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NAM General Discussion Thread

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Dunno,

There are elevated rail and monorail overpasses over elevated highways in the NAM. You have to draw them with the network tools. You also need to have about 5 tiles of straight track on each side of the elevated highway for the overpasses to be drawn. You can either draw the elevated highway first or the elevated rail/monorail first. It doesn't matter in which order they are drawn.

-Swamper77

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

But afaik there aren't ones that go over diagonal elevated highways.

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here's my request for the next NAM?3.gif highways upgrade say alittle brighter lines & with Yellow lines in the center.. theres a pic attached showing what i'm talking about, & maybe make the yellow line on the  roads alittle brighter17.gif

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I had a thought recently about the highway onslope puzzle pieces. (The ones that aren't in the NAM because they don't work, lest anyone see my post and say highway onslope pieces, where?!?.) We have an extended ground highway to elevated highway transition. Would it be possible to make a shortened, 1-tile-long transition, using the same methods? And further, would it be possible to make this transition 100% slope conforming (as I think I've seen done accidentally in other interchanges), so that the very steep rise from ground to elevated would conform to appropriatelly downward sloping terrain and form a flat surface?

This wouldn't be a standard puzzle piece, but would be more like a normal highway interchange piece. (It would theoretically even be drawable.) As such, I'm hoping it wouldn't be subject to the problem that plagues the current technique when it comes to the missing onslope pieces.

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Date: 10/27/2005 9:13:37 PM
Author: thatmonkeysim
as it has been said many times before... lots arent going in the NAM ... you need to download it seperatly...
quote>
That goes for every body

thank you for saying that

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

Hello,

Thanks for building the NAM-- but, it crashes my computer whenever I use the new pieces. It will allow me to build rail over blank lots, and the commute times are shorter, but as soon as I try anything else, the system hangs, and crashes. I don't think I have any other network related plugins (such as Darkmatters plugin), but have a ton of other non-metwork plugins installed. I have a 800 MGZ Wintel with 768 MB of Ram, so I think the system can keep up.
 
I read the instructions now a few times, and everything is in one folder, where the installer placed things. Any advice?
 
Thanks!!
 
Gregory

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EL Rail tunnels should not be built. the game has no models for them, and for some reason, the EL Rail looses functionality near the tunnels...

as for monorails, i cant help u there... maybe a messed up plugin or something...

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Heh, yeah, an elevated rail tunnel is a bit of an oxymoron.

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Monorail tunnels should work fine in the game. As for elevated rail tunnels, they're not included by default , but you may want to have a look at this .

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An elevated rail tunnel is called a subway.

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Date: 10/31/2005 12:15:44 PM Author: Bones1 An elevated rail tunnel is called a 'subway'.
quote>

Not neccesarily.  It could be tunneling through a mountan or such.

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Date: 11/4/2005 6:19:56 AM Author: halo_lover

Date: 10/31/2005 12:15:44 PM Author: Bones1 An elevated rail tunnel is called a 'subway'.
quote>

Not neccesarily.  It could be tunneling through a mountan or such.

quote>
 
A subway is an underground electrified rail system. A tunnel, by definition, is underground. Hence, when the elevated rail is underground in the mountain, it's called a subway.
 
That's why there is no need for an elevated rail tunnel in the game. It's already there!
 
The only missing network tunnel is the street tunnel. But, that's no big deal; you can just run a road tunnel for that stretch.

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Once, I made experiments with dual-networking puzzle pieces: roads on top and underground commute rail. This may be a possible way to simulate commute train tunnels like in some cities. On the el-rail dual-networking pieces, cars go on ground and el-rails 20m above. I set the paths for commute trains to go 20m in underground. Stations to be placed beside handle transition. I made this just in experiments using the NDEX ramp for underground transition and no special textures for the pieces.

Just if someone is interested on creating a commute train city tunnel solution: This way is possible.

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Can anyone respond to Gregory Sasha's problem please? I am having the same problem with the game crashing whenever I either selected the GLR pieces, or actually building my GLR network. I love the idea of putting trams into my city, but I am on the verge of deleting NAM from my plugin because other than the GLR and other features, I see no need for this game crashing to occur every 5 minutes.

Thank you,
Tim aka villagemayor

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with the GLR piece selected on your cursor, hovering near or over a Transit Enabled lot (i.e. station, parking garage, toll booth, ect.) causes the game to crash. it's a limitation we can't get over so save often and be careful

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Just wondering, is there any way to extract the Readme file for the NAM without having to install the mod itself? I like knowing exactly what I'm putting on my system.

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Everything you see in the components selection dialogue will be installed into \My Documents\SimCity 4\Plugins\NetworkAddonMod - there are no hidden files or anything else. And if you think the NAM is nothing for you after reading the readme files, there's an uninstaller included which removes the files as well as the uninstaller entry in the start menu completely. Well, and if you don't like the installer at all, download the Mac version, which is the ordinary ZIP file like in the previous versions of the NAM.

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Personally, I liked the zip file better. It allows me to add/remove/swap NAM components at will. But I agree that the installer is good to have for first-time users.

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Well, I got her installed, and as a particularly well-known clown would say, I'm loving it! I've been spending countless hours just tinkering with all the components, and apart from the game being just a tad slower (which is expected), I have experienced no problems at all. I deliberately tried hovering my GLR pieces over various transit-enabled lots, and the game continued to run smoothly (I don't know if the crashes everyone talks about are supposed to happen every time, but they sure didn't for all the time I was there. In any case I'm not going to complain about something not going wrong).

I really look forward to actually using the NAM for something practical, but until then, I'm having the time of my life! Remember Modd Squad, Fischbob loves you. 44.gif

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Ok, I, and presumambly others, are aware of the ability to create causeways with the puzzle pieces. Such as this:
zcausewaynumber28te.jpg alt=Image Hosted
and
zcauseway4qw.jpg alt=Image Hosted by Ima
but would is it possible to create larger than 1x1 puzzle pieces to create something like this? I have no idea how big this is, something like 800 meters long but that can be scaled down (way down) if need be.
isitpossible2ig.jpg alt=Image Hosted by
This would allow the more realistic look of ship traffic being able to traverse underneath while still being able to create causeways just above the water surface with the normal puzzle pieces.

And would the pathing rules make this impossible to create anyway? Well, at least functionally? It can be done as eye-candy, but can it show traffic usage?

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On which page in this thread is the latest version of the NAM available for download?

Thanks,  ErikMesa  1.gif
 

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@brtim2: It should be possible to create puzzle pieces for that; I suggest to check out the Interchange Tutorial created by redlotus (see pinned thread in this forum). Once you have completed the model in the way it is described in the tutorial, you can hand over the stuff to the modders for creating paths and making puzzle pieces.

@ErikMesa: Check out the Modding Files section for the latest NAM (the links are also on the ST homepage).

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