Sim City 4 Devotion Forums

SimCity 4 Devotion Custom Content Showcase => Network Addon Mod (NAM) => Topic started by: Tarkus on September 03, 2020, 12:50:49 PM

Title: NAM 38 Now Available
Post by: Tarkus on September 03, 2020, 12:50:49 PM
The NAM Team is pleased to announce the official public release of the 38th edition of the Network Addon Mod, NAM 38.

(https://sc4devotion.com/img/nam38-promo.jpg)

Download Link
SC4D LEX (Cross-Platform) (https://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=851)

RELEASE NOTES

Note that without the 4GB Patch being properly installed, the game will crash to desktop. REQUIREMENTS
Note that the NTCore 4GB Patch is REQUIRED, and due to the installer change, is no longer installed by default.  The patch can be found inside the download, or downloaded directly from NTCore here (https://ntcore.com/?page_id=371), where further instructions on use of the patch can be found.  Also due to this installer change, the NAM Controller Compiler is no longer run as part of the installation process. All users will be initially given a full NAM Controller, which has a substantial size.  Users not using all features wishing to have a smaller controller can still run the Controller Compiler manually, as it is available in the download.  Those on 32-bit versions of Windows should proceed with caution.

The NAM is also now using a Java-based installer, designed by daeley, which is cross-platform (meaning no more separate Mac versions, and Linux support without WINE).  As such, the Java Runtime Environment (JRE) is now REQUIRED to run the NAM installer.  It was previous recommended for users wishing to utilize the NAM Traffic Simulator Configuration Tool (TSCT).  An open source version of Java can be downloaded from here (https://adoptopenjdk.net/).

Users who fundamentally object to installing Java (or are unable to for other reasons) can perform a manual install, with patience.  Details can be found at the end of this post.

With the new installer, the old NAM installation is no longer removed automatically, so users should manually remove the "Network Addon Mod" and "z___NAM" folders from their Plugins directory. It is recommended, particularly with this Release Candidate, that you back those folders up in a location that is not in your Plugins folder.  The "z___NAM" folder has been eliminated, and all files are now installed to the "Network Addon Mod" directory.

The RealRailway (RRW) standard for Rail is now the default and only option. One may choose to disable the RRW's more restrictive default slope settings by unselecting the "RRW Tunnel and Slope Parameters" box in the installer.  The original Maxis Rail specification will be supported via a Legacy Plugin, downloaded separately, at a later date. Also note that a number of cosmetic-oriented NAM plugins, such as the El-Rail Alternate Implementation, the Bullet Train Mod, and some advanced texture options (largely deprecated) have been removed from the installer. The Alternate El-Rail and BTM will be made available separately at a later date.  Please note that, much like Maxis Rail, these Plugins are effectively in "Legacy" status, and may not be actively maintained or supported by the NAM Team going forward.  Both the original Maxis Highways (MHW) and the "Maxis Highway Override/Project Symphony" (MHO) remain available.

The Station Locator, Updater, and Reconstruction Project (SLURP) is also no longer handled by the new installer.  A scaled down version of the old installer will be made at a later date to handle SLURP routines.  Users wishing to retain SLURPed stations should retrieve them from the "z___NAM\Mass Transit Lots\Station Overrides" folder in their existing NAM installation, where they will be found in the "Mass Transit Lots" subfolder.  Note that users running the 64-bit version of SimCity 4 on macOS may wish to refrain from retrieving SLURP stations, as there have been some encoding issues with stations that cause that version of the game to CTD.

The new installer also no longer performs a version check.  Please note, however, that for Windows users, Version 1.1.638 and above are still required, as Versions 1.1.610 and 1.1.613 have notable instabilities that may have a significant negative impact on the use of this mod.  Copies purchased from the Origin Store may still not meet this requirement, and support will not be offered to users with "unofficial" copies of the game.

New Features for NAM 38 
   Requirements and Compatibility  The Network Addon Mod will run on any system that meets the minimum system requirements for SimCity 4 Deluxe/Rush Hour.  Most modern PCs should be able to comfortably run the mod, if running a 64-bit operating system.  At least 1.2GB of hard drive space is required, in order to fully unpack the installer, but actual installation size may run from as little as 1.7MB to as much as 850MB, depending on the options chosen  and if one selects to manually run the Controller Compiler after installation.

The Network Addon Mod is compatible with the following versions of the game:
  The Network Addon Mod is NOT compatible with the following versions of the game:
  What should I do if the NAM installer rejects my copy of the game?

The new NAM installer (introduced with the NAM 37 Release Candidate) no longer runs a version check.  However, it is strongly recommended that users check the version they are running, as unpatched copies can be unstable.  In Case F, the solution is simply to install the EP1 Update 1 patch, which can be downloaded from EA (SKU 1-5), SimCity 4 Devotion (SKU 1-5), or Simtropolis (SKU 1 and 2 only). To determine the correct SKU version for your copy of SimCity 4, find the installation directory, and look in the subfolder named sku_data.  Alternatively, one can simply try all the SKU versions of the patch, until one works.

For Case G, see the section about Origin below.

For Cases H, I, and J, it is recommended that you purchase a digital copy of SimCity 4 Deluxe (NOT from Origin).

What if my disc copy has simply stopped working with Windows Vista, 7, 8, 8.1, or 10?

Microsoft decided in 2015 that secdrv.sys, the driver file used by the SafeDisc and other disc copy protection systems present in many PC games from the early 2000s, was a security threat. As a result, the driver was not included as part of Windows 10, and Microsoft issued a Windows Update, KB3086255, which disables secdrv.sys on Windows Vista, 7, 8, and 8.1.  In the case of the older versions of Windows, secdrv.sys can be re-enabled when needed through the use of the command prompt or a batch file.

Aside from the advanced step of manually signing a device driver for Windows 10, the only viable courses of action are to either purchase a retail digital copy of the game (NOT from Origin), or to redeem your CD key at no cost via Origin Customer Support (which, unlike purchasing from Origin, will result in you receiving a properly-patched version of SimCity 4 Deluxe).

Note that cracked executables (i.e. a "No CD" .exe) are not eligible for tech support.  The NAM Team does not support piracy, but understands the frustration with the game's original DRM system being blocked by Microsoft, forcing one to buy a new digital copy in order to continue playing.  However, the reason why cracked executables are not eligible is for more practical reasons, namely the potential for version mismatches (i.e. a Version 1.1.638 crack with Version 1.1.610/613 .DAT files, or vice-versa), which can greatly complicate the team's efforts to provide useful technical support to users.  The Origin issues played a role in our keeping the version check in place, until the recent installer change in 2020.

Please note that if you are attempting to use an old, 32-bit version of Windows in order to still run your disc game, this will substantially hamper the performance of the game with the full NAM installed, and it is highly recommended that you run the game on a 64-bit operating system. If you must run on a 32-bit OS, you will most likely need to manually run the Controller Compiler and install a smaller feature set. (The RealHighway (RHW) system is by far the largest part of the NAM.) 

Notice to Users Who Purchased a Digital Copy from Origin 

Aside from a brief period in 2014-2015, Origin, the digital retail platform run by Electronic Arts (EA), has been selling defective copies of SimCity 4 Deluxe to retail customers.  As of the release of NAM 38, this appears to still be the case.  Unlike the retail versions sold by GOG.com, Steam, and Amazon (the "Thin Game Download" version), which come pre-patched to Version 1.1.641, the Origin retail copy is Version 1.1.610.  By virtue of switching out the original SafeDisc copy protection for their own DRM, Origin altered the checksum of the game's executable, which prevents the EP1 Update 1 patcher--a piece of software they made--from running.  This not only prevents the NAM from being installed, but leaves Origin retail copies with all the bugs that the developers fixed in 2003.  It also prevents first-party content creation tools like the Building Architect Tool (BAT) from being installed.  In effect, the Origin retail copy is unpatched and unpatchable.

The NAM Team recommends you contact Origin Customer Support about obtaining a refund, even after the return period has expired, as users have had success in this case.  If you are among the users who are saddled with the unpatched and unpatchable Origin retail version, the team would also appreciate hearing from you, as we have a strong desire to see Origin give their customers a properly-patched copy of the game, and are trying to document just how many users are affected.

Strangely, copies obtained by redeeming an existing CD key at no cost with Origin Customer Support (Case C) are properly patched, despite what the same support team routinely tells those who bought copies and received defective Version 1.1.610 digital copies.

In short:
  For a more detailed assessment of the Origin situation, NAM developer Tarkus has written extensively on the subject at his blog, SimTarkus (https://simtarkus.wordpress.com/category/origin/).

Note to Mac Users

Aspyr recently issued an update to their port of SimCity 4 Deluxe for macOS, updating it from a 32-bit app to a 64-bit one on both Steam and the App Store, allowing it to be compatible with macOS Catalina (10.15) and later.  This change has introduced a number of quirks, however.

Most notably, it has changed the key combination for cycling through TAB Loops under the NAM's various buttons.  Instead of using TAB to move forward, and Shift-TAB to move in reverse, Mac users must now use Ctrl-TAB to move forward, and Ctrl-Shift-TAB to move in reverse.  While TAB and Shift-TAB will allow one to move through the TAB Loop, these keys/combinations will cause some pieces under the buttons to be skipped.

Furthermore, the changes have also broken simmaster07's SC4MacInjector, which allowed DLL plugins--including SC4Fix.dll (which addressed the puzzle piece/TE Lot CTDs)--to run on macOS.  As such, these fixes no longer work on Mac, and users should exercise caution when placing stations in the vicinity of static puzzle pieces.

Additionally, the installation procedure for the NAM varies depending on if one is using the Steam version or the App Store version.

With the Steam version, the NAM will install into the correct location by default: /Users/{username}/Documents/SimCity 4/Plugins/.

With the App Store version, after running the installer, move "Network Addon Mod" folder from the default install location to /Users/{username}/Library/Containers/com.aspyr.simcity4.appstore/Data/Documents/SimCity 4/Plugins/

Preparing to Install The NAM 
Instructions for All Users


When one initially opens the NAM package after downloading, there will be several items present, besides the document you are now reading: the installer itself is NetworkAddonMod_Setup_Version38.jar. 4gb_patch.exe is the NTCore 4GB Patch, the Controller Compiler folder contains the NAM Controller Compiler, the Documentation is loose in the folder (and in the "feature-guides", "images", and "old" folders-- this has not been substantially updated since NAM 36), and the Traffic Simulator Configuration Tool folder, which contains the Traffic Simulator Configuration Tool (TSCT).

NetworkAddonMod_Setup_Version38.jar is the NAM Installer, which you will need to run to install the NAM.  If User Access Control (UAC) is enabled on your system, Windows may ask you to approve running the file with a simple "Yes"/"No" prompt.  Click "Yes" to allow the installer to run.

In order to progress through the installer, simply click on each tab.  Note that the license agreement must be agreed to before subsequent tabs can be accessed.  The "Cleanup" tab allows one to remove any residual files from old NAM releases, and pre-NAM transit mods that might cause conflicts, and is loaded with the old Cleanitol list that shipped with NAM 36.

Upgrading from a Previous Version

If you are upgrading from a previous version of the NAM, MANUALLY MOVE YOUR OLD NAM INSTALLATION OUT FROM YOUR PLUGINS FOLDER, INTO A SAFE LOCATION (note that this has changed from previous NAM releases)..  The NAM installer can no longer detect your previous installation options by reading the existing folder structure.  It is recommended that you check your existing installation, to determine which features you presently have installed.

Generally speaking, the NAM Team makes every effort to ensure that new versions at least retain some form of "legacy support", such that cities built with any previous NAM version will continue to function well with the latest version.

If you have consolidated your NAM files using a tool such as SC4DatPacker or JDatPacker, please read the appropriate section below.

Running The Installer   

Installer Options 

The NAM Installer allows for many different types of installation--with the current NAM installation, custom installation is the only option, though the most common installation is set to be the default.  Note that right-side driving (AKA RHD) and US textures are the default. A base Euro texture option remains available, and both the US and EU options are available for left-side driving (AKA LHD) as well.

A Note About Drive Side (RHD vs. LHD)

While the NAM Installer, as noted above, has a series of checkboxes in Custom Installation relating to drive side, it is worth re-iterating that these boxes only change the compatibility files installed with the NAM, and do NOT change drive side.  If you have an installation with Right-Hand Driving (RHD, vehicles driving on the right side of roads--this concept is NOT the same as the side one sits on when driving a vehicle) and wish to switch to Left-Hand Driving (LHD, vehicles driving on the left side of roads), this generally needs to be done either by adjusting the game's locale files, and then either editing the game's Windows registry entries, or by modifying the game's shortcut.

The new NAM Installer cannot determine default drive side of your installation, so make note of which side vehicles drive on in your game prior to installation. If you have changed your drive side by modifying the game's shortcut, instead of editing the Windows registry, then this would be the one and only case when changing the box checked here would be needed

A Note About the "4GB Patch"

Due to changes in computer systems, and continued expansions of the NAM's main Controller file, in 2013, it was determined that many newer systems, particularly those with more than 4GB of RAM, and running 64-bit versions of Windows, need additional accommodation.  To that end, the NAM includes a "4GB Patch", also known as a "Large Address Aware (LAA) Patch", which allows the game to access the full 4GB of RAM that a 32-bit application can read, instead of the default 2GB.  The NAM's patch was designed by NTCore, and built into the NAM with permission, and users with systems that need the patch will receive a prompt during NAM installation to install it.  The original patch can be found here (http://www.ntcore.com/4gb_patch.php).

The only thing this patch does is to switch the Large Address Aware switch, an accessible switch present in all Windows executables, from "off" to "on" for the game's executable.  Patches like this are common in game modding communities, including those associated with Skyrim, Fallout, and Morrowind, and can be used to enhance any 32-bit application's performance on systems with 64-bit operating systems and a suitable amount of RAM.

The default directory for where SimCity 4.exe may be located depends on how and where you purchased your copy of the game.
  *Note that only Origin copies acquired through Free CD Key Redemption (Version 1.1.641) are compatible with the NAM.  Copies purchased through the Origin Store or accessed via Origin Access (Version 1.1.610) ARE NOT COMPATIBLE.  See here for more details.
 
Running the Controller Compiler 

If you are an advanced user, and would like to trim down your installation of the NAM on the Mac platform, it is still possible to run the NAM Controller Compiler (a cross-platform application) after installing the NAM. Extract/open the "Controller Compiler" folder, and double-click the file "NAMControllerCompiler.jar". Select the 'input' folder "Network Addon Mod/Controller/" from the current "Controller Compiler" directory, and the 'output' folder "~/Documents/SimCity 4/Plugins/Network Addon Mod/" inside your plugins.

For the rest, follow the instructions of the compiler.

Regarding "DatPacking" and File Consolidation Post-Installation 

Programs to consolidate folders worth of SimCity 4 .DAT files, such as SC4DatPacker (Windows) and JDatPacker (cross-platform), are popular options known to improve game performance, given SimCity 4's preference to read a smaller number of larger files, instead of a larger number of small files--a fact determined by the BSC Team's "Miramba Experiment" of 2006.  The use of "DatPacking" programs on one's NAM installation, however, is a controversial topic.  The NAM Team's general advice is for Windows users to avoid DatPacking (unless one is extremely careful, while for Mac users, the use of JDatPacker is virtually required.

In general, if one plans to DatPack one's NAM installation, they should also save the pre-DatPacked NAM folder in a safe place, outside the Plugins folder beforehand. The reason for this is to avoid potential conflicts and issues, such as the "dual icon bug" and Controller file conflicts between new and old installations, as well as to make it such that one knows which options they have installed when upgrading to a new version, or re-installing the same version with different options.

In the case of the Aspyr port for the Mac platform (both App Store and Steam versions), it possesses a strange quirk in which exceeding a certain number of files or folders (regardless of size) in the Plugins folder can cause game slowdowns or even crashing-to-desktop (CTD).  To this end, using JDatPacker after installing the NAM on a Mac is a necessity, in order to ensure proper game performance.  Again, however, one should save their pre-DatPacked NAM installation in a safe place, outside the Plugins folder, to make for easy upgrades.

Uninstalling the NAM 

To uninstall the files, simply bulldoze every NAM item from this download in your cities and remove the files from the Plugins folder afterwards, which will be contained in Plugins\Network Addon Mod by default.

Changing Options After Initial Installation 

The NAM is a very expansive mod, with a substantial number of features, which may initially prove overwhelming to those not well-versed in its workings.  The NAM Team anticipates that users, particularly those new to the NAM, may want to change the feature set they have installed, as they learn more about the mod's contents and capabilities.

To that end, we encourage users to keep the installer for the current version handy after initial installation.  If you plan to change your particular set of options, you will need to remove your current installation.  Moving it out of Plugins to a safe location is recommended, in case you want to keep your existing settings as a backup.

Manual Installation - Advanced

Users who are unable or unwilling to install Java can perform a manual installation of the NAM, something which the new file architecture introduced in 2020 makes far more possible than the previous "Monolithic" releases.

This method requires a file decompression tool capable of opening .jar files, such as 7-zip (https://www.7-zip.org) (Windows) or Keka (https://www.keka.io/en/) (macOS).  To begin, open NetworkAddonMod_Setup_Version38.jar using your file decompression tool.
The NAM's contents are located in the "installation" subfolder. The current installer uses a series of character flags at the start of directory names, in order to instruct the installer how to order the options, whether they're mandatory or optional, etc.

Numbers preceded by the dollar sign ("$"), i.e. "$1", "$2", etc., are merely being ordered with this flag.

Any directory with the caret ("^") in front of the name (or behind a "$" ordering flag) is mandatory.

Any directory with the exclamation mark ("!") in front of the name (or behind a "$" ordering flag) is not installed by default.

Any options where the equal sign ("=") and the dash ("-") are present are mutually exclusive--only one should be installed (the "=" option is the default).
The "$1^Core" directory is required.  All other folders have options within them.  With "4_Automata Controller#", "7_Texture and Drive Side Support", and "8_Traffic Simulator#", simply select one of the options inside and discard the rest, as these are straight up mutually exclusive one another.

The Automata Controller basically affects the display of the visual traffic in-game--Standard is going to be the lightest, while Radical is going to be the heaviest, Persistent makes the automata visuals last longer, and the 24-Hour modifiers handle whether the display is constant, or follows the data for the 24-Hour clock in-game.

The Texture and Drive Side Support includes four options, depending on whether you want to use US/North American textures or Euro/International Textures, and the drive side of your game (RHD or LHD, which should match your selection for the NAM Controller).

With the Traffic Simulator, these are ordered by the "$1" and the like in order of lowest capacity option to highest. Medium is the default.

With 5_DataView Options#, there's two subfolders. Both are just straight up options, with nothing mutually exclusive. You can probably just leave this one as is, unless you really don't like the Data View changes.

With 6_Miscellaneous, the two mutually exclusive options to watch out for are Extended Station Queries (there's four options in there--very subtle differences between them), and Maxis Transit Lots\Airport Capacity Adjustment#, which has three options (Default, Medium, and Large). And the Hole Diggers and Raisers are very much recommended--they have lots of use outside regular NAM usage, too.

With 3_Additional Transit Stations, this depends on if you want more transit stations beyond the game's default, and what the NAM adds by default for certain additional override networks. There should be no harm in either adding this one in whole, or leaving it out altogether, and if there's certain added stations you like/don't like, you can go in and customize this later.

2_Additional Network Features is by far the biggest area of the installer. This contains all the actual network feature addons in the mod. Most networks/network groups will have a "Base Features" folder, which really ought to be mandatory, as it contains a lot of the NAM's basic additions to each network, along with any Wide Radius/Multi Radius Curves and Fractional Angles, as well as Roundabout options for the various road-type networks.

The main "mutually exclusive" option to look out for here is with the Maxis Highways (there's two options--$1=Default Style, which keeps the Maxis Highways' default look and adds the NAM's additions for it, or $2-Maxis Highway Override (RHW-Style), which completely reskins the Maxis Highways, removes access to the default interchanges, and replaces them with RHW-style modular interchange functionality and a few new ploppable interchanges. Using the RealHighway (RHW) option is pretty much mandatory if you're going this route).

The other ones to watch out for are in Water Transport, where the Canal Addon Mod (CAN-AM) has two mutually-exclusive styles ($1=Callagrafx Style and $2-SimGoober Style), and there's also quite a few "non-default" options in Roads, One-Way Roads, and Avenues.

Those three non-default options are !Legacy Auto Avenue Turn Lanes (these are the old auto-turn lanes that appear on Avenue x Avenue intersections--largely considered "deprecated" now, as they can interfere with some newer functionality), !Legacy Semi-Auto Road Turn Lanes (the "semi-auto" replacement for the old auto-turn lanes on Road x Road intersections, which now appear by clicking over Road x Road + and T-intersections with the One-Way Road tool, also somewhat "deprecated" now), and !One-Way Road Arrow Plugins. These Arrow Plugins are mostly just a matter of taste, and, despite the folder naming, actually supposed to be mutually exclusive. "Elimination" gets rid of the arrows entirely, "Reduction" hides some of them (and actually impacts the base functionality of the OWR network to some degree), while "Single Arrows" replaces the default double arrows with just a single arrow (which looks nicer on the NWM networks).

The rest of 2_Additional Network Features is pretty self-explanatory, though micromanagement of these options is not recommended, since it is possible to produce a broken installation this way. RealRailway is the only/default option for Rail now, it's best to go all or nothing on RealHighways (RHW) and the Road, One-Way Road, and Avenue folder's "Additional Widths and Turn Lanes" option (which contains the Network Widening Mod and FLEX Turn Lanes). And if something says "Legacy" but it's not prefixed with "!", it's probably safest to install it, as it pertains to being able to keep certain older, deprecated content working, if you've built it with previous versions.
 
-Alex
Title: Re: NAM 38 Now Available
Post by: BartonThinks on September 03, 2020, 01:10:24 PM
...You weren't kidding about that quick turnaround, huh?
Title: Re: NAM 38 Now Available
Post by: LucarioBoricua on September 03, 2020, 02:57:05 PM
From what I'm reading, I believe that the NAM version which will become my dream release may be NAM 40, because it seems that NAM 38 is establishing the preparatory work for so many features I've been awaiting for years!

But it does show that NAM 38 appears to be a return to normality in the development process, bringing more features and fixes over a shorter time period, NAM 37's development was an eternal nightmare. I'll be installing it sometime this weekend, very eager to try all these goodies!
Title: Re: NAM 38 Now Available
Post by: Gwyain on September 03, 2020, 03:34:52 PM
The Hybrid Railway (HRW) FLEX Piece system has been added. Hybrid Railway tracks allow both Passenger Rail and Monorail/High Speed Rail traffic (designed for use with the future Real High Speed Rail (RHSR)), and also feature overhead catenaries.  Stations, switches, and a base set of L1 Viaducts have been included. Ground HRW allows crossings with Road (OxO), L1 Road Viaduct (OxO and OxD), L1 One-Way Road Viaduct (OxO and OxD), and L1 Avenue Viaduct (OxO and OxD, click in Road stubs to fill in gaps on OxD).  L1 HRW allows undercrossings with all ground-level Maxis, RHW, and NWM networks, plus L0 HRW (OxO only).

That's certainly a fantastic new addition, am I correct in assuming this functions similarly to dual network pieces like tram-in-road? Could this same method be used for hybrid GLR-Rail trackage like some light rail systems use?



Title: Re: NAM 38 Now Available
Post by: Terring7 on September 03, 2020, 05:10:10 PM
The Hybrid Railway looks very interesting to me. Hopefully I'll install NAM 38 very soon :thumbsup:
Title: Re: NAM 38 Now Available
Post by: Mana-chan on September 04, 2020, 04:50:39 PM
I have the nam 37 installed, is it necessary to uninstall it for the nam 38?
Title: Re: NAM 38 Now Available
Post by: matias93 on September 04, 2020, 06:39:05 PM
I have the nam 37 installed, is it necessary to uninstall it for the nam 38?

Yes, backup your current NAM folder elsewhere, just in case.
Title: Re: NAM 38 Now Available
Post by: Mana-chan on September 06, 2020, 03:12:33 PM
hello, i have problems with the HRW
I do not know how to use it :(
if you can make an explanatory video
thanks
Title: Re: NAM 38 Now Available
Post by: gn_leugim on September 07, 2020, 04:44:43 AM
Hi,

using the HRW system at the moment is done mostly by the "puzzle" pieces, with the intercection being made by dragging the intersecting network away from the HRW.

I have only tested a bit with it, but it seems to work just fine. you have to test and play arround to get the grasp of it though.
Title: Re: NAM 38 Now Available
Post by: AsimPika3172 on September 07, 2020, 07:33:34 PM
Oh yeah! Version 38!!!!  :thumbsup: &apls &apls &apls &apls &apls &apls &apls &apls &apls &apls &apls :bnn: :bnn: :bnn:
Title: Re: NAM 38 Now Available
Post by: Tyberius06 on September 07, 2020, 07:49:47 PM
hello, i have problems with the HRW
I do not know how to use it :(
if you can make an explanatory video
thanks

I'm working on a picture tutorial about the new HRW (Hybrid Railway) network. I will post it in the following days.

- Tyberius
Title: Re: NAM 38 Now Available
Post by: roadgeek on September 08, 2020, 10:52:49 AM
So if I understand this correctly, there are diagonal Level 1 Transitions. Does this include OST?
I ran into a glitch in NAM37 with L1 OST when I overrode them with OWR. Only one end of the OST imaged correctly. I will try to get an image capture to upload.
Title: Re: NAM 38 Now Available
Post by: paddy0174 on September 08, 2020, 12:20:13 PM
@roadgeek
Sounds like a wanted feature, if I understand the changelog correctly:
Quote
Diagonal FLEX Height Transitions (FLEX-HT) for the RHW-2, MIS, and RHW-4 have been added (all L0-L1 only).  Note that the RHW-2 version does not automatically produce L1 RHW-2 by dragging out the top--a change that has been extended to the Orthogonal FLEX-HT as well, to improve stability.

Title: Re: NAM 38 Now Available
Post by: YouBet on September 08, 2020, 01:01:03 PM
Really looking forward to trying this. Quick question on installation (I am currently running v36).

I have backed up my plugins and am preparing to remove the previous NAM installation.

Is it better to run "Uninst.exe" in the current (v36) NAM folder, or should I simply move the NAM folder to another location outside my current plugins?

Should I also remove the "z___NAM" folder?

Thank you.
Title: Re: NAM 38 Now Available
Post by: Ramona Brie on September 08, 2020, 01:25:12 PM
Really looking forward to trying this. Quick question on installation (I am currently running v36).

I have backed up my plugins and am preparing to remove the previous NAM installation.

Is it better to run "Uninst.exe" in the current (v36) NAM folder, or should I simply move the NAM folder to another location outside my current plugins?

Should I also remove the "z___NAM" folder?

Thank you.

Yes. You should just delete the folders outright because NAM 37+ have a completely different file architecture.

Also remember to run the 4GB patch if you hadn't done so before with your current installation.
Title: Re: NAM 38 Now Available
Post by: Tyberius06 on September 08, 2020, 03:39:45 PM
Really looking forward to trying this. Quick question on installation (I am currently running v36).

I have backed up my plugins and am preparing to remove the previous NAM installation.

Is it better to run "Uninst.exe" in the current (v36) NAM folder, or should I simply move the NAM folder to another location outside my current plugins?

Should I also remove the "z___NAM" folder?

Thank you.

I would say until you try the NAM 38 out, just move the Network Addon Mod and z___NAM folders out from you Plugins to a safe location - You will have planty of time later to delete those, but if you used the ML Alt. El-Rail implementation or the Bullet Train Mod you should keep the z___NAM folder at a safe location. With NAM 37 these cosmetic override mods were taken out and later once the time-management let us to do, these mods in a clean and ready to use form will be uploaded to the LEX. If you used these mods with NAM 36 after installing NAM 38, create a Light Rail ML Alternate Implementation folder within the  2_Additional Network Features and copy the files from the z___NAM\El Rail Alternate Implementation to there.
Also for the BTM, create a ML Shinkansen Bullet Train Mod folder within the 2_Additional Network Features and copy the files from the z___NAM\Shinkansen Bullet Train Mod to this new folder.

- Tyberius

Title: Re: NAM 38 Now Available
Post by: Tyberius06 on September 08, 2020, 08:53:49 PM
hello, i have problems with the HRW
I do not know how to use it :(
if you can make an explanatory video
thanks

Ok, so there is this tutorial. It's kind a lot of stuff, but I wanted to cover most of the might be confusting parts too, like Neighbourn Connections, stations, different crossings etc... So lets start.

Images are opening on full size if you use the right click and open image in new window option.

Hybrid Railway (HRW) is a FLEX pieces based dual network system. Dual Network because it merges 2 types of InGame rail networks, Rail/RRW and Monorail/RHSR (bear in mind, that RHSR is currently under development (during the time of development and relase of this HRW in NAM 38), but ground level HRW can be connected to the current version of the GHSR network. This means, that these tracks can be used by both passanger rail and monorail based highspeed rails, also coming with the rail paths, this network also allows freight trains to functionally access these tracks.

1. You have 2 new icon under the Rail Menu and 2 default stations included to NAM 38.

a) HRW - Curves - It contains the ortho, diag and curve places and the height transition. The HRW has a long L0-L1 (7.5m) height transition. L2 is not planned according to my knowladge and the currently the L1 does NOT have diagonal version yet.

(https://i.imgur.com/BE0hxti.jpg)

b) HRW - Switches, Turnouts

(https://i.imgur.com/duttDBv.jpg)

c) HRW - Stations

(https://i.imgur.com/lZWe09h.jpg)

2. Placement - These are FLEX pieces. You just place the ortho-curve-diagonal pieces next to each other. They can overlap each other a bit, since they are flexible.

a) L0 placement: ortho-curves-diagonal

(https://i.imgur.com/JqbuxUZ.jpg)

b) L0-L1 height transition and L1 placement. After you placed the long height transition, you may keep adding the default 3x1 or 5x1 orthogonal pieces as long as you wish, then close the section down with an other height transition. Currently due to some technical difficulties during the development and testing phase, there is no diagonal L1 HRW support. It works in it's current state rather as an orthogonal overpass.

(https://i.imgur.com/aShBEbY.jpg)

c) Switches pt.1 - A2 switches

(https://i.imgur.com/5AJrbPY.jpg)

Switches pt. 2 - D2 DTR shifting turnout. This one is a bit tricky because it makes 2 pieces being involved and the placement is a bit trickier too. Also this is a really long turnout comparing to anything what you had with RRW. So you need to plan wisely, when you want to use this turnout. 

UPDATED PART (description and images) THANKS to CaptCity.

(https://i.imgur.com/jGqsNW3.jpg)

After you placed the D2 Turnout you need the asymetric bend piece to shift the offset tracks back to their proper poisition. In order to do that, you need to attach the offset part of the helper piece to the offset part of the turnout. From here you have two choice to going forward.
- You can overlap these "attaching" tiles, so they will blend nicely (image 3 and 4 in this section), or...
- or you can leave as they are just attaching each other. In that case there will get a 1 tile GAP, what you can fill up with the shorter ortho HRW piece.
- in fact you are actually able to continue the asymetric lines by placing the ortho HRW pieces (3x1 and 5x1) next to each other, as they will be converted to asymetric piece. You can then "lead" back the asymetric line to its proper placement with an other asymetric shifting helper piece or with a D2 Turnout.

(https://i.imgur.com/fGpglJ5.jpg)

The offset parts can overlap each other (if you wish a shorter and tighter set-up)

(https://i.imgur.com/O81r2ii.jpg)

(https://i.imgur.com/gqMMSU3.jpg)

It shows a set-up if you wish to keep going with the asymetric line for a while before you lead it back to its original placement.

(https://i.imgur.com/bU51jcQ.jpg)

d) Stations - there are 2 stations. They have the same footprint, but they are a bit different on capacity and function wise.
V1 (Dual Network) Station is supporting both Monorail and passanger rail - the trains can pass through on the station also passangers can get off an on from both type of transportation on this station.
V2 (RRW ONLY) station allows both monorail trans and passanger rail trains to pass through on the station, BUT it ONLY allows the passanger trains to exchange passangers with the station. From monorail type trains the passangers can not get on/off on this station, but the automata will pass through on the station to the next stations which would allow its passangers to get on/off.
None of these default stations allow freight trains to pass through on them.

(https://i.imgur.com/68Vpkuk.jpg)

Placement of these stations or generally any station which get involved with this network (only in the cases when the station actually lays on the HRW tracks and not a proximity station). It's a bit trickier, than the placement of a general rail station, since we are working a FLEX Piece based network.
- Choose a streight part of your HRW network and use the RHW DisConnector (DC) to delete as many tiles as you need for the station what you want to place. Well tests showed that actually you need to delete N+2 tiles (N=the lenght of the station, where the HRW tracks are running through). The +2 tiles are one each before and after the station.

(https://i.imgur.com/jSVQMzT.jpg)

- In the example image/station you can see, that I removed 8 tiles (with the DC) for the 6x1 tiles long station. You need to use then either the 3x1 or the 5x1 tiles HRW ortho piece to cover those after/before tiles with a HRW stub. Place your station between the stubs and it will automatically connect your station with the network.

* Alternatively, you can use the InGame bulldozing tool to get the required space for your station. In this case you don't need the extra tile (after/before), you can bulldoze as many tiles as the station actually requires. Bear in mind, that currently due to some side effects, bulldozing any tile of the HRW would cause damage in the surrounding networks (road, ave, rail etc...) too, which case you need to rebuild those.

(https://i.imgur.com/hewCGJR.jpg)

- Here you have your station on the network.

(https://i.imgur.com/W7kS0iO.jpg)

3. Bulldozing HRW tiles - currently due to some side effects, bulldozing any tile of the HRW would cause damage in the surrounding networks (road, ave, rail even another line of HRW etc...) too, which case you need to rebuild those. Most of the times highly recommended to use the DisConnector instead of the bulldozer tool.

(https://i.imgur.com/P7jv8R2.jpg)

(https://i.imgur.com/fnWGV0y.jpg)

4. Neightbourhood Connections - There are two methods to create Neighbourhood Connections (NC) with other city tiles for the HRW. Both have pros and cons and some related limations at this moment.
- type 1 is MonoRail based NC - This type of NC would allow MonoRail and Passanger Rail type trains to exit the city tile (but freight trans CAN NOT use this type of NC), although ONLY MonoRail type trains would enter and continue their route on the other tile. Passanger rail routing is not appering on the other tile, but that doesn't mean that the passangers, which they were being carried from the other tile wouldn't have arrived to their destination. It's hard to tell. During testings I saw traces of this behaviour, but I can not say anything for sure.
- type 2 is Rail based NC - This type of NC would allow Passanger Rail, Freight Rail and MonoRail type trains to exit the city tile, BUT (such as the Passanger Rail routing with the other type of NC) the MonoRail trains would not enter to the other city tile. Freight trains only exit a city tile by default game  standards. With this type of NC Passanger Rail trains can exit and enter to neighbouring city tiles.
One other small detail about MonoRail using the Rail based NC. Test shows that MonoRail would be only using this type of NC, if there is no possible way for Passanger Rail trains to get access in the other city tile therefore passangers can not get on/off the train. For example in the next city tile first you place a Monorail only station, which would not allow Passanger Rail to pass through or exchange passangers. In that case the MonoRail would use the the Rail based NC, but if there is a station before that on the other tile, which allows Passanger Rail capacity, then the MonoRail stop using the NC and Passanger Rail routing would take its place.

First city tile. The upper tracks with Passanger rail traffic has Rail based NC. The lower tracks has MonoRail based NC. On the lower tracks the MonoRail trafic routing actually covers the Passanger Rail trafic routing, but there is some PR usage on that track too.

(https://i.imgur.com/hB7iiCn.jpg)

Other city tile. The upper tracks with Passanger rail traffic has Rail based NC. The lower tracks has MonoRail based NC. On the lower tracks Passanger Rail trafic routing wouldn't enter, although they exitited on the same NC from the other tile. (*disclaimer on the MonoRail routing: there was a bit of time difference between the taken images. you can see that MonoRail is exiting from the this second city, but they don't appear on the above image. This is because the time difference between the capture of the two images. Later I could confirm the dual-way use of the MonoRail based NC by Monorails.)

(https://i.imgur.com/PRqBKMo.jpg)

a) Placement

- Draw over on the city edge with either the MonoRail tool (NC arrow above ground level - L2) or the Rail tool (NC arrow above ground level L0) to create default Neighbourn Connection.

(https://i.imgur.com/nJWdPB5.jpg)

- Use the DisConnector Tool to delete the stubs. Note, the NC arrows are still in place.

(https://i.imgur.com/Fys2rlu.jpg)

- Place either 3x1 or 5x1 ortho HRW FLEX pieces to run over the edge of the tile, and connect them to the rest of the network.

(https://i.imgur.com/UYoOeW8.jpg)

- There are some limitations as I explained above. It depends on how functional player you are. If you wish the get NC functionality for both transit type (MonoRail and Rail and alternatively freight rails too), I would recommend you to devide the network with a switch before the city edge and make one MonoRail based NC and one Rail based NC. There is no garantie however, that passanger rails would choose the Rail based NC or how many trains would choose that one. Freight trains will choose that one for sure. For Freight trains you either need a Rail based NC or alternatively you can devide the network with a switch before the edge of the tile and turn the last few tiles to RRW. [/i]

(https://i.imgur.com/f8Igymf.jpg)

5. Transition with RRW and current GHSR - There is a smooth transition between RRW and HRW, you just need to draw the rail tool out of the stub of the HRW. There is also a not soo smooth transition between HRW and GHSR (since that one is MonoRail based as well), it's functional, though. The HRW is designed to be a mediator network between RRW and RHSR

(https://i.imgur.com/9HwTKq5.jpg)

6. Crossings with HRW
a) L1 HRW overpassing L0 networks mostly OxO ONLY - Road, OWR, Avenue, Street, MHO/MHW, all the NWM networks, all the RHW networks, RRW DTR and STR, HRW.
Currently (with the initial release in Network Addon Mod v38) GLR/Tram, Tram-in-Avenue (TIA), Tram-in-Road (TIR), Tram-on-Road (TOR), Tram-on-Street (TOS), GHSR, Pedmall, FLUP, U-Rail and U-Tram HRW overpasses are not supported, these networks CAN NOT cross the new HRW network in any way.

It uses an easy stub-to-stub method. Draging the underpassing network away from or towards on both side of the L1 HRW will automatically create the overpass.

-Road, OWR, AVE, Street, L0 MHW/MHO

(https://i.imgur.com/1uTbiG6.jpg)

- Multi-tile NWM

(https://i.imgur.com/oL40e4S.jpg)

- Multi-tile RHW

(https://i.imgur.com/zXBiyDj.jpg)

- HRW

(https://i.imgur.com/5Snsesv.jpg)

- RRW DTR (STR can underpass it as well)

(https://i.imgur.com/OgMx09b.jpg)

- ONLY Road and OWR can diagonally underpass the L1 HRW (NAM 38)

(https://i.imgur.com/NMyM7VY.jpg)

b) HRW underpassing some L1 networks.

- L1 Road-OWR-AVE and L0 HRW OxO crossing and L1 Road-OWR and L0 HRW DxO crossing - they have pretty much the same method, but you might need to place an other L1 Road or OWR starter piece on the other side of the viaduct (in the case of diagonals).

(https://i.imgur.com/ADGCVWD.jpg)

(https://i.imgur.com/HFfAZrB.jpg)

(https://i.imgur.com/svSVSxq.jpg)

- L1 Avenue and L0 HRW DxO crossing

(https://i.imgur.com/Dx2HfIV.jpg)

(https://i.imgur.com/lVuxvLA.jpg)

(https://i.imgur.com/QeMhzZP.jpg)

(https://i.imgur.com/NkoGRDp.jpg)

NONE of the other elevated networks - El-Light Rail, MonoRail/HSR, L2 E-RRW, L2 Road-OWR-AVE, L2 MHO/MHW, L1-L4 are able to cross currently the HRW in any way (NAM 38).

c) HRW and other networks at grade OxO ONLY - ONLY road and HRW can cross HRW at grade and OxO ONLY.
In the case of the HRW-HRW crossing, you can simple use an other HRW FLEX piece to cross your HRW network. The Road version is using the usual stub-to-stub method. Drag the Road tool towards or away from the HRW network to get the crossing.

(https://i.imgur.com/elFvkzM.jpg)

+1 Bonus tip:

(https://i.imgur.com/NwS1X9i.jpg)

(https://i.imgur.com/63w1v4W.jpg)

(https://i.imgur.com/v67lUdR.jpg)

(https://i.imgur.com/GxSwAQV.jpg)

(https://i.imgur.com/tSW50Km.jpg)


Well, I know it's a bit long. I'm gonna try to create a downloadable HTML version or PDF version if someone was not coming up some other manual or tutorial. If someone feel the power to create a how-to video about these contents that would be awesome too.
I hope this long picture tutorial helps to clear a few things up. Some of the features are still limited, but with later NAM releases more support will arrive to support this new network.

Enjoy!

- Tyberius

Title: Re: NAM 38 Now Available
Post by: CaptCity on September 08, 2020, 10:58:08 PM
Thanks for this, Tyberius. Definitely a huge help!  &apls

One thing I noticed... If the offset ends of the D2 Turnout and the helper piece are 'mis-placed,' the resulting gap can be filled in with one of the straight sections. It'll kind of snap into place. Just a thought...
Title: Re: NAM 38 Now Available
Post by: Tyberius06 on September 09, 2020, 09:16:53 AM
Thanks for this, Tyberius. Definitely a huge help!  &apls

One thing I noticed... If the offset ends of the D2 Turnout and the helper piece are 'mis-placed,' the resulting gap can be filled in with one of the straight sections. It'll kind of snap into place. Just a thought...

Thanks, I updated the tutorial with your findings. I was not aware of this, maybe the support changed during the dev/test period. It's way more flexible this way.

- Tyberius
Title: Re: NAM 38 Now Available
Post by: Girafe on September 09, 2020, 11:32:41 AM
Thanks for the tutorial Tybi  :thumbsup:
Very useful for a new network
Note: it seems that EU texture for crossing was not yet done  :)
Title: Re: NAM 38 Now Available
Post by: roadgeek on September 10, 2020, 06:48:36 PM
Can somebody post an image of a real life Highbrid Railway and Monorail? I have never heard of such a thing!
Title: Re: NAM 38 Now Available
Post by: Tyberius06 on September 10, 2020, 08:11:06 PM
Can somebody post an image of a real life Highbrid Railway and Monorail? I have never heard of such a thing!


Hybrid Rail is kind of a SC4 term, it is a special expansion of the game railway systems which makes them to be closer to the real life versions, since the default game is not able to provide such a dual purpose system, while in RL rail lines often has this dual purpose. In real life, specially in countries with advanced rail network systems (like Germany, UK, France, Belgium, Italy, Spain - what I'm aware of) most of the main rail lines around and through cities/towns are "hybrid, dual purpose" rail lines. They can serve the higher speed trains and the regular slower trains too on the same tracks. SC4 Hybrail Railway is this dual purpose rail line.

In Simcity 4 you have 3 different and separate rail network types as you know. The fastest type is the Monorail (https://en.wikipedia.org/wiki/Monorail). During the years SC4 modders and developers choose to replace the original Maxis Monorail with more common highspeed rail networks, like the Far Eastern-type Bullet Trains or the High Speed Rail Project. Both of these projects have been abandoned for years now and in the future there will be a new approach which called RHSR (Real High Speed Rail). But these are just replacements or alternatives of the game base Monorail network.

BUT in real life High Speed Rails (not monorail based, but with the same achievable speed) often can and DO use regular rail tracks (ok, Shinkansen and other bullet train services has their own track system), although sometimes they use the regular rail tracks before they get access to their own high speed compatible tracks, specially when they running through on cities/towns.
In Europe there are many international HSR companies like Eurostar (UK), Thalys (Belgium), TGV (France), ICE (Germany), Railjet (Austria), but also there are national services, which can provide higher speed than the regular passanger trains. As far as I know trains above 160 km/h - 100 miles/h - are high speed rails.

- Tyberius

Title: Re: NAM 38 Now Available
Post by: Terring7 on September 11, 2020, 01:16:02 AM
Pictures of real life monorail :)

(https://upload.wikimedia.org/wikipedia/commons/thumb/e/e5/Monotrilho_SP_%283%29.jpg/800px-Monotrilho_SP_%283%29.jpg)

(https://upload.wikimedia.org/wikipedia/commons/d/d7/LasVegasMonorailCC.JPG)

(https://img.caixin.com/2016-12-23/1482472288511726.jpg)

(https://upload.wikimedia.org/wikipedia/commons/thumb/9/9b/Transrapid.jpg/800px-Transrapid.jpg)
Title: Re: NAM 38 Now Available
Post by: roadgeek on September 11, 2020, 11:46:17 AM
Can somebody post an image of a real life Highbrid Railway and Monorail? I have never heard of such a thing!


Hybrid Rail is kind of a SC4 term, it is a special expansion of the game railway systems which makes them to be closer to the real life versions, since the default game is not able to provide such a dual purpose system, while in RL rail lines often has this dual purpose. In real life, specially in countries with advanced rail network systems (like Germany, UK, France, Belgium, Italy, Spain - what I'm aware of) most of the main rail lines around and through cities/towns are "hybrid, dual purpose" rail lines. They can serve the higher speed trains and the regular slower trains too on the same tracks. SC4 Hybrail Railway is this dual purpose rail line.

In Simcity 4 you have 3 different and separate rail network types as you know. The fastest type is the Monorail (https://en.wikipedia.org/wiki/Monorail). During the years SC4 modders and developers choose to replace the original Maxis Monorail with more common highspeed rail networks, like the Far Eastern-type Bullet Trains or the High Speed Rail Project. Both of these projects have been abandoned for years now and in the future there will be a new approach which called RHSR (Real High Speed Rail). But these are just replacements or alternatives of the game base Monorail network.

BUT in real life High Speed Rails (not monorail based, but with the same achievable speed) often can and DO use regular rail tracks (ok, Shinkansen and other bullet train services has their own track system), although sometimes they use the regular rail tracks before they get access to their own high speed compatible tracks, specially when they running through on cities/towns.
In Europe there are many international HSR companies like Eurostar (UK), Thalys (Belgium), TGV (France), ICE (Germany), Railjet (Austria), but also there are national services, which can provide higher speed than the regular passanger trains. As far as I know trains above 160 km/h - 100 miles/h - are high speed rails.

- Tyberius

OK, that makes much more sense. I was trying to envision a track that could support both monorail and other trains, or how a monorail could use standard tracks or a standard train could use a monorail.
Title: Re: NAM 38 Now Available
Post by: LucarioBoricua on September 13, 2020, 02:38:43 PM
The conceptual issue with high speed rail versus monorail in the SimCity 4 context is that the monorail, for some odd reason, was deemed worthy enough to feature in SimCity 4 by the Maxis developers, but not the actual HSR. We gotta keep in mind that the game was developed between the late 1990s and very early 2000s, a time when high speed rail was still very niche worldwide and wasn't present in the American parlance on transportation topics. Since that date, HSR has expanded drastically beyond the pioneering countries. Nowadays in the late 2010s and 2020, high speed rail has developed spectacularly in numerous parts of the Old World, and it generally follows two models: fully dedicated lines, and HSR services in mixed traffic along conventional lines.

Examples of countries with fully separate HSR systems:



Examples of countries with mixed HSR systems:



From what I'm seeing, mixed HSR traffic seems to be a predominantly European strategy because of their more mature standard gauge networks, which reduces the pressure of developing separate lines except for very specific cases (bad geometry, super busy corridors, incompatible gauges). Meanwhile, dedicated HSR lines seem to be a predominantly Asian strategy due to a mix of very high populations, higher reliance on industry (and thus more freight rail traffic in existing lines) and inadequacy of existing lines on the basis of gauge, deterioration and/or capacity. I think that having both types of HSR systems is good in SimCity 4 because it gives more options. I also think that players who want to develop European-styled rail networks have been vocal in petitioning for mixed HSR arrangements because earlier HSR development projects focused more on the fully segregated lines based on repurposing the monorail, thus leaving their option without representation in the game.