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NAM General Discussion Thread

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Last Online: A long, long time ago... 
 

Anyone else having this avenue problem wth NAM installed? Yellow lines can't be laid.

<ahttp://www.eddiemsc4.pwp.blueyonder.co.uk/images/Avenue.jpg align=baseline>

Thanks,
Eddie.

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Can anybody tell me why it this does this for me on the turning lanes?

I am using the UK version and I downloaded the latest mod from this thread.

Image2.jpg

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There is a glitch in one of my ATL intersection :

<ahttp://img48.echo.cx/img48/7161/atlprob0wb.jpg align=baseline>


As you can see, traffic use the turning lane, but instead of turning on the avenue to reach the train station on the upper right of the picture, it continues straight on the avenue in the wrong direction. Then it goes all around the block using the small side streets to join the train station.

I have other ATL intersections in this city and they all work fine except this one. Even if the traffic goes in the wrong direction, it doesn't seem to interfere with the traffic from the other direction.

It may be caused by the Marrast underpass but I doubt it because there is another underpass just beside another ATL intersection and everything is working fine there.

 

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  • Original Poster
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    As mentioned, there are some issues to work out still with the ATL. I've made mention already that next NAM version will see this particular item optional, so those that do not wish to use it won't have to, & those that do can. keep those bug reports coming though.

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    Posted:
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    Hmm, are we going to have more intersection combinations for the ATL mod, and also, will the textures be fixed so that they match the original avenues?


    Nine degrees of separation??

    NAM Team member | NYBT Member | NHP Member

    Download the Network Addon Mod and its related components here.

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    Posted:
    Last Online: A long, long time ago... 
     

    I am not exactly sure if this is the right place to put this (and if it is not, I am sorry), but I can't get the NAM to work.  I think I have deleted all the stuff it says I have to, and I don't really get the instructions.  If anybody would be willing to help, please pm me!!! Thanks.

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    Posted:
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    Date: 6/13/2005 12:50:49 PM Author: eddiem

    Anyone else having this avenue problem wth NAM installed? Yellow lines can't be laid. <ahttp://www.eddiemsc4.pwp.blueyonder.co.uk/images/Avenue.jpg align=baseline>

    Thanks,
    Eddie.

    quote>
    actually yes, I am having this problem too, to draw those avenues you have to drag them across the other avenue and you get an obnoxious little piece sticking out.

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    Posted:
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    Great work on the latest NAM guys.

    One question though - my avenue over railway overpasses don't work. Nobody uses them, they all take a much longer route to work. Any idea why?

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    Posted:
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    Date: 6/15/2005 1:11:02 PM Author: JackFish Great work on the latest NAM guys. One question though - my avenue over railway overpasses don't work.&nbsp; Nobody uses them, they all take a much longer route to work.&nbsp; Any idea why?
    quote>

    can you provide a few pics, regular and transit, so we can get a better idea of what might be happening.

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    Posted:
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    I'm not sure this is the right place to ask, but there's another bug with NAM. The whole part of the mod that deals with the pathfinding doesen't work for me. It's active all right, but people are still jobless in all my cities. I was so mad I uninstalled the game. However, I'm not sure I had the newest version of the mod. You've got to put the updated version under the Modding Files category on the left bar now, Greyveil. I think lots of people don't know the updated version of NAM is under this thread.


    To boldly build where no one has built before.

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    Posted:
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    In the newest NAM Do all the Road Related Puzzle Pieces have On Slope Pieces? Cause If so why do I only have On slope ones for the Road Network?

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    Posted:
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    It seemed to be a problem only with one of my overpasses, all the others were working fine. It's fixed itself now though, somehow.

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    Posted:
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    I have the latest version of the NAM/GLR and whatnot, and for some reason I have all of the puzzle pieces except the on slope pieces, which are pretty much the most useful ones for me right now. I also seem to be missing some of the Pedmall pieces and turning lane textures. It doesnt help as well that when I tried to place a GLR piece, it caused the game to crash...

    I made sure that the GLR files are in a seperate folder within the NAM so that there were no conflicts, but Im not quite sure why I have some puzzle pieces and not the others.

    Any ideas?

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    Posted:
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    Date: 6/15/2005 7:01:25 PM
    Author: Casper3141
    In the newest NAM Do all the Road Related Puzzle Pieces have On Slope Pieces? Cause If so why do I only have On slope ones for the Road Network?
    quote>

    Only Rail, Road, and Ped-Skybridge have OnSlope puzzle pieces. I believe smoncrie is still trying to get avenue and one-way versions out.

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    Posted:
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    Guys, if you have earlier puzzle pieces that were dled seperately to the NAM before the current version of the NAM, it would be wise to remove them from your Plugins folder. I found that this was the culprit for issues of missing puzzle pieces (because of conflict) that would not appear when you clicked them in the menu. The newest NAM puts extra puzzle pieces into the main NAM mod file.

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    Posted:
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    I have a newbie question related with NAM.

    I downloaded the lates version (that is: NetworkAddonMod_Beta_06.08.05 ) and owerwrote following files in my plugins folder:
    NetworkAddonMod.dat
    NetworkAddonMod_Automata_Plugin_Standard.dat
    NetworkAddonMod_Custom_Highway_Menu_Plugin_Optional.dat
     
    According to the fact that I'm making a NYC copy I need my sims to travel long to earn for living in Manhattan, that's why I tried the 10xCommute
    So I deleted my NetworkAddonMod_Traffic_Plugin_BetterPathfinding.dat and copied NetworkAddonMod_Traffic_Plugin_BetterPathfinding_10xCommute.dat instead.
     
    First of all, did I do everything right?
     
    And now the question.
    I realised that after the changes my commute times dropped like to 4-16 minutes. I wouldn't be surprised if I used the 10xSpeeds mod but I didn't. I'd prefer to have realistic, long commute times, even up to 2 hours would be fine and I was hoping that the 10xCommute will allow that. What to do if it doesn't?

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    Posted:
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    Has anybody been experiencing excessive traffic noise with the NAM? I've been using it for awhile, and in an older version, it was so bad that two cars on a road was considered high traffic noise to residents on the road. Now I've installed the new version (March of this year, maybe?) and using both the 10

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    Posted:
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    Hello,

    I have a question: I downloaded the newest NAM and i want to make sure that i have all the puzzle pieces.
    I seem to be missing the following:
    1. Elevated heavy rail diagonal,
    2. Elevated heavy rail diagonal over the other networks,
    3. Elevated heavy rail diagonal to elevated heavy rail orthogonal transition,
    4. Elevated road, avenue & one way diagonal to their respective orthogonal pieces transition.
     
    Are these in, and if so could someone point me to an answer why i don't seem to have them.  I seem to understand that older NAM files could be culprits but i have a very well organized plugins folder and i'm fairely certain that i cleaned everything before instaling the new version. If they're not in (yet?2.gif) do you guys plan on introducing them, or maybe even better, are they in the works?
     
    I would also want to point out (maybe you missed it) that there seem not to be a elongated ground to elevated highway piece when the transition is done diagonally.  Of course please do not take it as a rant, i do find that you guys & gals of the NAM have done such a terrific job.  Oh, and thank you for the NAM/GLR/ATL.36.gif
     

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  • Original Poster
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    Regarding AvenueTurningLanes (ATL):
    Next NAM version will see this as an optional component. I'm sorry that this wasn't done in the first place & apologize for the inconvenience it has & will cause. If you have a ATL related issue (such as a bug) could you please post the problem in the ATL thread, thanks.


    thetorpedodog:
    Traffic noise is related to traffic volume, not network capacity & how much it's being used in relation to its capacity. So modding the capacity of the networks higher won't actually achieve anything by reducing noise (if anything, it'll make it worse). And as far as the NAM goes, it does not touch traffic volume, but because those (applicable) Traffic plugins modify the network capacities & increases them, this allows for more traffic (& hence volume) to occur on the networks. So it is only natural that more noise would occur. As for your 2 car senario; Traffic Noise is calculated based on an area of so many tiles (I couldn't say off-hand what this is), so zones a dozen tiles away may actually be affected with noise from traffic. SC4 is not perfect when it comes to this particular aspect of the game. There is a way to directly reduce the noise, but unfortunately, it is also directly tied in with Commerical Customer Ratings. So you'd be killing off not only noise, but also Commercial customer traffic. There is however, other means of potentially being able to modify this, through the Traffic Effect: 0x87CD6346 Property found in the Residential Developer Exemplars.




    redan:
    1, 2 & 3. Diagonal stuff for heavy rail has not been done at the moment. So no, you're not missing anything in regards to these.
    4. If you're refering about the Start;End puzzle pieces; they should be there, you just need to use the HOME/END keyboard keys to rotate the items from orthogonal to diagonal. Same applies to (nearly) all (applicable) puzzle pieces.
    5. ? groundhighway to elevatedhighway diagonal transition? You can do this with the stock standard version of RH. If you're refering about the extended transition, that is actually an interchange-base item. Otherwise, you'll need to elaborate more about what you're refering to.

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    Posted:
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    Thanks Tropod & Newyorkrunaway1,
     
    For the Highway transition, i meant the extended diagonal transition.  What do you mean when you say interchange base item?

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    With RH/Deluxe, you are able to join GroundHighway with ElevatedHighways, diagonally & orthogonally. Don't need any mods for that. CryinG.FreeM4n made an extended version for the orthogonal transition for which a prompt should come up asking if you want it or not, & it is this extended version which is technically an Interchange-Base item.
    Interchange-Base item is the term used to refer to items such as Highway Cloverleafs typically, but other items are also classed as Interchange base items because of how they're made (the NAM documentation notes what items are interchange base related).

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    Posted:
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    Thanks again Tropod,
     
    Now i know what an interchange base item is 44.gif.  But are you shure that a prompt should pop up for the extended orthogonal transition, in my version it does itself automaticaly ever since that NAM version where you removed the autoprompt file.
     
    Believe me i read your NAM readme religiously, but after page 987 44.gif, i tend to focus on the essential (ie. what does what, and how to make it work in game).  But i do appreciate the readme you created and especially the latest graphic version.
     
    Thanks again.

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    Posted:
    Last Online: A long, long time ago... 
     

    I  still have a problem with the highway off and on ramps that use the avenue. There is a region config looking thing where there should be a street in between the off and on ramp.

     

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    Posted:
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    Can someone please tell me how to make Avenue overpasess over sunken highways? I figured there would be an avenue On slope puzzle piece but thats only for roads...

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    Rather than release a temporary fix regarding ATL, I sought it best to update the mod to address this issue. This is something that should of been done in the first place, I know. So apologies for the inconveniences.

    (6.6MBs zipped)
    NetworkAddonMod_Beta_061705

    Feel free to distribute. Any ATL (or other) issues, please report the issue in their appropriate thread, thanks.
    As mentioned, the ATL is now optional via an additional plugin. Seeing as how the whole thing has been updated, some other items have also been added to this release.

    Smoncrie latest NAM cosmetic work, other minor items addressed & the following new junction/intersections;

    Format for list of new junctions is as follows:
    -------------------------------------
    NetworkName1, NetworkName2; << heading
    Network1 Piece or Junction Type, Network2 Piece or Junction Type << a single line item for a given heading.
    -------------------------------------
    The comma , in the middle denotes the break between Network1 & Network2. This applies to the heading & each line item under a heading.
    Junction has same meaning as intersection.

    Street, Elevated Highway;
    Orthogonal + Junction, Diagonal
    Orthogonal Dead End, Diagonal
    Orthogonal Corner, Diagonal
    Orthogonal T Junction, Diagonal

    Street, ElevatedRail;
    Orthogonal + Junction, Diagonal
    Orthogonal Dead End, Diagonal
    Orthogonal Corner, Diagonal
    Orthogonal T Junction, Diagonal

    Street, MonoRail;
    Orthogonal + Junction, Diagonal
    Orthogonal Dead End, Diagonal
    Orthogonal Corner, Diagonal
    Orthogonal T Junction, Diagonal

    Road, Elevated Highway;
    Orthogonal + Junction, Diagonal
    Orthogonal Dead End, Diagonal
    Orthogonal Corner, Diagonal
    Orthogonal T Junction, Diagonal

    Road, ElevatedRail;
    Orthogonal + Junction, Diagonal
    Orthogonal Dead End, Diagonal
    Orthogonal Corner, Diagonal
    Orthogonal T Junction, Diagonal
    Diagonal x Orthogonal Junction, Diagonal
    Diagonal x Orthogonal Junction, Orthogonal
    Diagonal x Diagonal Junction, Orthogonal
    Diagonal, Orthogonal + Junction
    Double Diagonal, Orthogonal + Junction

    Road, MonoRail;
    Orthogonal + Junction, Diagonal
    Orthogonal Dead End, Diagonal
    Orthogonal Corner, Diagonal
    Orthogonal T Junction, Diagonal
    Diagonal x Orthogonal Junction, Diagonal
    Diagonal x Orthogonal Junction, Orthogonal
    Diagonal x Diagonal Junction, Orthogonal
    Diagonal, Orthogonal + Junction
    Double Diagonal, Orthogonal + Junction

    OneWayRoad, Elevated Highway;
    Orthogonal + Junction, Diagonal
    Orthogonal Dead End, Diagonal
    Orthogonal Corner, Diagonal
    Orthogonal T Junction, Diagonal

    OneWayRoad, ElevatedRail;
    Orthogonal + Junction, Diagonal
    Orthogonal Dead End, Diagonal
    Orthogonal Corner, Diagonal
    Orthogonal T Junction, Diagonal
    Diagonal x Orthogonal Junction, Diagonal
    Diagonal x Orthogonal Junction, Orthogonal
    Diagonal x Diagonal Junction, Orthogonal
    Diagonal, Orthogonal + Junction
    Double Diagonal, Orthogonal + Junction

    OneWayRoad, MonoRail;
    Orthogonal + Junction, Diagonal
    Orthogonal Dead End, Diagonal
    Orthogonal Corner, Diagonal
    Orthogonal T Junction, Diagonal
    Diagonal x Orthogonal Junction, Diagonal
    Diagonal x Orthogonal Junction, Orthogonal
    Diagonal x Diagonal Junction, Orthogonal
    Diagonal, Orthogonal + Junction
    Double Diagonal, Orthogonal + Junction

    Rail, ElevatedRail;
    Orthogonal + Junction, Diagonal
    Orthogonal Dead End, Diagonal
    Diagonal, Orthogonal + Junction
    Double Diagonal, Orthogonal + Junction

    Rail, MonoRail;
    Orthogonal + Junction, Diagonal
    Orthogonal Dead End, Diagonal
    Diagonal, Orthogonal + Junction
    Double Diagonal, Orthogonal + Junction

    Rail, Elevated Highway;
    Orthogonal + Junction, Diagonal
    Orthogonal Dead End, Diagonal

    Avenue, ElevatedRail;
    Diagonal, Orthogonal + Junction
    Orthogonal Corner, Diagonal

    Avenue, MonoRail;
    Diagonal, Orthogonal + Junction
    Orthogonal Corner, Diagonal

    GroundHighway, ElevatedRail;
    Diagonal, Orthogonal + Junction

    GroundHighway, MonoRail;
    Diagonal, Orthogonal + Junction
    ---------------------------------------------------

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