SC4 Devotion Forum Archives

SimCity 4 Devotion Custom Content Showcase => Network Addon Mod (NAM) => NAM Inactive threads => Topic started by: Tarkus on April 16, 2013, 12:43:42 AM

Title: NAM 31.1 Technical Support and Bug Report Thread
Post by: Tarkus on April 16, 2013, 12:43:42 AM
Now that NAM 31.1 is here, it's time for a new thread for tech support and any bug reports--while 31.1 is a vast improvement over 31, no piece of complex software is perfect.

The Github issue tracking page can be found here (https://github.com/BluelightningSC4/Network-Addon-Mod/issues).

-Alex
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: Tarkus on April 16, 2013, 07:44:54 AM
The NAM does not change drive side.  All that installing RHD in an LHD game will do is give you a screwed up LHD game.  You'll need to change the registry in order to change drive side.

-Alex
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: eggman121 on April 16, 2013, 07:46:16 AM
First of all thank you for all your hard work than has gone into NAM 31.1 Nam team. I know there must have been many sleepless nights over this release.

One issue I have found is that the DBE for the dual tile networks utilizing the RHW 2 tool won't override to an avenue bridge as it use to in NAM 30 as shown in the picture below.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi245.photobucket.com%2Falbums%2Fgg72%2FEggman121%2FDBEError_zps26e13bd6.jpg&hash=d26cd006e931a0fb578fa7958191a719a61fc6a7) (http://s245.photobucket.com/user/Eggman121/media/DBEError_zps26e13bd6.jpg.html)

While legacy bridges remain intact (that is DBE avenue bridges built with NAM 30) bridges built with NAM 31 won't override. This is my two cents anyway. Keep up the good work!
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: Tarkus on April 16, 2013, 07:50:44 AM
Download locked.  Seems somehow the diag-to-orth transitions on RHW networks are zorked--how the heck that happened, I have no freaking clue.  Download locked until I have time to fix it tonight.

-Alex
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: selles on April 16, 2013, 02:11:31 PM
Thanks for all your hard work NAM team.

After trying a couple of configurations of the new 31.1, I found a couple of bugs.

PS under diagonal elevated heavy rail causes the yellow middle line to revert to the shoulder for one tile on each side, but it looks like the pathing is still okay.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Fyf0m8Qq.jpg&hash=dd3cd84d7798cd35534690671d3c7c477341e561)

MIS intersecting with diagonal MAVE has some path issues.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FUKjoRxP.jpg&hash=9c50eb6663301146acc7e0d8b0b19486825d47d3)

I tried to remedy that by having the MIS intersecting with diagonal OWR, but that caused some path glitches as well.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F7LdYtml.jpg&hash=a52e0de776405209b59c80c4397ec0b6e71013a2)
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: Garion63 on April 16, 2013, 03:26:42 PM
Quote from: Tarkus on April 16, 2013, 07:44:54 AM
The NAM does not change drive side.  All that installing RHD in an LHD game will do is give you a screwed up LHD game.  You'll need to change the registry in order to change drive side.

-Alex

Foolish mistake on my part.  Reinstalled SC4, and totally forgot about fixing the LHD.  :-[
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: j-dub on April 16, 2013, 03:35:54 PM
Yeah, I also noticed MIS T's to diagonal avenue seem to be wacked, and not to mention the limitations for MIS to MIS T angles now.

QuoteThe NAM does not change drive side.  All that installing RHD in an LHD game will do is give you a screwed up LHD game.  You'll need to change the registry in order to change drive side.

-Alex
Thanks for clearing that up, but this wouldn't be the first time, on numerous occasions, I have been asked about that, or seen it mentioned in the community time and time again, but can not recall if this was explained during the installation process, due to how big of an install it presently is. This thing has too much to take into it these days.

Thanks to everyone for their patience, and even more thanks to those for finding stuff. Hopefully this,
http://youtu.be/kPHecxJhTRI
returns the favor to help building a little more tighter interchanges without MIS to OWR for the time being.
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: rivit on April 16, 2013, 06:35:26 PM
Ran my audit tool (SC4DataNode) over this install - in general quite kosher, however someone knowledgeable of the whole should run it over a complete setup to verify.

Most errors are associated with missing props or models and T21s. SAM10 has the most missing things.

I have one unreadable exemplar in z___NAM/Maxis HIghway override/T21 overrides.dat  it is 28E70000. It is unreadable in Reader and will snag the DatPacker. This needs to be checked/rectified to avoid weirdness.

Ron
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: jdenm8 on April 16, 2013, 07:24:40 PM
Quote from: rivit on April 16, 2013, 06:35:26 PM
SAM10 has the most missing things.

From memory, that's as to be expected, the T21s made by Moonlight for the network are very pretty, but have a long list of dependencies. The idea was that if you had those deps they'd appear automatically but it would still look correct without them.

As for the override, I have the feeling it's the one for Diagonal EMHWY. I'll take a closer look at it.
The MHWY Override T21 that's corrupt is the one for the highway sign. I don't think having it corrupt will make too much of a difference since we don't want that T21 to be loaded anyway.
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: rivit on April 16, 2013, 07:56:51 PM
Have you confirmed its corrupt?. It may not be an important T21 all up, but its there for a reason -  presumably to suppress the original Maxis one. As its unreadable SC4 probably ignores it (the override) thus failing to do what was intended..

For me more pressing is that it crashes DatPacker. Given that the greatest gain is in consolidating texture overrides (and there are up to 4 in some parts, more if you have your own) this is definitely a desirable for those who want to keep there plugins at a minimum volume. And in any case is it not quality that we are pursuing?
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: memo on April 17, 2013, 12:25:02 AM
Quote from: jdenm8 on April 16, 2013, 07:24:40 PM
Quote from: rivit on April 16, 2013, 06:35:26 PM
SAM10 has the most missing things.

From memory, that's as to be expected, the T21s made by Moonlight for the network are very pretty, but have a long list of dependencies. The idea was that if you had those deps they'd appear automatically but it would still look correct without them.

The SAM-10-T21s should be an exact copy of the SAM-9 ones. Moonlingth's original T21s could not be included because of the large amount of dependencies.
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: k808j on April 17, 2013, 04:37:33 AM
@Rivit- I thought it was a bad idea to Datpack the NAM?
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: teddyrised on April 17, 2013, 05:28:03 AM
Quote from: k808j on April 17, 2013, 04:37:33 AM
@Rivit- I thought it was a bad idea to Datpack the NAM?

Not really. As long as you keep the unpacked NAM somewhere in your computer, just in case you need to add/remove plugins and the likes.

I have also tried to datpack the NAM, but it always get stuck at the MWH folder - I have therefore datpacked all the other folders except for the Project Symphony folder. Everything works just as fine and sublime ;)
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: noahclem on April 17, 2013, 08:04:43 AM
Datpacking the NAM should be technically safe but could lead to a number of problems if users don't do it the right way and pay close attention when upgrading to future NAM versions. Obviously don't datpack the NAM in with the rest of your plugins and remove your NAM datpack before upgrading. For those reasons it's probably not worth the effort, inconvenience, and potential for errors for most users. Also z's new smart installer detects your current settings and bases your default install for the next version based on them, a functionality you'd lose with dat-packing. I don't do it and wouldn't recommend it, but can't promise that it will harm you either.
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: bernds on April 17, 2013, 08:21:16 AM
With 31.1, I'm a first-time user of NAM (with a fairly minimal install so far). I've noticed the following small issues:


Edit: I just noticed that orthogonal elevated rail x normal railroad intersections (and elevated rail x Maxis ground highway) appear to have a missing texture (that's how I interpret the four black/red/blue/green squares).
Edit 2: I've noticed I can drag elevated rail along a road. Doing this will make the road disappear so it appears not to be a useful feature (like constructing elevated rail over road as one might expect).
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: MandelSoft on April 17, 2013, 09:23:21 AM
Have you checked if you actually have these components installed? Run the installer again and select this time the custom installation. This will recognise what components you have installed.
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: z on April 17, 2013, 12:51:49 PM
Quote from: bernds on April 17, 2013, 08:21:16 AM
Existing elevated rail and subway stations have the default capacities, newly placed ones get higher ones. Is this intentional?

Yes; there is no way to change the capacities of stations that have already been plopped.  The recommended procedure is to bulldoze the old stations and replop them.
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: eugenelavery on April 17, 2013, 05:36:42 PM
Moonlight's BTM and ELR mods do not intersect RHW networks without reverting back to maxis textures.  Is this a problem or are they not meant to?  Moonlight seemed to say they should be able to cross ok.
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: z on April 17, 2013, 06:08:31 PM
Quote from: eugenelavery on April 17, 2013, 05:36:42 PM
Moonlight's BTM and ELR mods do not intersect RHW networks without reverting back to maxis textures.  Is this a problem or are they not meant to?  Moonlight seemed to say they should be able to cross ok.

Well, they should, but they clearly don't.  This is especially problematic for the BTM, which reverts to the completely different-looking monorail network for the crossing.  We'll put this on our bug list.
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: eugenelavery on April 17, 2013, 06:16:26 PM
Thanks for clarifying that they are indeed meant to cross RHW networks and retain their modified textures.
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: Tarkus on April 17, 2013, 06:51:01 PM
I've looked over the BTM's RHW-related components.  They haven't been updated since NAM 30, and they're still operating on the old specs.  The BTM's RHW support file will need to be completely rebuilt.

-Alex
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: eugenelavery on April 17, 2013, 07:05:35 PM
Quote from: Tarkus on April 17, 2013, 06:51:01 PM
I've looked over the BTM's RHW-related components.  They haven't been updated since NAM 30, and they're still operating on the old specs.  The BTM's RHW support file will need to be completely rebuilt.

-Alex


That sounds like a lot of work.
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: selles on April 17, 2013, 07:41:02 PM
After more fooling around, I found a couple more bugs.

L2 MIS over diagonal L0 RHW4 causes the MIS to revert back to ground level RHW2 textures.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FojOCjzS.jpg&hash=54a54f64347bde722ec712878ef909333e07338f)

L2 RHW6 has the same problem. I tried adding a tile between the diagonal RHW4 and the problem persists.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Fr3qKAor.jpg&hash=ab93eb6b740bfaaf1834c85af6b786b3cdd456cb)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Fx70kOh7.jpg&hash=c3ae95d145e3537ff6eeb720532829bc0cecdb9d)

L1 MIS right next to L2 ERHW4 over diagonal RHW4 causes all sorts of problems.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FtCYXxPV.jpg&hash=ec0d8a8083beec216952e0869d3053fe3c31d09c)
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: rivit on April 17, 2013, 09:08:01 PM
Reloaded with s180 and have done a little testing (US setup, Euro options)

As I mentioned yesterday in another thread I think there may be a difference between Controller and Textures with respect to the concept of LHD. Traffic driving on the right is a LHD vehicle and the controller reflects this. Attached image shows this is not true of some textures in the LHD support section. Another oddity in this pic is the pathing which is correct in one direction but somewhat scrambled in the other.

Ron
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: Tarkus on April 17, 2013, 09:29:05 PM
Quote from: rivit on April 17, 2013, 09:08:01 PM
Reloaded with s180 and have done a little testing (US setup, Euro options)

As I mentioned yesterday in another thread I think there may be a difference between Controller and Textures with respect to the concept of LHD. Traffic driving on the right is a LHD vehicle and the controller reflects this. Attached image shows this is not true of some textures in the LHD support section. Another oddity in this pic is the pathing which is correct in one direction but somewhat scrambled in the other.

Ron

The controller and textures appear to be matched--the NAM concept of "Left Hand Drive" means "Left Side Traffic" (e.g. UK, NZ, AU, JP, etc.), as opposed to the side of the steering wheel in a vehicle.  It's the paths that are the sticking point--the controller doesn't have any effect on drive side, and in fact, the only difference between the RHD and LHD controllers is that the OneWayDir property has been flipped on 4 puzzle pieces (I believe it's Maxis Highway single-sided perpendicular ramps and one or two Tram Dual-Network pieces).

From the looks of it, your game is in Right Side Traffic mode, but you have all the accoutrements of the NAM's Left Side Traffic support files.  The NAM does not actually change drive side, and never has--those drive side plugins basically just provide support for the drive side you're running, and installing the wrong drive side simply results in improper NAM functionality.  What happens is that the game checks your registry, and if it's set to the right locale setting value, it'll reference the UK Path Remapping section in the INI file, and look for remapped paths for left-side traffic.

Quote from: selles on April 17, 2013, 07:41:02 PM
After more fooling around, I found a couple more bugs.

I'd try doing a bit more click-around to see if it'll snap into place.  It'll be a top priority for our next release.

-Alex
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: Gamma4815 on April 17, 2013, 11:01:00 PM
This piece still has broken paths.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg543.imageshack.us%2Fimg543%2F209%2Fkensingtonaug7111136626.jpg&hash=c3f59f1a68cc14431061ef6604eef4975dbb992b)
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: Nosimx on April 17, 2013, 11:35:46 PM
Thank you for the brand new documentation about the included stations. It gives some hints how to mod additional stations.

Concerning the nasty task of bulldozing and replopping stations - do you mean the pre-NAM 31 versions, or does it include the NAM 31-versions?
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: z on April 17, 2013, 11:57:49 PM
Quote from: Nosimx on April 17, 2013, 11:35:46 PM
Concerning the nasty task of bulldozing and replopping stations - do you mean the pre-NAM 31 versions, or does it include the NAM 31-versions?

As long as you're not using a Mac, only the pre-NAM 31 versions need to be bulldozed.  For Mac users, the bigger capacity Maxis stations introduced in NAM 31 would have to be bulldozed, as well as the Modern El Train Station.

A word of advice:  Save your game before bulldozing each station.  In built-up areas, it's often not possible to replop the same station where the old one was due to the lack of levelness of the ground.  This can apply even if the ground looks level to the eye.
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: MOREOPTIONS on April 18, 2013, 12:06:44 AM
Quote from: z on April 17, 2013, 11:57:49 PM
Quote from: Nosimx on April 17, 2013, 11:35:46 PM
Concerning the nasty task of bulldozing and replopping stations - do you mean the pre-NAM 31 versions, or does it include the NAM 31-versions?

As long as you're not using a Mac, only the pre-NAM 31 versions need to be bulldozed.  For Mac users, the bigger capacity Maxis stations introduced in NAM 31 would have to be bulldozed, as well as the Modern El Train Station.

A word of advice:  Save your game before bulldozing each station.  In built-up areas, it's often not possible to replop the same station where the old one was due to the lack of levelness of the ground.  This can apply even if the ground looks level to the eye.
I have been able to replace stations in same spot's.  if the land not level try using round about two or three next to one another to level the area.  works like a charm most of the time.
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: Nosimx on April 18, 2013, 01:13:09 AM
Thank you for the quick responses.

Quote from: z on April 17, 2013, 11:57:49 PM

As long as you're not using a Mac, only the pre-NAM 31 versions need to be bulldozed.  For Mac users, the bigger capacity Maxis stations introduced in NAM 31 would have to be bulldozed, as well as the Modern El Train Station.

A word of advice:  Save your game before bulldozing each station.  In built-up areas, it's often not possible to replop the same station where the old one was due to the lack of levelness of the ground.  This can apply even if the ground looks level to the eye.

Quote from: moreoptionsI have been able to replace stations in same spot's.  if the land not level try using round about two or three next to one another to level the area.  works like a charm most of the time.

No Mac here, luckily. The 1x1 overhanging stations will not be too problematic. On levelling: I hardly can remember playing sc4 without Ennedi's slope mod. On the other hand, I think this kind of "advanced developing" is part of the game.

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

I ran Datpacker over the z__NAM folder; it died while writing:

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'

Although I don't play with packed NAM - this should not happen, I guess.
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: z on April 18, 2013, 01:18:03 AM
Quote from: Nosimx on April 18, 2013, 01:13:09 AM
I ran Datpacker over the z__NAM folder; it died while writing

Apparently, there's a corrupted file in the Maxis Highway Override that is causing this.
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: rivit on April 18, 2013, 01:26:00 AM
Thankyou Tarkus,  your problem determination was exactly correct.

The installer for some reason thinks I have a UK installation, but unmodded it is US. The installer tells me "we drive on the left", but by explicitly reinstalling by selecting "we drive on the right" all of the symptoms have been removed - paths and textures all correct and matching.

Leaves only the question of what the installer does by default or if a registry read fails.

However this problem can be closed,

cheers Ron
 
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: [Delta ²k5] on April 18, 2013, 02:35:00 AM
c-network (L0) x symphony (L2) creates old MHW paths in the middle:

(https://dl.dropboxusercontent.com/u/44259299/Uploads/Symphony311.JPG)

Also there is a missing A and B ramp - while rotating this piece it simply doesn't appear (only the one for L0 which changes instantly its direction when hovering it over this L2 part):

(https://dl.dropboxusercontent.com/u/44259299/Uploads/Symphony311_2.JPG)

Anyway nice work on this beautiful release :)
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: z on April 18, 2013, 02:56:10 AM
Quote from: rivit on April 18, 2013, 01:26:00 AM
Leaves only the question of what the installer does by default or if a registry read fails.

It uses the locale ID of your Windows UI to determine your country.
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: spot on April 18, 2013, 04:41:42 AM
It's functional but weird looking:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FZXeIAeK.jpg&hash=983a359778bfebd7e34c50e3298fb7974cf0bd4a)


Another problem is that the flex L1 ramps dont transfer the road type very good at the bottom:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Fs1YLKZ1.jpg&hash=0852aa8b8848343d7466ff662746cd5aa1d6aef7)
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: rivit on April 18, 2013, 05:03:31 AM
Thanks z,
  FYI - I am in Australia with a US version of Simcity, and I play it as is.
  Ron
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: Wiimeiser on April 18, 2013, 06:32:28 AM
Quote from: z on April 18, 2013, 01:18:03 AM
Quote from: Nosimx on April 18, 2013, 01:13:09 AM
I ran Datpacker over the z__NAM folder; it died while writing

Apparently, there's a corrupted file in the Maxis Highway Override that is causing this.
I believe it's what's causing this (http://imageshack.us/photo/my-images/812/springfield3jan00136618.png/)

Quote from: [Delta ²k5] on April 18, 2013, 02:35:00 AM
Also there is a missing A and B ramp - while rotating this piece it simply doesn't appear (only the one for L0 which changes instantly its direction when hovering it over this L2 part):

(https://dl.dropboxusercontent.com/u/44259299/Uploads/Symphony311_2.JPG)


I'll run the game and check that out

Happens for me too, additionally, if I load an existing city that already has one and UDI on it the game goes black for a split second, at least, that happened to me. Also, is it just me or can you not switch lanes when you're snapped to paths?
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: bernds on April 18, 2013, 06:43:11 AM
Here are two images for issues I reported earlier. First, missing textures:
(https://lh3.googleusercontent.com/-mXxx_e7bOd8/UW_0O5TsiLI/AAAAAAAAEQY/lltemXnP8Ps/s800/1.jpg)

I've used a custom installation, disabling a number of things such as RHW, NWM, HSRP, bullet trains, viaduct/underground/single-track rail, double-height monorail and turning lanes. Both the game and the NAM installation are using LHD.

Then, this was a three-way intersection before installing NAM, now it's only a fork - is this a visual problem only?
(https://lh5.googleusercontent.com/-4I57Mm28baA/UW_0OzLaEAI/AAAAAAAAEQk/CToKgDHo1Ns/s800/2.jpg)

Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: fefenc on April 18, 2013, 08:21:33 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Fyf0m8Qq.jpg&hash=dd3cd84d7798cd35534690671d3c7c477341e561)

How you make to show these arrows on the roads? It can be useful to me.
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: [Delta ²k5] on April 18, 2013, 08:28:11 AM
Quote from: fefenc on April 18, 2013, 08:21:33 AM
How you make to show these arrows on the roads? It can be useful to me.

Here you go:

http://community.simtropolis.com/files/file/21118-simcity-4-extra-cheats-plugin/
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: Strife on April 18, 2013, 09:52:45 AM
anyone having problems with airports? since i installed 31.1 they are not working (no usage and no cap relief) and i have around 1'000.000 CO jobs, tried buldozing and with the 3 types of airports but nothing happens, also tried those airports from the AC team but they dont work as well. when installing the 31.1 i selected the default capacity option in the installer (i think it was x4 cap) however i did exactly the same when i installed 31.0 and they were working.

Also thanks for the update, i have not played too much with it yet but im not having any crashes to desktop when saving or exiting region, and it seems to run kinda faster now. i had some freezings when checking some riots on hospitals/schools using the news (clicking on the link that takes you to the riot) and crashed once when just moving around the city (no clue what could cause it yet), but i dont think those had anything to be with the NAM.
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: [Delta ²k5] on April 18, 2013, 11:24:08 AM
Maybe a critical NWM bug:

(https://dl.dropboxusercontent.com/u/44259299/Uploads/nwm.JPG)

After I took this shot my game crashed to desktop. I did nothing else then dragging MIS into this MAVE6. The MIS reverted to road, didn't connect the way it should, I took the shot and saw my wallpaper.

Also there seems to be a bug at the asymetrical RHW7C starter piece: If I drag out at the one side everything is as it should be. If I try the other side (in direction to the self destroying lot) it creates a MIS. ;)

Edit:// Had to reinstall the NAM - something was corrupted and the game wasn't even starting up - now everything comes up again...
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: j-dub on April 18, 2013, 01:41:19 PM
That, I can confirm. Instead of MIS connecting to OWR like it should, it attempts to connect to road, but does not succeed in making the transition together, and yeah, that project symphony tunnel down there, don't appear to have the paths lead no where.
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: itsacoaster on April 18, 2013, 05:34:53 PM
Still having trouble with FlexFly... the documentation says FlexFly-over-RHW8S is supported.
In case anyone is wondering whether the proximity to the 6C overpass has anything to do with it, I tested FlexFly-over-8S by itself and it still doesn't work.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi10.photobucket.com%2Falbums%2Fa113%2Fitsacoaster%2Fsc4%2Fflexfly-x-rhw8s.jpg%3Aoriginal&hash=835749712f876abe3edd0f380ec5124dbc946aef)

Edit:  Just found this on the GitHub page from Tarkus.
QuoteRemaining FLEXFly/FLEXCurve stuff probably won't be fixed until NAM 31.2
Perhaps you're aware of this already; maybe this post can be of use to another reader.
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: MOREOPTIONS on April 18, 2013, 08:12:34 PM
The only option that works for me,  is to let the fly over be further back so it's only going at a 90degree over the lower lane.  so when making the ramp up.  it's going to be further back and out.  so it's swinging like an S curve even before going over the upper raidway. Will use more land space but look's normal
Quote from: itsacoaster on April 18, 2013, 05:34:53 PM
Still having trouble with FlexFly... the documentation says FlexFly-over-RHW8S is supported.
In case anyone is wondering whether the proximity to the 6C overpass has anything to do with it, I tested FlexFly-over-8S by itself and it still doesn't work.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi10.photobucket.com%2Falbums%2Fa113%2Fitsacoaster%2Fsc4%2Fflexfly-x-rhw8s.jpg%3Aoriginal&hash=835749712f876abe3edd0f380ec5124dbc946aef)

Edit:  Just found this on the GitHub page from Tarkus.
QuoteRemaining FLEXFly/FLEXCurve stuff probably won't be fixed until NAM 31.2
Perhaps you're aware of this already; maybe this post can be of use to another reader.
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: medit84truth on April 18, 2013, 08:35:16 PM
RHW 4 Level 1 paths don't continue under Flex-Fly piece.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg829%2F6020%2Frhw4level1pathsunderfle.jpg&hash=15688e8721897780f7ae54ea768dd5e0a17d6278) (http://imageshack.us/photo/my-images/829/rhw4level1pathsunderfle.jpg/)

Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: akbear on April 18, 2013, 10:45:46 PM
Quote from: Strife on April 18, 2013, 09:52:45 AM
anyone having problems with airports? since i installed 31.1 they are not working (no usage and no cap relief) and i have around 1'000.000 CO jobs, tried buldozing and with the 3 types of airports but nothing happens, also tried those airports from the AC team but they dont work as well. when installing the 31.1 i selected the default capacity option in the installer (i think it was x4 cap) however i did exactly the same when i installed 31.0 and they were working.

funny thing is I had the opposite scenario.  Under nam 31 the sims avoided the aeroport like the plague was in the heating ducts.  With 31.1 (and I believe I took the second option (2x)) after I replaced the highways leading to it (no idea if that was related or not) in the city I was in at the time, I queried the aeroport and the parking garages I have nearby to find that suddenly over 17,000 were already flying off to exotic places, and I assume more will when the word spreads through the city that it's fine to go there again.
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: z on April 19, 2013, 03:54:26 AM
Quote from: Strife on April 18, 2013, 09:52:45 AM
anyone having problems with airports? since i installed 31.1 they are not working (no usage and no cap relief) and i have around 1'000.000 CO jobs, tried buldozing and with the 3 types of airports but nothing happens, also tried those airports from the AC team but they dont work as well. when installing the 31.1 i selected the default capacity option in the installer (i think it was x4 cap) however i did exactly the same when i installed 31.0 and they were working.

There has been no change to the airports since NAM 31.0.
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: Nosimx on April 19, 2013, 04:01:08 AM
Train hopping:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg90.imageshack.us%2Fimg90%2F961%2Fdiagonalrailbridgepathi.jpg&hash=bd544e47f58db7048cbe9dd416978bb918773053) (http://imageshack.us/photo/my-images/90/diagonalrailbridgepathi.jpg/)

Maybe I have to rebuild the diagonal rail bridge, to correct the pathing (and eliminate the brown boxes)? Thanks to NAM 31.1 my sims now go by train, and ignore the bumpy ride...
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: fefenc on April 19, 2013, 09:22:28 AM
Quote from: [Delta ²k5] on April 18, 2013, 08:28:11 AM
Quote from: fefenc on April 18, 2013, 08:21:33 AM
How you make to show these arrows on the roads? It can be useful to me.

Here you go:

http://community.simtropolis.com/files/file/21118-simcity-4-extra-cheats-plugin/

Thanks :D
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: a44bigdog on April 19, 2013, 12:23:35 PM
The 8S and 10S bridges still place bits of the Maxis Highway at both ends.
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: MandelSoft on April 19, 2013, 02:00:59 PM
Yes, they do. But at long as if they are one tile long and if you drag RHW-8S or 10S into them, they will convert and everything MHW-related will be hidden. That's how they work ;)
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: Rayden on April 19, 2013, 06:44:12 PM
I'm experiencing some weird CTD's on existing cities, especially on this one that I haven't played for quite sometime. It's happening not everytime but when I try to draw a normal street, it crashes to the desktop. Any clues?
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: z on April 19, 2013, 06:49:45 PM
What is your hardware configuration?  Also, when you installed the NAM, did you select the Extreme Network Controller?
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: Tarkus on April 19, 2013, 06:52:18 PM
Regarding these issues:

Quote from: spot on April 18, 2013, 04:41:42 AM
It's functional but weird looking:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FZXeIAeK.jpg&hash=983a359778bfebd7e34c50e3298fb7974cf0bd4a)


Another problem is that the flex L1 ramps dont transfer the road type very good at the bottom:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Fs1YLKZ1.jpg&hash=0852aa8b8848343d7466ff662746cd5aa1d6aef7)

The FLEX-HT system is still in its infancy, and its stability when trying to drag out of the lower end is one of the areas that hasn't really been addressed yet.  It's an area of development that has a lot of potential for expansion.

Quote from: itsacoaster on April 18, 2013, 05:34:53 PM
Still having trouble with FlexFly... the documentation says FlexFly-over-RHW8S is supported.
In case anyone is wondering whether the proximity to the 6C overpass has anything to do with it, I tested FlexFly-over-8S by itself and it still doesn't work.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi10.photobucket.com%2Falbums%2Fa113%2Fitsacoaster%2Fsc4%2Fflexfly-x-rhw8s.jpg%3Aoriginal&hash=835749712f876abe3edd0f380ec5124dbc946aef)

Edit:  Just found this on the GitHub page from Tarkus.
QuoteRemaining FLEXFly/FLEXCurve stuff probably won't be fixed until NAM 31.2
Perhaps you're aware of this already; maybe this post can be of use to another reader.

Just investigated that one further--the paths are correct, which indicates that the RULs are correct, so it's merely a model of flipping the 8S textures on the model.  I'll also note that if you try a 10S underneath, the 10S isn't fully supported yet.  The initial specs to which FLEXFly was built didn't include the 10S--I added a bit of support for it at one point, but it's rather limited.

Quote from: Nosimx on April 19, 2013, 04:01:08 AM
Train hopping:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg90.imageshack.us%2Fimg90%2F961%2Fdiagonalrailbridgepathi.jpg&hash=bd544e47f58db7048cbe9dd416978bb918773053) (http://imageshack.us/photo/my-images/90/diagonalrailbridgepathi.jpg/)

Maybe I have to rebuild the diagonal rail bridge, to correct the pathing (and eliminate the brown boxes)? Thanks to NAM 31.1 my sims now go by train, and ignore the bumpy ride...


The "hopping" isn't actually hopping.  It's a quirk you'll see from time to time with the commute arrows.  As far as the brown boxes, it looks like you have a catenary mod installed, and it's possible you may be missing some part of it.

Quote from: [Delta ²k5] on April 18, 2013, 11:24:08 AM
Maybe a critical NWM bug:

(https://dl.dropboxusercontent.com/u/44259299/Uploads/nwm.JPG)

After I took this shot my game crashed to desktop. I did nothing else then dragging MIS into this MAVE6. The MIS reverted to road, didn't connect the way it should, I took the shot and saw my wallpaper.

Also there seems to be a bug at the asymetrical RHW7C starter piece: If I drag out at the one side everything is as it should be. If I try the other side (in direction to the self destroying lot) it creates a MIS. ;)

Edit:// Had to reinstall the NAM - something was corrupted and the game wasn't even starting up - now everything comes up again...

That particular intersection can be built properly, but you have to be careful that you don't engage the Auto-Connect functionality, which will put a transition where you don't want one.  As far as the 7C goes, its underlying structure is an override of an override--the MIS is part of it, and it'll sometimes try to assert its dominance over the intended 8C side.  Dragging the override out and clicking around can snap it back into place.  That's something that's happened since the 8C and 7C were introduced.

-Alex
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: Wiimeiser on April 19, 2013, 07:09:16 PM
You didn't miss the Symphony ramp issue, did you?
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: Tarkus on April 19, 2013, 07:18:17 PM
This one? (https://github.com/BluelightningSC4/Network-Addon-Mod/issues/119)  Or another one (we've got a few up here (https://github.com/BluelightningSC4/Network-Addon-Mod/issues?state=open)).

-Alex
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: Nosimx on April 19, 2013, 11:08:19 PM
Quote from: TarkusThe "hopping" isn't actually hopping.  It's a quirk you'll see from time to time with the commute arrows.  As far as the brown boxes, it looks like you have a catenary mod installed, and it's possible you may be missing some part of it.

The catenaries on the bridge could be. (I don't know if they were ever part of the diagonal props.) But additionally, the quirk at the DBE starter piece connects my installed LHD mode with the RHD pathing on the diagonal bridge.
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: vinlabsc3k on April 20, 2013, 02:12:03 AM
There's a two bugs on Diagonal RHW-6 Type C1 On/Off Ramp:
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: Rayden on April 20, 2013, 02:42:45 AM
Quote from: z on April 19, 2013, 06:49:45 PM
What is your hardware configuration?  Also, when you installed the NAM, did you select the Extreme Network Controller?
It's nothing to do with hardware config, as that didn't happen with new or recent cities, only with this region that as I said I haven't played it for around two or 3 years, and the CTD's only happen with street drawing. One thing have come to my mind, could this happen if on the meantime i was using perhaps a different street side mod, or because the NAM version was the 27 or similar?
By the way, I'm using as usual the persistent automata standard 24.
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: memo on April 20, 2013, 02:52:41 AM
Quote from: Rayden on April 20, 2013, 02:42:45 AM
One thing have come to my mind, could this happen if on the meantime i was using perhaps a different street side mod [...]?

This is exactly what I would consider to be the likeliest cause. I had experienced CTDs related to missing flora as well. While it is possible to load the city, the game crashes when you click a tile that has references to missing flora models.
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: [Delta ²k5] on April 20, 2013, 03:05:55 AM
Quote from: Tarkus on April 19, 2013, 06:52:18 PM
That particular intersection can be built properly, but you have to be careful that you don't engage the Auto-Connect functionality, which will put a transition where you don't want one.

Allright. I found the way how to do this one best: First drag MIS in place, then drag the MAVE6 across :thumbsup: thank you for pointing me the direction!
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: Wiimeiser on April 20, 2013, 06:21:49 AM
I linked to an interchange at Drouin that could be made to add a RD to MIS transition to the game, does anyone agree?
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: Rayden on April 20, 2013, 08:24:13 AM
Quote from: memo on April 20, 2013, 02:52:41 AM
Quote from: Rayden on April 20, 2013, 02:42:45 AM
One thing have come to my mind, could this happen if on the meantime i was using perhaps a different street side mod [...]?

This is exactly what I would consider to be the likeliest cause. I had experienced CTDs related to missing flora as well. While it is possible to load the city, the game crashes when you click a tile that has references to missing flora models.
OK, problem solved, nothing like "Flora off" couldn't handle. Obviously I had a different flora on those days, and even if I couldn't see it, it was there and those areas where it looked empty there was definately something there. Now without any flora, the cities look odd, but at least playable again, and I just have to replant everything up, a bit tedious but doable. Afterall it wasn't anything to do with the street side mod, which I found out when roads and train crashed as well, but what you have mentioned about missing flora rang a bell  &idea and I remember that the flora mod I was using those days was the ones by CP and now I'm using seasonal ones.
Thanks for all the help guys  :thumbsup:
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: MOREOPTIONS on April 20, 2013, 11:03:42 AM
Good day all.  I have a fresh install of SC4D and the NAM,, CAM,, and some normal dependencies.  with NAM 31.1 I get this problem.  in the Picture you will see this set of interchanges.  THEY ARE MISSING.  help please advise. what am I missing.  the cleanitle did not show any abnormality or missing plug-ins (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg705.imageshack.us%2Fimg705%2F6982%2F20130421010803.jpg&hash=245bd0e133a099e429f9c1a7aca62aeb77ee9e02)
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: memo on April 20, 2013, 11:11:29 AM
Quote from: MOREOPTIONS on April 20, 2013, 11:03:42 AM
Good day all.  I have a fresh install of SC4D and the NAM,, CAM,, and some normal dependencies.  with NAM 31.1 I get this problem.  in the Picture you will see this set of interchanges.  THEY ARE MISSING.  help please advise. what am I missing.  the cleanitle did not show any abnormality or missing plug-ins

This is a bug of NAM 31.1, and it was caused by me. Sorry. :-[ Tarkus has already fixed it on our end.
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: a44bigdog on April 20, 2013, 02:10:56 PM
Quote from: MandelSoft on April 19, 2013, 02:00:59 PM
Yes, they do. But at long as if they are one tile long and if you drag RHW-8S or 10S into them, they will convert and everything MHW-related will be hidden. That's how they work ;)

Thanks for the explanation. I had some two tile action  on one side, bridges are up now. I had used a 10S D2 ramp to split and bridge with RHW 4 and RHW 6 bridges. If there was a 10S D2 to the inside an interesting build could be done of "newer" wider bridges built to the outside of "older" bridges. There are a few other places I have found myself wanting that same 10S D2 inside ramp as well.
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: memo on April 20, 2013, 02:20:13 PM
Quote from: selles on April 16, 2013, 02:11:31 PM
MIS intersecting with diagonal MAVE has some path issues.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FUKjoRxP.jpg&hash=9c50eb6663301146acc7e0d8b0b19486825d47d3)

I tried to remedy that by having the MIS intersecting with diagonal OWR, but that caused some path glitches as well.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F7LdYtml.jpg&hash=a52e0de776405209b59c80c4397ec0b6e71013a2)

I cannot replicate these.


Quote from: bernds on April 17, 2013, 08:21:16 AM
Edit: I just noticed that orthogonal elevated rail x normal railroad intersections (and elevated rail x Maxis ground highway) appear to have a missing texture (that's how I interpret the four black/red/blue/green squares).

I cannot replicate this one, either.


Quote from: spot on April 18, 2013, 04:41:42 AM
It's functional but weird looking:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FZXeIAeK.jpg&hash=983a359778bfebd7e34c50e3298fb7974cf0bd4a)

...Nor this one.


Quote from: bernds on April 18, 2013, 06:43:11 AM
Then, this was a three-way intersection before installing NAM, now it's only a fork - is this a visual problem only?
(https://lh5.googleusercontent.com/-4I57Mm28baA/UW_0OzLaEAI/AAAAAAAAEQk/CToKgDHo1Ns/s800/2.jpg)

This is intended actually because it is more realistic. Also, this was introduced several NAM versions ago.


Quote from: vinlabsc3k on April 20, 2013, 02:12:03 AM
There's a two bugs on Diagonal RHW-6 Type C1 On/Off Ramp:

  • The paths are the RHW-4 one
  • The description is missing

I can confirm this.
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: vinlabsc3k on April 20, 2013, 02:54:19 PM
Quote from: memo on April 20, 2013, 02:20:13 PM
Quote from: vinlabsc3k on April 20, 2013, 02:12:03 AM
There's a two bugs on Diagonal RHW-6 Type C1 On/Off Ramp:

  • The paths are the RHW-4 one
  • The description is missing

I can confirm this.

Good to know!! :thumbsup:

Another bug: there's a missing puzzle piece in the El-Rail double-decker ring before the El-Rail over Pedmall - Center Pole. ()what()
I've installed the El-Rail cosmetic mod that come with NAM.
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: memo on April 20, 2013, 03:16:57 PM
That's quite true. This particular bug had already been dealt with before the release of NAM 31.0 and I wonder how it found its way back into the controller. It is easily fixed though.
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: Tarkus on April 20, 2013, 05:15:00 PM
Quote from: memo on April 20, 2013, 02:20:13 PM
Quote from: selles on April 16, 2013, 02:11:31 PM
MIS intersecting with diagonal MAVE has some path issues.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FUKjoRxP.jpg&hash=9c50eb6663301146acc7e0d8b0b19486825d47d3)

I tried to remedy that by having the MIS intersecting with diagonal OWR, but that caused some path glitches as well.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F7LdYtml.jpg&hash=a52e0de776405209b59c80c4397ec0b6e71013a2)

I cannot replicate these.

I fixed both of those in between the aborted NAM 31.1 release on the 16th and the real release on the 17th.

-Alex
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: MOREOPTIONS on April 20, 2013, 11:05:35 PM
Good day, Thank you for the fast response.  as you stated it's been fixed.  can you share the fix.  Thank you..  can send me in my inbox or in public area. 
Quote from: memo on April 20, 2013, 11:11:29 AM
Quote from: MOREOPTIONS on April 20, 2013, 11:03:42 AM
Good day all.  I have a fresh install of SC4D and the NAM,, CAM,, and some normal dependencies.  with NAM 31.1 I get this problem.  in the Picture you will see this set of interchanges.  THEY ARE MISSING.  help please advise. what am I missing.  the cleanitle did not show any abnormality or missing plug-ins

This is a bug of NAM 31.1, and it was caused by me. Sorry. :-[ Tarkus has already fixed it on our end.
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: Paul 999 on April 21, 2013, 04:09:07 AM
Problems whit the diagonal networks, or do i something wrong?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg37.imageshack.us%2Fimg37%2F7733%2F45727926.jpg&hash=deb53bbfef28e53721e6b3ee02cd14dc16288028)

Also that glitch on the intersection, is this normal?
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: Born-in-HB on April 21, 2013, 07:26:07 AM
Hello,
I still have problems with the v31.1. Not only is the store is an ordeal (to secure every 2-3 min otherwise -> desktop), but also the frequent freezing shortly after saving. Then the task manager is back in fashion.
And when I load the saved city, are suddenly gone all the props in parts of the city. Only the bare Lots are still there. Tion times as needed to Refurbish a whole port and bang the next storing everything was empty cleaned again &ops

Over 100 fields NAM parts built and the problems occur. The size of the city seems to play no role in it. Link options I have already tried plenty. I will probably return to NAM30 again. Too bad, because the new Symphony highway options and gentle ramps habens done to me.

I have only the RealHighway_Regional_Transport_Map.dat installed. Link Order is "-CPUCount:1". Tryed with and without Datpacker. 4 GB are used.

My System: Windows 7 Professional 64-Bit on AMD FX-6100 with 6x 3,30 GHz-CPU, 16 GB RAM, 1500 GB HDD and NVIDIA GeForce GTX 560 Ti (GDDR5) with newest Nv-Driver.

Thank you for some help  ;)
greets
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: Strife on April 21, 2013, 11:45:12 AM
im having crashes when saving, exiting region or freezing right after saving as well, but only on my biggest cities (+1,200.000 pop)  not sure if its because of NAM or other plugins i have, i have been making some test with a plugin backup i made 4 months ago on 2 identical cities and only the one with my current plugins folder (2.8gb and NAM 31.1 S-series) is crashing quite often while saving, while the other city (2.0GB and NAM 30) has never crashed, it started to crash when i got around 1,4kk pop, the 2nd one is at 2kk without a single crash yet. it is possible that the problem could be in other plugins though. im using an I7-2600, 8GB ram, win7 64bit, Radeon 6970.
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: Rabbyt on April 21, 2013, 12:43:03 PM
Quote from: Strife on April 18, 2013, 09:52:45 AM
anyone having problems with airports? since i installed 31.1 they are not working (no usage and no cap relief) and i have around 1'000.000 CO jobs, tried buldozing and with the 3 types of airports but nothing happens, also tried those airports from the AC team but they dont work as well. when installing the 31.1 i selected the default capacity option in the installer (i think it was x4 cap) however i did exactly the same when i installed 31.0 and they were working.

I'm with Strife on this one, initially my existing small municipal airport was not reporting any use with NAM 31.1, but had been with the Mac-2011 version. I pulled the NetworkAddonMod_Queries_Standard.dat file restarted & after a few minutes of running usage numbers came up. I quit without saving, reinstalled the NetworkAddonMod_Queries_Standard.dat file, launched the city, waited a few minutes....now i see usage numbers for the airport ???? but here is the kicker, now the tram/bus stops show no usage & when using the network query tool only the buildings are reporting how the sims arrived. The networks report "usage (none)" where there should be/are hundreds or a couple thousand commuting by various means. The coloured routing arrows show up fine.

Strike all that, I simply didn't run the simulation long enough for it to catch up with all the changes. After 6-8 months of sim time everything is starting to look normal again.

Thanks to the team.
I only wish as a mac user there was some way to help develop more of the tram/glr pieces.

L

Network Addon Mod/
NetworkAddonMod_Automata_Plugin_Standard_Persist.dat
NetworkAddonMod_Controller_RIGHT_HAND_VERSION_s-series.dat
NetworkAddonMod_Traffic_Plugin_Z_Medium.dat
NetworkAddonMod_Volume_Data_View_Z_Medium.dat

z___NAM/Mass Transit Lots/
Maxis Airports - Medium.dat
NetworkAddonMod_Queries_Standard.dat
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: Tarkus on April 21, 2013, 12:52:01 PM
Quote from: Born-in-HB on April 21, 2013, 07:26:07 AM
Hello,
I still have problems with the v31.1. Not only is the store is an ordeal (to secure every 2-3 min otherwise -> desktop), but also the frequent freezing shortly after saving. Then the task manager is back in fashion.
And when I load the saved city, are suddenly gone all the props in parts of the city. Only the bare Lots are still there. Tion times as needed to Refurbish a whole port and bang the next storing everything was empty cleaned again &ops

Over 100 fields NAM parts built and the problems occur. The size of the city seems to play no role in it. Link options I have already tried plenty. I will probably return to NAM30 again. Too bad, because the new Symphony highway options and gentle ramps habens done to me.

I have only the RealHighway_Regional_Transport_Map.dat installed. Link Order is "-CPUCount:1". Tryed with and without Datpacker. 4 GB are used.

My System: Windows 7 Professional 64-Bit on AMD FX-6100 with 6x 3,30 GHz-CPU, 16 GB RAM, 1500 GB HDD and NVIDIA GeForce GTX 560 Ti (GDDR5) with newest Nv-Driver.

It sounds like you may have more serious issues involved, beyond what the NAM could affect.  The prop issue almost sounds like Prop Pox.  How big is your Plugins folder?  Have there been any other recent changes to it?

Quote from: Paul 999 on April 21, 2013, 04:09:07 AM
Problems whit the diagonal networks, or do i something wrong?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg37.imageshack.us%2Fimg37%2F7733%2F45727926.jpg&hash=deb53bbfef28e53721e6b3ee02cd14dc16288028)

Also that glitch on the intersection, is this normal?

No idea there.  I've not really used the diagonal on-slopes for Avenues.  The MIS/Avenue issue is most likely due to an easy-to-make RUL glitch (referencing texture-based items where the eighth digit is offset can be a bit tricky--there's probably a reference to 0x5702A305 instead of 0x5702A309).

-Alex
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: [Delta ²k5] on April 21, 2013, 12:53:56 PM
A small wealthification error:

(https://dl.dropboxusercontent.com/u/44259299/Uploads/wealth.JPG)

seems like it's simply a wrong texture
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: ivo_su on April 21, 2013, 02:29:47 PM
Hello NAM-team!
Thank you extremely much for a great product that you do for us. Your work is invaluable, but what you create can be described with the word "masterpiece".
I noticed some minor problems:
- Only when I have no option Splitter between AVE-6/RHW-C6?
- Also still lacks stability when building X junctions between RHW - 6 / HSRP
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: feyss on April 21, 2013, 04:06:15 PM
Hi. I have some problems. I don't if it was already posted here.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimage.noelshack.com%2Ffichiers%2F2013%2F17%2F1366585212-simcity-4-2013-04-21-23-32-02-98.jpg&hash=e7b4b4bef952bc676b4e88705173dc296e0a9da3)
Problem with the catenaries. It also happen with other piece of the elrail.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimage.noelshack.com%2Ffichiers%2F2013%2F17%2F1366585211-simcity-4-2013-04-21-23-33-34-52.jpg&hash=246a0aeff294347e2f665aba28add454527e0a91)
texture

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimage.noelshack.com%2Ffichiers%2F2013%2F17%2F1366585211-simcity-4-2013-04-21-23-35-27-61.jpg&hash=b36d930df3b1b2ff241df88113cf785149af998b)
texture again

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimage.noelshack.com%2Ffichiers%2F2013%2F17%2F1366585212-simcity-4-2013-04-21-23-44-30-43.jpg&hash=dbf0e56f9e9c2da76728381d7d14889fd676b8f0)
There is no arch on my bridge.

Thank you.
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: Kuewr665 on April 21, 2013, 04:44:42 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg835.imageshack.us%2Fimg835%2F1849%2Fclairrivermar1473136658.jpg&hash=f9aa84806e057bb433f1bd5e5a2feb292c85e043)

Caused by dragging plain Elevated Rail over L0 MHW using Symphony.
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: dyoungyn on April 21, 2013, 05:19:57 PM
What am I doing wrong?  I still cannot get RHW6C/8C to go over RHW6C.

Don
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: Born-in-HB on April 21, 2013, 05:34:16 PM
@Kuewr665
do u have this installed: "\SimCity 4\Plugins\z___NAM\El Rail Alternate Implementation"? I had the same, but there are the textures inside.

@Tarkus
My Plugin-Folder has 2,9 GB (2,6 with datpacker) and I havent made any other changes in it. And after experimential work to find the problem I think it is the NetworkAddonMod_Controller_RIGHT_HAND_VERSION_s-series.dat. This series-data seems to make an overflow of the whole NAM running a NAM-buildet city. Freezes after a few minutes. With the Controller of v30 which is much smaller, there are no problems.

greets
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: jdenm8 on April 21, 2013, 05:55:43 PM
Quote from: Kuewr665 on April 21, 2013, 04:44:42 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg835.imageshack.us%2Fimg835%2F1849%2Fclairrivermar1473136658.jpg&hash=f9aa84806e057bb433f1bd5e5a2feb292c85e043)

Caused by dragging plain Elevated Rail over L0 MHW using Symphony.

That's uh... odd. It looks like the Moonlight El-Rail compatibility pack was installed by mistake. (I don't remember there being one)
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: Tarkus on April 21, 2013, 06:37:49 PM
Quote from: dyoungyn on April 21, 2013, 05:19:57 PM
What am I doing wrong?  I still cannot get RHW6C/8C to go over RHW6C.

Don

Don, how is it messing up on that setup?  Are the overrides breaking, or is this still a case of your initial issue?  I'm able to build it, albeit it's a bit laggy if the L0 RHW-4 that forms part of the starter override runs unchecked and hits the L0 RHW-6C.

Quote from: Born-in-HB on April 21, 2013, 05:34:16 PM
@Tarkus
My Plugin-Folder has 2,9 GB (2,6 with datpacker) and I havent made any other changes in it. And after experimential work to find the problem I think it is the NetworkAddonMod_Controller_RIGHT_HAND_VERSION_s-series.dat. This series-data seems to make an overflow of the whole NAM running a NAM-buildet city. Freezes after a few minutes. With the Controller of v30 which is much smaller, there are no problems.

Thanks for providing that info.  The s-series controller is actually the smaller of the two--the one that's supposed to prevent crashing (it's about 33% of the size of the original NAM 31 controller).  Are you certain your game .exe is fully 4GB patched? 

I'm not running into the issue on a less powerful machine with more plugins (AMD A8-5500, 8GB RAM, 1TB HD and a 3.1GB Plugins folder), using the larger e-series controller (33% larger than the s-series) and with the 4GB patch on the game.  I have actually noticed that the game is less stable if you're running Task Manager at the same time, though not necessarily other applications.  I just ran my largest city tile (population around 332,000, quite a number of tall buildings) with Firefox, Notepad++ and my music notation software at the same time and was able to save the city without issue after a decent amount of time (~30 minutes) in the game.

-Alex
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: z on April 21, 2013, 06:40:53 PM
Quote from: feyss on April 21, 2013, 04:06:15 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimage.noelshack.com%2Ffichiers%2F2013%2F17%2F1366585212-simcity-4-2013-04-21-23-44-30-43.jpg&hash=dbf0e56f9e9c2da76728381d7d14889fd676b8f0)
There is no arch on my bridge.

By default, the Bridge Height Mod (new to the NAM) is turned on.  This mod allows bridges to be built without requiring them to be elevated.  However, it also results in flat bridges as you have shown.  You can turn this mod off by unchecking "Bridge Height Mod" in the Custom Installation; it will be visible near the bottom of the Components page.

Quote from: jdenm8 on April 21, 2013, 05:55:43 PM
Quote from: Kuewr665 on April 21, 2013, 04:44:42 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg835.imageshack.us%2Fimg835%2F1849%2Fclairrivermar1473136658.jpg&hash=f9aa84806e057bb433f1bd5e5a2feb292c85e043)

Caused by dragging plain Elevated Rail over L0 MHW using Symphony.

That's uh... odd. It looks like the Moonlight El-Rail compatibility pack was installed by mistake. (I don't remember there being one)

Moonlinght broke out various options of his El Rail mod for the NAM version.  Nevertheless, the installer is designed not to install any of them unless the main mod is installed.  I just verified that this function works.  Kuewr665, could you please tell me if the folder "z__NAM\El Rail Alternate Implementation" exists directly under your Plugins folder, and if so, is there a "Core Files" folder directly underneath it?  If you could also list the files contained in those two folders (if they exist), that would be extremely helpful as well.
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: memo on April 21, 2013, 11:31:45 PM
Quote from: z on April 21, 2013, 06:40:53 PM
Quote from: feyss on April 21, 2013, 04:06:15 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimage.noelshack.com%2Ffichiers%2F2013%2F17%2F1366585212-simcity-4-2013-04-21-23-44-30-43.jpg&hash=dbf0e56f9e9c2da76728381d7d14889fd676b8f0)
There is no arch on my bridge.

By default, the Bridge Height Mod (new to the NAM) is turned on.  This mod allows bridges to be built without requiring them to be elevated.  However, it also results in flat bridges as you have shown.  You can turn this mod off by unchecking "Bridge Height Mod" in the Custom Installation; it will be visible near the bottom of the Components page.

This has absolutely nothing to do with the Bridge Height Mod. The Bridge Height Mod alters the behaviour of the default Maxis bridges only. The reason that no arch is displayed is that the bridge is too short, I suppose.


Quote from: Paul 999 on April 21, 2013, 04:09:07 AM
Problems whit the diagonal networks, or do i something wrong?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg37.imageshack.us%2Fimg37%2F7733%2F45727926.jpg&hash=deb53bbfef28e53721e6b3ee02cd14dc16288028)

Also that glitch on the intersection, is this normal?

As for the onslope puzzle pieces, the direction of the slopes has to be orthogonal. Try to flatten the tile next to the glitch and then place the puzzle piece again.
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: MandelSoft on April 22, 2013, 12:18:05 AM
Quote from: memo on April 21, 2013, 11:31:45 PM
Quote from: z on April 21, 2013, 06:40:53 PM
Quote from: feyss on April 21, 2013, 04:06:15 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimage.noelshack.com%2Ffichiers%2F2013%2F17%2F1366585212-simcity-4-2013-04-21-23-44-30-43.jpg&hash=dbf0e56f9e9c2da76728381d7d14889fd676b8f0)
There is no arch on my bridge.

By default, the Bridge Height Mod (new to the NAM) is turned on.  This mod allows bridges to be built without requiring them to be elevated.  However, it also results in flat bridges as you have shown.  You can turn this mod off by unchecking "Bridge Height Mod" in the Custom Installation; it will be visible near the bottom of the Components page.

This has absolutely nothing to do with the Bridge Height Mod. The Bridge Height Mod alters the behaviour of the default Maxis bridges only. The reason that no arch is displayed is that the bridge is too short, I suppose.
Nope. This is normal. The arch is just not visible on the preview, because it's put on the bridge by T21 models. This is also what causes the cables not to appear in the previews of the RHW cable-stayed bridges. Why do we do that? Simple: to save up IIDs and therefore saving unnecesary work.
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: Tarkus on April 22, 2013, 12:44:54 AM
Quote from: Strife on April 21, 2013, 11:45:12 AM
im having crashes when saving, exiting region or freezing right after saving as well, but only on my biggest cities (+1,200.000 pop)  not sure if its because of NAM or other plugins i have, i have been making some test with a plugin backup i made 4 months ago on 2 identical cities and only the one with my current plugins folder (2.8gb and NAM 31.1 S-series) is crashing quite often while saving, while the other city (2.0GB and NAM 30) has never crashed, it started to crash when i got around 1,4kk pop, the 2nd one is at 2kk without a single crash yet. it is possible that the problem could be in other plugins though. im using an I7-2600, 8GB ram, win7 64bit, Radeon 6970.

Just want to clarify--one of your NAM 30 city is crashing with NAM 30 once you get to a certain population?  If that's the case, that would indicate a larger problem than just the NAM.

You seem to have the "classic" processor (an i7 Sandy Bridge) that causes the crash-on-save.  Make sure you're actually running s-series, and if you're still experiencing issues, as you have enough RAM to do so, try running the 4GB patch on your game (see the ReadFirst document in the NAM 31.1 download for the links).

-Alex
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: ivo_su on April 22, 2013, 01:25:34 AM
I had exactly the same problem when trying to safe a large and populated city. Strange but this problem does not occur in small and medium cities.
The solution I found yesterday when I installed the patch from Andreas and now everything works great and I get to do normal safes.
My machine is not the strongest, but maybe not use their full capacity RAM that the installation of this patch. I have the intel i3 core RAM-6GB DDR3 and Nvidia GT525M (1GB).So my advice is a must try with this patch because I had the same problem and thanks to him it is now fixed.
here (http://www.ntcore.com/4gb_patch.php)
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: Strife on April 22, 2013, 08:36:59 AM
Quote from: Tarkus on April 22, 2013, 12:44:54 AM
Quote from: Strife on April 21, 2013, 11:45:12 AM
im having crashes when saving, exiting region or freezing right after saving as well, but only on my biggest cities (+1,200.000 pop)  not sure if its because of NAM or other plugins i have, i have been making some test with a plugin backup i made 4 months ago on 2 identical cities and only the one with my current plugins folder (2.8gb and NAM 31.1 S-series) is crashing quite often while saving, while the other city (2.0GB and NAM 30) has never crashed, it started to crash when i got around 1,4kk pop, the 2nd one is at 2kk without a single crash yet. it is possible that the problem could be in other plugins though. im using an I7-2600, 8GB ram, win7 64bit, Radeon 6970.

Just want to clarify--one of your NAM 30 city is crashing with NAM 30 once you get to a certain population?  If that's the case, that would indicate a larger problem than just the NAM.

You seem to have the "classic" processor (an i7 Sandy Bridge) that causes the crash-on-save.  Make sure you're actually running s-series, and if you're still experiencing issues, as you have enough RAM to do so, try running the 4GB patch on your game (see the ReadFirst document in the NAM 31.1 download for the links).

-Alex

no, the NAM 30 city never crashes, not even with all my plugins (2.8GB) and with 2.5kk population, it runs perfectly. however the NAM31.1 city starts to crash when i save on a city with like 1.2kk population or more with exactly the same plugins besides NAM folders, i tried both options on the same city many times and the result was the same, so i came to the conclusion that it was definitely the NAM 31.1, and im using the s-series but without the 4GB patch, i'll try with that patch later.

I also tried what Born-in-HB said about using NAM 31.1 but with the 30.0 controller, i thought it was going to get worse since the controllers are from different versions, but it really solved the problem, no more CTD when saving, but obviously many things broke up like TuLEP's and RHW FLEX ramps, i wasnt expecting this to solve the problem, but it proves that i need the 4GB patch even with the s-series.



Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: Tarkus on April 22, 2013, 09:21:49 AM
Quote from: Strife on April 22, 2013, 08:36:59 AM
I also tried what Born-in-HB said about using NAM 31.1 but with the 30.0 controller, i thought it was going to get worse since the controllers are from different versions, but it really solved the problem, no more CTD when saving, but obviously many things broke up like TuLEP's and RHW FLEX ramps, i wasnt expecting this to solve the problem, but it proves that i need the 4GB patch even with the s-series.

That's actually a test we used in helping diagnose some of the crash-on-save issues, which proved that it was most likely a filesize issue.  Let us know how the 4GB patch affects things.

-Alex
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: dyoungyn on April 22, 2013, 09:29:14 AM
Quote from: Tarkus on April 21, 2013, 06:37:49 PM
Quote from: dyoungyn on April 21, 2013, 05:19:57 PM
What am I doing wrong?  I still cannot get RHW6C/8C to go over RHW6C.

Don

Don, how is it messing up on that setup?  Are the overrides breaking, or is this still a case of your initial issue?  I'm able to build it, albeit it's a bit laggy if the L0 RHW-4 that forms part of the starter override runs unchecked and hits the L0 RHW-6C.

Quote from: Born-in-HB on April 21, 2013, 05:34:16 PM
@Tarkus
My Plugin-Folder has 2,9 GB (2,6 with datpacker) and I havent made any other changes in it. And after experimential work to find the problem I think it is the NetworkAddonMod_Controller_RIGHT_HAND_VERSION_s-series.dat. This series-data seems to make an overflow of the whole NAM running a NAM-buildet city. Freezes after a few minutes. With the Controller of v30 which is much smaller, there are no problems.

Thanks for providing that info.  The s-series controller is actually the smaller of the two--the one that's supposed to prevent crashing (it's about 33% of the size of the original NAM 31 controller).  Are you certain your game .exe is fully 4GB patched? 

I'm not running into the issue on a less powerful machine with more plugins (AMD A8-5500, 8GB RAM, 1TB HD and a 3.1GB Plugins folder), using the larger e-series controller (33% larger than the s-series) and with the 4GB patch on the game.  I have actually noticed that the game is less stable if you're running Task Manager at the same time, though not necessarily other applications.  I just ran my largest city tile (population around 332,000, quite a number of tall buildings) with Firefox, Notepad++ and my music notation software at the same time and was able to save the city without issue after a decent amount of time (~30 minutes) in the game.

-Alex

Tarkus,

Yes, I used the 4G Patch link that was provided with the information about the update and it worked flawlessly; meaning it resolved the issue of the game shutting down when saving.

I wish I could figure out how to attach a pix of what I am running into.  I tried extra space, using the new Flex over passes and all 6C/8C over 6C the center tile is not showing up and rather garbaged.  I tried all different types of scenarios and no joy.  Now I am thinking to revert it back to 6S/8S over 6C. 

Funny thing is that existing interchanges with the same configuration look fine.  But, when I re-do with the new 8C over 6C, I am having anomalies like with NAM 3.0.

I must be doing something wrong to keep coming up with a similar anomaly as NAM 3.0. 

BTW, I absolutely love the new NAM 31.1 as it is working much better than I had expected; OUTSTANDING work.  You guys are truly talented worked very hard on this update.   I only wish there was a video tutorial on all the new features with NAM 31.1 as I found the existing with NAM 3.0 is very useful and informative.

Don

Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: k808j on April 22, 2013, 11:09:58 AM
After installing NAM 31 (both versions) Simgoober-CAL canals pieces and MAPP textures have disappeared. I have Simgoober selected as the CAN-AM mod. I am also having CTD's with NAM 31.1.
Specs
Intel 1.6 Ghz Dual
Win 7 32 bit
3 GB mem

Bump
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: Jack_wilds on April 22, 2013, 01:45:55 PM
Hello NAM-folks

luv the v31.1 as I am still mucking  :P about the sand box, its all fun  ;D ...

anywho, concerning the "4bg" patch... where exactly do I place it  %confuso for whatever reason I am not clear on the instructions as to what to do with it and then how to implement it and then know its working...  ??? 

:satisfied:
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: Haljackey on April 22, 2013, 01:50:08 PM
Quote from: Jack_wilds on April 22, 2013, 01:45:55 PM
anywho, concerning the "4bg" patch... where exactly do I place it  %confuso for whatever reason I am not clear on the instructions as to what to do with it and then how to implement it and then know its working...  ??? 

You place it right on the SC4's EXE file.
-A good way to know if it's working is to open up task manager with SC4 running and see if it's using more than 2GB or RAM.
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: 245a on April 22, 2013, 05:44:26 PM
The RHW-10 bridge seems broken. &mmm I think it was visual only, but paths confirm it.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FllUZulx.jpg&hash=b19d2db0a52b8c4e57698dbbf4b507c3a1837ba7)
Strangely, other bridges did'nt have this bug.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FvdJzIbl.jpg&hash=23b8107405bbf319c77a68158d52392831fefd89)

Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: Wthrwyz on April 22, 2013, 06:38:01 PM
No amount of clicking around fixes this. Is it a known issue or do I have some sort of plugin conflict/borked install?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fshauna.eyebright.org%2Fmisc%2FL1_RHW-2xL0_RHW-4.jpg&hash=ec8e1e26c5c939f4508b513a008d7c1a4b054193)
L1 RHW-2 over L0 RHW-4

Edit: After a bit of experimentation, I've found that if I move the transitions a bit further out, then it does eventually get to the point where it will stabilize...but it's very flaky. Unfortunately, it doesn't help me one bit in tight spaces...which is exactly where I would want to use an L1 overpass.
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: weekendgamer on April 22, 2013, 08:24:29 PM
That can be resolved by putting RHW-4 starters on either side of the overpass.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fcalvinforum.weebly.com%2Fuploads%2F8%2F9%2F6%2F8%2F8968766%2F2402760_orig.jpg&hash=fc94dcdf0b0db189854f71ea95492a5fc24f59fb)
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: z on April 23, 2013, 12:37:44 AM
Quote from: Born-in-HB on April 21, 2013, 05:34:16 PM
My Plugin-Folder has 2,9 GB (2,6 with datpacker) and I havent made any other changes in it. And after experimential work to find the problem I think it is the NetworkAddonMod_Controller_RIGHT_HAND_VERSION_s-series.dat. This series-data seems to make an overflow of the whole NAM running a NAM-buildet city. Freezes after a few minutes. With the Controller of v30 which is much smaller, there are no problems.

What about the city you had where all the props disappeared?  Do they come back when you have the v30 controller installed?
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: vinlabsc3k on April 23, 2013, 04:43:12 AM
Quote from: Wthrwyz on April 22, 2013, 06:38:01 PM
No amount of clicking around fixes this. Is it a known issue or do I have some sort of plugin conflict/borked install?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fshauna.eyebright.org%2Fmisc%2FL1_RHW-2xL0_RHW-4.jpg&hash=ec8e1e26c5c939f4508b513a008d7c1a4b054193)
L1 RHW-2 over L0 RHW-4

Edit: After a bit of experimentation, I've found that if I move the transitions a bit further out, then it does eventually get to the point where it will stabilize...but it's very flaky. Unfortunately, it doesn't help me one bit in tight spaces...which is exactly where I would want to use an L1 overpass.

Have you tried to click on 3-4 tiles of RHW4 away from the overpass?
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: DJSun1981 on April 23, 2013, 08:09:34 AM
If I have certain downloads in my plugin-folder and the NAM 31, the game made a crash, if I try to load an old town with this  plugins in the town, but without the downloads the town dont crash
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: Strife on April 23, 2013, 08:37:27 AM
ok i downloaded the 4GB patch and patched the executable inside the apps folder (i think thats how its done) my antivirus said it was a virus lol, but i disabled it, and now im not having any CTD when saving with the 31.1 controller, thanks a lot :), i will try with the e-series later.

however i do not see any change in RAM usage, is still at like 1.4GB, not a big deal anyways.
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: Born-in-HB on April 23, 2013, 11:57:59 AM
Quote from: Strife on April 23, 2013, 08:37:27 AM
ok i downloaded the 4GB patch and patched the executable inside the apps folder (i think thats how its done) my antivirus said it was a virus lol, but i disabled it, and now im not having any CTD when saving with the 31.1 controller, thanks a lot :), i will try with the e-series later.

however i do not see any change in RAM usage, is still at like 1.4GB, not a big deal anyways.

Same too me. I have reinstalled the 4GB-Patch on the v.640 SC4-exe and after that I also have no problems until now :) Maybe that I didnt install it in the past or forgot it.
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: Fresh Prince of SC4D on April 23, 2013, 12:02:43 PM
Has any one ( other than) had problems with tag_one's Street Intersection Mods not showing up after install the new NAM ? regular or SAM variations?
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: DJSun1981 on April 23, 2013, 08:21:26 PM
Quote from: Strife on April 23, 2013, 08:37:27 AM
ok i downloaded the 4GB patch and patched the executable inside the apps folder (i think thats how its done) my antivirus said it was a virus lol, but i disabled it, and now im not having any CTD when saving with the 31.1 controller, thanks a lot :), i will try with the e-series later.

however i do not see any change in RAM usage, is still at like 1.4GB, not a big deal anyways.

What patch is this and where can I get it?
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: Tarkus on April 23, 2013, 08:39:07 PM
Quote from: Fresh Prince of SC4D on April 23, 2013, 12:02:43 PM
Has any one ( other than) had problems with tag_one's Street Intersection Mods not showing up after install the new NAM ? regular or SAM variations?

Try putting it in a folder that starts with "~".

Quote from: DJSun1981 on April 23, 2013, 08:21:26 PM
Quote from: Strife on April 23, 2013, 08:37:27 AM
ok i downloaded the 4GB patch and patched the executable inside the apps folder (i think thats how its done) my antivirus said it was a virus lol, but i disabled it, and now im not having any CTD when saving with the 31.1 controller, thanks a lot :), i will try with the e-series later.

however i do not see any change in RAM usage, is still at like 1.4GB, not a big deal anyways.

What patch is this and where can I get it?

You can find it here (http://www.ntcore.com/4gb_patch.php).

Unzip it, run the file inside, select your SC4 executable file when prompted through the little Windows Explorer box that pops up, and click "Open".  It'll then patch the game.

-Alex
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: Fresh Prince of SC4D on April 23, 2013, 10:31:35 PM
Quote from: Tarkus on April 23, 2013, 08:39:07 PM
Quote from: Fresh Prince of SC4D on April 23, 2013, 12:02:43 PM
Has any one ( other than) had problems with tag_one's Street Intersection Mods not showing up after install the new NAM ? regular or SAM variations?

Try putting it in a folder that starts with "~".



-Alex

problem solved, thank you Tarkus!
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: Wthrwyz on April 23, 2013, 11:34:33 PM
Quote from: weekendgamer on April 22, 2013, 08:24:29 PM
That can be resolved by putting RHW-4 starters on either side of the overpass.
Starters don't seem to help for me. Although, perhaps it was proximity to other elements - in the city where I first encountered this, there were other overpasses and an interchange nearby. I tossed this screenshot together quickly so I could ask the question, then went back and played with it some more.

Quote from: vinlabsc3k on April 23, 2013, 04:43:12 AM
Have you tried to click on 3-4 tiles of RHW4 away from the overpass?
I did try up to 3 or 4 tiles away initially. Interestingly, clicking one side of the RHW seems to fix the opposite side...then clicking the other side swaps the bug between sides! Your comment led me to try clicking around even further away and to click on some of the other stuff nearby like the ramps in the interchange. I was finally able to get it to override properly. Thank you!

Although I will say that the thing is anything but stable. Any nearby activity seems to result in a surprise repainting of the highway. I guess the DOT really wants their overtime. :)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fshauna.eyebright.org%2Fmisc%2FOverpass.jpg&hash=c4fce8df5e32471ef51c573a9ca2aad2eff02ecd)
This is a no sneezing zone. Screw up the highway and next year's paint supply comes out of your budget!

Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: Kergelen on April 24, 2013, 02:15:05 AM
This is not a bug, but maybe an instalation problem ( not sure).
Looking at the Mass Stations/Tram stations folders I see some RTMT related stations.
And there are both the right and the left-hand version of the paths and models. Don't know if there may be some problem to have both versions &Thk/( . I removed the left version, in case could be a conflict.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg521.imageshack.us%2Fimg521%2F1733%2Ftramtransitionsnam311.jpg&hash=f516e025aad75159be7c9d14ed9d5dbd99ec04e6)
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: z on April 24, 2013, 02:32:32 AM
You're right; that's a bug.  I'll go fix it now...
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: vinlabsc3k on April 24, 2013, 04:37:52 AM
Quote from: z on April 24, 2013, 02:32:32 AM
You're right; that's a bug.  I'll go fix it now...

There's another in TLA Center Turn Arrows, both LHD and RHD version. "$Deal"$
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: solovinodelmal on April 24, 2013, 07:48:05 AM
Hi guys, How can I fix this? no matter how much I click around it I can't get it right

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F6E23pWu.jpg&hash=d183881fd5236749e69ff4a53dd37f991f8f826e)

Funny enough the first time I tried I built the flexfly the wrong way and it worked, then I realized it was the wrong way and I tried to get it right but just couldn't.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FHni21RT.jpg&hash=8924dadd531e71725b980bb8c32a4beff0effa44)
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: vinlabsc3k on April 24, 2013, 08:11:01 AM
Quote from: vinlabsc3k on April 23, 2013, 04:43:12 AM
Have you tried to click on 3-4 tiles of RHW4 away from the overpass?


Follow this on the carriageway closest to the overpass! ;)
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: feyss on April 24, 2013, 10:42:16 AM
Quote from: MandelSoft on April 22, 2013, 12:18:05 AM
Quote from: memo on April 21, 2013, 11:31:45 PM
Quote from: z on April 21, 2013, 06:40:53 PM
Quote from: feyss on April 21, 2013, 04:06:15 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimage.noelshack.com%2Ffichiers%2F2013%2F17%2F1366585212-simcity-4-2013-04-21-23-44-30-43.jpg&hash=dbf0e56f9e9c2da76728381d7d14889fd676b8f0)
There is no arch on my bridge.

By default, the Bridge Height Mod (new to the NAM) is turned on.  This mod allows bridges to be built without requiring them to be elevated.  However, it also results in flat bridges as you have shown.  You can turn this mod off by unchecking "Bridge Height Mod" in the Custom Installation; it will be visible near the bottom of the Components page.

This has absolutely nothing to do with the Bridge Height Mod. The Bridge Height Mod alters the behaviour of the default Maxis bridges only. The reason that no arch is displayed is that the bridge is too short, I suppose.
Nope. This is normal. The arch is just not visible on the preview, because it's put on the bridge by T21 models. This is also what causes the cables not to appear in the previews of the RHW cable-stayed bridges. Why do we do that? Simple: to save up IIDs and therefore saving unnecesary work.



Haha, thank you. I feel a little stupid now.  ;D
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: Tarkus on April 24, 2013, 11:40:15 AM
Quote from: solovinodelmal on April 24, 2013, 07:48:05 AM
Hi guys, How can I fix this? no matter how much I click around it I can't get it right

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F6E23pWu.jpg&hash=d183881fd5236749e69ff4a53dd37f991f8f826e)

Funny enough the first time I tried I built the flexfly the wrong way and it worked, then I realized it was the wrong way and I tried to get it right but just couldn't.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FHni21RT.jpg&hash=8924dadd531e71725b980bb8c32a4beff0effa44)

The A2 FLEXFly is less stable and may not include support for L1 networks.  FLEXFly, in general, hasn't been upgraded to fully support the new L1 networks.

-Alex
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: vinlabsc3k on April 24, 2013, 01:53:39 PM
Quote from: Kergelen on April 24, 2013, 02:15:05 AM
This is not a bug, but maybe an instalation problem ( not sure).
Looking at the Mass Stations/Tram stations folders I see some RTMT related stations.
And there are both the right and the left-hand version of the paths and models. Don't know if there may be some problem to have both versions &Thk/( . I removed the left version, in case could be a conflict.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg521.imageshack.us%2Fimg521%2F1733%2Ftramtransitionsnam311.jpg&hash=f516e025aad75159be7c9d14ed9d5dbd99ec04e6)

Quote from: vinlabsc3k on April 24, 2013, 04:37:52 AM
Quote from: z on April 24, 2013, 02:32:32 AM
You're right; that's a bug.  I'll go fix it now...

There's another in TLA Center Turn Arrows, both LHD and RHD version. "$Deal"$

If you delete this LHD intruders, the speed of switching from Surface to Subway/Hydric/Zone View come back to normal!! :-\ :o
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: z on April 24, 2013, 02:08:06 PM
Quote from: vinlabsc3k on April 24, 2013, 04:37:52 AM
Quote from: z on April 24, 2013, 02:32:32 AM
You're right; that's a bug.  I'll go fix it now...

There's another in TLA Center Turn Arrows, both LHD and RHD version. "$Deal"$

OK; got that one too.

Quote from: vinlabsc3k on April 24, 2013, 01:53:39 PM
If you delete this LHD intruders, the speed of switching from Surface to Subway/Hydric/Zone View come back to normal!! :-\ :o

Well, that's strange. ???   I've never heard of this effect with path files before.  But if it helps, I'm not complaining. $%Grinno$%
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: Kuewr665 on April 24, 2013, 04:13:22 PM
Quote from: z on April 21, 2013, 06:40:53 PM
Moonlinght broke out various options of his El Rail mod for the NAM version.  Nevertheless, the installer is designed not to install any of them unless the main mod is installed.  I just verified that this function works.  Kuewr665, could you please tell me if the folder "z__NAM\El Rail Alternate Implementation" exists directly under your Plugins folder, and if so, is there a "Core Files" folder directly underneath it?  If you could also list the files contained in those two folders (if they exist), that would be extremely helpful as well.

I don't have any version of the Moonlight El Rail alternate implementation installed anywhere on my system, not even before NAM 31.
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: z on April 24, 2013, 04:35:09 PM
Quote from: Kuewr665 on April 24, 2013, 04:13:22 PM
I don't have any version of the Moonlight El Rail alternate implementation installed anywhere on my system, not even before NAM 31.

Actually, you do, even though you didn't select it.  We've found the bug.  In the "z___NAM\Maxis Highway Override" folder, remove the file z_Moonlight_Alternate_ELR_Patch.dat, and the problem will go away.
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: k808j on April 25, 2013, 05:54:55 AM
I did some fiddling around with my plugins since my CTD issues (post #94) and figured out that something in NAM 31.x is causing texture conflicts which maybe causing save and quit CTD's. I loaded all my plugins except NAM and noticed my MAPP textures disappeared completely and was able to save my game. Ran my game again with the NAM plugin and replopped some of the MAPP and was able to save and save then quit. I am curious, did the textures for Simgoober or Diggs canals get updated in NAM 31.x?
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: Tarkus on April 25, 2013, 08:41:45 AM
No, we haven't touched CAN-AM since its initial inclusion in the NAM.  If you're on a system with more than 4GB of RAM, try running the NT Core 4GB Patch (http://www.ntcore.com/4gb_patch.php) over your SimCity 4.exe.

-Alex
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: k808j on April 25, 2013, 01:40:22 PM
I do not have more than 4GB but I did the patch anyway. I will keep researching but I think the monster is hiding in the Z_Nam folder.
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: mgarcia on April 25, 2013, 02:48:27 PM
Hi Alex,

I've been using the new PS Symphony highways but I found the following glitches:

I cannot place the L2 to L2 T intersection/interchange when the T connection faces towards the north in the map (seems to be disable and does not appear when you use the end or page up/down buttons to change directions.)

I also cannot place the entrance ramps on one of the sides of the highway when it is placed in an East to West direction or vice versa.

The highway on slope up appears with the checked look when you tab through the options but not when placed.

I haven't used other options.

Merari
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: APSMS on April 25, 2013, 04:08:37 PM
Quote from: k808j on April 25, 2013, 01:40:22 PM
I do not have more than 4GB but I did the patch anyway. I will keep researching but I think the monster is hiding in the Z_Nam folder.

The patch is useful even if you have only around ~1.5 GB of plugins, as the 4gb patch allows the 32-bit game to use more than 2gb worth of ram w/o unloading files halfway through gameplay. Older 32-bit Windows OSes would reserve at least 1GB w/headroom for the OS, limiting other programs to the remainder, which was usually 2gb or less. The game is programmed to automatically dump currently unused files once it reaches that limit, resulting in slower load times and instability. It's unlikely that may players approach 4GB of plugins (I've got loads and usually only hit around 2.3GB in a large city), but the 2GB limit set by the 32-bit program is much more common, hence the promotion of the fix.


EDIT: IIRC, the file probably allows the game to use up to the 4GB limit set by 32bit programs, rather than allow it to use more. But I think you get the idea.
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: mySimCities on April 25, 2013, 05:07:17 PM
Just heads up, I installed NAM 31.1 and gave a test and played for hour or two, the game crashed then I decide to re play then it does it again.

Any idea why? Since I am on Win7, 4GB RAM and 500GB HDD and 512MB ATIO Videocard.

Any ideas?
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: Tarkus on April 25, 2013, 06:30:42 PM
Quote from: mgarcia on April 25, 2013, 02:48:27 PM
Hi Alex,

I've been using the new PS Symphony highways but I found the following glitches:

I cannot place the L2 to L2 T intersection/interchange when the T connection faces towards the north in the map (seems to be disable and does not appear when you use the end or page up/down buttons to change directions.)

I also cannot place the entrance ramps on one of the sides of the highway when it is placed in an East to West direction or vice versa.

The highway on slope up appears with the checked look when you tab through the options but not when placed.

I haven't used other options.

Merari

There was a bit of a HID glitch in the RUL0 file (which handles the puzzle pieces and their TAB Loops).  We've fixed it on our end now.

For those curious, HIDs are Highway Intersection IDs--they're basically identifiers used to reference puzzle pieces and their rotations.  A couple times recently (the first before NAM 30, the second between NAM 31 and 31.1) were re-indexed, in order to compress the assignments and make more room for expansion and increase consistency.  However, the re-index before NAM 30 broke some AutoPlace functionality with the EMHW x Road intersection, preventing one of the ramps in one orientation from being built.  The solution for that issue was to revert those particular pieces back to their original HIDs.  In the meanwhile, the Project Symphony took HIDs that had been freed by the re-indexing, which originally belonged to those base items, and we had to move Project Symphony's stuff to a new range . . . but the last HID on each PS piece didn't get changed over, busting up the rotations.

The second re-indexing, before 31.1, is the reason why the non-PS Custom MHW Interchanges gives off a red arrow.  And before anyone asks again about that one, we've fixed it, too.

Quote from: mySimCities on April 25, 2013, 05:07:17 PM
Just heads up, I installed NAM 31.1 and gave a test and played for hour or two, the game crashed then I decide to re play then it does it again.

Any idea why? Since I am on Win7, 4GB RAM and 500GB HDD and 512MB ATIO Videocard.

Any ideas?

There's lots of reasons the game could be crashing.  It can depend on your other Plugins, but it might also be that you're experiencing the same issue that the other 4GB+ people are running into with the controller file.  Try running the 4GB patch over it--the directions are quoted below:

Quote from: Tarkus on April 25, 2013, 08:41:45 AM
No, we haven't touched CAN-AM since its initial inclusion in the NAM.  If you're on a system with more than 4GB of RAM, try running the NT Core 4GB Patch (http://www.ntcore.com/4gb_patch.php) over your SimCity 4.exe.

Quote from: k808j on April 25, 2013, 01:40:22 PM
I do not have more than 4GB but I did the patch anyway. I will keep researching but I think the monster is hiding in the Z_Nam folder.

The "monster", from all the reports we've gotten, is the controller file, and in particular, the RUL2 file within it.  People have reported that if the NAM 31/31.1 controller file is swapped out for the NAM 30 controller file, the crashing stops (though this, of course, breaks the NAM because it's a mixing-and-matching of incompatible components).

-Alex
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: k808j on April 25, 2013, 07:42:08 PM
We  ()borg() await NAM 31.2  :)
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: bernds on April 26, 2013, 01:32:02 PM
Quote from: memo on April 20, 2013, 02:20:13 PM
Quote from: bernds on April 17, 2013, 08:21:16 AM
Edit: I just noticed that orthogonal elevated rail x normal railroad intersections (and elevated rail x Maxis ground highway) appear to have a missing texture (that's how I interpret the four black/red/blue/green squares).
I cannot replicate this one, either.

I've discovered that the file Network Addon Mod/Cosmetic Addons/NetworkAddonMod_OverpassUpdate_Maxis_Components_Plugin.dat is causing it. I've tried to find out whether any of my other plugins are causing some kind of conflict, but the problem remains even after removing all of them.

So, some followup questions: is it safe to play without this file? Alternatively, would it be safe to retain just the stations found in z___NAM and delete the rest of the NAM? How about the files NetworkAddonMod_Traffic_Plugin_Z_Medium.dat, NetworkAddonMod_Volume_Data_View_Z_Medium.dat and NetworkAddonMod_Zone_Data_View.dat, will these function alone without the other files?
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: art128 on April 27, 2013, 12:43:57 PM
Has anyone a fix for Moonlight's SAM10 streets? I can't play if it is not working correctly.
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: Tarkus on April 27, 2013, 12:57:36 PM
Whatever you did to get it working with the original NAM 31 will work for NAM 31.1.

-Alex
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: art128 on April 27, 2013, 01:02:56 PM
Quote from: Tarkus on April 27, 2013, 12:57:36 PM
Whatever you did to get it working with the original NAM 31 will work for NAM 31.1.

-Alex

Memo's gave me a link to a file that was used during the development phase that worked well, just the textures were RHD and not LHD as I want.

Guess I'll have to use it again, really thought this 31.1 would fix it..

Kinda feel frustrated by this new NAM....
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: itsacoaster on April 27, 2013, 01:27:05 PM
I can't rotate the L2 RHW-4 filler piece. :(
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: TEG24601 on April 27, 2013, 02:56:23 PM
Excellent work guys.  I'm still getting the occasional whitening of my MIS curves.  It isn't consistent.
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: memo on April 27, 2013, 03:09:04 PM
Quote from: art128 on April 27, 2013, 01:02:56 PM
Memo's gave me a link to a file that was used during the development phase that worked well, just the textures were RHD and not LHD as I want.

Guess I'll have to use it again, really thought this 31.1 would fix it..

Kinda feel frustrated by this new NAM....

Since Moonlinght's T21 files still have the same list of dependencies, nothing's going to change.
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: art128 on April 27, 2013, 03:37:30 PM
Quote from: memo on April 27, 2013, 03:09:04 PM
Quote from: art128 on April 27, 2013, 01:02:56 PM
Memo's gave me a link to a file that was used during the development phase that worked well, just the textures were RHD and not LHD as I want.

Guess I'll have to use it again, really thought this 31.1 would fix it..

Kinda feel frustrated by this new NAM....

Since Moonlinght's T21 files still have the same list of dependencies, nothing's going to change.


What do you mean by that? I don't get the whole issue...
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: memo on April 27, 2013, 03:56:14 PM
Moonlinght's original T21 files require lots of dependencies like cherry trees and various other props. There's no chance that these prop packs will ever be included in the NAM. Moreover, since the NAM is not supposed to have dependencies, it is unlikely those T21 files get included. They were actually causing the appearance of lots of brown boxes which is not desired either. The best we can do is to replace those T21 files by ones that do not require external dependencies, and exactly this was done before the release of NAM 31.
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: art128 on April 27, 2013, 04:00:58 PM
Hmmm I see.

But then, why include the mod as a part of the NAM if it is not complete?
I mean, sure it's nice to have it as an option to the NAM, making more people know about it. But as it is now, without the original T21, I think it's a bit stupid to give it too people while it's not finalized.
In my opinion there are no reason to use the mod without Moonlinght's original T21. These T21 added to the textures gives the feeling of a Japanese street. Taking them away will not make the final product the same impression it had.


Don't want to be rude or anything, just my two cents, I'm curious about this..
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: Tarkus on April 27, 2013, 05:02:39 PM
Quote from: art128 on April 27, 2013, 04:00:58 PM
Hmmm I see.

But then, why include the mod as a part of the NAM if it is not complete?
I mean, sure it's nice to have it as an option to the NAM, making more people know about it. But as it is now, without the original T21, I think it's a bit stupid to give it too people while it's not finalized.
In my opinion there are no reason to use the mod without Moonlinght's original T21. These T21 added to the textures gives the feeling of a Japanese street. Taking them away will not make the final product the same impression it had.


Don't want to be rude or anything, just my two cents, I'm curious about this..

There's a couple reasons.  One, they're another street texture, and they still have utility even if you're not using them in a Japanese context.  Secondly, by integrating them, they no longer have to replace an existing set, allowing for co-existence.  And as evidenced by memo's file, it's possible to add those T21s onto them still.  We just can't, as a matter of policy, include things that have dependencies in the NAM.

If you were really inclined to have it go back to being a replacement, you could, quite possibly, stick the files in a folder beginning with a tilde ("~").  This should override any intervening files.  But as I've not tested that particular configuration with that mod, I can't guarantee it.

-Alex
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: APSMS on April 27, 2013, 05:05:53 PM
Would it be possible to use Moonlight's original SAM mod override and simply have it replace the current NAM iteration instead of say, SAM 1 or 7 to retain the T21 functionality? (or, more precisely, how would we go about doing this?)
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: Shadow Assassin on April 27, 2013, 05:56:21 PM
There is nothing stopping moonlinght or someone else to "patch" those T21s and make them compatible with the new set and release them as a third party add-on. We can't bundle it into the NAM because 1. the installer's already big enough as it is, 2. there's way too many dependencies, and 3. it would be better off being made a separate download and that way, it meets all requirements while not bloating up the NAM more than it already is.
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: jdenm8 on April 27, 2013, 08:00:27 PM
Quote from: APSMS on April 27, 2013, 05:05:53 PM
Would it be possible to use Moonlight's original SAM mod override and simply have it replace the current NAM iteration instead of say, SAM 1 or 7 to retain the T21 functionality? (or, more precisely, how would we go about doing this?)

It's perfectly possible. You just need to change the IID of each Exemplar to the correct IID range then modify the LotConfigNetworkTileId and ExemplarID properties in each exemplar to the new value. There's about two hundred exemplars, I only got through 50 doing it by hand before I gave up.

Memo has a program to do all this for him, and that's how the InDev file that art128 is using was made.
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: k808j on April 27, 2013, 09:43:34 PM
And as pointed out, it would more harm to add stuff to the NAM until the controller is repaired as reported in post #127 by Tarkus
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: Terring7 on April 28, 2013, 03:22:36 AM
I discover something interesting in the dragable street S curves.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg580%2F935%2Fspandau2nov091367083937.jpg&hash=a4f90bd22702073ab21c3e946473e35fe4da3b56)
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: DJSun1981 on April 28, 2013, 03:29:45 AM
I have some problems without the patch:

I open a new region without downloads and so on, build the nam and some other downloads.

Problems:

-) If I want save my town, the game close to desktop - most times the second or third time saving

-) The buttons are sometimes blinking and I have to close the game with task-manager.

-) Sometimes the game crash to desktop, if I want build something and after restart, I see the game at night in the day/night view
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: Swordmaster on April 28, 2013, 08:30:43 AM
Terring, those are so-called "hook paths" implemented to give zone access to those tiles that don't really border the street. You'll notice they're also in the avenue 45° curves and elsewhere. It's completely intentional. Besides, don't you like cars moving onto driveways? ;)


Cheers
Willy
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: GMT on April 28, 2013, 09:02:32 AM
there's 2 things I really miss since 31 and 31.1:
1) the transit enableing hack that was possible for years with el-rail over road puzzlepieces.
you know, when you did this you can visually fake a transit enabled lot; the intersection looks like the adjecent lot is transit enabled while it actually isnt
it sadly doesn't work anymore so you either have to actually transit enable the respective lot or download some ploppable puzzlepieces to fake it

2) the hack to fake a street-neighborhood-connection with one tile of road.
it used to be just a snipped of road and mostly street textures when you did this trick, thus leading to the visual impression of a street neighborhood-connection while it actually was a regular road intersection.
since 31.1, this doesn't work anymore as almost the entire border-tile turns into road now. basically it's just the other way around than it was before, texturewise; when it ended up with 90% street 10% road across the tile's length, it's now 90% road and 10% street, making it impossible to span a street across the city border in a visually pleasing way...
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: Terring7 on April 28, 2013, 10:21:04 AM
I suspected it but I just want to be sure. Thanks for the explanation :)
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: als98 on April 28, 2013, 11:36:42 AM
Hello NAM Team-

Thanks for the new release! I love the plethora of possibilities that are now available!

One small thing, though- there seems to be a stability bug with the L1 Flex-Transition when you override it to 6S:(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg837.imageshack.us%2Fimg837%2F2646%2Fciudaddeorosep837136717.png&hash=fa0b5f7f1a253307d3cbb10c75fd9609f9d93afa) (http://imageshack.us/photo/my-images/837/ciudaddeorosep837136717.png/)

Clicking around doesn't seem to fix it. (Is it due to the proximity of other networks?)
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: Tarkus on April 28, 2013, 12:35:41 PM
Quote from: GMT on April 28, 2013, 09:02:32 AM
there's 2 things I really miss since 31 and 31.1:
1) the transit enableing hack that was possible for years with el-rail over road puzzlepieces.
you know, when you did this you can visually fake a transit enabled lot; the intersection looks like the adjecent lot is transit enabled while it actually isnt
it sadly doesn't work anymore so you either have to actually transit enable the respective lot or download some ploppable puzzlepieces to fake it

2) the hack to fake a street-neighborhood-connection with one tile of road.
it used to be just a snipped of road and mostly street textures when you did this trick, thus leading to the visual impression of a street neighborhood-connection while it actually was a regular road intersection.
since 31.1, this doesn't work anymore as almost the entire border-tile turns into road now. basically it's just the other way around than it was before, texturewise; when it ended up with 90% street 10% road across the tile's length, it's now 90% road and 10% street, making it impossible to span a street across the city border in a visually pleasing way...

I don't think either item was really changed in anything we did, so I'm not sure why that's the case.

Quote from: als98 on April 28, 2013, 11:36:42 AM
One small thing, though- there seems to be a stability bug with the L1 Flex-Transition when you override it to 6S:

Clicking around doesn't seem to fix it. (Is it due to the proximity of other networks?)

The proximity to other networks may be part of it, but in general, there are still some quirks with the Flex-Transitions.  It'll probably take awhile to iron out all of them.

-Alex
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: z on April 28, 2013, 01:38:35 PM
Quote from: DJSun1981 on April 28, 2013, 03:29:45 AM
I have some problems without the patch...

Why aren't you using the patch?
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: GMT on April 28, 2013, 02:22:13 PM
Quote from: Tarkus on April 28, 2013, 12:35:41 PM

I don't think either item was really changed in anything we did, so I'm not sure why that's the case.


strange indeed.
as for the transit-enabling fake, the the puzzlepiece's behavior is completely different since 30; with a little fiddling it's possible to get the actual intersection piece showing but the adjecent tile is blocked as being occupied thus making it impossible to place a lot that's supposed to visually profit from the fake.
I got a pre-31 NAM on my laptop (I think as far back as 29 since I haven't played sc on there for an eternity) I can use to see what exactly is different...

and the street-neighbor-thingy... for a moment there I thought it might be because I decided to use the cul-de-sac ends again but that was a deadend.
Let's put it like this: If I build a transition from Street to Road - which basically is what the "hack" profits from - the actual transition between Road and Street is now on the streetside part of the tile and not on the roadside part of the tile anymore, so it now, at first glance, looks like a whole tile of Road and not a whole tile of Street, so I guess the texture has somewhat changed?
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: als98 on April 28, 2013, 06:55:24 PM
I fixed my own problem. (See above) Curiously enough, clicking where the 6S and left MIS intersect (indicated by the signpost)  fixes the transition.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg109.imageshack.us%2Fimg109%2F2732%2Fciudaddeorosep837136718.png&hash=751e62c75c23ef8da2b7093560c17f911312a89f) (http://imageshack.us/photo/my-images/109/ciudaddeorosep837136718.png/)

I don't know why it worked...
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: Tarkus on April 28, 2013, 09:02:44 PM
Likely, it's because the overrides are partly, but not fully in place.  In some situations, they resolve properly and result in what you have, but otherwise, they leave something like your original image.  That's what we call a "click-around" case (as if you click around it, it may snap into place).

-Alex
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: prismatist on April 29, 2013, 02:31:36 AM
Hi there!
I'm new to NAM, and I'm loving it. Thank you to the Devs for putting together an awesome piece of kit.

I'm having one problem with it and wondering if it's a bug or I'm somehow missing something. The Max Commute Time selection in the TSCT does not seem to work for me. I select the checkbox, set a value and save the file. Then I exit the TSCT, start it up again and the value I have selected is still there, but the checkbox does not stay selected. Also, the value does not seem to have any effect on game play. For values of 1, 600, and 999 all the same houses have all the same commute times (or no-job-zots), even after a full year of simulation. All other selections and changes I make work just fine.

Help please!
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: redlandcannibal on April 29, 2013, 03:24:00 AM
I bought SimCity 4 Deluxe since it was on Steam sale today, and was recommended to get the NAM. However, it always crashes on install immediately after agreeing to the EULA:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F6VWS5pn.jpg%3F1&hash=1d15879c572f6b1920681d236c4592a0e8be4c15)

I am using Windows 7, if that makes any difference. I would love to get the NAM since it sounds freaking amazing, but I can't do anything if it won't install! Any suggestions?
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: Wiimeiser on April 29, 2013, 03:52:48 AM
I'm using Windows 7, so it's probably to do with the file path or registry or whatever.
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: MandelSoft on April 29, 2013, 04:23:12 AM
Have you tried to run the program as an Administrator?
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: z on April 29, 2013, 05:09:03 PM
Quote from: prismatist on April 29, 2013, 02:31:36 AM
Hi there!
I'm new to NAM, and I'm loving it. Thank you to the Devs for putting together an awesome piece of kit.

I'm having one problem with it and wondering if it's a bug or I'm somehow missing something. The Max Commute Time selection in the TSCT does not seem to work for me. I select the checkbox, set a value and save the file. Then I exit the TSCT, start it up again and the value I have selected is still there, but the checkbox does not stay selected. Also, the value does not seem to have any effect on game play. For values of 1, 600, and 999 all the same houses have all the same commute times (or no-job-zots), even after a full year of simulation. All other selections and changes I make work just fine.

The TSCT is doing exactly what it's supposed to do here.  You need to Read the Friendly Manual.  When you clicked on the checkbox, it said, "Please read the section of the User's Guide before changing this property."  Did you do that?  The User's Guide also refers to A Guide to the Operation of the Traffic Simulator (http://sc4devotion.com/forums/index.php?topic=10261.0), which you should also read.

Setting the the Max Commute Time higher will not have any positive effect on your game play.  It's already 10 hours to start.  Most likely you need to add lots of subway lines and stations to your city.

Quote from: redlandcannibal on April 29, 2013, 03:24:00 AM
I bought SimCity 4 Deluxe since it was on Steam sale today, and was recommended to get the NAM. However, it always crashes on install immediately after agreeing to the EULA:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F6VWS5pn.jpg%3F1&hash=1d15879c572f6b1920681d236c4592a0e8be4c15)

I am using Windows 7, if that makes any difference. I would love to get the NAM since it sounds freaking amazing, but I can't do anything if it won't install! Any suggestions?

Either you somehow got a bad download, or else you have more basic system problems.  Do you all other programs work fine on your system?  I'd recommend doing a fresh download of the NAM; this is known to help in some cases.

Quote from: Wiimeiser on April 29, 2013, 03:52:48 AM
I'm using Windows 7, so it's probably to do with the file path or registry or whatever.

No, none of those things would cause the installer to crash.

Quote from: MandelSoft on April 29, 2013, 04:23:12 AM
Have you tried to run the program as an Administrator?

The installer explicitly sets itself to run in User mode (in order to locate the correct Plugins folder), so running as an administrator would not help.  In a working installer, running as administrator could cause the NAM to be installed in the Administrator's Plugins folder, so it is not recommended.
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: prismatist on April 29, 2013, 06:09:35 PM
Quote from: z on April 29, 2013, 05:09:03 PM
Quote from: prismatist on April 29, 2013, 02:31:36 AM
Hi there!
I'm new to NAM, and I'm loving it. Thank you to the Devs for putting together an awesome piece of kit.

I'm having one problem with it and wondering if it's a bug or I'm somehow missing something. The Max Commute Time selection in the TSCT does not seem to work for me. I select the checkbox, set a value and save the file. Then I exit the TSCT, start it up again and the value I have selected is still there, but the checkbox does not stay selected. Also, the value does not seem to have any effect on game play. For values of 1, 600, and 999 all the same houses have all the same commute times (or no-job-zots), even after a full year of simulation. All other selections and changes I make work just fine.

The TSCT is doing exactly what it's supposed to do here.  You need to Read the Friendly Manual.  When you clicked on the checkbox, it said, "Please read the section of the User's Guide before changing this property."  Did you do that?  The User's Guide also refers to A Guide to the Operation of the Traffic Simulator (http://sc4devotion.com/forums/index.php?topic=10261.0), which you should also read.

Setting the the Max Commute Time higher will not have any positive effect on your game play.  It's already 10 hours to start.  Most likely you need to add lots of subway lines and stations to your city.

Yep, I read the manual, and the wonderful/terrible effects it describes are what I wanted to play around with. But when I set it down to 1, wanting to unleash all kinds of destructive fun on the city, it does not seem to have an effect. Has anyone else experienced the checkbox just not staying selected?
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: z on April 29, 2013, 06:41:56 PM
Quote from: prismatist on April 29, 2013, 06:09:35 PM
Yep, I read the manual, and the wonderful/terrible effects it describes are what I wanted to play around with. But when I set it down to 1, wanting to unleash all kinds of destructive fun on the city, it does not seem to have an effect. Has anyone else experienced the checkbox just not staying selected?

The checkbox is not supposed to stay selected, as this is one of the few features in the TSCT that can actually degrade the performance of your game.  This feature has been tested, though, and is known to work.  If you set the Max Commute Time down to 1, it doesn't immediately affect all Sims; it just affects those who are looking for new jobs, and even then, you have to wait for the next run of the traffic simulator, which typically takes over a year when you restart a city.  If you run the game for several years and still don't notice anything, that means that the vast majority of your Sims are within a minute's commuting time of their jobs.  This is not unusual, especially if you follow the original game advice and intermix your zones.  The original game actually multiplied the commute time by 25, so a one-minute commute would show up as 25 minutes on the Commute Time graph, assuming you had a small city with no connections to other cities.
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: prismatist on April 29, 2013, 07:03:26 PM
Quote from: z on April 29, 2013, 06:41:56 PM
Quote from: prismatist on April 29, 2013, 06:09:35 PM
Yep, I read the manual, and the wonderful/terrible effects it describes are what I wanted to play around with. But when I set it down to 1, wanting to unleash all kinds of destructive fun on the city, it does not seem to have an effect. Has anyone else experienced the checkbox just not staying selected?

The checkbox is not supposed to stay selected, as this is one of the few features in the TSCT that can actually degrade the performance of your game.  This feature has been tested, though, and is known to work.  If you set the Max Commute Time down to 1, it doesn't immediately affect all Sims; it just affects those who are looking for new jobs, and even then, you have to wait for the next run of the traffic simulator, which typically takes over a year when you restart a city.  If you run the game for several years and still don't notice anything, that means that the vast majority of your Sims are within a minute's commuting time of their jobs.  This is not unusual, especially if you follow the original game advice and intermix your zones.  The original game actually multiplied the commute time by 25, so a one-minute commute would show up as 25 minutes on the Commute Time graph, assuming you had a small city with no connections to other cities.

Right on, thanks for the knowledge and the rapid response.
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: redlandcannibal on April 29, 2013, 10:41:13 PM
Quote from: z on April 29, 2013, 05:09:03 PMEither you somehow got a bad download, or else you have more basic system problems.  Do you all other programs work fine on your system?  I'd recommend doing a fresh download of the NAM; this is known to help in some cases.

Thanks for the quick response! I downloaded it from both this site and then again from SimTropolis, but get the same error both times. This is my first time seeing this error, so I don't think it's a system problem. I will try to download the file again and see if that helps.
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: z on April 30, 2013, 12:00:08 AM
Quote from: redlandcannibal on April 29, 2013, 10:41:13 PM
Thanks for the quick response! I downloaded it from both this site and then again from SimTropolis, but get the same error both times. This is my first time seeing this error, so I don't think it's a system problem. I will try to download the file again and see if that helps.

This sounds very strange.  What's your hardware configuration?
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: roadgeek on April 30, 2013, 12:43:03 AM
I don't know if this has been reported yet, but I noticed a texture glitch on one of the rotations of L1 RHW 6C over OWR; the other three look fine. I will try to post a pic.
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: GMT on May 01, 2013, 09:08:22 AM
Quote from: GMT on April 28, 2013, 09:02:32 AM
2) the hack to fake a street-neighborhood-connection with one tile of road.
it used to be just a snipped of road and mostly street textures when you did this trick, thus leading to the visual impression of a street neighborhood-connection while it actually was a regular road intersection.
since 31.1, this doesn't work anymore as almost the entire border-tile turns into road now. basically it's just the other way around than it was before, texturewise; when it ended up with 90% street 10% road across the tile's length, it's now 90% road and 10% street, making it impossible to span a street across the city border in a visually pleasing way...

now this problem is solved I might say...
the problem came with the us texture override wich changed the street2road transition to a more smoother one thus leading to the above mentioned problem.
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: itsacoaster on May 02, 2013, 03:07:30 PM
Quote from: itsacoaster on April 27, 2013, 01:27:05 PM
I can't rotate the L2 RHW-4 filler piece. :(
Just wondering, have you looked into this at all?

And just to add to this, the filler piece tab ring seems to have problems.  Sometimes when I select the fillers menu, the tab ring goes through L2 RHW-2 but restarts after that.  Sometimes it doesn't and you get the full array of fillers.  I have no idea if that's a related problem, but it's something.  Can anyone else confirm it or do I have a bad file somewhere?
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: Tarkus on May 02, 2013, 04:06:00 PM
We're aware that the filler pieces are (yet again) misbehaving.  They seem to be behaving on the test build that I'm currently using, though, and as all that code's in the Github (and we now have a way to build the controller automatically from that, thanks to memo), it's going to be in 31.2.

-Alex
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: MOREOPTIONS on May 02, 2013, 07:54:55 PM
Good day,  Question.  In the attempt to have a 31.2 I am wondering.  would it be possible to have in play options to on the older sim HWY's/RHW's and off.  so one can mingle the types of textures and puzzle peaces.  after I have tryed the 31.0 and the 31.1.  I can see differences in functionality.   where one is buggy and is fixed by using the other.  then buggy in new areas when switched.  would be nice NOT TO HAVE TO KEEP RE_STARTING THE GAME. if it's possible to use a tool like DAMN with in the HWY menu that can disable or enable various setting's.  I think that would be a workable way to solve some buggy problems that keep re-appearing between the changes in the NAM,  without having to keep re-starting the game and re-loading between versions.  I hope this is simple and clear to understand what I am getting at.
Thank you for reading and I hope to be helpful in my idea!!!
Quote from: Tarkus on May 02, 2013, 04:06:00 PM
We're aware that the filler pieces are (yet again) misbehaving.  They seem to be behaving on the test build that I'm currently using, though, and as all that code's in the Github (and we now have a way to build the controller automatically from that, thanks to memo), it's going to be in 31.2.

-Alex
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: z on May 02, 2013, 08:41:33 PM
For now, we're simply working on increasing stability.  NAM 31.2 should be a lot more stable and reliable than its two predecessors.  As for crashes, do you have the 4GB patch installed?  Generally, it's extremely effective in ending crashes.

Quote from: MOREOPTIONS on May 02, 2013, 07:54:55 PM
if it's possible to use a tool like DAMN with in the HWY menu that can disable or enable various setting's.  I think that would be a workable way to solve some buggy problems that keep re-appearing between the changes in the NAM,  without having to keep re-starting the game and re-loading between versions.

Unfortunately, this isn't really feasible.  The problem isn't that particular settings are enabled; the problem is that they've been loaded into memory and are taking up space.  We really have no way of unloading them.  But a large number of bugs have been fixed for NAM 31.2, and if you have the 4 GB patch installed (assuming you're running on a 64-bit version of Windows), you shouldn't be seeing crashes even now.
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: MOREOPTIONS on May 02, 2013, 10:05:55 PM
HAVE NO CRASHES. only buggy NAM'S.  i look forward to try the 31.2.   if you look back,  you can see some of my posted pics. mostly related to RHW and textures that were missing. As well as complete set's between 31.0 and 31.1.  I was told one part is fixed in 31.1 but no one has posted a patch for it.  that's the one with missing menu Items in 31.1 puzzle peaces
Quote from: z on May 02, 2013, 08:41:33 PM
For now, we're simply working on increasing stability.  NAM 31.2 should be a lot more stable and reliable than its two predecessors.  As for crashes, do you have the 4GB patch installed?  Generally, it's extremely effective in ending crashes.

Quote from: MOREOPTIONS on May 02, 2013, 07:54:55 PM
if it's possible to use a tool like DAMN with in the HWY menu that can disable or enable various setting's.  I think that would be a workable way to solve some buggy problems that keep re-appearing between the changes in the NAM,  without having to keep re-starting the game and re-loading between versions.

Unfortunately, this isn't really feasible.  The problem isn't that particular settings are enabled; the problem is that they've been loaded into memory and are taking up space.  We really have no way of unloading them.  But a large number of bugs have been fixed for NAM 31.2, and if you have the 4 GB patch installed (assuming you're running on a 64-bit version of Windows), you shouldn't be seeing crashes even now.
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: Tarkus on May 02, 2013, 10:17:52 PM
That's because we aren't posting patches.

-Alex
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: spot on May 05, 2013, 12:19:12 PM
RHW-6C -> AVE-6 smooth transition no longer possible ??

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FuLpGLe4l.jpg&hash=317fd31355a5fafd50d2ce67fb6d3dde6d837438) (http://imgur.com/uLpGLe4)
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: Tarkus on May 05, 2013, 12:24:11 PM
If you downloaded the initial aborted 31.1 release (Controller e179/s179), that was an issue.  It was fixed for the real 31.1 release (Controller e180/s180).  Hover over the NAM icon at the bottom of the Highways menu to check which controller you have.

-Alex
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: spot on May 05, 2013, 12:38:51 PM
Quote from: Tarkus on May 05, 2013, 12:24:11 PM
If you downloaded the initial aborted 31.1 release (Controller e179/s179), that was an issue.  It was fixed for the real 31.1 release (Controller e180/s180).  Hover over the NAM icon at the bottom of the Highways menu to check which controller you have.

-Alex

You are correct. I'm downloading the newer version. Thank you.
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: vinlabsc3k on May 08, 2013, 10:21:51 AM
Sorry if already posted, but there's a bug with Project Symphony and Monorail overpass.
Some props without texture appear on monorail intersecting the PS ortho and diagonally :o and CTD (crash to desktop) with HSRP. :'(
I've installed all the NAM with small controller and without BTM.
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: Opkl on May 08, 2013, 01:26:03 PM
Not sure if anyone posted something earlier, but the PS L2 ramp A is missing a rotation when pressing the "end" key. Also, the maxis avenue has issues when crossing under a L2 6C RHW.   
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: Tarkus on May 08, 2013, 03:12:09 PM
Quote from: vinlabsc3k on May 08, 2013, 10:21:51 AM
Sorry if already posted, but there's a bug with Project Symphony and Monorail overpass.
Some props without texture appear on monorail intersecting the PS ortho and diagonally :o and CTD (crash to desktop) with HSRP. :'(
I've installed all the NAM with small controller and without BTM.


We'll have to test that one.  I could potentially see the PS x HSRP being a case of stray triangles on the S3Ds.

Quote from: Opkl on May 08, 2013, 01:26:03 PM
Not sure if anyone posted something earlier, but the PS L2 ramp A is missing a rotation when pressing the "end" key. Also, the maxis avenue has issues when crossing under a L2 6C RHW.   

The PS "missing ramp" issues were one of the first things documented after 31.1 (Issue #119 (https://github.com/BluelightningSC4/Network-Addon-Mod/issues/119)).  They've been fixed on our end for some time, and will work properly with NAM 31.2.  The L2 RHW networks are still less stable than the L1s and ground networks.  I'll take a look at that one.

-Alex
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: feyss on May 10, 2013, 10:52:56 AM
Hello. My game crash one time in two when I save the map. I tought it was solve with the last update. Someone has a solution to fix it ?
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: z on May 10, 2013, 12:23:24 PM
It sounds like you need to install the 4GB Patch (http://www.ntcore.com/4gb_patch.php), which was mentioned in the release announcement.
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: Terring7 on May 11, 2013, 09:08:50 AM
Did I something wrong here? ()what()

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg585%2F235%2Fkonradshohe10apr7113682.jpg&hash=b35dba8068903a64ac997b93c79ad0df25c5c13a)
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: Swordmaster on May 11, 2013, 04:17:11 PM
Yes, you're LHD which I think the bridge does not support.


Cheers
Willy
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: Tarkus on May 11, 2013, 10:44:44 PM
It should now. (https://github.com/BluelightningSC4/Network-Addon-Mod/issues/145)

-Alex
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: APSMS on May 12, 2013, 03:28:19 AM
I had a question regarding the Railway textures. Considering that the new NAM contains new rail textures made by dedgren, is it likely that this (http://community.simtropolis.com/files/file/25809-railway-upgrade-mod/) mod by Rivit is now obsolete? I'm not sure whether or not dedgren's textures address all of the issues Rivit mentions and I'm not really equipped to examine it at the moment.
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: Gugu3 on May 12, 2013, 11:20:23 AM
Hi everybody...have i done something wrong with the installation?
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg40.imageshack.us%2Fimg40%2F5639%2Fgreenwich1set1131368382.jpg&hash=5368f6b91cfcbe0b92c4bcd52cf030f3068fb0fe)
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: gesia on May 14, 2013, 01:26:02 PM
Hello there,

I'm, getting Sim City 5 traffic behavior with NAM 31.1. Not sure if that's a major bug or a messed up installation, but as can be seen below my sims are avoiding one of my roads at all cost. They're going backwards around town, over a long street, and through a toll both instead of taking the obvious way. They also walk for very long distances, much more than usual, from the residential to the industrial area.

I already replaced a roundabout to the left with an intersection, but to no effect. And I removed the road and rebuild that part completely, but no effect either. I also added some orthogonal roads, but still no effect. They actually didn't use those either. Kinda running out of ideas here.

I'd really appreciate it, if someone could give me hint about what I'm doing wrong here. This obviously isn't the desired behavior.

Thanks in advance!

EDIT: Seems to be related to NWM. Removing some NWM roads that intersect with this road and rebuilding them (as normal roads) fixed the problem. Strange, been using them a lot (see to the left) and didn't notice anything strange there...

EDIT 2, for people with similar issues: Confirmed to be a pathing issue. British-English installation of SC4 (LHD), but NAM and roundabout are RHD. Surprising I got this far at all.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.dnps.de%2F_files%2Fsc_road_issue.jpg&hash=9a183c851bf6442a0111ae0669f72584c1176236)
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: kassarc16 on May 14, 2013, 02:28:24 PM
Path issues for sure. Can you take some shots with "drawpaths" on?
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: z on May 14, 2013, 02:30:18 PM
Rather than the road, your Sims specifically seem to be avoiding that roundabout.  Could you please turn on the "drawpaths" cheat and then provide a close-up picture of the area around the roundabout?
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: APSMS on May 14, 2013, 07:48:00 PM
As an intermediate fix, it might be worth it to try the roundabout again, but put the NWM AVE2-to-RD2 transition further back from the intersection. It's possible that the intersection kills the paths on the transition when it's too close. I've seen stranger things happen, so that possibility isn't all that unlikely.
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: GDO29Anagram on May 14, 2013, 10:06:51 PM
Or maybe the OWR roundabout was dragged the wrong way. It's a common issue.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Fs6jUTu6.jpg&hash=375da69efe7393ff2f7ae6f5f20cdfc75f3e71a1)
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: godtrams on May 15, 2013, 12:59:01 AM
Hello Trafficworker ::)
I'm back to SC4 for some months and started to use the NAM - at first a version from arround 2k - and now the actual 31.1. In the 'old' version I noticed a small curiosity - after installation of the NAM and using the zoneview inside a city, a couple of trees, props etc. are still visible. that's the reason I changed to the actual version and thought this 'viewproblem' would be gone. It isn't. So I'm not realy fluent in english and the overall traffic regarding technical term to search propper for a solution here. Is ist well known or maybe 'arty' - got a deeper sence? Thank you for your wonderful work.
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: z on May 15, 2013, 01:45:37 AM
If you want to use the standard Maxis Zones view, then open the Traffic Simulator Configuration Tool and uncheck the box at the bottom labeled "Use new Zones View".

If you don't have the Traffic Simulator Configuration Tool, you can get it by rerunning the installer, choosing the "Traffic Simulator Only" option, and then choose "Install/Start Traffic Simulator Configuration" at the end of the installation.
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: godtrams on May 15, 2013, 05:27:45 AM
Thank you 'Z' <-remembers me back to 'The Bitmap Brothers' time ::)
Perfect support, excellent &apls, I must say I've installed the NAM "only" for pedmalls, curves, eyecandy-issues etc. so I've never installed or wanted to use the gigantic Traffic Simulator Configuration Tool . Now I do ;D.

It was a little tricky, cause the option 'Install only the...' deleted my previous selection of the NAM parts but so far it runs and looks like before (three installations later, *pfff* :D) There's a last thing I'd like to fix. The delivered Allybridge AlexandreIII inside the NAM is missing some lightprops I think - they're streetparts :D. I did a couple of new, clean NAM installations but the lights still missing. Found a thread regarding that - it said a file from the ...Neuf.. bridge brings the lights to the AlexandreIII bridge - but it doesn't (JENXPARIS_Prop_Bridge_Light_Cones_R1.dat) was suggested.

Here's a picture how the bridge looks like:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fs14.directupload.net%2Fimages%2F130515%2F7337c7b7.jpg&hash=f22c46e4f838633f9be1276249b0bf316faf6dfc)

Here's the link - if the picture won't show up. http://s14.directupload.net/file/d/3256/7337c7b7_jpg.htm

Sorry for the whole commercials there

Another assistance would be very nice. Thank you!
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: jdenm8 on May 15, 2013, 06:43:11 AM
We had issues with IID range overlap with most of the new bridges. Choco thought that range belonged to him, but it was assigned to Xannepan for his bridges. A few other bridges were also overlapped. We moved all of the unreleased bridges to new IID ranges (since they weren't available to the public) to fix the problem. What you're seeing is the streetlight prop texture being overridden by one of the renders for the bridge that originally collided with that bridge.

I'll add it to the bug list, it may make it into NAM31.2.
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: gesia on May 15, 2013, 07:27:24 AM
Thank you GDO29Anagram, APSMS, kassarc16 and z (the master himself?) for your replies to my road/roundabout issue.

Following the paths a little more precisely I noticed those crazy sims driving on the wrong side. Turns out installing a European SC4 in "English" will not choose 0x01 "English" but rather 0x13 "UKEnglsh" and switch to LHD. Obviously, installing NAM with RHD over that and then drawing RHD roundabouts (as I know them) must fail.

I'm surprised I even got this far. And I honestly don't know how I didn't notice this earlier. Like when the LHD option was checked in the NAM installer and I unchecked wondering why that would be default...  &mmm

Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: z on May 15, 2013, 12:28:14 PM
Quote from: godtrams on May 15, 2013, 05:27:45 AM
It was a little tricky, cause the option 'Install only the...' deleted my previous selection of the NAM parts but so far it runs and looks like before (three installations later, *pfff* :D)

That sounds like a bug.  The "Traffic Simulator Only" option is supposed to merely update your traffic simulator if you have the rest of the NAM already installed.  Was the rest of your NAM version 31.1?
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: spot on May 15, 2013, 01:27:00 PM
diagonal OWR intersection with avenue is broken:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Fx8d2O37l.jpg&hash=b04621f8e3918ca654d42a83a21eb2fabbce69e3) (http://imgur.com/x8d2O37)
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: jdenm8 on May 15, 2013, 07:20:47 PM
Quote from: godtrams on May 15, 2013, 05:27:45 AM
Thank you 'Z' <-remembers me back to 'The Bitmap Brothers' time ::)
Perfect support, excellent &apls, I must say I've installed the NAM "only" for pedmalls, curves, eyecandy-issues etc. so I've never installed or wanted to use the gigantic Traffic Simulator Configuration Tool . Now I do ;D.

It was a little tricky, cause the option 'Install only the...' deleted my previous selection of the NAM parts but so far it runs and looks like before (three installations later, *pfff* :D) There's a last thing I'd like to fix. The delivered Allybridge AlexandreIII inside the NAM is missing some lightprops I think - they're streetparts :D. I did a couple of new, clean NAM installations but the lights still missing. Found a thread regarding that - it said a file from the ...Neuf.. bridge brings the lights to the AlexandreIII bridge - but it doesn't (JENXPARIS_Prop_Bridge_Light_Cones_R1.dat) was suggested.

Here's a picture how the bridge looks like:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fs14.directupload.net%2Fimages%2F130515%2F7337c7b7.jpg&hash=f22c46e4f838633f9be1276249b0bf316faf6dfc)

Here's the link - if the picture won't show up. http://s14.directupload.net/file/d/3256/7337c7b7_jpg.htm

Sorry for the whole commercials there

Another assistance would be very nice. Thank you!

Are you sure you're using the ltest version of the NAM? I'm told this was fixed in 31.1.
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: Tarkus on May 15, 2013, 10:03:10 PM
Quote from: spot on May 15, 2013, 01:27:00 PM
diagonal OWR intersection with avenue is broken:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Fx8d2O37l.jpg&hash=b04621f8e3918ca654d42a83a21eb2fabbce69e3) (http://imgur.com/x8d2O37)

That looks more like some sort of issue with your traffic light mod.

-Alex
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: z on May 15, 2013, 11:11:08 PM
There's still the problem with the indentation in the OWRs, which I also get.
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: memo on May 16, 2013, 12:05:02 AM
I don't see the problem. What do you mean, Steve?
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: z on May 16, 2013, 12:17:32 AM
Well, now that you mention it, I guess those aren't indentations in the road - it's just crosswalks around it, which wouldn't be a bug.  It's one of those foreground/background illusion things; it just looks funny at first.
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: godtrams on May 16, 2013, 03:50:51 AM
@ 'Z': That's what I thought, too ??? and yes, I still belive it is/was the actual 31.1 downloaded three-four days ago. Before installing, I've deleted meticulous any old NAM-files in my plugin-folder except the eurotextures which I've deselected during custom installation (all additional buildings etc leaved in). All pedmall, coloured sidestreets highway-gateways/crosses etc. where gone - but the cities kept on going :thumbsup: I'm going to sort and clear-out my whole plugin folder today *heureka* and for that I'll redownload and install the NAM after finishing this post ;). I sure will post if something has changed regarding the lamps on the brigde (and/or any 'interesting' issue else I'm near to sure that it is not based on my nescience or fail ()stsfd())

@jdenm8: Yes! (I still belive it is/was the actual 31.1 downloaded three-four days ago)

You're impressive - in service, answearingtime(s) and of course your excellent work "Done with the NAM"!
Title: NAM 31.1 Technical Support and Bug Report Thread
Post by: Pueffi on May 16, 2013, 03:02:34 PM
Hello everybody,
every time a new NAM release is uploaded, I can't wait to install it and enjoy your great work.
My issue is a more cosmetic one:
I have installed the "Hamburg Euro Road Textures" and the turning lane modds for roads and avenues.
In existing cities, the road turning lanes show up, but after overriding the road crossings with the road tool, they disappear. The avenue turning lanes show up correctly still after overriding them.
The Hamburg textures showed up after renaming the z__nam folder to y__nam and placing the "Hamburg"-files into my z__z-folder where I use to place all the non-NAM modds. But that doesn't work for the "zzz1_NAM_Euro_Textures_Turning_Lanes_Roads" file.
I should mention that I use the "generic" plugin folder only for installation purposes, then dat-pack everything to the plugin folder I use for playing the game.
Is my issue caused by using the dat packer or is this a general problem?
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: MandelSoft on May 17, 2013, 12:52:24 AM
^ Have you installed the Euro Textures included in the NAM installer or the ones I uploaded months ago?
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: Pueffi on May 17, 2013, 06:15:31 AM
Oh- I know what you mean.  I installed the NAM-textures distributed with NAM 31.1. The "zzz1_NAM_Euro_Textures_Turning_Lanes_Roads" file I added later from an earlier version of your texture modd, trying to fix the turning lane problem by myself. I thought maybe some textures where missing and tried to use the old ones.
I will install NAM 31.1 again, delete all manually placed files and report my findings.
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: Pueffi on May 17, 2013, 08:03:14 AM
After uninstalling and reinstalling NAM 31.1 and checking my plugin folder if there is any other mod file that could conflict with NAM I started the game with the generic non-datpacked plugin folder, road turning lanes still don't show up.
The NWM Hamburg textures showed up after moving the z3_NWM_Euro...Hamburg-files to my z__z-folder  .
So it can't be the datpacker.
I think it would be nice if anyone else would report his/her experiences with costumized EURO-NAM textures.
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: MandelSoft on May 17, 2013, 08:40:55 AM
I think the installer has screwed up loading order a bit. I think that will be fixed ;)
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: Pueffi on May 17, 2013, 10:59:35 AM
Thanx for yor fast reply. I hope it's not to enoying for you to answer all these questions  :)
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: z on May 17, 2013, 02:34:34 PM
If I understand you correctly, your problem is with the road turning lanes - existing ones disappear if you redraw the roads drawn in previous versions of the NAM.  This is due to the fact that the implementation of these turning lanes was changed for NAM 30.  You need to plop a single rail tile in the intersection to enable them.  Doing this will bring them back in places where they have disappeared, and then redrawing the roads will not affect the turning lanes.  (As of NAM 31.2, it's going to be a single OWR tile so as to fix a bug with the stoplights.)

Other than that, selecting the Hamburg textures appears to produce the desired results on a clean system.  Are you having any other problems with these?
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: Opkl on May 18, 2013, 12:37:44 AM
Again sorry if this issue has already been discussed but the maxis rail and avenue have missing paths when dragged under a L1 diagonal 6C segment. Haven't tried to see if other networks are affected though.
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: Tarkus on May 18, 2013, 12:53:15 PM
Quote from: Opkl on May 18, 2013, 12:37:44 AM
Again sorry if this issue has already been discussed but the maxis rail and avenue have missing paths when dragged under a L1 diagonal 6C segment. Haven't tried to see if other networks are affected though.

Nope.  It hasn't been discussed, and I've just confirmed it as #152 (https://github.com/BluelightningSC4/Network-Addon-Mod/issues/152).  I also found #153 (https://github.com/BluelightningSC4/Network-Addon-Mod/issues/153) in the process of confirming it.  I'm hoping to get those two plus #146 (https://github.com/BluelightningSC4/Network-Addon-Mod/issues/146) out of the way before we release 31.2.  I'd fix more, but we don't want the "where's my MHW custom interchanges?" folks to reach a fever pitch.

-Alex
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: Pueffi on May 19, 2013, 06:00:26 AM
@z:Damn, you're right! I have to read your guides more carefully! Turning lanes on road crossings show up where I want to. That's brilliant. And finding a solution  with the Hamburg textures by myself I'm fine now.  I didn't recognize any missing textures, pathes or other oddities. And I take the blame for my mixed up plugin folders. 10000 files in 2000  folders sometimes are hard to handle  &mmm .
But something weird left: https://lh3.googleusercontent.com/-tyKK_rtdx6g/UZjU56XX1yI/AAAAAAAAABo/uJI-Dd4I9kM/s800/bridge%2520over%2520troubled%2520water%2520%2528800x500%2529.jpg
Using the high elevated rail bridge, the ground textures of the alternate implementation show up, but that' another story.
Thank you for taking your time.
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: z on May 19, 2013, 01:29:56 PM
Quote from: Pueffi on May 19, 2013, 06:00:26 AM
But something weird left: https://lh3.googleusercontent.com/-tyKK_rtdx6g/UZjU56XX1yI/AAAAAAAAABo/uJI-Dd4I9kM/s800/bridge%2520over%2520troubled%2520water%2520%2528800x500%2529.jpg
Using the high elevated rail bridge, the ground textures of the alternate implementation show up...

Yes, I noticed that too, but wasn't sure if was just me.  Time to file a bug report...
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: roadgeek on May 21, 2013, 07:49:49 PM
Quote from: roadgeek on April 30, 2013, 12:43:03 AM
I don't know if this has been reported yet, but I noticed a texture glitch on one of the rotations of L1 RHW 6C over OWR; the other three look fine. I will try to post a pic.

Well, I tried to grab a snapshot, but I couldn't duplicate the issue.
I did notice strange things when I tried L2 X L1 DXD for both RHW-6C and RHW-8S.
I will post a pic when I have more time to figure out how.
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: DJJ81087 on May 21, 2013, 10:36:57 PM
My issues with NAM 31.1 are the disappearance of the Maxis Custom Highway Interchanges and this suddenly happens to some LBT ground textures:

http://imageshack.us/photo/my-images/853/newcityjan2001366223406.png/
http://imageshack.us/photo/my-images/713/newcityjan2001366223427.png/
http://imageshack.us/photo/my-images/201/newcityjan2001366223441.png/
http://imageshack.us/photo/my-images/194/newcityjan2001366223462.png/
http://imageshack.us/photo/my-images/201/newcityjan2001366223441.png/
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: spot on May 21, 2013, 11:03:50 PM
   DJJ81087, I had the same problem even with the old NAM. What worked for me was having the old LBT prop packs and the newer Mega packs.
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: Tarkus on May 21, 2013, 11:14:04 PM
The disappearance of the Maxis Custom Highway Interchanges button is fixed on our end.  You'll be able to use them again with NAM 31.2.

Quote from: roadgeek on May 21, 2013, 07:49:49 PM
Quote from: roadgeek on April 30, 2013, 12:43:03 AM
I don't know if this has been reported yet, but I noticed a texture glitch on one of the rotations of L1 RHW 6C over OWR; the other three look fine. I will try to post a pic.

Well, I tried to grab a snapshot, but I couldn't duplicate the issue.
I did notice strange things when I tried L2 X L1 DXD for both RHW-6C and RHW-8S.
I will post a pic when I have more time to figure out how.


There are some funky things going on when dragging RHW networks under diagonal 6Cs.  That issue's been reported, and I'm looking into it.

-Alex
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: Wiimeiser on May 23, 2013, 12:36:13 AM
Just in case no one noticed (http://community.simtropolis.com/topic/57263-nam-311-technical-support-and-bug-report-thread/page-10#entry1378806), I think the OWR curve error is really serious...
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: Tarkus on May 23, 2013, 12:41:00 AM
Quote from: Wiimeiser on May 23, 2013, 12:36:13 AM
Just in case no one noticed (http://community.simtropolis.com/topic/57263-nam-311-technical-support-and-bug-report-thread/page-10#entry1378806), I think the OWR curve error is really serious...

From what I can tell, it only occurs in a particularly rare situation.  Certainly something to look into going forward, but not critical.  It's also worth noting that those OWR curves actually work with the new Draggable WRC method for NAM 31, further minimizing any issue there.

-Alex
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: smartbylaw on May 24, 2013, 10:28:51 PM
It seems that the bridge for RHW 10S has still not been fixed (or even acknowledged as I have seen). Here are two pictures with paths. Any suggestions for remedies? Is there already a fix?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg198%2F7245%2Feastmorrowjan2300136945.png&hash=6bcb3d74d275e14d0529367bcb3a3ce851dd5760)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg442%2F7245%2Feastmorrowjan2300136945.png&hash=6499ad65cc9c3a71caf823bee8e833b2de88c0bc)

Thanks,
SBL
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: Tarkus on May 25, 2013, 12:13:39 AM
It's been fixed on our end (https://github.com/BluelightningSC4/Network-Addon-Mod/issues/130).  We're not distributing "fixes" between releases.  The only remedy is to wait for NAM 31.2.

-Alex
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: freshballin365 on May 25, 2013, 02:48:03 AM
I'm not sure if this has been mentioned before, but I'm having trouble orienting the RHW 8C Orth-FAR transition piece. Thanks for all your work guys!


http://imageshack.us/photo/my-images/51/vannuysmar4001369472472.jpg/
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: Wiimeiser on May 25, 2013, 09:13:02 AM
Is it a problem with the preview? Also, is your game RHD or LHD?
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: freshballin365 on May 25, 2013, 10:17:30 AM
Quote from: Wiimeiser on May 25, 2013, 09:13:02 AM
Is it a problem with the preview? Also, is your game RHD or LHD?

@Wilmeiser. My game is RHD. I'm not sure what you mean by preview. For some reason, I can't layout the piece on the left to connect with the one on the right.
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: smartbylaw on May 25, 2013, 09:04:06 PM
Quote from: Tarkus on May 25, 2013, 12:13:39 AM
It's been fixed on our end (https://github.com/BluelightningSC4/Network-Addon-Mod/issues/130).  We're not distributing "fixes" between releases.  The only remedy is to wait for NAM 31.2.

-Alex
Oh okay! Sorry for reporting an issue that has been resolved. Hopefully NAM 31.2 comes soon.
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: Wiimeiser on May 25, 2013, 09:15:33 PM
Quote from: freshballin365 on May 25, 2013, 10:17:30 AM
For some reason, I can't layout the piece on the left to connect with the one on the right.
Try placing them in the other order.
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: feyss on May 29, 2013, 09:37:58 AM
Hi, just this:  ;)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimage.noelshack.com%2Ffichiers%2F2013%2F22%2F1369843244-decalage.jpg&hash=0bd58a50faa0a7d62573e7158f60c5ae9e812ec5)
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: MandelSoft on May 29, 2013, 10:04:46 AM
Known and solved on our end. The old FARHW models sill steem to be included in this livery...
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: k808j on May 29, 2013, 03:31:28 PM
Something else I noticed. Dealay's BSC Regional Counter.dat freezes the game after I installed NAM 31.1. I had to close the box instead of tracking the city in the beginning in order to play. Has this happened to anyone else? Does the file's age (2005) have anything to do with it?
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: feyss on May 29, 2013, 05:01:42 PM
Quote from: MandelSoft on May 29, 2013, 10:04:46 AM
Known and solved on our end. The old FARHW models sill steem to be included in this livery...

Thanks. I have new questions.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimage.noelshack.com%2Ffichiers%2F2013%2F22%2F1369871669-encore.jpg&hash=746d81230e01a1d80fea1d895500a60a750b3807)

I'm trying to make a two-level highway but 7.5 meter bridge above RHW don't exists (C) and transition between ground and 7,5 meter RHW bridge don't exist either (D). Would those pieces come in the next update ?

Also, why it's not possible to put a RHW bridge above an avenue-bridge transition (A) although I can do it with a road bridge (B) ?

Thanks.  :)
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: APSMS on May 29, 2013, 06:55:22 PM
I'm not sure about C (I thought I saw it in the lineup of overpass pieces, but I haven't gotten around to using the 7.5m network yet).

About D, you need to use the flex on-slope transition to 7.5m El-RHW. The RHW-6S will override the RHW-2 base; presto! 7.5m RHW-6S.

I suspect D has much more to do with the increased complexity of the avenue network and the extra modeling/texturing that comes with trying to make such a puzzle piece for all the possible combinations. Perhaps an one-way road solution would be more appropriate? (though I'm not sure if that puzzle piece exists either, to be honest)
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: z on May 29, 2013, 07:35:35 PM
Quote from: k808j on May 29, 2013, 03:31:28 PM
Something else I noticed. Dealay's BSC Regional Counter.dat freezes the game after I installed NAM 31.1. I had to close the box instead of tracking the city in the beginning in order to play.

What version of Windows are you running, and what are your hardware specs?  Have you installed the 4GB patch (http://www.ntcore.com/4gb_patch.php)?

QuoteDoes the file's age (2005) have anything to do with it?

It shouldn't.
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: Wiimeiser on May 29, 2013, 09:22:40 PM
You can use the Avenue ramps with OWR but the textures won't match up and there's no inside ramps. FLEXRamps could be a possible solution in the future.
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: memo on May 30, 2013, 05:09:28 AM
For (A), use the Avenue-T-Onslope piece as on the opposite side and connect it to the avenue. To remove the intersection, drag rail across it so that you get a railroad crossing. Demolish the rail tracks, but not the avenue. Afterwards, you should be able to drag RHW across the avenue.
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: feyss on May 30, 2013, 11:40:16 AM
Quote from: APSMS on May 29, 2013, 06:55:22 PM
I'm not sure about C (I thought I saw it in the lineup of overpass pieces, but I haven't gotten around to using the 7.5m network yet).

About D, you need to use the flex on-slope transition to 7.5m El-RHW. The RHW-6S will override the RHW-2 base; presto! 7.5m RHW-6S.

Very nice. I didn't know this piece. Thanks :thumbsup:

Quote from: memo on May 30, 2013, 05:09:28 AM
For (A), use the Avenue-T-Onslope piece as on the opposite side and connect it to the avenue. To remove the intersection, drag rail across it so that you get a railroad crossing. Demolish the rail tracks, but not the avenue. Afterwards, you should be able to drag RHW across the avenue.

It work. Thank you.  :)
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: Kitsune on May 30, 2013, 04:59:25 PM
has this been covered ... the l1 to l2 MIS ramp seems unstable compared to the others. You have to drag the MIS out atleast 5 tiles at either end to get it work, even if you book-end it with starters.
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: k808j on June 01, 2013, 07:22:48 PM
@ Z- Win 7, Intel T2050@1.6 Ghz, 3 gb mem, 32 bit with 4mb patch applied.
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: z on June 01, 2013, 08:10:46 PM
Quote from: k808j on June 01, 2013, 07:22:48 PM
@ Z- Win 7, Intel T2050@1.6 Ghz, 3 gb mem, 32 bit with 4mb patch applied.

Since you're running 32-bit Windows 7, the 4 GB patch isn't sufficient by itself to do anything.  (I assume you didn't really mean 4mb.)  Instead, you additionally have to run the file Patch32.bat in the attached file, and it must be run as Administrator.  There is a slight possibility that this will cause instability on your system; if it does, run the enclosed file Unpatch32.bat, also as Administrator.
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: Shingure on June 02, 2013, 12:05:43 PM
Hello,

I've been having issues with the Wide Turn on the Maxis highways as well as the interchanges. When I go to that menu option and click it all that displays is a red arrow and no options to plop either the 45 degree wide turn radius Maxis highway piece of any of the custom interchanges.
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: z on June 02, 2013, 12:58:29 PM
Quote from: Shingure on June 02, 2013, 12:05:43 PM
I've been having issues with the Wide Turn on the Maxis highways as well as the interchanges. When I go to that menu option and click it all that displays is a red arrow and no options to plop either the 45 degree wide turn radius Maxis highway piece of any of the custom interchanges.

This is a known problem that has been fixed on our end, and will be fixed with the release of NAM 31.2, which is coming soon.
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: k808j on June 03, 2013, 09:56:36 AM
@Z- Thks for the patch and we ()borg() will let the joke slide (for now)  :).
Title: Re: NAM 31.1 Technical Support and Bug Report Thread
Post by: Tarkus on June 03, 2013, 08:48:21 PM
NAM 31.1 has been succeeded by NAM 31.2, and is no longer available or supported.  Thank you to all our loyal users who reported issues, making the improvements in NAM 31.2 possible.

Thread closed.

-Alex