Menu

LEX File Exchange
EA Support Files
SC4 Wikipedia
Network Addon Mod
Dependencies
Chat

Author Topic: NAM: Development  (Read 514582 times)

0 Members and 1 Guest are viewing this topic.

Offline Jack_wilds

Re: NAM: Development
« Reply #1060 on: September 09, 2011, 04:53:16 PM »
With the 'i-word' -imminent, release of NAM 30, RHW 5,0. NWM 2.0 on the horizon...  %confuso  I have a wondering to share concerning "NAM-Day"... Will it be "NAM Day" on the soft release of these versions or will the Official NAM-Day be a later date after the soft-release  ()what() its just a wondering, I recon that you guys got it all figured out... ;)

Offline z

  • BSC Team
  • Forums Legend
  • *
  • Posts: 4866
  • Total likes: 25
  • Reputation: 26
    • RTMT World Headquarters
  • CL: Detailman!
Re: NAM: Development
« Reply #1061 on: September 09, 2011, 08:17:47 PM »
There's never a "soft release" planned for the NAM; there's a single release, at which point the new NAM has been thoroughly tested and the NAM Team thinks it's quite solid.  Occasionally, in the general release a problem or two may turn up that did not show up in earlier testing.  In this case, a patched release may be issued.  But these cases are not very common, and the NAM is never released containing bugs that we know will need to be fixed shortly thereafter.

Offline Jack_wilds

Re: NAM: Development
« Reply #1062 on: September 10, 2011, 05:27:02 PM »
There's never a "soft release" planned for the NAM; there's a single release,

Pardon me "Z", as I used the term incorrectly then... my meaning was concerning "NAM Day" as in a certain day "set aside" to 'celebrate' the new 2011 NAM releases... as in -officially speaking, 'nam day' would be the day of release or would there be a time period [the time period I was calling a 'soft release'], between release and the official day to be recognized as the official "NAM-Day"... that is all, it was never my intent to accuse NAM of releasing anything less than thoroughly tested and solid to go... sorry about using the term incorrectly...

Offline j-dub

  • Everyday I'm just dubbing!
  • NAM Associates
  • Forums Parliamentarian
  • *
  • Posts: 1940
  • Total likes: 24
  • Reputation: 10
  • H8ting ℛeaLife
    • I blame Discord for sink holes
Re: NAM: Development
« Reply #1063 on: September 11, 2011, 10:57:05 PM »
Jack i get what u meant. But in order to be loud requires a megaphone and making your ears ring. Its not like we can scream in a forum. Thus the softening of texting. As always NAM core NWM and RHW will be done when its done a piece each for free and as individual DLC.

Offline MandelSoft

  • The Dutch Freeway Engineer
  • NAM Team
  • Forums Guru
  • *
  • Posts: 3968
  • Total likes: 15
  • Reputation: 30
  • SimCity 4 turned me into a civil engineer
  • CL:
    Let there be Light!
Re: NAM: Development
« Reply #1064 on: September 17, 2011, 01:25:31 PM »
People often ask me the question: "Where did you get your GLR catenaries?"  Well, I have developed them my own and now I release a testing version of what I've got now (see attachment). It contains T21'd catenaries for the following pieces:

- Draggable GLR straight sections (orthogonal and diagonal)
- Draggable GLR curves (90 degree and 45 degree)
- Draggable GLR intersections (OxO X-ing and T-intersection)
- T-RAM straight sections (Orthogonal Only, Regular and Grass)
- Tram-In-Avenue straight sections (Orthogonal Only, Regular and Grass)
- GLR Loop pieces.

Note that this is only a test version. Most pieces are not T21'd.

Best,
Maarten
Lurk mode: ACTIVE

Offline marsh

Re: NAM: Development
« Reply #1065 on: October 01, 2011, 11:56:50 AM »
People often ask me the question: "Where did you get your GLR catenaries?"  Well, I have developed them my own and now I release a testing version of what I've got now (see attachment). It contains T21'd catenaries for the following pieces:

Lol. I tried to make this a small while ago but gave up. :P Thank you so much. :)

Offline cityracer

  • Forums Inhabitant
  • *
  • Posts: 1
  • Total likes: 0
  • Reputation: 0
  • Your slogan here
Re: NAM: Development
« Reply #1066 on: November 20, 2011, 06:55:39 PM »
The Nam Intersections are nice alternatives to the cloverleaf, however they are not the most space efficient. I was on youtube and found an awesome, space saving, Urban Intersection. It's called the Pinavia 70. There is also just the Pinavia. Watch both videos at: http://www.youtube.com/watch?v=XDDmE4qoCns&feature=related and http://www.youtube.com/watch?v=38mEuxZnvAA&feature=related.. Also go to the website pinavia.com So, Nam Team, what do you think.
« Last Edit: November 20, 2011, 07:02:02 PM by cityracer »

Offline jdenm8

  • NAM Team
  • Forums Guru
  • *
  • Posts: 2095
  • Total likes: 1
  • Reputation: 6
  • AAAAAAAAAAAA!
    • CSGforums
  • CL:
    Simphony Conductor
Re: NAM: Development
« Reply #1067 on: November 20, 2011, 07:02:02 PM »
We've seen the Pinavia videos before and people have made RHW versions of it.

Now, I think you're asking for a Maxis Highway version. That won't happen due to the amount of time needed to create one, it just isn't worth the effort.


"We’re making SimCity, not some dopey casual game." -Ocean Quigley

Offline Shadow Assassin

  • NAM Team
  • Forums Guru
  • *
  • Posts: 3232
  • Total likes: 12
  • Reputation: 25
  • Needs more cowbell.
  • CL: The Grid Reaper
Re: NAM: Development
« Reply #1068 on: January 22, 2012, 05:17:24 AM »


Thoughts?
New Horizons Productions
Berethor ♦ beskhu3epnm ♦ blade2k5 ♦ dedgren ♦ dmscopio ♦ Ennedi
emilin ♦ Heblem ♦ jplumbley ♦ moganite ♦ M4346 ♦ papab2000
Shadow Assassin ♦ Tarkus ♦ wouanagaine
See my uploads on the LEX!

Offline art128

  • ~\.Failed Haibane./~
  • Administrator
  • Forums Legend
  • *
  • Posts: 8317
  • Total likes: 936
  • Reputation: 20
  • CL: Chocolarte
Re: NAM: Development
« Reply #1069 on: January 22, 2012, 05:18:44 AM »
What about.... awesome ?  Was about time to replace these 45°-like overpass!  $%Grinno$% $%Grinno$%
« Last Edit: January 22, 2012, 05:20:44 AM by art128 »
I'll take a quiet life... A handshake of carbon monoxide.

Looking for a specific props or texture? Check out the Props & Textures Catalog: Props [link] - Textures [link]


Do you want to turn off all shadows in the game? Check out GMT's trick! [link]

Offline exi123

Re: NAM: Development
« Reply #1070 on: January 22, 2012, 05:19:42 AM »
Looks amazing SA!  :)

Offline JoeST

  • Forums Guru
  • *
  • Posts: 2648
  • Total likes: 15
  • Reputation: 10
  • fbstj
  • CL: Not your average...
Re: NAM: Development
« Reply #1071 on: January 22, 2012, 05:35:28 AM »
fantabulous :o
Copperminds and Cuddleswarms

Offline Will12

  • Forums Councilmember
  • *
  • Posts: 85
  • Total likes: 0
  • Reputation: 0
  • Your slogan here
Re: NAM: Development
« Reply #1072 on: January 22, 2012, 06:51:23 AM »
What in the world?
Wow SA that's amazing. Never liked those steep slopes and in the RHW forum there was talk of even the ramps to elevated RHW too steep so that really good

Offline Paul 999

Re: NAM: Development
« Reply #1073 on: January 22, 2012, 07:14:43 AM »
Wow that smooth ramp! I don't use the current ramps because i don't find it realistic. That new one look so cool i saw deferential use them  :thumbsup:

Offline io_bg

Re: NAM: Development
« Reply #1074 on: January 22, 2012, 07:42:40 AM »
Awesome! Can we expect the same for rail, too? The current rail -> el (heavy) rail transition is way too steep.
It would also be nice if there were smoother wide road curves :P
Visit my MD, The region of Pirgos!
Last updated: 28 November


Offline FrankU

  • It's Frank, the U is just for the suspense
  • BeNeLux Team
  • Forums Guru
  • *
  • Posts: 3348
  • Total likes: 225
  • Reputation: 14
  • Dutch Housing Project
  • CL:
    U Grow It
Re: NAM: Development
« Reply #1075 on: January 22, 2012, 07:44:41 AM »
Hi, this is a beautiful ramp.  &apls

I have just one comment: I think the first three tiles on both sides should not look like a bridge in the air, but like a massive concrete block or a grass ramp. This is maybe just because of my Dutch background, but a bridge is more expensive than a ramp, so when the elevation is not yet much it's cheaper to do it by an earth ramp or a massive block.

Offline rooker1

Re: NAM: Development
« Reply #1076 on: January 22, 2012, 08:04:33 AM »
That is absolutely awesome.  I have wanted something like that for a long time....much more realistic. 
I must agree with FrankU, it would be nice if several of the tile under the over pass had a concrete base, maybe all except for the center three tiles.

My two cents,
Robin
Call me Robin, please.

Offline noahclem

  • Administrator
  • Forums Legend
  • *
  • Posts: 5870
  • Total likes: 709
  • Reputation: 16
  • CL:
    Resident Reindeer
Re: NAM: Development
« Reply #1077 on: January 22, 2012, 08:19:42 AM »
Very nice!  &apls

Those super-steep transitions have always driven me crazy! Ultimately L1, 7.5m roads would be more realistic though.

Offline Shadow Assassin

  • NAM Team
  • Forums Guru
  • *
  • Posts: 3232
  • Total likes: 12
  • Reputation: 25
  • Needs more cowbell.
  • CL: The Grid Reaper
Re: NAM: Development
« Reply #1078 on: January 22, 2012, 08:25:23 AM »


And with that, time to call it a night.
New Horizons Productions
Berethor ♦ beskhu3epnm ♦ blade2k5 ♦ dedgren ♦ dmscopio ♦ Ennedi
emilin ♦ Heblem ♦ jplumbley ♦ moganite ♦ M4346 ♦ papab2000
Shadow Assassin ♦ Tarkus ♦ wouanagaine
See my uploads on the LEX!

Offline Will12

  • Forums Councilmember
  • *
  • Posts: 85
  • Total likes: 0
  • Reputation: 0
  • Your slogan here
Re: NAM: Development
« Reply #1079 on: January 22, 2012, 09:21:24 AM »
Awwwwww
Please just one more hour! /wrrd%&
Lol :D  $%Grinno$%
Anyway that lookes AWESOME!!!
Gotta get round to doin those FAR pieces eh? ;)
Edit
Welcome to page 55
« Last Edit: January 22, 2012, 10:40:24 AM by Will12 »