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NAM General Discussion Thread

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Date:11/1/2004 12:48:01 PM
Author:Xurros

Finally! I wish the NAM overpasses were like that, because the NAM overpasses ramps are also very unrealistic... That's the reason why I never use them... I know it's the best way to save space, but I prefer to lose some tiles and have something realistic..

quote>

actually, that's not quite true... If I had a digital camera I could show you a few pictures of avenue underpasses and overpasses that have such a steep incline. Cars and even trucks can take fairly steep pieces of road or highway.

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Posted:
Last Online: A long, long time ago... 
 
Date:10/31/2004 5:13:15 PM
Author:Pkmnrulz240

Date: 10/31/2004 4:44:26 PM
Author: iMacWin95

6.gif6.gif6.gif6.gif

GREAT TROPOD!!!


Just a wonder, there seems to be a remote problem in UDI where if you're in the inside of a highway in a curve, sometimes, and it doesn't appear to happen frequently, you get bumped into the next lane.


I've personally encountered that only once, but it always happened in the same place, every single time. 32.gif26.gif32.gif.


Is it possible to fix that?


And btw, when's the next stable release of the NAM coming out? (Roughly)

quote>


Wait... so, if you've only encountered it once, how do you know that it happens every single time? 3.gif
quote>

 

Perhaps I should rephrase that:

I've only seen it in one spot, but every (and I do mean every) single time I UDI it in the inside lane, it always switches me into the center. I think I've deleted that city, but I'll check (heck, I need to do some testing anyways) to see if I can grab a snapshot of it...

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Posted:
Last Online: A long, long time ago... 
 
Great to know I'm not insane...
 
I tried getting a pic of it, but stupid paint crashed... oh well.
 
What's the probability of getting this to work? And I had another thing, but I forgot what it was.15.gif15.gif

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Date:11/1/2004 4:34:38 PM
Author:Swamper77

iMacWin95,
 
It's not just your city. I have had it happen in several cities. It appears to be a problem with the game's pathfiles for the highway.
 
-Swamper77

quote>

any possible fixes can be made ?42.gif42.gif

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  • Original Poster
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    The following is currently (or previously) either not possible, or currently has issues with them as the game stands;
     
    ElevatedHighwayxStreetFix001.jpg
     
    ElevatedHighwayxStreetFix00002.jpg
     
    GroundHighwayxLightrailFix001.jpg
     
    GroundHighwayxLightrailFix002.jpg
     
    Also looking at fixing other ones similar like these configurations. I'm still to track down the onewayroadxhighway one though.
     
     
    As for the Highway Path issue/bug; Yes, it does seem that the Elevated Highway is missing a Path for a particular file (& yes, it is fixable. I wonder why no one has noticed it prior to this though 42.gif, seems a bit odd). Seems also that the Ground Highway has a similar pathing issue, except at a lower height. I've already located the problem file(s) for this & a fix for it should make its way into a release (in the very least, it'll be included in the NAM).

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    Posted:
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    Date:11/2/2004 5:16:42 AM
    Author:Tropod
     
    As for the Highway Path issue/bug; Yes, it does seem that the Elevated Highway is missing a Path for a particular file (& yes, it is fixable. I wonder why no one has noticed it prior to this though 42.gif, seems a bit odd). Seems also that the Ground Highway has a similar pathing issue, except at a lower height. I've already located the problem file(s) for this & a fix for it should make its way into a release (in the very least, it'll be included in the NAM).

    quote>

    YAY!!!!9.gif9.gif

    It does seem perculiar that no one noticed it before, but probably either most people thought it was resolved or most people didn't know it existed...

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    Posted:
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    Date: 11/1/2004 3:08:13 PM
    Author: pansarkatt
    That looks great CryinG. Will it be in the NAM when ready?
    quote>

    I think yes, probably. I'll give my files to Redlotus and Tropod. They'll decide to add it in the next update...

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    Posted:
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    I downloaded the new NAM a couple days ago, and all I can say is WOW! 36.gif35.gif

    You guys are truly amazing. The pedestrian overpasses are a wonderful addon. My only suggestion for improvement would be with the help balloon on the start/end tile. On my machine at least it covers the tile so that its hard to see the rotation.

    I am looking forward to starting a new city so I can try the elevated mods.

    Terrific job! 39.gif

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    Posted:
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    Hmm... What do you guys think of this?
     
    Bypass1.png border=0
     
    It is only a simple BAT model, so it is not modded in any way. If any modder thinks it is useful, I will attach it.

    Why does one drive on a parkway and park on a driveway?

    Why is delivery by boat called a cargo and one by land called a shipment?

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    Date:11/4/2004 3:15:35 PM
    Author:Dexter

    Hmm... What do you guys think of this?
     
     
     
    It is only a simple BAT model, so it is not modded in any way. If any modder thinks it is useful, I will attach it.

    quote>

    It.....looks good. It looks like an avenue, except with 3 lanes. What's it (intended) for though?

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    Posted:
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    It could be used as puzzle sections like the overpasses, but to create a bypass type of thing.
     
    Edit:
     
    More ideas (In the same amount of space):
     
     
    4lane.jpg
     
    oralway.jpg

    Why does one drive on a parkway and park on a driveway?

    Why is delivery by boat called a cargo and one by land called a shipment?

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    Posted:
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    That would be a sweet looking ground highway!! I think it is more realistic to have the open railings rather than a concrete barrier on ground highways.

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    Posted:
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    Well, after procrastinating because I figured that I liked the game enough without the NAM... I've finally downloaded it, and I'm getting ready to install it in my plug-in folder... but I have a couple of questions of compatability before I add it to my game...

    I have a few extras for my transportation systems, such as different train/ bus sets than the Maxis originals, a toll-booth fare multiplier, and the bridge height mod. Will I have problems with the NAM if I keep these other mods? I don't believe that they are on the list of things to make sure you get rid of... but I just want to make sure so I don't seriously screw up some of my cities!!!

    Thanks a ton,

    jglei701

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    Posted:
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    I know this isn't the request thread, but I think something that would be really awesome are sunken highways and the ability to pass roads over highways, like this;
    2421overpass.jpg

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    Posted:
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    Date:11/6/2004 9:38:26 PM
    Author:jglei701

    Well, after procrastinating because I figured that I liked the game enough without the NAM... I've finally downloaded it, and I'm getting ready to install it in my plug-in folder... but I have a couple of questions of compatability before I add it to my game...

    I have a few 'extras' for my transportation systems, such as different train/ bus sets than the Maxis originals, a toll-booth fare multiplier, and the bridge height mod. Will I have problems with the NAM if I keep these other mods? I don't believe that they are on the list of 'things to make sure you get rid of'... but I just want to make sure so I don't seriously screw up some of my cities!!!

    Thanks a ton,

    jglei701
    quote>

    Jglei,

    All of the items that you have listed shouldn't conflict with the NAM. If you have any of the old transit bug fixes, you will need to delete them, as they are already part of the NAM.

    -Swamper77

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  • Original Poster
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    jglei701; As far as compatibility is concerned; The NAM has well over 2500 files in it (now & continues to increase), & has been made with specific guidelines in mind, and while there should not be any problems with those particular items you have mentioned, there is always a possibility, as there is with any custom content, that something somewhere may conflict. The specific items under the compatibility section are generally & typically the files that cause people the most problems, conflicts, &/or issues, but those items you've mentioned aren't in the same category as those specific items, so there shouldn't be any problems with it. If you have any problems though, be sure to read the Q&A file included in the first instance.

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    Posted:
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    I'm sorry, but with the change from simtropolis site i can't find the NAM download file. I have a previous one but i want the last one and can't find it. Can someone help me?

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    Date:11/9/2004 1:00:11 AM
    Author:Thalassicus

    16x16 tiles, I believe.
    quote>

    Well, while this is the limit of the file that 'handles' the Puzzle Pieces, as well as many many other items, I wouldn't necessarily say PP can be made 16 tiles wide, as having a PP this wide, in conjunction to the network itself, may have some unknown problems. If it were something in the order of or similar to an interchange though, well that'd be a different story.

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    Posted:
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    Dexter, You can't add a little more detail to the crash barriers, could you? They are either wires or curved metal nowadays...


    Rough Shape:


    \
    |
    /
    \
    |
    /

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    Posted:
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    After a ground/elevated highway junction with a realistic slope, here the second model I'm working on, an Avenue/Road interchange. The model isn't finished yet, it needs some adjustements...

    AvenueXRoad_Mdl_Beta.jpg

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    I've managed to stumble onto a bug preventing Sims from 'walking' along an avenue curve, which seems to have been preventing any travel after the curve itself for walking Sims ~ which, sebsequently affects Sims from being able to access MassTransit (of course). 
    Also, having stumbled onto the above bug, I've realised the reason behind why pedestrian mall tiles requires MT-based building (for functional purposes); it's actually because of the Paths on the networks themselves, & not because of any other functional reasons. It would seem that, because of the format & way the networks are designed, none of the Path files really actually accommodate for non-format/standard network tiles (which looking at it now, seems rather obvious~doh!).
     
    This is the Avenue curve I refer to above;
    The tile highlighted by the route query tool, & the tile to the left of it, were both missing necessary paths (these are Maxis originals).
     
    AvenueCurvexPathBug001.jpg
     
     
     
    If there are any texturers out there reading this;
    It seems that, Maxis decided to leave several graphical bugs in the game for the networks. A great deal of these I have (already tried to) addressed (see the developement thread). Many of them still exist though, of which are namely Texture-related only. The following is just one example;
     
    AvenueCurvexDiagonalRoad001.jpg
    If you are able to help with addressing these graphical glitches at all, then either post here &/or PM me please. If need be, more of these sorts of graphical glitches can be posted (to help give an idea of which ones might need fixing) All that would be required, is creating the textures for the tile/s in question. This would involve the following (for each tile in question);
    One Colour BMP Image 128x128 in pixel size. This Colour BMP would be needed for Each of the different 4 Wealth levels.
    One Alpha Channel (for the above colour BMP) Image 128x128 in pixel size.
    And I will take care of the rest if this is done. 
    I could simply create rules to prevent the drawing of intersections like the above where graphical glitches exist, but I don't think folk would really appreciate that at all (& I wouldn't do that anyway). So if anyone could help with this, that would be great, & I'm sure everyone would appreciate it.
     
     
    On another matter;
    I have tried to get Double-Diagonal OneWayRoads x Orthogonal/Diagonal ElevatedHighways to work. Unfortunately, it seems that because of the inherent design of the OneWayRoad tool (most likely reason), & the Double-Diagonal OneWayRoads, that getting Double-Diagonal OneWayRoads x Orthogonal/Diagonal ElevatedHighway functioning for every possible configuration is not possible, even with using rulesoverrides (though I may have missed something).

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