jpg&hash=83b3dc7500349a7375fd1bf376d94e4c191fed5b)

I've tried dragging from either ends, that just deconverts. I tried placing 1 tile of rhw but it would not let me place it.

This I'm not sure is a bug or unsupported:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fglidingeagle.com%2Fimages%2Fsc4%2F6cxstreetdiagnam36.jpg&hash=881920caa7bc5bb092a439f89a38c3862df5d6bf)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Alan_Waters on October 05, 2017, 10:29:41 AM
Greetings to all!
Tell me, will this be somehow corrected? Can separate lots?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fsavepic.net%2F10084182.png&hash=53a8c921479444d52b97efb63f27047bf210b991)

And one more question. Maybe not on the topic, but someone can help.
ARDEN Seasonal Tree Controllers is installed, but after a while the trees from this mode are replaced by pine trees from PEG. Removed PEG_GMTree-Pines, but now other pines are staged from PEG.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fsavepic.net%2F10031969.png&hash=c7b6ea6484f9165f140eac086c44609c6600ea03)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: eggman121 on October 05, 2017, 11:34:07 AM
Hi Alan_Waters

At this time only the ERRW L2 variant can cross these networks at these directions.

-eggman121
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on October 05, 2017, 12:47:31 PM
Quote from: Kitsune on October 04, 2017, 12:16:41 PM
The 6s draggable smooth curve (or whatever is called) has an issue with the L1 6s:

Already reported here (http://sc4devotion.com/forums/index.php?topic=1444.msg520723#msg520723), patch available (assuming you can run a custom controller), here (http://sc4devotion.com/forums/index.php?topic=1444.msg520729#msg520729), otherwise being an RUL issue, you'll need to wait for NAM37 to fix it. For the moment, the simplest solution is to workaround it using the R2 curve instead, which is working.

QuoteThis I'm not sure is a bug or unsupported:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fglidingeagle.com%2Fimages%2Fsc4%2F6cxstreetdiagnam36.jpg&hash=881920caa7bc5bb092a439f89a38c3862df5d6bf)

It's working fine for me, so I don't know why you are missing this model. Are you using L1/L2 in that screenshot, it's hard to tell? I checked with L1 myself. Either way both sets of models exist.

Check in the RHW folder, both L1 and L2 subfolders, what date are the files:


Also, are the duplicate RHW-6S files in there?

Quote from: Alan_Waters on October 05, 2017, 10:29:41 AM
And one more question. Maybe not on the topic, but someone can help.
ARDEN Seasonal Tree Controllers is installed, but after a while the trees from this mode are replaced by pine trees from PEG. Removed PEG_GMTree-Pines, but now other pines are staged from PEG.

Please can we keep discussion here contained to NAM issues. It's hard enough to keep on top of everyone's support needs. Such questions should be put in the appropriate support thread elsewhere.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Kitsune on October 05, 2017, 02:30:41 PM
Quote from: mgb204 on October 05, 2017, 12:47:31 PM
Quote from: Kitsune on October 04, 2017, 12:16:41 PM
The 6s draggable smooth curve (or whatever is called) has an issue with the L1 6s:

Already reported here (http://sc4devotion.com/forums/index.php?topic=1444.msg520723#msg520723), patch available (assuming you can run a custom controller), here (http://sc4devotion.com/forums/index.php?topic=1444.msg520729#msg520729), otherwise being an RUL issue, you'll need to wait for NAM37 to fix it. For the moment, the simplest solution is to workaround it using the R2 curve instead, which is working.

QuoteThis I'm not sure is a bug or unsupported:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fglidingeagle.com%2Fimages%2Fsc4%2F6cxstreetdiagnam36.jpg&hash=881920caa7bc5bb092a439f89a38c3862df5d6bf)

It's working fine for me, so I don't know why you are missing this model. Are you using L1/L2 in that screenshot, it's hard to tell? I checked with L1 myself. Either way both sets of models exist.

Check in the RHW folder, both L1 and L2 subfolders, what date are the files:


  • RealHighway_L1_RHW-6S.dat
  • RealHighway_L2_RHW-6S.dat

Also, are the duplicate RHW-6S files in there?


I'll just wait it out for NAM 37. The way I build my cities never requres highways... they are just for show in my case. For the other issue - it is L1 6C, and I've confirmed I got the L1 6C file and no duplicate.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on October 05, 2017, 04:11:20 PM
Double-checked the Street issue, sorry I missed that you were using the C-Variant previously. Indeed I get the same result with both L1/L2 6-C and 8C networks. Looks to be missing RUL code, since if you look really close you can see the StreetxRHW crossing on the middle pieces. That suggests this simply hasn't be implemented at this time to me. But you'd need one of the RHW developers to say for certain.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on October 05, 2017, 05:30:00 PM
The L1 version does not have any RUL issues, as it's actually perfectly stable, just missing the models, which points to a missing exemplar file at 0x57187080.  The L2 version does indeed have RUL issues in addition to a missing exemplar, however, and those RUL issues actually apply to pretty much every other DxO and DxD crossing combination.  The center diagonal tile is 0x57280280, but the RUL code is referring to 0x57280980 instead (likely a product of copying the L2 RHW-C Inner code over from the L2 RHW-S Inner code).  These issues have likely been in place since NAM 31.2, so it's surprising they haven't been found before now.

The exemplars for both are attached below, as is the RUL file fix for the L2 RHW-C Inner.  The exemplars can go pretty much anywhere, but My Documents\Plugins\z___NAM is as good a spot as any.

For the RUL fix, take the attached file, unzip it, and put the Sec7d_08_L2_RHW-C median.txt file in the My Documents\SimCity 4\NAM Auxiliary Files\Tools\Controller Compiler\Network Addon Mod\Controller\RUL2\07_RHW\Sec7d_L2 folder, then go back to the Controller Compiler folder, and run NAMControllerCompiler.bat.  If it asks you about overwriting your existing controller, click "Yes". 

-Alex

Edit: Forgot to attach the RUL fix.  It's here now.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: YouBet on October 06, 2017, 05:26:57 AM
Thanks for posting the fixes, Alex.

I think I followed your instructions to the letter, but...

When I run the NAMControllerCompiler.bat, the "Input:" and "Output:" boxes are empty, and the Compiler won't run without these.

What should these boxes read?

Thanks, again.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on October 06, 2017, 06:49:11 AM
Input is the current NAM controller files, by default located here:

\Documents\SimCity 4\NAM Auxiliary Files\Tools\Controller Compiler\Network Addon Mod\Controller

Ouput is the NAM controller file, NetworkAddonMod_Controller.dat, found in the Network Addon Mod folder. It will replace the original file if you use this location, so I'd recommend making a copy elsewhere of the current file, in case of problems.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tyberius06 on October 06, 2017, 08:58:01 AM
I was about to ask the same, thank you mgb204 the detailed answare! :)

- Tyberius
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: nickWtn on October 06, 2017, 08:27:53 PM
Ok I'm sure I'm doing something wrong here (please see attachment below).. all I'm trying to do is make an overpass using the 2-Level FlexHT & RHW-8c over an avenue.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: APSMS on October 06, 2017, 11:35:33 PM
nickWtn, I would suggest that, aside from placing starters at the base of the ramps, or starters at the top of the ramps, neither of which may solve your problem (though there's a high chance you might), the better solution is one time tested by every avid RHW user:

Click around the roadways like mad. Using the RHW tool, click (not drag) all sorts of tiles within the vicinity. Usually there will be at least one spot that resolves the issue, often two spots where clicking clears up the problem, and a whole bunch of other spots that clicking appears to make it worse, but other spots undo the damage. You will see what I mean.

I am curious why you chose L2, when L1 is perfectly suited here. As I am generally averse to RHW rises for overpasses, I would normally suggest sinking the roadway and using On-slope transitions (L1, preferably), to allow the RHW to pass smoothly over the top of the avenue.

In either case, should this problem reoccur, try clicking around the intersection in various  spots to see what happens. The RUL code that governs networks in SC4 is notoriously finicky and often clicking in the "right" spot will allow the proper RUL code to be seen by the controller and the game and insert itself into position.

Be careful. The moment you have what you want, save the game, so that any future changes in the area can be easily undone in case they screw up your setup and can't get it back to the way you had it.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Wiimeiser on October 07, 2017, 02:11:24 AM
There's one reason to use L2 in a situation like this, which is the FlexSPUI. At least until the code is updated...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Kitsune on October 08, 2017, 08:52:10 AM
Noticed today that the installer removed my custom traffic file (that explains why suddenly streets were at 200 and roads at 600). So upon installing the traffic configuration tool - and I only selected Traffic Config and Maxis file fix, clicked Yes on keeping current NAM installation.... I discovered it deleted the new Flex turns. oy.

edit: Why does the NAM prevent you from installing a dummy copy on a different drive ? If we're selecting a different drive... it should not touch the existing drive by moving the existing installation over. Now I have to reinstall everything.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on October 08, 2017, 09:34:46 AM
The NAM installer is a complex beast that's been designed to handle everything for users. A lot of problems occur because people simply don't use it correctly, rather than running the installer to overwrite an existing install, they uninstall and install the NAM again. Otherwise if you move the installed files, it won't always properly remember your install settings. But if you run the NAM installer without doing these things, it will know what you selected last time (custom install), you only need make any changes, everything else will be remembered for you. However, if you don't run the custom install, then it won't base what is installed on your previous choices, it will do exactly what you are telling it to do, install only the Traffic Config and Maxis files. Removing everything else in the process.

Nothing stopping you from making a copy of the Network Addon Mod and z___NAM folders before a new install, just in case. But there are checks in the installer, that prevent it being installed outside of the plugins folder, I highly doubt we'd want to change this. But really, is running the installer again such a chore? The support implications of users merging different installs is a nightmare we're not looking to unleash.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Kitsune on October 08, 2017, 11:14:57 AM
Well now a new problem has crept up - when I go to reinstall... a bunch networks have *NR* and *SR* next to it, and the starters are functionless (I'm assuming NR and SR are No rules and Some Rules). The decoupling is not checked off. I also removed my custom config of the traffic and that did not fix it. Its still the original installer I first downloaded from the stex. So how do I fix that?

Also, maybe add a easter egg where if specify X in the path field it does not move it and allows for just the installation as requested.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Kitsune on October 08, 2017, 12:48:05 PM
... and now got it fixed by deleting the nam aux folder. I'm guessing there was some kind of flag (maybe in the controller area?) that was causing the issue.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: ADRI CJ on October 08, 2017, 04:27:56 PM
Quote from: Tarkus on October 01, 2017, 03:28:59 PMExtract the contents of the .zip below to your Plugins\z___NAM directory, and it should lower the paths down on the puzzle version.

Thank you! Now it works perfect!!
Im not very good with the current FLEXRamp/Draggable Ramp Interface and thats why Im still using the old puzzles  ;D

Thank you so much again!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on October 08, 2017, 05:36:44 PM
Quote from: Kitsune on October 08, 2017, 11:14:57 AM
Well now a new problem has crept up - when I go to reinstall... a bunch networks have *NR* and *SR* next to it, and the starters are functionless (I'm assuming NR and SR are No rules and Some Rules). The decoupling is not checked off. I also removed my custom config of the traffic and that did not fix it. Its still the original installer I first downloaded from the stex. So how do I fix that?

There is an issue I've observed here with this also and I've never used the de-coupling feature either. The problem is that the installer is hugely complex, wasn't designed by any of the team and the person who made it and really understands it, is simply no longer active to assist with further development. Combined with the limited resources the team has, frankly we're often reliant on users reporting problems before we know about them. I never spotted this until after release myself either.

In this case, a lot of testing may be needed to understand under what exact circumstances the issue occurs. I have a hunch on that, although I'm often wrong with such things... but in any case this issue is there until NAM37, no way around that. In the meantime, I hope I can find time to really understand the cause.

However, with a little ingenuity the issue is easily bypassed (or was in my case, clicking/unclicking options until it went away during a Custom Install). So whilst I'm sorry to hear this is causing you frustration, I simply don't have any better answers to assist you with right now. Persevere and you'll get things working properly in the end.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Kitsune on October 08, 2017, 06:42:30 PM
I can offer up the Aux file that was causing the issue. Yeah its 422MB unzipped, but I can simply zip and put it up on my website and PM you a link.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Kitsune on October 08, 2017, 07:34:40 PM
sorry for the double post, but I found the file responsible: RUL2_IID_structure.xml. Line by Line comparison shows the only difference is the NR/SR has selected=true value on a ton of entries that the normal file does not. The XML is found under NAM Auxiliary Files\Tools\Controller Compiler\resources\xml . Simply deleting it allows a user to do a normal install.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on October 08, 2017, 09:05:36 PM
The problem is that this file is written when the installer is run, so it doesn't point to the root cause.

Although, you've come across a useful workaround, by deleting this file, a new instance of the installer will instead read data from RUL2_IID_structure_default.xml, or otherwise the default settings. Since this template file doesn't get re-written with each new install, it remains without the issue.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Moonraker0 on October 09, 2017, 02:09:21 PM
Hi, I've been out of the game with SC4 for a long while at this point, so please excuse me if I'm missing something that is usually obvious...

I installed the latest NAM yesterday after reinstalling the game itself.  I installed the game through Steam since I hadn't played it since my last Windows reinstall.  I had been using NAM in my game before and have an extensive collection of plugins for SC4 already.  As the instructions recommended, I installed the new NAM over my existing version (not sure which it was).  However, when I start the game and load my old city, I keep experiencing issues trying to level terrain with a road tile.  I have one half (one direction/carriageway) of a RHW-4 bridge at the moment.  Unfortunately, when I try to drag the other half of the highway bridge and click OK after choosing the bridge type, the game immediately crashes.  This is an area which previously had an RHW bridge, but a while back I destroyed it (forgot why, to be honest) and have been recently trying to rebuild it.  I found that it wasn't just trying to drag the last half of the bridge that was the problem; if I so much as click next to the first draggable tile of the RHW after the bridge on either side with the road tool (to level out the terrain), the game also crashes then.  As per standard RHW bridge setup, I left 1 tile of empty space between the two carriageways so that I could drag the bridge.

My first thought was that maybe something changed in the NAM that conflicted with the version of NHP Ennedi Slope Mod that I was using (since the issue came up when leveling terrain with a transport network), so I tried loading the game without the slope mod and it still crashed.  Can anyone help point me in the right direction as to why this might be happening?  Again, I'm not sure if it's a NAM problem per se but it did start after I upgraded the NAM.  Thanks in advance for any help.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: eggman121 on October 09, 2017, 03:15:30 PM
Hello and Welcome Back Moonraker0

I do think that based on your information that the issue may be the fact that the RHW has changed significantly in recent years and that the installer may not be picking up the old files and there would be some redundant files that have to be removed.

I would install again and remove the files by clicking the Cleantol checkbox to be sure that cleans up the old files using the custom install.

Also since you are using a Steam version I would make sure you set the CPU count to -1 That may also be a factor. But I believe it is the former.

-eggman121

Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Moonraker0 on October 09, 2017, 03:26:44 PM
Hello eggman121,

Thanks for the response.  It would make sense that the RHW has changed in recent times since the last NAM version I used was (I think) 31 or 32 and I believe we're now at 36.  However, I made sure I used the BSC Cleanitol tool as part of the NAM installation.  I usually DATPack my plugins (not including the NAM however), so I moved all my non-DATPacked plugins into my normal Plugins folder so the Cleanitol tool could pick up and then remove any obsolete files, then re-DATPacked my plugins.  I used a custom NAM install again; it didn't pick up all the options I had selected before but I made sure to make the options set to the same ones as before.  Also, regarding the CPUCount argument, I already have added -CPUCount:1 to the game's command-line launch arguments.  Do you indeed mean to say that I should try -CPUCount:-1 or is that a misunderstanding?  I seem to remember using the CPUCount argument to prevent random crashes in the game when running on a multi-core CPU.

Thanks again for your help,
Moonraker0
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on October 09, 2017, 03:39:47 PM
Welcome back, Moonraker!

There's a couple of things I can think might be possibilities--eggman already mentioned the CPUCount matter (-CPUCount:1 is the correct version), and the other possibility would be the matter of whether or not your Steam executable has gotten the 4GB Patch applied to it.  Old RHW files, if present, wouldn't be prone to causing a crash, but more likely just a big mess.  Slope mods wouldn't conflict with the NAM in any way (there are no slope mods within the NAM), and the types of interaction there aren't crash-prone in any case.

There was a bridge-related crashing issue on the updated Mac port for some time, due to an obscure exemplar encoding issue that Intel Macs didn't like, and which we had no way of even diagnosing for years.  There were never any reports of it happening on Windows, however, memo finally discovered it and fixed it back in 2014.

The other possibility is that there could also be some sort of corruption in the old city tile that causes CTDs when network tiles are placed in a certain area--I experienced that myself quite some time ago.  Have you tried replicating the issue with the bridge with a new/clean city tile?

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: solovinodelmal on October 09, 2017, 08:26:28 PM
Hi everybody, coming back from a long hiatus and trying the new NAM, looks exciting...

Do you have any clue why I can't make this flex ramp work? I'm trying to split the RHW 4S in two separate MIS lanes

(https://imgur.com/JKgYcWu)

Thanks!

Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on October 10, 2017, 12:33:21 AM
Check the white and yellow lines.  You've placed the Type E1 FLEXRamp, but it looks like you're actually trying to build a Type E1-Inside ramp (which doesn't have a FLEXRamp form, but does exist as a Draggable Ramp Interface, or DRI).

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on October 10, 2017, 03:28:55 AM
Quote from: Moonraker0 on October 09, 2017, 02:09:21 PM
I have one half (one direction/carriageway) of a RHW-4 bridge at the moment.  Unfortunately, when I try to drag the other half of the highway bridge and click OK after choosing the bridge type, the game immediately crashes.

I'm not entirely convinced this issue is related to the NAM myself. It sounds very familiar to a CTD you get when terraforming around networks, caused by having duplicate or conflicting settings for tunnel placement.

So as Tarkus suggested, start by seeing if this issue is still there in a new blank tile. But if that isn't helping, you should look for all mods that include "### Placement Tuning Parameters" in the exemplar name and ensuring you do not have two of any of these installed. Where ### is the network in question. I realise this isn't overly helpful for those not familiar with the inner workings, but in essence such mods will include slope mods, mods that modify the setting for tunnels and potentially others that change these network properties. This isn't a well-documented problem, but I've seen it first hand myself and the fix is simply merging all the changes into one exemplar, so no duplicates for a given network can exist. What I can do, if you are handy with SC4 DataNode, is give you a test file, containing one such exemplar for each network, you can then use DataNode to easily find every file that has the same IDs in use, to isolate the files behind the issue.

In short the issue is caused because something you do in game, requires auto-terraforming the land, like building a bridge. The game then looks up the settings to ensure what you are trying to do will be possible. But it's picking up conflicting settings, creating a situation where the code simply doesn't know what to do. When an application does this, unlike a human who will try to resolve the problem, a computer simply stops, unable to continue, otherwise known as a CTD.

Some will be thinking at this point, oh, but don't these exemplars simply override each other when loaded later? Well, yes that should be the case, but I know first hand for these exemplars that's not what's happening. We know for example you can't override the exemplar for the I-HT fix, you must replace the original file with a fixed version. What's really odd here is that you can override the Maxis default exemplars, but the problem occurs with further overrides of such overrides only. Honestly I can't tell you why the code works this way, but I am certain that's what is happening. After extensive testing because this problem crept into my own setup, it was fixed by removing duplicate exemplars.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: solovinodelmal on October 10, 2017, 10:43:26 AM
Quote from: Tarkus on October 10, 2017, 12:33:21 AM
Check the white and yellow lines.  You've placed the Type E1 FLEXRamp, but it looks like you're actually trying to build a Type E1-Inside ramp (which doesn't have a FLEXRamp form, but does exist as a Draggable Ramp Interface, or DRI).

-Alex

Thanks, I get it but still don´t know how to drag a Type E1-Inside ramp with DRI, is there any tutorial for that? I can´t seen to find it anywhere.

Again thank you very much for your help
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Alan_Waters on October 10, 2017, 10:49:47 AM
Hello everybody!
Tell me please, does not everyone work Railway in the Diagonal Bridge Enabler?
Thanks in advance.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on October 10, 2017, 02:47:15 PM
Quote from: solovinodelmal on October 10, 2017, 10:43:26 AM
Thanks, I get it but still don´t know how to drag a Type E1-Inside ramp with DRI, is there any tutorial for that? I can´t seen to find it anywhere.

Somewhere in this playlist (https://www.youtube.com/playlist?list=PLM3PEmgLUV_kRyFRoC2QsldUNPaNKL18U). But you might find them all useful, since there are a lot of DRI's and it's a very useful feature. Otherwise, there is a handy reference here too (http://www.wiki.sc4devotion.com/images/0/09/Dri-table.png):

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.wiki.sc4devotion.com%2Fimages%2F0%2F09%2FDri-table.png&hash=1baf4638040e1415ef0acfbca338aaff2b5da7ce)

...but watching the videos will help to understand that better.

Quote from: Alan_Waters on October 10, 2017, 10:49:47 AM
Tell me please, does not everyone work Railway in the Diagonal Bridge Enabler?

RRW User? RRW uses different IDs to the original rail, so you need to install this patch (http://sc4devotion.com/forums/index.php?topic=15931.msg504416#msg504416) for the DBE to work. Note the texture patch (separate) is now part of the NAM (36) and no longer required.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Kitsune on October 10, 2017, 08:11:00 PM
swear this use to work (with the wrong textures)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fglidingeagle.com%2Fimages%2Fsc4%2Fnrd4xstrlbug.jpg&hash=f9eded83f50874533250619dc2194ab6d42813c3)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on October 10, 2017, 09:45:48 PM
While some diagonal crossing/intersection coverage was added to the NWM single-tile networks during the NAM 30/NWM 2.0 cycle in 2011, that project was shelved at about 15-20% completion, with the parts that were complete/semi-complete left as-is, as an unsupported feature.  We never fully catalogued what was covered in the end, as we didn't want to draw a bunch of publicity (and tech support requests) to it, but OxD NWM x STR was never supported for any network.  OxD NRD-4 x DTR is, however, and judging by the behavior of the network with the situation you've drawn (having just tested it with some clicking around), there's probably some partial stub of code elsewhere that is interacting with it.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on October 10, 2017, 10:13:46 PM
Having tested every working setup for NAM36 to update the RRW crossing textures, I guarantee if you don't see a texture, it's not supported.

Willy was working on improving STR support, but went MIA before any of that was integrated into the NAM. At some point STR support should happen, but I can't say when really. Although a lot of additional crossings were provided by NAM36, all the base networks Ave, Road, Street, OWR, MHY, El-Rail, Monorail and even SAM are fully supported now.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: nickWtn on October 11, 2017, 12:35:19 PM
Ok I've got a quick question, do the new slip land work with Ave? Or do I have to use the old puzzle pice ones?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on October 11, 2017, 01:20:56 PM
Yes the new FTL Sliplanes work with the Avenue network.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: nickWtn on October 11, 2017, 02:15:39 PM
Ok thanks, now I got another question is there a way to access the NAM Documentation files somewhere els? I ask because I can't have chrome and SC 4 open at at the same time and I was hoping there was a way to view them on my iPod touch while I work.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: APSMS on October 11, 2017, 02:49:08 PM
@NickWtn: You could always copy the NAM Documentation folder over to your iPod.

I did notice, though, that the documentation hotlinks are a bit screwed up, at least in my installation. Navigating between pages works fine, but the table of contents wants them to be in 2 folders deep, which means that I have to constantly edit the filepaths every time I click on a link from the table of contents.

I thought of adding that extra folder in but wasn't sure if that would then screw up the links between the actual pages themselves since those links seemed to have been written correctly.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: nickWtn on October 11, 2017, 06:59:57 PM
Unfortunately I can't even get to pages once I uploaded it that way.. I sure wish all that info was available online somewhere.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on October 11, 2017, 07:21:37 PM
It kind of is, we have the NAMDoc over on the SC4D Wiki (http://www.wiki.sc4devotion.com/index.php?title=Namdoc:Index). One of the benefits of switching the documentation back to HTML, is that we can mirror content included in the installer on the official web-based version. Both Tarkus and Eggman put a huge amount of work into making the new documentation for NAM36, I'm guessing it will make it online eventually. If I'm honest, after a NAM release, I think we (the team) all need a little time to get ourselves back into modding. So the point being, such flaws with the offline docs (I've too seen the same issues as APSMS) and syncing with the online version will get sorted eventually. But we've only so much time, I hope you understand.

Now, HTML is a very flexible method of working, actually how it works on the internet is much the same as you see on your home PC. Starting from the root folder or "Index" page, the subfolders and filenames for where each page/image/etc is found must be explicit. In other words, it's safe to copy the entire Documentation folder from Documents\SimCity 4\NAM Auxiliary Files, provided you keep all the subfolders/files and do not alter any file/folder names. Wherever you locate such a folder, it should still work as intended, just open the Index page "1-start.html" in your browser by double clicking it (or whatever method your device prefers).

Now, whether or not your iPod is capable of displaying the HTML formats used or not I can't say, but any web browser should not have issues with offline websites. Instead of looking through your internet connection, it will look through your hard drive, but otherwise showing the pages should be identical. We've not used any particularly unusual formatting or modules, so unless your device's browser has some serious limitations, there is no reason why this shouldn't work properly.

Otherwise the option should be there to switch between SC4 and a web browser whilst playing. You just may not be able to see both at once. I'm lucky having a dual monitor setup, I can have both side-by-side, although I need to leave the game to interact with the documentation, like scrolling the page for example. So yeah, a second screen like a mobile device is a great place to have this documentation. Honestly, unless Apple are being useless (sadly, they often are), this really should work. Can you copy the files to the device without issue? If so, where do the problems start? Can you get a different browser in the AppStore? Perhaps the one in use is outdated or unable to work with CSS or some such. But like I said, we're not using anything alien or futuristic here, so this doesn't really seem likely to be the problem to me.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: nickWtn on October 11, 2017, 07:43:32 PM
Well so far my problem seems to be actually getting the file to a browers. I can sent the HTML files and such as atchments (however I have to zip the other folders in there, for example the images folder), then once I've sent them there's no way for me to open them in a browser... bright side is I can see the images I just can't see the accompanying text that I would find on the actual page. 
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on October 12, 2017, 01:20:20 AM
I think the main problem is that the iPod's screen is just too small to display those readme files properly. While browsers on mobile devices should support HTML and CSS fine, they always render any website to fit the screen, and in case of the small iPod or a smartphone screen, there's a lot of wrapping and re-formatting going on in the background, so a tablet might be a better option after all.

Apple devices are known for their "closed world", hence it's not possible to access files that you copy over to the device with some file browser. However, there are many apps that allow this, and I'm pretty sure that some of those can handle HTML files as well. If not, you could still convert the HTML into PDF or EPUB on your computer, and then use iBooks or another eBook reader app for viewing those.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on October 12, 2017, 01:30:41 AM
Just to be sure I'm understanding you, are you e-mailing the files to yourself to get them onto the iPod Touch? If so, that's going to bring a lot of potential problems into view, because as I said, the file/folder structure can not be altered or this simply won't work.

Is there not a way to simply plug in the device to a computer, then drag/drop or copy/paste files between the two? This is how all Android phones work, they just appear like a memory stick would when connected to a computer. I'm not all that familiar with the inner workings of iOS, but it's seems unthinkable that you can't copy files to such a device.

@Andreas, unless I'm mistaken the Touch variant is like an iPhone without the phone, so should be suitable for web browsing, unlike the regular iPods.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on October 12, 2017, 02:05:34 AM
I may see about just getting them uploaded and viewable on the web.

I believe I have found the issue APSMS mentioned as well, which seems to be with the "quicklinks.html" file in the /feature-guides folder.  That's corrected here now on my end--if there's any similar issues elsewhere, let me know.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on October 12, 2017, 04:37:41 AM
Quote from: mgb204 on October 12, 2017, 01:30:41 AM
@Andreas, unless I'm mistaken the Touch variant is like an iPhone without the phone, so should be suitable for web browsing, unlike the regular iPods.

That's correct, but unlike Android, there is no simple "drag & drop" between the computer and the iOS device. The only official method is using iTunes, which only allows media files and documents, but most likely no HTML content. Some third-party apps support importing and exporting data via a built-in web server (which you can access via your browser on the computer or a special desktop program when the devices are in the same network). Granted, uploading the NAM readme files to SC4D or some other webspace and providing a link would be the easiest way after all.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Alan_Waters on October 12, 2017, 08:29:24 AM
Great sorrow:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fsavepic.net%2F10119286.png&hash=304393cba994d7fa4df5f48a745a37efb5a3facd)

Can there be any fix?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on October 12, 2017, 10:09:29 AM
Not so much for the NAM issues thread, but more for the new features one... As has been stated, the 1st implementation of the ERRW was mostly designed to mimic the features of the original Viaduct rail, where no level 1 support existed whatsoever. No doubt, at some point in future there will be a further expansion of the L1 functionality, the biggest gap at the moment is suitable models needed to accomplish that.

The work around I'd probably use is to raise either side of the viaduct for rail by about 2m. Then you need to lower the area where the MHO goes under by 6m. Doing this will allow you to use the 15.5m L2 pieces without steep rail slopes to worry about and keeping things looking pretty realistic.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Alan_Waters on October 12, 2017, 10:51:16 AM
I solved this problem by transferring the MHW to the RHW near the bridge. It's just very sad that there are no many intersections in such a demanded route. And by the way, I would completely abandon the MHW, if not for the diagonals in the RHW, which are wider by half the cell, and look not very natural.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on October 12, 2017, 12:00:23 PM
Quote from: Alan_Waters on October 12, 2017, 10:51:16 AM
I solved this problem by transferring the MHW to the RHW near the bridge. It's just very sad that there are no many intersections in such a demanded route.

But last I checked, there are still only 24 hours in each day and very few people to make the content everyone demands. There is only so much we can do, it will be expanded upon for sure.

QuoteAnd by the way, I would completely abandon the MHW, if not for the diagonals in the RHW, which are wider by half the cell, and look not very natural.

But if the RHW were narrower, wouldn't the lanes have to be unnaturally narrow as a byproduct? Similarly, the shared-tile diagonal system Maxis used reduces the capacity of networks where both directions are on the same tile, something we in the NAM team have done our best to avoid.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Wiimeiser on October 12, 2017, 02:47:22 PM
IIRC networks that aren't elevated by default can't be dragged across ground highway without creating a bridge and AFAIK this is hardcoded. Correct me if I'm wrong.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on October 12, 2017, 02:50:31 PM
No, it simply requires RUL code, models and paths to make it work.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Kitsune on October 12, 2017, 02:55:29 PM
out of curiosity .... regarding NWM diagonal intersections, is it the RUL's, pathing or models/textures that is the biggest chunk of work ?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on October 12, 2017, 03:33:31 PM
I've heard it said that the pathing is the hang up, because they will need to be very complex to accommodate some networks. Of course it's all relative, for me I look at the RUL and wince, it's certainly more complex with multi-tile networks than anything I'm comfortable with right now. Such pieces don't usually require models, it tends to be the non-flat networks where those are needed. Textures are no big deal, just a lot of work. But however you look at it, supporting just the base networks with basic support is 10's of hours of work combined, if not much more.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: APSMS on October 12, 2017, 04:03:36 PM
I think it is important to remember that also with diagonals, every intersection possibility requires at least two implementations due to the way that diagonals on a tile system work in SC4. I think it might be more than that for the dual-tile networks, so there's a whole lot of bases to cover, and not a lot of time or team members that are able to handle that kind of work.

I'm certain every team member wants them to be done, but will is not the only factor here. Burnout is also a big issue and the NWM is a large thing to tackle, inevitably the best thing is to tackle it in stages but even then as stated it's a lot of work and not a lot of wow factor payoff, not to mention that unlike some systems, the NWM has perfectly usable base networks that serve just fine in a pinch, which I think is also part of the reason that they haven't been a greater priority compared to, say, some of the RHW networks/projects that have taken their place. A lot of the RHW codebase is RHWxRHW which, IIRC, simplifies the workload a bit anyways due to the copy-paste ability that I'm not sure is always possible when dealing with crosslinks between different networks (like RDxOWR, or RDxAve or RDxST), which would be essential to the success of diagonal intersection capability for any NWM variant.

So much to do and so little time!

I'm sure, if you're patient, it will be addressed but there's no telling how long that wait might be under current circumstances.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on October 12, 2017, 07:48:15 PM
The little bit of work that has been done with NWM diagonal intersection support was done by jondor and myself during the NAM 30/NWM 2.0 cycle, and memo also weighed in on the future of it later on. 

The RULs, at least for +-intersections, aren't prohibitively difficult, no more than anything we did with the RHW, though the T-intersections are rather gnarly (especially multi-tile x multi-tile).  The textures can actually be produced through procedural generation (with a little touch-up), so they're also not a problem.  The pathing, however, is complex, and very time-consuming, and particularly in the case of the T-intersections, it actually has to be determined before RULing and even IID assignment can be done, due to oddities in how Maxis set up the base diagonal Ts (though going for the FTL "FLEX Intersection" paradigm might ease some of that burden). 

There are literally thousands (if not tens of thousands) of path files that would need to be created, however, each of which needs a couple dozen individual paths, in order to account for all the turning motions.  Once those are created, there would also need to be extensive testing to ensure that these paths work, particularly given their complexity, and the fact that, in some cases, path issues might actually require re-designing the RULs and IID scheme (which happened during the initial aborted phase of the project, when we discovered there was more asymmetry than we anticipated).  That's what has ultimately led to its shelving.

I'd definitely still like to see them done--it's kind of a "holy grail" as an NWM project co-founder, to have these networks more or less "complete"--but it's going to be a long road (pun fully intended) to get there.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: eggman121 on October 13, 2017, 02:39:32 AM
Quote from: Alan_Waters on October 12, 2017, 08:29:24 AM
Great sorrow:

Can there be any fix?

Already covered in NAM 36

(https://i.imgur.com/VNxdV60.jpg)

(https://i.imgur.com/Y7ZpTSQ.jpg)

The red arrows are to draw to and the white lines are where you stop the network. This works for most of the crossing for the ERRW. remember to plop blank rail pieces on the MHO to make the rail function. This can be done by placing the rail tool on the given network.

Quote from: mgb204 on October 12, 2017, 10:09:29 AM
Not so much for the NAM issues thread, but more for the new features one... As has been stated, the 1st implementation of the ERRW was mostly designed to mimic the features of the original Viaduct rail, where no level 1 support existed whatsoever. No doubt, at some point in future there will be a further expansion of the L1 functionality, the biggest gap at the moment is suitable models needed to accomplish that.

The work around I'd probably use is to raise either side of the viaduct for rail by about 2m. Then you need to lower the area where the MHO goes under by 6m. Doing this will allow you to use the 15.5m L2 pieces without steep rail slopes to worry about and keeping things looking pretty realistic.

Thanks for the reply mgb204. I have most of the models from Vester that are still to be implemented.

I have been refactoring the ERRW especially the L1 variant by the way of given feedback. Here is the R2 curve with new geometry...

(https://i.imgur.com/W9BULiz.jpg)

The new R2 curve no longer has the compounding Curve error that was introduced in the original design  :-[  . That meant that I had to redesign the R2 curve from scratch.

So I opened up Gmax (Yes I have scripts for exporting true 3d from Gmax to avoid the trap of max and its ever changing nature and prohibitive price tag) And made the models from a ortho and diag model I had on my HDD.

I have also been working on the R2 variants at L0 with the turnouts getting a makeover as well.

@Alan_Waters I could not see your pictures till now and had work so sorry for the late reply.

mgb204 Is totally correct by saying that the L2 has more functionality than the L1. The L1 should be easier to get into shape given the fact however that the L2 has most of the code that can be ported over.

L2 was always set out to duplicate the PP functionality. My view is that in time some content in the RRW/ Rail field can be relegated to legacy status once comparable and more functional equivalents arrive.

-eggman121
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Alan_Waters on October 13, 2017, 06:52:45 AM
Thanks, eggman121, it worked out.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fsavepic.net%2F10111968.png&hash=fefea1aa7641e6e9d4aef091f24ba7097e84457f)

There is one more question:
Standard railway arrows work fine, but there are no smooth hands. Will this problem be solved, and for how long?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on October 13, 2017, 07:15:02 AM
Quote from: eggman121 on October 13, 2017, 02:39:32 AM
Already covered in NAM 36

Ack, there goes my memory, I should have remembered the OxO crossing was there for L1, after all I remade the model (hence it has shadow).  &ops

It's the other diagonal variants that don't exist for L1 right now, so sorry for the misinformation. It's hard to remember everything I'm doing sometimes!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Wiimeiser on October 13, 2017, 05:18:32 PM
Okay, so is it actually physically impossible to build rail in the middle of a highway because of the autoconnect issue, or what? I've found it's physically impossible to place ERRW height transitions, at any rate.

EDIT: Maybe not, but there definitely seems to be a correlation between elevated networks and this particular bug cropping up. You know, the one where the game decides for some reason to turn a rail between two RHWs into a ladder shaped mess. AFAIK it only seems to happen when the middle network is rail, can anyone confirm this? Maybe it's a RRW bug since RRW is technically an override...

EDIT2: Not sure, but maybe the way an override network is created somehow changes things.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: APSMS on October 13, 2017, 10:58:09 PM
Quote from: Wiimeiser on October 13, 2017, 05:18:32 PM
Maybe it's a RRW bug since RRW is technically an override...

EDIT2: Not sure, but maybe the way an override network is created somehow changes things.
I would have to look into what you are referring to specifically but in truth RRW is not an override network, because an override network is a network whose base has been overridden with starter technology. RRW is, instead, a rework of the Rail codebase that includes a reskin of the rail textures to boot.

The RHW consists mostly of overrides, and the NWM is entirely an override addon, but the RRW is a new way of how rail works and functions, so the issues stem mostly from the fact that everything has to be rewritten rather than the fact that it is an override; overrides will be inherently more unstable.

The STR addons to RRW are basically an override, and you can observe this in how they're less stable and have fewer supported intersections, but RRW itself isn't an override, or it would not work nearly as well as it does given all of the additional functionality that eggman121 has added onto it.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Wiimeiser on October 14, 2017, 12:50:52 AM
Actually, if I load Big City Tutorial the rail appears as default until I click on it with a network or the bulldozer, that's basically what I was talking about with the RRW being an override network.

Basically what's happening is if I put a Rail between two RHWs, under the right conditions autoconnect kicks in for the entire length of both RHWs and creates a sort of ladder effect. I've posted images some time ago. There appears to be more to it than just RHW and Rail in a specific pattern, there has to be a perpendicular update, but it appears it's more than just that. I don't know if it happens with other networks in the RHW median besides RRW.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on October 14, 2017, 01:35:08 AM
Quote from: Wiimeiser on October 14, 2017, 12:50:52 AM
Actually, if I load Big City Tutorial the rail appears as default until I click on it with a network or the bulldozer, that's basically what I was talking about with the RRW being an override network.

But this is simply happening because RRW changes the way the textures are displayed. I.e. from a texture based to model based network. So in order to refresh existing sections, you need to click on them. This does not make it an override network which is a very specific term.

QuoteBasically what's happening is if I put a Rail between two RHWs, under the right conditions autoconnect kicks in for the entire length of both RHWs and creates a sort of ladder effect. I've posted images some time ago. There appears to be more to it than just RHW and Rail in a specific pattern, there has to be a perpendicular update, but it appears it's more than just that. I don't know if it happens with other networks in the RHW median besides RRW.

I totally get what you are saying, I understand how this could happen, but as much as anything it's a game limitation. If we removed auto connect (i.e. alter the RUL code to prevent it), such problems would go away. There was some work on that front, but it never got finished. In the meantime, build the rail last and try not to click on the RHW thereafter. Rail in the middle of highway is not hugely common, more frequently it follows a highway on either side.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on October 14, 2017, 04:08:31 AM
There are indeed some odd things with the ERRW transition, and it cannot be placed on top of existing stretches of Rail, regardless of the presence of nearby RHW networks.  Most of the issues with that (and the other RHW/Rail-related issues reported) are either avoidable (the Disconnector works on the bottom tile of the ERRW ramp-style transitions, as the false intersection is RHW x Rail-based), or are very minimal in their nuisance factor.

I am actually considering some changes to the setup on the FLEXHeight transitions on the RHW, but those are mainly to cut down on adjacency stability, in line with what was done with the revamped FLEXFly system.  Based on the look of things, removing the auto-conversion to L1 or L2 RHW-2 at the top end of the transitions may actually save hundreds of thousands of lines of RUL2 code, both with respect to existing functionality and potential future expansion.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Wiimeiser on October 15, 2017, 06:27:37 AM
Found a trigger: It appears to happen if autoconnect triggers and subsequently finds a tile with the same network on the opposite side of a heavy rail (and only heavy rail, so it's likely a bug with that specific network, and I haven't tested more than 1 tile of rail), but it doesn't matter what's on the other side along the whole length since it will do any legal crossing along that stretch of rail.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: nickWtn on October 15, 2017, 03:33:47 PM
Um so I've got two question is there any way to use flex turn lanes with NRD-4, without converting it to a avenue, and there are plans to fully add in some of the things from TuLEPs that are currently missing from the Flex turn lanes, specifically the road TulEP - Type A Compact Transtion? I ask because I noticed that I'm using that quite a bit right now and it's the only thing I'm using from the TuLEPs.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: APSMS on October 15, 2017, 03:46:58 PM
NRD support is likely to be very limited with the FTL. If you can make an FTL turn on to an NRD4 from a turn lane, that's as good as its going to get for now. More FTL support should be avaliable in future versions expanding into NWM setups, but NRD4 is in a funky spot that makes sorting it out a lot less straightforward than it should be.

Quote from: nickWtn on October 15, 2017, 03:33:47 PM
specifically the road TulEP - Type A Compact Transtion?
This is already supported. Just plop the FTL transition piece on top of itself and it will autoconverted to the compact transition
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: nickWtn on October 15, 2017, 04:11:00 PM
Yeah I guess I meant will that puzzle pice be retained in the future? Also I can't seem to build a FTL with NDR-4.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on October 15, 2017, 05:19:14 PM
To follow up on APSMS' response, I can confirm that NRD-4 support does not exist.  The only plans for NRD-4 support are (a) the ability to intersect the various FTL types, (b) eventual "arrow showing" capability as the NRD-4 approaches intersections via a special FLEX piece (essentially a "Type 020" for the NRD-4), and (c) potential for some future FTL setups to occupy the same footprint as the NRD-4 (though many of them wouldn't really be classed as actual "NRD-4 FTLs", as they wouldn't actually support transitions to/from NRD-4).  I'll have more on that in the appropriate development thread in a bit.

Also, here's how the FTL equivalent of the old "Type A Compact" TuLEP works:
https://www.youtube.com/v/H6t3NRgzbOw?start=423

Unlike the TuLEPs, there's also an equivalent of this for the Type 120 setups, which can be built in a similar fashion. 

Phase 1 of the FTL system, which was completed with the release of NAM 36, was designed to be able to functionally replace the old TuLEP system in its entirety, and in many cases, it exceeds those original specifications.  If there's a transition that existed in the old TuLEPs that you haven't been able to find in the FTL options, chances are that some sort of overlap or override implementation exists that covers it.

We will not be removing the TuLEPs from the NAM, but there are no plans to expand or improve the puzzle-based TuLEPs system at any point in the future, as the FTL system and its offshoots (QuickTurn and SITAP) are now the NAM Team's path forward with turn lane development.  You'll notice the title of that development thread ("FLEX Turn Lanes (FTL) and Related Projects - Development and Support") no longer mentions TuLEPs, reflecting that shift.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: nickWtn on October 15, 2017, 06:14:56 PM
This is what I'm using the puzzle pieces for. 
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on October 15, 2017, 07:40:25 PM
Yes, it exists in FTL form, as both APSMS and I alluded to above, though you have to do the overlap of the normal Type 110 FTL setup in order to construct it.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: nickWtn on October 15, 2017, 07:54:34 PM
Interesting ok then... thanks for the clarification/help
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: XL2007 on October 16, 2017, 11:35:57 AM
So I'm trying to run a diagonal RHW L2 R4 road over a L0 6S road, but the textures disappear and the L2 road reverts. Also tried it with a diagonal L1 RHW road and got the same result. Seems like RHW just ain't happy with the diagonals for some reason.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on October 16, 2017, 11:42:47 AM
Have you tried removing the lower RHW6 and dragging the diagonal-elevated section first. Then reconnect the 6S underneath, it should prove more reliable to get the overrides in place.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: APSMS on October 16, 2017, 01:27:13 PM
I suspect that the half-dragging method will be useful here.

This gives an example of the method. Although he's using a close proximity curve, the principle (drag the diagonal, then drag the straight RHW away from either side of the diagonal) remains solid, and for whatever reason this tends to result in far more stable RHW junctions, particularly in complicated setups.
https://www.youtube.com/v/MOdDQ1jOp0c
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Kitsune on October 17, 2017, 06:47:24 PM
Are the road markings able to modded into a overlay texture? I'm building a port and the one I'm loosly copying has TLA-5's running between the containers on a N-S Axis.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on October 17, 2017, 06:56:40 PM
The TLA-5 textures do exist in overlay form for use on Lots, in the NetworkWideningMod_LotSupport.dat file--the IID would be 0x51100000 for the orthogonal version.

If you're looking for just the road markings by themselves, without the pavement and curbing underneath, however, those do not exist at present, though it would not be difficult to make a texture that is just that.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Alan_Waters on October 18, 2017, 08:09:04 AM
Tell me please, when the diagonals of NWM will be functional?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on October 18, 2017, 08:21:55 AM
As always with this type of question the answer is... When it's ready.

Work has not even yet begun on this feature, but rest assured when progress is made we'll present it to the larger community. In the meantime, you'll just have to be patient.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Kitsune on October 23, 2017, 08:23:03 AM
Quote from: Tarkus on October 17, 2017, 06:56:40 PM
The TLA-5 textures do exist in overlay form for use on Lots, in the NetworkWideningMod_LotSupport.dat file--the IID would be 0x51100000 for the orthogonal version.

If you're looking for just the road markings by themselves, without the pavement and curbing underneath, however, those do not exist at present, though it would not be difficult to make a texture that is just that.

-Alex

tl;dr the markings might be too dark to be useful on many base textures.

...Here is my experience with the TLA-5. I ripped the road markings off the road (I used a screenshot of lot editor in gimp to carve out the road, and then to isolate the road markings + add transparency). To my surpise ... the road markings were too dark, particularly the turning lane markings were barely visible. So it took some trial and error to find the right colors to show on the base texture I'm using.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Seaman on October 23, 2017, 11:11:19 AM
Quote from: Alan_Waters on October 18, 2017, 08:09:04 AM
Tell me please, when the diagonals of NWM will be functional?

Quote from: mgb204 on October 18, 2017, 08:21:55 AM
As always with this type of question the answer is... When it's ready.

Work has not even yet begun on this feature, but rest assured when progress is made we'll present it to the larger community. In the meantime, you'll just have to be patient.

Wait, what feature? I thought all NWMs already do have diagonals!?!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tyberius06 on October 23, 2017, 11:54:24 AM
I guess, they were talking about diagonal crossings/intersections. Normal diagonal paths are existing but the crossings are not, as I know.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: dyoungyn on October 29, 2017, 12:27:27 PM
Having a problem with L2 Flex Height, the same problem as NAM 35. 

I even have a L2 RHW10 stub in place.  All looks great until I drag a AVE4 under.  I believe I have plenty of extra space and made space for expansion.  I tried clicking every where near the problem with no avail.

dyoungyn
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on October 29, 2017, 12:47:53 PM
Not sure what is going on, but I do notice the 10s override is not flowing through the FlexHeight pieces. Which means this setup won't work without starters on the overpass to override the RHW-2. This is making things super unstable and the only way i could get things working was with 10-S L2 starters on either side of the avenue. You may need to move the on-slopes on the side of the bridge one tile further from the avenue to make that happen.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: dyoungyn on October 29, 2017, 02:35:02 PM
It is not just 10S.  In fact, 10S definitely crossed over without the AVE4 underneath; however, once I draw the AVE4 through, thus happens.  I even tried 6S, 8S over and same result.  So, I tried passing under a road, or oneway road, or street, all same response. 

In the end, I gave up and lower to 7.5m and all worked with no problems.  Actually, only one thing, the bridge is to low for ships.   

Must be stability only at L2 (15m) like it did during NAM35. 
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on October 29, 2017, 03:47:29 PM
The issue is ultimately caused by the fact that the FLEX On-Slopes have an RHW-2 default, and automatically initiate an L1 or L2 RHW-2 override out the elevated end.  Even in moderately tight situations, the inclusion of the L1/L2 RHW-2 default override sometimes tends to interfere with the continuation of other overrides, causing the RHW-2 to make an unwelcome appearance, instead of the intended network.  This is especially prevalent when there's some sort of crossing in the area.

Placing a starter in the vicinity, as mgb mentioned, should help counteract the interrupting RHW-2.  Long term, if we were to solve this, there'd be several options:

(a) instruct users to place starters on both sides
(b) remove the automatic override to L1/L2 RHW-2 on the elevated end of the FLEX On-Slope
(c) add a few hundred thousand lines of adjacency stability

Option B is actually something I'm looking at long term with a lot of the FLEX pieces, as the interruption problem is at the root of most of the complaints with them.  The new FLEXFly implementation excluded support for L0 RHW-2 with this notion in mind.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Wiimeiser on October 29, 2017, 09:27:54 PM
If removing RHW-2 overrides means building interchanges with RHW-2 becomes unfeasible, I sure hope WRHW-2 can be made draggable to compensate. Wishful thinking, I know. You could also just use the C-median, which might mean stuff like this (https://www.google.com.au/maps/@-37.833207,144.9944769,3a,75y,243.06h,69.27t/data=!3m7!1e1!3m5!1sRWSbnQ9DZpj1Bcu1gD-TMQ!2e0!6s%2F%2Fgeo0.ggpht.com%2Fcbk%3Fpanoid%3DRWSbnQ9DZpj1Bcu1gD-TMQ%26output%3Dthumbnail%26cb_client%3Dmaps_sv.tactile.gps%26thumb%3D2%26w%3D203%26h%3D100%26yaw%3D274.17108%26pitch%3D0%26thumbfov%3D100!7i13312!8i6656?hl=en)...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on October 30, 2017, 12:59:18 AM
Makes we wonder, couldn't we remove the RHW-2 code and just compensate by adding a special RHW-2 only variant? Of course it's not as neat since it can't be upgraded, but I'd hate to see the RHW-2 functionality lost for on-slopes, I use them quite a bit.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on October 30, 2017, 03:06:54 AM
Quote from: mgb204 on October 30, 2017, 12:59:18 AM
Makes we wonder, couldn't we remove the RHW-2 code and just compensate by adding a special RHW-2 only variant? Of course it's not as neat since it can't be upgraded, but I'd hate to see the RHW-2 functionality lost for on-slopes, I use them quite a bit.

That is the most likely scenario if Option B were to come to fruition.  The existing FLEX On-Slope pieces appear to have L1 and L2 RHW-2 starters on the end, so the compensatory piece already exists.  It would merely take removing the starter to create the new piece.  Trying to do so via the disconnector (at least with L2 just now) doesn't end up initiating an override at all on the elevated side with the RHW-10S, so there'd be some code needed there . . . but far, far less than Option C. 

Given plans to potentially rework the implementation of the ramp-style FLEX Height Transition, the likely solution there would be to leave the existing version in place for the base RHW-2 setups, and then use the revised variant for everything else.  There is also the case of other FLEX items as well, including the FLEXRamps/DRIs, which also initiate overrides out some parts that create interruptions to further overrides.   

Quote from: Wiimeiser on October 29, 2017, 09:27:54 PM
I sure hope WRHW-2 can be made draggable to compensate

The RHW-2 will be getting its own set of Type 110 FTLs, which will act similarly to the existing Road (and TLA-3/AVE-2/ARD-3) version.  That would entail creating a Type 110 Median setup, which would probably end up looking like a WRHW-2, though it likely wouldn't be built out as a full-on override network.

And, of course, WRHW-2 is not RHW-2.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: solovinodelmal on October 30, 2017, 05:38:42 PM
Hi, sorry if this issue has already came up but I could not find anything about it.

I'm using a Flex Ramp Type D1 and it all seems to work, everything connects but it seems to be missing or invisible as shown in this pic

(https://i.imgur.com/aL6dcTa.png)

What could be wrong? Thanks!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on October 30, 2017, 06:04:16 PM
The L1 and L2 RHW-8S do not support Type D1 ramps, because the overhang that exists on the L1/L2 RHW-6S collides with the parallel MIS, producing an undesirable result.  Along the same lines, L1-L4 RHW-6S does not support Type A1 ramps.  L1/L2 RHW-8S Type A2 and L1/L2 RHW-10S Type D2 would also be no-go situations, as the barrier collision on those is even worse, having a two-lane (RHW-4) ramp branch.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: solovinodelmal on October 30, 2017, 07:11:54 PM
Quote from: Tarkus on October 30, 2017, 06:04:16 PM
The L1 and L2 RHW-8S do not support Type D1 ramps, because the overhang that exists on the L1/L2 RHW-6S collides with the parallel MIS, producing an undesirable result.  Along the same lines, L1-L4 RHW-6S does not support Type A1 ramps.  L1/L2 RHW-8S Type A2 and L1/L2 RHW-10S Type D2 would also be no-go situations, as the barrier collision on those is even worse, having a two-lane (RHW-4) ramp branch.

-Alex

Well, I´m sorry to hear that ... thanks for answering so quickly.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: veikanttu on November 25, 2017, 05:34:36 PM
Not sure if mentioned before but there seems to be a bug when dragging the ERW over 10S when there is a two tile median.
https://ibb.co/hMf53R (https://ibb.co/hMf53R)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on November 25, 2017, 09:04:45 PM
The section between the RHW is pretty small, which can make for instability. Try removing the RHW where the crossing will be and getting the ERRW stable before dragging the RHW back into place. Otherwise some clicking around will hopefully resolve the problem.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: ADRI CJ on November 29, 2017, 08:36:54 AM
Ems.... Not sure if someone posted it already but, anyone have problems with the SAM??
I place the starters and drag or place them over an already created street and nothing happens, just a blank space and one with the moded street, but nothing else.

Im doing something wrong??  &Thk/(
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on November 29, 2017, 10:49:43 AM
Sounds like an RUL issue, which is the code needed to make these networks properly work. Re-run the NAM installer, choose a custom install and make sure "Run Cleanitol and the Station Updater" is checked. Also check that the SAM networks are all selected too. This should remove any conflicting data from a previous NAM install and ensure the correct code is there.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: ADRI CJ on November 30, 2017, 04:23:00 AM
Thank you, Ill try and let you know as soon as I do.


Update: I reinstalled the NAM and now it works perfect  :P
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: noahclem on December 04, 2017, 06:01:52 PM
Hi guys,

I didn't see an specific area for the DBE so I'll post this here. I was just trying to use it in my city but was having a hard time getting the bridge models to show up properly--took a lot of clicking around as if the T21 mod controlling it doesn't work properly anymore or something else is conflicting with it. Furthermore, I noticed that connectivity was limited between the bridges after making them so that the diagonal road couldn't be extended further unless it already went a few tiles from the bridge "starter piece". Additionally, I was unable to do things like use diagonal street crossings or roundabouts in the vicinity of the bridges. Brian checked the problem and confirmed the same but was able to get around to diagonal street problem by using the puzzle pieces. Here's an example of trouble I ran into with the T21s all "clicked into place" but showing diagonal intersection trouble remaining:
(https://i.imgur.com/NoALMN5.jpg)

On a smaller note, I noticed the placement guide pieces for RD-to-NRD4 are reversed but that they work fine once placed.

An additional note that can't be considered an error but would be nice: it would be great if ARD3/TLA or NRD4 could cross OWR3 surrounding GLR for the wider style "TIA"s I like to use and wish I could sell more people on ,9

Finally, not a problem but a confusion, what are the NRD4 transitions that exist but are only draggable? I wish there was a convenient place to check.

EDIT: Corrected first situation, Brian was able to get around the problem with the diagonal puzzle pieces.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on December 04, 2017, 07:35:44 PM
The streets not working is not related to the DBE, there simply isn't enough of a gap between intersections to keep the diagonal street stable. Usually a minimum of four tiles is necessary, otherwise use of the puzzle pieces will work around it.

The DBE is a finicky thing, you must use a very precise order to get things to work. I built one of those road bridges only a few days ago, it all works fine with NAM36. The problem most people have is they place both starters, then try to fill in the bridge between, this is fraught with issues. What you should do is place only one of them, click on the bridge to bring the override to the other side (completing the bridge), then lock it it with the second starter, to break the override after the bridge. Do it that way, you'll find it very smooth sailing. For more complete instructions, check out the DBE guide (http://www.wiki.sc4devotion.com/index.php?title=Namdoc:Diagonal_Bridge_Enabler) on the NAM Documentation Wiki, I updated that a while back.

Quoteit would be great if ARD3/TLA or NRD4 could cross OWR3 surrounding GLR for the wider style "TIA"s I like to use and wish I could sell more people on

That'll probably just require a few lines of adjacency code to handle, since it's simple OxO stuff, I'll see what I can do for you.

Quotewhat are the NRD4 transitions that exist but are only draggable?

Couldn't give you a list off the top of my head, but most single tile NWM networks, Ave / TLA-5 should be supported now, check out this video (https://www.youtube.com/watch?v=g2Cm7AI0uDk&index=2&list=PLM3PEmgLUV_lJbYA60ub-f5CAzUVN8VeT) too.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on December 04, 2017, 07:46:35 PM
Quote from: noahclem on December 04, 2017, 06:01:52 PM
Finally, not a problem but a confusion, what are the NRD4 transitions that exist but are only draggable? I wish there was a convenient place to check.

The new NWM feature guide from NAM 36 has a table showing the possibilities.  Road, ARD-3, RD-4, Avenue, and TLA-5 are all supported.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on December 04, 2017, 08:57:33 PM
Small Update, added some new code:

(https://farm5.staticflickr.com/4585/38844238911_c8c353c630_o.jpg)

Now El-Rail/GLR/Rural GLR will remain stable in the median. I'll port the code for all single-tile NWM networks. This way El-Rail/GLR in the median of either OWR-1/3 will work with all single-tile NWM intersections. I'll probably chuck in support for Monorail whilst I'm at it, since this isn't a lot of code.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Alberto García Pastor on December 11, 2017, 12:18:17 PM
Hello!!!!
I am Spanish, I apologize for my english.
I´m using NAM 36 and I have a problem with the R1 curves on RHW-6S.
NAM readme says the following:

"R1 curves, also known as" Mini-Curves ", are constructed by draggable means, and can be easily constructed with a simple additional motion when building the default network curves, simply drag in a straight, orthogonal motion through the entire default curve. Afterward, a smoother curve will appear. Alternatively, one can simply try to drag the curve to the diagonal one tile before an end stub, which will also trigger the R1 curve. "

"Note that with the RHW-6S, due to the overhang, a "bite" may appear to be missing from some curve setups. Simply click in the area of the missing "bite" with the RealHighway network tool to fill it."

The bite appears when the shoulder is in the inside of the curve.
Then, i click in the area of the missing "bite" with the RealHighway network tool to fill it, but the game the game generates a red tile with the message: "inappropriated area to build the network"

Is this a NAm's bug or am I doing something wrong?


Once again, I apologize for my English.
Thank you very much.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: matias93 on December 11, 2017, 02:40:45 PM
¿Podrías poner una captura de pantalla de lo que estás encontrando? No entendí muy bien si estás intentando hacer una mini-curva de 45° o de 90°, porque hasta donde entiendo, solo la primera es posible con RHW-6 (de hecho, solo se pueden hacer mini curvas de 90° en 2x2 cuadros con las pistas MIS).

______________________

And for reference, in English too:

Could you add a screenshot of what you've found? I didn't understand clearly if you're trying to make a 45° or 90° mini-curve, and up to what I know, only the first one is possible with the RHW-6 (in fact, only MIS lanes allow for 90° 2x2 tiles' mini-curves).
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on December 11, 2017, 05:17:52 PM
If you're referring to the 45° Mini-Curve (R1) for the RHW-6S, there was a code issue that slipped in right before release that prevented it from working properly.  If you're adventurous enough to manually compile a NAM controller file, see the second part of my post here (http://sc4devotion.com/forums/index.php?topic=1444.msg520729#msg520729).  Otherwise, you'll have to wait for NAM 37 for a fix.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Alberto García Pastor on December 13, 2017, 05:20:26 AM
Quote from: matias93 on December 11, 2017, 02:40:45 PM
¿Podrías poner una captura de pantalla de lo que estás encontrando? No entendí muy bien si estás intentando hacer una mini-curva de 45° o de 90°, porque hasta donde entiendo, solo la primera es posible con RHW-6 (de hecho, solo se pueden hacer mini curvas de 90° en 2x2 cuadros con las pistas MIS).

______________________

And for reference, in English too:

Could you add a screenshot of what you've found? I didn't understand clearly if you're trying to make a 45° or 90° mini-curve, and up to what I know, only the first one is possible with the RHW-6 (in fact, only MIS lanes allow for 90° 2x2 tiles' mini-curves).


Gracias matias93, imágenes tengo, como no suelo usar foros no se como subirlas, y no he encontrado la manera de hacerlo. De todos modos creo que tarkus ha comprendido mi pregunta y no voy a ser capaz de hacer lo que él sugiere, excepto esperar el fix.


Thanks matias93, images I have, as I don't usually use forums I don't know how to upload them, and I haven't found a way to do it. Anyway, I think Tarkus has understood my question and I will not be able to do what he suggests, except wait for the fix.
Thanks tarhus.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Seaman on December 13, 2017, 12:03:48 PM
I'm having some issues here. The RHW-8s D2 outside wide DRI has always been very tricky, this is why I am so thankful for MGBs youtube tutorial (https://www.youtube.com/watch?v=bF8a0n_mC3Q&list=PLM3PEmgLUV_mFeirG6KUmgft47YAZ2ew6). Anyway, I really can't do it, even if I follow his exact steps; it always seem to miss a texture? Is it just me (since it clearly at some point worked for MGB...)?

(https://i.imgur.com/2YFzrA1.jpg)
(https://i.imgur.com/jSCIMse.jpg)
(https://i.imgur.com/1kyGOVe.jpg)
-> it even shows the texture in place when I try to buldoze it...

anyway, when I try to do the usual clicking around to solve override issues, it's likely to destabilize and collapse.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on December 13, 2017, 01:29:21 PM
I'm pretty sure there is a bug with this piece, but it might only affect some rotations, hence it worked in my video but may not for you.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on December 13, 2017, 03:23:53 PM
That issue was fixed via attachment (http://sc4devotion.com/forums/index.php?topic=1444.msg520812#msg520812) in mid-September.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Seaman on December 14, 2017, 04:32:26 AM
Thank you, Tarkus!  :)


(How could I miss it in this very samoe thread? *mrmbl* :-[)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: idan.shpri on December 26, 2017, 02:41:26 AM
hey guys, i really Struggle how to make this bridge with the NAM mod, I really don't have any idea.
can you help me with urs Suggestions?

this is the bridge in google map:
https://www.google.co.il/maps/place/%D7%A9%D7%93%D7%A8%D7%95%D7%AA+%D7%A8%D7%95%D7%A7%D7%97,+%D7%AA%D7%9C+%D7%90%D7%91%D7%99%D7%91+%D7%99%D7%A4%D7%95%E2%80%AD/@32.0999583,34.7937809,323m/data=!3m1!1e3!4m5!3m4!1s0x151d4bde30514f43:0xfa82ae5cf05faa11!8m2!3d32.1005059!4d34.7967832 (https://www.google.co.il/maps/place/%D7%A9%D7%93%D7%A8%D7%95%D7%AA+%D7%A8%D7%95%D7%A7%D7%97,+%D7%AA%D7%9C+%D7%90%D7%91%D7%99%D7%91+%D7%99%D7%A4%D7%95%E2%80%AD/@32.0999583,34.7937809,323m/data=!3m1!1e3!4m5!3m4!1s0x151d4bde30514f43:0xfa82ae5cf05faa11!8m2!3d32.1005059!4d34.7967832)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fup419.siz.co.il%2Fimg3%2Fm45njzezgjdk.jpg&hash=a431ce12ef19a8e95ed7947054160cd6b09ba271) (http://www.siz.co.il/my.php?i=m45njzezgjdk.jpg)

Thanks
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Seaman on December 27, 2017, 12:37:01 PM
Quote from: idan.shpri on December 26, 2017, 02:41:26 AM
hey guys, i really Struggle how to make this bridge with the NAM mod, I really don't have any idea.
can you help me with urs Suggestions?

here's something for your inspiration. The trick is to employ the real highway (RHW) in short urban streches. It's not that perfect, because you cannot zone next to the RHW, but it has some cool additional features like this (maybe the future REW is able to help with this??). You can find the "splitter" piece under the (old) RHW ramp button (press tab a number of times to find it), the rest are normal NAM pieces you should be familiar (please ask, if not). Protip: add to the ramp on the broad side one tile with the RHW "road", then you can drag with the normal road from there and it will automatically transform into Ave-6/TLA-7 (like on the image)
(https://i.imgur.com/GoFxOAc.jpg)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Wiimeiser on December 27, 2017, 04:51:45 PM
Maybe there should be a NWM version of that piece...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: idan.shpri on December 28, 2017, 02:33:47 AM
Quote from: Seaman on December 27, 2017, 12:37:01 PM
Quote from: idan.shpri on December 26, 2017, 02:41:26 AM
hey guys, i really Struggle how to make this bridge with the NAM mod, I really don't have any idea.
can you help me with urs Suggestions?

here's something for your inspiration. The trick is to employ the real highway (RHW) in short urban streches. It's not that perfect, because you cannot zone next to the RHW, but it has some cool additional features like this (maybe the future REW is able to help with this??). You can find the "splitter" piece under the (old) RHW ramp button (press tab a number of times to find it), the rest are normal NAM pieces you should be familiar (please ask, if not). Protip: add to the ramp on the broad side one tile with the RHW "road", then you can drag with the normal road from there and it will automatically transform into Ave-6/TLA-7 (like on the image)
(https://i.imgur.com/GoFxOAc.jpg)

nice!! great idea. thank you very much! I appreciate your comment :)
but, i think its possible to do with NWM?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Seaman on December 28, 2017, 04:37:12 AM
Quote from: idan.shpri on December 28, 2017, 02:33:47 AM
but, i think its possible to do with NWM?

The Problem is this piece, which is only available to the RHW. There is, although unintended, an advantage over a pure NWM setup. Here, the overpass is a "highway" opposed to a short strech of normal one-way road on the ground. This means, that your sims will likely use the overpass instead of clustering the intersection since, technically, they think it's shorter (to be honest, I don't know how the traffic simulator handles jammed intersection, but I find my sims quite often using the intersection instead of the over/underpass deliberately if both routes are equal one-way roads).
(https://i.imgur.com/it3UP7S.jpg)


I think, the RHW-version is much more sleek and close to your google maps example, but anyway, here's a full NWM setup:
(https://i.imgur.com/McwCRfn.jpg)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: idan.shpri on January 09, 2018, 04:45:31 PM
Quote from: Seaman on December 28, 2017, 04:37:12 AM
Quote from: idan.shpri on December 28, 2017, 02:33:47 AM
but, i think its possible to do with NWM?

The Problem is this piece, which is only available to the RHW. There is, although unintended, an advantage over a pure NWM setup. Here, the overpass is a "highway" opposed to a short strech of normal one-way road on the ground. This means, that your sims will likely use the overpass instead of clustering the intersection since, technically, they think it's shorter (to be honest, I don't know how the traffic simulator handles jammed intersection, but I find my sims quite often using the intersection instead of the over/underpass deliberately if both routes are equal one-way roads).
(https://i.imgur.com/it3UP7S.jpg)


I think, the RHW-version is much more sleek and close to your google maps example, but anyway, here's a full NWM setup:
(https://i.imgur.com/McwCRfn.jpg)

I cant find the piece that separate the one-way road from the nwm, can you help me ? :newbie:
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on January 09, 2018, 06:03:51 PM
Quote from: idan.shpri on January 09, 2018, 04:45:31 PM
I cant find the piece that separate the one-way road from the nwm, can you help me ? :newbie:

The reason you can't find it is because that particular transition isn't a piece and isn't under the menus.  It's draggable.  Take the OWR-4 network, bring it to an end stub, then draw two regular One-Way Roads starting on the tile after the end of the OWR-4, not physically connecting the two.  The result will be the transition shown.  The NWM Feature Guide in the NAM Documentation shows the basic mechanics for these "Draggable Stub" transitions.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Seaman on January 10, 2018, 06:02:43 AM
Unfortunately, I don't have a proper video at hand to show this, but this video (https://www.youtube.com/watch?v=g2Cm7AI0uDk) on the other NWM transitions might help you to illustrate, what Tarkus said. Use the mechanic shown in the video and drag OWR-4, then stop and start draging OWR-2 from the neighbouring tile. The only important thing is NOT to completly drag through the intended transition.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: eggman121 on January 10, 2018, 11:43:11 AM
Thanks Seaman for the comments you have been giving out. You seem to have a good knack of how to use the various pieces of the NAM!

Many of the situations will be more easily made once the REW comes out in NAM 37.

But for the meantime great work hear on workarounds :thumbsup:

-eggman121
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Seaman on January 12, 2018, 09:18:23 AM
Quote from: eggman121 on January 10, 2018, 11:43:11 AM
Many of the situations will be more easily made once the REW comes out in NAM 37.

I'm already on the hype train!  :bnn:

but seriously, a REW counterpart for the fancy RHW inside ramp mentioned above would be really cool at some point in the REW lineup. I mean, of course you could always go for the normal inside ramps, but I really like the effectiveness how this special part is using the tiles. It perfectly fits a dense urban scheme where sometimes 4 tile wide highways or alleys won't quite fite in.

I guess zoning next to REW is possible, since it's based on OWR? I mean, it might not be realistic to have your private gateway directly entering a busy expressway, but there might be situations (like above), where it's going to be quite handy.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tyberius06 on January 12, 2018, 01:28:38 PM
Hi!

It's an RRW related issue but  I guess still NAM.
Well I ran into something strange with RRW. I draw all of them with the same way, still this R3-R STR turnout Compaund is not working in every rotation/direction. See attached picture.
or I miss something, but I tried a couple of way and this had happened all the time. (Oh, It doesn't matter if I draw further the "broken" ones, still won't convert into STR...)

Thanks for any help in advance!

- Tyberius
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: eggman121 on January 14, 2018, 03:20:12 AM
Quote from: Seaman on January 12, 2018, 09:18:23 AM

I'm already on the hype train!  :bnn:

but seriously, a REW counterpart for the fancy RHW inside ramp mentioned above would be really cool at some point in the REW lineup. I mean, of course you could always go for the normal inside ramps, but I really like the effectiveness how this special part is using the tiles. It perfectly fits a dense urban scheme where sometimes 4 tile wide highways or alleys won't quite fite in.

I guess zoning next to REW is possible, since it's based on OWR? I mean, it might not be realistic to have your private gateway directly entering a busy expressway, but there might be situations (like above), where it's going to be quite handy.

Well the REW Ramps will act as both inside and outside Ramps. So that I think will be really useful for certain setups. The REW is shaping up to be a great project and is fun to work on  ;)

Thanks for the comments  :)

-eggman121
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: b22rian on January 14, 2018, 03:44:05 AM
QuoteI guess zoning next to REW is possible, since it's based on OWR? I mean, it might not be realistic to have your private gateway directly entering a busy expressway, but there might be situations (like above), where it's going to be quite handy.

Seaman,

I just wanted to add few things to Stephens excellent reply here :

First of all i am very happy you have decided to join NAM Discord chat room  :thumbsup:

All rew content have ( or eventually will have ) walking paths.. I have also been exploring some different set ups in my test city using ( unreleased ) RTMT NWM stations , the functional parts of REW i have already pathed,  and than Pedmall tiles to complete some interesting configurations..

In any event I think you are going to enjoy what you can do with the new REW once this is released to everyone  ()stsfd()
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tyberius06 on January 25, 2018, 04:49:06 AM
Hi there!

I recently ran into some interesting things, one of them, that I wasn't aware of that there is El-Rail over L1 RHW support at least on the 1 tile wide networks... which is cool :) It's not an issue.

On the below picture I was wondering a setting like that, but the overpass above the AVE with the 2 other elevated OWR2 crossings it's not stable enough. I was wondering if there will be further stability support for this kind of settings, or that would be too much work?

Thanks in advance!

- Tyberius

P.S. It works with the other way, if the AVE is the elevated party. (2nd picture) still...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Seaman on January 25, 2018, 09:05:20 AM
This is not answering your question, but you can still go with the old puzzle pieces. I still use them in desperate times :P
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tyberius06 on January 25, 2018, 09:14:06 AM
Quote from: Seaman on January 25, 2018, 09:05:20 AM
This is not answering your question, but you can still go with the old puzzle pieces. I still use them in desperate times :P
Sadly in this case I can not. The OWR puzzle pieces only L2, this set is L1. There are no L1 OWR puzzle pieces, I tried, usually I make the same method in desperate times. Like when I have 3 elevated RHW pieces (2 MIS and in the middle a RHW-2) next to each other and I would like a CAL-SG remastered canal piece under them. I can put overhanging canal pieces to the edges of the RHW overpass, but I need to use the Road above Canal CAN-AM overpass piece replacing the middle RHW-2 section... Little cosmetic differences, but still... it's working...

- Tyberius
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on January 25, 2018, 11:51:41 AM
There are general stabilisation issues because too many overrides are too close together, it requires a lot of code to keep this all working. As such only the most common connections have undergone this treatment to date. No doubt this will be improved in future, but I can't give you a timescale. But I would agree with REW coming it should be more of a priority, because such setups are going to be more commonly used. For now the real solution is to move the OWR one tile away from the RHW on either side, which should leave enough breathing room to keep everything stable.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on January 25, 2018, 03:41:03 PM
My guess is that it's due to the fact that you have T-intersections on the ramp termini instead of +-intersections.  There's less adjacency stability in place for T-intersections across the board.  Now that I know that the particular situation there doesn't work, it should be simple enough to fix it.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tyberius06 on January 26, 2018, 03:36:25 PM
Thanks both of you the answere, Robin and Alex! :)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Kitsune on January 27, 2018, 11:29:24 AM
Out of curiosity.... is this a hard coded problem or something the nam team might be able to fix?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fglidingeagle.com%2Fimages%2Fsc4%2Frd4rrncbug.jpg&hash=1ec0c9e79962fb85bb678acdf7355e8aca5e24d1)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on January 27, 2018, 06:15:16 PM
Well, if you think about it, the setup on the left is simply a mirror of the one on the right. So if it's not working, I'd make 100% sure the land there is absolutely flat by removing everything and placing stubs over the entire space before looking for deeper problems. That's the most common reason why multiple networks in a confined space don't work.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Kitsune on January 27, 2018, 08:42:27 PM
Can confirm it is 100% flat in the two cases I've tried this. 251.4m to be exact.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Wiimeiser on January 27, 2018, 10:45:10 PM
One of the Agave Azul lots has the same problem, it appears the terrain engine operates in floats but the network engine operates in integers...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on January 28, 2018, 01:52:40 AM
There are some weird hardcoded things that happen with network behavior at city edges, which aren't fully explainable, and I have a feeling that this (unfortunately) may be one of them. 

My first experience dealing with that was back in the RHW 4.0 (NAM 28) days, when a number of users started reporting something that came to be known as the "Eastside Bug".  The neighbor connector pieces for the RHW-8S, RHW-10S, and RHW-6C actually could not be placed on the east edge of a city tile, apparently because they were oriented as 1x2 pieces.  Rotating them to be 2x1 (which we did for RHW 4.1/NAM 29) actually fixed the issue, and did not cause issues with the other three edges.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: McDuell on January 28, 2018, 05:38:01 AM
@mgb204: It's not exactly a mirror as in the working setup the junction tile is not the same as the neighborhood connection tile.

But there is a workaround for this problem: Connect the roads with a small stretch of street first, then convert this street part to road by drawing directly over it. Mind that you can't modify this part of network in the vicinity of about 5 tiles afterwards without destroying the forced junction first. You'll get the 'unsuitable area to build network' error.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on January 28, 2018, 08:17:38 AM
Quote from: McDuell on January 28, 2018, 05:38:01 AM
@mgb204: It's not exactly a mirror as in the working setup the junction tile is not the same as the neighborhood connection tile.

I was never truly adept at visualising these things, probably explains why RUL coding is a mess of trial and error for me.

Good thinking with the work-around, I was thinking of more exotic ways involving puzzle pieces, but this gets the job done elegantly.  :thumbsup:
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: eugenelavery on February 04, 2018, 05:09:34 PM
Am I correct in thinking that no viaducts exist for NWM, either NWM over another network, or another network passing over NWM?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on February 04, 2018, 05:21:58 PM
There are no NWM viaducts, but the draggable versions of the Road, One-Way Road, Avenue, and Rail viaducts, as well as the elevated RHW networks, can cross over NWM networks.  This functionality is limited to situations where both the NWM network and the overhead network are orthogonal, as no diagonal situations are supported at this time.  The older puzzle-based versions of the Road/OWR/Avenue/Rail viaducts cannot cross NWM networks, either.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: eugenelavery on February 04, 2018, 09:23:20 PM
Thank you for the clarification. It is the optional puzzle pieces that are of interest to me as it was just a very short span (a sunken NWM road) that I was needing an overpass for.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: geminiasp on February 15, 2018, 08:23:24 PM
I apologize in advance if I'm being a pain in the bottom here. I just started playing SC4 after many years.

I came across the NAM mod, it sounded pretty cool so I downloaded it. But it keeps telling me I need to update my game, my game is fully updated (I have an Origin version, if that makes any difference. It's been on my account since 2014 haha).

Can someone help me please? Or maybe tell me about a similar/alternative mod to this.

Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: eggman121 on February 15, 2018, 09:49:26 PM
Quote from: geminiasp on February 15, 2018, 08:23:24 PM
(I have an Origin version, if that makes any difference. It's been on my account since 2014 haha).

Ah.... Umm.  ()what()

You may have to look for a version like GOG or and Amazon version since the origin version is unpatched and unpatchable.

Read  "$Deal"$ Here (https://simtarkus.wordpress.com/2017/04/18/origin-nerfed-simcity-4-situation-gets-worse/) about the situation.

I would recommend a refund but since you have purchased a copy from at least 2014 you may have to ditch it for another copy from another provider.

Some platforms offer it at $5.00 USD and DRM free would be the way to go for a good copy. I personally use a GOG copy and have had no issues but you can get it from Steam as well.

Hope that gives some clarification. Hopefully we can get you using the NAM soon.

-eggman121

Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on February 15, 2018, 11:07:12 PM
Just to add to my team member's comments, as stated Origin are notorious for not providing a game you can update with the official patches. The NAM installer will not complete because without these very old official Maxis patches, you will encounter lots of frankly avoidable problems. We simply had too many bug reports that resulted from users playing without these patches, that it became necessary to do something about it.

GoG have a sale right now (currently 4,29€ in Europe (http://xn--(currently%204,29%20in%20europe)-445t)), so if you are quick, you can ditch the broken version and get a DRM-Free one for a bargain price. I know it sucks to buy it all over, but being DRM-Free, the GoG version should be the last you ever need to pay for. Plus it's fully patched and ready to go out of the box. It even includes some features you won't get with other digital versions, it really is the best one IMHO.

Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: geminiasp on February 16, 2018, 09:59:41 AM
Quote from: eggman121 on February 15, 2018, 09:49:26 PM
Ah.... Umm.  ()what()

You may have to look for a version like GOG or and Amazon version since the origin version is unpatched and unpatchable.

Read  "$Deal"$ Here (https://simtarkus.wordpress.com/2017/04/18/origin-nerfed-simcity-4-situation-gets-worse/) about the situation.

I would recommend a refund but since you have purchased a copy from at least 2014 you may have to ditch it for another copy from another provider.

Some platforms offer it at $5.00 USD and DRM free would be the way to go for a good copy. I personally use a GOG copy and have had no issues but you can get it from Steam as well.

Hope that gives some clarification. Hopefully we can get you using the NAM soon.

-eggman121

Quote from: mgb204 on February 15, 2018, 11:07:12 PM
Just to add to my team member's comments, as stated Origin are notorious for not providing a game you can update with the official patches. The NAM installer will not complete because without these very old official Maxis patches, you will encounter lots of frankly avoidable problems. We simply had too many bug reports that resulted from users playing without these patches, that it became necessary to do something about it.

GoG have a sale right now (currently 4,29€ in Europe (http://xn--(currently%204,29%20in%20europe)-445t)), so if you are quick, you can ditch the broken version and get a DRM-Free one for a bargain price. I know it sucks to buy it all over, but being DRM-Free, the GoG version should be the last you ever need to pay for. Plus it's fully patched and ready to go out of the box. It even includes some features you won't get with other digital versions, it really is the best one IMHO.

Thank you both for your replies, and all of the extra information you provided me. I have other downloaded games for Origin, but, the information that they are doing that with SC4, that is freaking ridiculous.  &sly

Anyways, I checked Amazon first (I have an account), and the version on there is unavailable. I'm heading to GOG next, I just have to save the region I was working on and the plugins I downloaded previously.

Thank you both again.

UPDATE! After uninstalling my Origin version, I downloaded the GOG version. (It was $5.00 American, that is good for me). I am running the NAM installer now. THANKS ALOT!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: eugenelavery on February 17, 2018, 08:24:56 AM
Is it a known fault with avenue viaduct overpasses that there is no sidewalk for the road/ave network that passes underneath, or the beginning of the plopped viaduct on-slope starter pieces? I can post a picture if this explanation is confusing.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on February 17, 2018, 10:40:12 AM
It's not a bug, this is how they were designed. You can alter this behaviour by modifying the textures used for such pieces. Let me know if you're really keen on that, I may have a file knocking around you can make use of.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: eugenelavery on February 17, 2018, 01:37:24 PM
Quote from: mgb204 on February 17, 2018, 10:40:12 AM
It's not a bug, this is how they were designed. You can alter this behaviour by modifying the textures used for such pieces. Let me know if you're really keen on that, I may have a file knocking around you can make use of.

Ah ok, good to know. I would be interested in anything that could solve this issue as it seems odd to have the sidewalk suddenly disappear in an urban environment. Your no-grass mods have worked wonders for my cities!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Kitsune on February 19, 2018, 07:18:53 AM
odd question... I know the GHSR is slightly elevated above ground. Exactly how high is it? I have a model and I want to try using model tweaker to drop the height a tiny bit.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on February 19, 2018, 07:46:18 AM
The track height is 1m high. But the model height is really harder to determine, because depending on what you are attempting, you may need to reference a different point of the model. The actual G-HSR piece goes almost .5m underground.
Title: FLUPS - street, road and a wierd t junction
Post by: euan_hogg on February 22, 2018, 09:42:06 PM
Please see attached image - the underpass is meant to be street, but it is flagged as road.  When creating the underpass on a 10m slope it appends a T-junction leading away from the slope, rather than a straight street section.

Kind regards,

--
Euan
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on February 22, 2018, 10:34:34 PM
In both cases these things are implemented as such due to game limitations.

The T-Junction from the tunnel portal is necessary to ensure the portal correctly sits on the slope of the embankment. You can simply drag street out by one tile, then bulldoze it again and you'll be left with a straight instead, which is how this is intended to be used.

It's flagged as road, because the game sees it as such, because that's the network FLUPs were based on. It doesn't cause problems and is totally intended. You'll find many NAM pieces use networks that might not seem obvious or correct, but so long as the visual continuity is there, it's really no big deal. Often it's completely necessary to make things work too.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tyberius06 on February 28, 2018, 02:55:06 PM
This little piece just keeps making me angry. I'm talking about the RHW 8s F2 on/off FAR Ramp. Only on that particular spot, which is perfectly flat, keep digging a hole to china... but only on that spot and only this piece, because I tried all the other FA ramp pieces on that spot, and all works nicely, only the one what I would need doesn't work... ()what() ()what() ()what() ()what()

Attached picture showes the issue...

- Tyberius

EDIT: removed swear indicators... :) Sorry for that!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on February 28, 2018, 03:12:07 PM
Whilst there may have been a rule change in respect of swearing at ST, please be advised this has not happened here on SC4D. Whilst I know it's only implied swearing, I kindly ask you to carefully consider your choice of words, even when frustrated.

I've placed all four rotations and not had any issues using NAM 36. Which suggests there is a tile that isn't exactly flat, even a not visually obvious bump is enough to get what you are seeing. Best advice, remove everything around those ramps, flatten them using Stubs (rail I find are best for this sort of thing), then try again.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: dyoungyn on February 28, 2018, 03:18:32 PM
I agree with mgb204, sometimes after trying and trying with no joy, I either use the god mode to flatten then zone over the spot then re-zone just to make sure there is nothing there I just cannot see.  Sometimes it truly does get a little frustrating; patience and taking a deep breath and try different options.  As a fail safe, closing SC4, do a hard boot then open SC4 and the map and try again.  Eventually, the small glitch will work it's self out.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tyberius06 on February 28, 2018, 04:19:08 PM
Thanks both of you the answare!
I moved the piece 1 tile back and now it's working. My problem was, that I bulldozed everything there, dezoned everything (wasn't even zoned there anything), used the GOD mode terrain tool to make it flat, used the road tool etc... and the other pieces on that spot didn't make the hole, just this one... there was RHW 8S-C2 Ramp origianally on that spot, that's what I changed to the F2 ramp which didn't want to work there.

But now everything piecefull! :)

Thanks!

- Tyberius
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Kitsune on March 01, 2018, 07:14:43 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fglidingeagle.com%2Fimages%2Fsc4%2Frhw4str.jpg&hash=fb88cac3185898afa2d653c18b898d8df7b226d2)

A couple things: The wrong texture is showing under the L1 (not shown) and L2 RHW-4 network. Second (which I assume will fall under "future enhancement") - there is no stability to get that second RHW-4 over the diagonals. Even having starters on all edges (as STR has diagonal starters) did not work.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on March 01, 2018, 07:30:57 AM
The textures should have been added to NAM36, I'll check into that, since it does appear I missed some things in my update.

As for the crossing stability, you must have at least 1 diagonal stretch above the RHW to have any chance of making this connection. It looks like that line goes into some switch, which means this is not actually the case currently. STR, especially diagonals are at a really basic stage right now and must be given a bit more space if you want them to work.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Kitsune on March 01, 2018, 07:43:04 AM
I actually did just manage to get it to work. I moved the switch back one tile - still no luck. So with the switch moved, I removed a STR starter and clicked a ton of times and eventually it popped correctly :)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Seaman on March 01, 2018, 08:45:14 AM
While we're at it: is there some hope for the diagonal crossings of the elevated alleys? The old puzzle pieces could've helped here, but of course they didn't get up to RRW standards...

(https://i.imgur.com/fAy98pK.jpg)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on March 01, 2018, 09:14:33 AM
Quote from: Seaman on March 01, 2018, 08:45:14 AM
While we're at it: is there some hope for the diagonal crossings of the elevated alleys? The old puzzle pieces could've helped here, but of course they didn't get up to RRW standards...

Again you should find support for the puzzle-based viaducts in NAM36. I made all the paths/textures for them.

As for the draggable ones, of course diagonal support is planned eventually, but I can't tell you when.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Sic_civic_guy on March 05, 2018, 11:21:39 PM
Not sure if it's a known issue but using the RHW disconnector over the Bus Filter for L0 RHW-2 puzzle piece causes the game to crash to desktop
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Seaman on March 06, 2018, 03:34:22 AM
Quote from: Sic_civic_guy on March 05, 2018, 11:21:39 PM
Not sure if it's a known issue but using the RHW disconnector over the Bus Filter for L0 RHW-2 puzzle piece causes the game to crash to desktop

I'm not sure about it, but this patch (https://community.simtropolis.com/files/file/30883-sc4fix-third-party-patches-for-sc4/) might help?

In case it's not helping and you don't have it already, it's a super helpful addition anyway.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Sic_civic_guy on March 06, 2018, 08:53:13 PM
Thanks for the reply Seaman. That's my first CTD I've experienced in a few years. I currently only have the NAM installed. I'm gonna open a blank city and see what else has conflicts with the Disconnector and then try the patch and see if that cures it. I'll post any other CTD's I experience.

Update:
Okay so I got a CTD with the Modern Arched Rail Station, Toll Booth, and the Straight Tram Station while hovering over them with the Disconnector. I installed the SC4Fix and it no longer Crashes. Thanks again Seaman for pointing me to the patch!
Title: Re: NAM Issue
Post by: adsii1970 on March 25, 2018, 12:08:36 PM
I'm having problems with the game closing every time I try and select the draggable GLR, it throws me out of the game. What information do I need to give y'all fine NAM folk to help me diagnose my problem?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Simmer2 on March 25, 2018, 01:20:51 PM
Hello adsii1970 and welcome to our forum.
Put this in your plugin (with food) and call me in the morning. ;)
https://community.simtropolis.com/files/file/30883-sc4fix-third-party-patches-for-sc4/

No seriously, this little file solves a lot of issues including what you have described.

Nick
Title: Re: NAM Issues Thread
Post by: adsii1970 on March 25, 2018, 05:55:08 PM
@Simmer2:

Thanks for the warm welcome... as you can tell, I've been a long time member, but new at posting... And certainly glad I was not going crazy and that you did not say some of those not so nice comments!

Will install this tonight... Again, thanks!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Simmer2 on March 25, 2018, 10:29:05 PM
@adsii1970

What do you mean "not so nice comments"?

Ever heard the doctor expression "Take this pill, with food and call me in the morning"?

Bah never mind  ::)

Simmer2
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: fritzfarlig on March 26, 2018, 02:24:54 AM
 I cant find the icon for the newly implemented draggable 7.5m E-RRW (viaduct railway) that comes with NAM v36
in my menu
is that something I have to add when making a custom setup of NAM 36 installation ?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on March 26, 2018, 05:04:33 AM
In the rail menu, there should be a new Icon labelled ERRW. Starters for both the L1/L2 variants are included, but consist of on-slope/ramps from which the elevated sections begin.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: fritzfarlig on March 31, 2018, 04:06:12 AM
no sorry yesterday I check all it is a addon when you doing custom installation of NAM
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Kitsune on March 31, 2018, 07:53:39 AM
I've come to realize I need to rip a lot of rrw textures to put them in lots. The issue of course is that they appear a lot darker. My question is there an easy value to input into gimp to lighten the textures so I dont get zebra rails?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fglidingeagle.com%2Fimages%2Fsc4%2Frrwbricon.jpg&hash=3e1cc2987eb052e8693c9fd36ba3698f2c40bc62)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: fantozzi on March 31, 2018, 08:19:38 AM
You could try colours -> curves if you want only brighten a certain area of brightness, f.e. the darker colours. Just set some points on the diagonal graph where you don't want to change brightness and level up the part you want to brighten.

But Simmer2 did a lot of rrw textures for lots? Do they not work for you?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Kitsune on March 31, 2018, 09:35:19 AM
Those too have the same issue I believe.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: fritzfarlig on March 31, 2018, 10:34:27 AM
Quote from: mgb204 on March 26, 2018, 05:04:33 AM
In the rail menu, there should be a new Icon labelled ERRW. Starters for both the L1/L2 variants are included, but consist of on-slope/ramps from which the elevated sections begin.

:'( I cant find
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: eggman121 on March 31, 2018, 11:30:38 AM
QuoteI've come to realize I need to rip a lot of rrw textures to put them in lots. The issue of course is that they appear a lot darker. My question is there an easy value to input into gimp to lighten the textures so I dont get zebra rails?

To colour correct in GIMP you do the following in sequence...

Levels....

Levels = 1.2

Hue-Saturation...

Saturation = 15.0

Brightness- Contrast...

Contrast = 10.0

This is if you want to lighten. Darken is the opposite.

Levels....

Levels = 0.8

Hue-Saturation...

Saturation = -15.0

Brightness- Contrast...

Contrast = -10.0




These are found in the colour menu of GIMP

-eggman121



Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Kitsune on March 31, 2018, 11:58:59 AM
thank you ! That deserves a rep point as a lot of people are going to find that helpful I bet.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on March 31, 2018, 01:54:17 PM
Quote from: Kitsune on March 31, 2018, 07:53:39 AM
I've come to realize I need to rip a lot of rrw textures to put them in lots. The issue of course is that they appear a lot darker. My question is there an easy value to input into gimp to lighten the textures so I dont get zebra rails?

GoFSH can be used to batch process colour correction of BMP or PNG files, this contains the perfect values for switching between lot / puzzle textures. You simply point at the folder you want it to process and it will do this all automatically.

Quote from: fritzfarlig on March 31, 2018, 10:34:27 AM
Quote from: mgb204 on March 26, 2018, 05:04:33 AM
In the rail menu, there should be a new Icon labelled ERRW. Starters for both the L1/L2 variants are included, but consist of on-slope/ramps from which the elevated sections begin.

:'( I cant find

If you've selected to install RRW as part of your NAM install, it should be there, it's right at the top of the rail menu. Have a look in z___NAM\y_RealRailway, do you have the files RealRailway_Networks_L1_DTR.dat / RealRailway_Networks_L2_DTR.dat? Assuming both are present, you should see the ERRW icon. If not, you may have to re-run the NAM installer and ensure this feature is selected.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Kitsune on March 31, 2018, 02:39:10 PM
Ah ty... GOFSH is the next tool on my learning list. So much new info today ..... appears I'll be ripping 24 textures (times 5 for each zoom  ... oy!)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: huzman on April 02, 2018, 06:48:06 AM
I've installed SC4 Deluxe on my Win7 machine and it works like a Swiss watch. BUT: I have relatively few folders and files. The current problem is that I get a lot of double files, specially in flora and tree department but not only. Is there a way of how to find them? I thought I saw a mod that checks the plugins folder for double entries and/or missing files.

Your help would be God given, thanks in advance
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: fantozzi on April 02, 2018, 09:58:35 AM
Blind guessing: you don't seek the NAM issues thread but you seek Rivits SC4DataNode (https://community.simtropolis.com/files/file/27675-sc4datanode/ (https://community.simtropolis.com/files/file/27675-sc4datanode/)).
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: smileymk on April 02, 2018, 11:17:54 AM
Got some missing paths to report (confirmed with UDI testing):

(https://image.ibb.co/fGDaqS/FTL_Path_Issue.jpg)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on April 02, 2018, 01:52:41 PM
Before going further, can I just double-check you are using the LHD patterns as per this post (http://sc4devotion.com/forums/index.php?topic=1444.msg520729#msg520729)? Since if you used the RHD ones with a LHD game, the paths missing would be the net result.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: smileymk on April 03, 2018, 02:18:13 PM
Quote from: mgb204 on April 02, 2018, 01:52:41 PM
Before going further, can I just double-check you are using the LHD patterns as per this post (http://sc4devotion.com/forums/index.php?topic=1444.msg520729#msg520729)? Since if you used the RHD ones with a LHD game, the paths missing would be the net result.

I did consult that diagram before reporting the issue to make sure I'd drawn everything out correctly, and have just double-checked.

It looks like your documentation is incorrect, when I drag the LHD pattern as shown in the diagram (one-way in, road out) I get missing car paths on the slip lane itself as well as the slip lane entry tile. When I do it the other way (road in, one-way out), the paths for the slip lane work correctly.

No matter what I do, however, the paths on the entry tile (with the hatch markings) are missing as per my previous screenshot, so the issue seems to be with that piece. If I replace the hatching with the regular FTL turn lanes, everything works perfectly.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on April 03, 2018, 07:29:06 PM
The issue with the Type 110 FTL T-End x Slip Lane setup isn't actually an LHD issue, and affects RHD as well.  The path files don't exist.  Drop the attached file into your Plugins\z___NAM folder, and it should solve the issue.

As far as the RHD/LHD instructions on the slip lane building, the way in the documentation was the intended way, but it may be that there's a glitch somewhere in there.  For now, do whatever works.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Wiimeiser on April 03, 2018, 10:21:37 PM
(https://i.imgur.com/PTiKRTU.png)
Instability? Should be easy to fix, although... Alternatively, a texture bug?

(https://i.imgur.com/JPjgDIF.png)
I heard you were removing the L2 RHW-2 from the FLEX Height pieces? Looking at this I honestly don't blame you.

(https://i.imgur.com/iWy1rjw.png)
I see no way whatsoever of making this interchange more compact unless you can have FLEXFly over FLEXFly. The ramps on the east-west highway aren't the problem, the width of the terminating one is. Is ten tiles seriously the absolute minimum? The QuickChangeXpress for this cannot come soon enough.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: APSMS on April 03, 2018, 11:59:44 PM
@Wiimeiser, normally the solution for making that T-interchange smaller is to extend further towards the camera, that is, have one of the ramps separate further from the main carriageway so that by the time one FLEXFly is cleared the other flyover is already beginning to go over/under the main route.

Alternatively using 45 degree FLEXFly and doing tons of bulldozing work taxing the adjacency code to its fullest, you could have diagonal flyovers which should reduce the footprint as well.

As a third option, it may be that a directional T interchange here would again be even more compact than the other two, though I agree that if the Team can come up with a practical FLEXFly x FLEXFly crossover point/system (i.e. only valid at specific points of both FLEXFly pieces to limit the amount of code lines), then that would indeed be a game changer. The catch, of course, is time, and the NAM Team is stretched really thin right now as it is in the parts most crucial to its operation, mainly relying on the 3 main active devs for all the RUL coding work that is necessary to get things like FLEXFly and QCX working in the first place.

So I wouldn't hold my breath.

If you like, I can see if I can get my SC4 installation going again and see if I can muscle through some of those T-interchange suggestions, but it may be a bit because I haven't started up SC4 since I reinstalled the OS about 8 months ago (and have been dealing with a whole bunch of other issues that are related to that, among other things) so there may be bits that have come unstuck since the reinstall that I've simply forgotten about.

One of which is likely reinstalling the NAM to set the registry flags and make sure I've got the 4gb patch enabled.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on April 04, 2018, 07:32:43 AM
Quote from: Wiimeiser on April 03, 2018, 10:21:37 PM
Instability? Should be easy to fix, although... Alternatively, a texture bug?

Actually I believe that's a limitation of the textures, since certain intersection textures are reused, there is no perfect solution to ensuring such markings always look right in every setup.

Quote
I heard you were removing the L2 RHW-2 from the FLEX Height pieces? Looking at this I honestly don't blame you.

I guess the problem here is the RHW-4 destabilising? Personally I'd rather not see RHW-2 removed from the FlexHeight system, since I use it often in place of road viaducts. Mainly because RHW supports many more crossings, especially with RHW, making diagonal setups for example. However, if you placed the FlexHeight before any of the pieces the viaduct had to cross, you'd have a stable RHW-4 base, avoiding the need for further starters thereafter. Otherwise, just use a couple starters, it's really not a big deal unless you want it to be.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on April 04, 2018, 02:34:45 PM
Regarding T-interchanges, I did a video awhile back that may be of use:

https://www.youtube.com/v/TpKgeSWMZIg

As far as the RHW-2-related changes for FLEXHeight, the idea that had been thrown around was to not have the elevated end automatically spit out the elevated RHW-2 (L1 or L2, depending on the transition), as that behavior creates interference with other overrides.  That becomes particularly problematic in cases where users want to cross under the elevated part right after the transition.  The possibility of a "legacy" version that still did the elevated RHW-2 overrides would be a possibility, though placing starters for the desired non-RHW-2 elevated network at the ends effectively nulls out the interference, anyway.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Wiimeiser on April 06, 2018, 07:17:15 AM
Is there no way to make diagonal RHW not clip into the terrain short of completely flattening the terrain? It's ugly, it's annoying, and I'm pretty sure the engine doesn't even support a way to make this possible unless you install a ridiculously strict slope mod...
(https://i.imgur.com/XVoqMYP.png)
And by ridiculously strict, I mean "100 tiles to go down 15m" strict.

It's sad that I have to use the default highways to build in regions that aren't flat at physically possible.

Also, while I'm on the topic of highways, is this (https://imgur.com/a/x0NWt) particular restriction hardcoded in the exe?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on April 06, 2018, 10:14:13 AM
Indeed the behaviour of RHW on diagonals is a game limitation, however it affects many default networks also, the effect just may not be so pronounced. Using a sensible slope mod is sufficient to prevent it happening however. Note your slope mod needs to have settings for the "DirtRoad" network, many do not.

As for the second thing, I've no idea from the image what you are dragging over the highway? But if it isn't an elevated network, you can pretty much forget it working. Similarly, if the piece you are dragging over is some sort of ramp (really hard to tell), then again it's not going to work.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Wiimeiser on April 06, 2018, 06:31:48 PM
The issue seems to be the way terrain is shaped versus how networks are shaped.

I was more referring to the fact that draggable viaducts have to use a workaround to cross ground highway, and asking if how GHW obstructs other ground networks is hardcoded.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: APSMS on April 06, 2018, 07:49:11 PM
MHW blocks ground networks from crossing because the RULs are not defined.

The NAM with the MHO/Project Symphony disables the autocreation of ramps over the MHW (default Maxis behavior) so you'll run into that problem. However, viaducts are coded to cross over so if you use them you should be able to cross no problem. Keep in mind given the slopes surrounding that particular stretch are a bit steep and the game may not have enough distance to flatten the terrain appropriately.

I've also gotten diagonal RHW-4 to go down slopes much steeper than that. The catch is that the slope needs to be uniform rather than slightly bumpy or undulating.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Wiimeiser on April 06, 2018, 08:46:48 PM
How would I smooth the slope, then? Use a rail?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: APSMS on April 06, 2018, 09:33:41 PM
My slope mod is a modified version of Ennedi's medium slopes. Sometimes the RHW settings (purposely set liberally) aren't enough and I'll smooth it out with the slightly more restrictive rail or El-rail. If your rail slopes are more restrictive that may help but generally smoothing a wider swath of land and then ensuring the slope is straight instead of mildly bumpy will do more since the RHW-4 is on a 3d ground plane.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: dyoungyn on April 08, 2018, 10:54:34 AM
I use the ground rail and drag it diagonal for a smooth effect and works like a champ for diagonal RHW.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Pythias900KMB on April 09, 2018, 08:57:23 PM
Quote from: Wiimeiser on April 03, 2018, 10:21:37 PM
(https://i.imgur.com/PTiKRTU.png)
Instability? Should be easy to fix, although... Alternatively, a texture bug?

(https://i.imgur.com/JPjgDIF.png)
I heard you were removing the L2 RHW-2 from the FLEX Height pieces? Looking at this I honestly don't blame you.

(https://i.imgur.com/iWy1rjw.png)
I see no way whatsoever of making this interchange more compact unless you can have FLEXFly over FLEXFly. The ramps on the east-west highway aren't the problem, the width of the terminating one is. Is ten tiles seriously the absolute minimum? The QuickChangeXpress for this cannot come soon enough.

One observation that jumps out at me from the screen capture is the opposing carriageways are right next to each other; while this will not bring about the end of the world as we know it, you might run into a bit of recalcitrance from the RHW and all of the conflicting RUL files.  Standard operating procedure for me is to have a two tile median so I can construct Inside Diamond interchanges.

Another thing to consider is that you should execute a bit of artistic license with at least one of the fly-over ramps.  Draw upon the 45 degree FlexFly a bit more.  Look at my Ankh interchange for example.  See how curvy the left-turn ramps are?  I only used the 90 degree FlexFly as an absolute last resort.

Finally, plan the elevations a bit more.  If I had things my way in a T interchange, the left turning traffic on the terminating highway would face a 2nd elevation lvl acclivity to encourage deceleration prior to being maneuvered through the interchange complete with a declivity at the end to catalyze acceleration to merge into the through highway.

A four-way interchange . . . I would have the left turn ramps at ground/1st elevation lvl with the right turn ramps at 2nd elevation lvl and the through highways above all that at 3rd/4th lvl elevation lvl.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Spaney on April 24, 2018, 03:24:34 PM
Hey there,

I have a mac.  When I run the NAM installer "NAM36MacWrapper" nothing happens.

Literally nothing.

Am I missing something??

Thank you.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Spaney on April 24, 2018, 03:26:19 PM
ios 10.13.4
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Spaney on April 24, 2018, 04:34:35 PM
Fixed!

For users of ios High Sierra, wineskin requires disabling "auto detect gpu", otherwise nothing loads.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on April 24, 2018, 08:03:50 PM
Small nickpicking I know, but I think you mean MacOS not iOS, the later being used on phones/tablets only and the former being for desktop machines. Otherwise your initial problem looks like you've tried to install the NAM on an iPhone, which of course wouldn't work out well.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on April 24, 2018, 08:14:47 PM
Spaney, welcome to SC4D, and thanks for sharing your findings!  We've been very limited in our ability to provide support for the Mac version, since we're pretty much all Windows-bound (and I've kept my rarely-used Mac Mini on 10.12, so I've been at a total loss with any 10.13-related issues), so knowing that the "Auto Detect GPU" box needs to be unchecked is a huge help.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: piehomerman123 on April 30, 2018, 03:30:51 AM
(https://imageshack.com/a/img924/8270/bt1ppA.png)
(https://imageshack.com/a/img922/4458/yv8MeX.png)
In MAVE4-AVE6(or TLA7) and MAVE6-AVE6(or TLA7) T-Intersection, Find a Texture Bugs.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on April 30, 2018, 11:52:32 AM
I'm not sure these setups were ever fully supported as T-Intersections, only +-Intersections. However, you may find using the new (NAM 36) FTL feature, that you can make them, albeit with extra turning lanes.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Pythias900KMB on May 02, 2018, 05:27:36 PM
Many salutations, NAM team!  I have come across a couple of things that drive me batty.  I am having a rough time getting an E1 ramp to cooperate after revising a Rail viaduct so that I can prepare the land to construct a Commercial district (to replace the one I demolished in order to build that Centrifugal Curve interchange).  Any sage counsel you have is greatly appreciated.

Postscript:  The E1 egress ramp from the southbound carriageway was originally intended to give the choice to continue south into an avenue or to turn east into an avenue; unfortunately, I could not execute the former.  Along the same lines, the westbound carriageway of the avenue is to offer the choice to join the northbound highway or join the westbound highway; unfortunately, I could only execute the former.  Help, please!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Kitsune on May 05, 2018, 04:32:22 PM
Does the L3/L4 6s support diagonals ? As when I go to run anything diagonal under them I get red squares, while MIS and RHW-4 does have the support.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on May 05, 2018, 04:44:48 PM
They're supposed to have it.  The RUL2 code for them was, IIRC, copy-paste-find-replaced from the same block of code, so something weird must have happened with the 6S.  It seems, based on my testing just now, that it only really affects RHWs crossing diagonally under ortho L3/L4 6S.  The other networks seem to be working fine (though DxD combinations don't work).

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Kitsune on May 05, 2018, 05:24:46 PM
Quote from: Tarkus on May 05, 2018, 04:44:48 PM
They're supposed to have it.  The RUL2 code for them was, IIRC, copy-paste-find-replaced from the same block of code, so something weird must have happened with the 6S.  It seems, based on my testing just now, that it only really affects RHWs crossing diagonally under ortho L3/L4 6S.  The other networks seem to be working fine (though DxD combinations don't work).

-Alex

I also forgot to mention I can get all flex fly variants under the 6s too. I'm building a massive 4 level interchange (L0 to L3).
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Kitsune on May 06, 2018, 08:25:46 AM
And a double post as I found a cosmetic bug:
L2 RHW-10S inside; which is ok:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fglidingeagle.com%2Fimages%2Fsc4%2Frhw10sl2bug1.jpg&hash=d9ca15e3f1ab70042e2c05b5aa486111af3bdf4c)

L2 RHW-10S outside; which has one too many pillars
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fglidingeagle.com%2Fimages%2Fsc4%2Frhw10sl2bug2.jpg&hash=de5d1d6d02c90928a97ec0548ed9882bc9aa440e)

Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on May 06, 2018, 04:50:42 PM
Upon testing and further examination under the hood, it appears more complicated than that:

(https://simtarkus.files.wordpress.com/2018/05/rhw-05062018-1.jpg)

Shifting it over such that the outer part of the 10S is on an odd tile halves the number of pillars.  Despite the inner tile having its T21s set up identically, oddly enough, it didn't cause the same behavior.  Something really weird is up.

Edit: Found what was up . . . and solved it.  Place the attached in Plugins\z___NAM somewhere to ensure it loads after the old one.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Couchpotato on May 13, 2018, 06:43:52 AM
I'm just getting started with SC4 after buying a new pc so NAM 36 is the only version loaded.   Neither the bus stop nor subway station have base textures.    I've searched everywhere for a NAM version that lists texture dependencies but can't find a thing.
So what am I missing - thanks.    The basic bus stop and subway station are the only ones installed so far and they've replaced the Maxis basic ones so it would be nice to have them look normal.   
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: b22rian on May 13, 2018, 10:21:34 AM
sorry your having some trouble there with textures..

QuoteThe basic bus stop and subway station are the only ones installed so far and they've replaced the Maxis basic ones so it would be nice to have them look normal.

Can you be a bit more specific as to what these 2 stations are ?
So what I mean is, .. are they RTMT stations, or stations you feel come with the NAM ?

thanks, Brian
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on May 13, 2018, 11:11:10 AM
The base textures used by the Bus Stops and Subway Stations are part of the base content that comes with SimCity. So if those are missing, it suggests some override is modifying them somewhere. Certainly if the Maxis White concrete exists properly on other lots, you can be sure there isn't an issue with the texture itself.

The NAM does alter the properties of some of the transit-related values for the Maxis stations, but does NOT include modifications to the lots themselves. Long and short, this isn't really a NAM problem.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Couchpotato on May 13, 2018, 12:42:47 PM
Thanks mgb204.   That makes sense.   They both have the Nam symbol on them but wasn't sure why you'd change the base texture.   I have lots of BSC, Peg and other files but no other bus stops so have no idea what would override those textures.   I only download material from those groups to limit dependencies.   Back to the old fashioned way of finding out.   Remove almost everything and little, by little add it back.   

Edit:  The problem file is Maxis Renewal and I'm missing a texture file - probably CP's (cycledogg's) seriously old texture file Vol01b.
There are 26 dep files needed for his Utility lots to work.   Unfortunately, I really like his lots so will try and hunt down CP's texture file.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: bladeberkman on May 31, 2018, 11:25:59 PM
Hey NAM Team!

I've been inspired by all of the exciting diagonal work you've been doing as of late and decided to re-create a McDuell-style diagonal cloverleaf. I managed to make one, but decided to go big and add a collector/distributor system. Question: Do you think there is any way to make this work? I've spent a fair amount of time clicking around, but it's no use. As you can see, the MIS underpasses return to the default RHW 2. 

:-\

Thanks!

-Blade

(https://i.imgur.com/ExhdDZm.jpg?1)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on June 01, 2018, 01:48:17 AM
If it's not working now, Project 57-Mark IV will probably do the trick.  The current version can actually produce that adjacency pattern, though it still destabilizes to an extent with the outermost L0 MIS.  I am looking at also adding diagonal starters for at least the smaller RHW networks (everything up to the RHW-6S), which, coupled with some RUL1 code to handle the situation, would provide a safety net.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Pythias900KMB on June 14, 2018, 04:47:17 PM
NAM team:

Many salutations!  It is good to see you hard at work as always.  I have a quick question . . . how do I go about constructing below-ground heavy rail lines?  I have the data for how to build Flexible UnderPasses but for road traffic.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on June 14, 2018, 05:08:12 PM
Under the Rail menu, you should find the Underground Rail (URail) system, which has a pretty expansive feature set.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Pythias900KMB on June 14, 2018, 10:11:23 PM
Quote from: Tarkus on June 14, 2018, 05:08:12 PM
Under the Rail menu, you should find the Underground Rail (URail) system, which has a pretty expansive feature set.

-Alex

Tarkus:

I looked around under the Rail menu for the URail system and all I found were puzzle pieces for URail crossing under Roads and Streets along with Ped Malls om various orientations -- none of which is any utility.  Take a look at the attached screen capture.  Do you see what I found?  I found the Rail Tunnel entrance and the piece for a diagonal uRail to cross under diagonal GHSR along with straight URail crossing under straight GHSR but not anything else I need.  I am thinking that I might need to run the NAM installer again to ensure that the full URail system got installed.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: stickinc on July 02, 2018, 04:46:18 AM
I just reinstalled SC4 and installed the latest NAM. I tried multiple solutions and none work. I'm positive SAM streets had proper GLR crossings but for whatever reason I get the default street at crossings for all SAM streets. I completely emptied my plug in folder to Just have the NAM and z___NAM folders. So where do I need to look to solve this.   :)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: eggman121 on July 02, 2018, 03:25:53 PM
Hello stickinc

I just did a quick test and it seems that only the RRW can cross SAM crossings with the textures remaining intact if I am not mistaken.

Unfortunately the support for SAM x GLR crossings won't be realized until at least NAM 38.

-eggman121
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on July 02, 2018, 05:11:02 PM
Indeed SAMxGLR was originally intended and some textures do exist, but it was never implemented. I've been working upon including this functionality (http://sc4devotion.com/forums/index.php?topic=1138.msg521905#msg521905), but as Eggman states, it probably won't get included into NAM38 as things are going now.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: stickinc on July 02, 2018, 08:08:54 PM
Thank you both for the reply. I guess editing textures as of late and seeing the SAMxGLR stuck it in my head that it was there . :)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: bladeberkman on July 08, 2018, 01:41:46 AM
Hey NAM Team!

I am unable to place a flex height transition next to this particular flex exit ramp (first picture). However, I am able to place the flex height transition next to the flex entrance ramp (second picture). Would there happen to be a fix for this somewhere?

Thanks!  :)

-Blade

(https://i.imgur.com/woJwHX7.jpg?1)

(https://i.imgur.com/vDQuJbz.jpg?1)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Pythias900KMB on July 08, 2018, 10:43:47 AM
Quote from: bladeberkman on July 08, 2018, 01:41:46 AM
Hey NAM Team!

I am unable to place a flex height transition next to this particular flex exit ramp (first picture). However, I am able to place the flex height transition next to the flex entrance ramp (second picture). Would there happen to be a fix for this somewhere?

Thanks!  :)

-Blade

(https://i.imgur.com/woJwHX7.jpg?1)

(https://i.imgur.com/vDQuJbz.jpg?1)

Oh, boy . . . E1 ramps . . . Blade, you sure like to live dangerously!   I myself have been through immense frustration with E1 ramps that I hardly ever use them.  Why I find E1 ramps so frustrating is because they assume that there will be an RHW-4S unless there is a starter telling them otherwise.  Considering your two pictures, it seems that you want to transition from an RHW-8C highway to an RHW-6C highway.

Try the following sequence:

First, delete the three tiles using the RHW Disconnect Tile where you want to place the E1 ramps.

Second, place the three FlexHeights and use the RHW Disconnect Tile on the RHW viaduct; the first two rows should suffice.  Place an RHW-8C starter there.

Third, place the RHW-6C starter near where the E1 ramps are to go.

Finally, place the E1 ramps and finish up.

Postscript: 
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on July 08, 2018, 11:36:56 AM
Quote from: Pythias900KMB on July 08, 2018, 10:43:47 AMOh, boy . . . E1 ramps . . . Blade, you sure like to live dangerously!   I myself have been through immense frustration with E1 ramps that I hardly ever use them.  Why I find E1 ramps so frustrating is because they assume that there will be an RHW-4S unless there is a starter telling them otherwise.

Well this is simply how all the Overridable DRIs work, they start out with their base network, typically RHW-2 or RHW-4 unless overridden to another network. Sure that can mean using a starter, but most of the time simply having a suitable stretch of a stable RHW network is sufficient.

The key with this particular setup is ensuring the overpass has a stable section of RHW-8C before building the E1 ramps. Since the FlexHeight pieces always need an extra tile of space to place that can often be overridden afterwards, but will not allow them to be placed with such pieces in the way.

Often the order in which you build things can have an impact on how successful a given setup works. Where that fails, sometimes you just need to give a little space between pieces. A little experimentation can really help to get a handle on what works well and what doesn't.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: bladeberkman on July 08, 2018, 12:56:06 PM
Hi all,

Thank you to everyone who has responded and I apologize for not being clear (that's what I get for posting past 2:00 am  :D). The issue is that I cannot place a flex height transition next to the exit version of this particular type of flex ramp. The pieces rotate away from one another, like placing two magnets of the same polarity side by side. This behavior is an exception to the behavior of all other flex height/flex ramp pairings. Here's what I mean:

An entrance ramp works:
(https://i.imgur.com/f6uRkSP.jpg?1)

An exit ramp does not work:
(https://i.imgur.com/sSUdGLh.jpg?1)

All other flex height transitions and flex ramps can be placed end-to-end, with one exception:
(https://i.imgur.com/Mlp9P64.jpg?1)

-Blade
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on July 08, 2018, 02:47:19 PM
Perhaps there is some missing or unexpected code there for the Flex Piece. Personally I used the Draggable method to test this, which works just fine. Both pieces are identical, they are just placed differently.

Here's where you can find the patterns for the Draggable Ramps (http://www.wiki.sc4devotion.com/images/0/09/Dri-table.png), that's the best work-around for the moment.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: bladeberkman on July 08, 2018, 05:57:01 PM
Hey mgb204,

Thanks for the suggestion! I've tried dragging, too, but with mixed results. For example, the same footprints with different RHW networks produce the following outcomes (on flat terrain, of course):

Drawing this exit does not work:
(https://i.imgur.com/k5anzTu.jpg?1)

Drawing a 6S to 4S exit works, but drawing an 8C to 6C exit does not work:
(https://i.imgur.com/diNT1vU.jpg?2)

Ultimately, of course, this affects the symmetry of cloverleaves and parclos. For example, drawing a 6S to 4S exit can yield  this:
(https://i.imgur.com/owsDhCK.jpg?1)

(https://i.imgur.com/Ak85lIW.jpg?1)

However, it seems this height/ramp combo doesn't work with all RHW networks. Given the length of the transitions, the footprint of the ramps, and the geometry of the curves, interchange loops like these are only possible on other RHW networks if the flex height transition and the flex ramp piece or draw pattern can touch consistently.

-Blade
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on July 08, 2018, 09:59:06 PM
You must have the RHW-8C from the overpass stable BEFORE you try to drag the E-Type ramp, otherwise you can not drag it. Because the RHW-2 which is there now simply doesn't support ramps which reduce the lane count, there is no such configuration which prevents you continuing. Just make the overpass longer and use a RHW-8C L1 starter (which you can remove later if desired), to get everything in place. If definitely works, I tried the exact same setup to check.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: bladeberkman on July 08, 2018, 11:22:21 PM
Like this? Sorry, still no luck...  &mmm There's an 8C starter at the top of the height transitions.

(https://i.imgur.com/FqgDVDa.jpg?1)

EDIT ( :satisfied:):

There we go! Mgb204, I'm sorry if this is what you were trying to tell me to do - I just wasn't understanding you. What worked was adding multiple back-to-back L1 8C starter pieces at the top of the overpass until the flex hight transitions finally, uniformly flexed into 8C mode. In my prior pictures, for whatever reason, the L1 8C starter piece only partially converted the flex height transitions, leaving me to click around and manipulate them into an 8C height transition. Unless the flex height transitions uniformly (not partially) convert into a C-based network, drawing the E1 exit ramp is impossible. However, if the entire flex height transition converts to 8C at the same time, then the E1 exit ramp may be drawn. The key was placing one starter piece after another at the top until the ramps uniformly converted.

(https://i.imgur.com/2rMGRVD.jpg?2)

Thank you for all of your help! Sorry it took me so long to figure it out!  &opr

-Blade
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on July 09, 2018, 12:53:29 AM
It's a tricky beast, because one side will be RHW-8C, but the other RHW-6C. Placing it so tight causes stability issues, but by working in a very specific order, success can be yours. Follow this three step process and as you can see, it works just fine:

(https://farm2.staticflickr.com/1786/41483809710_e474bed0c6_o.jpg)


I think the issue is unique to the C type networks. Because when you use a D/E type ramp, the lane count needs to be altered. But unlike the S networks, only one such configuration is supported, 8C to 6C. Due to this "exclusivity" if you will, if anything around the ramp is not completely stable, its flagged as an invalid configuration, triggering the Unsuitable Area to Build Network message.

If you drag just the basic E1 ramp, the outside tiles (step 2 - shown touching the height transition), would not convert to 8C/6C. That's why you need such a specific order for the RUL to figure everything out, which would just happen by default if the ramp/height transition were one tile further apart. As this creates a more stable setup, it just works without messing around. I hope this helps, but just keep in mind, many setups are possible which may at first seem like they are not. Usually a bit of creative trial and error will find a solution to push the possibilities of RHW that little bit further.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Pythias900KMB on July 22, 2018, 08:44:31 PM
Many salutations!  I have had some time on my hands and fiddled around to answer the question of how to have a single egress ramp diverge toward the intersecting highway in both directions and then to have the two ramps converge into a single access ramp to then join the highway.  I am pleased to find that the RHW-10S C3 egress ramp does wonderfully for the former; still, the RHW-10S F2 access ramp . . . well . . . (indicates the attached screen captures)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: bigshow8891 on July 23, 2018, 07:51:12 AM
I am having a problem with NAM 36. I want to go back to using default Maxis rail textures instead of RRW. When I reinstall using a custom configuration with RRW disabled the textures are not getting deleted and it appears that nothing involving RRW is getting deleted. When I look at plugins all of the NAM folders will say the current date for "date last modified" except for the RRW which still shows a date from earlier this year. This makes me think that the installer is not installing the RRW (like I wanted) but is also failing to delete the old RRW. How can I get rid of RRW without using the installer? I was going to just delete the textures but I don't want to mess anything up with the game and the readme was saying that installing over previous versions is the recommended way.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: APSMS on July 23, 2018, 10:27:05 AM
Keep in mind that RRW is not merely a texture reskin but a full rail functionality overhaul. That being said, if you delete the RRW folder, with the textures and the RULs and then rerun the installer afterwards in the hopes that it recognizes that you don't have RRW installed, that might be a solution to try out.

You do need to rerun the installer because you need a recompiled NAM controller that has the right rail files, otherwise the rail networks might not work or have undesirable behavior. Again this is because he RRW is a functional overhaul that has a different texture set, rather than a simple texture reskin.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: bigshow8891 on July 23, 2018, 03:11:53 PM
Quote from: APSMS on July 23, 2018, 10:27:05 AM
Keep in mind that RRW is not merely a texture reskin but a full rail functionality overhaul. That being said, if you delete the RRW folder, with the textures and the RULs and then rerun the installer afterwards in the hopes that it recognizes that you don't have RRW installed, that might be a solution to try out.

You do need to rerun the installer because you need a recompiled NAM controller that has the right rail files, otherwise the rail networks might not work or have undesirable behavior. Again this is because he RRW is a functional overhaul that has a different texture set, rather than a simple texture reskin.

Thank you for speedy reply! I deleted the NAM folders and reinstalled and now the rails are back to Maxis. No other problems with the NAM at the moment.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Pythias900KMB on August 05, 2018, 11:06:47 AM
Ahoy, NAM team!  I have a few types of traffic junctions that could benefit from the OWR signalization in common use throughout my cities.  Is there something I missed during the construction process?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on August 05, 2018, 05:56:02 PM
Yes, there needs to be transitions to the Road network right before the intersection, and in the case of OWR x OWR setups, a Road 90° bend that gets overplopped by the One-Way Road network (kind of similar to the semi-automatic Road Turn Lanes).

The NAM Documentation does have a nice visual step-by-step guide to the process, which can be found here (http://sc4devotion.com/namdoc/feature-guides/turn-lanes/turn-lanes.html#sitap). 

I'll also add that the directionality of your OWRs in the last two images looks to be bit unusual.  For instance, the only permitted motions at the OWR x OWR intersection in the second image are turns, rather than through motions, and SITAP isn't designed to work with those sorts of intersections.  Indeed, in an RL setup of that configuration, a signal wouldn't actually be required, as theoretically, there are no conflicting motions (though you'd probably see an island in the middle of the intersection, to channel motorists into the correct traffic pattern and prevent wrong-way situations in what could otherwise be a rather confusing intersection).

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Pythias900KMB on August 05, 2018, 09:29:51 PM
Quote from: Tarkus on August 05, 2018, 05:56:02 PM
Yes, there needs to be transitions to the Road network right before the intersection, and in the case of OWR x OWR setups, a Road 90° bend that gets overplopped by the One-Way Road network (kind of similar to the semi-automatic Road Turn Lanes).

The NAM Documentation does have a nice visual step-by-step guide to the process, which can be found here (http://sc4devotion.com/namdoc/feature-guides/turn-lanes/turn-lanes.html#sitap). 

I'll also add that the directionality of your OWRs in the last two images looks to be bit unusual.  For instance, the only permitted motions at the OWR x OWR intersection in the second image are turns, rather than through motions, and SITAP isn't designed to work with those sorts of intersections.  Indeed, in an RL setup of that configuration, a signal wouldn't actually be required, as theoretically, there are no conflicting motions (though you'd probably see an island in the middle of the intersection, to channel motorists into the correct traffic pattern and prevent wrong-way situations in what could otherwise be a rather confusing intersection).

-Alex

Gratitude for the insight and the resource guide, Tarkus; I am reviewing the latter right now.

The directionality of the OWRs in the screen caps was a bit of engineering genius on my part; still, bearing in mind the RL motorists here in San Antonio that either incorrectly appraise right-of-way -- or worse, risk a bad wreck hastily seizing right-of-way, I can imagine why this is not done in RL.  However, if it was, the intersection would likely be signalized with opportunistic turns on red strictly forbidden during the opposing traffic's autocratic green phase.  Sadly, the RL motorists here in San Antonio -- and in a lot of US cities -- seem to get confused about the requirement of first coming to a stop and yielding to the motor traffic that is legally acting on its green phase when preparing to execute a turn on red.  I am worried for pedestrians everywhere -- especially yours truly.

In any case, SITAP being able to deal with this situation would be a step in the right direction.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Terring7 on September 01, 2018, 09:41:05 AM
I'm having some graphical issues with some of the NAM parts and I'm not sure if it's because of some error on installation or because of my graphic cart (AMD Radeon R4).

The RRW bridges looks funny at night. And no, it's not because of any night mod.

(https://farm2.staticflickr.com/1852/44357104062_88e01d3b7c_b.jpg)

(https://farm2.staticflickr.com/1878/44357105042_c6e6557462_b.jpg)

The grass of those roundabouts changes from pedmall to black while zooming.

(https://farm2.staticflickr.com/1890/43498842275_e21b72dcce_b.jpg)

(https://farm2.staticflickr.com/1875/43498839835_0c4c96d9cf_b.jpg)

(https://farm2.staticflickr.com/1892/43689609284_b87f224e25_b.jpg)

I'm not using the Symphony Project as you can see, but some of the puzzle pieces doesn't like the ground MHWs. Even most of the drag-able networks will change the highway. Only oneways and the elevated RHWs keep the MHWs as they are.

(https://farm2.staticflickr.com/1897/43689604544_db8dcde0a2_b.jpg)

(https://farm2.staticflickr.com/1886/43689600274_fede3ecba0_b.jpg)

(https://farm2.staticflickr.com/1878/43689606934_f811b982a1_b.jpg)

(https://farm2.staticflickr.com/1864/43689602314_084fc99239_b.jpg)

Any help, please? ()what()
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: AsimPika3172 on September 01, 2018, 05:52:58 PM
Hmmm...  ??? I saw this bugs for Maxis Highway because of this file found at Z____NAM directory.

Quotez1_MHW_Override_Euro_Textures_Standard.dat

That one for Europe version of MHO. For American one, I think was different name...
I delete them and you got old Maxis Highway, but no shadow appear for under anything just like this!

Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on September 01, 2018, 09:55:23 PM
Quote from: AsimPika3172 on September 01, 2018, 05:52:58 PM
I delete them and you got old Maxis Highway, but no shadow appear for under anything just like this!

Those are all base Maxis Highway setups that exist without the NAM.  The shadows are quite apparent if you're using the stock textures, and the non-MHO "re-textures" do not include anything that modifies the shadows.  Rather, the way the texture looks simply makes the shadows much less noticeable, and that seems to be especially so with the "Euro" version.

Quote from: Terring7 on September 01, 2018, 09:41:05 AM
I'm having some graphical issues with some of the NAM parts and I'm not sure if it's because of some error on installation or because of my graphic cart (AMD Radeon R4).

The RRW bridges looks funny at night. And no, it's not because of any night mod.

I'm not using the Symphony Project as you can see, but some of the puzzle pieces doesn't like the ground MHWs. Even most of the drag-able networks will change the highway. Only oneways and the elevated RHWs keep the MHWs as they are.

Any help, please? ()what()

The Maxis Highway issue appears to be some textures from part of the MHO somehow sneaking into your installation.  The file AsimPika3172 listed is likely the one that seems to have jumped into your Plugins.

As far as the RRW bridges, it looks as though the +-crossing textures are somehow interloping, though as of right now, I don't have any idea as to what would be causing that, since there should be no reference to that texture IID anywhere on that bridge.  As far as the blackened spots, it appears you may have some sort of texture mod partially installed, since there are extra bits of sidewalk showing that are not normally part of those pieces.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on September 02, 2018, 05:47:48 AM
Quote from: Tarkus on September 01, 2018, 09:55:23 PM
Quote from: AsimPika3172 on September 01, 2018, 05:52:58 PM
I delete them and you got old Maxis Highway, but no shadow appear for under anything just like this!

Those are all base Maxis Highway setups that exist without the NAM.  The shadows are quite apparent if you're using the stock textures, and the non-MHO "re-textures" do not include anything that modifies the shadows.  Rather, the way the texture looks simply makes the shadows much less noticeable, and that seems to be especially so with the "Euro" version.

Quote from: Terring7 on September 01, 2018, 09:41:05 AM
I'm having some graphical issues with some of the NAM parts and I'm not sure if it's because of some error on installation or because of my graphic cart (AMD Radeon R4).

The RRW bridges looks funny at night. And no, it's not because of any night mod.

I'm not using the Symphony Project as you can see, but some of the puzzle pieces doesn't like the ground MHWs. Even most of the drag-able networks will change the highway. Only oneways and the elevated RHWs keep the MHWs as they are.

Any help, please? ()what()

The Maxis Highway issue appears to be some textures from part of the MHO somehow sneaking into your installation.  The file AsimPika3172 listed is likely the one that seems to have jumped into your Plugins.

It's a quirk of the MHY models, rather than apply a shadow mask to create shadows under bridges, for some reason all MHY models are split into sections. One with the shadow part, which references a darker "shadow" or darker version of the normal MHY textures, then on either side the regular parts with normal textures.

When adapting this for the MHO, I re-used the texture ID for this shadow texture, which is what you are seeing that makes it look weird. Indeed, if you don't have the MHO installed from the NAM, the file AsimPika3172 mentions should not have been installed, which is causing the issue. It's perfectly safe to simply delete it, you don't need (or want) anything inside there if not using MHO.

Quote from: Terring7 on September 01, 2018, 09:41:05 AM
The grass of those roundabouts changes from pedmall to black while zooming.

Are you using any sort of texture mod outside of the NAM?

Some of these roundabout textures are puzzle pieces, with fixed Alphas (transparency). Those should show as transparent, but I do recall some graphics cards having problems showing this and instead, you see the Alpha channel (black). Whilst this is an issue (incompatibility) with your GPU/Drivers at it's core, a set of textures without the alphas would fix the problem. I have automation setup for all these, so can make you a special custom set which will avoid the problem altogether. Let me know if you want this by PM, also please confirm you want them with regular (Maxis/NAM Default), grasses and sidewalks or otherwise. However, right this moment, I'm very pre-occupied elsewhere (RL), so if you could wait a week or so, then send me the PM. It would ensure I didn't forget about it. It's really no trouble to do this for you, I just don't have time for such things right this moment.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Terring7 on September 03, 2018, 10:24:24 AM
Thank you very much, my friends. I've followed your advises and I've found some light in this tunnel.
First of all, AsimPika was right. After removing the z1_MHW_Override_Euro_Textures_Standard.dat, the problem with the MHWs has been solved &dance
Tarkus and mgb204 was also right. It was indeed a mod that conflicts with the roundabout textures, and I think I know who's the suspect. A mod that replaces the grass with pedmall which I think I've found here on LEX. I really don't want to remove it, because I don't like having grass next to my plazas and little shops, so I'll try to make it more compatible with my roundabouts. Glad to see it wasn't my graphic card &dance
But the problem with the RRW bridges still remains ???

Quote from: mgb204 on September 02, 2018, 05:47:48 AM
I have automation setup for all these, so can make you a special custom set which will avoid the problem altogether. Let me know if you want this by PM, also please confirm you want them with regular (Maxis/NAM Default), grasses and sidewalks or otherwise. However, right this moment, I'm very pre-occupied elsewhere (RL), so if you could wait a week or so, then send me the PM. It would ensure I didn't forget about it. It's really no trouble to do this for you, I just don't have time for such things right this moment.

Thank you very much for your kindness, but I guess you don't have to :)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Ralfger on September 06, 2018, 06:56:42 PM
Dear NAM-Team,
I really enjoy all the new possibilities to create more realistic networks! Great work!
But now I came across some issues I can´t solve:

(https://www.imgbox.de/users/Ralfger/Wachtenklipp_Netzwerk_2.jpg)

1. I can´t get rid of the glitches at the flyover and nearby - the terrain beneath is perfectly flat. The same occures with RHW2 and when placing the flyover further apart from the crossings.
2. The bridge of the railway don´t convert into RHW3 - where is my mistake?
3. I cannot find a diagonal transition between RHW2 and RHW2?
4. Is there a diagonal "s-curve" for the MIS - or a "far"-alternative?
5. And in general: Are the patterns to draw networks like rail/road also valid for RHW? I´ve tried that without success..

Thank you for any reply!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Seaman on September 07, 2018, 05:57:10 AM
Hi Ralfger

just a quick response from my side:
The MIS flyover does not support diagonals.

Also: I've just checked on my PC, but I cannot get the diagonal onslope height-transition for RHW-3 to work, either. I assume, RHW-3 is not supported, here. This is, why your Rail bridge has the issues. Diagonal RHW-3 over rail works perfectly fine, though. It's just the transition.

EDIT:
Quote from: Ralfger on September 06, 2018, 06:56:42 PM
5. And in general: Are the patterns to draw networks like rail/road also valid for RHW? I´ve tried that without success..
Due to the nature of the networks (we only have single and dual carriageway rail), only some DRI patterns are the same (for example the "split" pattern). I also get mixed up sometimes. The RHW patterns can be found here (http://sc4devotion.com/namdoc/feature-guides/realhighway/realhighway.html#dri), the RRW patterns are explained here (http://sc4devotion.com/namdoc/feature-guides/realrailway/realrailway.html).


Quote from: Ralfger on September 06, 2018, 06:56:42 PM
4. Is there a diagonal "s-curve" for the MIS - or a "far"-alternative?

Yes there is and your gut feeling is alright! It's indeed the FA-MIS to diagonal MIS piece, which can be turned into an S-shape:
(https://i.imgur.com/F7Hg4HY.jpg)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tyberius06 on September 07, 2018, 11:06:42 AM
Yepp, RHW 3 has only the basic supports. By-the-way I could appreciate one day RHW 3 D1 and E1 ramps (I think this one is where the network drops or picks up lanes after/before the ramp - RHW3 --->RAMP ----> RHW 2 and the opposite.)

- Tyberius
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Seaman on September 07, 2018, 01:18:10 PM
Quote from: Tyberius06 on September 07, 2018, 11:06:42 AM
Yepp, RHW 3 has only the basic supports. By-the-way I could appreciate one day RHW 3 D1 and E1 ramps (I think this one is where the network drops or picks up lanes after/before the ramp - RHW3 --->RAMP ----> RHW 2 and the opposite.)

As far as I know, those have been on the list for quite some time now  ;)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: eggman121 on September 07, 2018, 05:45:59 PM
Sorry for the late silence...

Anyway, About the bridges. The issue pertaining the RRW Bridges is due to errors in the IID allocation. I am fixing up the bridges to standard and should have the tweaking finished not before too long.

Part of the early modding which involved bridges involve errors in my work.

Bridge building as in Modeling is no easy task and my misunderstanding weaved itself into the modding that I did.

I will talk with my colleagues if a patch can be made for the RRW bridges.

Thanks for your patience.

-eggman121
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Seaman on September 10, 2018, 02:19:55 PM
I have some trouble on one of my intersections. One leg seems to be out of order and traffic can't go through. I might have narrowed it down to this pathing oddity, but my knowledge is insufficient to see wether there's an issue or not. It's the pathing on the diagonal MIS height transition. Can this be the reason to block the connection? Comments, anyone?

(https://i.imgur.com/rMjaiYu.jpg)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on September 10, 2018, 03:40:28 PM
That does indeed look like a path is backward of what is supposed to be.  I have to head to work in a few minutes, but will check it out once I get back.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: eggman121 on September 10, 2018, 05:09:57 PM
Hi Seaman

Try this patch and see if it corrects the issue.

Put the patch in the "Z_NAM" folder

-eggman121
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Seaman on September 11, 2018, 04:14:11 AM
That was fast! I'll check it as soon as I'm back at home in a couple of hours. Thx for the effort!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on September 11, 2018, 07:01:01 AM
Thanks for taking care of it, Stephen! :thumbsup:

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Seaman on September 11, 2018, 07:50:33 AM
Quote from: eggman121 on September 10, 2018, 05:09:57 PM
Hi Seaman

Try this patch and see if it corrects the issue.

Put the patch in the "Z_NAM" folder

-eggman121

Thx! that fixed it.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: eggman121 on September 11, 2018, 12:54:01 PM
You are most welcome Seaman :thumbsup:

For those wondering I have fixed up the Real Railway Bridges I made. Errors on my part with the IID allocation.

I am happy to PM people with a .zip with the intention of testing but I would be keen to make a simple patch installer for the bridges.

I will investigate today.

-eggman121/ (Stephen)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mattb325 on September 11, 2018, 02:53:08 PM
Thanks for all of your hard work (I know how many reps need to be changed  :o)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tyberius06 on September 11, 2018, 06:31:33 PM
Hi!

It's not really an issue, rather a request. I'm making a kind of special lot, where the tram tracks by default at the edge of the lot go underground connect to the underground TRAM network as on the attached picture. I would like to ask the path IID for the Tram underpass ramp (for all three tiles of course), or at least some kind of guidance which part of the NAM folder I can locate the relevant path for that plain GLR goes underground ramp.

Thanks in advance.

- Tyberius

EDIT: The wrong paths direction where the tracks are splitting already fixed... - now, the paths are fixed on the second pic
EDIT 2: Can the tram UDI use the basic FLUP routes under pedmall, than connect with the TRAM under Road/AVE network? - yes, it works - tested
EDIT 3: I forgot to mention this last night, but is that normal, that the Underground TRAM Puzzle Pieces don't have euro road texture version, just the US double line?

EDIT 4: Thanks to CasperVG, now I have the path codes and managed to put them into use. (second picture)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: City_Slider on September 16, 2018, 11:34:03 PM
Hello,

after installing the new NAM the Game wont Start. I see the Intro, can selekt a Region, can pick a Town... and thats all. The Game is frozen and i need to close it via Task Manager.

Version is 116400.

Thanks for Help.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: City_Slider on September 17, 2018, 02:05:33 AM
I just tryed Version 30. Same Problem. Btw, Win 7 Ultimate is running.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on September 17, 2018, 04:41:07 PM
Here's a few questions that may help in terms of diagnosing what's happening with your system:

1) What are your system specs?  Knowing your CPU and (especially) amount of RAM would be quite helpful.
2) Have you installed any other SC4 mods/plugins recently?
3) Have you installed any sort of Windows update or device driver update (i.e. graphics card driver) recently?

If it's crashing with both NAM 36 and NAM 30, that would tend to point to an issue that isn't (directly) NAM-related.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: City_Slider on September 17, 2018, 11:00:11 PM
1; CPU 3.2 GHz / RAM 4 GB
2; Only Deluxe with EP1 and BAT Nightlight
3; It´s all up 2 Date

Its not crashing... it´s still frozen. The PC is 2 Weeks old. So im wondering whats going on. Any other Games are still running.

Regards, Lowryder
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on September 18, 2018, 01:58:07 AM
If the NAM was directly to blame, simply moving the Network Addon Mod and z___NAM folders temporarily outside of your Plugins folder would enable the game to work once more. So I'd suggest trying that to begin with and seeing what happens.

If it's still freezing, then it points to a more general issue. If not, then most likely the issue is resource-related, since the NAM doesn't alter the game in ways that affects it's ability to work. It simply takes more toll on a system because of all the additional code/files it has to handle.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: City_Slider on September 18, 2018, 02:53:37 AM
Hey @mgb204 i did it after it was frozen and... it runs without any Problems. I tryed it also with the other Version (.30), same Result.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on September 18, 2018, 08:44:56 AM
So you are saying removing the two folders allowed the game to load?

Then one of two things are the cause. Potentially conflicting mods or a resource issue.

For the first, remove all except the Network Addon Mod and z___NAM folders. If that loads, you may need to dig through those files using a "binary search" to find potential culprits.

Otherwise, try seeing how many background tasks (running applications using RAM) before starting SC4 and see if this helps.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: City_Slider on September 18, 2018, 12:10:43 PM
i´ll check it out. Thanks for the Help Dude.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: City_Slider on September 18, 2018, 11:54:24 PM
Woohoo,

finaly it works  ;D. Reinstall SC4D, install NAM32 and between the Patches.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: manga rivotra on September 26, 2018, 02:32:11 PM
I have a question about the NAM textures and I do not really know where to ask it. ::)
I'm trying to change the texture color of the NAM roads in order to put an asphalt more grey and I've done it for quite a bit of pieces already.
However, I actually looked for pieces 1,2 and 3 on the pic, (here in their original NAM textures), in the different files that I have but I could not find them.

(https://farm2.staticflickr.com/1914/44936371521_67745e3637_q.jpg)

Indeed in my "z ___ NAM \ Road Textures \ Euro Cosmetic Re-Texture Mod" folder, I did not find these parts in any of the files I suspected to contain them (when i extract bmp), ie:
z1_NAM_Euro_Textures_Curves_Plugin;
z2_Euro_Textures: z3_mandelsoft_FAR_Euro;
z3_mandelsoft_FAR_Euro;
z3_mandelsoft_FAR_Euro;
z3_MRTNRLN_EuroTextures_WRC ;
and z7_NAM_Euro_Textures.

Would anyone have a vague idea of where these textures might be hidden ?, please  &mmm
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: eggman121 on September 26, 2018, 03:21:51 PM
That would be the minicurve for the Road network

These are the Texture IIDs.

0x5f097004

0x5f097104

0x5f097204


The First tile also has an overhang texture with dimentions W 128 x H 256

That overhang will have to be colour corrected or pre compensated to appear normal in game.

Hope that helps.

-eggman121
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on September 26, 2018, 03:44:13 PM
Quote from: eggman121 on September 26, 2018, 03:21:51 PM
The First tile also has an overhang texture with dimentions W 128 x H 256

That overhang will have to be colour corrected or pre compensated to appear normal in game.

Whilst this is true, the overhanging piece does not need to contain the sidewalks, so you don't have to worry about this, just get the underlying textures correct. Speaking of which, unless you want to modify the grass (remove or change it), these pieces should work with a custom sidewalk by default.

Assuming you are removing the grass (like my NGN mod), you can use the attached GoFSH script to automate this task. Note it contains most of the FARR/WRCs for EU Roads, you may not want all of them, but will need to remove any image pairs you don't need before running the script.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: manga rivotra on September 28, 2018, 09:36:16 AM
@ eggman121 and mgb204
QuoteThese are the Texture IIDs.

0x5f097004

0x5f097104

0x5f097204
Thank you very much for your quick answers !  :thumbsup:
Indeed, I did not search in the file z_MRTNRLN_EuroTextures_FAR_Intersections, since I supposed that it contained only intersections  ::).
But the textures are there. Thanks again !  :bnn:
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Wiimeiser on October 05, 2018, 01:27:39 AM
(https://i.imgur.com/S1bgLU6.png)
It appears FARxFAR intersections aren't supported... Maybe it's just at an incompatible alignment?

EDIT:
(https://i.imgur.com/ShOva2Y.png)
I had to use this as a workaround

There is an intersection in the documentation, but:
(https://i.imgur.com/ZBoJ0zm.png)
(https://i.imgur.com/k2hOYi0.png)
I don't see how any of this is usable TBH... The other FAR works fine but only supports orthogonal intersections...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on October 05, 2018, 07:30:58 AM
FA-2 Road does support an intersection with itself . . . the pattern is in the NAM Documentation (http://sc4devotion.com/namdoc/feature-guides/base-network/base-network.html#fa).  The pattern actually entails four ortho +-intersections in the middle.  As far as I know, that's it in terms of FA x FA intersections, however.  The code for them is INRUL-based, too, so it's predicated on everything in the vicinity being the Road network.  Having a Street transition in close proximity as part of the connection (as in your next to last image) would break the overrides, as would any other network.  It does also appear, from my testing just now, that the Road Roundabouts Plugin actually interferes with the pattern quite badly.

Ultimately, I think going forward, the FA Roads and the like will probably be best served receiving a FLEX implementation, similar to what eggman121 has been doing with the FA RRW functionality.  That seems to me to be the most reliable way to handle FA x FA intersections.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Wiimeiser on October 05, 2018, 07:54:48 AM
I tried to recreate that pattern that's in the documentation (The one with the four intersections displayed below the rail crossing), but it seems to create FAR-3 for me instead of FAR-2. And I have a lot of difficulty with FAR-3. In particular, no matter what I did, I simply couldn't extend the FAR-3 out of the north or east of that intersection. FAR-2 doesn't seem to be able to intersect any non-orthogonal networks. Maybe I should send a small test city over to show you what I mean...

The FLEX idea sounds good, though...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Wiimeiser on October 06, 2018, 02:51:01 AM
Another issue:
(https://i.imgur.com/eFy56vf.png)
Whichever side is the "continuous" one (The one that connects to the two perpendicular offshoots) breaks in the draggable version. It doesn't seem to be unusable, but it looks rather unsightly to say the least...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: vortext on October 06, 2018, 04:06:57 AM
Most of the 'issues' come from not allowing enough space, which far3 in particular needs plenty of. The last example is the far3-ortho curve, yet it's treated as a ortho-ortho 90 wide curve. Sure, that's not going to work. Here's the smallest possible footprint I could manage to get back to ortho;

(https://i.imgur.com/5X6fnQ7.jpg)

Same with the far3xfar3 crossing, it needs more space if you want to get back to ortho.

(https://i.imgur.com/eY9Ku2C.jpg)

Smaller footprints are possible if you transition to far2 or diagonal. That being said, this particular crossing is rather annoying to draw yeah, and it can only be drawn from the middle tile of far3 stretch. Also, far2xfar2 does not exist afaik.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Ralfger on October 07, 2018, 09:17:18 AM
Just a late "Thank you" to Seaman, Eggman and Tyberius for your explanation and suggestions to my question I´ve asked nearly a month ago  &ops -RL is rahter demanding at present...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Wiimeiser on October 07, 2018, 10:09:15 PM
Another one
(https://i.imgur.com/D6jIuve.png)
Don't know if these even exist, but it appears they certainly don't support LHD...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on October 07, 2018, 11:31:26 PM
I think that one intersection is one that was reported awhile back as having some issues.  I'll take a look over it.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Jdsaf on October 08, 2018, 07:35:31 AM
Just installed the latest NAM and my entire plugins folder has disappeared. RIP 10 hours setting up dependencies and mods.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on October 08, 2018, 06:09:03 PM
In order to diagnose just what went wrong, what exactly did you do with the installation process, and where did you pick up the mod?  Were you running another version of the NAM beforehand?

Speaking generally, changing the NAM installation folder in the installer can actually move your entire Plugins folder (but not delete it) in certain instances, and the only case I know of in which an entire folder could get deleted is if one is not careful with the NAM's uninstaller (which is a well-known situation and has a whole section in the NAM Documentation (http://sc4devotion.com/namdoc/2-installation.html#uninstall)).

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Wiimeiser on October 13, 2018, 01:37:04 AM
Look at this mess (https://imgur.com/a/wAwggZU). Notice how the terrain engine is actually forcing the terrain to be that way. Unless you can find a way to fix it, say, modify the .exe to feature actual diagonals, you'll have to go back to texture-based tiles for L0 networks and drop the models.

EDIT: The steepest I could get the RHW-4 to go up diagonally and not clip at all was 50cm/0.5m. That's... Not a lot to be honest. If anything I'd like to see how other users handle diagonal RHWs on terrain that isn't 100% flat.

EDIT2: Did a workaround with OWR, that's what it'll probably have to be. And the corners are still off. Unless all the diagonals here (http://sc4devotion.com/forums/index.php?topic=252.msg527764#msg527764) are perfectly flat it seems others are aware of this and never use the RHW diagonally in areas that aren't perfectly flat. FYI this clipping is almost the entire reason I only ever play on personally-constructed regions that are always almost completely flat and almost never touch community-made regions (and in the rare cases I do I never use RHW)...

EDIT3: I wholly regret that part about the executable, I was misled into thinking the game's handling of diagonals was at fault...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tyberius06 on October 13, 2018, 02:52:15 AM
@Wiimeiser:

Do you use slope or diagonal jagged edge mod? A slope mod would be essential I guess... I just tried and for me it's working perfectly. And here I don't even use the steepest setup.

(https://i.imgur.com/qBsdVzD.jpg)

Also I have Sudden Valley but I modified it to handle the diagonal jagged edges.
http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1690 (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1690)

Slope Mod
http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1512 (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1512)

I hope it helps

- Tyberius
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Wiimeiser on October 13, 2018, 03:00:40 AM
Okay, I'll try that and see what changes.

EDIT: "Mountainous" setting seems to solve the problem, though close proximity corners on or near slopes sometimes act up, particularly the smoother corners.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: fantozzi on October 13, 2018, 09:51:42 AM
May I ask: doesn't NAM have a build-in slope mod for RHW?

Would a slope mod work on RHW that was done for the base game?

I'm asking, because I always thought RHW is - despite the other NAM networks are overrides - a separated network on its own.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jeffryfisher on October 13, 2018, 10:33:54 AM
Quote from: fantozzi on October 13, 2018, 09:51:42 AM
May I ask: doesn't NAM have a build-in slope mod for RHW?

Would a slope mod work on RHW that was done for the base game?

I'm asking, because I always thought RHW is - despite the other NAM networks are overrides - a separated network on its own.
I've been told that NAM has no slope exemplars, and it prolly never will (which is too bad, because slope exemplars dearly need a tweaking interface like TSCT).
~

RHW is built upon the derelict "dirt road" network hidden within the original game. Open up a comprehensive slope mod in your editor and look for the dirt road exemplar. Experiment in a sandbox.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on October 13, 2018, 10:50:34 AM
Quote from: fantozzi on October 13, 2018, 09:51:42 AM
May I ask: doesn't NAM have a build-in slope mod for RHW?

Would a slope mod work on RHW that was done for the base game?

I'm asking, because I always thought RHW is - despite the other NAM networks are overrides - a separated network on its own.

Simply because conflicting slope mods can cause problems like CTDs, so if we included one in the NAM, it could be a real issue support wise. Additionally, the NAM has a pretty tight remit related to transit content, something which in light of the reduced number of developers needs reining in not expanding upon.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Wiimeiser on October 13, 2018, 06:58:10 PM
I noticed the MHO has a slope mod for ground level, but was that in the game by default? If so, then even Maxis knew their terrain engine had problems...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on October 13, 2018, 11:55:50 PM
Quote from: Wiimeiser on October 13, 2018, 06:58:10 PM
I noticed the MHO has a slope mod for ground level, but was that in the game by default? If so, then even Maxis knew their terrain engine had problems...

Every network in the game has a Placement Tuning Parameters exemplar (PTP, I suppose), which is what controls not only the slope factors of the network, but various other properties.  They also control construction and maintenance costs, reference the tunnel models for the network, and specify various behavioral aspects of the construction vehicles when the networks are built.  The Maxis originals of these can be found in SimCity_1.dat.  Every draggable network (including DirtRoad AKA RHW) has one in that file.

The RHW did originally include a modified Dirt Road PTP exemplar with its very first release (Version 0.12, 1.2, or "v12", depending on your view on the decimal placement), but the only reason for its inclusion was due to abnormally slow construction vehicles that occurred without it.  The reason for the slow construction was later determined to be because the ortho end stub on the RHW-4 (then the only network in the mod) had missing/broken path files, not any actual quirk with the network itself.  Once the end stub was pathed, the exemplar went away (sometime during the series of 0.13/1.3/"v13" releases in mid-2007, IIRC).

The modifications to the Ground Highway PTP exemplar in the MHO appear to be motivated by tunnels (the file is in the i_Tunnel.dat file), though it appears slope and construction vehicle settings were also adjusted.  I can't find any specific reference in our private development threads pertaining to that exemplar being added to the MHO, which, given that the notion of including it would have definitely provoked discussion, seems to suggest it was quietly slipped in there.

The potential for that issue with the diagonals with non-restrictive slope settings has been known since 2013--there's been a couple proposals for handling it, one of which involved adding additional polygons to the model to give the terrain engine another point to bend it to conform (tested at one point, though the files and results are lost), the other of which entailed raising the model by a small amount (i.e. 0.75m, a solution the L0 MHO already uses--the single-tile overhanging NWM diagonals are also raised by 0.1m--this can still mess up in certain situations).  It was also discovered that it is possible (but much more difficult) to invoke the same issue on texture-based networks.  Generally, we've recommended using a third-party Slope Mod (typically Ennedi's) as a solution.

Regarding the prospect of Slope Mods being in the NAM, the idea of actually including one has been shot down many times over the past 10-11 years (and I suspect the one in the MHO would have raised eyebrows had it been disclosed at the time--especially since its placement in load order may covertly override any actual GMHW slope settings that a user might install).  As mgb204 noted, with our current staffing levels, and the file architecture/installer mess that we currently have on our hands (unlikely to be addressed by NAM 37), we're more likely to divest the NAM itself of things like that than add them.  The whole RRW vs. Maxis Rail situation and the like has upped the complexity of that whole side of things, too.

As far as tweaking them like the TSCT, my research of our old internal development threads turned up that the idea was actually discussed when the tool was being developed back in 2010 (especially in light of the fact that a tool GoaSkin had under development years prior did actually include some semblance that feature), but the developer of the TSCT (Stefan79) hasn't been active for some time.  Having it in there would solve the issue, though the main stumbling block is that it's going to require someone to undertake the modifications.  The TSCT is open source, and the source code for the tool is up on SourceForge (https://sourceforge.net/projects/sc4tsct/) (need a CVS utility to acquire it).  It's Java-based . . . I've picked up the code and  might take a look, as I've done a decent amount of Java stuff, though I'm not sure I'll have the time/energy to be the one to do it in the end.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Akallan on October 14, 2018, 08:42:59 AM
Hello, I have no problem with NAM, but I have a question about it:

Why are there no draggable networks for SAM and NWM? That is to say that for the RHW 2, you have created a new network as on the image below:
(https://nsa39.casimages.com/img/2018/10/14/181014055331145452.jpg)

For SAM and NWM networks, place a "Starter" piece and then take the road or street Maxis to draw the roads. Same for the RHW 4/6/8 and 10. Why not create all the networks in the same way as the RHW 2, without a "Starter" piece?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: eggman121 on October 14, 2018, 09:15:25 AM
Quote from: Akallan on October 14, 2018, 08:42:59 AM
Hello, I have no problem with NAM, but I have a question about it:

Why are there no draggable networks for SAM and NWM? That is to say that for the RHW 2, you have created a new network as on the image below:

For SAM and NWM networks, place a "Starter" piece and then take the road or street Maxis to draw the roads. Same for the RHW 4/6/8 and 10. Why not create all the networks in the same way as the RHW 2, without a "Starter" piece?

The RHW network is based on the Dirtroad network that was an unfinished network in the Rush hour expansion of the game. No other networks can be obtained in the way of the question you are asking since it would entail a change in the .exe... Something that is definitely not going to happen.

In short the override networks are the only way to get the variety of network we have in the game today. Added to that the asymmetrical networks would have to be dual tile since they need direction. Also, RULs would need to be to created in the form of INRULs and RUL0, RUL1 and RUL2

So that is the explanation of the networks as they stand from a short technical perspective. No more can be added. Only the override networks can make networks like we have them working now. The RHW aka Dirtroad was a substantial find.

-eggman121
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jeffryfisher on October 14, 2018, 09:44:46 AM
Quote from: Tarkus on October 13, 2018, 11:55:50 PM
...the developer of the TSCT (Stefan79) hasn't been active for some time... The TSCT is open source, and the source code for the tool is up on SourceForge (https://sourceforge.net/projects/sc4tsct/) (need a CVS utility to acquire it).  It's Java-based . . . I've picked up the code and  might take a look, as I've done a decent amount of Java stuff, though I'm not sure I'll have the time/energy to be the one to do it in the end.
I'm tempted. I've done Java SE programming to make Minecraft mods, and learning Java Swing might add a nice buzzword to my resume. I've downloaded TSCT's CVS repo, but I suspect the very first step toward renewing development is going to be converting it to git.

I'll try to extract the source files and see if I understand any of them. I reckon that if I get anywhere, I'm going to have lots of questions, and this won't be the thread for them. Where should I tune in for development talk?

Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Akallan on October 14, 2018, 11:54:53 AM
Thank you eggman121 for the answer! ()stsfd()
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: CT14 on November 23, 2018, 11:48:37 AM
I'm looking to retexture the GLR-Ave. It seems there is no released mod to change the sidewalk textures in the center of the tiles. Am I missing one? Thanks.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on November 23, 2018, 12:11:12 PM
Well Magneto did alter the centre of the GLR network and I've used his style as the basis for my SWN mod. But no, so far no one has gone to the effort of adding a complete sidewalk into the centre of the GLR around the rails. Depending on the colour of your sidewalk mod, you might also find the effect isn't so great if it mutes the rails appearance.

Two additional "Alternate Drag GLR" networks exist in the NAM which few seem to be aware of. The Alternate GLR Styles include both a Sidewalk and Grass variant. By simply creating one base texture override for these, all supported pieces will show that texture with the GLR rails overlaid upon them. This is by far and away the simplest method to achieve what you are after, the IDs are as follows:

Sidewalk ID - 0x5F88C100
Grass ID - 0x5F888100

Of course you don't necessarily need to make these textures as Sidewalk or Grass, any texture you want will work. Note these are "Puzzle" based textures, so will need colour-correction if using Lot Textures as your base. However GoFSH can do the colour correction for you with ease.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: CT14 on November 23, 2018, 09:45:19 PM
I will look into those Alternate Drag GLR, thanks - it might get me close to my goal of a 19th century dirt tram-avenue with traffic on both sides of the rails, dirt all the way across. I want to lose the sidewalks in the center.

While poking around in PIM-X, I noticed the FSH for ortho tram-ave has no alpha in the sidewalk area. Would it be sufficient to add alphas to the network to make it work like regular avenues in that regard?

Another option which occurs to me after reading your suggestions, is retexturing one-ways as dirt + a customize Alternate Drag GLR in the center would give a 3-tile wide 'avenue', not a bad fit for Old Times.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on November 27, 2018, 02:01:50 PM
Quote from: CT14 on November 23, 2018, 09:45:19 PM
I will look into those Alternate Drag GLR, thanks - it might get me close to my goal of a 19th century dirt tram-avenue with traffic on both sides of the rails, dirt all the way across. I want to lose the sidewalks in the center.

Try the attached .DAT, placing it in z___NAM should be sufficent, it will replace the Grass variant of the alternate GLR with the same dirt used under rail by the default game. I think that will be sufficient for your needs.

QuoteWhile poking around in PIM-X, I noticed the FSH for ortho tram-ave has no alpha in the sidewalk area. Would it be sufficient to add alphas to the network to make it work like regular avenues in that regard?

Sadly not, because when you add Aplhas to textures displayed on S3D models you'll either get transparency or black, depending on the settings of the S3D. Given they were not designed with transparency in mind, I'd wager the latter. Moreover, the function of the game that adds sidewalks to most transit pieces doesn't work for Puzzle-based setups. Hence why special mods are needed to add sidewalks to these legacy pieces.

QuoteAnother option which occurs to me after reading your suggestions, is retexturing one-ways as dirt + a customize Alternate Drag GLR in the center would give a 3-tile wide 'avenue', not a bad fit for Old Times.

That's certainly a possibility, although that's a big operation in reality and the OWRs will only ever show dirt. However, my SWN and TGN mods, if you ran the scripts using Dirt instead of Sidewalks/Grass, could do this for you with a minimum effort. If you want to explore this option, send me a PM and I can help you through that.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: deanva on December 04, 2018, 08:10:14 PM
Is there a good guide for placement of bus stops and subway stations so that sims will use them?
Title: Re: Bus stop placement
Post by: jeffryfisher on December 05, 2018, 11:50:50 AM
I don't have a guide, but...
Just sprinkle them around both residential and job zones. Make sure there's one by each other transit type (major train station, ferry terminal).
I use two types: RTMT (Road-Top Mass Transit) and an airport shuttle stop. From RTMT I mostly use the cheapest -- the street bus stop, and I plop a lot of them. Warning: Lots can not get road access at a bus stop, so stops must be placed either at corners or in front of lots wider than one cell.
The airport shuttle stop acts as both a bus stop and as an airport (the notion being that it offers a small slice of airport capacity from some large regional airport somewhere else). I scatter 1-4 of these on busy avenues. They start cheap and gradually upgrade themselves through ~15 stages. I support the regional airport notion with a large, centrally located city-sector that is about half filled with modular airport components.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: owlsinger on December 17, 2018, 04:01:20 PM
I didn't see a thread to request fixes for the next release, so I'm adding here. Sorry if this is addressed elsewhere.

Any chance there will be a texture for the bullet train over tuleps? These were done with the quick-turn tuleps. Or did I do something wrong?

(https://i.imgur.com/YvhWrFll.png)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: eggman121 on December 17, 2018, 04:06:55 PM
Hello there owlsinger

The Flex Turn Lanes (FTL's) and Bullet Train Mod are Not compatible at this stage in terms of cross linkage.

Using just the base network crossing that are supported or setting the Rails away from the FTLs is your only real options at this stage.

-eggman121





Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on December 17, 2018, 06:34:18 PM
At some point I would probably look to add support for BTM and also Moonlights El-Rail reskin too. I've simply not had a chance to give it any time though, so it's in the list, but I can't give a time-scale on it.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: owlsinger on December 17, 2018, 06:46:03 PM
Thanks for letting me know!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: medit84truth on December 28, 2018, 01:43:42 AM
TLA-5 & NRD-4 T-Intersection Paths
(https://i.imgur.com/Xwhft2O.png)

Street & Ave-2 stop sign placement (RHD Version)
(https://i.imgur.com/L4YyfHK.png)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on December 28, 2018, 04:09:24 PM
Thanks for the report, medit84truth! :thumbsup:

I've verified both the issues.  The TLA-5 (Thru) x NRD-4 (End) T-Intersection paths have now been fixed on my end, and I've attached a patch below--just place it in the Plugins\z___NAM folder.

The stop sign placement would initially appear to be a Type21 exemplar issue, but is actually a RUL issue, that affects most of the T-intersections in which NWM single-tile networks end at Maxis networks.  The T21 LotConfigPropertyLotObjectData data is identical to ones that aren't being flipped, which would suggest the issue is that the RUL2 code is mirroring the tile--which indeed it is:


0x51050000,1,0,0x00aa0400,0,1=0x51050000,1,0,0x51054000,0,1
0x51050000,1,0,0x00aa0400,2,0=0x51050000,1,0,0x51054000,0,1
0x51050000,3,0,0x00aa0400,0,1=0x51050000,1,0,0x51054000,0,1
0x51050000,3,0,0x00aa0400,2,0=0x51050000,1,0,0x51054000,0,1


While it's quite easy to fix on my end, issuing a patch is much more difficult, and would require each user to perform a manual controller compiler in order to install it. 

If you're up for some more advanced NAM patching, take the Sec8_NWM.txt file contained in the second attachment, and replace the one in My Documents\SimCity 4\NAM Auxiliary Files\Tools\Controller Compiler\Network Addon Mod\Controller\RUL2\08_NWM, then go back out to My Documents\SimCity 4\NAM Auxiliary Files\Tools\Controller Compiler and run NAMControllerCompiler.bat or NAMControllerCompiler.jar.

This updated file will correct the other networks' similar mirroring issues as well.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Wiimeiser on December 29, 2018, 01:59:36 AM
I pointed this out earlier but I don't think anyone saw it:
(https://i.imgur.com/LXxOFB4.png)
Missing paths and unstable intersection.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Wiimeiser on January 03, 2019, 03:11:40 PM
I think I found a bug with FAR-3 to Diagonal. When dragging the FAR-3 first, the diagonal won't drag properly unless it's misaligned by one tile. ...I'll have to post a video, won't I?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Nevermore2797 on February 04, 2019, 09:17:30 PM
I can't install NAM properly. If I install on the C:\Documents folder, it will say couldn't find it in directory, OR if it works, it just skips EVERYTHING. I can put it on my G hard drive, but I will only get half of it which is incomplete. I will only get the Network Addon Mod file, but not the z___NAM one. Cleanitol also freezes.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on February 04, 2019, 10:32:23 PM
I've followed the discussion on your related thread over at ST, so I've gleaned some details from there that I'll bring into this. 

I will make a disclaimer up front that the installer, while having some rather nifty bells and whistles in its current iteration, has become a rather unruly beast, and often does not take to non-standard installation directories (particularly "split" situations like you have) very kindly. 

That disclaimer aside, there are a few things I've noticed from your screenshots (here (https://www.simtropolis.com/objects/attachments/monthly_2019_02/Fixed_NAM.PNG.cd2aa36cc153c25d8ac2dca565492fbd.PNG) and here (https://www.simtropolis.com/objects/attachments/monthly_2019_02/image.png.d49fe7b92a48bcca82a475ee3bb0c847.png), for everyone's reference) that suggest there may still be some things to try.

The one thing I did notice from your screenshots over there is that it appears the mod is presently being directed to install to the Plugins folder in your game installation directory (the one on your G:\ drive), not the one in the Documents directory (on your C:\ drive).  There are only a few very rare instances in which things should be installed to the game installation directory (background image mods and Daeley's Advanced Menu Navigator (DAMN) support files being the main ones).  Otherwise, it should not be used at all.

For whatever reason--perhaps something related to this--the Auxiliary Files (or at least, the Documentation files) are being set up to go to the Documents\Plugins folder on the C:\ drive, but Cleanitol is trying to look for the definition file your supposed NAM installation directory inside the game's installation folder on the G:\ drive.  The script for the installer is supposed to place the Cleanitol definition file to the Auxiliary Files folder, not in the main NAM installation directory, so the freezing your experiencing is likely from Cleanitol not finding the definition in the directory confusion.

I will also add that it is possible to skip the Cleanitol portion of the installation process in a Custom Installation--there should be a checkbox to do so.  This isn't recommended, particularly if you're doing an install into a Plugins folder that already has files in it, but it might be something to try if Cleanitol remains an issue.

I would make absolutely sure that the installation directory listed in the appropriate part of the installer is the C:\Users\[username]\My Documents\SimCity 4\Plugins folder (the "My Documents" bit is important--Windows has been kind of screwy about "Documents" vs. "My Documents" since Vista) on your next attempt.

I'm not on my main SC4 computer (which is a Windows 10 machine) at the moment, though I can give some more accurate/detailed advice once I am back on it later.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: woodb3kmaster on February 05, 2019, 02:24:21 AM
I haven't seen the related thread at ST, but to add on to what Alex said:

One option you can use, if you really want or need to have your NAM installation in a non-standard location (say, if you had to keep your entire Documents\SimCity 4 folder on another hard drive because your C:\ drive is too small) is to use a symbolic link. By using a relatively simple command in the Windows Command Prompt, you can fool programs into thinking that they're installed on one drive when they're really on another. This is actually what I had to do when I got my current PC, since my C:\ drive is relatively small, and I wanted to keep as much extra stuff off of it as possible to avoid slowing Windows down. There's a detailed guide to creating symbolic links here (https://www.howtogeek.com/howto/16226/complete-guide-to-symbolic-links-symlinks-on-windows-or-linux/).
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Nevermore2797 on February 05, 2019, 04:48:03 AM
Quote from: woodb3kmaster on February 05, 2019, 02:24:21 AM
I haven't seen the related thread at ST, but to add on to what Alex said:

One option you can use, if you really want or need to have your NAM installation in a non-standard location (say, if you had to keep your entire Documents\SimCity 4 folder on another hard drive because your C:\ drive is too small) is to use a symbolic link. By using a relatively simple command in the Windows Command Prompt, you can fool programs into thinking that they're installed on one drive when they're really on another. This is actually what I had to do when I got my current PC, since my C:\ drive is relatively small, and I wanted to keep as much extra stuff off of it as possible to avoid slowing Windows down. There's a detailed guide to creating symbolic links here (https://www.howtogeek.com/howto/16226/complete-guide-to-symbolic-links-symlinks-on-windows-or-linux/).
Hi there, I tried it as of right now, yet it did not resolved my problem. It still gives me half of the files when installing. Half are still getting skipped. Hmmm.... I seem to got it fixed. See below? I didn't see anything got skipped.

Quote from: Tarkus on February 04, 2019, 10:32:23 PM
I've followed the discussion on your related thread over at ST, so I've gleaned some details from there that I'll bring into this. 

I will make a disclaimer up front that the installer, while having some rather nifty bells and whistles in its current iteration, has become a rather unruly beast, and often does not take to non-standard installation directories (particularly "split" situations like you have) very kindly. 

That disclaimer aside, there are a few things I've noticed from your screenshots (here (https://www.simtropolis.com/objects/attachments/monthly_2019_02/Fixed_NAM.PNG.cd2aa36cc153c25d8ac2dca565492fbd.PNG) and here (https://www.simtropolis.com/objects/attachments/monthly_2019_02/image.png.d49fe7b92a48bcca82a475ee3bb0c847.png), for everyone's reference) that suggest there may still be some things to try.

The one thing I did notice from your screenshots over there is that it appears the mod is presently being directed to install to the Plugins folder in your game installation directory (the one on your G:\ drive), not the one in the Documents directory (on your C:\ drive).  There are only a few very rare instances in which things should be installed to the game installation directory (background image mods and Daeley's Advanced Menu Navigator (DAMN) support files being the main ones).  Otherwise, it should not be used at all.

For whatever reason--perhaps something related to this--the Auxiliary Files (or at least, the Documentation files) are being set up to go to the Documents\Plugins folder on the C:\ drive, but Cleanitol is trying to look for the definition file your supposed NAM installation directory inside the game's installation folder on the G:\ drive.  The script for the installer is supposed to place the Cleanitol definition file to the Auxiliary Files folder, not in the main NAM installation directory, so the freezing your experiencing is likely from Cleanitol not finding the definition in the directory confusion.

I will also add that it is possible to skip the Cleanitol portion of the installation process in a Custom Installation--there should be a checkbox to do so.  This isn't recommended, particularly if you're doing an install into a Plugins folder that already has files in it, but it might be something to try if Cleanitol remains an issue.

I would make absolutely sure that the installation directory listed in the appropriate part of the installer is the C:\Users\[username]\My Documents\SimCity 4\Plugins folder (the "My Documents" bit is important--Windows has been kind of screwy about "Documents" vs. "My Documents" since Vista) on your next attempt.

I'm not on my main SC4 computer (which is a Windows 10 machine) at the moment, though I can give some more accurate/detailed advice once I am back on it later.

-Alex
I tried now, but Cleanitol freezes. HOWEVER, it seems the installation becomes a success!

I have fixed them all. I never knew the use of Symlinks.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Wiimeiser on February 28, 2019, 04:20:05 AM
Found some more bugs:
(https://i.imgur.com/acrFzUK.png)
I have no idea why this happens... Is it because that particular turn lane is Avenue-based? Also:
(https://i.imgur.com/vI0PnP3.png)
There's this weird grace zone for some reason, that's as close as I can drag the avenue...

(https://i.imgur.com/QkPQzgS.png)
This piece won't generate its stubs if there's already something there. Only tested road so far, though.

(https://i.imgur.com/IPp0bRX.png)
Yeah, this one won't be around much longer...

Also, I'm not sure if you got my previous reports...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on February 28, 2019, 04:53:34 AM
Quote from: Wiimeiser on February 28, 2019, 04:20:05 AM
I have no idea why this happens... Is it because that particular turn lane is Avenue-based?

Note that all sorts of problems occur if you use a LHD controler and play in RHD mode or vice versa, which could be part of the problem. Either way, if clicking with the Ave tool doesn't fix things, I'd re-make the junction and see if that fixes it. Also, would be helpful to know if you are using the QuickTurn or manual FTL items here.

QuoteThere's this weird grace zone for some reason, that's as close as I can drag the avenue...

What network are you dragging with? Avenue or Road? Because it looks like you've used a TLA-5 piece but expected it to work for avenues.

QuoteThis piece won't generate its stubs if there's already something there. Only tested road so far, though.

Which is how such pieces work. You'd need to move it an additional tile away to make room for the in-built starter piece.

QuoteYeah, this one won't be around much longer...

Right, but I'm not sure what exactly is the problem? If you just mean the slightly brighter texture, that's a very minor visual issue and such things are not uncommon. As such, I don't think it'll be much of priority to fix, given our current RL situation within the team.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Thiagomc on February 28, 2019, 06:33:50 AM
Is there already a release forecast for NAM v37?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Thiagomc on February 28, 2019, 06:35:47 AM
Hello! Is there already a release forecast for NAM v37?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: matias93 on February 28, 2019, 08:00:44 AM
Hi.
No, there is not. The NAM Team, by protocol, never announces dates for release. Also, the team is very reduced in numbers by now and the members have had issues to concentrate on the project, so it's probable we won't see another release in a long time, nonetheless their hard work.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Wiimeiser on February 28, 2019, 02:30:10 PM
Quote from: mgb204 on February 28, 2019, 04:53:34 AM
QuoteYeah, this one won't be around much longer...

Right, but I'm not sure what exactly is the problem? If you just mean the slightly brighter texture, that's a very minor visual issue and such things are not uncommon. As such, I don't think it'll be much of priority to fix, given our current RL situation within the team.
I'm talking about the removal of elevated RHW-2 from the Flex Transitions here.

Also, for the problem with FTL overrides, I'm using a QuickTurn piece.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on February 28, 2019, 10:36:56 PM
Quote from: Wiimeiser on February 28, 2019, 04:20:05 AM
Also, I'm not sure if you got my previous reports...

We did.  There's just not a lot of activity right now, and those issues have not been investigated as of this point.

Quote from: Wiimeiser on February 28, 2019, 02:30:10 PM
I'm talking about the removal of elevated RHW-2 from the Flex Transitions here.

That proposed change is still undergoing evaluation.

Regarding the Manual FTL vs. QuickTurn, there should be no real difference in the functionality/behavior between the two.  There's basically just some stretches of base networks placed in between the FLEX/starter items, and the same RUL2, RUL1, and INRUL code is being used.  QuickTurn basically operates on the same principle as the proposed QuickChange Xpress.

As far as release timelines, as matias93 accurately noted, the NAM Team will not be announcing a date or forecast of when NAM 37 may be released. 

As those who have followed the project for awhile know, we tried a release date once--NAM 31.  We're actually approaching the 6th anniversary of that release--it was scheduled for March 1, 2013, in order to assure the city-simulator community of the NAM Team's continued commitment to SimCity 4, by coming out before the 2013 "reboot" of SimCity (released March 6th), and because of the symmetry between "3/1" and 31.  We even had a snazzy little promotional GIF for it . . .

(https://simtarkus.files.wordpress.com/2019/02/nam-31-animation-gif.gif)

Development right toward the end was a mad rush, however, and the release ended up coming a day later, and with a very messy launch--people nicknamed it "NAM Vista", and we spent 3 months doing nothing but bugfixing around the clock.  The SimCity 2013 launch somehow went even more wrong than ours, so that took some heat off it, but it was basically a very loud confirmation of why we didn't--and shouldn't--publicly announce release dates.

The big issues facing NAM 37 are:

(1) The NAM currently has a small development team, which is dealing with extended periods of heavy RL and/or burnout.
(2) Many of the projects that have been worked on for this cycle have been moderate-to-very large undertakings, almost all of which have encountered a number of unforeseen setbacks, and it has been difficult to sustain forward momentum with those projects, due to Point 1.
(3) There are structural issues with the project and its packaging, which currently still holds to the NAM 31 "monolithic" paradigm.  That approach, once the issues were worked out with the initial presentation (as evidenced by the success of NAM 32) proved to be popular with the community, particularly in light of the long-standing demand for larger, unified packages for SC4 mods and custom content.  It was, however, designed around having a much larger team, including having an incredibly brilliant software engineer design and maintain our installer system. 

There are no easy answers to these points.  The only real way I'd see a release happening any time soon would be with a very small release, with maybe one new feature (basically, whatever feature that one of us could eke out the time to finish) and some fixes.  Otherwise, it's going to be a very long ride.  Project 57-Mark IV is planned to be released on its own as an open beta, outside of NAM 37.  It would not surprise me if that open beta happened pre-NAM 37.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Wiimeiser on March 01, 2019, 10:25:18 PM
How finished is the REW? If it's almost done, maybe you could release it sooner rather than later...

Regarding the removal of auto RHW-2 viaducts and that specific setup there's the problem that starters simply won't work. But wasn't there an idea to do stuff with rail stubs? Did that go anywhere?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on March 02, 2019, 01:02:55 AM
Quote from: Wiimeiser on March 01, 2019, 10:25:18 PM
How finished is the REW? If it's almost done, maybe you could release it sooner rather than later...

Regarding the removal of auto RHW-2 viaducts and that specific setup there's the problem that starters simply won't work. But wasn't there an idea to do stuff with rail stubs? Did that go anywhere?

The REW was removed from consideration for NAM 37 back in October.  The One-Way Road network's hardcoded "tidal flow" directional system reared its ugly head somewhere midway through development, and there'd still be quite a bit of work to do with it after breaking through that roadblock.  It had a total of two dev-only alpha builds, and never reached the point of going to the NAM Associates, which is a necessary threshold for a large-scale feature to enter the release track.  The plan is to reassess it after NAM 37 is finished.

As of right now, particularly in light of some of the discussions regarding doing similar removals on the base versions of the FLEXRamps/DRIs, and some feedback I've gotten in P57-MkIV testing (where doing so with the FLEX-OSTs has been an issue), I am leaning toward a couple of alternate possibilities. 

One would be to retain the status quo and keep the auto-L1/L2 RHW-2, and the other would entail possibly creating a separate FLEXHeight/OST transitions--one version of each that retains the auto-L1/L2 RHW-2 (in effect, a dedicated RHW-2 transition), and another that drops it (intended for all the override networks).  The first option may mean the L2 transition adjacency stability that some have been clamoring for is pushed out to a further release, since keeping the auto setup will require adding about 100,000 lines of RUL2 code.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Wiimeiser on March 03, 2019, 03:58:15 PM
So there's the possibility the REW might get the axe or be changed to a different network? That's a shame if it gets scrapped, it had potential... (and a road setup might not work as well with draggable ramp interfaces. Though you could use OWR in those instances if tidal flow doesn't matter)

Given that there's roughly one situation in which the lack of an auto L1 RHW-2 would be a problem (you can use starters in almost every other situation besides the one I showed) it might be best to just scrap it. It seems the RHW-2 really intrudes on everything. At this rate I can see NAM 50 making L0 RHW-2 an override network and replacing the original base network with black and purple checkerboard...

And did the rail on RHW stub trick ever go anywhere?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on March 04, 2019, 12:14:26 AM
The niche that the NAM Simulator carves out for the OWR is a large part of the reason the REW came into being, so I don't see the base network being changed.  The technical issues appear to be solvable, but not easily so, particularly considering the scope of the project, and our current resources.  The project is definitely still on, but development is on hiatus, at least until after NAM 37 is released.

With the RHW-2, we do have to be careful not to introduce too many barriers to using the base network--there is definitely a change-adverse contingent within our userbase, who haven't taken too well to some of our changes over the past few years, and worry about new versions "breaking" their cities.  The installer issues have made this "holdout" stance worse.

Frankly, I consider the holdout situation an existential threat.  The SC4 community has been (and continues to be) largely driven by the continued development of new content, and the NAM has been a key part of that for almost 15 years now.  If people are afraid of that new content and won't use it, that's a problem.

Something along the lines of what you've described is somewhat close to an ideal situation, though we'd probably have to keep the base network looking and acting like an RHW-2, as it currently does.

There wasn't a Rail trick, but there was an El-Rail trick, which was Ganaram's invention.  He seemed to have it working quite well, but my attempts to test it were not particularly successful.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Alan_Waters on March 04, 2019, 08:35:59 AM
Will the project "Symphony" be developed? Will the set of road junctions be extended for him?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on March 04, 2019, 09:50:04 AM
Quote from: Alan_Waters on March 04, 2019, 08:35:59 AM
Will the project "Symphony" be developed? Will the set of road junctions be extended for him?

I would like to make some additions to it, but when you say road junctions, I'm not really aware of anything missing there, so perhaps you could elaborate on what you are thinking of?

Personally, I would like to see a L1 option made a reality for MHO. I'd also like to add diagonal junctions too and add some more interesting bridges for it. But nothing too revolutionary.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Alan_Waters on March 04, 2019, 10:49:11 AM
MHW connects well with RHW, but there are very few intersections, and those that are present are intersections, in a roundabout, even in the original MHW, there are more intersection options.  :crytissue:
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Wiimeiser on March 04, 2019, 08:58:23 PM
So I'm not sure what's been going on with the REW under the hood but it sounds like trouble...

The fanbase seems to have gotten stuck in a cycle of relotting IRL commercial lots and such. I think I remember reading something about that on TV Tropes, I'll have to find it...

EDIT: I think it might have been "Real is Brown" but it's since been edited...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on March 05, 2019, 12:22:31 AM
Quote from: Wiimeiser on March 04, 2019, 08:58:23 PM
So I'm not sure what's been going on with the REW under the hood but it sounds like trouble...

It definitely threw us a curveball, for certain.

Regarding the Maxis Highway Overide/"Project Symphony" side of things, the one planned addition there for the immediate future is Draggable Ramp Interfaces.  Beyond the things mgb204 mentioned, things are kind of a question mark with that project right now. 

The MHO was originally intended primarily just to allow the MHW networks to interact with the RHW's modular interchange capabilities, not to operate on the same pre-fab basis as the default MHW, but Maarten (MandelSoft) decided to whip up a couple of them (the Roundabout Interchange and the T-Interchange), as a sort of test.  The fact that the RHW is now getting pre-fabs (QuickChange Xpress) makes the MHO's status a little bit uncertain. 

We're going to have to evaluate what the user feedback is after the RHW pre-fabs are released, to determine what all should be done with the MHO and the Maxis Highways going forward.  There is still a chance the QuickChange Xpress Diamond Interchanges debut in NAM 37, but it'll depend on how development goes on them in the immediate future.

Also, this thread is starting to turn more into general NAM Development discussion rather than bug reporting, so it may be good to change venue to either the main NAM: Development (http://sc4devotion.com/forums/index.php?topic=1138.0) thread, or the related project thread in NAM Creations (http://sc4devotion.com/forums/index.php?board=91.0) for further exploration of these concepts.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Wiimeiser on March 05, 2019, 02:14:04 AM
Left a post in the NAM Development thread.

While I'm here, I'll report that I seem to be getting Euro textures on some pieces, mostly ramp interfaces. I'll have to go back and see which ones are having the issue.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on March 05, 2019, 03:59:44 AM
Quote from: Alan_Waters on March 04, 2019, 10:49:11 AM
MHW connects well with RHW, but there are very few intersections, and those that are present are intersections, in a roundabout, even in the original MHW, there are more intersection options.  :crytissue:

Alex (Tarkus) has pretty much explained things in that respect, but I'll just add to that a little. The MHO was never intended to include such "automatic" interchanges. If you are hoping for those, I respectfully suggest you've misunderstood the purpose of the mod. The idea is that it connects into the MIS system of RHW, so you can make any interchange you like.

Whilst the QCX interchanges might be worth porting to MHO, they would in effect be exactly the same pieces as you'd get using the MIS system. Of course the benefit being that these are a plop and go affair, hence why there may be some merit in adding them specifically for MHO. After all the same is true for RHW and that hasn't stopped development of QCX. Although, in the first instance the priority is making them for the RHW networks. Not to mention, since MHO transitions cleanly to RHW-4, it could be argued that it's better to simply place the RHW version, then transition back to MHO on either side of that. Since it saves having to add more code/items into the game. Certainly after the first release of QCX, I think that would be the suggested work-around.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: anthonym0813 on March 06, 2019, 01:36:26 AM
Hello,  has anyone else come across this issue with the flex fly ramps?  If so, any ideas on how I could fix them would be much appreciated!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Seaman on March 06, 2019, 10:21:06 AM
Quote from: anthonym0813 on March 06, 2019, 01:36:26 AM
Hello,  has anyone else come across this issue with the flex fly ramps?  If so, any ideas on how I could fix them would be much appreciated!

Hello anthonym0813 and welcome to SC4D.

I'm pretty sure this setup works perfectly. Here are some things you could try to solve this. Use the RHW-Disconnector tool (in the highway menue) to delete the  tile with the misplaced stub. After that, just place the same RHW flyover piece on top of the old. This should fill the gap and give you a working setup.
A second approach would be to bulldoze the flyover and build it again.

In case this does not solve it, please post here again and someone will have a closer look on it.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: anthonym0813 on March 06, 2019, 09:40:52 PM
Quote from: Seaman on March 06, 2019, 10:21:06 AM
Quote from: anthonym0813 on March 06, 2019, 01:36:26 AM
Hello,  has anyone else come across this issue with the flex fly ramps?  If so, any ideas on how I could fix them would be much appreciated!

Hello anthonym0813 and welcome to SC4D.

I'm pretty sure this setup works perfectly. Here are some things you could try to solve this. Use the RHW-Disconnector tool (in the highway menue) to delete the  tile with the misplaced stub. After that, just place the same RHW flyover piece on top of the old. This should fill the gap and give you a working setup.
A second approach would be to bulldoze the flyover and build it again.

In case this does not solve it, please post here again and someone will have a closer look on it.

Hi Seaman thank you for the welcome and the response!  I tried your recommendation and unfortunately, I got the same result.  I have provided another attachment of the various flex ramps to show they are all having the same issues.  I have also tried reinstalling NAM with the same results. 
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on March 06, 2019, 10:00:08 PM
That's the first time I've seen that.  It looks like you somehow ended up not getting some of the override code for the FLEXFly setups.  I'm not sure exactly how that happened, but I'd try re-installing the NAM.  I would do it right over your existing install—don't delete/remove what you have in place now.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Wiimeiser on March 07, 2019, 01:02:07 AM
A good idea would also be to tell us exactly what you install, as the installer could be messing something up based on a very specific configuration.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: anthonym0813 on March 07, 2019, 09:13:51 AM
Quote from: Wiimeiser on March 07, 2019, 01:02:07 AM
A good idea would also be to tell us exactly what you install, as the installer could be messing something up based on a very specific configuration.

Quote from: Tarkus on March 06, 2019, 10:00:08 PM
That's the first time I've seen that.  It looks like you somehow ended up not getting some of the override code for the FLEXFly setups.  I'm not sure exactly how that happened, but I'd try re-installing the NAM.  I would do it right over your existing install—don't delete/remove what you have in place now.

-Alex

For simplicity, I tried re-installing the NAM with the complete standard installation package and am still seeing the same problem with the flex fly ramps I mentioned previously. 
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: anthonym0813 on March 07, 2019, 09:36:51 AM
I removed all items from my plugin folder except for the NAM files and am no longer seeing the issue.  So it appears something in my plugin folder is breaking these flex fly ramps.  Does anyone know of any files out there I could cone in on that may be interfering with NAM flex fly ramps? 
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: anthonym0813 on March 07, 2019, 10:05:47 AM
Ok guys I think I fixed this problem!  I went through my plugins folder and actually found a real highway mod folder outside of the NAM folder.  I removed this from my plugins and tested and now the flex fly ramps are working normally!  Not sure how the file ended up their originally but glad it is now working.  I appreciate everyone's help and feedback!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: eldaldo on March 07, 2019, 02:17:45 PM
Not specifically about NAM itself, but about the NAM diagonal bridge enabler.  I am getting this weird issue where there are trains on the road and rail bridges I make.  I have never seen this before . . . Did I do something wrong?

(https://i.imgur.com/Z9a7FeO.png)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Wiimeiser on March 07, 2019, 06:31:19 PM
Looks like a prop or model conflict. I have something similar with the Twilight Town Station (https://community.simtropolis.com/files/file/28013-central-station-twilight-town-kingdom-hearts/) it appears...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on March 07, 2019, 06:55:48 PM
It looks as if there may be some sort of train prop (or less likely, automata) set you have installed that has the same IID as part of the railing used on the undertruss DBE bridges.  That railing is, as best I can tell, placed on there as a prop via T21.  It appears the IIDs for the undertrusses are 0x11990430, 0x119A0430, 0x119B0430, and 0x119C0430, so the trains likely have some of the same IIDs.  It's quite likely they're a prop family. 

I'm not super up on train props, and my attempts to search out those IIDs via the Prop Family Index and forum searches did not turn up any leads as to whose they might be.  If it is indeed a Prop Family as suspected, the IID was likely chosen out of thin air (possibly placing it pre-2006) from all appearances.

-Alex

Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: fantozzi on March 08, 2019, 12:48:09 AM
Aren't those rivit's 1950 trains? If so maybe they aren't the latest version from 2018? So I would recommend to redownload and reinstall them.

http://workingman-productions.co.uk/downloads/rivit_german.html#download (http://workingman-productions.co.uk/downloads/rivit_german.html#download) OLDER
https://community.simtropolis.com/files/file/21180-1950s-german-trains/ (https://community.simtropolis.com/files/file/21180-1950s-german-trains/) NEWER
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: eldaldo on March 08, 2019, 05:23:48 AM
That was it! Installed the new version and diagonal bridges work again!  It never ceases to amaze me how quickly people here are able to identify and suggest solutions to the crazy bugs that people get.  I'll admit, this one had me completely stumped.  I was getting ready to go through my plugins folder one mod at a time . . . . I had no idea there was even a new version of those trains.  Thanks Wiimeiser, Tarkus, and fantozzi!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Mac Bakunin on March 18, 2019, 05:31:10 PM
Alright, did my best to search the thousands of posts. . . and don't think this has been mentioned. Correct me if I'm wrong.

I am getting a CTD when I hover over a Tram in Avenue piece with a variety of NAM pieces. Moving the cursor to where the other piece is adjacent to the Tram in Avenue won't do it - just passing over it.. So far it has CTD while trying to use the standard Tram in Ave piece, Ave over RHW, and a couple of others. Ideas? Running SC4 Deluxe (Steam).
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on March 18, 2019, 06:04:04 PM
Is the piece you're hovering by chance in the vicinity of a station or other Transit-Enabled Lot?  If so, that's the infamous Puzzle Piece/TE Lot CTD, which, for a very long time, was considered completely unfixable (.exe-level issue), but simmaster07's SC4Fix.dll file actually solved it (and the infamous Prop Pox issue as well).  You can find it here (https://community.simtropolis.com/files/file/30883-sc4fix-third-party-patches-for-sc4/).

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Mac Bakunin on March 18, 2019, 09:21:42 PM
Looks like that did it! Thanks Tarkus!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: hakki on April 19, 2019, 04:47:35 AM
Hello,

I have these visual issues with euro textures, where regional transport view isn't showing RHW-6S at all and any diagonal section of any RHW wider than RHW-4 isn't showing either. In a city at zoom level 1, RHW-6S textures are not showing in slopes when viewed from uphill to downhill direction. I've tried Standard Euro, Hamburg and Euro Single Solid Line styles and this happens with all of them. I also tried installing only NAM in an otherwise empty plugins folder and using a fresh region and city tile. With Retextured Standard (American) style the region view looks fine and the textures aren't disappearing in slopes.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on April 19, 2019, 06:07:31 PM
This isn't the first time I've seen this reported--it has to do with the use of a special "mipmapped" version of the RHW-6S texture that's in use in various spots.  The US one was done with some special trickery--the knowledge of which has been lost, and the (multiple) attempts to replicate it on the Euro end have all ended up in failure.  I was under the impression that the corrupt Euro mipmapped version was removed entirely, so I'm not sure where it is.  The file architecture on the Euro textures is a bit of a mess, to say the least--we're hoping to fix that by NAM 38.

The "Standard Euro", "Australian", "Hamburg", and "Euro Single Solid Line" options don't have any impact on the RHW--they affect Roads and NWM networks.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: hakki on April 21, 2019, 04:42:14 AM
Thanks for clarification.

I found this file: 'z___NAM\Road Textures\Euro Cosmetic Re-Texture Mod\RHW\0_Standard\RHW\z2_EU_RHW-Mipmaps.dat'. After removing it the textures are not glitched but yellow inside lines appears on 6S, 6C and 8C (L0) and on all of the elevated RHW networks. Strangely 8S and 10S (L0) still has white lines on straight sections but yellow lines on diagonal sections. RHW2, 3 and 4 has white lines on diagonals and on all elevation levels.

When using the mipmaps file all the surfaces on glitched networks are also just plain black at zoom 1.

I understand this is not a priority thing to fix but since I couldn't find any post about this issue, I thought I'd post my observations if it's of any use.

I guess the best compromise for me then would be to just remove the whole RHW textures folder to have non-glitched US textures on RHW networks while still having Euro textures on other road networks.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: EckhartsLadder on May 21, 2019, 09:41:39 AM
I recently installed the mod for a clean steam install. For some reason I'm unable to place any roads.
Same issue as in this thread: https://community.simtropolis.com/forums/topic/74820-nam-road-icon-shows-up-but-cant-build/

I've tried re-running the compiler, and re-installing, with no luck.

Thanks in advance for your help!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on May 21, 2019, 02:03:25 PM
Hi EckhartsLadder-

If the new icons are giving you the red arrow, as in the link, it's either a missing controller file, (much less likely in a clean install) you've also installed some other old transit mod that is loading after the NAM and causing the game to ignore the controller.  Assuming you're using the standard installation directory, the NAM Controller should be in the My Documents\SimCity 4\Plugins\Network Addon Mod folder--the file would be called NetworkAddonMod_Controller.dat.  It should be a fairly large file--depending on your installation options, it could somewhere in the vicinity of 150MB.

This sort of thing has been happening with some installations lately--the installer is pretty horribly temperamental at the moment (a big part of the reason there isn't a NAM 37 yet). 
If it isn't there, or is abnormally small, the best bet might be to reach into the installer with 7-zip (right click the installer, go down to where it says "7-zip" on the pop-up menu, and select the "Open archive" option), then go into the $_68_ folder, followed by Tools > Controller Compiler > Network Addon Mod > Controller, and then click on either NetworkAddonMod_Controller_RIGHT_HAND_VERSION.dat or NetworkAddonMod_Controller_LEFT_HAND_VERSION.dat (if vehicles drive on the right in your version of the game, select the "RIGHT" version, otherwise, the "LEFT" version), and drag it into the Network Addon Mod installation folder, extracting it.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: EckhartsLadder on May 21, 2019, 04:25:04 PM
Hi Alex, thanks for your (remarkably!  &apls) quick response. The dat file is about 80mb. That seems right, but I'll try what you suggested tomorrow. Thanks!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: EckhartsLadder on May 22, 2019, 11:40:54 AM
Unfortunately that solution didn't help. I extracted the file and tried it both with the existing bat and on its own. Still the same issues. I've tried it with a clean plugins folder as well. I'm attaching a pic of my name folder.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: VeTram on February 15, 2020, 01:36:11 AM
Hello , i need to understand something important for me . i am trying to learn NAM lately and i would like to know if the following is possible...
Iam trying to build a RHW interchange like in the below foto... as you can see in the foto there is a road coming from left that joins the central highway from its right side (i have highlighted it with red and you can see also the direction of the road by the arrows)....the right side of the highway is the side in yellow line in NAM network...so my question is simple...can it be done so in NAM?  and if yes how? thanks
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Wiimeiser on February 21, 2020, 02:16:44 AM
So the L1 Road X MIS T-intersection does not carry over its network, meaning that AFAIK it's physically impossible to build a half-diamond where the road is at L1. In fact, if you want to have the RHW on the ground, the only solution is to make the road L2 and use filler puzzle pieces...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tyberius06 on February 21, 2020, 03:23:27 AM
Hi,

I checked it on google maps satelite view to see, how it looks like originally. The diagonal joining road actually an AVEnue in SC4 terms, and in theory it can be done, but it won't be as compact as in real life. Plus the RHW over multiple crossroads and rail/GLR lines won't work in that way as in RL. As I see the diagonal Avenue starts as L1, then after a ramp it raises up to L2, but I would start it on L2 and would use the MHO (Maxis Highway Override - techinically it's an override replacement of the original Maxis highway and makes your higways to look like RHWs), then Flex-Flys.
Maybe later I come up with some images if I manage to make something which looks close enough to the RL set-up. The most problematic parts are the diagonal entry and exit ramps. Those are not really existing currently on multiple levels and it doesn't have height transition ramps either.

- Tyberius
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Paul 999 on March 15, 2020, 01:51:27 AM
My city suffers from traffic jams... Especially the streets. If +-1000 cars are driving here, there is already a traffic jam (turn yellow in the Congestion Vieuw).
So i open the Traffic Simulator Configuration Tool, and see my Base Network Capacity state on Medium. I thought let's increase this to Ultra. I save the settings. And go go to the game and speed up a few months. Nothing happens... the streets are still congestion.

Does anyone have a tip for me how to fix this issue.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: b22rian on March 15, 2020, 03:56:13 AM
Hi there Paul,

Usually , with that kinda major change in the traffic settings, you should run the game a minimum of 5 game years,
and than check and compare again..

Please let us now , thanks  :thumbsup:
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jeffryfisher on March 15, 2020, 10:14:12 AM
Quote from: Paul 999 on March 15, 2020, 01:51:27 AM
My city suffers from traffic jams... Especially the streets. If +-1000 cars are driving here, there is already a traffic jam (turn yellow in the Congestion Vieuw).
So i open the Traffic Simulator Configuration Tool, and see my Base Network Capacity state on Medium. I thought let's increase this to Ultra. I save the settings. And go go to the game and speed up a few months. Nothing happens... the streets are still congestion.

Does anyone have a tip for me how to fix this issue.
Two more notes:

1) When your congestion does abate, so will your commercial demand. Existing commercial buildings will sink to few customers, and they might even abandon. For that reason, I have stayed at medium and then built more transport where needed.

2) The route-finder works at its own pace, using spare CPU cycles in between days of simulation. Speeding up to cheetah might actually consume more cycles, paradoxically slowing the route recalculations.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Wiimeiser on March 15, 2020, 10:40:46 PM
Am I the only one who finds it weird that commercial will fail if the road isn't congested? Is not going to shops not on your commuter route actually a thing IRL?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: b22rian on March 16, 2020, 03:15:28 AM
I have found that commercial seems to thrive on nearby traffic being higher also

thanks for your observations here !
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: roadgeek on May 14, 2020, 10:12:41 AM
Quote from: Paul 999 on March 15, 2020, 01:51:27 AM
My city suffers from traffic jams... Especially the streets. If +-1000 cars are driving here, there is already a traffic jam (turn yellow in the Congestion Vieuw).
So i open the Traffic Simulator Configuration Tool, and see my Base Network Capacity state on Medium. I thought let's increase this to Ultra. I save the settings. And go go to the game and speed up a few months. Nothing happens... the streets are still congestion.

Does anyone have a tip for me how to fix this issue.

Soooo....why not upgrade the streets?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jeffryfisher on May 14, 2020, 06:37:35 PM
~1000 and yellow is the "Goldilocks" point (just right). What must be cured is red at triple-capacity.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: metarvo on July 04, 2020, 07:21:07 AM
Trying to draw out a DXD road intersection results in this now.  This issue did not occur in the release candidate but it's happening consistently for me now that I have installed the full release.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on July 04, 2020, 10:30:57 PM
That's the default game behavior without the NAM, IIRC.  It's presumably Road INRUL-related--my only guess is that it's a bug caused by a bugfix.  I'll have to investigate (and thankfully, the INRULs are small enough that it would be readily patchable).

Edit: Found it.  Somehow, there were some old (originally from Maxis) lines in INRUL-08 (the Road Advanced INRUL) that had been previous commented out, that had somehow been let back in with the files in the depository.  Replace the copy of NetworkAddonMod_IndividualNetworkRULs.dat in the Network Addon Mod\1_Core directory with the one in this .zip file, and all should be good.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jeffryfisher on July 05, 2020, 07:37:21 AM
Very cool. Will there be a 37.1 patch in a month or so that incorporates quick fixes like this?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on July 05, 2020, 01:25:39 PM
Quote from: jeffryfisher on July 05, 2020, 07:37:21 AM
Very cool. Will there be a 37.1 patch in a month or so that incorporates quick fixes like this?

It would depend a lot on how things go with NAM 38.  While I don't wish to speculate on release dates, the plan is to go to smaller releases (and thus, shorter cycles), and I'm planning on enforcing that.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Wiimeiser on July 06, 2020, 06:56:59 PM
I say if there are so many patches uploaded and NAM 38 takes long enough (Not ready by Christmas) it might be worth releasing a mid-version with all the bug fixes for the sake of convenience of new people not having to download  whole bunch of patches in out-of-the-way locations...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: figui on July 16, 2020, 02:47:02 PM
i had posted this in the NAM 37 Now Available! thread, but maybe here is a better place:

Quote from: figui on July 16, 2020, 02:39:48 PM
i can't get the type A1 or B1 transition for diagonal RHW6S. the preview shows ok but when placed the intersection disappears. 
it works fine with diagonal RHW4
()what()
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: als98 on July 16, 2020, 04:49:52 PM
I downloaded NAM 37 today--everything seems to be working great except one thing: even though I checked the option for OWR arrow reduction in the installer, I now have the maxis-default double arrows in every cell of new one-way roads, even though I'd successfully had the reduced arrows in NAM 36 and previous versions. Any idea why I might be having this issue or how I could fix it? I even tried uninstalling and re-installing and that didn't seem to fix it. Not a huge deal, the obnoxious arrows are just a bit annoying. Thanks!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on July 16, 2020, 06:41:30 PM
If you want to absolutely kill the OWR arrows once and for all, try using the attachment on this post (https://sc4devotion.com/forums/index.php?topic=16939.msg514437#msg514437). By overriding the source texture, it really removes them all with just a couple textures.

I've too found the OWR removal plugin to be a bit hit and miss, so took drastic action.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: steave on July 21, 2020, 05:47:35 AM
Hi,everyone. Please help me. I installed NAM37.
I looking for one of the puzzle piece which crossing Diag HSR x Orth Rail. But I can't.
I suspect that I haven't installed the NAM37 correctly. So I re-installed 3 times. However, the same phenomenon occurs.
Can you find the right piece to fit this picture in your HSR? And what should I do?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on July 21, 2020, 09:06:59 PM
Looks like in the process of having to separate out every Rail-related crosslink from every NAM Plugin during NAM 37 development, one half of that puzzle piece (including the model, exemplar, and paths, plus the preview model) went completely MIA, while half remained in.  Place this patch file somewhere in your Network Addon Mod folder, where it'll load later (i.e. in the z_NAM Controller_RHD or z_NAM Controller_LHD folder).

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: paddy0174 on July 22, 2020, 08:10:03 AM
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: steave on July 22, 2020, 08:24:59 AM
Hi, Tarkus. Great thanks for supporting. I succeeded in connecting the HSRail.

Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Jack_wilds on July 22, 2020, 04:28:02 PM
... and as paddy0174 is with rivit-RUM add-on [which i did like] AND additionally is NorthCountryDude stuff with rail... it seems to me there was a "add-on" plug in whatever was made made to change his textures to rrw but can not find now... will his stuff be lost to?... however I chose rrw over all other rail and still is best for everything rail... for as complex as this nam is it appears that issues are not so many...   :satisfied:
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: eggman121 on July 22, 2020, 10:00:18 PM
Quote from: paddy0174 on July 22, 2020, 08:10:03 AM
    Hello everybody!

    Great release, I can def. say, that it makes my game faster.  :thumbsup: It takes a little longer to load, but when inside a city, I have a lot less "hanging" while scrolling. Thanks a lot!

    But, unfortunately, no good without bad. I'm having some problems, maybe someone could help me out here. :) They mostly seem to be with RRW involved. But, I had the RUM (Rivit) installed with NAM36 and left it in the folder after upgrading to NAM37. I also tried it without the RUM with NAM37, but to no avail. It didn't change the problems...

    Or are these only RRW/RUM problems? Maybe it is something I did wrong, or I missed something in the install instructions, I don't know. :)

Hi @paddy0174

Apologies for the late reply.

Some Items need to be rebuild like the RRW bridges and clicked on like the ERRW Viaducts crossing RHW6S

With the enhancement and bug fixing on the RRW network some changes needed to be made and fixed up. The Bridge in question was bug ridden (Conflicting IIDs with the RHW6S Bridge) there was a need to re IID the bridge so the conflict could not happen.

If you spot any other issues please let us know by replying to this thread.

The RUM for RRW is not the culprit here.

-eggman121
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: paddy0174 on July 23, 2020, 07:46:49 AM
Hi @eggman121, thanks for your answer. But late? No, no, no, I have paid subscriptions for support that need more time to react.  :D :D :D All is fine, I'm very happy with the new release, seems like a huge step forward (for us users and for you developers), thanks again!  :thumbsup:

Bridges rebuild, all went well!  :thumbsup:

Unfortunately, I can't get the ERRW L1 over RHW 6S L0 to work. I tried clicking it, that does change some things around (in my picture the ERRW L2 is changing), but not the wrong texturing for RHW 6S.
I also tried to build this combination from scratch, unfortunately the same outcome. I also tried it in different city tiles, nope, still the same error. :(

Can someone (you) reproduce this?

But, while I'am having you here, did your catenaries made it into this release?

I was looking for other errors (error seems to be to harsh), couldn't find anything. All RHW are looking good, even the strange combinations.  :thumbsup: And I have a flexfly curve (RHW L1) that always had some life of its own, that one is now perfectly stable, no changes anymore. All in all, as I said, I'm very happy with this release, it is great. And only two errors, the ERRW/RHW and the HSR/RRW, seems to be a great outcome, for all the changes that were made to the NAM.

Thanks again, loving it!  :thumbsup: Nonetheless, can you take a closer look at this, or give me some advise on how to get more info for you?

Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tyberius06 on July 23, 2020, 01:52:26 PM
Quote from: paddy0174 on July 23, 2020, 07:46:49 AM
Hi @eggman121, thanks for your answer. But late? No, no, no, I have paid subscriptions for support that need more time to react.  :D :D :D All is fine, I'm very happy with the new release, seems like a huge step forward (for us users and for you developers), thanks again!  :thumbsup:

Bridges rebuild, all went well!  :thumbsup:

Unfortunately, I can't get the ERRW L1 over RHW 6S L0 to work. I tried clicking it, that does change some things around (in my picture the ERRW L2 is changing), but not the wrong texturing for RHW 6S.
I also tried to build this combination from scratch, unfortunately the same outcome. I also tried it in different city tiles, nope, still the same error. :
(

Can someone (you) reproduce this?

But, while I'am having you here, did your catenaries made it into this release?

I was looking for other errors (error seems to be to harsh), couldn't find anything. All RHW are looking good, even the strange combinations.  :thumbsup: And I have a flexfly curve (RHW L1) that always had some life of its own, that one is now perfectly stable, no changes anymore. All in all, as I said, I'm very happy with this release, it is great. And only two errors, the ERRW/RHW and the HSR/RRW, seems to be a great outcome, for all the changes that were made to the NAM.

Thanks again, loving it!  :thumbsup: Nonetheless, can you take a closer look at this, or give me some advise on how to get more info for you?

Hi Paddy,

Hm... that strange. I managed to replicate your set-up compeletely, although I had a little fight with the stability of the ERRW(s) vs. RHW 6S, but managed to find the right combination of clicking around to get the proper result. I don't know if you used flex ramps for the RHW 6S or used the DRI pattern method, tough. (I generally use DRI almost everywhere and just as very last resort try to use the FLEX ramps, but that doesn't actually mean that the DRI would be more stable.)

(https://i.imgur.com/KCiDEJ4.jpg)

So it's sensitive as hell for sure. Try the next:
1) click with the rail tool on the ERRW overpasses (L1 and L2) on both side of the RHW 6S lanes.
2) Then start clicking around, until the L1 ERRW overpass is complete
3) click onto the ramp tiles before the chevrons (before the white arrowhead-like roadmarks) - this will revert back the RHW 6S ramp to RHW 4
4) click around until you get the L2 ERRW overpass complete, but only click above the L2 ERRW overpass, don't go underneat.
5) if the L2 overpass is done, check if the RHW tiles between the two ERRW overpasses are RHW 6 or 4? If those show the RHW 4 two lanes, then click onto each of those tiles, this should revert them back to RHW 6S, but only between the two overpasses
6) here comes the trick, because I don't know how the flex-ramps are working, but with DRi with the RHW tool I started drawing the network from the narrower part to the wider side of the  ramp and on the chevron textures it showed me to be reverted back to RHW 6S, so I released the drawing tool. Repeat with the other ramp.

Well it's something like this... Maybe it will be a bit different for you, but I managed to do like this. With just clicking will not solve it. Also it doesn't hurt if you place RHW 4 starters right after the RHW ramps where they supposed to be RHW 4.

About the catenaries. For the normal RRW network that development didn't work well... too many variance, but the catenaries will return, but not on the RRW.

- Tyberius
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: paddy0174 on July 24, 2020, 08:37:20 AM
Hi Tyberius, thanks for your answer, appreciate it! :)

Unfortunately I tried all the things you mentioned. But I think (guess) it must be something with my setup, as I can reproduce the issue in a totally empty city tile, with or without ramps, even another region. It's always the same, the RHW 6S get's turned around in the wrong direction, the path ways stay intact.

Any idea, where I could start looking? Or should I try to reinstall the NAM37 (I've done that after deleting the "old" folder)?

(https://thumbs2.imagebam.com/7c/f1/46/9252121349975513.jpg) (http://www.imagebam.com/image/9252121349975513)
...
(https://thumbs2.imagebam.com/1c/e2/cd/7e55c41349975515.jpg) (http://www.imagebam.com/image/7e55c41349975515)
...
(https://thumbs2.imagebam.com/b6/dd/9c/78cdfa1349975518.jpg) (http://www.imagebam.com/image/78cdfa1349975518)
...
(https://thumbs2.imagebam.com/69/29/f8/0cdafa1349975522.jpg) (http://www.imagebam.com/image/0cdafa1349975522)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: eggman121 on July 24, 2020, 11:23:34 AM
@paddy0174

Have you also backed up the Z_NAM folder. I think that may be issue here.

If not remove it from you plugins.

-eggman121
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: paddy0174 on July 26, 2020, 05:56:19 AM
Thanks @eggman121 for your continued support. Unfortunately I had already removed the `Z_NAM` folder... The older I get, the more I (need to) stay with instructions and readmes... Turns out reading the f** manual does save a lot of time afterwards. Who would have thought of that... :D :D :D

But in this case, I did like the readme told me to do. :| :D So I started my day yesterday with removing all folders from my plugin directory and put them back one by one, restart the game, check and go again.... :D :D :D

I can narrow it down to these six files from RUM (all in folder "F NAM Rail Viaduct")

Maybe the name should have taken me to the idea (the 36 could have been a hint, but hey :D :D :D). Are these or one of these files on the cleanitol list for the installation? Or did I overread something in the instructions, telling me to remove them?

Anyway, I'm glad that I seem to have found the mystery. ;) :) And now I will play the rest of the day, it get's kind of frustrating, to open the game a hundred times and then don't going to play. :) :D

Can I do anything more to debug this further?

I wish everybody a nice Sunday and stay healthy! :)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Silver Cap on August 13, 2020, 04:45:21 AM
Hi all!

First of all, let me say thanks to the NAM Team for bringing NAM 37. It's truly an indispensable add-on and the latest version is so much charming!  :thumbsup:

I'm here to report a slight issue with the El-rail-over-Road x Rail crossing. As you can see from the photo below, its paths seem to be missing:

(https://drive.google.com/uc?id=1vEUz98UwVrZC7oTaApCRtBNBzZIqu_T1)

Replopping the puzzle piece doesn't work, and rail can't be dragged across it either. I only noticed because my once-healthy rail connection to the neighboring city suddenly lost commuters, and everyone insisted on using the bus to the next el-rail station, passing through somewhere else in town (nobody uses the road too, the crossing arms are always down). :-[ It's the first time I've used this particular piece so I can't tell whether it's a bug from now or way back.

I'm not letting that issue get in the way of enjoying NAM 37 though, there's lots more content to use and discover  ;D

Regards from an long-time lurker and on-off player for at least a decade

Silver Cap
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Mana-sama on August 13, 2020, 02:24:59 PM
hiiii
why does this fault happen on the highway lines?
or am I doing something wrong that produces this optical error?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on August 14, 2020, 04:04:08 AM
Silver Cap, thanks for the kind words!  The attached file should fix the issue you reported.  I've also merged the fix into the latest internal build of NAM 38 (which is already in testing).  You can pretty much stick the attached file anywhere in your Plugins.

Mana-chan, that looks merely like a texture issue, likely specific to the Euro textures.  That one's going to take some investigation.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on September 05, 2020, 02:39:37 AM
Quote from: Mana-chan on August 13, 2020, 02:24:59 PM
hiiii
why does this fault happen on the highway lines?
or am I doing something wrong that produces this optical error?

Likely yes the problem does originate from the EU texture set. The widths and lanes were changed for certain RHW networks and these FAR pieces look like they've not been properly converted. Assuming the US textures are correctly appearing, it's just a case of batch-producing a set of EU ones from the US set and replacing the out of date textures. I'm fairly certain this isn't a new issue though and that this problem affects other legacy RHW textures too.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Wiimeiser on September 05, 2020, 04:13:56 AM
Unless I'm missing something, Hybrid Rail and HSR don't seem to connect...

I can't drag roads out of the single-tile roundabouts, but I can drag streets out of both. I think it might be to do with LHD but that's my best guess. Roads are strictly forbidden, it seems.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tyberius06 on September 05, 2020, 05:08:11 AM
Quote from: Wiimeiser on September 05, 2020, 04:13:56 AM
Unless I'm missing something, Hybrid Rail and HSR don't seem to connect...

I can't drag roads out of the single-tile roundabouts, but I can drag streets out of both. I think it might be to do with LHD but that's my best guess. Roads are strictly forbidden, it seems.

You can connect the GHSR with the Hybrid Rail. It won't transform nicely, just like on your image one is ending the other is starting, but both UDI and automata can pass through on the transition. In UDI mode you would see a slight elevation on the engines/cars when they pass the transition. This is due to the different height (of the GHSR). I tested automata, UDI and traffic routing on this transition it's perfectly funtional.
I'm not sure if there is any other GHSR-HRW transition planned, since HRW supposed to be a mediator between RRW and the future RHSR.

About the roundabouts. On the RoadxRoad and StreetxSTreet T and + intersection you can use the Rail tool by clicking onto intersection, which will give you the single tile roundabout. The menu flex items only support the Street-Road transitions.

- Tyberius
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Wiimeiser on September 05, 2020, 07:10:18 AM
So I'm guessing the Road Roundabout isn't working correctly?

So HSR will be getting an overhaul... If only Monorail and HSR were at the top of the menu... And Monorail doesn't even have a hotkey... Am I the only person bothered by the fact that the El-Rail gets a hotkey while no other transit station does? (Besides the ferries, but they're basically a whole network unto themselves)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Terring7 on September 05, 2020, 08:11:38 AM
There is no hotkey for the monorail at all. The picture below has most of the hotkeys of the game.

(https://external-preview.redd.it/sGqAlBx706ys_gDEpED8s-aT50EBN7nOti8z78tI7U4.jpg?auto=webp&s=ca71803c23d124d19d8b7ec8cab002bfd78882a7)

Yes, some hotkeys are missing, like the key 6 for the closest zoom level. However there is a mod that shows the keyboard shortcuts at the menus during the game as a quick reminder, and you can get it from here (https://community.simtropolis.com/forums/topic/758822-keyboard-shortcuts-on-menus/?tab=comments#comment-1725030).
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tyberius06 on September 05, 2020, 05:39:58 PM
Quote from: Wiimeiser on September 05, 2020, 07:10:18 AM
So I'm guessing the Road Roundabout isn't working correctly?

So HSR will be getting an overhaul... If only Monorail and HSR were at the top of the menu... And Monorail doesn't even have a hotkey... Am I the only person bothered by the fact that the El-Rail gets a hotkey while no other transit station does? (Besides the ferries, but they're basically a whole network unto themselves)

Ok, I can confirm, that on LHD set-up the singletile roundabout FLEX pieces are not working as they should be. They are perfectly fine with RHD set-up, though. There were plans for readjusting the menu icons and the base items like El-rail, Monorail, Rail would go to the top of the menu. Eventually it will happen. Sooner or later.
The hotkeys are base game related features and NOT NAM.
Sadly there is no hotkey for Monorail, Dirtroad/RHW and OWR. CasperVG was experimenting with DLL based hotkeys before RL has hit him hard, but as far as I know he didn't manage to get them work. These 3 would be essential, but there are some hardcoded stuffs in the game exe which prevents these stuffs.
I would be happy if these networks had hotkeys, since I'm mostly using them all the time instead of clicking always in the menu.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Wiimeiser on September 05, 2020, 07:08:14 PM
Then would it be possible to change the order for the Monorail and HSR buttons? Or are those hardcoded too? I don't want to have to modify 200-odd lots just to change one value...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on September 06, 2020, 02:51:41 AM
The current menu button system ordering is, IMHO, a trainwreck--particularly the Rail and Misc Transit menus.  The actual base network tools are buried about 20 items deep in some cases, and those should near or at the top.  It's on my list of things to investigate further.  There is an "Item Order" property in the icon exemplars that does handle this,  Given that some of these things that are on the menu (particularly stations) were non-NAM items that were added in during the Monolithic Era and have conflicting Item Order values, it's going to take some effort (and possibly some trial and error) to straighten the mess out.

The current HSR is basically "dead plugin walking".  It's received no real updates since 2009 (aside from crosslinkage with the RHW and NWM), and has been planned to be replaced with RealHSR (RHSR) for quite some time now.

I'll also note that as the long-term "FLEXification" efforts cover more items and go further into effect, it'll likely result in the option to have fewer menu buttons, for those willing to do away with the Legacy Puzzle Pieces.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Wiimeiser on September 06, 2020, 05:35:18 AM
I know a lot of PEG stuff appears right at the top for some reason, as do some old viaduct pieces...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Andreas on September 06, 2020, 05:51:24 AM
Usually, the Item Order starts with 0x00000000 for the topmost icon, but you can also add "negative" values that start with 0xFFFF.... or something. I guess that's what PEG used to move some of his work to the top of the menu, even overriding the Maxis stuff.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: matias93 on September 07, 2020, 11:24:01 AM
has anybody else have had problems with MHO after installing NAM 38? The first time I did I didn't find the entry on the installer, so not getting it was reasonable, but I reinstalled putting attention on it, and still doesn't appear. Also, some additional pieces for the conventional MHW don't appear either.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Synthael on September 07, 2020, 11:38:51 AM
Hello guys, thanks for keeping this wonderful masterpiece alive  :thumbsup:

After 5 years I decided it was a good time to update the NAM (played the same region with old plugins, just copy-pasted to new installation due to windows or some other stuff) after some instabilities with RHW intersections were annoying me a bit xD

After update, due to having to rebuild some of the bridges, I noticed RHW-6S bridges have to be dragged the opposite way traffic is going through them to be oriented correctly (verified it using drawpaths cheat).

I'm using Origin version (just upgraded my old copy through customer support) with LHD traffic and Euro textures (more-less full NAM installation with custom controller).
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tyberius06 on September 07, 2020, 04:04:16 PM
Quote from: matias93 on September 07, 2020, 11:24:01 AM
has anybody else have had problems with MHO after installing NAM 38? The first time I did I didn't find the entry on the installer, so not getting it was reasonable, but I reinstalled putting attention on it, and still doesn't appear. Also, some additional pieces for the conventional MHW don't appear either.

Hi Matias!

I didn't have any problem having the MHO. For me it's essential, it's one of my favourite additions. I think the problem is with your installation. The MHO can be found under the Maxis Highway option. See attached image. You need to choose the second circle-"box" to have that. With that one it automatically will switch off the original Maxis Highway contents and install the MHO. One of the main reason why the NAM 37 cycle took so long, because there were major changes in the NAM structure. MHO used to be an override network of the Maxis Highway, it was dependent from that, but with NAM 37 MHO is now more or less a separate entity, just like RRW.

(https://i.imgur.com/GzifqmR.jpg)

- Tyberius
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Wiimeiser on September 08, 2020, 05:28:02 AM
So, uh, this particular Flex piece is still broken. No idea why, or how the Euro texture (I think) is getting in there, but I think the next step might be either relocating it to a new ID or even just scrapping it outright at this point...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: EdwinFox on September 08, 2020, 10:16:56 PM
Greetings!  :)

First, the lore; next, the specs & details. Word effects for text skimming.

It's been a while (almost a decade actually) since I last played SC and found out the NAM, that precious gem of urban planning. I can't recall which version was it back then, but I do remember I played it on a Windows® and smooth it went, out of the box.

For me, SC4+NAM is the real spiritual successor of the original SimCity franchise.

So, this week I decided to get back to SimCity! I got the GoG copy in Linux, slapped it into a Wine32 prefix built in PlayOnLinux (POL) and tested it before installing NAM. It worked pretty fine. Then, I installed NAM and I read thoroughfuly all the installation guide, FAQ, and other instructions available on how to make it run. I followed every step and got no installation errors during the process. I couldn't run 4gb_patch.exe though, Wine refuses to run it either native or under (POL).

The game loaded to the Region screen, but after clicking on any plot (of every size) the game goes to the plot loading screen; after about 30 seconds, the loading message changes a couple times and then the game idles/freezes: the reading process halts at 8% memory processing, taking 192 bytes of memory, and the music goes on a 4-5sec loop.

I debugged the process in POL. Despite still running but apparently frozen, the POL debug window displays no errors, nor bugs, neither crash.

One of the possible solutions I found on the internet was to change the default simcity 4/plugins folder from the native home/user/SimCity 4/Plugins to a similar path under the wine prefix SimCity was installed. I tried that, but the problem remained.

What could be causing the NAM to freeze the game session? Did I miss something in the guide, or is there some other step for Linux users?

Thanks for your support (and your existence! It cheers me up to see how still wide and active are the SC and NAM communities :) )  :bnn:
---------------------------------------

Specs & Details

Details:
PROBLEM => NAM idles/freezes up SC4 @ loading plot after 30 sec
PROCESSING => 8%
MEMORY => 192 bytes
GAME => GoG version


OS
Linux Mint 19 Tara 64bit
Kernel Linux 4.15.0-20-generic x86-64
MATE 1.20.1
Wine 5.16

PC
Intel i5-4670K 3.40GHz x4
8Gb RAM
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on September 09, 2020, 03:44:21 AM
Quote from: Wiimeiser on September 08, 2020, 05:28:02 AM
So, uh, this particular Flex piece is still broken. No idea why, or how the Euro texture (I think) is getting in there, but I think the next step might be either relocating it to a new ID or even just scrapping it outright at this point...

It appears to be limited to the US LHD support file for the RHW--it's a remnant of the earlier IID assignment issues that once existed with that piece.  The US RHD, EU RHD, and EU LHD versions are all fine.  I'm fairly sure I fixed that one at one point with US LHD as well, but it appears my fixes didn't make it into the file (the date on it appears to be June 22nd, so that's before NAM 37 was released).

Here (https://www.dropbox.com/s/ubf1sjsnltz9uxk/RealHighwayMod_LEFT_HAND_VERSIONS_ONLY_Required_Additional_Plugin.zip?dl=0) is a full-on replacement for that file.  It'll replace the version that's in Network Addon Mod\7_Texture and Drive Side Support\US_LeftSide.

EdwinFox, welcome to SC4 Devotion, and thanks for the kind words!  Unfortunately, we're not all that fluent with the process of running the NAM on Linux (which, per our last user poll, actually has a larger segment of the NAM userbase than macOS does).  I have heard of some other users having difficulty with getting the 4GB/Large Address Aware support in place on Linux, but have read/heard differing solutions.

I did find a recent thread over at WineHQ (https://forum.winehq.org/viewtopic.php?t=32854) on the topic.  Some folks on there seem to be using Proton, others have set WINE_LARGE_ADDRESS_AWARE=1 as an environmental variable (which apparently causes Wine to read all 32-bit Windows applications as being Large Address Aware).

Hope that at least provides a good starting point--if you're able to get things working solidly from there, we can incorporate the findings into the next revision of our documentation, and possibly into a future revision of our installer.

-Alex

Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: EdwinFox on September 09, 2020, 10:12:14 AM
Quote from: Tarkus on September 09, 2020, 03:44:21 AM
Quote from: Wiimeiser on September 08, 2020, 05:28:02 AM
So, uh, this particular Flex piece is still broken. No idea why, or how the Euro texture (I think) is getting in there, but I think the next step might be either relocating it to a new ID or even just scrapping it outright at this point...

It appears to be limited to the US LHD support file for the RHW--it's a remnant of the earlier IID assignment issues that once existed with that piece.  The US RHD, EU RHD, and EU LHD versions are all fine.  I'm fairly sure I fixed that one at one point with US LHD as well, but it appears my fixes didn't make it into the file (the date on it appears to be June 22nd, so that's before NAM 37 was released).

Here (https://www.dropbox.com/s/ubf1sjsnltz9uxk/RealHighwayMod_LEFT_HAND_VERSIONS_ONLY_Required_Additional_Plugin.zip?dl=0) is a full-on replacement for that file.  It'll replace the version that's in Network Addon Mod\7_Texture and Drive Side Support\US_LeftSide.

EdwinFox, welcome to SC4 Devotion, and thanks for the kind words!  Unfortunately, we're not all that fluent with the process of running the NAM on Linux (which, per our last user poll, actually has a larger segment of the NAM userbase than macOS does).  I have heard of some other users having difficulty with getting the 4GB/Large Address Aware support in place on Linux, but have read/heard differing solutions.

I did find a recent thread over at WineHQ (https://forum.winehq.org/viewtopic.php?t=32854) on the topic.  Some folks on there seem to be using Proton, others have set WINE_LARGE_ADDRESS_AWARE=1 as an environmental variable (which apparently causes Wine to read all 32-bit Windows applications as being Large Address Aware).

Hope that at least provides a good starting point--if you're able to get things working solidly from there, we can incorporate the findings into the next revision of our documentation, and possibly into a future revision of our installer.

-Alex

Thanks for the swift reply! Since the problem seemed to be the patch, I just got an old toaster running XP and got the exec updated there. And it worked!  :thumbsup:

Now, I have another question regarding that old bug that makes SC4 crash when handling with NAM tiles over other tiles. That's something I ran into a long time ago. Is that fixed in NAM38? Or, in case it isn't fixed yet, is there a way to prevent the game from crashing?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on September 09, 2020, 11:15:45 AM
Quote from: EdwinFox on September 09, 2020, 10:12:14 AM
Now, I have another question regarding that old bug that makes SC4 crash when handling with NAM tiles over other tiles. That's something I ran into a long time ago. Is that fixed in NAM38? Or, in case it isn't fixed yet, is there a way to prevent the game from crashing?

Actually this was never a NAM issue, rather a bug left behind in the game's code. We thought it could never be fixed, but Simmaster07 came along and did just that, one small problem, it's a .dll based mod and you'll need to somehow get Linux to handle that. For Windows users the fix is native, if it's inside Plugins (best the subfolder in the Install DIR for .dlls), a method for Mac users, the "MacInjector" was created to enable .dlls to be used with the Mac version of SC4. I've honestly no idea specifically what you need to do, but it figures since you're running the Windows version through an emulator, it may just work with Wine or whatever you are using.

You might want to take a look over here (https://community.simtropolis.com/forums/topic/69566-sc4fix-third-party-patches-for-sc4/).
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Terring7 on September 10, 2020, 04:30:15 AM
Hmm, I have a questions about FLUPs. Can we use them to build city connections? I'm trying to build an underground connection by road but the puzzle pieces can't be placed on top of the road connection. Do I miss something? %confuso
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tyberius06 on September 10, 2020, 07:14:15 AM
Quote from: Terring7 on September 10, 2020, 04:30:15 AM
Hmm, I have a questions about FLUPs. Can we use them to build city connections? I'm trying to build an underground connection by road but the puzzle pieces can't be placed on top of the road connection. Do I miss something? %confuso

Hi Terring7,

RHW DisConnector is your new best friend. Make a regular road NC (city connection), then use the DC on the last tile. The arrow will remain, but you will be able to place FLUP puzzle piece on the top of the last tile.
See the picture below for functionality.

(https://i.imgur.com/LqQcGpt.jpg)

I hope it helps!

- Tyberius
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Terring7 on September 10, 2020, 02:17:50 PM
It works! Thank you very much ;D
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Wiimeiser on September 14, 2020, 01:09:15 AM
1-tile X 3-tile FTLs are broken, the outer parts of the intersection are mirrored. This isn't just the visuals, either, paths are affected, rendering them unusable. Going by the attached image, they seem to be rotated/swapped around.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on September 14, 2020, 12:01:51 PM
Quote from: Wiimeiser on September 14, 2020, 01:09:15 AM
1-tile X 3-tile FTLs are broken, the outer parts of the intersection are mirrored. This isn't just the visuals, either, paths are affected, rendering them unusable. Going by the attached image, they seem to be rotated/swapped around.

So far as I know, it'a a LHD problem from NAM 36, it's been reported, but requires a special LHD implementation to fix.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Opkl on September 14, 2020, 01:55:18 PM
Not sure if this has been reported or not, but the original TuLEP rail crossings appear to be missing paths. The new Flex Turning lanes DO work, but lack the street lighting/ rail gantry props by Jondor.

(https://flic.kr/p/2jGzENW)

Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on September 14, 2020, 09:05:54 PM
Quote from: Opkl on September 14, 2020, 01:55:18 PM
Not sure if this has been reported or not, but the original TuLEP rail crossings appear to be missing paths. The new Flex Turning lanes DO work, but lack the street lighting/ rail gantry props by Jondor.

The missing paths are likely the result of all the Rail crosslink removal we had to do during NAM 37 development.  The whole matter of Maxis Rail vs. RealRailway (RRW) and the conflicts between the two standards required us to remove pretty much anything Maxis Rail-related from almost every plugin in the NAM, allowing things to fall back on the support included in the RRW, but being that TuLEPs are basically a Legacy Support item now, not in active development or maintenance, it appears RRW-compliant paths weren't made. 

jondor has given us blanket permission to do what we wish with his props, and there's interest within the NAM Team to expand support with those, so the prospect of an update with FTL coverage is quite likely.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Synthael on September 15, 2020, 07:28:13 AM
Hey,

Found out a "glitch" in the system, RHW6S is not showing on region view. I noticed it while connecting two of my cities, RHW's 2, 4, 8S and 8C are appearing normally, only 6S is "missing". Attached pictures with where it's missing and how it should appear.

Thanks for all the hard work over the years.  :thumbsup:
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on September 15, 2020, 04:07:06 PM
The issues with the RHW-6S and the regional satellite view have been known for quite awhile--they're specifically tied to the Euro textures.  It's related to some obscure issue relating to embedded mipmaps with those textures.  There have been attempts to address it in the past, and those attempts have only broken it further, resulting in texture issues with the network while in a city tile, and sometimes even CTDs. 

Unfortunately, as such, I'd honestly be really surprised if it ever got fixed. 

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Synthael on September 15, 2020, 10:31:20 PM
Ah, so it is an old one which is just very elusive :D

I don't mind it too much, it's just when I stop playing for some time I tend to forget on the bug and then get back to the tile thinking I didn't connect it properly or that the update borked it xD

Keep on, team :D
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: d4star on September 17, 2020, 02:18:28 PM
HELP!
I installed the new NAM and now my SC4 crashes upon loading a city. All goes well and the city starts to load. The program just ends right before the city should appear. Win10, Steam. (which I thought was on the good list). Removed all the old files from Plugins and did the install.
What is the best route to restore?
Thanks
Dave
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tyberius06 on September 17, 2020, 02:50:13 PM
Quote from: d4star on September 17, 2020, 02:18:28 PM
HELP!
I installed the new NAM and now my SC4 crashes upon loading a city. All goes well and the city starts to load. The program just ends right before the city should appear. Win10, Steam. (which I thought was on the good list). Removed all the old files from Plugins and did the install.
What is the best route to restore?
Thanks
Dave

Have you used the 4GB patch? It's like one of the most important thing what you must do if you install any new NAM. You need to patch the game SimCity4.exe with the 4GB patch.

Quote from the readme:
QuoteNote that the NTCore 4GB Patch is REQUIRED, and due to the installer change, is no longer installed by default.  The patch can be found inside the download, or downloaded directly from NTCore here, where further instructions on use of the patch can be found.  Also due to this installer change, the NAM Controller Compiler is no longer run as part of the installation process. All users will be initially given a full NAM Controller, which has a substantial size.  Users not using all features wishing to have a smaller controller can still run the Controller Compiler manually, as it is available in the download.  Those on 32-bit versions of Windows should proceed with caution.

Also more information:
QuoteA Note About the "4GB Patch"

Due to changes in computer systems, and continued expansions of the NAM's main Controller file, in 2013, it was determined that many newer systems, particularly those with more than 4GB of RAM, and running 64-bit versions of Windows, need additional accommodation.  To that end, the NAM includes a "4GB Patch", also known as a "Large Address Aware (LAA) Patch", which allows the game to access the full 4GB of RAM that a 32-bit application can read, instead of the default 2GB.  The NAM's patch was designed by NTCore, and built into the NAM with permission, and users with systems that need the patch will receive a prompt during NAM installation to install it.  The original patch can be found here.

The only thing this patch does is to switch the Large Address Aware switch, an accessible switch present in all Windows executables, from "off" to "on" for the game's executable.  Patches like this are common in game modding communities, including those associated with Skyrim, Fallout, and Morrowind, and can be used to enhance any 32-bit application's performance on systems with 64-bit operating systems and a suitable amount of RAM.

The default directory for where SimCity 4.exe may be located depends on how and where you purchased your copy of the game.

GOG.com: C:\GOG Games\SimCity 4 Deluxe Edition\Apps
Steam: C:\Program Files (x86)\Steam\steamapps\common\SimCity 4 Deluxe\Apps
Original Disc: C:\Program Files (x86)\Maxis\SimCity 4 Deluxe\Apps
Origin*: C:\Program Files (x86)\Maxis\SimCity 4 Deluxe\Apps
*Note that only Origin copies acquired through Free CD Key Redemption (Version 1.1.641) are compatible with the NAM.  Copies purchased through the Origin Store or accessed via Origin Access (Version 1.1.610) ARE NOT COMPATIBLE.  See here for more details.

- Tyberius
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: d4star on September 17, 2020, 04:49:51 PM
Thank You!

I thought I had lost it. I apparently misapplied the patch. This time it came back with a positive result and the city loaded.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Wiimeiser on September 23, 2020, 07:25:13 AM
Missing LHD paths for RRW + intersection. Unless this setup isn't supported (It is with STR)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: twist2172 on September 24, 2020, 07:24:14 AM
Hello everyone,

Haven't played this game in a while, but had the itch lately so I picked it back up.  I installed the new NAM into my game, everything is running great, but I seem to have lost my slope mod.  Before I was able to drag railroad to create slopes but I am not able to anymore.  I play this game on a MAC.  I tried disabling the RRW default slope settings, but that didn't seem to change anything.  Is there a compatible slope mod that I can install into my game?  I know there was a way to switch the mods from a windows file to a mac file, but I have forgotten how to do this/what programs I need to have.  If anyone could help me remedy this situation that would be fantastic!

Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: XL2007 on October 02, 2020, 11:48:02 PM
Quote from: twist2172 on September 24, 2020, 07:24:14 AM
Hello everyone,

Haven't played this game in a while, but had the itch lately so I picked it back up.  I installed the new NAM into my game, everything is running great, but I seem to have lost my slope mod.  Before I was able to drag railroad to create slopes but I am not able to anymore.  I play this game on a MAC.  I tried disabling the RRW default slope settings, but that didn't seem to change anything.  Is there a compatible slope mod that I can install into my game?  I know there was a way to switch the mods from a windows file to a mac file, but I have forgotten how to do this/what programs I need to have.  If anyone could help me remedy this situation that would be fantastic!

Howdy! Windows 10 user here, but I'm dealing with the same problem.

None of my slope mods work with NAM 38, either. Removing the RRW default slope parameters also does nothing. I'm wondering if there's something deep within NAM that's overriding all of the slope settings somehow.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on October 03, 2020, 04:29:10 AM
Quote from: Wiimeiser on September 23, 2020, 07:25:13 AM
Missing LHD paths for RRW + intersection. Unless this setup isn't supported (It is with STR)

It has paths in RHD, so it is indeed a missing (or broken) path file.

twist2172 and XL2007, the only components that include slope files are the RRW Slope Settings and the Maxis Highway Override (which affects Ground Highway).  Both of those modifications are really primarily driven by replacing tunnel models with the appropriate custom ones (tunnel models are handled by the same exemplar files--Network Tuning Exemplars--as slope settings), though the RRW does include much more restrictive slope properties as well. 

No other NAM component in NAM 38 includes modified slope settings for any other networks, and in any case, even if they did, they would be overridden by any other slope mod, provided they are installed in such a location that they would load after the Network Addon Mod folder--by virtue of coming later than it in the alphabetical order.  Note that the file architecture changes made beginning with NAM 37 got rid of the old "z___NAM" folder that was present in NAM 31 through 36, which would load especially late in the load order.

If your slope mods still aren't working, that would suggest that perhaps you may have multiple slope settings in your Plugins folder, and the least restrictive is loading last.  Make sure the desired settings are in a "zzzSlopeMod" subfolder within Plugins, or the like.  I'll also note that the Mac version does handle load order in a slightly different fashion than the Windows version, but that folder name should work (though I can't guarantee it).

-Alex
Title: Re: None of my slope mods work with NAM 38
Post by: jeffryfisher on October 03, 2020, 08:12:14 AM
Quote from: XL2007 on October 02, 2020, 11:48:02 PM
None of my slope mods work with NAM 38, either. Removing the RRW default slope parameters also does nothing. I'm wondering if there's something deep within NAM that's overriding all of the slope settings somehow.
NAM has a couple slope exemplars in it to set tunnel entrance parameters ("slope" mods control so much more than just slopes). So some of your networks slope-mod settings should still be effective (unless NAM carelessly included the whole set even though setting only two).

The NAM installer should have a switch somewhere so you can opt out. If you go that route, then you are responsible for researching the tunnel settings NAM needs and then editing your own personalized slope mod to incorporate NAM's requirements into it.

Someday the TSCT will gain a panel for managing all known "slope mod" parameters on all networks (something I'd love to do if the TSCT source code can ever be recovered). Ideally, some future NAM installer will detect your existing parameters and merge them with NAM's scant tunnel (and future) requirements, and then you'll be able to fully customize your networks through a user-friendly interface. But don't hold your breath. That bright shiny future may not happen in our lifetime. For starters, the TSCT source code is locked inside some obsolete code-management system that nobody knows how to extract from :)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: twist2172 on October 05, 2020, 11:58:19 AM
Thanks for all the responses!  It looks like Tarkus's recommendation of adding the 'zzz' to the beginning of my slope mod folder fixed the problem (at least for my mac addition).  The slope mod I have installed into my game works, but before I had a slope mod that when I dragged out the rail network, I was able to smooth out any adjacent network more so than the current slope mod I have installed (I have the Ennedi slope mod currently in my game).  I am somewhat working around this by using the god mode leveling tool to smooth my networks in more hilly terrains, but I am curious if someone is familiar with which slope mod I may have had previously.  Perhaps it accidently was deleted out of my plugins when I installed the NAM 38 (I had the NAM 36 before).  At any rate, the new NAM is beautiful and thanks again for the amazing community that is constantly working on and improving this great game!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: roadgeek on October 07, 2020, 03:11:56 PM
First, I want to say that I love the ability to have diagonal NWMs. I have tons of places where that will come in quite handy. I noticed a quirk in capacity on the diagonal Ave-6 though, where traffic appears to be heavily congested at that particular point where it turns from diagonal to orthogonal. I am wondering if that is a bug. When I get a chance, I will upload an image.

EDIT: I tried to grab a screenshot, but the game does not show congestion when you are trying to take a picture.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: roadgeek on October 08, 2020, 09:28:35 AM
Second, I want to say that I love having the ability to split an Ave-6 into two OWR-3s, but again, I ran into the dreaded capacity problem. I've got other ideas for temporary workarounds, but I wanted to bring this to your attention.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: j-dub on October 14, 2020, 02:58:30 PM
Roadgeek, assuming you are on a windows system via running the game windowed what you do is press the Prt Scrn Sys Rq button on your keyboard and instantly open MS Paint, go to Edit then Paste immediately. It should then show up assuming you didn't close the traffic view sub menu ...but to the best of my knowledge not being a coder, unfortunately the game thinks those are intersections hence the red light tiles. I ain't a programmer so unfortunately I got no resolve for that.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: b22rian on October 16, 2020, 11:28:47 AM
Roadgeek,

i think the traffic congestion isnt as bad as you think since the game has to treat those pieces of intersection pieces..
So that is going to lower the capacity of those few tiles there..
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: XL2007 on October 17, 2020, 08:34:03 AM
A quick update: I still couldn't figure out what was going on my slope mods not working, so I took the nuclear option and reinstalled NAM sans tunnel and slope parameter. Didn't work.

So I took the other nuclear option and made a new Plugins folder, then transferred NAM to it along with my slope mod. That worked.

Then I spent the next few hours going through process of elimination, transferring my plugins from the old folder to new in small batches and opening the game in between each batch to make sure the slope mod still worked. With 11 gigabytes of plugins to transfer, you can imagine this took a while.

After a couple of hours, I finally struck paydirt and found a couple of rogue plugins with their own slope mods that were somehow overriding my slope mod, even after doing the "zzz" thing to ensure mine loaded last. Took those out and things were back to normal again.

For reference's sake, the two were Element's "No More Dozer" mod and "JCS_TunnelAndSlopeMod".

Thanks for everyone's help and I look forward to (finally) using NAM 38. :thumbsup:
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jeffryfisher on October 18, 2020, 09:18:47 AM
Quote from: XL2007 on October 17, 2020, 08:34:03 AM
I spent the next few hours going through process of elimination, transferring my plugins from the old folder to new in small batches... With 11 gigabytes of plugins to transfer, you can imagine this took a while.

For reference's sake, the two were Element's "No More Dozer" mod and "JCS_TunnelAndSlopeMod".
Glad you found the culprits; the JCS one might have come up in a file-search, but "No More Dozer" is not obvious at all. I hope your process of elimination was the relatively efficient "binary search" where you add half of your plugins and then (depending on result) either add or remove half of half.

Do you have DataNode on your machine? It is a custom SC4 tool that will load your entire plugins folders and then tell you what mods are overriding what other mods (down to the exemplar level). With that tool, you could have found any "slope" exemplar to see what it was overriding / overridden by (and what file names were involved). Future visitors who read this thread should give it a try before suffering through a tedious brute-force testing process.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: roadgeek on October 24, 2020, 01:13:04 PM
Quote from: j-dub on October 14, 2020, 02:58:30 PM
Roadgeek, assuming you are on a windows system via running the game windowed what you do is press the Prt Scrn Sys Rq button on your keyboard and instantly open MS Paint, go to Edit then Paste immediately. It should then show up assuming you didn't close the traffic view sub menu ...but to the best of my knowledge not being a coder, unfortunately the game thinks those are intersections hence the red light tiles. I ain't a programmer so unfortunately I got no resolve for that.

Thanks.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: AsimPika3172 on October 25, 2020, 05:38:18 PM
RHW2 look broken.... From ground RHW2 into elevated RHW2....  Just only one way, use elevated RHW2 starter and it's works! Look strange....

Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on October 25, 2020, 10:28:04 PM
roadgeek: My guess based on that image is that the OWR-3 sharp-90 bend does not have working DIPs (Distilled Intersection Paths--basically, the workaround we used to boost capacity on some NWM networks).  Probably true of other NWM networks as well.  I will probably take a look at it once I'm again on a working PC.

AsimPika3172: That's not a bug, but an intended feature. the product of a change made with NAM 38.  It's actually mentioned in the feature notes for that version, as seen in the History section of the NAM Documentation (https://sc4devotion.com/namdoc/7-history.html):

Quote
Diagonal FLEX Height Transitions (FLEX-HT) for the RHW-2, MIS, and RHW-4 have been added (all L0-L1 only). Note that the RHW-2 version does not automatically produce L1 RHW-2 by dragging out the top--a change that has been extended to the Orthogonal FLEX-HT as well, to improve stability.

The auto-L1/L2 RHW-2 out the ends of the FLEX-HT and FLEX-OST worked great for the RHW-2 . . . but they didn't work great for all the other networks, all of which had to override not only L0 RHW-2, but L1 and/or L2 RHW-2 as well.  There was some partial code to do that (on the order of 100,000 lines) for just a couple of the transitions, but to go full-bore with it would have turned into several hundred thousand lines.

As such, we finally killed auto-L1/L2 RHW-2 out the ends--which almost happened for NAM 37, but did finally happen with NAM 38.  We may produce a dedicated (but still FLEX) version that still does that, but doesn't accept other overrides, down the line at some point, but it's not a priority, and except for really tight situations (where one might want to put an RHW-2 FLEX-HT right next to some other network on both sides), adding a starter does the trick for now. 

The improvements in stability for the other network's FLEX-HTs are pretty massive by getting rid of auto-L1/L2 RHW-2 (especially in adjacency situations, since they won't try to revert to L1/L2 RHW-2 part way through anymore).

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: AsimPika3172 on October 25, 2020, 11:54:17 PM
OK Alex!  :thumbsup: Waiting for next version for more features!  :bnn:
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: roadgeek on October 26, 2020, 09:14:15 AM
Quote from: Tarkus on October 25, 2020, 10:28:04 PM
roadgeek: My guess based on that image is that the OWR-3 sharp-90 bend does not have working DIPs (Distilled Intersection Paths--basically, the workaround we used to boost capacity on some NWM networks).  Probably true of other NWM networks as well.  I will probably take a look at it once I'm again on a working PC.

I am more concerned about the 45 degree bend in the Ave-6. I wouldn't even use the OWR-3, if it were not for that issue. I also tried to capture the OWR-3 to AVE-6 and AVE-6 to OWR-3, and if that is not apparent, I will give it another shot.

Thanks,
Dan
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on October 27, 2020, 01:08:27 AM
It's most likely the same issue--lack of DIPs/crossover paths.  I'll add it to my list of investigations.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: roadgeek on October 27, 2020, 09:34:45 AM
Thanks. I suppose that issue might possibly go away when the smooth curves come to the wider NWM networks.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: roadgeek on October 31, 2020, 06:27:58 PM
Noticed that when a road intersects a Diagonal OWR-3, the paths don't seem to work properly, but it appears to be fine for OWR-2.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on November 01, 2020, 01:08:56 AM
Any sort of diagonal crossing involving an NWM network is officially unsupported.  A little bit of the work we abandoned partway through NAM 30 development on such functionality was left in the mod, but it's strictly on an "as-is" basis, and there's no guarantee any of it works. 

We're also probably going to completely start from scratch with the NWM diagonal intersection support, so any such "as-is"/"unofficial" intersection is not guaranteed to work once we finally do support it.  They'll likely require being rebuilt (generally just a simple click over the intersection) once that time comes.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Wiimeiser on November 10, 2020, 02:10:02 AM
I've noticed orthogonal RD-2 can intersect diagonal NRD-4 with little issue, the only problem I've found is that a T-intersection with the RD-2 terminating (terminating the NRD-4 here doesn't work) breaks the override if it isn't long enough to maintain itself on both sides (then again, terminating an orthogonal network at a diagonal one appears to be unsupported except for rail).

Also found some bugs (one major) with the RHW-3 cosmetic pieces. I'll attach some screenshots of the issue in question.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on November 15, 2020, 04:06:51 AM
Quote from: Wiimeiser on November 10, 2020, 02:10:02 AM
I've noticed orthogonal RD-2 can intersect diagonal NRD-4 with little issue, the only problem I've found is that a T-intersection with the RD-2 terminating (terminating the NRD-4 here doesn't work) breaks the override if it isn't long enough to maintain itself on both sides (then again, terminating an orthogonal network at a diagonal one appears to be unsupported except for rail).

Indeed as Tarkus stated, unsupported if the NWM is diagonal. WYSIWYG.

QuoteAlso found some bugs (one major) with the RHW-3 cosmetic pieces. I'll attach some screenshots of the issue in question.

LHD right? I fixed all of these up for NAM35, they were well tested and working perfectly too. Something obviously happened since then, such that the previous texture issues and some pathing problems were back again as of NAM36. I don't have the energy to look into it, but I can post my dev files, which in theory should still work. Copy/pasted info from the NAM Dev Thread at the time:

Install Location:

Network Addon Mod\z_Left Hand Plugin


z___NAM\Road Textures\Euro Cosmetic Re-Texture Mod\RHW\0_Standard


z___NAM\Road Textures\Euro Cosmetic Re-Texture Mod\z_LeftHandDriveSupport


You'll have to work out how to install them and the folder/file layout is based on the older NAM setup, which used z___NAM. That said, if you get the right files and load them after the Network Addon Mod folder, that should be sufficient here.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jdixon on November 21, 2020, 02:45:10 PM
I've looked through the documents and I can't seem to find how to make the turnouts work for the viaduct rail.  I've tried pasting the flex pieces and drawing them with the dtr tool and they always turn into on grade rail from the viaduct that I have.  I'm sure I'm missing a step but I cannot figure it out. 

Also, in the documentation, what does it mean when it says that the viaduct rail works through overrides?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: flann on November 21, 2020, 04:24:45 PM
Quote from: jdixon on November 21, 2020, 02:45:10 PM
I've looked through the documents and I can't seem to find how to make the turnouts work for the viaduct rail.  I've tried pasting the flex pieces and drawing them with the dtr tool and they always turn into on grade rail from the viaduct that I have.  I'm sure I'm missing a step but I cannot figure it out. 

Also, in the documentation, what does it mean when it says that the viaduct rail works through overrides?

Turnouts on the viaduct rail can be dragged:

(https://i.imgur.com/v3JQ5QS.jpg)

Working via override means that if I drag the rail tool into a viaduct starter piece (like a height transition) or into existing viaduct rail, it will transform into viaduct rail.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: pierreh on November 22, 2020, 01:43:07 AM
I can't place a E1 Flex ramp on a RHW-8S. The picture below illustrate my issue:

(https://imagizer.imageshack.com/img924/9034/vaqyW9.jpg)

In the left part, the test setup, with the RHW-8S, a 3 tile gap to place the ramp, and the E1 ramp ready to be placed.
In the center part, the result of the placement, with the outgoing ramp unconnected and a gap where the RHW-6S begins.
In the right part, the unfinished ramp. Dragging the RHW-2 tool on the right, inner part of the RHW-8S connects the ramp, but the gap (brown tile, when dragging the RHW-2 tool) remains and cannot be filled.

A D1 Flex ramp in the same setup gets constructed properly.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: flann on November 22, 2020, 03:58:10 PM
Quote from: pierreh on November 22, 2020, 01:43:07 AM
I can't place a E1 Flex ramp on a RHW-8S. The picture below illustrate my issue:

(https://imagizer.imageshack.com/img924/9034/vaqyW9.jpg)

In the left part, the test setup, with the RHW-8S, a 3 tile gap to place the ramp, and the E1 ramp ready to be placed.
In the center part, the result of the placement, with the outgoing ramp unconnected and a gap where the RHW-6S begins.
In the right part, the unfinished ramp. Dragging the RHW-2 tool on the right, inner part of the RHW-8S connects the ramp, but the gap (brown tile, when dragging the RHW-2 tool) remains and cannot be filled.

A D1 Flex ramp in the same setup gets constructed properly.

I was not able to reproduce this problem under NAM 38 with US textures.  Indeed, there was one point where there was a texture gap, but it was resolved by clicking over with the RHW tool.
Title: Issues with latest NAM39 Feature
Post by: A_1P on December 19, 2020, 11:04:34 AM
Hi everyone,

I hope it is correct to post this here. I am having issues with the latest NAM39 road tunnel feature.

My subway does not connect to the new tunnel ramp and change into tunnel road nor does the ramp seem to be a flex piece as described in this video: https://www.youtube.com/watch?v=uhD_A0S4F8U

I am using the ramp from the Road/RHW Overpass and Interface Puzzle Pieces menu trying to connect with the RealHighway to a RHW Starter Piece (Screenshot 1).
Then I try to use the Subway to connect to the ramp underground in several positions [where the ramp starts, where the ramp ends, in the middle of the ramp] (Screenshot 2).

Were there any changes made prior to the release? I didn`t find documentation on this. I am probably doing it wrong...

Thanks everybody!
Title: Re: Issues with latest NAM39 Feature
Post by: Tyberius06 on December 19, 2020, 03:08:57 PM
Quote from: A_1P on December 19, 2020, 11:04:34 AM

I am using the ramp from the Road/RHW Overpass and Interface Puzzle Pieces menu trying to connect with the RealHighway to a RHW Starter Piece (Screenshot 1).
Then I try to use the Subway to connect to the ramp underground in several positions [where the ramp starts, where the ramp ends, in the middle of the ramp] (Screenshot 2).


Hi A_1P,

You try to use the wrong piece. The mentioned tunnel portal is a static puzzle piece, and while visually looks the same as the new tunnel portals, it works exclusively with the old FLUPs (or the new FLEX FLUP ortho x ortho pieces), and not with the new subway implementation. The new subway based tunnel can be found in the Highway Menu close to the end of the menu, where the MHW/MHO piece can be found. That's the flexible and overridable version with the subway implementation. And you can find at the same place after the portal in the TABring the flexible overridable FLUP crossings.

- Tyberius
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Ernestmaxis on December 21, 2020, 01:55:09 PM
When I make a crossing with the new Nam39 on the normal 2 lane headavenua from Simcity the game freezes
https://1drv.ms/u/s!AvjEQ6tPRAijhGWidOBd0HpNOfdv?e=wQfzFa
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on December 21, 2020, 11:17:11 PM
The old Avenue Turn Lanes (ATL) plugin has been the source of some issues . . . usually, people having it installed, then not reinstalling it with a new version of the NAM (it isn't a default option anymore, since it tends to interfere pretty heavily with some features), but that leads to blank tiles/no textures where the intersection and approach should be.

Usually, a brief freeze while building a transit network setup means that the path files are absent.  I do also notice you have a bit different textures on there.  I'm wondering if perhaps somehow you have the INRUL files for the ATL installed from a previous NAM (they were actually in a separate file in an "INRUL Overrides" folder between NAM 32 and NAM 36), plus the textures in a Euro texture file, but not the ATL file itself, which would contain the paths.

We normally recommend now that users completely move/remove the Network Addon Mod folder (and z___NAM, if still present from a NAM 31-36 installation) out of Plugins when installing a new version, since the new installer can't detect what you had installed before.  Moving/removing the old folder(s) should normally eliminate any holdovers from the old file architecture. 

I'd recommend taking a look to see if you have that INRUL Overrides folder within Plugins\Network Addon Mod.  If you do, pull it out, and if you'd like to have the old ATL plugin installed, make sure to check the "Legacy Auto Avenue Turn Lanes" box under 2_Additional Network Features > Road, One-Way Road and Avenue.

Another less likely possibility is some sort of otherwise correct installation that got glitched.  The new setup for the ATL has it in a subfolder of 2_Additional Network Features\Road, One-Way Road, and Avenue, called "Legacy Auto Avenue Turn Lanes", and it should have two files within it . . . NetworkAddonMod_TurningLanes_Avenues_Plugin.dat and NetworkAddonMod_TurningLanes_Avenues_Plugin_INRULs.dat.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Ernestmaxis on December 22, 2020, 12:06:02 PM
Sir Alex,

You fixed it, the trick was to removed the complete Network Addon Mod folder.
Thanks for the fast reply and the amazing content in this mod :thumbsup:

Greeting Ernest !
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: fredlangva on December 26, 2020, 10:01:31 PM
I am getting red arrows on a Linux install. I just defaulted everything and I do see files in some of the folders. Whenever I try to use any NAM feature (like the digger) I get a red arrow. This was a totally clean install with no additional mods or assets. I reinstalled twice since I thought I may have made a mistake since it has been over 6 years since I had SC4 installed. Same results both times.

SC4 plays fine and has been updated.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on December 27, 2020, 12:24:57 AM
Getting red arrows on all buttons means that you either (a) do not have a NAM Controller (the file that contains all the code that allows the NAM's network additions to be built), or (b) there's something overriding it.  Given that you are operating from a clean install, it's almost certainly Option A. 

The NAM Controller goes by the file name "NetworkAddonMod_Controller.dat", and is housed in a subfolder in the Network Addon Mod directory, named either "z_NAM Controller_RHD" or "z_NAM Controller_LHD" (depending on if you installed the mod for RHD or LHD).   It's a mandatory part of the install, so unless there's some weird Linux installation quirk about which I am unaware, the only ways you could have ended up without it would be either by unsuccessfully attempting to manually compile a new NAM Controller, or by removing the NAM Controller. (Some users who don't understand how the NAM works have tried to push Controller removal as a "solution" to the CTDs caused by issues that are really pertaining to 4GB Patch installation--and while it will stop the crashes, it completely breaks the NAM.)

-Alex
Title: Re: NAM Issues Thread: Red Arrows
Post by: jeffryfisher on December 27, 2020, 10:08:09 AM
Quote from: Tarkus on December 27, 2020, 12:24:57 AM
Getting red arrows on all buttons means that you either (a) do not have a NAM Controller (the file that contains all the code that allows the NAM's network additions to be built), or (b) there's something overriding it.  Given that you are operating from a clean install, it's almost certainly Option A.
[/quotel
I suspect option 'B' -- What does "totally clean install" mean when SC4 has been on a machine for 6 years? If any earlier version of NAM was ever installed, then the user may have deleted one but not both of its NAM folders, accidentally leaving an obsolete controller sitting in a z-named subfolder in plugins. I think another user previously had this issue for exactly that reason earlier this year.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: fredlangva on December 27, 2020, 11:01:07 AM
Ok - got it to work - it just took 3 minutes to boot.  I'll try playing with the Wine settings to see if I can get it to boot faster.  I don't recall it taking that long but it has been quite a few revs ago the last time I used SC4/NAM.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: fredlangva on December 27, 2020, 11:09:24 AM
hiya Jeff. I hadn't installed SC4 on this box as it is a new HD and arch linux. The last time I used SC4 was maybe 2014 (?) on 2 HDs ago. I switched to Cities XL for a bit then Cities Skylines but I really hate the "drain 'em dry" model of charging 14.99 per DLC for some minor functionality update.

The biggest issue I had with SC4 was curved and angled roads and a few simulation issues but overall thought SC4 was the best of the series (and I have ever one - except for the new one which we won't talk about).

So now that I got NAM working, I need to get some more QoL stuff in and then I might just play vanilla buildings for a bit.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on December 29, 2020, 06:45:13 AM
Quote from: fredlangva on December 27, 2020, 11:01:07 AM
Ok - got it to work - it just took 3 minutes to boot.  I'll try playing with the Wine settings to see if I can get it to boot faster.  I don't recall it taking that long but it has been quite a few revs ago the last time I used SC4/NAM.

The NAM's new controller (since v37) takes a long time to fully load into RAM, 3m if you have other Plugins too, I'd say sounds normal, even using an SSD. But it only should take this long for the first city you load, after that cities should be much quicker to load.

If you aren't using all the additional networks, especially RHW, a lighter controller using the Controller Compiler, will improve things.

Quote from: fredlangva on December 27, 2020, 11:09:24 AM
I switched to Cities XL for a bit then Cities Skylines but I really hate the "drain 'em dry" model of charging 14.99 per DLC for some minor functionality update.

:thumbsup:

Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: nickWtn on December 29, 2020, 03:02:17 PM
Has anyone ever encountered this? https://i.imgur.com/bwlcETX.mp4 I've only encountered this since updating to NAM 39 , and for what ever reason no matter what I do, including deleting the intersection that tile is still that color, and won't change.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on December 30, 2020, 06:24:25 AM
Quote from: nickWtn on December 29, 2020, 03:02:17 PM
Has anyone ever encountered this? https://i.imgur.com/bwlcETX.mp4 I've only encountered this since updating to NAM 39 , and for what ever reason no matter what I do, including deleting the intersection that tile is still that color, and won't change.

Flann found the culprit--it's a file installed as part of the Hybrid Railway (HRW), known as RRW_RHSR_Hybrid_0x55387000.dat.  The file's actually been there since NAM 38, when HRW was introduced.

Basically, there's some textures in there that are causing the game to trigger wealth textures on the Vanishing Construction Lot (VCL), the little 1x1-tile handle that is used to place Starter and FLEX Pieces.  Likely, the VCL off one of the FTL Starters you placed ended up picking up the dirt texture off the adjoining I-Ag zone because of this file.  This glitch seems to only happen on occasion, and in certain rotations.

The problem textures are the only things in the file, and removing it solves the issue without any other side effects.  The file is located in Plugins\Network Addon Mod\2_Additional Network Features\Hybrid Railway (RRW-RHSR)\a_HybridRailway_Icons_Previews.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: AsimPika3172 on December 30, 2020, 04:25:47 PM
Something strange here...  ???

Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on December 30, 2020, 05:14:06 PM
Thanks for the report, AsimPika3172!  We had an internal report of that one recently as well, and I managed to fix it (and some other issues with the FLEX OnSlopes) last night.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: emOne on January 02, 2021, 11:27:40 AM
Hi all,

I use NAM 36 since many years successfully on my other computer. Today i tried to install a fresh SC4 instance on my Windows 10 20H2 notebook. I write here because i'm unable to make NAM39 working.

I've read through all the documentation mutiple times, i'm unable to identify a misstake i'm doing.

I'm running the Stream Version of SC4 Deluxe (1.1.641.0) in german language as far as i see.

SC 4 Deluxe works out-of-the-box after downloaded from Steam. After the installation of NAM39 i can not launch a (empty) city from the map.

SC freezes here:
(https://www.netcult.ch/dl/simcity4.png)

If i remove this folder out of the "Plugins" directory, then SC4 is normally able to launch a (empty) city:

C:\Users\<username>\Documents\SimCity 4\Plugins\Network Addon Mod\z_NAM Controller_RHD

If i put the folder back in place, then the issue re-appears. I've also tried to re-compile the "NetworkAddonMod_Controller.dat" (by using the default settings) via the "Controller Compiler" tool, but with the same effects.

If i keep the "z_NAM Controller_RHD" directory away from the Plugins directory, then i can not use all the NAM related street-objects (for example).

My questions are:
- Is there a location where i can find good logfiles for further analysis?
- Does anyone facing the same issue and/or has a solution to this behaviour?

Best regards
Tom
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tyberius06 on January 02, 2021, 11:56:26 AM
Hi Tom,

You mentioned, you have a new SC4 install. Have used the provided 4GB patch on the Simcity4.exe file after you installed NAM? You need to patch the main game exe in order to use the NAM. NAM v36 used to do this automatically during the install process, but with the new installer, you need to do it manually.

- Tyberius
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: emOne on January 03, 2021, 01:35:05 AM
Hi Tyberius

Thank you for reply.

After i've posted to this forum i was watching this video https://www.youtube.com/watch?v=mshuI55gZf4 (https://www.youtube.com/watch?v=mshuI55gZf4).

I learned that launching a fresh city after the NAM installation can take serveral minutes until the city is ready. So i waited.... Then SC 4 closed / crashed. I thought, ok i need to install the 4gb patch. I installed the 4gb patch. Launched a fresh city again.. waited.. waited longer.. and it started normally.

So the issue was just because i did not expect that it takes a while to start a fresh city after the NAM installation, i missinterpreted that as a freeze. I saw this longer loading time is just the first time after the NAM installation.

All good!

Have a good year everybody.

Best regards
Tom
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: emOne on January 03, 2021, 02:07:24 AM
Hi Tyberius

Offtopic and just as info, maybe it helps others as well: During the last years i experienced sometimes random and unexpected SC 4 crashes in the middle of the game.

On multicore CPU systems: I learned, that assigning only one CPU via Taskmanager to the SimCity 4.exe solved this problem and makes SC4 stable as known from back in the days.

Best regards
Tom
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: LennieCondor on January 04, 2021, 01:05:05 PM
Hello everybody.
I've a problem with the new version of the NAM (39). When i try to load a city the game just freeze during the loading screen.

I have the GOG version of the game (downloaded just today). Installed NAM39 following all instructions step by step, included 4gb_patch and OpenJDK11U-jre_x64_windows_hotspot_11.0.8_10 all correctly.
I tried many thigs without results. I tried to lounch SC4 with and without SC4Louncher, with different setting. I tried to install different version of the game (from CD-ROM, Steam, Origin and with various versions of the game) but nothing.

Somebody can help me, please?  &cry2  :o &cry2  :o &cry2
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on January 05, 2021, 05:05:43 AM
Hi LennieCondor-

First off, the initial load of a city tile with the NAM installed (particularly with the default full NAM Controller) is going to take longer than it would with the default game.  Let it sit for a few minutes and see if it does eventually load.

Otherwise, your "freeze" may be more of a slow crash, and that's going to be caused by either (a) the 4GB Patch not being installed properly (the #1 tech support issue we encounter), or (b) you're running the game on a system that can't handle the full NAM Controller, due to having 32-bit Windows, and/or 4GB or less RAM.

Note that any time you reinstall the game or attempt to switch between different versions of it, the 4GB Patch is going to have to be installed again on each one of those game installs/reinstalls.

The batch file here (https://sc4devotion.com/forums/index.php?topic=18764.msg536033#msg536033) helps automate the 4GB Patch install process.  The one potential issue you might encounter, however, is if you still have all of those copies of SC4 installed, as it reads the registry to find the location of the SimCity 4.exe file, and you have no way of knowing which one it'll patch unless you go in and look at the registry yourself.

The other possibility, if you're not intending on running a full-blast NAM install with the more intensive features (i.e. the RHW), then running the Controller Compiler and deselecting features you did not install can help.  I've also precompiled a NAM Controller that excludes the RHW code (https://www.dropbox.com/s/godp8clljj97znq/NAMController_NAM39_NoRHW_RHD.zip?dl=0), which you can pick up here.  Pull the one out of Plugins\Network Addon Mod\z_NAM Controller_RHD and replace it with the one in here.

Hope that helps!

-Alex

Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: LennieCondor on January 06, 2021, 04:37:00 AM
Quote from: Tarkus on January 05, 2021, 05:05:43 AM
Hi LennieCondor-

First off, the initial load of a city tile with the NAM installed (particularly with the default full NAM Controller) is going to take longer than it would with the default game.  Let it sit for a few minutes and see if it does eventually load.

Otherwise, your "freeze" may be more of a slow crash, and that's going to be caused by either (a) the 4GB Patch not being installed properly (the #1 tech support issue we encounter), or (b) you're running the game on a system that can't handle the full NAM Controller, due to having 32-bit Windows, and/or 4GB or less RAM.

Note that any time you reinstall the game or attempt to switch between different versions of it, the 4GB Patch is going to have to be installed again on each one of those game installs/reinstalls.

The batch file here (https://sc4devotion.com/forums/index.php?topic=18764.msg536033#msg536033) helps automate the 4GB Patch install process.  The one potential issue you might encounter, however, is if you still have all of those copies of SC4 installed, as it reads the registry to find the location of the SimCity 4.exe file, and you have no way of knowing which one it'll patch unless you go in and look at the registry yourself.

The other possibility, if you're not intending on running a full-blast NAM install with the more intensive features (i.e. the RHW), then running the Controller Compiler and deselecting features you did not install can help.  I've also precompiled a NAM Controller that excludes the RHW code (https://www.dropbox.com/s/godp8clljj97znq/NAMController_NAM39_NoRHW_RHD.zip?dl=0), which you can pick up here.  Pull the one out of Plugins\Network Addon Mod\z_NAM Controller_RHD and replace it with the one in here.

Hope that helps!

-Alex
Thank you very very very much, i've tried to reinstall the 4gb patch and change the RHD file for the NAM and now it's all working perfectly (i just have to wait a couple of minute to load the city)  :bnn: :bnn: :bnn:
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: fachriuwu on January 08, 2021, 07:56:46 PM
i'm having issue when installing One-Way road arrow reduction, road turning lanes become invisible(https://i.ibb.co/nMFcSRx/nam-issue.png)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on January 09, 2021, 02:14:52 AM
There's not anything in the One-Way Road Arrow Reduction Plugin that would affect the Road Turning Lanes.  What most likely would is if on the install, you forgot to check the Legacy Road Turning Lanes option in the installer (which isn't checked by default).  Reinstall, and make sure you have that box checked while doing so.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: fachriuwu on January 09, 2021, 07:24:57 PM
Quote from: Tarkus on January 09, 2021, 02:14:52 AM
There's not anything in the One-Way Road Arrow Reduction Plugin that would affect the Road Turning Lanes.  What most likely would is if on the install, you forgot to check the Legacy Road Turning Lanes option in the installer (which isn't checked by default).  Reinstall, and make sure you have that box checked while doing so.

-Alex
solved thanks  :D
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mwerneburg on January 18, 2021, 01:26:55 PM
Hi! I've been enjoying NAM since it first came out. Dating to that first installation, I wound up with two of the Maxis subway buttons in the game. This I could ignore. But with the latest installation I have six of every Maxis transportation button: roads, streets, every form of highway, subways, etc. I've tried combing through the files to see if something was amiss but no luck.

I used the installer with a fairly conservative set of options. I have the GOG version of the game on Windows 10. I also have CAM installed.

Any thoughts on what I should do?

Thanks in advance,
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on January 18, 2021, 07:34:39 PM
Hi mwerneburg, welcome to SC4D, and thanks for the kind words!

Doubled icons are the result of having two full copies of an icon exemplar.  They're unusual files, in that rather than overriding one another, they simply multiply, if multiple full copies of them exist.  NAM 39 does not contain any copies of the base networks' icon exemplars, so the most likely possibility is that you may have pieces of an old NAM installation around, or possibly multiple copies of SimCity_1.dat (which is where the original icon exemplars are located). 

If you merged files into SimCity_1.dat as part of CAM installation (which is part of the install process for CAM 2.1.0), and the backups are still laying out somewhere where the game might load them, that has the potential to cause such an issue.

There are ways to look up where duplicate files are stored . . . the most recent utility I know of is SC4DataNode (https://community.simtropolis.com/files/file/27675-sc4datanode/) by rivit.  It's also possible to do using the Plugins Analyser tool in ilive's Reader, which has been around in some form for a very long time.

If it helps in finding them, the hex info for the icons is that they're Type 0x6534284a, Group 0x2a3858e4, and all have Instances in the 0x0000002# range.  Here's the full list of Instance IDs (IID)--finding one of these should find the rest:


Hope that helps!

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: nickWtn on February 11, 2021, 06:45:08 PM
So this might have been broken on NAM 38 but I didn't notice it until NAM 39 but there seems to be something wrong with the QuickTurn type 220 x 220 T intersection like northbound turn lanes don't seem to be lining up with the intersection (hopefully that makes sense) anymore, I also feel like there use to be a puzzle piece for this in the Tuelps list which I might have been using but no longer see as well anymore either.. anyways  I have what it should look like from another intersection in my city and what It looks like now in NAM 39. 
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on February 13, 2021, 06:44:44 AM
Thanks for the report . . . given that the FTLs haven't been modified at all since their debut, that's actually a NAM 36 issue.  I've been able to replicate it and some other issues.  Strangely, the issue isn't as bad if you're building the intersection manually with the base FTLs rather than using QuickTurn--a couple of the rotations still mess up a little, but they're fixable by clicking around, which can cause the RUL2 code to behave again.  I'm going to take a further look into it, though, to see how easily I can get it to work 100% as intended.

As far as the TuLEPs go, none have been removed, though that whole side of things has been relegated to "Legacy" status, since we're gradually trying to push old-style puzzle pieces into obsolescence to the greatest extent possible, and the FTLs are able to do everything TuLEPs could.  The TuLEPs never had any puzzle pieces to support T-intersections involving the Type 220 setups.  The only two intersections that involved Type 220 in the old TuLEPs set were the Type 220 x 120 +-intersection and the Type 220 x 220 +-intersection.

-Alex

Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: dyoungyn on February 13, 2021, 06:42:50 PM
Here is one that I am having problems with NAM 39.  This is a 7.5 M Slope RHW6C over RHW 10S.  No mater how many different times I try this approach, always the same result.  I never had this problem with NAM36.  Only if there was a NWM6 over RHW this could resolve RHW over RHW.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on February 14, 2021, 12:19:30 AM
That'll be fixed with NAM 40.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: dyoungyn on February 14, 2021, 05:43:14 AM
Alex,

Thank you for the reply. 

Thank you to the entire NAM team for all these great and fabulous NAM creations. 

I guess the only work around is to go the other way, the RHW 10S over NWM 6 instead.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: nickWtn on February 15, 2021, 04:41:57 PM
Thanks for the reply Alex, turns out the reason I was confused and thought that stuff was missing was that when looking for the 220 x 220 T intersection in the ftl list after I found that's what it's called in the quick turn list I assumed it would be called that and not the 120x2 + Avenue/TLA - 5 with default layout , It also probably didn't help that to me at least looking at the preview of the 120x2, that is looked to be to small lane count wise to fit the intersection. Anyways thanks for the help again.

Edit: well ok nope even with the 120x2 I'm still can't get that intersection to work, it keeps reverting to the other version with the messed up sidewalk
                                                                         
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: dyoungyn on February 17, 2021, 02:55:24 PM
And yet here is another problem/bug with NAM39.  I cannot make this work no mater how many times I try.  It is RHW10S over RD3 at which the road gets crossed under the overpass.  The slope is 7.5
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: nickWtn on February 19, 2021, 05:35:09 PM
well dang, it I found another texture issue.. I assume the sidewalk should be on the other side of the AVE-4 to AVE-2 transition? oh it's up against the country club reward.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on February 20, 2021, 03:47:09 AM
The ARD-3 has a tendency to be an unrepentant jerk at times--the tricky thing about it (and particularly coding it) is that it's inexplicably exactly backwards of the RHW-3.  I'll take a look to see if I can find where the issue is, but if it's going to be an involved fix, then it'll have to wait until a planned NWM code revamp to get fixed, since I don't want to spend a whole bunch of time writing/fixing code that's going to be going in the trash bin shortly thereafter.

I'll note, we have internally floated the idea of actually reversing the direction of the ARD-3.  There's a few ways we could accomplish that.  Finding the one that requires the least transition for the existing userbase would be the priority.

As far as that sidewalk issue goes, are you using the puzzle piece or the draggable option?  The puzzle piece relies on a rather temperamental exploit to get the wealth textures/sidewalks/grass, and it'll glitch out like that if touching a Low Density zone of some sort.  That's a known issue with the puzzle piece, and if you're using that instead of the draggable option, I'd recommend switching to the draggable.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: nickWtn on February 20, 2021, 06:24:02 PM
Umm if that question is for the intersection i'm using the FLEX Turn Lane - Dual-Tile FlEx T-Intersection from the FIL menu so I guess the puzzle piece version. Also oddly enough and I don't know why or how this hasn't worked today but it seems that unlike before me clicking with the roads starters on the either the westbound or estbound lanes changes the wealth texture (I hope that's what it's called) and fixes the intersection.. again no clue why it hasn't done that before but well at least that works as a workaround.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on February 21, 2021, 04:35:07 AM
The question was about the AVE-4-to-AVE-2 transition.  FTLs are, by definition, not puzzle pieces, as they're FLEX-based (TuLEPs are the puzzle piece equivalent).  "Clickaround" (i.e. clicking around a broken RUL with a network tool) will sometimes cause things to correct themselves, which is an indication that there is some good code there, but there's some bad code that's interfering with it.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: nickWtn on February 23, 2021, 10:52:59 AM
Oh ok umm yeah I used the puzzle piece one in transitions. I just tried the draggable one and that fixed it, thanks for the suggestion on that, Alex. 
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: ackalbo on March 16, 2021, 10:56:07 PM
One Tile Roundabout Issue

Hello everyone. I've just recently started playing again and yesterday was playing around with NAM 39.  Everything is great and a huge thank you to all involved.

I just can't seem to get the One Tile Road/Road Roundabout to work...


(https://i.postimg.cc/PfmHJHf0/Roundabout-1.png)


(https://i.postimg.cc/ZKHhPLdc/Roundabout-2.png)


(https://i.postimg.cc/NfBcrn5F/Roundabout-3.png)


I have fully installed NAM39 and to my knowledge the only option I changed was to LHD and European Textures...

Any suggestions would be greatly appreciated.


Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on March 18, 2021, 01:48:59 AM
Quote from: ackalbo on March 16, 2021, 10:56:07 PM
One Tile Roundabout Issue

Hello everyone. I've just recently started playing again and yesterday was playing around with NAM 39.  Everything is great and a huge thank you to all involved.

I just can't seem to get the One Tile Road/Road Roundabout to work...

I have fully installed NAM39 and to my knowledge the only option I changed was to LHD and European Textures...

Any suggestions would be greatly appreciated.

I've just investigated the issue--it's an LHD-only issue.  I'm currently exploring a couple of possible solutions to it, attempting to figure out which one will work best.  It will be fixed for NAM 40.  (Edit: I now have my solution working as of a few moments ago, so I can officially 100% confirm this improvement for NAM 40.)

Also, nickWtn, I've added some more code to cover that situation with the FTL/QuickTurn Type 220 x Type 220 T-intersection.  The fix there will be incorporated in NAM 40 as well.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: ackalbo on March 18, 2021, 10:49:53 AM
Quote from: Tarkus on March 18, 2021, 01:48:59 AM
I've just investigated the issue--it's an LHD-only issue.  I'm currently exploring a couple of possible solutions to it, attempting to figure out which one will work best.  It will be fixed for NAM 40.  (Edit: I now have my solution working as of a few moments ago, so I can officially 100% confirm this improvement for NAM 40.)

Looking forward to NAM40 already  ;D
Keep up the excellent work, it's all very very much appreciated.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: soulchaser on April 02, 2021, 03:12:23 AM
I did some search but could not figure out if this was reported before...
I seem not to be able to drag L1 RRW diagonally over a road. There seems not to be any model for the crossing. Is this right? (using the new NAM 40 updated on a fresh install of NAM39)

It pops down to L0 crossing. It works fine with L2, though.

Thank you for your astonishing work with the NAM.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on April 03, 2021, 03:05:03 AM
The L1 RRW x Road DxO is indeed not supported at present.  To my knowledge, L2, surprisingly enough, is (the ERRW development thus far focused more on L2, mainly to render the existing puzzle pieces obsolete quicker).

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Wiimeiser on April 03, 2021, 06:36:48 AM
So after the Tartarus of trying to get the game to run on my new PC (I had to disable vital security features :angrymore: ) I finally managed to test some of the new features out. For some reason, the new draggable FLUPs were really laggy and I kept running into issues where there would be a two tile part of underground RHW that the game would refuse to allow me to connect to anything, and I couldn't place the tunnel portals next to each other...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on April 04, 2021, 03:17:31 AM
The Subway-based FLUPs can be finicky--this is explicitly mentioned in the documentation.  Side-by-side setups are especially so, and we're looking to improve them. 

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: pierrebaptiste on April 04, 2021, 07:06:09 AM
Hello ,

Thanks for the developpement of NAM 40  &apls

I have constated a bug :

(https://i.goopics.net/800/25mrK.png) (https://goopics.net/i/25mrK)

The suspended highway > there is any feet on the floor  :o . Physicaly it's a biggest constrain on the suspended hhighway  :D
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: deanva on April 04, 2021, 02:57:05 PM
Why am I getting double folders after downloading NAM 40?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on April 04, 2021, 11:15:03 PM
Quote from: pierrebaptiste on April 04, 2021, 07:06:09 AM
The suspended highway > there is any feet on the floor  :o . Physicaly it's a biggest constrain on the suspended hhighway  :D

That looks as if it may be a T21 issue.  I haven't encountered it personally yet, but I will investigate to see what may be happening there.

Quote from: deanva on April 04, 2021, 02:57:05 PM
Why am I getting double folders after downloading NAM 40?

Those aren't technically double folders, as far as Windows sees it--you'll notice amongst that first batch, you have "1 Core", without the underscore ("_"), and "1_Core", with the underscore.  You do, however, have two NAM versions installed, and since NAM 40 is the one without the underscores (removed because of Mac load order issues), and the Windows version of the game will read "_" as coming later in the load order than a single space, that old NAM version will be overriding NAM 40.

We mention in the installation instructions (https://sc4devotion.com/namdoc/2-installation.html) that users should remove any previous NAM versions prior to installing the latest.  This is a relatively recent change, prompted by the fact that our present installer (introduced last July with NAM 37) does not have the ability to detect previous installation options.

Quote
With the new installer, the old NAM installation is no longer removed automatically, so users should manually remove the "Network Addon Mod" and "z___NAM" folders from their Plugins directory. If you use the "Cleanup" option under the "Setup" tab, it is highly recommended that you select the "Backup" option upon completion, and "Delete" will in fact delete all those files, making them unrecoverable. It is recommended, particularly with this Release Candidate, that you back those folders up in a location that is not in your Plugins folder. The "z___NAM" folder has been eliminated, and all files are now installed to the "Network Addon Mod" directory.

I would advise completely removing the "Network Addon Mod" folder out of your Plugins folder, and then reinstall NAM 40.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jeffryfisher on April 05, 2021, 09:11:51 AM
Quote from: Tarkus on April 04, 2021, 11:15:03 PM
I would advise completely removing the "Network Addon Mod" folder out of your Plugins folder, and then reinstall NAM 40.
I was wondering about that when I read the NAM-40 announcement and it said to run a bat file without first mentioning to delete any prior NAM version. You might add an echo (tell user to remove/move prior NAM) and a pause to do so at the start of that bat file.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: deanva on April 05, 2021, 01:13:48 PM
Thought I had deleted the previous NAM, guess I didn't the double folders are now gone thanks Alex.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Wiimeiser on April 06, 2021, 05:15:53 AM
Further experimentation:
-An "Unsuitable area" extends for five tiles past the override piece/stub.
-The game will refuse to place the auto-destroy tile directly adjacent to any of these five tiles if it is in the same orientation as the existing piece.
-If two portals are placed adjacent first, dragging subway from one creates an undraggable stub on all adjacent override tiles and all tiles adjacent on further portals.
-Because of the above points, it is physically impossible to have two portals directly next to each other and have them both function.
-The space directly in front of the glitched stub is also "unsuitable" due to the Subway network having auto-connect.
-The cosmetic override when two RHW-4 portals are adjacent does not function.
-Any manipulation creates severe lag, placing a portal takes ~2 seconds and placing an adjacent portal takes ~10 seconds, demolition can take anywhere between 3 and 30 seconds.
If any of this is untrue for the NAM Team, then it's highly likely being in LHD is messing things up somehow. Perhaps LHD messes with the Subway network somehow? Or are the RULs just missing or incompatible?

Also, I don't have a way to transition Avenue to Subway and I am using the MHO, so old FLUPS or AVE tunnel shenanigans it is...

EDIT: I also seem to be unable to drag straight into the overridden Subway when coming from the opposite direction with another override.

My hypothesis is, since IIRC the overrides are the result of leftover code from an unfinished auto turn lanes idea, then:
-Subway existed in the base game, and was copied directly from Street before the latter's ability to be dragged diagonally was disabled (the only network for which this is the case)
-Alternatively they were all just copied from Road
-IIRC LHD did not exist in the base game and was added in Rush Hour (only two highway interchanges existed in base game IIRC so it wouldn't have changed anything anyway) and the intersection overrides, pending the unreleased second and third expansions, was copied over and converted to all surface networks except power lines, including the unused Dirt Road, but not to Subway since Subway is supposed to be an abstract network like in previous titles. And the lack of LHD-specific Subway code is messing things up somehow. I'm honestly just guessing at this point, though.

EDIT2: I don't know how, but I did get the adjacent overrides to work once during my experiment with 5 portals (and somehow I got "Unsuitable grade for construction on a region with unmodified terrain)

And to clarify, the RHW-2 draggable tunnels are working fine, provided they're long enough. It's when I try putting two next to each other that the problems begin. I think the instability in this case might be due to the Subway's auto-connect (two facing stubs will automatically connect, though dragging across doesn't trigger it like with streets and RHW) and since the overrides are technically intersections something there may be triggering auto-connect unexpectedly.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: pieman102 on April 08, 2021, 09:13:37 AM
Does anyone know how I can make this not look like this? Not a big fan of the little space there between the RHW and the FAR pieces. I tried flattening out the terrain but that didn't seem to help.

(https://i.ibb.co/x8n01CC/Screen-Shot-2021-04-08-at-12-09-49-PM.png) (https://ibb.co/cXWH6gg)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: soulchaser on April 08, 2021, 10:01:56 PM
Quote from: Tarkus on April 03, 2021, 03:05:03 AM
The L1 RRW x Road DxO is indeed not supported at present.  To my knowledge, L2, surprisingly enough, is (the ERRW development thus far focused more on L2, mainly to render the existing puzzle pieces obsolete quicker).

-Alex

Thank you for the information. so back to L2, then ;)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Wiimeiser on April 25, 2021, 07:52:35 AM
NAM 41 doesn't appear to be installing the models and paths for the REW in LHD offsets, it only installs them in RHD offsets. I don't know if this is the game or the NAM controller doing this, though...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on April 25, 2021, 08:43:00 AM
See my reply here (https://sc4devotion.com/forums/index.php?topic=17631.120).  It's likely not an LHD issue, but a Legacy Support situation involving old REW content.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Wiimeiser on April 26, 2021, 12:17:10 AM
The problem is solved, I think it was a leftover hotfix that was doing it.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: dyoungyn on May 09, 2021, 02:10:33 PM
Here is a problem I see with NAM41 with 7.5 Slope and RHW 8C over 6S.  No mater where I click, the overpass does not covert to 8C.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: woodb3kmaster on May 09, 2021, 05:39:39 PM
That looks like a RUL2 error - the FLEX-OnSlope piece seems to have overridden to a combination of RHW-C Inner + RHW-10S Outer. I'll have a look at the code to make sure...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: dyoungyn on May 09, 2021, 06:00:39 PM
I even tried this with a space before the Slope piece and same result.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on May 10, 2021, 02:19:59 AM
I've just attempted to replicate the issue, and it's nothing wrong with the FLEX OnSlopes.  Those override with RHW-8C just fine. 

The issue seems to be stemming from the older puzzle piece versions of the RHW-8C Type E1 ramps that you appear to be using.  Those have ancient versions of the RHW starters on the ends of them, which were problematic not only because of their slope intolerance, but also because they were rather unreliable in terms of the overrides.

Switching to the FLEXRamps or Draggable Ramp Interfaces (DRIs) will likely help that situation.  There's been a ton of adjacency stability added to them, to help handle overrides for ramps in the vicinity of FLEX-HT/FLEX-OST.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: dyoungyn on May 10, 2021, 06:37:06 AM
Alex,

I took you generous note as I had old slope pieces on another interchange overpass on the current working map.   I removed and placed the new Flex Slop and wa-la for that interchange.  However, I tried re-doing the Cloverleaf interchange by completely destroying and with a space before the slope and you see the end result, halfway there.  I even tried clicking and re-dragging the overpass and L0 8C over and over again, with no avail.  This time, however, there is NO OTHER old pieces on the map as I have re-started this map several months ago and trying to Terraform the map which is excruciating row by row to get it right.  Anyway, pressed forward and tried the RHW again. 
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: dyoungyn on May 10, 2021, 11:17:13 AM
Alex,

I am attempting to use Flex Ramps and would love to draw out certain ramps.  I know I asked for it before but I just cannot find it.  May I kindly ask for the drawing directions for the RHW ramps please.

dyoungyn
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: woodb3kmaster on May 10, 2021, 01:36:45 PM
If you mean this diagram (https://wiki.sc4devotion.com/images/0/09/Dri-table.png), well, here you go. I don't know if it needs to be updated at all, but as far as I know, all the drag patterns it shows should still be valid in NAM 41.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: dyoungyn on May 10, 2021, 01:49:56 PM
Thank you, that is it.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on May 10, 2021, 08:38:34 PM
Quote from: woodb3kmaster on May 10, 2021, 01:36:45 PM
If you mean this diagram (https://wiki.sc4devotion.com/images/0/09/Dri-table.png), well, here you go. I don't know if it needs to be updated at all, but as far as I know, all the drag patterns it shows should still be valid in NAM 41.

It is indeed still valid--and a fantastic reference!  In fact, it's been in the NAM Documentation's RHW Feature Guide (https://www.sc4devotion.com/namdoc/feature-guides/realhighway/realhighway.html#dri) for awhile now.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: City_Slider on May 11, 2021, 09:20:41 AM
Hey Alex, why i cant "Like" this posting? After i klicked on "Like" nothing shows up or happens..

Regards, Oliver

And BTW, could you please change my Username to City_Slider? (at the LEX) im using Silvaner in there. ... If it´s possible.

Regards, Oliver
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on May 11, 2021, 07:44:17 PM
Quote from: City_Slider on May 11, 2021, 09:20:41 AM
Hey Alex, why i cant "Like" this posting? After i klicked on "Like" nothing shows up or happens..

Regards, Oliver

And BTW, could you please change my Username to City_Slider? (at the LEX) im using Silvaner in there. ... If it´s possible.

Regards, Oliver

Not sure why the "Like" button isn't working for you.  Sometimes, it can be a little bit non-responsive, in which case, reloading the page might help.  LEX username changes are a tricky thing . . . there's not actually a way for us to do them without actually going into the database and manually editing.  In any case, it appears you already have a City_Slider account on the LEX, too.  I'll fix it up so you can use it.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: manga rivotra on May 23, 2021, 03:33:23 AM
I'm not sure if this is the right place to post this message, but I have a general question about Nam. On various pic, especially on Simtropolis, I saw several members of the Nam team posting photos of textures where we see the texture ID appear directly on the road part. I suppose this is a possibility offered to the developers of the Nam team, but it could be an extremely useful tool for anyone who wants to work on textures ... like me for example  :) (or simply to find a texture ID) . If it is indeed a tool available to the team, is it possible to share it? Does this tool work on versions prior to Nam 41?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: flann on May 23, 2021, 04:12:33 AM
Hello there mango rivotra,

The texture IIDs are not a tool per se, but rather a (mostly) complete override set of textures created with rivit's GoFSH tool.  It's kind of a pain to put together, so it doesn't have any of the new stuff since like NAM 39 or something, but here's a link.  Must load after NAM.

https://www.dropbox.com/s/kgl1fewt7077ojr/NAM_Numbered_Textures.7z?dl=0
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: manga rivotra on May 23, 2021, 05:24:07 AM
Thanks you very much, this is very useful !  :thumbsup:
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: dyoungyn on June 01, 2021, 05:45:30 PM
NAM Team,

Thank you so much for all your hard and dedicated work.

I am in search of how to draw out the attached Y ramp.

dyoungyn
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: flann on June 02, 2021, 06:54:00 AM
Quote from: dyoungyn on June 01, 2021, 05:45:30 PM
NAM Team,

Thank you so much for all your hard and dedicated work.

I am in search of how to draw out the attached Y ramp.

dyoungyn

Here are the drag patterns for the RHW-2 wyes:

(https://i.imgur.com/x8SwdPT.png)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: pieman102 on June 02, 2021, 11:04:34 AM
Quote from: flann on June 02, 2021, 06:54:00 AM
Quote from: dyoungyn on June 01, 2021, 05:45:30 PM
NAM Team,

Thank you so much for all your hard and dedicated work.

I am in search of how to draw out the attached Y ramp.

dyoungyn

Here are the drag patterns for the RHW-2 wyes:

(https://i.imgur.com/x8SwdPT.png)

Are these drag patterns overrideable with other RHW networks? Like RHW-4?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on June 02, 2021, 02:49:07 PM
All of those particular ramps are RHW-2 only.  The MIS is going the wrong way for anything wider than an RHW-3, and trying to override it to go the other direction does not work (speaking from extensive experience back when I first developed the A1 and B1 DRIs back in 2009-2010, which necessitated the dedicated "Inside" setups).  That's also the reason the Type D1 and E1 FLEXRamps were rebased from RHW-4 to RHW-3, such that the RHW-2 could be built with it as well.

The one that's a complete Y does have a somewhat obscure RHW-4 cousin, that uses a slightly different drag pattern, by the way:

(https://simtarkus.files.wordpress.com/2021/06/rhw-06022021-1.jpg)

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: dyoungyn on June 02, 2021, 03:13:04 PM
Thank you all.  This is is exactly what I was looking for.

Now, one other thing I was really hoping for is REW Y  with one-way roads ending with a road.  Objectively, it would appear as road (white) for REW and One-way roads and avenues in the region view.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: dyoungyn on June 02, 2021, 06:29:09 PM
Alex,

Thank you again for showing us once again the wonderful possibilities of this discovered ability.

Now, see the attached and this interchange is now MUCH better and complete.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Wiimeiser on June 02, 2021, 07:34:44 PM
The RRW-1 and RRW-2 bridges are missing paths, at least in LHD. I don't think this should be the case because they use existing paths, unless bridges are different somehow?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: AsimPika3172 on June 16, 2021, 07:32:05 PM
Hmmmm....

Maxis elevated rail can crossed over higher elevated RHW, but elevated RRW can't crossed over higher elevated RHW...  ()what()

Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tyberius06 on June 17, 2021, 03:29:53 AM
Hi,

Indeed, the RRW/Rail side of thouse elevated overpasses is not supported yet. Eventually it will be covered, I guess. Eventually...

- Tyberius
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Wiimeiser on June 18, 2021, 01:17:27 AM
It shouldn't be too hard to do, IIRC the hardest part is the models, and I believe combining existing models is easy in comparison. Given that these are rather important crosslinks, they could be coming sooner rather than later.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: als98 on July 12, 2021, 11:40:31 AM
Hi! I noticed a problem recently after upgrading from NAM 40 to NAM 41. It seems that during the upgrade, the paths disappeared from many (though mysteriously not all) of my one-way roads. (both default OWR-2 and NWM OWR-1). It appeared I was able to fix that by clicking on the affected roads with the OWR tool (and the paths showed up when the "drawpaths" cheat was enabled) and I think this mostly worked except for one one-way road that was fine before and now every single building along it is "abandoned due to commute time". I'm not sure if I messed something up during installation of NAM 41 or if this is a known problem, but I thought I would drop a note about it here. Thanks!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on July 12, 2021, 10:50:40 PM
Did you install any sort of One-Way Road Arrow-related plugin from the NAM at any point?  There's been a couple of them (including the recent RealExpressway Arrow Remover) that replace the texture-based OWR items with models, designed to hide the arrows, and model-based items have different path Group IDs than texture-based items.

I'd recommend making sure you don't have one installed (or select a safe option, like the "Single Arrows for One-Way Road), and then rebuild the effected OWRs while the game is on pause.  This should prevent any sort of abandonment issues while you fix the paths.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jprono on July 13, 2021, 08:43:36 AM
So I just bought the game from GOG installed it and I'm attempting to install NAM.  I can get it to tell me the 4gb patch is installed when I run the .bat file, but nothing else ever happens.  If I run as administrator, it tells me "error, 4gb patch.exe was not found in this folder" Can somebody please help me figure out what I'm missing please.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on July 14, 2021, 12:07:58 AM
Make sure that the .jar file (NetworkAddonMod_Setup_Version41.jar) and the 4GB Patch (4gb_patch.exe) are in the same directory as the .bat file when you're running it.  If they are, parts of the process won't happen.  Additionally, make sure you have the Java Runtime Environment (JRE) installed, as not having it installed will prevent the actual installer from running.  There's an AdoptOpenJDK distribution of the Windows 64-bit version of the JRE included in the NAM download, which is compatible with the NAM installer, so you don't need to go looking for one to download.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jeffryfisher on July 14, 2021, 10:24:16 AM
Quote from: jprono on July 13, 2021, 08:43:36 AM
I can get it to tell me the 4gb patch is installed ...
It's not enough to install the 4GB "patch"; you must run it too. Perhaps it would be better to call it a patcher, because it patches executable program files.

After running it on the SC4 executable (and maybe other legacy programs), you can set it aside. You might need it again if you ever reinstall, or if you install on a different machine.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: AsimPika3172 on August 11, 2021, 07:07:14 PM
Elevated RHW with LHD (UK) is now showing YELLOW LINES (for USA) instead for WHITE LINES (for UK)

Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on August 11, 2021, 08:20:27 PM
This one was reported over at ST already--in fact, I believe you were one of the people requesting a fix over there, and Flann already provided one in that thread.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: bnsf611 on August 11, 2021, 09:00:25 PM
The paths following the diagonal MIS/AVE intersection are reversed. Removing the OWR intersection on the other side did not fix the issue.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on August 11, 2021, 10:45:25 PM
Quote from: bnsf611 on August 11, 2021, 09:00:25 PM
The paths following the diagonal MIS/AVE intersection are reversed. Removing the OWR intersection on the other side did not fix the issue.

McDuell caught that the other day--it's probably been around since those intersections were added (sometime around NAM 31, I want to say).  It'll be fixed for NAM 42.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: roadgeek on August 14, 2021, 09:10:11 AM
Stability issues here....
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: roadgeek on August 14, 2021, 09:46:28 AM
Quote from: pieman102 on April 08, 2021, 09:13:37 AM
Does anyone know how I can make this not look like this? Not a big fan of the little space there between the RHW and the FAR pieces. I tried flattening out the terrain but that didn't seem to help.

(https://i.ibb.co/x8n01CC/Screen-Shot-2021-04-08-at-12-09-49-PM.png) (https://ibb.co/cXWH6gg)

I have encountered the same issue, and I don't think that we will see a fix, until the Flex-FARHW comes along, which unfortunately won't be in NAM42, and I kinda doubt it will be in NAM43. The problem is, the RUL-2 code simply isn't there, and it would be virtually impossible to make it work with a puzzle piece, and as long as we are putting any puzzle piece enhancements to R.I.P. (I don't think it would do any good anyhow), there won't be a fix on that end to align with the RHW.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: flann on August 14, 2021, 11:28:37 AM
Quote from: roadgeek on August 14, 2021, 09:10:11 AM
Stability issues here....

This should be substantially fixed in NAM 42.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on August 14, 2021, 10:24:04 PM
Regarding that 6S ramp interface issue . . . there's been diagonal FLEXRamps for the 6S since NAM 40 (which was released a week before the OP).  Since the OP is basically just using the Diagonal Type C1 and FAMIS to connect to a plain diagonal MIS, there's no reason to use the C1 anymore--you can just use the diagonal B1 FLEXRamp, which supports the 6S.  It's a much easier solution, and it's going to look nicer. 

Eventually, FLEX FARHW and FLEXRamps for the FA-based ramp interfaces (C1, F1, C2, F2, C3, F3) will be developed, but we're still some time off from that, and they're not necessary to build this particular setup, in any case.

I'll also add . . . old-style puzzle pieces are fully static, RUL0-based items.  They can't interact with RUL2 overrides in any way, shape, or form.  We could throw millions of lines of RUL2 at this thing and it wouldn't budge.  That's why we've been phasing them out, and have effectively placed a moratorium on adding any new puzzle pieces.  They're inflexible, they interfere with draggable override network behavior, and they clog up the menus. 

There's some new FLEX-based features we're going to unveil soon for NAM 42, which make it plainly obvious how awful the old puzzle pieces actually are/were.  By my calculations, the 6 new FLEX Pieces to which I am referring effectively deprecate or prevent the future need for a total of 271 standard RUL0 puzzle piece definitions.  That means, on average, each individual FLEX Piece in this expansion can cover the functionality of 45 puzzle pieces.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: GMT on August 27, 2021, 01:49:37 AM
I might be a release or two late to the party, but we don't have slip lanes no more, right? ()what()
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on August 27, 2021, 02:42:47 AM
Slip Lanes are still very much part of the NAM.  We like them and use them ourselves, plus we'd be roasted alive if we got rid of them.  Not to mention they've been expanded in recent types.

The old Turn Lane Extension Pieces (TuLEPs) system, which first introduced Slip Lanes to the NAM back with NAM 28 in May 2010, was rendered completely obsolete with the debut of the FLEX Turn Lanes (FTLs) in NAM 36, 4 years ago.  The FTLs include a draggable method of building Slip Lanes, which has many more capabilities than the old puzzle piece-based system:

(https://www.sc4devotion.com/namdoc/feature-guides/turn-lanes/images/ftl-sliplanes.jpg) (https://www.sc4devotion.com/namdoc/feature-guides/turn-lanes/images/ftl-sliplanes.jpg)

More about the FTLs and the NAM's current turn lane functionality can be seen in the NAM Documentation's Turn Lanes Feature Guide (https://www.sc4devotion.com/namdoc/feature-guides/turn-lanes/turn-lanes.html).  Note that the TuLEPs remain available, and are installed under the default options, but can be deselected if one wishes to save menu occupancy.

-Alex

Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: GMT on August 27, 2021, 11:08:26 PM
Quote from: Tarkus on August 27, 2021, 02:42:47 AM
Slip Lanes are still very much part of the NAM.  We like them and use them ourselves, plus we'd be roasted alive if we got rid of them.  Not to mention they've been expanded in recent types.

The old Turn Lane Extension Pieces (TuLEPs) system, which first introduced Slip Lanes to the NAM back with NAM 28 in May 2010, was rendered completely obsolete with the debut of the FLEX Turn Lanes (FTLs) in NAM 36, 4 years ago.  The FTLs include a draggable method of building Slip Lanes, which has many more capabilities than the old puzzle piece-based system:

(https://www.sc4devotion.com/namdoc/feature-guides/turn-lanes/images/ftl-sliplanes.jpg) (https://www.sc4devotion.com/namdoc/feature-guides/turn-lanes/images/ftl-sliplanes.jpg)


More about the FTLs and the NAM's current turn lane functionality can be seen in the NAM Documentation's Turn Lanes Feature Guide (https://www.sc4devotion.com/namdoc/feature-guides/turn-lanes/turn-lanes.html).  Note that the TuLEPs remain available, and are installed under the default options, but can be deselected if one wishes to save menu occupancy.

-Alex

oohhh... seems I missed the owr part in the manual. thanks for making me read carefully again  :bnn: :thumbsup:
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: AsimPika3172 on September 11, 2021, 07:43:42 PM
FTL Quick Turn was buggy!!! Used NAM 42! Showed YELLOW LINES (for USA)! Should used WHITE LINES (for UK)...

Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on September 11, 2021, 09:06:59 PM
That looks like an installation error/Plugins folder issue.  Nothing about the EU FTL textures has changed since the file architecture revamp from NAM 37.  Look for an extra copy of "NetworkAddonMod_TurningLanes_Flexible.dat" somewhere in your Plugins folder.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Henry Crun on September 14, 2021, 03:07:19 PM
Quote from: AsimPika3172 on September 11, 2021, 07:43:42 PM
FTL Quick Turn was buggy!!! Used NAM 42! Showed YELLOW LINES (for USA)! Should used WHITE LINES (for UK)...

Might you have mgb/rsc204's TGN mod? I had this and found he has released a patch for EU textures. Click here (https://community.simtropolis.com/forums/topic/64116-mgb-lot-and-mod-shack/?do=findComment&comment=1748584) for the Simtropolis post containing the patch.

--
Dave
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: AsimPika3172 on September 14, 2021, 05:28:35 PM
OK! I just removed mgb TGN mod because of some buggy and rsc204 will working it for LHD users. Right now, is OK and nothing happen on NAM itself.  I will install TGN back after rsc204 update it.  :thumbsup:
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on September 15, 2021, 05:23:57 AM
You don't need to remove the entire TGN mod, the only affected file seems to be in:

z____MGB Mods\G - TGN\1 - Maxis & Basic NAM

TGN FTL - EU.dat

Due to an error in my script, these files all ended up with the US textures. If you are using the SV version of TGN, the patch Henry Crun mentions gives a working EU replacement of this file. If not, simply tell me which version you are using and I'll happily upload a fix. To update the mod on the exchanges is a big task, so may not happen for a while.

Just to add, I've verified no issues with the actual NAM textures, the correct EU ones are present.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: AsimPika3172 on September 15, 2021, 06:10:06 AM
OK!  :thumbsup: Just stay with TGN (I just move the folder into other place for safe mode if any problems) and get the patch until next version comes out soon!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: roadgeek on October 01, 2021, 11:36:44 AM
Found an issue with OWR L1 ERD DxD AVE L1 ERD....This was an attempt at a workaround for the non-existent L1 Diag OST AVE ERDs, but it didn't really work out.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on October 02, 2021, 02:05:07 AM
With the exception of MIS, at-grade diagonal intersections with the Draggable Viaducts are not supported.  That's planned for a later date, but in this case, it's not a bug, it's a feature that doesn't exist yet.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: nietwu on October 06, 2021, 10:36:13 AM
Hi NAM Team!

First of all I want to say you have done really good work. I have install your mod and build a city as I always did in vanilla game but this time I didn't get frustrated that I cannot do nothing about all around traffics jams!

Then I plan to start using features provided with your plugin and I have stuck on FLUP items... When I am watching youtube videos it looks so easy to make some underpasses but in my case I am missing "random" items from FLUPS menu like basic "Strait underpass under strait road"...

Googling the internet I have found this issue: https://community.simtropolis.com/forums/topic/759217-missing-items-from-nam-tab-rings-64-bit-mac-users/?tab=comments#comment-1749763 which seems to describe my problem but... I am playing this game on Windows 10 64-bit not Mac OS... and unfortunately the workaround with pressing ctrl + tab instead of just tab isn't working for me either...

I wander if anybody have similar issues on windows or I could get any suggestion from you what I can do to make it work?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on October 07, 2021, 03:14:12 AM
Welcome to SC4D, nietwu!  The old puzzle piece-based FLUPs menus are strange beasts, and unlike pretty much anything else in the NAM, some pieces aren't initially accessible via TAB or Shift-TAB.  A number of the TAB Loop entries actually have multiple pieces under them, and one needs to rotate with Home/End with each item to access the full array of options available.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: roadgeek on October 08, 2021, 12:13:17 PM
Quote from: Tarkus on October 02, 2021, 02:05:07 AM
With the exception of MIS, at-grade diagonal intersections with the Draggable Viaducts are not supported.  That's planned for a later date, but in this case, it's not a bug, it's a feature that doesn't exist yet.

-Alex

Fair enough. I am pining for a fix/support for this as well.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on October 09, 2021, 02:43:52 AM
I believe it's just RHW-2, RHW-4, and MIS support on that one right now.  As NAM 40's big ramp interface expansion showed, continued improvements to the RHW's diagonal capabilities is very high on our list.  Probably not for NAM 43 or 44, with the way those releases are currently looking to shape up, though I suspect they'll still have a lot of features you'll find to your liking.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: danedwells on October 12, 2021, 12:08:28 PM
Hello,

I was kind of a lurker many years ago and recently reinstalled Sim City 4 and downloaded the latest NAM. Amazing how far it's come in 8 years. However, I quickly noticed this bug with the railway (see picture), and didn't see anyone else posting about it. I tried removing all non-NAM plugins and the bug still persisted. The bug seems to only affect diagonal railway splits - both with the flex piece and with the click and drag, the result is the same. Doing it the Maxis way (sharper turn) doesn't cause any issues. In the picture (attachment), the left is after placement, the right is the same thing right before placement. Is this a known issue/does it have a fix?

(https://i.imgur.com/9nns2Qu.jpg)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: eggman121 on October 12, 2021, 05:19:34 PM
Quote from: danedwells on October 12, 2021, 12:08:28 PM
I was kind of a lurker many years ago and recently reinstalled Sim City 4 and downloaded the latest NAM. Amazing how far it's come in 8 years. However, I quickly noticed this bug with the railway (see picture), and didn't see anyone else posting about it. I tried removing all non-NAM plugins and the bug still persisted. The bug seems to only affect diagonal railway splits - both with the flex piece and with the click and drag, the result is the same. Doing it the Maxis way (sharper turn) doesn't cause any issues. In the picture (attachment), the left is after placement, the right is the same thing right before placement. Is this a known issue/does it have a fix?

I think the cause is a folder called "z_NAM"

I think you have two conflicting INRULs.

Delete the z_NAM folder, (Or at least remove it from the plugins) and let us know if it fixes the issue.

Post NAM 36 (NAM 37 onwards) this folder is redundant and should be removed from plugins.

-eggman121
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: danedwells on October 12, 2021, 05:57:09 PM
That was it. I had forgotten all about the extra folders of the old NAM, and didn't realize the new one did away with it. Thank you.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Zeratai on November 27, 2021, 02:04:21 PM
Maybe this question has already been answered, but here I go. I recently installed NAM42, and run HCC Clone Cleaner to see if there where duplicates on my folder so I can reduce its size. The problem is that I'm getting a lot of duplicates, specially in the "Additional Networks" and "7 Bridges" folders. I attached a picture of the duplicates. The majority of them have exact name and size, with exception of 2 or 3 files that differs in size, but not in name. My question is: can I delete these files so only one remains on my plugin folder, and in case of the ones that differ in size, can i just leave the one with moro bytes? I like having well managed my folder and reduced in size.
Thanks
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: LucarioBoricua on November 27, 2021, 08:30:56 PM
The current policy with respect to NAM version installations is to do a clean install, that is, remove the previous version and install the new version directly.

We have not yet updated the Cleanitol file nor the Java installer to remove old files nor conduct the SLURP (Station Locator, Updater and Reconstruction Project), which modifies the programming of non-NAM transit stations to comply with NAM transit standards.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Zeratai on November 28, 2021, 12:29:19 AM
I did  clean install, no other pugins where on my folder. Both files come from the installer.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on November 28, 2021, 03:07:32 AM
If you did a clean install, you should just leave it alone and trust that it is correct. HCC Clone Cleaner or other such tools are very unlikely to understand the complex relationship and in some cases completely necessary cascading overrides that the NAM (and SC4) utilises. If you want to Optimise the NAM install, DAT Pack the Network Addon Mod folder after installation, literally any other method is more likely to break things than help and optimisation at this level is of practically zero benefit anyhow. I mean even if you have 500MB of unnecessary files (quite deliberately using a grossly inflated example here), are you really telling me you don't have capacity for that on your Hard Drive? Likewise, the loading time difference between having that and not is minor, especially if you are using an SSD. Once in-game, due to the way SC4 works, there would be absolutely no difference whatsoever in performance.

The point being, the NAM is very complex and what looks like it might not be needed, is usually not as simple as it first seems. The DAT Packer application is totally familiar with how SC4 files work and optimised so that any packed files will still contain everything you might need. We couldn't recommend otherwise messing with any of the NAM content.

Just as an example, you might have a new Rail Bridge, the default files would have been with the original Maxis Rail textures. An override is then included that re-skins the textures to the RRW style, but otherwise the same number of textures with identical IDs are in both files. However, without the first file you loose the actual parts needed for the bridge to work, whereas without the second you loose the new textures. DAT-Packer would combine both based on load order, ensuring it all still worked as intended, but a simple file-compare app is unlikely to understand such nuance, it just sees things which appear the same.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Zeratai on November 28, 2021, 10:16:04 AM
Thanks to both of you for the replies
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: BigPaco2000 on December 07, 2021, 02:14:23 PM
FLUP's never seem to want to work for me.

I'm always confused where to put the starter piece since it offsets by one when you place it. What exactly does it mean by "one tile in front of the tunnel"? Since the starter piece offsets by one when you go to place it, there's some confusion for me on where the "one tile" is actually located.

For the starter piece - does there need to be one on both portals?

Dragging the subway - where does it start/end? I can sometimes get the underground road to appear, and can see where it starts at the entrance tunnel, but how far does it need to go through the exit tunnel?

I encountered an issue with elevation as well. On a map that is level at 258 meters elevation, the subway/underground road is showing on the surface (i.e., when I'm out of underground view). Is this because it's too low of an elevation? For instance, when I use a 7.5 meter hole digger, a bit of water will show when digging just one click. To add, when running subway ex-FLUP, there isn't an issue with the tracks appearing outside of underground view.

Also, not sure if this is the same as RHW's version of the FLUP, but how to I get a road FLUP to travel under RHW? Do I need to run subway under it?

Thanks.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Wiimeiser on December 07, 2021, 05:58:11 PM
The draggable FLUPs seem to be in a weird state right now. They're completely broken in LHD for some reason, all but one of the tunnel portals is missing its paths, and the non-RHW portals have no text...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Wiimeiser on December 25, 2021, 05:08:47 PM
So apparently NAM 43 is missing all the data for LHD Flex Width Transitions for some reason. I already posted this on the Discord but I don't know if anyone noticed...

EDIT: It was an error on my end. My bad. But I did notice a minor pathing issue with one of the new FTLs, though I don't know if it's major or anything...
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: als98 on January 22, 2022, 06:33:35 PM
I'm trying to make this intersection but one of the cells is not overriding properly (see below). Any idea what I'm doing wrong or how to fix it?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on January 23, 2022, 02:28:12 AM
That's an issue we caught internally sometime after release.  It'll be fixed for NAM 44.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: nickWtn on March 24, 2022, 06:23:10 PM
So I just installed NAM 44 and noticed in the release notes that it say's "Additionally, Avenues can now end at T-intersections with the Road/NWM Type 110 configuration, with turn arrows provided by the new Avenue Type 020 FTLs." However I can't seem to get this to work, I've provided a screenshot of what I see which I had to put on imgur because it was to large for this site, please let me know if this is hopefully just something working on my end.  Ihttps://imgur.com/a/AgugLn0
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: LucarioBoricua on March 24, 2022, 07:46:25 PM
Quote from: nickWtn on March 24, 2022, 06:23:10 PMSo I just installed NAM 44 and noticed in the release notes that it say's "Additionally, Avenues can now end at T-intersections with the Road/NWM Type 110 configuration, with turn arrows provided by the new Avenue Type 020 FTLs." However I can't seem to get this to work, I've provided a screenshot of what I see which I had to put on imgur because it was to large for this site, please let me know if this is hopefully just something working on my end.  https://imgur.com/a/AgugLn0


Alright, so there's a difference between the pieces. Based on the linked image (re-posted below without the link typo), you're trying to use the FTL 120 (this one adds a third lane for the left turns).

(https://i.imgur.com/VU780d0.png)



The piece you're looking for is this other one, the FTL-020, it appears just before the one you use in the TAB ring. FTL-020 is the one on the right side of this view. Place it on the lanes where the avenue approaches the end-T intersection with plain road or FTL-110 (the left turn lanes for road).

(https://i.imgur.com/A6AvKIx.jpg)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: nickWtn on March 24, 2022, 08:02:36 PM
Quote from: LucarioBoricua on March 24, 2022, 07:46:25 PM
Quote from: nickWtn on March 24, 2022, 06:23:10 PMSo I just installed NAM 44 and noticed in the release notes that it say's "Additionally, Avenues can now end at T-intersections with the Road/NWM Type 110 configuration, with turn arrows provided by the new Avenue Type 020 FTLs." However I can't seem to get this to work, I've provided a screenshot of what I see which I had to put on imgur because it was to large for this site, please let me know if this is hopefully just something working on my end.  https://imgur.com/a/AgugLn0


Alright, so there's a difference between the pieces. Based on the linked image (re-posted below without the link typo), you're trying to use the FTL 120 (this one adds a third lane for the left turns).

(https://i.imgur.com/VU780d0.png)



The piece you're looking for is this other one, the FTL-020, it appears just before the one you use in the TAB ring. FTL-020 is the one on the right side of this view. Place it on the lanes where the avenue approaches the end-T intersection with plain road or FTL-110 (the left turn lanes for road).

(https://i.imgur.com/A6AvKIx.jpg)

Ah okay thanks a bunch I guess in my mind I was looking for something that looked like a avenue inside of something that looked like a one way road, anyways I'll remember that going forward. 
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Wiimeiser on March 25, 2022, 05:07:13 PM
Isn't that the piece where the LHD RULs were completely omitted from the controller file?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on March 26, 2022, 04:07:05 AM
Quote from: Wiimeiser on March 25, 2022, 05:07:13 PMIsn't that the piece where the LHD RULs were completely omitted from the controller file?
The RULs weren't completely omitted from the controller file, but rather, the RUL0 reference was off of what the RUL1 reference needed to be.  This will be fixed for NAM 45.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Jaxtraw26 on March 26, 2022, 08:39:54 PM
I just installed the latest version on Mac and am running a Steam version of SimCity. I have white rectangles over certain sections of RHW network. Now this screenshot was made on an old city I imported into my new install. The original network was built on NAM32 on windows. On this Mac version I could not even find a RHW 6S level 0 started piece, only a level 1.


Photo of white boxes (https://drive.google.com/file/d/16EGAtzZm3lACWx_iyxmqbUKtBbF-uicQ/view?usp=drivesdk)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Wiimeiser on March 27, 2022, 12:36:52 AM
I'm more concerned about what looks like a missing avenue. To me it looks like the old pre-FLEX SPUI piece (plus connecting TuLEPs) or something from the NWM is missing.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on March 27, 2022, 01:35:13 AM
Quote from: Jaxtraw26 on March 26, 2022, 08:39:54 PMI just installed the latest version on Mac and am running a Steam version of SimCity. I have white rectangles over certain sections of RHW network. Now this screenshot was made on an old city I imported into my new install. The original network was built on NAM32 on windows. On this Mac version I could not even find a RHW 6S level 0 started piece, only a level 1.


Photo of white boxes (https://drive.google.com/file/d/16EGAtzZm3lACWx_iyxmqbUKtBbF-uicQ/view?usp=drivesdk)
The white boxes are an issue related to the Mac version's reliance on OpenGL for the graphical engine.  The OpenGL implementation used in SC4 is . . . rough, and it occasionally has quirks like that.  We don't really have a solution to it, but it does appear to be an issue that is sporadic.

As far as the missing L0 RHW-6S starter piece, it's not actually missing--when Aspyr updated the game to be 64-bit (and thus, capable of running on newer versions of macOS that dropped 32-bit support entirely), for some reason, they screwed up the process of cycling through TAB Loops.  Using the normal TAB or Shift-TAB on a Mac will cycle through, but it will often skip every other item in the loop.  In order to access every item, you'll need to use Ctrl-TAB or Ctrl-Shift-TAB to cycle through everything.  With NAM 44, we updated the menu button descriptions for most of the non-deprecated (and non-about-to-be-deprecated) items to make mention of this Mac-specific quirk.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: nitramka on March 28, 2022, 11:14:51 AM
My question is: Are 8gb of RAM not enough or is the issue somewhere else?


Installed the 44 version with the "z_NAM_Controller 4GB Full" on a Windows 7 Professional 64-bit system with 8 gb RAM.
SimCity 4 Deluxe by Steam. Without any other mods.

The mod was installed with the bat file, including the 4gb patch.
Game starts but when I try to load an empty tile or any title from London,Berlin,.... the tile doesnt load. Nor does the game crash.

So I uninstalled it and deleted the leftover files and reinstalled with the LowRAM_noRHW option.
Game starts and is now loading tiles (takes around ~20 seconds) but without RHW.

Took me some time to figure out that this option doesnt allow RHW to work properly, just saw LowRAM .... ^^
https://ibb.co/qgdHjXf
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Ulisse Wolf on March 28, 2022, 11:27:10 AM
Quote from: nitramka on March 28, 2022, 11:14:51 AMMy question is: Are 8gb of RAM not enough or is the issue somewhere else?


Installed the 44 version with the "z_NAM_Controller 4GB Full" on a Windows 7 Professional 64-bit system with 8 gb RAM.
SimCity 4 Deluxe by Steam. Without any other mods.

The mod was installed with the bat file, including the 4gb patch.
Game starts but when I try to load an empty tile or any title from London,Berlin,.... the tile doesnt load. Nor does the game crash.

So I uninstalled it and deleted the leftover files and reinstalled with the LowRAM_noRHW option.
Game starts and is now loading tiles (takes around ~20 seconds) but without RHW.

Took me some time to figure out that this option doesnt allow RHW to work properly, just saw LowRAM .... ^^
https://ibb.co/qgdHjXf

We know that the bat file is failing for some reason. The best procedure to install the 4GB patch is to do it manually. I recommend you watch this video on how to manually apply the patch

Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: LucarioBoricua on March 28, 2022, 11:30:43 AM
Some questions:




You should be able to run a full installation of the game with as little as 6GB of RAM, provided you could apply the 4GB patch correctly. It is also correct that using the low RAM controller means the RealHighway won't be available, as this controller doesn't contain the code required to operate the RHW, cutting its size by nearly half.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: nitramka on March 28, 2022, 12:35:20 PM
The 4gb patch is installed correct by the *.bat .
https://ibb.co/cXXxk2d

Also did it manually as suggested:
https://ibb.co/qD4RTgD

64-bit, 8GB Ram
https://ibb.co/YQZk4Gm

Steam version (dont know what to right here exactly. Bought and installed with Steam.)

When the patch is applied and 8GB are installed in the PC, NAM should be working with the full install option ?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: LucarioBoricua on March 28, 2022, 01:42:49 PM
Yes, that is correct! Do a full installation and check if everything's running. All your selected option should appear and work in the game, including the RealHighway. You shouldn't get crashes from the game lacking memory to function.

If not, check the properties of your shortcut, or your launch settings. Make sure the game is set to run on 1 core or thread. If you use the Properties > Shortcut tab option, make sure you have -CPUCount:1 on the target text box.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on March 28, 2022, 08:31:12 PM
Quote from: nitramka on March 28, 2022, 11:14:51 AMGame starts but when I try to load an empty tile or any title from London,Berlin,.... the tile doesnt load. Nor does the game crash.

So I uninstalled it and deleted the leftover files and reinstalled with the LowRAM_noRHW option.
Game starts and is now loading tiles (takes around ~20 seconds) but without RHW.

Normally, the behavior for a 4GB Patch failure is that the game will crash when attempting to load a city tile.  If it's not crashing, that would seem to indicate that it is still loading, albeit rather slowly.  The difference in size between the LowRAM/NoRHW Controller and the Full Controller is not insignificant (around 66MB for Low, 416MB for Full, a 350MB difference), so a slower load would be expected.  I'd simply wait it out and see if it does finally load.

I will note that we've yet to really pinpoint why the 4GB Patch routine (particularly with the .bat file) has been failing for some users, but the working hypothesis is that it's primarily happening with Steam users, because Steam installs the game into a subfolder of Program Files (x86), which, on more recent versions of Windows, is inexplicably treated almost as a system folder, and is subject to some permissions restrictions as a result.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on March 29, 2022, 12:45:57 AM
Quote from: LucarioBoricua on March 28, 2022, 11:30:43 AMYou should be able to run a full installation of the game with as little as 6GB of RAM, provided you could apply the 4GB patch correctly.

It should work with 4GB of RAM just fine, provided your OS isn't eating a large chuck of that 4GB itself. That said, if you've a modern (Win 10+) machine with only 4GB RAM, that should never really have happenend. I built my Win7 machine in 2013 and back then I would advise everyone to have a minimum of 8GB RAM.

Even with the full controller, the game itself won't be using all that 4GB. The reason for it is simply that Windows reserves a portion of the 2GB a 32-bit App can use, to the point that without the LAA (4GB) patch, SC4 can't even make use of 2GB RAM.

Quote from: Tarkus on March 28, 2022, 08:31:12 PM...Steam installs the game into a subfolder of Program Files (x86), which, on more recent versions of Windows, is inexplicably treated almost as a system folder, and is subject to some permissions restrictions as a result.

It's completely explainable and simply a result of hardened security by default in Windows. Because allowing apps and their installation/files to be modified, is a common source of security issues. That said, I highly doubt it's the problem here given the user is running Windows 7. I just wish 64-bit editions of Windows would have a function to add the LAA flag, rather than having to resort to a 3rd party tool. This way it would be an authorised OS operation that wouldn't subject the process to this security. It's so dumb because in real terms all this does is set a flag in the .exe, it's literally impossible to use that to do something nefarious. But because a 3rd Party app is doing the modification, Windows can't be certain and subjects it to the security rules.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: nitramka on March 29, 2022, 01:50:43 PM
Quote from: LucarioBoricua on March 28, 2022, 01:42:49 PMYes, that is correct! Do a full installation and check if everything's running. All your selected option should appear and work in the game, including the RealHighway. You shouldn't get crashes from the game lacking memory to function.

If not, check the properties of your shortcut, or your launch settings. Make sure the game is set to run on 1 core or thread. If you use the Properties > Shortcut tab option, make sure you have -CPUCount:1 on the target text box.

Did some more reading,searching and testing...
using "-Intro:off -CPUcount1" , run as admin etc.


Full installation still doesnt work.
As said the 4GB patch is properly installed.
When any tile is loaded the game doesnt CTD but after 5 seconds weird sounds occur, like when the tile is loaded and kinda all sound effects are played at once (as it happens for 0,5 seconds on a working tile aka no full NAM installed). But these sounds and the tile loading/preparing with the full version goes on and on. Gave it 5 and even 10 minutes.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Jaxtraw26 on March 29, 2022, 06:02:34 PM
**disregard** the region is buggy. It will not even play the simulation even with all plugins removed.

I went to my windows machine for a fresh install, and datpacked and migrated to my Macbook, and everything runs clean. On higher zooms I have seen the same boxes on some OWR, but the disappear when I zoom out and back in.

Amazing work! I've been doing nothing but developing a new region for two days and I love it. Cheers to you heros of development! Continuing to build upon this amazing bidy of work, thank you!!!!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: bnsf611 on April 01, 2022, 12:03:38 PM
There seems to be a conflict between a HRW prop in z_HRW_Points.dat and a Maxis car prop family. The IID of the Points X0-Y0 prop matches the Maxis prop family ID (A000000F).

(https://i.imgur.com/JluWzVF.png)


SC4DateNode shows the HRW prop being loaded.

(https://i.imgur.com/4zAoObn.png)


If I remove z_HRW_Points.dat or change the IID of Points X0-Y0 then the issue goes away (but ofc then the props don't work for HRW).

(https://i.imgur.com/iqkSt41.png)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on April 02, 2022, 01:58:14 PM
A000005F is also used by a Maxis Prop family, but I also can confirm the above report.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Zeratai on April 15, 2022, 08:51:37 PM
Hi, I hope you can help me, I installed NAM and the modern bus stops and the GLR Transit hub, will show with brown brick base textures and not my actual sidewalk. Every other lot appear normal with the maxis default. I tried it without mods to see if some other plugin was changing it but it appears textures come with nam or maybe maxis default
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Ulisse Wolf on April 17, 2022, 10:30:22 AM
Quote from: Zeratai on April 15, 2022, 08:51:37 PMHi, I hope you can help me, I installed NAM and the modern bus stops and the GLR Transit hub, will show with brown brick base textures and not my actual sidewalk. Every other lot appear normal with the maxis default. I tried it without mods to see if some other plugin was changing it but it appears textures come with nam or maybe maxis default

Brown textures are maxis. These lots were created to give a more modern aesthetic using a sidewalk different from the white sidewalk that uses maxis. Anyway. An Override patch has been created and will be available for NAM 45
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Zeratai on April 21, 2022, 11:04:00 AM
Hey its me again. I was just playing yesterday and when plopping this bridge it seems theres a texture problem in the middle of it. Also, are the whole textures ok? I mean rail textures doesn't fit RRW Textures but I don't know if this is on purpose or not.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: rivit on April 21, 2022, 05:11:05 PM
Thanks for finding that. Looks like its just that middle one thats not changing as it should. Probably a missing T21 (network prop). We will fix that for NAM45.

The rest of the bridge has an overlay texture to hide the old Maxis rail (that you can see in the gap) - and that is deliberate to give the rail bridge has the same gauge as the RRW itself.

You will see that texture on a number of Rail bridges that cannot be rerendered or edited for RRW.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Ulisse Wolf on April 21, 2022, 07:12:59 PM
it's a problem we've found with many RRW bridges. The patch will be included with NAM 45
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: nickWtn on May 04, 2022, 07:35:11 PM
Okay I apologize if I'm just blind but there's two transitions that I've been used to using in the NAM that I swear just don't exist on 44. One of them is single lane ramp to RHW-4 and the other allows you to add an additional land from RHW-8C to RHW-10s, did these I guess they are called width transitions, disappear or am I just blind?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on May 04, 2022, 10:23:15 PM
Quote from: nickWtn on May 04, 2022, 07:35:11 PMOkay I apologize if I'm just blind but there's two transitions that I've been used to using in the NAM that I swear just don't exist on 44. One of them is single lane ramp to RHW-4 and the other allows you to add an additional land from RHW-8C to RHW-10s, did these I guess they are called width transitions, disappear or am I just blind?
With the addition of the FLEX Width Transitions (FLEX-WTs) in NAM 42, all of the previous puzzle piece-based transitions (both height and width) for the RHW have effectively been rendered deprecated/legacy content.  The FLEX-WTs can do everything the old puzzle-based transitions could do, and much more--including the MIS-to-RHW-4 transitions and RHW-8C-to-RHW-10S.  I'll note, the puzzle pieces never actually supported RHW-8C-to-RHW-10S (unless you're thinking of RHW-8S-to-RHW-10S, which was added in NAM 24/RHW 3.0 in 2009).  With the FLEX-WTs, all of those width transitions are also available at every possible height level, including support up to L4 for the MIS-to-RHW-4 transition, and up to L2 for RHW-8C-to-RHW-10S and RHW-8S-to-RHW-10S.

This feature preview video from the NAM 42 cycle, made by my NAM Team colleague LucarioBoricua, shows how the FLEX-WTs work:

If you still would like to use the old puzzle pieces, they are still available, but the menu buttons to access them are no longer installed by default.  The box is an option under the "a_Legacy Support" section in the RealHighway section of "2 Additional Network Features" in the NAM installer.

We've been gradually moving the RHW (and as much of the NAM as possible) over to FLEX and draggable items over the past several years (a task which has taken considerable time, just because of how large the mod is), and stopped making standard puzzle pieces in 2015.  This has been done in large part in recognition of all the complaints over the years that there's too many puzzle pieces, too many menu buttons, and too many pieces to TAB through under each button. 

Once FLEX replacements for the puzzle pieces reach the point where they can replace the functionality of the puzzle pieces entirely, we will be doing this more and more with the old puzzle piece menu buttons, so as to minimize the menu bloat, but still have a non-default option available for those who don't mind it.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: nickWtn on May 11, 2022, 03:34:06 PM
Quote from: Tarkus on May 04, 2022, 10:23:15 PMWith the addition of the FLEX Width Transitions (FLEX-WTs) in NAM 42, all of the previous puzzle piece-based transitions (both height and width) for the RHW have effectively been rendered deprecated/legacy content.  The FLEX-WTs can do everything the old puzzle-based transitions could do, and much more--including the MIS-to-RHW-4 transitions and RHW-8C-to-RHW-10S.  I'll note, the puzzle pieces never actually supported RHW-8C-to-RHW-10S (unless you're thinking of RHW-8S-to-RHW-10S, which was added in NAM 24/RHW 3.0 in 2009).  With the FLEX-WTs, all of those width transitions are also available at every possible height level, including support up to L4 for the MIS-to-RHW-4 transition, and up to L2 for RHW-8C-to-RHW-10S and RHW-8S-to-RHW-10S.

This feature preview video from the NAM 42 cycle, made by my NAM Team colleague LucarioBoricua, shows how the FLEX-WTs work:

If you still would like to use the old puzzle pieces, they are still available, but the menu buttons to access them are no longer installed by default.  The box is an option under the "a_Legacy Support" section in the RealHighway section of "2 Additional Network Features" in the NAM installer.

We've been gradually moving the RHW (and as much of the NAM as possible) over to FLEX and draggable items over the past several years (a task which has taken considerable time, just because of how large the mod is), and stopped making standard puzzle pieces in 2015.  This has been done in large part in recognition of all the complaints over the years that there's too many puzzle pieces, too many menu buttons, and too many pieces to TAB through under each button. 

Once FLEX replacements for the puzzle pieces reach the point where they can replace the functionality of the puzzle pieces entirely, we will be doing this more and more with the old puzzle piece menu buttons, so as to minimize the menu bloat, but still have a non-default option available for those who don't mind it.

-Alex

I've known about the FlEX Width transitions... however and I just don't know why but I can't for the life of me figure out which one I need to use to go from a MIS(Ground/Level 0) to a RHW-4 (Ground/Level 0)piece, no matter which transition I try... that's well why I'm really confused, do you happen to know which one it is?

Edit: umm I think I found the turn lane version of this piece in FTL's but that has turning arrows.. which while great isn't exactly what I'm looking for.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: LucarioBoricua on May 11, 2022, 03:52:46 PM
Quote from: nickWtn on May 11, 2022, 03:34:06 PM
Quote from: Tarkus on May 04, 2022, 10:23:15 PMWith the addition of the FLEX Width Transitions (FLEX-WTs) in NAM 42, all of the previous puzzle piece-based transitions (both height and width) for the RHW have effectively been rendered deprecated/legacy content.  The FLEX-WTs can do everything the old puzzle-based transitions could do, and much more--including the MIS-to-RHW-4 transitions and RHW-8C-to-RHW-10S.  I'll note, the puzzle pieces never actually supported RHW-8C-to-RHW-10S (unless you're thinking of RHW-8S-to-RHW-10S, which was added in NAM 24/RHW 3.0 in 2009).  With the FLEX-WTs, all of those width transitions are also available at every possible height level, including support up to L4 for the MIS-to-RHW-4 transition, and up to L2 for RHW-8C-to-RHW-10S and RHW-8S-to-RHW-10S.

This feature preview video from the NAM 42 cycle, made by my NAM Team colleague LucarioBoricua, shows how the FLEX-WTs work:

If you still would like to use the old puzzle pieces, they are still available, but the menu buttons to access them are no longer installed by default.  The box is an option under the "a_Legacy Support" section in the RealHighway section of "2 Additional Network Features" in the NAM installer.

We've been gradually moving the RHW (and as much of the NAM as possible) over to FLEX and draggable items over the past several years (a task which has taken considerable time, just because of how large the mod is), and stopped making standard puzzle pieces in 2015.  This has been done in large part in recognition of all the complaints over the years that there's too many puzzle pieces, too many menu buttons, and too many pieces to TAB through under each button. 

Once FLEX replacements for the puzzle pieces reach the point where they can replace the functionality of the puzzle pieces entirely, we will be doing this more and more with the old puzzle piece menu buttons, so as to minimize the menu bloat, but still have a non-default option available for those who don't mind it.

-Alex

I've known about the FlEX Width transitions... however and I just don't know why but I can't for the life of me figure out which one I need to use to go from a MIS(Ground/Level 0) to a RHW-4 (Ground/Level 0)piece, no matter which transition I try... that's well why I'm really confused, do you happen to know which one it is?

Edit: umm I think I found the turn lane version of this piece in FTL's but that has turning arrows.. which while great isn't exactly what I'm looking for.

Look at the video in 04:05, it shows the in-line RHW width transitions being used between RHW-4 and MIS, for all elevations. The variant with the arrow is for lane reduction, and the variant without is the lane addition. Make sure to hook up RHW-4 on the side with 3 lanes (RHW-3), and MIS on the side with 2 lanes (RHW-2).
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: nickWtn on May 11, 2022, 04:49:20 PM
Quote from: LucarioBoricua on May 11, 2022, 03:52:46 PMLook at the video in 04:05, it shows the in-line RHW width transitions being used between RHW-4 and MIS, for all elevations. The variant with the arrow is for lane reduction, and the variant without is the lane addition. Make sure to hook up RHW-4 on the side with 3 lanes (RHW-3), and MIS on the side with 2 lanes (RHW-2).

Thanks don't how I missed that, and while that for sure did the trick for doing that one direction it sure doesn't seem to work going the other way.. and doesn't fix itself no matter where I click on it.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on May 11, 2022, 10:56:01 PM
Quote from: nickWtn on May 11, 2022, 04:49:20 PM
Quote from: LucarioBoricua on May 11, 2022, 03:52:46 PMLook at the video in 04:05, it shows the in-line RHW width transitions being used between RHW-4 and MIS, for all elevations. The variant with the arrow is for lane reduction, and the variant without is the lane addition. Make sure to hook up RHW-4 on the side with 3 lanes (RHW-3), and MIS on the side with 2 lanes (RHW-2).

Thanks don't how I missed that, and while that for sure did the trick for doing that one direction it sure doesn't seem to work going the other way.. and doesn't fix itself no matter where I click on it.
That's because you're using the Lane Add version for what is effectively a lane drop.  Going from RHW-4 to MIS, you'll want the Lane Drop version (that has the arrow), and going from MIS to RHW-4, you'll want the Lane Add version (that doesn't have the arrow).

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: nickWtn on May 26, 2022, 08:39:00 PM
ok now I've got a few issues with nam 44.

The first one is with an incorrect drag texture on the Specialized RHW x Surface Intersections using RHW-4 with was widened with the Width Transition which instead of using of the RHW-4 texture is using the RHW Texture.

The second issue is with my trying to make a ramp from RHW-6s L2 creating what looks like a FLEXRamp TypeA1 L0 instead, I hope this isn't just something I'm doing wrong instead of a missing feature.

I've gone ahead and linked an imgur album that contains image examples do to file size issues. https://imgur.com/a/Lt1TbLs (https://imgur.com/a/Lt1TbLs)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on May 27, 2022, 01:38:43 AM
Quote from: nickWtn on May 26, 2022, 08:39:00 PMThe first one is with an incorrect drag texture on the Specialized RHW x Surface Intersections using RHW-4 with was widened with the Width Transition which instead of using of the RHW-4 texture is using the RHW Texture.

The second issue is with my trying to make a ramp from RHW-6s L2 creating what looks like a FLEXRamp TypeA1 L0 instead, I hope this isn't just something I'm doing wrong instead of a missing feature.

With the first one, for the MIS-to-RHW-4 transition, are you using the FLEX Width Transitions, or the old puzzle piece ones?  If it's the FLEX one, it's fixable, but I'll need to throw some adjacency code at it, and in the meanwhile, backing it up a tile away from the FlexSPUI might help.  If it's the puzzle piece . . . that's probably not really fixable.  Your options would be to either use the FLEX one (recommended), or to stuff a starter in there.

As far as the ramp interface goes, the only level of RHW-6S that supports the standard Type A1 ramp is L0/ground level.  None of the elevated versions of the RHW-6S (L1 up to L4) support A1 ramps--this is mentioned on the tooltip for the FLEXRamp.  This was an intentional design decision, made due to the fact that the barriers on the 6S's overhang actually clip into the MIS.  It's for this same reason that the L1 and L2 RHW-8S don't support Type D1 or A2 ramps.  This shows the clipping up close and personal:

(https://simtarkus.files.wordpress.com/2022/05/rhw-05272022-1.jpg)

There's been some debate about whether the clipping really is bad enough to keep those ramps from existing--it doesn't look that bad on the orthogonal with the MIS, but it starts to look goofier when one curves one of the networks or transitions it to a different height level.  The overhang is absolutely too far between RHW-6S and RHW-4, however.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Wiimeiser on May 27, 2022, 10:53:13 PM
You could shrink the inner side so that the barriers are flush. It might also help people using the Euro textures see which MIS is which direction, too.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on May 28, 2022, 08:05:41 PM
Quote from: Wiimeiser on May 27, 2022, 10:53:13 PMYou could shrink the inner side so that the barriers are flush. It might also help people using the Euro textures see which MIS is which direction, too.
Doing so would mean replacing tens of thousands of models over something quite minor, which isn't remotely feasible, and would be a pretty subtle difference--perhaps even more so than the fact that the "inside" on the EU RHW textures (where the yellow would be on the US textures) is slightly thicker/brighter. 

I have been thinking of ways to make the directionality a little easier to figure out with the RHW in general (I've seen plenty of people bash their heads against the wall when trying to use an outside ramp instead of the necessary inside ramp they'd actually need there--with the US textures installed, no less), and have some ideas, but have yet to really experiment with it to date.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: nickWtn on May 31, 2022, 03:15:51 PM
Quote from: Tarkus on May 27, 2022, 01:38:43 AMWith the first one, for the MIS-to-RHW-4 transition, are you using the FLEX Width Transitions, or the old puzzle piece ones?  If it's the FLEX one, it's fixable, but I'll need to throw some adjacency code at it, and in the meanwhile, backing it up a tile away from the FlexSPUI might help.  If it's the puzzle piece . . . that's probably not really fixable.  Your options would be to either use the FLEX one (recommended), or to stuff a starter in there.

As far as the ramp interface goes, the only level of RHW-6S that supports the standard Type A1 ramp is L0/ground level.  None of the elevated versions of the RHW-6S (L1 up to L4) support A1 ramps--this is mentioned on the tooltip for the FLEXRamp.  This was an intentional design decision, made due to the fact that the barriers on the 6S's overhang actually clip into the MIS.  It's for this same reason that the L1 and L2 RHW-8S don't support Type D1 or A2 ramps.  This shows the clipping up close and personal:

(https://simtarkus.files.wordpress.com/2022/05/rhw-05272022-1.jpg)

There's been some debate about whether the clipping really is bad enough to keep those ramps from existing--it doesn't look that bad on the orthogonal with the MIS, but it starts to look goofier when one curves one of the networks or transitions it to a different height level.  The overhang is absolutely too far between RHW-6S and RHW-4, however.

-Alex
Yeah, I'm using the FLEX Width Transition it seems to happen with just trying to extend the network from the FLEX Width Transition itself.

I hate to have to ask another question but I'm pretty stuck here. I've been making these elevated exits with the RHW-4 to two MIS ramps with one being curved and for every reason, I just can't seem to get this one to work, and I'm wording if there's some kind of trick to making this work 100% of the time as the others I've just made I'll say I was just lucky with as I really don't know for sure what I did to make them... anyways here's an Imgur album with both the ramp I can't seem to make and then what I mean by "RHW-4 to two MIS ramps with one being curved". https://imgur.com/a/kAw8kcm
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: woodb3kmaster on May 31, 2022, 05:41:10 PM
It looks like the ramp you're describing and the one you're trying to make are two different (albeit very similar) ramp interfaces. The ramp in your example picture is officially known as a RHW-4 Type E1 Outside ramp, while the one you would have if the two RHW networks in your other picture met is a RHW-4 Type E1 Inside ramp. These two ramps have different drag patterns (illustrated here (https://wiki.sc4devotion.com/index.php?title=File:Dri-table.png), assuming they haven't changed since I made that table), and you can get them by plopping different FLEXRamps as well.

The difference between them is due to which way the networks are facing - the yellow lines on the US textures always go on the inside edge, so the RHW-4 in your first picture is traveling rightwards across the screen, while the one in the other picture is traveling leftwards. If you really meant to build an outside ramp, as you showed, you'll need to reverse the RHWs in your second picture.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: nickWtn on May 31, 2022, 07:20:54 PM
Thanks, I'd forgotten that there's a wiki and there's an outside and inside ramp.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: dyoungyn on June 07, 2022, 02:20:09 PM
Is SC4 Deluxe with Rush Hour BAD via STEAM.   Since NAM 44, I had SC4 from Amazon and lost the capability to move around my Region.   I since re-installed SC4 from COG but had been having problems with the NAM.  I started with NAM 36 and the game shuts down.   I even applied the SC4 Patch that came with NAM 36 with no avail.  I totally LOST it all.  I do have a backup of my Plugins but NAM appears to be a problem.   I do remember about some files that need to be had from Maxis which no longer exitst.  I also thought that the COG version that Alex recommended and tried to figure if it included Rush Hour or not that may fix my issue.  To date, I have been VERY UNSUCCESSFUL. 
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on June 07, 2022, 10:33:02 PM
If you're using the GOG version, I'd recommend using the "Offline Backup Game Installer" option instead of using GOG Galaxy (GOG's Steam-like client program).  Click the text that says "Offline Backup Game Installer" to expand that section out, and then click where it says "SimCity 4 Deluxe Edition".

(https://simtarkus.files.wordpress.com/2022/06/gog-offline-installer.jpg)

GOG's version is designed to have the -CPUCount:1 fix and other things designed to avoid CTDs on modern systems, which Steam's does not have (and is required to be input manually by the player).

I'd also note, NAM 36 is no longer supported, so we can't provide any help with getting it running.  It's also a misconception that NAM 36 is somehow  a "stable" release, simply because it was around for so long.  NAM 37's long gestation, however, was partly because of NAM 36's myriad problems, including with its installer (which can sometimes silently skip key files) and its file architecture.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: dyoungyn on June 16, 2022, 05:44:20 PM
Alex,

I give up. I successfully copy my Plugins backup with no hiccups and default simple maps load fine.   However, when I install NAM 44 is where I run into problems.   I uninstalled the COG version and other versions recommended and bought the game from EA Games for $19.00 in hopes all the bugs will be worked out.   I only have the Z-NAM fine in my plugins; NO NAM.  I am willing to give this a try, any advice?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: dyoungyn on June 16, 2022, 06:11:40 PM
Update to this, the EA version comes already installed RHW (version I cannot figure out) with Flex pieces and MWM and even drawable road and with FAR3 just fine.   I am not sure what this is all about.   Before I install the NAM44 and copy my city backup, I want to check with you about NAM 44 install over the factory installed version.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: nickWtn on June 16, 2022, 06:51:19 PM
So I've been running into this issue lately where I have some one-way streets with a single tile space in between them and am trying to do FTLs with a standard road however there doesn't seem to be any piece to fill in the gap with the correct 2x double yellow lines on either side of the third lane and was wondering if this is something that exists as like an old filler or started piece that I just don't have access to or if it's something that might be added down the road? Here's an image of what I'm running into.
https://imgur.com/a/TR9H9Lq


Disregard this I somehow missed what direction the left arrow on FTL was facing.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Wiimeiser on June 17, 2022, 07:07:35 AM
Looks like what you really need is a piece where the turning lanes go in opposite directions. Granted, that would be good to have anyway.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on June 17, 2022, 07:41:00 AM
Such a setup is actually illogical, look at the FTL Left Turns, they lead in directions that are invalid.

In this situation, you would be better served using the OWR SITAP intersections, which won't add turn lanes but will add correct traffic flow arrows and lights.

FTL_Example.jpg

To create this, just drag Road from the intersection one tile into the 'incoming' OWR.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: nickWtn on June 17, 2022, 08:43:52 AM
Okay well I don't know how I completely missed which way the left FTL arrow was facing but that would explain why I've not encountered that issue previously oh well thanks for the suggestion.


Quote from: mgb204 on June 17, 2022, 07:41:00 AMSuch a setup is actually illogical, look at the FTL Left Turns, they lead in directions that are invalid.

In this situation, you would be better served using the OWR SITAP intersections, which won't add turn lanes but will add correct traffic flow arrows and lights.

FTL_Example.jpg

To create this, just drag Road from the intersection one tile into the 'incoming' OWR.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on June 17, 2022, 01:56:09 PM
We are going to be adding "Dual Type 110" setups (initially in a limited capacity) specifically to allow those sorts of things at some point in the near future, as they're actually needed for some of the QuickChange Xpress diamond setups.  Adding in some OWR support is also in the plans (especially such situations are ubiquitous very close to me).

-Alex

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on June 18, 2022, 03:58:29 AM
Quote from: dyoungyn on June 16, 2022, 06:11:40 PMUpdate to this, the EA version comes already installed RHW (version I cannot figure out) with Flex pieces and MWM and even drawable road and with FAR3 just fine.  I am not sure what this is all about.  Before I install the NAM44 and copy my city backup, I want to check with you about NAM 44 install over the factory installed version.

@dyoungyn, most likely, that's your existing Plugins folder from your previous installation.  If you've uninstalled the game, or simply installed a different version, your existing Plugins folder (and really, the whole My Documents\SimCity 4 folder) stays in tact and is not removed, unless you manually delete it.

If you bought the game from Origin (EA's official online platform), that's the absolute worst copy to own, because it's unpatched and unpatchable.  Technically, since it's stuck at Version 1.1.610, it's below the minimum requirements to run the NAM (and would have run afoul of our version check that existed between NAM 31.2 and NAM 36).  The mod might technically run, but there's so many other bugs that exist within Version 1.1.610 (or the old European version of it, 1.1.613) that we can't offer any technical support to anyone who is running it, other than to advise users to not buy or run the Origin version.  See my blog for more details. (https://simtarkus.wordpress.com/2017/04/18/origin-nerfed-simcity-4-situation-gets-worse/)

The same goes, of course, goes with running older versions of the NAM.  The only technical support we can offer is to advise users to run the most recent version--currently NAM 44.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: als98 on June 28, 2022, 03:49:29 PM
I'm having trouble building this RHW 8S D1 Inside ramp. How do I override the missing tile? (sorry having trouble inserting the image to this thread)
https://drive.google.com/file/d/1hHYA5OaHXVO03Jk-IoztO-iKQAq9f0wm/view?usp=sharing
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: LucarioBoricua on June 28, 2022, 07:00:36 PM
@als98 Try the following steps:


This is a starting configuration, which I'm sure you did manage to get well based on your screenshot:

(https://i.imgur.com/vzUNItw.jpg)



Connect the inner RHW-8S lanes to the ramp interface:

(https://i.imgur.com/yp9nJNF.jpg)



Extend the lanes following the ramp interface (in this case RHW-6S) and then extend the outer RHW-8S lane until seeing the transitional stub:

(https://i.imgur.com/QYhK8Zm.jpg)



You'll likely see this instability, click on each of the non-matching textures to correct this:

(https://i.imgur.com/qjMzrJi.jpg)

(https://i.imgur.com/tlrJBPF.jpg)



Your ramp interface should look correct now. We'll check the status of the RUL code, there seems to be some errors here. I'll continue showing the steps for RHW-10S following immediately, with similar steps:

(https://i.imgur.com/Ijau8lw.jpg)



Contrary to the RHW-8S ramp, the RHW-10S D1 inside ramp has continuing outer lanes for RHW-8S, make sure to drag them out. Until we get more fixes, you'll see these are RHW-10S lanes:

(https://i.imgur.com/5kKClaO.jpg)



Then drag out the inner lanes, which should be RHW-8S/10S. You might have the RHW-6S lanes coming up if you do these before the outer lanes:

(https://i.imgur.com/IBXemNZ.jpg)



For RHW-10S, make sure to correct the override by clicking the outer lanes to force the RHW-8S override to take over downstream of the ramp:

(https://i.imgur.com/YTAnJmi.jpg)



At the end, you should be able to get to this configuration for the RHW-10S D1 inside ramp

(https://i.imgur.com/Tco9cIB.jpg)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: DeclantheMayor on July 03, 2022, 02:15:35 AM
Although this is also present in the vanilla game, traffic lights and signs are still right-hand traffic even when left-hand traffic is enabled. Should this be fixed?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on July 03, 2022, 04:12:13 AM
Quote from: DeclantheMayor on July 03, 2022, 02:15:35 AMAlthough this is also present in the vanilla game, traffic lights and signs are still right-hand traffic even when left-hand traffic is enabled. Should this be fixed?
The main reason it's still an issue with the NAM as well as the vanilla game is because it'd require modifying thousands (if not tens of thousands) of Type 21 exemplars to change the prop placement.  I was able to do a trick with the FLEX Turn Lanes, to flip their signals/signs without T21 modification, because their LHD handling is RUL-based rather than using the game's standard LHD reversal routine.  However, that's not so much feasible with the default network content.

It's long been on our list, but it's been a lower priority.  I'll note, however, we've been taking a closer look at the LHD side of the mod of late (part of the reason development of new features for NAM 45 had been on hold), and we're also looking at the state of signal props (the Maxis defaults' height is an issue with some L1 content), so it's something we'll likely investigate further in the near future.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on July 05, 2022, 09:34:53 AM
Whilst LHD support was never properly implemented by Maxis, for example all Rail content will drive on the right without NAM, a number of 3rd party mods do help. See the article I wrote here (https://community.simtropolis.com/omnibus/simcity-4/reference/alter-the-driving-side-lhd-rhd-rhd-lhd-of-sc4nam-r289/), which will point you to mods that better implement LHD support for both Traffic Lights and Rail Crossings.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Wiimeiser on September 11, 2022, 08:57:39 PM
One of the pieces on the L1 RHW over Road interchange (the first new one in the tab ring) is broken, at least in LHD. One of the intersection pieces gets overridden with a blank tile, and no amount of clicking around fixes it. There's also no way to place the pieces manually, at least, I haven't found out how to do so. I'll need to do some more testing, but I think it's specific to LHD and is trying to load the RHD version of the piece.

EDIT: The issue happens with every instance of the tile to the South and West, regardless of the interchange's orientation relative to the construction tile.

Also, it is LHD exclusive, I switched to RHD and didn't get the issue. I haven't tried loading a broken LHD interchange with the game in RHD yet, though.

EDIT2: Forgot to mention that it does work perfectly fine until the tile is updated by drawing a network close by (such as by dragging out of the FTL), it's only on a subsequent update that it breaks.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: ettre on October 13, 2022, 01:20:21 PM
Hi all, I have just installed NAM for the first time on a mac, and the RHW-6S starter and draggables do not render correctly: instead of highway, I get blank white boxes. I tried packing the files, and that didn't do anything. Any advice? (I did try reinstalling NAM and no luck)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Ulisse Wolf on October 13, 2022, 03:55:15 PM
Quote from: ettre on October 13, 2022, 01:20:21 PMHi all, I have just installed NAM for the first time on a mac, and the RHW-6S starter and draggables do not render correctly: instead of highway, I get blank white boxes. I tried packing the files, and that didn't do anything. Any advice? (I did try reinstalling NAM and no luck)

This problem seems to stem from the OpenGL renderer used by the Mac version which emulates DirectX somehow. As of yet we (the NAM team), have not been able to find a workaround or fix for this Mac specific issue. For some networks, simply exiting the city and reloading may cause them to display correctly, but it could go either way. Other pieces just always display white no matter what.

A remote hypothesis that textures are missing but I think the problem you are having is generated by the OpenGL Render that cannot be repaired
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: TomK on October 22, 2022, 07:55:54 PM
Scenario. NAM roads and avenues cause massive traffic jams at railroad crossings. Crossings are impossible to avoid when running a rail line through a busy IND area or into a Center City train station

Problem: None of the NAM roads or avenues are compatible with the any of the FLUP or overpasses.

Solution: ??
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on October 23, 2022, 01:16:02 AM
Quote from: TomK on October 22, 2022, 07:55:54 PMScenario. NAM roads and avenues cause massive traffic jams at railroad crossings. Crossings are impossible to avoid when running a rail line through a busy IND area or into a Center City train station

Problem: None of the NAM roads or avenues are compatible with the any of the FLUP or overpasses.

Solution: ??
If you're referring to the override networks included in the Network Widening Mod (NWM), there are indeed no elevated viaducts, nor any support for FLUPs or URail crossings for them.  The solution is going to come in the form of a future NAM update.  NWM Viaducts are the most likely to come first, though I can't give any sort of definitive answer as to when that will happen.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jeffryfisher on October 23, 2022, 10:51:26 AM
Quote from: TomK on October 22, 2022, 07:55:54 PMProblem: None of the NAM roads or avenues are compatible with the any of the FLUP or overpasses.

Solution: ??
Use the FLUPs that do exist, and then drag your NWM override into it to create a transition. For example, run a Maxis avenue FLUP under a rail line, careful to build exactly two cells of avenue length beyond the end of the ramp. Then drag something like TLA-5 into that stub. Road works similarly, but I think you need only one cell off the end of the ramp. I haven't used any street overrides, so you'll have to try your own experiments to find what's possible.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: druidlove on October 24, 2022, 03:51:46 PM
So, what happened to the DD-RHW 4 transition pieces? The network is available itself in the starter piece ring, but the transition DDRHW4 to RHW 4 L1/L2 is no longer available

edit: I didn't see it is being revamped for NAM 46, so I'll take this back.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on October 25, 2022, 12:58:36 AM
Quote from: druidlove on October 24, 2022, 03:51:46 PMSo, what happened to the DD-RHW 4 transition pieces? The network is available itself in the starter piece ring, but the transition DDRHW4 to RHW 4 L1/L2 is no longer available

edit: I didn't see it is being revamped for NAM 46, so I'll take this back.
The new FLEX Width Transitions cover the DDRHW-4 transition, actually.  Hook the DDRHW-4 into the RHW-2 end, and it should convert. See here:


The old puzzle pieces are still available, but they're now ensconced in a menu that isn't installed by default, and needs to be explicitly selected in the installer.  This has been the case since the FLEX Width Transitions debuted in NAM 42 (August 2021).  The option is under the "a_Legacy Support" section under the RealHighway options in the NAM installer.

Generally speaking, unless there's something actually wrong with the old puzzle piece (see the two NAM 31-era RHW-6C and 8C transition puzzle pieces), we won't remove them.  We will, however, hide them under menu buttons that aren't installed by default, as soon as the newer FLEX/draggable equivalents are able to do everything the puzzle piece could.  This serves to alleviate the complaints from certain corners of our userbase, who desire more minimal menus and TAB Loops (which the FLEX and draggable paradigm much better allows), but still allows long-time users to have access to the now-deprecated puzzle pieces, if they really want them.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: druidlove on October 27, 2022, 02:01:50 PM
Thanks Alex... that helps ... sort of.  I did find that the transition does not always work on the drag version. The following picture illustrates it.

sc pic1.jpg

In addition, the wishbone version, while it states it will work, does not work on either end.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: TomK on November 13, 2022, 06:12:10 PM
After playing around a bit, figured out the workaround. bulldoze the Turning Lane Avenue, TLA-3, 4 tiles from the railway.

NAM Rail Overpass.jpg

Plop the Standard (Maxis) Rail Overpass over the rail. A TLA-3 to Road transition will connect the bridge to the TLA-3
 
NAM Rail Overpass2.jpg
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on November 13, 2022, 06:45:51 PM
Quote from: TomK on November 13, 2022, 06:12:10 PMPlop the Standard (Maxis) Rail Overpass over the rail. A TLA-3 to Road transition will connect the bridge to the TLA-3
There's also the option to use the new FLEX Overpasses.  You don't have to go searching for a Rail-specific undercrossing by default with those, since they're FLEX-based, rather than like old-style puzzle pieces.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: knutec on January 13, 2023, 02:33:39 PM
Hey, I had the itch to get back into SC4 after several years, but I'm having some trouble getting the latest NAM installed correctly. I'm getting crashes when loading city tiles even when using the Low RAM controller. I know it's the controller specifically, because when I remove it (alone) from my plugins folder I can load city tiles (and NAM Lite works), but I'm not really sure what to do about it. The executable patcher seems to work and I have 16gb of RAM, but all the controllers I try cause the same problem.

I'm running Windows 10 and my game is installed via Steam. And if it's relevant, I'm not actually crashing to desktop - the game is just hardlocking and needing to be killed via Task Manager.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: jeffryfisher on January 14, 2023, 11:36:40 AM
Quote from: knutec on January 13, 2023, 02:33:39 PMwhen loading city tiles... the game is just hardlocking
How long did you wait before giving up and killing it? (SC4 can take several minutes to load its first city in any session)

And before killing it, did you look at your task bar to see if there was an SC4 icon there you could switch to? (There are some apparent deadlock conditions that are really loss of focus)

Do you have a slope mod that could conflict with the new one in NAM? (Having multiple "slope mod" exemplars may cause deadlocks)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on January 14, 2023, 07:34:29 PM
Quote from: knutec on January 13, 2023, 02:33:39 PMHey, I had the itch to get back into SC4 after several years, but I'm having some trouble getting the latest NAM installed correctly. I'm getting crashes when loading city tiles even when using the Low RAM controller. I know it's the controller specifically, because when I remove it (alone) from my plugins folder I can load city tiles (and NAM Lite works), but I'm not really sure what to do about it. The executable patcher seems to work and I have 16gb of RAM, but all the controllers I try cause the same problem.

I'm running Windows 10 and my game is installed via Steam. And if it's relevant, I'm not actually crashing to desktop - the game is just hardlocking and needing to be killed via Task Manager.
If it's actually an issue with having the full NAM Controller not having the 4GB Patch installed, then it would actually crash to desktop, rather than doing what you're describing.  That simply sounds like a long load time.  Having more plugins in your Plugins folder will cause the game to load slower, and big chunks of RUL code (which is what the Controller contains--even the "Low RAM" one in the full NAM, which is still about 65MB of just code) can especially do it.  If you're used to playing mostly vanilla, it'll be a noticeable difference on that first load of a city tile, and especially if it's a larger city.

Additionally, if you happened to have pieces of an old NAM installation around somewhere still, having multiple NAM Controllers that override one another can make it even more of a slog (and actually cause conflicts within your newer NAM install).  Make sure there's nothing from previous NAM installs left over when installing a new version.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: als98 on January 29, 2023, 05:52:15 PM
Just wanted to report an issue I encountered after recently upgrading to NAM 46. It's entirely possible that I did something wrong while installing to cause this, but in case it is a broader problem I wanted to post it. After upgrading, most - but curiously, not all - of the paths on one way roads in existing cities disappeared. This affected both base network OWR-2 roads and OWR-1 and OWR-3 from the NWM. It's not a huge issue since to fix it I could just click on the affected areas with the OWR tool, but it was still a pain in the butt to do this for every road that had its paths deleted. Has anyone else had the same issue or did I screw something up? Thanks! -Alec
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: LucarioBoricua on January 29, 2023, 07:33:48 PM
That seems to be a case of changing between the traditional One-way road texture and the RealExpressway flat plane S3D texture. We had this issue come up around NAM 40-41. Were you updating from a pre-NAM 40 version to NAM 46, by any chance?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: veikanttu on January 30, 2023, 12:04:54 AM
Just installed SC4 again fresh after a long time, and the latest NAM. Now there seems to be an issue with the FlexRamp B2 : in the description it says "Supports ... RHW-10S", but it refuses to convert correctly for RHW-10S when dragging through it. The "bottom" half with 3 lanes continuing is ok but the top part is not aligned with the rest of the highway.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: LucarioBoricua on January 30, 2023, 12:28:57 AM
That one's supposed to work, make sure to align the ramp with the outer lanes of RHW-10S.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: veikanttu on January 30, 2023, 03:11:01 AM
Quote from: LucarioBoricua on January 30, 2023, 12:28:57 AMThat one's supposed to work, make sure to align the ramp with the outer lanes of RHW-10S.
Ah thanks for the quick reply, user error. I placed the ramp on the inner lane location.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: als98 on January 30, 2023, 04:06:08 PM
Quote from: LucarioBoricua on January 29, 2023, 07:33:48 PMThat seems to be a case of changing between the traditional One-way road texture and the RealExpressway flat plane S3D texture. We had this issue come up around NAM 40-41. Were you updating from a pre-NAM 40 version to NAM 46, by any chance?
Nope I was upgrading from NAM 45.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on January 30, 2023, 04:29:11 PM
Quote from: als98 on January 30, 2023, 04:06:08 PM
Quote from: LucarioBoricua on January 29, 2023, 07:33:48 PMThat seems to be a case of changing between the traditional One-way road texture and the RealExpressway flat plane S3D texture. We had this issue come up around NAM 40-41. Were you updating from a pre-NAM 40 version to NAM 46, by any chance?
Nope I was upgrading from NAM 45.
It's likely still somehow related to OWR arrow removal plugins.  Do you know by chance which options you used on that front with your NAM 45 installation?

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: sc4guy2023 on February 09, 2023, 03:17:32 PM
Hi there! I'm experiencing an issue and I want to check if I'm just doing it wrong; it's a bug; or if it's just not supported.

I'm trying to connect a diagonal RHW-4 L1 to a Flexramp Type A1. The flexramp says it supports RHW-4 L0-4, but when I try to connect it, the flexramp stays on the ground floor.
(https://i.ibb.co/QYF4Rjc/Screenshot-99.png)

The flexramp works fine if it's on the base floor, but anything higher than that is producing this result for the diagonal option.

I am operating on the most recent NAM release. Any help is appreciated! Great mod.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Ulisse Wolf on February 09, 2023, 05:29:27 PM
Quote from: sc4guy2023 on February 09, 2023, 03:17:32 PMHi there! I'm experiencing an issue and I want to check if I'm just doing it wrong; it's a bug; or if it's just not supported.

I'm trying to connect a diagonal RHW-4 L1 to a Flexramp Type A1. The flexramp says it supports RHW-4 L0-4, but when I try to connect it, the flexramp stays on the ground floor.
(https://i.ibb.co/QYF4Rjc/Screenshot-99.png)

The flexramp works fine if it's on the base floor, but anything higher than that is producing this result for the diagonal option.

I am operating on the most recent NAM release. Any help is appreciated! Great mod.

It's not a bug. Simply the elevated version of diagonal ramps are not currently supported.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: sc4guy2023 on February 09, 2023, 07:35:45 PM
Gotcha! Noted :)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: sc4guy2023 on February 12, 2023, 06:53:10 PM
Back again for more help! :)

A city I've been building up has recently started crashing frequently. It's gotten to the point that I can't keep the game open for more than about a minute before it crashes.

I notice this started happening when I integrated a TRAM into my city. Before that, crashing was rare. The population is only about 30,000. So not high at all, I think.

To isolate and be sure it's NAM, I first deleted all other non-related mod/dependency packs from /plugins. The game still crashed. So I moved my simcity 4 folder out of /documents and then rebooted the game (to make a fresh file stack). I then was able to play the vanilla game just fine for several hours without a single crash.

I then copied my save file from the crashing version to the fresh version and it opens fine and does not seem to crash. Of course, NAM is not installed in my fresh version, so there's a lot of empty roads/etc. But overall, I was able to run the save file for several minutes without any issues.

Is it possible the TRAM is causing my issue, or is there something else maybe? A patch I'm missing? I did apply the 4gb patch when I originally installed NAM. And I was playing on the most recent version when this started happening. Do I need to reapply the 4gb patch when upgrading? I had been using the most recent version for about a week with almost no issues. Then, when I integrated a TRAM system, I noticed a sudden increase in crashing. Thanks for the help!

Here is an export of my save file for the city (I just exported the one city, not the whole region.) https://filebin.net/j4foktfio56rzpd2
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on February 12, 2023, 07:11:44 PM
If you're using the Full 4GB Controller (which includes RHW support), you'd need to have the 4GB Patch installed, though the sorts of crashes you'd get with running the full Controller without the 4GB Patch would be on attempting to load a city, not during gameplay in a city.

With regards to Ground Light Rail/Tram, there are some things specifically with it that could cause crashes if you have nothing else installed.  The base game has an issue wherein if you're using the older puzzle pieces (instead of the draggable and semi-draggable systems), and you build a station and happen to hover it near one of the puzzle pieces, it will crash the game.

The best advice I'd have would be (a) install simmaster07's SC4Fix.dll (https://community.simtropolis.com/files/file/30883-sc4fix-third-party-patches-for-sc4/) into the root of your Plugins folder.  This addresses the puzzle piece/station crash risk.  (b) Avoid using puzzle pieces.  GLR has an easy-to-use draggable version, and it's possible to use some of the various Tram-in/on-Networks (i.e. Tram-in-Avenue) by building using the "semi-draggable" construction method (click over Avenue with the Elevated Light Rail tool, and it'll convert).  The old version of the online NAM documentation (https://www.sc4devotion.com/namdoc/feature-guides/light-rail-tram/light-rail-tram.html) covers this (it's yet to be transferred to the new version).

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: sc4guy2023 on February 13, 2023, 09:55:49 AM
Ok, good to know about the GLR/TRAM issue. For sure my tram uses a lot of puzzle pieces rather than draggable pieces. And I can confirm part of the crashing had to do when I was hovering certain tram pieces, like the station, over others. I'll try the fix you provided and work on replacing the system with the new version. Thanks for the quick help!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: sc4guy2023 on February 13, 2023, 11:11:59 PM
Happy to report the SC4Fix patch you linked above seems to have fixed my crashing issue.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Silver Cap on February 15, 2023, 05:59:55 AM
Hi all! Nice to see the NAM development in full swing still. Thank you to the NAM Team for your dedication!

I'm here to report a bug on the FLEX Transition piece for the RHW 6S-to-8S, particularly the lane add version. Dragging the RHW-6S to the transition have this effect:

(https://drive.google.com/uc?export=view&id=1rmzlD3hk3oXU9fS_j3eX2i172zIve_-F)

the lane drop version works with no problem

I'll take this opportunity as well to ask whether the FLEX S-Curve works with the RHW-6S, since I can't get it to work (I'm guessing it was really just not supported yet, but I may be wrong).

Looking forward to more NAM developments!
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Ulisse Wolf on February 15, 2023, 09:19:44 AM
Quote from: Silver Cap on February 15, 2023, 05:59:55 AMHi all! Nice to see the NAM development in full swing still. Thank you to the NAM Team for your dedication!

I'm here to report a bug on the FLEX Transition piece for the RHW 6S-to-8S, particularly the lane add version. Dragging the RHW-6S to the transition have this effect:

(https://drive.google.com/uc?export=view&id=1rmzlD3hk3oXU9fS_j3eX2i172zIve_-F)

the lane drop version works with no problem

I'll take this opportunity as well to ask whether the FLEX S-Curve works with the RHW-6S, since I can't get it to work (I'm guessing it was really just not supported yet, but I may be wrong).

Looking forward to more NAM developments!

The problem for the FLEX WT RHW 6S to 8S has already been solved in NAM 47.

For the Curve S FLEX RHW 6S has not yet been implemented
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Lucky99 on February 18, 2023, 10:23:21 AM
Hi I found texture bug using RealHighway Quick Changes. When I place a "L0RHW-10/8S(Quadruple Tile)xL1 AVE-6 (Dual Type 230) Full Diamond Interchange" there is missing texture on L1 AVE-6 over the RHW-8S.  L0RHW-10-8S(Quadruple Tile)xL1 AVE-6 bug.jpg
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on February 18, 2023, 12:46:02 PM
This seems to be RUL related, if you look at the L0 parts that are missing, they aren't overriding properly and show RHW-2 4-way crossings.

It looks like an RUL stability issue, I found clicking around I could get both the missing parts to appear, but not at the same time. So it'll probably need fixing up in the code before it works fully.

Note I'm actually using the latest developer build of NAM testing this.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on February 18, 2023, 10:45:15 PM
Quote from: Lucky99 on February 18, 2023, 10:23:21 AMHi I found texture bug using RealHighway Quick Changes. When I place a "L0RHW-10/8S(Quadruple Tile)xL1 AVE-6 (Dual Type 230) Full Diamond Interchange" there is missing texture on L1 AVE-6 over the RHW-8S.  (https://drive.google.com/file/d/1EInmRHDXFzxAfx8e2qG_CHfYGX2q2RTt/view?usp=sharing)https://drive.google.com/file/d/1EInmRHDXFzxAfx8e2qG_CHfYGX2q2RTt/view?usp=sharing (https://drive.google.com/file/d/1EInmRHDXFzxAfx8e2qG_CHfYGX2q2RTt/view?usp=sharing)
Thanks for the report!  I've just thrown a wee bit more code at it, and it'll be all good for NAM 47.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Lucky99 on February 20, 2023, 11:57:20 AM
I would like to report another texture issue. It looks like the texture is 90°rotated. It is on the T intersection on the Road x OWR-1
See picture belowRoadxOWR-T.png
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on February 21, 2023, 10:25:03 PM
Quote from: Lucky99 on February 20, 2023, 11:57:20 AMI would like to report another texture issue. It looks like the texture is 90°rotated. It is on the T intersection on the Road x OWR-1
See picture below[url="https://www.sc4devotion.com/forums/index.php?action=dlattach;attach=15658;type=preview;file"]RoadxOWR-T.png[/url]

Confirmed to be a Euro texture issue (the US textures have the correct rotation already).  Drop this file anywhere that will load after the original OWR-1 EU textures file (within the Network Addon Mod\8 Texture and Drive Side Support\EU folder should work).  This fix will be included in NAM 47.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: XL2007 on February 25, 2023, 08:28:53 AM
Found this one while using the FLEX-HT L0-L1 On-Slope Transition. I can kludge up a fix by plopping a RHW-2 L1 starter on each end and dragging the RHW out. But just dragging the RHW from one end of the transition to the other doesn't work for whatever reason.

Screenshot 2023-02-25 101113 copy.jpg
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Ulisse Wolf on February 25, 2023, 11:02:38 AM
Quote from: XL2007 on February 25, 2023, 08:28:53 AMFound this one while using the FLEX-HT L0-L1 On-Slope Transition. I can kludge up a fix by plopping a RHW-2 L1 starter on each end and dragging the RHW out. But just dragging the RHW from one end of the transition to the other doesn't work for whatever reason.

Screenshot 2023-02-25 101113 copy.jpg


This is not a bug as we have decided to turn off native support for elevated versions of RHW 2. To use the elevated version of RHW 2 you must use starters.

For more information I suggest you read this post

https://community.simtropolis.com/forums/topic/4381-real-highway-rhw-development-and-support/?page=129&tab=comments#comment-1738534
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: LucarioBoricua on February 25, 2023, 11:23:10 AM
This is no bug, this is by design. In order to reduce the total amount of RUL2 code on the RealHighway, none the height transitions provide automatic overrides for RHW-2.

What you can do instead is look in the RHW starters menu, get the L1 RHW-2 starter piece, and you can place it right over the L0 / ground level RHW-2, perpendicular, such that you form an overpass between L1 RHW-2 and L0 RHW-2. This functionality applies to all OXO (orthogonal X orthogonal) crossings involving all widths and heights of RHW starters.

(https://i.imgur.com/smPaYzA.jpg)
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: XL2007 on February 25, 2023, 01:52:57 PM
Quote from: LucarioBoricua on February 25, 2023, 11:23:10 AMThis is no bug, this is by design. In order to reduce the total amount of RUL2 code on the RealHighway, none the height transitions provide automatic overrides for RHW-2.

What you can do instead is look in the RHW starters menu, get the L1 RHW-2 starter piece, and you can place it right over the L0 / ground level RHW-2, perpendicular, such that you form an overpass between L1 RHW-2 and L0 RHW-2. This functionality applies to all OXO (orthogonal X orthogonal) crossings involving all widths and heights of RHW starters.

(https://i.imgur.com/smPaYzA.jpg)

Wow. That's interesting and good to know. At first, I thought it was a conflict with one of the millions of plugins I've collected over the years.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Lucky99 on March 02, 2023, 01:16:32 PM
I would like to report another texture bug in EU mod Narrow Road 4 x One Way Road.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on March 06, 2023, 05:11:57 AM
Quote from: Lucky99 on March 02, 2023, 01:16:32 PMI would like to report another texture bug in EU mod Narrow Road 4 x One Way Road.
Thanks for the report!  Fix attached below--drop this file anywhere that will load after the original NRD-4 EU textures file (within the Network Addon Mod\8 Texture and Drive Side Support\EU folder should work).  This fix is already packaged into my in-progress internal development build for NAM 47, so it will be oriented properly in the next release.

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: eagle74 on March 11, 2023, 06:43:52 AM
First of all, thanks so much for the ongoing efforts.  It is an awesome piece of work.  I did a full install of NAM 46 & am a bit overwhelmed.

A couple of questions:
1-What is the proper way of crossing over the NWM or RHW with the ERRW?  The docs say that a piece must be placed but there are no pieces for the various road options.
2-Same question for elevated rail from the mics menu.
3-Why would you favor using the ERRW vs the elevated rail(misc menu).  I have not decided which NW to use in my new region.
4-Is the elevated rail over road draggable or is it entirely puzzle based?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tyberius06 on March 11, 2023, 09:58:20 AM
Hi @eagle74 ,

To answere to your questions:

1. I believe E-RRW (which means the draggable L1 - 7.5 meters - and L2 - 15.5 meters - viaduct heavy rail from the rail menu) has crossing compatibility only OxO (ortho E-RRW crossing over ortho NWM or RHW networks, most probably only on ground L0 level. So crossing over or under elevated RHWs is not currently supported as far as I know). Again only the OxO crossings are supported, NONE of the diagonal crossing are supported as of yet.

2. El-Rail (misc menu) is Elevated Light Rail and it's default level is L2 - 15.5 meters. The L0 override network for El-Rail is the Ground Light Rail (GLR or Tram), but that a bit different. If I recall correctly El-Rail can cross over L0 NWM networks as OxO, it can cross over L1 Road, OWR and Avenue (I mean these maxis default networks) as OxO again, and it can cross over L0 and L1 RHW networks as OxO. I don't recall if any diagonal overcrossings are supported as of yet.

3. They are two completely different network and more importantly they operate on completely different network speed. The RRW/E-RRW is a faster network than the El-Rail. They can and supposed to be used side-by-side next to each other in cities. They have different automatas, they have kind of different purposes as well. Heavy rail (RRW) is like a cross country or over-state type of network, while El-Rail (and it's override, the GLR/Tram network) is more likely urban and suburban light rail. This concept is working quite well now in many US cities, but definitely one of the most common travel type within European cities.
 
3.b) In SC4 we have an even faster rail network, which is the monorail, but over the years it got its override network to represent more similarities with real life, which is the High Speed Rail (sadly the original HSR Project got abandoned more than a decade ago, but there are works currently to bring a new monorail override high speed rail network, which gonna be called R-HSR - Real High Speed Rail.). Since NAM v38 there is a new network in development (many parts of it have already been released), which is called Hybrid Railway. The concept here is to bring the regular heavy rail (RRW) and the monorail based HSR onto shared tracks. It's an existing concept, there are many RL example in UK, Western Europe, Italy and other countries to this shared high speed and regular rail set-up. This HRW network in simcity 4 based on monorail, but it is using FLEX pieces that you can plop next to each other. It can have direct connection to RRW tracks and in the future it will have direct connection to R-HSR tracks. You could connect it to G-HSR tracks, but there is no real visual transition it would look really odd, but it would be still functional. Connecting it with monorail is even wonkier and not recommended. Currently this HRW network has some orthogonal and digaonal support, but for example El-Rail and GLR can not cross it at all currently.

4. If I recall correctly the El-Rail over Road might be puzzle piece based only, however the El-Rail over RD-4 and Avenue is FLEX piece based. None of these networks has draggable versions and as far as I know it's not even planned. Probably in the long run, their puzzle pieces all get FLEX piece replacement and some additional crossing support, but it might be gonna happen rather later than sooner.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: eagle74 on March 11, 2023, 11:17:50 AM
Thanks.  That helps a lot. I have fiddled with the ERRW & El rail for a couple of days.  The El rail seems to cross everything I've tried with the NWM & RHW for OxO & pathing looks good.  The ERRW drags over the NWM fine for OxO, but has some issues with some of the RHW options.  It is finnicky & a good bit of clicking around is needed to get it work.

Hybrid rail sounds interesting but its probably above my pay grade for now.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tyberius06 on March 11, 2023, 02:02:39 PM
Quote from: eagle74 on March 11, 2023, 11:17:50 AMThe ERRW drags over the NWM fine for OxO, but has some issues with some of the RHW options.  It is finnicky & a good bit of clicking around is needed to get it work.

Oh I forgot to mention something. With E-RRW, if I recall correctly you can drag the rail over the other network or the other network under the rail, but you need to click with the rail tool to the overpass itself, because that activates some functionality.

The big difference is, that El-Rail is a maxis base network, while E-RRW is an override network of the default rail, which is L0. Maxis did not do viaduct rail, that always has been a NAM feature.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: eagle74 on March 12, 2023, 07:12:08 AM
Thanks.  That explains why El rail is a lot more stable over RHW than E-RRW.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: dyoungyn on April 09, 2023, 09:40:53 AM
NAM Team,

How do I use this piece of Flex AVE 5 x 5 Curve?
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: Tarkus on April 10, 2023, 01:16:29 AM
Quote from: dyoungyn on April 09, 2023, 09:40:53 AMNAM Team,

How do I use this piece of Flex AVE 5 x 5 Curve?
It works like just about any other FLEX curve-type piece.  The setup you currently have doesn't really match the footprint of the curve, so you'll need to do some bulldozing to make room for it. 

It'll work best if you leave a bit of blank space between the two portions of Avenue you intend to connect with the curve, and then you can select and place the piece, using Home/End to rotate it into the proper position.  The "construction lot" will either be just to the inside or just to the outside of one end of the piece.

(https://simtarkus.files.wordpress.com/2023/04/ave-5x5-20230410.jpg)

-Alex
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: CaptCity on April 10, 2023, 08:25:43 PM
I guess I'm still confused. I was also trying the 5x5 avenue 90 degree turn piece and can't get it to place. It just stays red. Even playing around with different spacing, it always gives the 'Unsuitable area to build network' message and remains red...

(https://i.imgur.com/AVCSnBU.png)

It does do this...

(https://i.imgur.com/PvQR6m7.png)

But that doesn't produce the desired curve...

(https://i.imgur.com/sSqRxO1.png)

If it's working for others, it must be me. I just can't figure out what it might be.

Thanks.


Later: Something interesting... I went ahead and re-installed NAM. This time I did not select any options that weren't the default, and the piece appeared as expected. Perhaps there is something that should not be selected that may conflict with the curve piece? Maybe I missed something in the documentation. My plan is to repeat installations to narrow down my usual options that may be causing this. 

Later Later: After going through my usual install options, it looks like choosing the Legacy item Auto Avenue Turn Lanes causes the new 5x5 piece to not function for me. Maybe this is known or perhaps some one could confirm this...?

Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: dyoungyn on April 11, 2023, 04:10:32 AM
All,

SUCCESS, and thank you for the WONDERFUL recommendation of not installing the Auto Turning AVE Turning Lanes and again, SUCCESS and the 90 degree Flex Ave Curve DOES NOT turn red and rather normal to plop.  Thank you again so much. :bnn:  :bnn:  :bnn:  :bnn:  :bnn:  :bnn:
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: mgb204 on April 11, 2023, 05:25:41 AM
The Auto Avenue Turn Lanes were left as a legacy option because users made a huge fuss when we removed the Road based versions, so we didn't feel we could remove it completely. However both the ATLs are features no forward looking NAM team would have ever considered including to begin with. Back then no one could predict how far the NAM would go, but their existence can basically mess with anything Ave based, that we might otherwise want to override/alter. So it doesn't surprise me one bit to see problems like this if you've decided to include them.

Honestly, I never found the Avenue ATLs all that useful and they are so easily replicated with the FTLs, best removed IMO.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: CaptCity on April 11, 2023, 05:32:47 PM
Yes, there is some redundancy in the two features. This issue was just a result of my desire to get every last option that NAM has to offer. It was probably inevitable that old would eventually conflict with new.
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: als98 on April 16, 2023, 11:12:38 AM
There seems to be a slight glitch with the 8S type B2 ramp. It could be user error on my part but I can't seem to fix it. There aren't any cosmetic pieces or anything else nearby that I can think of that would make it not override correctly. 8s b2 glitch.png
Title: Re: NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE
Post by: flann on April 16, 2023, 08:23:08 PM
Quote from: als98 on April 16, 2023, 11:12:38 AMThere seems to be a slight glitch with the 8S type B2 ramp. It could be user error on my part but I can't seem to fix it. There aren't any cosmetic pieces or anything else nearby that I can think of that would make it not override correctly. 8s b2 glitch.png

Thanks for the report.  Looks like the wealth textures did not get updated when the main ramp texture was updated to include the lane merge.