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NAM General Discussion Thread

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Welcome to Page 10244.gif9.gif

Just out of curiousity, and im sorry if this has already been answered, but when will there be a new NAM available to download? (after the July 25th one).

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Date: 9/17/2005 8:50:31 PM Author: MiniMark
Just out of curiosity, and im sorry if this has already been answered, but when will there be a new NAM available to download? (after the July 25th one).
quote>
I don't know if there is a detailed release schedule, but from looking at all the new stuff that was and is still being created recently (roundabouts, new avenue junctions), I think we can expect a new version soon (maybe in late september/early october).

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It would be nice to see a NAM version that didn't add any new features, but rather fixed up some of the cosmetic bugs that exist in current features (like missing shadows, etc.)

Maybe that's not practical though, as there are different people modding different things. I suppose it's hard for the cosmetic modders to keep up with all the new stuff.
 
Still, NAM is the best thing since the Rush Hour update! 44.gif
 
(I'd still like to see transit station lots in the NAM so it comes as a complete stand-alone package, but I know... NAM will purposely never include lots.)

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Date: 9/18/2005 3:27:12 PM
Author: Bones1
(I'd still like to see transit station lots in the NAM so it comes as a complete stand-alone package, but I know... NAM will purposely never include lots.)

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Date: 9/16/2005 12:32:56 PM Author: Tropod 
Underbridge puzzlepieces; was only ever a concept/experimental idea that at the moment has not proven fruitful (functionally there's issues). So they don't actually exist nor were they released.
quote>

Oh, i see 30.gif
Thank you for the answer, Tropod.

But i still believe thay this will be aviable someday 4.gif

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Date: 9/19/2005 8:03:19 PM
Author: Keiran Halcyon
Date: 9/18/2005 3:27:12 PM

Author: Bones1

I'd still like to see transit station lots in the NAM so it comes as a complete stand-alone package, but I know... NAM will purposely never include lots.
Why is that, anyway?  I tried doing a search, but I kept coming up with either no results, or else a list of every NAM-related thread ever created.
42.gif
Tropod has said at the very beginning when first creating the NAM that the mod would NEVER cotain any lots. But since now that there are now stations which can be used by the Ground Light Rail (GLR) Puzzle Pieces, this comment is now becoming under fire.

Personally, you should be able to download the NAM .zip file in a single download but you can also download another .zip file cotaining .DAT files of each station along with a readme stating the stats of the stations and pictures of them. Both should be able to be downloaded on the same web page as each other because you don't need the stations to get trains to use the GLR.

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Date: 9/20/2005 3:09:05 AM
Author: lakeyboy

Why is that, anyway? I tried doing a search, but I kept coming up with either no results, or else a list of every NAM-related thread ever created.42.gif

Tropod has said at the very beginning when first creating the NAM that the mod would NEVER cotain any lots. But since now that there are now stations which can be used by the Ground Light Rail (GLR) Puzzle Pieces, this comment is now becoming under fire.

Personally, you should be able to download the NAM .zip file in a single download but you can also download another .zip file cotaining .DAT files of each station along with a readme stating the stats of the stations and pictures of them. Both should be able to be downloaded on the same web page as each other because you don't need the stations to get trains to use the GLR.
quote>
I suspect it's because, if they allowed lots in the NAM, everyone and their uncle would want THEIR custom GLR station / roadtop mass transit / custom mono-train-sub-bus station (you get the idea) included in it. But I'd appreciate a response from Tropod.

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  • Original Poster
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    Author: the7trumpets

    ....In general, the NAM only really includes things which could NOT be in separate modds. There are about 15 or so RUL files which the NAM uses, but if there was another modd which edited the same RUL file, the game would just use one instead of the other, meaning that one of the modds simply wouldn't work.

    Any transit enabled lots by definition do not alter those RUL files, meaning it is perfectly okay for someone to download those lots and use them with the NAM. So the reason the NAM doesn't include these Transit enabled lots is that by not including them, we are allowing the end user to customize what they want to clog up thier menus....
    quote>


    The above is just one of the main reasons why Lots are not included in the NAM. Another main reason is due to internal structural differences between Lots & content in the NAM, & how these things are handled differently by the game. They are kept seperate for good reasons, & will continue to be kept seperate.

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

    I (and a few other people) add the word NAM to the subjects of NAM-related downloads on the STEX. So, people find them if searching for NAM. Other people sometimes add GLR to the headline, but there are also a few tram stations which cannot be found when searching for NAM or GLR.

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    I have done a post in the GLR MOD - Support, with GLR Stations release on STEX. Check my signatur, click on stations.

    I have done some of Lightrail trains, to which I have added GLR to the title.


    PCk4tXG.jpg

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  • Original Poster
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    Date: 9/20/2005 4:14:01 PM
    Author: Keiran Halcyon
    Thanks, Tropod. That being the case, would it be possible/desirable to put together a list of reccomended lots for use with the NAM?
    quote>


    The NAM contains reference notes & links to Simtropolis & the STEX regarding custom made items in the Installation instructions. Beyond this, adding specific Links to specific content isn't really within the scope of the NAM. If one item is linked directly, then all would need to be, & doing that wouldn't be practical. I can understand the need though, which is why there exists these reference notes & links in the documentation.

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    Posted:
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    Bug report:

    This is an illustration of a bug I found in the NAM Elevated Rail Puzzle Pieces. After selecting the correct rail over road curve piece, the game crashes to desktop as soon as you try to move the mouse to place the piece. The dump fragment shows that XP considers this an ACCESS VIOLATION, but this is all the useful info I have.

    NAMBug.jpg

    I guess this particular variation is out until a fix is available. Good luck.


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    Posted:
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    I think this is a known bug with all puzzle pieces when you drag it over a similar transit enabled lot.

    In your case, try to remove the station then put the puzzle piece then put the station back.
     
    This works fine in my cities.
     
    Martin

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    Posted:
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    N_O_Body,

    Place the puzzle pieces first and then place the transit-enabled lots, such as the elevated rail station, last. There is a know bug with the game in regards to crashes related to hovering puzzle pieces over transit-enabled lots. I have a station on the STEX that sits inline with the elevated rail over road puzzle pieces, which eliminates that odd arrangement.

    -Swamper77

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

    Here is a crashlog of the Mac version. It gives you more details about the reason why the game crashes:


    Date/Time: 2005-09-23 14:13:11 +0200
    OS Version: 10.3.9 (Build 7W94.gif
    Report Version: 2

    Command: SimCity 4 Rush Hour
    Path: /Applications/SimCity 4/SimCity 4 Rush Hour.app/Contents/MacOS/SimCity 4 Rush Hour
    Version: 1.1 (1517)
    PID: 499
    Thread: 0

    Exception: EXC_BAD_ACCESS (0x0001)
    Codes: KERN_PROTECTION_FAILURE (0x0002) at 0x00000018

    Thread 0 Crashed:
    0 com.aspyr.simcity4 0x001cc9b0 cSC4VertexHtConstraintSatisfier:3.gifickASolution(int&, float&, __bool8&) + 0x138
    1 com.aspyr.simcity4 0x001ccddc cSC4VertexHtConstraintSatisfier::Solve() + 0x70
    2 com.aspyr.simcity4 0x001c44bc cSC4NetworkTool::CanTilesBeSupportedOnTerrain(cISC4NetworkManager::eNetworkType) + 0x388
    3 com.aspyr.simcity4 0x001998e8 cSC4NetworkTool::InsertIsolatedHighwayIntersection(int, int, unsigned long, __bool4.gif + 0x3d0
    4 com.aspyr.simcity4 0x0039e8c4 cSC4ViewInputControlNetworkIntxTool::OnMouseMove(long, long, unsigned long) + 0x5e0
    5 com.aspyr.simcity4 0x00710e0c cSC4View3DWin::GZOnMouseMove(long, long, unsigned long) + 0x1e4
    6 com.aspyr.simcity4 0x00173a1c cGZWin::DoMessage(cGZMessage&) + 0xe8
    7 com.aspyr.simcity4 0x00712a70 cSC4View3DWin::DoMessage(cGZMessage&) + 0x43c
    8 com.aspyr.simcity4 0x0017410c cGZWin:3.gifrocessCursorMessage(cGZMessage&) + 0x1f0
    9 com.aspyr.simcity4 0x00173ff8 cGZWin:3.gifrocessCursorMessage(cGZMessage&) + 0xdc
    10 com.aspyr.simcity4 0x00173ff8 cGZWin:3.gifrocessCursorMessage(cGZMessage&) + 0xdc
    11 com.aspyr.simcity4 0x005d28b0 cGZWinMgrBase:3.gifrocessMouseMessage(cGZMessage&) + 0x368
    12 com.aspyr.simcity4 0x005d13d8 cGZWinMgrW32::cMouseMessageTarget::DoMessage(cIGZMessage2*) + 0xfc
    13 com.aspyr.simcity4 0x0004c738 cGZMessageServer2::MessageSend(cIGZMessage2*) + 0x1b4
    14 com.aspyr.simcity4 0x005c9f10 cGZCanvasW32::OnMouseMove(HWND__*, int, int, unsigned) + 0x194
    15 com.aspyr.simcity4 0x00002de4 HandleEvent(OpaqueEventHandlerCallRef*, OpaqueEventRef*, void*) + 0x424
    16 com.apple.HIToolbox 0x92882e50 DispatchEventToHandlers + 0x150
    17 com.apple.HIToolbox 0x928830c4 SendEventToEventTargetInternal + 0x174
    18 com.apple.HIToolbox 0x92895530 SendEventToEventTarget + 0x28
    19 com.apple.HIToolbox 0x92899604 HandleMouseEvent(OpaqueEventRef*) + 0x184
    20 com.apple.HIToolbox 0x92893ad0 ToolboxEventDispatcherHandler(OpaqueEventHandlerCallRef*, OpaqueEventRef*, void*) + 0x1e8
    21 com.apple.HIToolbox 0x92882f0c DispatchEventToHandlers + 0x20c
    22 com.apple.HIToolbox 0x928830c4 SendEventToEventTargetInternal + 0x174
    23 com.apple.HIToolbox 0x92895530 SendEventToEventTarget + 0x28
    24 com.aspyr.simcity4 0x000033a0 GameLoopTimer(__EventLoopTimer*, void*) + 0x68
    25 com.apple.CoreFoundation 0x94275500 __CFRunLoopDoTimer + 0xf4
    26 com.apple.CoreFoundation 0x94272860 __CFRunLoopRun + 0x5c8
    27 com.apple.CoreFoundation 0x94276d74 CFRunLoopRunSpecific + 0x148
    28 com.apple.HIToolbox 0x92886e10 RunCurrentEventLoopInMode + 0xac
    29 com.apple.HIToolbox 0x9288d4b4 ReceiveNextEventCommon + 0xf4
    30 com.apple.HIToolbox 0x928af138 AcquireNextEventInMode + 0x48
    31 com.apple.HIToolbox 0x928ac608 RunApplicationEventLoop + 0x88
    32 com.aspyr.simcity4 0x00003664 cGZFramework::Run() + 0x244
    33 com.aspyr.simcity4 0x000224f8 cGZFramework::sRun() + 0x70
    34 com.aspyr.simcity4 0x00022194 cGZFramework::Main(cRZCmdLine const&, __bool4.gif + 0x2c
    35 com.aspyr.simcity4 0x00004f8c SC4AppStart(cRZCmdLine const&, __bool4.gif + 0xd0
    36 com.aspyr.simcity4 0x00004ba4 main + 0x9c
    37 com.aspyr.simcity4 0x000025f8 _start + 0x1cc
    38 com.aspyr.simcity4 0x00002428 start + 0x30

    Thread 1:
    0 libSystem.B.dylib 0x9498d878 mach_msg_trap + 0x8
    1 libSystem.B.dylib 0x9498d3f8 mach_msg + 0x38
    2 com.apple.CoreFoundation 0x942725e8 __CFRunLoopRun + 0x350
    3 com.apple.CoreFoundation 0x94276d74 CFRunLoopRunSpecific + 0x148
    4 com.apple.audio.CoreAudio 0x972bf4b8 HALRunLoop::OwnThread(void*) + 0x104
    5 com.apple.audio.CoreAudio 0x972bf2ec CAPThread::Entry(CAPThread*) + 0x30
    6 libSystem.B.dylib 0x949aa910 _pthread_body + 0x28

    Thread 2:
    0 libSystem.B.dylib 0x9499ee18 semaphore_timedwait_signal_trap + 0x8
    1 libSystem.B.dylib 0x949949d4 _pthread_cond_wait + 0x268
    2 ...ple.CoreServices.CarbonCore 0x97cfc570 TSWaitOnSemaphoreCommon + 0xb0
    3 ...ickTimeComponents.component 0x906d2340 ReadSchedulerThreadEntryPoint + 0x1b4
    4 libSystem.B.dylib 0x949aa910 _pthread_body + 0x28

    Thread 3:
    0 libSystem.B.dylib 0x9499ee18 semaphore_timedwait_signal_trap + 0x8
    1 libSystem.B.dylib 0x949949d4 _pthread_cond_wait + 0x268
    2 com.apple.audio.CoreAudio 0x972c1ef8 CAGuard::WaitFor(unsigned long long) + 0xdc
    3 com.apple.audio.CoreAudio 0x972c1df8 CAGuard::WaitUntil(unsigned long long) + 0x130
    4 com.apple.audio.CoreAudio 0x972dccec HPIOThread::WorkLoop() + 0x358
    5 com.apple.audio.CoreAudio 0x972dd894 HPIOThread::ThreadEntry(HPIOThread*) + 0x1c
    6 com.apple.audio.CoreAudio 0x972bf2ec CAPThread::Entry(CAPThread*) + 0x30
    7 libSystem.B.dylib 0x949aa910 _pthread_body + 0x28

    Thread 4:
    0 libSystem.B.dylib 0x949cec88 mach_wait_until + 0x8
    1 ...ple.CoreServices.CarbonCore 0x97d36de0 MPDelayUntil + 0x24
    2 com.aspyr.simcity4 0x0075ddd0 SNDDRV_wintimer(void*) + 0xe0
    3 libSystem.B.dylib 0x949aa910 _pthread_body + 0x28

    Thread 5:
    0 libSystem.B.dylib 0x949cec88 mach_wait_until + 0x8
    1 ...ple.CoreServices.CarbonCore 0x97d36de0 MPDelayUntil + 0x24
    2 com.aspyr.simcity4 0x005ee3c0 MacTools::Sleep(unsigned long) + 0x40
    3 com.aspyr.simcity4 0x0002bb2c cRZThread::SleepCurrentThread(unsigned long) + 0x20
    4 com.aspyr.simcity4 0x00371dac cSC4ModelBackgroundLoader::ThreadFunction() + 0x25c
    5 com.aspyr.simcity4 0x00371b40 cSC4ModelBackgroundLoader::StaticBackgroundThreadFunction(void*) + 0x10
    6 com.aspyr.simcity4 0x0002c080 InternalThreadStartFunction1(void*) + 0x38
    7 libSystem.B.dylib 0x949aa910 _pthread_body + 0x28

    PPC Thread State:
    srr0: 0x001cc9b0 srr1: 0x0000f030 vrsave: 0x00000000
    cr: 0x24022244 xer: 0x00000004 lr: 0x001cc918 ctr: 0x00000026
    r0: 0x0c42cb74 r1: 0xbfffe3e0 r2: 0x00000000 r3: 0x0be1e4a4
    r4: 0x0c42cb74 r5: 0xbfffe4b8 r6: 0xbfffe4b0 r7: 0x00000001
    r8: 0x00000000 r9: 0xa49876b4 r10: 0x00001f85 r11: 0x11202004
    r12: 0x94986c78 r13: 0x00a47500 r14: 0x00000080 r15: 0x00000080
    r16: 0x098a1800 r17: 0x00000000 r18: 0x00000072 r19: 0x00000068
    r20: 0x00000072 r21: 0x00000068 r22: 0x129ae564 r23: 0x098a1800
    r24: 0x1171ea54 r25: 0x001cc8a0 r26: 0x098a19b4 r27: 0xbfffe4b4
    r28: 0xbfffe4b8 r29: 0xbfffe4b0 r30: 0x098a19b4 r31: 0x00000000

    Binary Images Description:
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    0x1405000 - 0x141efff GLDriver /System/Library/Frameworks/OpenGL.framework/Versions/A/Resources/GLDriver.bundle/GLDriver
    0x14b4000 - 0x14bdfff com.apple.LiveType.component 1.2 /Library/QuickTime/LiveType.component/Contents/MacOS/LiveType
    0x15c1000 - 0x16b6fff GLEngine /System/Library/Frameworks/OpenGL.framework/Resources/GLEngine.bundle/GLEngine
    0x16df000 - 0x16f9fff GLRendererFloat /System/Library/Frameworks/OpenGL.framework/Versions/A/Resources/GLRendererFloat.bundle/GLRendererFloat
    0x2163000 - 0x22b9fff com.apple.ATIRadeonGLDriver 1.3.42 (3.4.2) /System/Library/Extensions/ATIRadeonGLDriver.bundle/Contents/MacOS/ATIRadeonGLDriver
    0x5b4e000 - 0x5b4ffff com.apple.aoa.halplugin 2.5.0 /System/Library/Extensions/IOAudioFamily.kext/Contents/PlugIns/AOAHALPlugin.bundle/Contents/MacOS/AOAHALPlugin
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    0x678a000 - 0x67a7fff com.grame.JackAudioServer JackAudioServer version 0.4.5 (0.4.5) /Library/Audio/Plug-Ins/HAL/JackAudioServer.plugin/Contents/MacOS/JackAudioServer
    0x6d35000 - 0x6d45fff com.apple.FCP Uncompressed 422.component 1.0.5 /Library/QuickTime/FCP Uncompressed 422.component/Contents/MacOS/FCP Uncompressed 422
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    0x7305000 - 0x730afff com.apple.iokit.IOQTComponents 1.3 /System/Library/Components/IOQTComponents.component/Contents/MacOS/IOQTComponents
    0x734d000 - 0x7386fff com.apple.audio.SoundManager.Components 3.9.1 /System/Library/Components/SoundManagerComponents.component/Contents/MacOS/SoundManagerComponents
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    0x73230000 - 0x73233fff libmx.A.dylib /usr/lib/libmx.A.dylib
    0x75d9b000 - 0x75e8cfff libGLProgrammability.dylib /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGLProgrammability.dylib
    0x77a12000 - 0x77a54fff com.apple.QuickTimeFireWireDV.component 7.0.2 /System/Library/QuickTime/QuickTimeFirewireDV.component/Contents/MacOS/QuickTimeFireWireDV
    0x7b59c000 - 0x7b5b0fff com.apple.QuartzCore 1.3 /System/Library/Frameworks/QuartzCore.framework/Versions/A/QuartzCore
    0x80a50000 - 0x80ad4fff libstdc++.6.dylib /usr/lib/libstdc++.6.dylib
    0x80c80000 - 0x80c88fff libgcc_s.1.dylib /usr/lib/libgcc_s.1.dylib
    0x85a64000 - 0x85b42fff libxml2.2.dylib /usr/lib/libxml2.2.dylib
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    Tropod:

    I know this should be in the GLR thread, but I haven't gotten a helpful response there, so I'm trying this way...

    In the General GLR thread I respondend to your suggestion of Combined ground floor GLR/Road puzzle pieces.

    To more or less repeat what I said there:
    I have been working on sketches to check the (im-)possibilities of such a combination.
    Graphically it seems possible, but I calculated that with orthogonals only ,IE non-diagonal structures there would be about 50 new puzzle pieces needed to accomplish this (If My scope on this is feasable).

    There is one problem though:
    Although I am quite adept in graphical redesign, I am an absolute dunderhead at creating paths.
    Also, I can't seem to find a working link anywhere on the forum that guides me to the software needed to extract the necesary graphics as a starting point for creating new Bitmaps.

    So, Again I say: I am willing to create the necesary puzzle pieces for somebody else to create paths for, but please: Can anyone help me getting the right conversion software for exporting from and importing back into SC4 files?.

    It would be so nice to finally really get going on this project as so far I only worked with pen and paper. (And no, I don't have access to a working scanner either at home (lack of funds) or at work (tight security), so don't bother to ask for scans of my sketches, i might try some crude ones handdrawn in Photoshop if I have positive feedback on the idea)

    Kind regards, and hoping for positive feedback.

    Jerommeke

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    Quite often conceptual ideas remain just that, & never see the light of day for whatever reason(s) technical (limitations/restraints) or otherwise. What I had posted was simply a conceptual idea, nothing more nothing less. Sometimes good things come out of shared ideas, sometimes not though.

    Any paint program should be capable of Editing a BMP image. Networks in SimCity4 though, do not use BMP images but rather FSH Textures, & these need to be converted to/from FSH<>BMP before they can be implemented or used in the game (extracting files of any kind requires the Reader or Datgen ~ both of these prorgams are available in the Modding Files section). The Interchange Tutorial explains one method of converting FSHBMP.

    Paths; the whole R&D forum contains information regarding many aspects of SimCity4, including paths. There's to much technical info to be posting full specs of anything like that here though. The Interchange Tutorial covers some aspects regarding paths, though it is not all inclusive.

    Puzzlepieces; all of these are actually models, not textures, despite what they may appear to look like in-game, though obviously they do use FSH textures. Many puzzlepiece based items simply use a flat model, but the technical underlying aspect of how they work is the same as any other Interchange-base related item. So I would suggest taking a look at the Interchange Tutorial Thread as a source of reference.


    As for how many pieces or tiles it would need: 50 seems like a lot, to much actually, especially if this is just for orthogonals. If you're really intent on starting something like this, I would first suggest posting any designs you may have in the appropriate thread.

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    tropod, you once said that double decker freeways were possible, how is this going?

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    @ laforcem & Swamper77: Thank you both. That tests OK, and so now I will get on with doing other stuff.


    Beware: Emancipated user.  No Windoze for me.
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    I was recently designing a city experimenting with traffic flow (eventually for testing with the RHW project) and I encountered a strange issue.

    Part of my industrial sector has a GLR track running through it, and more importantly, a GLR to EL conversion. Here is my problem.
    freightbug00mh.jpg width=240 alt=Image H
    (Blue is Freight Train)
    So no biggie, there's train traffic on the GLR. But it gets worse...
    freightbug19gu.jpg width=582 alt=Image H
    Wherever those pesky four freight trips go, the network is completely congested. That is how I originally noticed the problem, I got one of those annoying Local Road a Chaos of Cars messages about the GLR-Road intersection. Even worse, the train keeps going right on to the old EL network! (even though it says there is no traffic)
    freightbug28dj.jpg width=192 alt=Image H
    Finally it does a leap of faith onto some heavy rail where it eventually leaves the city to terrorize another rapid transit network.

    I'm guessing it has something to do with EL-Train UDI and the Rail paths it uses.

    And I'm sorry if this would've been more appropriate in the GLR thread. I felt it encompassed a slew of network concepts. And I'm also sorry if I missed this in a README somewhere. I'm not the most detailed reader. 15.gif

    PS: I don't actually mind since I rarely use the GLR, but I thought you guys would like to know.
    -qurlix

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    I didn't have the patience to sift through 102 pages of God-knows-what, so uh, where can I get the most up to date version of NAM? All the links I tried seem to be dead.

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    Date: 9/25/2005 9:33:50 PM
    Author: Miborovsky
    I didn't have the patience to sift through 102 pages of God-knows-what, so uh, where can I get the most up to date version of NAM? All the links I tried seem to be dead.
    quote>

    Well there are two places to get files from at ST: ST EXchange (STEX) and the Modding Files section. (Found in the menu on the left side)
    Take a look in the last one.

    PCk4tXG.jpg

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    Date: 9/25/2005 9:49:51 PM Author: vester_DK
    Date: 9/25/2005 9:33:50 PM Author: Miborovsky I didn't have the patience to sift through 102 pages of God-knows-what, so uh, where can I get the most up to date version of NAM? All the links I tried seem to be dead.
    quote> Well there are two places to get files from at ST: ST EXchange (STEX) and the Modding Files section. (Found in the menu on the left side) Take a look in the last one.
    quote>...and there is a way through Vesters signature 29.gif2.gif

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    Date: 9/25/2005 7:18:27 PM Author: qurlix I was recently designing a city experimenting with traffic flow (eventually for testing with the RHW project) and I encountered a strange issue. Part of my industrial sector has a GLR track running through it, and more importantly, a GLR to EL conversion.&nbsp; Here is my problem. Image (Blue is Freight Train) So no biggie, there's train traffic on the GLR.&nbsp; But it gets worse... Image Wherever those pesky four freight trips go, the network is completely congested.&nbsp; That is how I originally noticed the problem, I got one of those annoying 'Local Road a Chaos of Cars' messages about the GLR-Road intersection.&nbsp; Even worse, the train keeps going right on to the old EL network! (even though it says there is no traffic) Image Finally it does a leap of faith onto some heavy rail where it eventually leaves the city to terrorize another rapid transit network. I'm guessing it has something to do with EL-Train UDI and the Rail paths it uses. And I'm sorry if this would've been more appropriate in the GLR thread.&nbsp; I felt it encompassed a slew of network concepts.&nbsp; And I'm also sorry if I missed this in a README somewhere.&nbsp; I'm not the most detailed reader. 15.gif PS: I don't actually mind since I rarely use the GLR, but I thought you guys would like to know. -qurlix
     
    At that time actually gave it such a thing. A freight street light rail.
    So etwas gab es damals tats

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

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

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    qurlix
    The last image (path jumping); This is due to a flaw with the game. Basically, it's something Maxis should have fixed (for some reason the same doesn't happen as much with road-based networks, though path jumping like this can still happen). Same also goes for the fact that Freight are even able to use the Elevated Rail network, despite the El network containing Rail Paths (the addition of rail paths is for El Rail UDI). As for the 2nd image (the red congestion); Freight does not have the same requirements or flags in order to use a network, for some reason. Why Maxis decided to implement freight different from other path types, well who knows. But it is something they should've addressed.
    Looking at it now, I think considering these, 'may' have to remove El Rail UDI.

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    If the links below do not appear to work, then please try them again &/or later, or right-click the links & save as. The files are indeed there.
    EDIT: If someone could please mirror these files, as the links in this post may soon become dead links. Either post in this thread or PM me thanks if you're able to mirror the files.
    EDIT: File links changed & updated.


    New NAM is out.
    Please, before downloading the new version, please be sure to remove any & all older NetworkAddonMod (NAM) related files. This includes; onewayroad roundabouts, street roundabouts, avenue junctions plugins & possibly others that have been released in this forum since the last NAM version.


    NAM Installer(7.35 MB):
    NetworkAddonMod_Setup.zip
    Download this zip file, unzip the zip file, double click the Application & follow the steps. This installer will *guide* users through the installation.


    NAM ZIP Version (10.40 MB):
    NetworkAddonMod_050930.zip
    This is intended for Mac users. If you're not a Mac user, it is advised that you use the Installer above.


    I would like to take a moment to thank Andreas & frimi2 for creating the NAM Installer. It has taken quite a long time & some research to find something that's really appropriate for our needs, & this Installer does the job wonderfully. Thanks guys 44.gif.

    Enjoy everyone.

    Latest version:
    This is an extract from the history:

    Please be sure to remove any/all older file(s) related to the Network Addon Mod before use, otherwise conflicts may occur & some items may not work as intended.
    NAM now has an Installer which can guide users through the installation.
    Format of NAM versions changed from MMDDYY to YYMMDD.
    The Structure of the NAM Folders & Documentation has been modified. This has been done due to an Installer now being available.
    Missing Rail Y-Stack added. Yes, it is actually added this time (those of you with the temporary fix for this, be sure to remove it).
    Diagonal Start/End Road & OneWayRoad PuzzlePiece items adjusted to reduce possible terrain indentation when being placed.
    Graphical improvements made to GLR on PedMallTile items.
    Various ElevatedRail on Street Dual-Networking PuzzlePieces added. See the Contents for more details.
    GLR Loop PuzzlePiece item added.
    Rail double Width\Tile Orthogonal S-Curve added.
    Rail (Double) Diagonal x Orthogonal Unlimited. This supersedes the previous Double Diagonal x (single) Orthogonal Rail junction.
    Avenue Intersections\Junctions: several new avenue intersections &/or junction types have now been added &/or are now possible. See the Contents for more details.
    OneWayRoad Roundabouts have now been added & currently exist as an additional optional plugin. The existing OneWayRoad network tool is used for this.
    Street Roundabouts have now been added & currently exists as an additional optional plugin. The existing Street network tool is used for this.
    Adjustments implemented for Avenue curve x Road/Street/OneWayRoad to address graphical issues.
    Adjustments made to several PedMallTile items due to graphical conflicts.
    Shadows fixed on ElevatedHighway Curve & several ElevatedHighway Curve x Street/Road/Rail/OneWayRoad/Avenue junctions.
    A list of Additional Intersections & Junctions (for normal networks) has now been included & can be found in the Contents.
    YIMBY Effects on Ped Mall Tiles & Footbridges adjusted to more balanced levels & are as follows EDIT: see documentation for these values (forum is messing up the output for some of this).

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    Posted:
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    Oh boy I'm really lost this time.

        So the 7/25 that I downloaded this morning is now dead?.Is the NAM Installer needed?.Thanx

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    Date: 9/29/2005 4:08:11 PM
    Author: BlackBeard

    Oh boy I'm really lost this time.



    So the 7/25 that I downloaded this morning is now dead?.Is the NAM Installer needed?.Thanx

    quote>


    Remove any previous versions, such as 7/25 as it is now considered an older version. Download the Installer version in my above post & run it, as it is a completely new version. The installer will basically remove a lot of the guess work or confusion some people may have.

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