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NAM General Discussion Thread

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pittsfielddec145611206713427oz.png

Well, I've noticed something weird there - look right before the intersection, on both sides. There's a green patch right where one of jeroni's retaining walls are. That shouldn't happen.

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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hello, i have q question, yes i've read the readme file..lol, but what files do i use to fix my  traffic on me avenues, the left turn lene shows up only on avenue/avenue  intersections & it's printed like your driving in another country..  like paris or london , another thing is  awhile ago i found 2 files/mods from lakeboy that seperated/ripped the ground hwy so you still have a ground hwy but it's not a 2x2 tile it's a 1x2 i think & he's got it running on both sides of the  evelated hwy? where can i find the mod for this or is it under this mod some where, i was hoeping to show ya his picture it might pop up on here more then once   after i sumit this  forgive me if it does this computer isn't working right....oh 1 last thing.... avenues..... no matter what you do their still 4 lane avenues if you want 6 lanes you have to put in ground/evelated hwys, yuck...lol   is there a way to make the avenues 6 lanes & still work & look like avenues?  let me know

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First, in reply to the anwers to my question:
the green spots that Shadow assasain saw were where a road was before the intersection was converted.
Second, Tropod, there is no tunnel. I think you assumed it was an underwater tunnel, but is is the ghost of two bridges that were there before.
And the game had progressed about 3 years before I fixed it, moving at slowest speed.

But the problem has fixed. It is happened after placing a building in the ghost path of one of the old bridges.

Thank you all for your help!

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hi everyone i just installed the nam (6-17-05). and i noticed that in all my cities my car traffic gets worse. it was pretty good before i installed the nam (mostly green), now everything is mostly red? does anyone know why? i have sc4 with rushhour.

here are the files i used. i put them directly into my program files/maxis/simcity4/plugins with no subfolder.

i put in the:

NetworkAddonMod
NetworkAddonMod_ANT_Beta
NetworkAddonMod_Automata_Plugin_Automata24
NetworkAddonMod_Avenue_Turning_Lane_Beta
NetworkAddonMod_Custom_Highway_Menu_Plugin_Optional
NetworkAddonMod_Traffic_Plugin_PerfectPathfinding_10xSpeeds_10xCommute

i did not install the lefthand one because the readme said i did not need to.

thanks for the help.


EDIT (PROBLEM FIXED I GUESS): it seems that when i use perfect pathfinding my traffic goes bad, when i go back to default pathfinding traffic congestions clears up again

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    When using or changing which Traffic_Plugin_* file is being used, each city needs to be given quite some time to update everything (for the 1st time, or each time a Traffic plugin is changed), depending on the city size & pc specs. But it's hard to grasp really what the problem may be, or may not be, without any idea what the city/cities look like. Some players notice a big improvement, some players don't. It can all depend on the infrastructure & lay out of a city & region. Because of the changes that most of the Traffic_Plugin files contain, they allow sims to travel a lot further (& more accurately/efficiently), so chances are you'll end up with a lot more commuters on all your networks, & hence some networks may become more congested in the process because of this. This is something that should be considered normal. Players need to realise that they may need to re-assess how their cities are structured if they intend on using any of the (non-standard) Traffic_Plugins. I would personally recommend using NAM_Traffic_Plugin_PerfectPathfinding or NAM_Traffic_Plugin_BetterPathfinding for first time users, as these improve the accuracy/efficeny of the pathfinding but leave everything else as is. So it should have less of an impact.

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    This has been asked before and the anwser Ive seen is To Read all the Documentation that comes with the NAM and I still have no anwser to my problem, I am un able to build One-way Roads and Puzzle Pieces, I have Green,black, and Red spots On my Avenue On Ramps, and My Elevated Rail Pieces, The only 2 Transit Related Mods I have are as follows 1.) NAM 2.)A Black highway texture, I Have also Deleted all previous NAM Versions before Installing the 6-17-05 Version. Can Someone Tell me what is going on?

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    Well after reading and reading. I found nowhere about this bug? I just wanted to show you guys and tell me if this was in the readme file?
     
    It seems to me that the oneways maybe causing this.

    <ahttp://www.imgcity.net/server/primary//San%20Francisco-May.jpg align=baseline>

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    Casper3141
    Without any information about your game, your version, whether RH Update1 is installed, & some pics, etc, not much can be said that'll be of any help really. If you do have another modds that alter the look of anything network based though, you need to make sure they're loaded after the NAM. If you want to post a pic, by all means do.
     
    Mexicanboy13r
    I must say I haven't seen that occur before with the onewayroads in that particular configuration, but can't say I am the least bit surprised. A similar issue use to/still exists with elevatedhighways & other road-based networks in certain set-ups. Chances are issues such as that are because of the exe, & unfortunately can not be fixed by us.
     

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    Posted:
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    Ok I have Rush Hour with 1st and 2nd Updates and this Pic here shows the bugs im currently experiencing with the NAM
    nambug9by.jpg

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    Rush Hour only has one update, if I recall, not two, unless I've missed something42.gif.
     
    You possibly post some system specs, & the game set-up? i.e. Graphics Options & what is/isn't set/on etc.......
    Also post a list of what, if any, other Modds you have installed.
     
    What do those highwayxavenue ramps look like without the NAM installed?
     

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

    sorry if these have been suggested.

    SUGGESTIONS
     
    1. ground level parking under elevated highway
     
    2. on/off ramps from left lanes like in chicago.  (both elevated and ground highways)
     
    just suggestions.

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    Posted:
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    Schmuck, there's a request thread for a reason, you know.

    Casper3141, by 2nd update, do you mean the BAT night light fix?

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    Yes I mean The BAT Update, Well I figured out it wasnt the NAM that is causing this, It must be a hardware or Software problem on my end, Ive never had this problem before and This Occured right After I got the Latest NAM(6.17.05) So I Guess Im going to look into this problem

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    Date: 7/18/2005 4:51:20 AM Author: Casper3141 .......Well I figured out it wasnt the NAM that is causing this, It must be a hardware or Software problem on my end, Ive never had this problem before and This Occured right After I got the Latest NAM(6.17.05) So I Guess Im going to look into this problem
    quote>
     
     
    If/when you pin point the problem/solution, do please let us know thanks, for future reference incase others have similar issues.
     

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    Well I managed to Get everything working properly3.gif I Uninstalled Rush Hour and when I attempted to reinstall it my 2 year old disc died on me14.gifSo I picked up a copy of the Deluxe Edition and reinstalled the latest NAM and everything is now working properly44.gif

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    Date: 7/16/2005 6:01:21 PM Author: Tropod
     
    Mexicanboy13r
    I must say I haven't seen that occur before with the onewayroads in that particular configuration, but can't say I am the least bit surprised. A similar issue use to/still exists with elevatedhighways &amp; other road-based networks in certain set-ups. Chances are issues such as that are because of the exe, &amp; unfortunately can not be fixed by us.

    quote>
     
    Thank you, I'll just remove that and add grass. Thanks

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    Posted:
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    love the mod but could you make the ground strait sechions of the GLR two and three squares in legth to make laying them mutch quicker

     

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    For any bugs, issues etc; Please post the issue in the appropriate thread thanks. This will ensure more likelyhood of the issue being addressed.
     

    Following is the new version of the NAM. Please be sure to read the documentation.

    Appoximately 9.1MBs in file size (zipped).

    (Both of these are exactly the same thing)

    NetworkAddonMod_Beta_072505  (Modding Files section)<?xml:namespace prefix = o ns = urn:schemas-microsoft-com:office:office />

    NetworkAddonMod_Beta_072505  (offsite URL)

    EDIT: A minor item has already been picked up (thanks Andreas). Due to the small size of the adjustment, an Addendum file is being provided. Please download the file below, in addition to the one above, & be sure to read the included README file.

    NetworkAddonMod_Addendum_Y_Rail_Stack.zip

     
     
    Feel free to distribute.
     
    The History contains the most recent items added/adjusted etc.
    The folowing are just some of the new (undocumented) intersections, junctions, &/or network possibility types;
    The existing normal network tools are used for these, where applicable.
    Junction has same meaning as Intersection.
    Orthogonal = Straight (or follows the grid)

    -Avenue diagonal one tile shift
    -Avenue short curve
    -AvenueYJunction 2Orthongal x 1Diagonal
    -AvenueYJunction 2Diagonal x 1Orthogonal
    -Avenue 3Orthogonal x 1Diagonal +Junction. Diagonal Shifted
    -Avenue 3Orthogonal x 1Diagonal +Junction. Diagonal Non-Shifted
    -ElevatedRail diagonal, Avenue T Intersection (not all possibilities are covered)
    -ElevatedRail diagonal, Avenue + Intersection (not all possibilities are covered)
    -Avenue diagonal, Road Orthogonal one side (i.e. not completely through)
    -Avenue diagonal, OneWayRoad Orthogonal one side (i.e. not completely through)
    -Avenue diagonal, Street Orthogonal completely through
    -Street orthogonal into avenue corner
    -Street +Junction into/on Avenue corner
    -Road orthogonal into avenue corner
    -Road +Junction into/on Avenue corner
    -OneWayRoad orthogonal into avenue corner
    -OneWayRoad +Junction into/on Avenue corner
    -Avenue transition into Orthogonal OneWayRoad
    -Avenue orthogonal dead ending into Road diagonal
    -Avenue diagonal dead ending into Road orthogonal
    -Diagonal road x Orthogonal OneWayRoad
    -Double Diagonal Rail x Diagonal Road
    -Double Diagonal Rail x Diagonal OneWayRoad
    -Double Diagnonal Rail x Straight Street
    -Double Diagonal Road x Straight Rail
    -Double Diagonal Road x Diagonal Rail
    -Double Diagonal Road x Double Diagonal Rail
    -Double Diagonal OneWayRoad x Straight Rail
    -Double Diagonal OneWayRoad x Diagonal Rail
    -Double Diagonal OneWayRoad x Double Diagonal Rail
    -Diagonal Avenue Dead Ending into Street Corner (street corner needs to exist first)
    -Diagonal Avenue Dead Ending into Road Corner
    -Diagonal Avenue with curved end into OneWayRoad orthogonal transition
    -Diagonal Avenue with curved end into OneWayRoad diagonal transition
    -Diagonal Avenue into OneWayRoad Orthogonal/Orthogonal Forked Transition
    -Diagonal Avenue into OneWayRoad Orthogonal/Diagonal Forked Transition
    -Diagonal Avenue x Double Diagonal Rail
    -Avenue curve with OneWayRoad Orthogonal Offsplit
    -Avenue curve with OneWayRoad Diagonal Offsplit
    -Avenue curve with OneWayRoad Orthogonal/Diagonal Offsplit
    -Diagonal Road, Street + Junction
    -And possibly more.
    If in doubt, please experiment.
     
    NOTE: Any items involving OneWayRoad need to be drawn correctly, in the proper direction, in relation to any adjoining networks (i.e. like Avenue transition into OneWayRoad items).
     

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    Posted:
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    how to change highway color?

    48.gif
     

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

    Go onthe Thorvin's website concerning Euro road textures mod and you'll get it

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    Posted:
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    where exactly is the appropriate thread?  cuz i have a problem of something that was put in the NAM, but that something does not show up, and i want to know what i'm doing wrong

    edit:  well, i cant find anywhere else, so here's my problem... its just that the avenue left turn lanes wont show up anymore... it just looks like a normal pre-NAM avenue intersection.  i know i'm doing everything right (i put the .dat file with the stuff im using, 4-way intersection...) so i dont know what else i have to do

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    OK, this isn't a bug, so I didn't place this in the the other thread. This is more of a question. Since the new NAM beta, the GLR pieces over PED Mall tiles have deverted back to the faded PED mall tiles. At first this was fixed in the last NAM update, but its back now. I have posted a pic below. Can this be corrected, and if it already has, then how can i fix what I may be doing wrong? I have the latest NAM cosmetic mod too, so thats not it.

    <ahttp://www.masoria.com/simcity.masoria.com/images/Issues/Downtown-Jan.%207,%206471122266625.JPG align=baseline>
     

    Sim City 4 Realism GURU

    ----------------------------------------------

    Parkland - Adventures in Realism

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  • Original Poster
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    hyped_up_boy
    Make sure the NetworkAddonMod_Avenue_Turning_Lane_Plugin.dat is in the exact same folder as the NetworkAddonMod.dat & that the file names are not changed. Do make sure you read the InstallationInstructions/Q&A if you have any other/more problems, as *general* issues such as this are covered for in the documentation.
     
     
    newyorkrunaway1
    As far as I'm aware, I don't believe any changes were actually made at all to those particular items since the previous version. But, it's something that'd have to be looked at. Those GLR pieces over PMT though, do use a different set of textures to that of the PMT.
     

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    i know they use different textures, but at one time this was fixed, i think with the NAM cosmetic mod, not sure though, and it blended in seamlessly with the original PED malls.


    Sim City 4 Realism GURU

    ----------------------------------------------

    Parkland - Adventures in Realism

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    Posted:
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    Date: 7/25/2005 4:32:38 AM Author: newyorkrunaway1 i know they use different textures, but at one time this was fixed, i think with the NAM cosmetic mod, not sure though, and it blended in seamlessly with the original PED malls.
    quote>
    I just checked it, the Ped Cosmetic Mod V.2 (latest cosmetic mod) only includes new textures for the standard pedmalls and the ones with el-rail. The GLR ones were not included.
     
    But since I'm already here... Are there any plans to change the look of the monorail x elevated highway overpass that was made by ArkenbergeJoe to use the same support pillars as the el-rail x elevated highway overpass (created by smoncrie)? No offence to ArkenbergeJoe, but the one made by smoncrie looks better. 2.gif

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    Date: 7/24/2005 12:26:13 PM Author: Tropod
    For any bugs, issues etc; Please post the issue in the appropriate thread thanks. This will ensure more likelyhood of the issue being addressed.

    Following is the new version of the NAM. Please be sure to read the documentation.

    Appoximately 9.1MBs in file size (zipped).

    (Both of these are exactly the same thing)

    NetworkAddonMod_Beta_072505 (Modding Files section)<?xml:namespace prefix = o ns = urn:schemas-microsoft-com:office:office />

    NetworkAddonMod_Beta_072505 (offsite URL)

     
    A minor item has already been picked up (thanks Andreas). Due to the small size of the adjustment, an Addendum file is being provided. Please download the file below, in addition to the one above, &amp; be sure to read the included README file.

    NetworkAddonMod_Addendum_Y_Rail_Stack.zip

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    Posted:
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    The rail-y-stack in the NAM is not finished.

    In the attachement is the corrected file. The RUL-File 0x10000000. zip is important!!!
    Make sure the file is in the exact same folder as the NetworkAddonMod.dat file & that the file names are not changed, otherwise the included file will not work as intended. The next public version of the NAM will render this file obsolete.
    Future *.dat files of similar name released in one of the NAM threads may also render this file obsolete &/or conflict with this file.

    ZU Deutsch
    Das Rail-Y-Stack im NAM ist nicht korrekt. Das exakte Gleisdreieck habe ich im Anhang geladen. Die RUL-File 0x10000000.zip ist dazu wichtig!! Alles in den gleichen Unterordner wie das NAM legen und nicht umbenennen! Beim n

    *:) Here are my assets of STEAM Workshop *;)

    ...and my Thread at Spielerheim.de (german language)

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    Posted:
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    Ok folks, for your convenience I have joined Tropod's fix and ArkenbergeJoe's update into one plugin file. As with the other files, please place it into the same folder where the NetworkAddonMod.dat resides. If you don't want to use the Rail Y Stack, you don't need this file, the NAM works perfectly without it. Here's the new download:

     
    EDIT: The main NAM download (offsite version) is updated, too. In case you don't have the current NAM yet, download this file:
     

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