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I can't even manually move this file to the plugins directory (I can't even make the name shorter so I can):
 
NetworkAddonMod_Traffic_Plugin_PerfectPathfinding_HighCapacity_
10xSpeeds_10xCommute.DAT
 
I tried having the computer move the file, I tried doing it manually, I even tried Copy&Paste! I tried to rename it so I COULD move it but I can't! I'm at my wit's end trying to figure this problem out!32.gif

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    1. [it helps to] just make sure the downloaded file is Unzipped. You can't re-name zipped files [the files that are within a zipped folder.....something along those lines; least not that I'm aware of].
    2. The problem you're describing actually sounds like a Windows Explorer problem; nothing to do with the mod really [even though it does contain web-based type files]. I'd suggest you close any Windows that might be open; give it a few minutes and then try; I use to have this exact problem all the time with files/folders [of any kind] because WinExplorer [or something related to this] would cause havoke with things.
    3. If you still have problems...........I can only suggest to delete the whole thing; & download it again [as it's quite possible it's become corrupt in the download process].

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    Posted:
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    This mod>>>>>>>all

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    Ok folks; the Main Mod on the mods page has been update; 35.gif35.gif35.gif39.gif39.gif39.gif

    Please see the link in my sig for [update/d] details:

     

    One item though that I do want to point out; The issue shown here below in this pic should now be fixed [for Orthogonal single sided parallel ramps], or in the very least, improved quite a great deal.

    /idealbb/files/sunk3.jpghttps://www.simtropolis.com/idealbb/files/sunk3.jpg>

    thanks to punkz6 for bringing this particular issue to my attention.

    Enjoy!

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    Posted:
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    Date:7/13/2004 11:54:53 AM
    Author:Tropod

    1. [it helps to] just make sure the downloaded file is Unzipped. You can't re-name zipped files [the files that are within a zipped folder.....something along those lines; least not that I'm aware of].
    2. The problem you're describing actually sounds like a Windows Explorer problem; nothing to do with the mod really [even though it does contain web-based type files]. I'd suggest you close any Windows that might be open; give it a few minutes and then try; I use to have this exact problem all the time with files/folders [of any kind] because WinExplorer [or something related to this] would cause havoke with things.
    3. If you still have problems...........I can only suggest to delete the whole thing; & download it again [as it's quite possible it's become corrupt in the download process].

    quote>

    1. The file is unzipped

    2. What does Windows Explorer got to do with the mod except the Readmes

    3. I'm gonna delete it anyway because of the update.

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    Posted:
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    Tropod, I was thinking what about curve exit ramps? that go in a circle i was playing in one of my cities and i thought what about curve exit ramps since you are good and making all these great Ramps!

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    In case the post above me is confusing anyone, I think what he's requesting are parclo interchanges, like the following:
    parclo4s.gif
    I, for one, would also like to see these included -- perhaps as single-sided ramp combinations (i.e. the ramps for only one side of the highway); then we could combine them with diamond ramps, if we wanted to...


    ainsig.png
    Feel brand new. Be inspired.
    Nyhaven City Journal
    Nuclear City - 5/8/16

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    Posted:
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    Amazing work tropod, I download the update whenever I can do so (and you uploaded another one) with this stuff and the mods and custom lots we have in simtropolis exchange we have almost an entire expansion pack here
    35.gif35.gif35.gif35.gif35.gif
     
    By The Way:
     
    <ahttps://community.simtropolis.com/assets/emoticons/39.gif width=22><ahttps://community.simtropolis.com/assets/emoticons/35.gif width=18><<<1000th reply>>><ahttps://community.simtropolis.com/assets/emoticons/35.gif width=18><ahttps://community.simtropolis.com/assets/emoticons/39.gif width=22>

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    Date:7/13/2004 6:28:09 PM
    Author:woodb3kmaster

    In case the post above me is confusing anyone, I think what he's requesting are parclo interchanges, like the following:

    I, for one, would also like to see these included -- perhaps as single-sided ramp combinations (i.e. the ramps for only one side of the highway); then we could combine them with diamond ramps, if we wanted to...
    quote>

    You said it perfectly! clear!9.gif

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    Posted:
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    How about a cloverleaf that intersects four highways?
     
    /idealbb/files/4-waycloverleaf.jpg
     
    Larger (4X)
    /idealbb/files/4-waycloverleaflarger.jpg
     
    -EDIT-I spent an hour on this, so please look at it and consider it.

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    Posted:
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    Holy Carp!  That's sure a doozie of an interchange!  While I doubt it would ever make it into the game, that would sure be an interesting one.  Would there be any room in which to build a city around it? 1.gif
     
    -Chris

    Correlation doesn't imply causation, but it does waggle its eyebrows suggestively and gesture furtively while mouthing 'look over there'. - xkcd.com

    Visit my SC4 City Journal, Leicester County | Index | Street Map
    Buffalo and Upstate New York BATs

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    Posted:
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    I just can't stop saying how great this mod is!
     
    Anyway, I was wondering if it was possible to have Road / Avenue etc Pedestrian Mall Overpasses and / or Road / Avenue etc over Pedestrian Mall Puzzle pieces. Or the other way round with Ped mall over road etc with a puzzle piece also.
     
    Sorry this might sound confusing.
     
    Is this possible because if it is, it would be great.
     
    ADD: Have any modders read this post yet?42.gif

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    Posted:
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    First off, excellent work to everyone involved! 35.gif
     
    Now for my request.
     
    I was hoping to get an offramp / onramp that just comes straight off of the highway and can connect to a oneway road. It would be really helpful for the long exits.  Here is a quick picture of what im talking about :
     
    /idealbb/files/highwaypic.JPG
    Now the new exit would obviously be the dark gray part and the oneway road would attach to the end where it changes to light gray.  It would be great to get a version that follows the tile next to the highway, and a version that puts one space in between the highway and the oneway road exit.  This would really open up new possibilities in creating custom on and off ramps.  Hopefully it wouldnt be to hard to create either.
     
    I try to keep track of everything that is going on in this thread and I dont remember seeing anything about this yet, so if my request has been mentioned already then feel free to delete my post to save some space. 2.gif

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    Posted:
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    Please correct me if I'm wrong but I belive that there is a test of it in the mod. It was for the elevated highway.

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    Ok; I need Testers. That's right, testers. Why? Because some major changes I've made, requires such an endeavour. If there's no testers [& no feedback]; well the changes I've done will not be implemented into the main mod. I am asking for testers because I can not really test-out everything with what I've done [the changes made].
     
    So what are the changes;;
    -All [including game originals]; Ramps; Interchanges; Junctions; Overpasses; PuzzlePieces; PedMallTiles...........have been completely & fully overhauled, so that they conform to the Terrain when placed; and not the other-way around [for the most part].
     
    Why has this been done;
    -So things like Ped Mall Tiles & Puzzle Pieces [just for EXAMPLE] can be placed next to each other, namely on unlevel/uneven terrain. This is to overcome a major hurdle when using any of the above mentioned items, on terrain where it is not level/even [&/or not level/even with adjacent items; like Highway>Road when using ramps].
     
     
    Criteria to be a Tester;
    1. You must have the most upto date NAM from the mods page [see my sig-last main update was yesterday].
    2. You must be prepared to accept that the game may crash on you while testing [NOTE: I don't really foresee that the game should crash with the changes made, but still, you should be prepared to accept that fact].
    3. You must be willing to give feedback [whether it be positive/negative].
    4. You must accept the Testing Guidelines below.
    5. I do not want I can not get it to work posts regarding this. This is for this thread only, for a reason. If you don't intend on accepting the Testing Guidelines below, then I suggest you just stick with only using the Main NAM from the mods page.
     
    Testing Guidelines;
    1. Test anything/everything related to Ramps/Interchanges/Junctions/Overpasses/PuzzlePieces/PedMallTiles as much as possible. This includes game originals of these [where applicable].
    2. Test items under different scenarios; for example; Flat/even Terrain vs non-flat/even terrain. Networks already in place [before building an item] vs just building an item on blank terrain [whether it be flat/even or not]. And any others that you can think of.
    3. Test UDI/Sims/Commuting/RouteQueryTool.
    4. If the game does by some chance crash; take note of what you were doing/using when it does/did crash [as mentioned already though; I don't really foresee that the game should crash-but still, for this reason testing should be done on a city that you don't care much for &/or used in a city that's not saved when using this].
    5. And anything else that I may of missed that you may be able to think of.
    6. Feel free to post pics here; any pics posted though are to be hosted off-site [preferably here; NAM Image Hosting  other image hosting services are just fine too].
     
    NOTES:
    I am already aware; that placing/building Ramps/Interchanges/etc/etc/etc on very very very hilly terrain can result in some very funky looks &/or set-ups. While this may be considered a negative side-affect for some, I personally do not see it that way. Just [remember to] keep the Testing Guidelines in mind.
     
    So if you feel up to becoming a tester for this; here is the link for the file; 

    EDIT: NetworkAddonMod_TerrainTestingFile.zip

    [never use # in your Links/URLs 14.gif17.gif]  

     

    The unzipped file is to be placed in the exact same folder as the main mod; & will need to be removed with the next main update.

     

     

    I do apologize if this is a lot to read; but I needed to cover various aspects & this stuff needs testing. Took me quite a few hours to make the changes I did, and I

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    Posted:
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         The actual Dimensions of the small pic is 60X60, but the SC4 grid dimensions are 30X30. So a small city tile would be out of the question, but I could try and come up with something smaller in a little while.
         For now, I'm gonna do some NAM testing. However, don't expect it to be very precise, but I'll provide as many pics as I can (I don't know if I can provide route query pics though). I think those click for cash lots are gonna come in handy after all.2.gif I'll first have to copy&paste Tropod's last reply right above me so I can get the objectives down. And yes, I don't keep many cities of mine, so a crash won't matter for this test as I'll just be testing the NAM, and not actually building the city. In my case, this mod will be tested in a virgin environment. ALL OTHER LOTS/MODS WITH THE CLICK FOR CASH RESET AS AN EXCEPTION WILL BE REMOVED FROM MY PLUGINS FOLDER! I am testing this mod in an un-modded environment (almost2.gif). No alterations to ANY part of SimCity except that which the NAM concerns itself with. I will ONLY test the NAM. Not the Automata Plugins or Transportation Plugins. Just the NAM. The DAT removals will not include and Maxis material as they don't mod for cheats. Maxis patches only fix game coding errors, so they will most certainly be left IN the plugins folder. Except for the NAM and the Click for Cash Reset park, all other non-Maxis lots/mods/BATs/etc. will be removed to create as natural an RH as possible.
     
    -EDIT-I decided to leave in the Graph Modd too so I can get more definitive info. I also apologize for raising my voice, but I wanted to convey my point clearly.15.gif
     
    -EDIT#2-I can't download the file. I just get a Page cannot be displayed message.14.gif
     
    -EDIT#3-Thanks for editing the link.9.gif

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    Posted:
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    Not to trouble you any further, but would it be possible to make an avenue without the median that has plants on it? It would be nicer to just have the yellow line there like the roads.
     
    Thanks
     

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    Posted:
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    Beta testing:
    Tropod, I suggest you to change your mod a little bit because it causes these interchanges to deform themself to follow the terrain perfectly41.gif... Those arent looking great anymore34.gif
    /idealbb/files/test1.jpg
     
    I think we better take a look over the Sim_Idiot's proposition to build some nice service lanes!!44.gif

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    Posted:
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    Excuse me but where can some of this custom content be downloaded? I have spent plenty of time searching. Some such things I have been looking for were raised roads, rail to elevated rail connections, a variety of highway interchanges, et cetera. Some such suggestions have been made on this topic, but I haven't found any areas to download them. Your help is well-appreciated!1.gif

    -roostert

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    Date:7/14/2004 9:51:33 PM
    Author:2689roostert

        Excuse me but where can some of this custom content be downloaded?  I have spent plenty of time searching.  Some such things I have been looking for were raised roads, rail to elevated rail connections, a variety of highway interchanges, et cetera.  Some such suggestions have been made on this topic, but I haven't found any areas to download them.  Your help is well-appreciated!1.gif

              -roostert
    quote>

    Welcome to SimTropolis, rooster39.gif39.gif

    You can find the mods that you've seen in this thread in the 'Mods' section of this site.  If you look to the left side of your screen, under the green 'SIMCITY 4' label, click the 'Mods' link.  Once in the Mods area, scroll down to the 'the Essentials' group and the Network Add-on Modd should be the first one listed.

    Be sure to read the accompanying documentation (lest ye be smitten by Tropod's wrath) to find out how to install it.

    If you have questions, let us know (and don't be afraid to PM me--I promise not to bite9.gif).

    -red

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    Posted:
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    Date:7/13/2004 11:40:06 PM
    Author:Sim_Idiot
     
    I was hoping to get an offramp / onramp that just comes straight off of the highway and can connect to a oneway road. It would be really helpful for the long exits.  Here is a quick picture of what im talking about :
     
    /idealbb/files/highwaypic.JPG
     

    quote>

    Here I post the pic of what a GroundHighway-OneWay exit should look like... I really hope this is gonna be realizable!44.gif44.gif

    /idealbb/files/hwoneway.jpg

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    Posted:
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    I have an idea for a Y-interchange that would be very nice. Here is a diagram below.
    /idealbb/files/y
    Many Y-Interchanges for Bypass roads are made this way. Can you please consider it?

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    Posted:
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    Great picture punkz6. 
     
     Exactly what im thinking of.
     
     
    44.gif

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    Posted:
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    Date:7/14/2004 11:02:08 AM
    Author:ScLu

         The actual Dimensions of the small pic is 60X60, but the SC4 grid dimensions are 30X30. So a small city tile would be out of the question, but I could try and come up with something smaller in a little while.
     

    quote>

    ScLu;

    I hate to break it to you buddy, but what you posted will not be possible. 30 x 30 simply out of the question. If you are going to try and shrink it down, then you need to shrink it by half the size.

    You see, we can only make highway intersections in a boundary box of 16 x 16, we can go smaller than that, but we can't go any larger. So as you can see this is why 30 x 30 is out of the question.

    As far as making it smaller, I really don't think that it will be possible to make such a complicated intersection in the required dimensions.

    Great work on that pic though, but sorry about the bad news.

    Chozo

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    Posted:
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    Date:7/14/2004 9:45:35 PM
    Author:punkz6

    Beta testing:
    Tropod, I suggest you to change your mod a little bit because it causes these interchanges to deform themself to follow the terrain perfectly41.gif... Those arent looking great anymore34.gif
    /idealbb/files/test1.jpg
     
    I think we better take a look over the Sim_Idiot's proposition to build some nice service lanes!!44.gif

    quote>

     

    LOL, wow.

    As fast as I drive in real life, if that thing were real, I would fly off the ramp after going up one of those inclines, or over a decline. 17.gif

    Talk about spilling your hot coffee in your lap 8.gif.

    TGC

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  • Original Poster
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    Date:7/14/2004 9:45:35 PM
    Author:punkz6

    Beta testing:
    Tropod, I suggest you to change your mod a little bit because it causes these interchanges to deform themself to follow the terrain perfectly41.gif... Those arent looking great anymore34.gif
     
    I think we better take a look over the Sim_Idiot's proposition to build some nice service lanes!!44.gif

    quote>

    Good good, thankyou.......this is the kind of feedback I want [& more of it-for those of you testing]; so I know what we can change, & what should be left the way it was. I don't expect everything to be left the way I've changed it; I do expect that some [if not more] items will have to be left the way they originally were, & that's just fine.

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    Ground highway > onewayroad service-way;
    Someone would really need to make the Pieces for something like this; reason for this is because the pieces don't really exist for it [mainly/namely the Ramping sections]

    This is just a rough idea of how/what would need to be modelled in bat [each black square box = one tile/piece];
     
    post-2-1089884895.jpg
     
    If someone [wants to] model this, & model it properly, I don't see why it can't be included/done 2.gif.

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