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NAM General Discussion Thread

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Date: 12/22/2005 12:48:27 PM Author: Andreas Roth

Date: 12/21/2005 9:14:26 PM Author: Buggi I miss the monthly update 7.gif There's just to much NAM stuff for this one Monkey to look at.
quote>

Well then, feel free to give the current modders a hand - I'm sure they could need one. 1.gif Tropod is n/a at the moment, the same goes for the7trumpets, teirusu and redlotus. smoncrie and qurlix are busy with the new 'draggable puzzle pieces' and the bridges, and Swamper77 is helping PEG with his snow mod (among other things). frimi2 desperately needed some time off after creating about 10,000 textures, and GoaSkin retired more or less, at least from the GLR puzzle pieces (but he's still doing some GLR-related lot modding).

quote>
 
Hmmm, sounds to me like NAM might be dead? Have we seen the last release of NAM? Oh well, even if so, the one released last October seems stable and has tons of great stuff, even if it isn't finished. Still the best mod ever!

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Yeah, the next version has lots and lots of proposed ideas, so we're just saying it'll take a while for a smaller team to work our way through all the new stuff. Slow? Maybe Dead? Never. In fact, in my opinion, this could easily be one of the best updates to date.

smoncrie: I never asked, how is the progress on that set of puzzle pieces you were working on last year? (the on-slopes and raised height ones)

-qurlix

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Date: 1/10/2006 7:12:37 PM Author: GoaSkin Shall we create further puzzle piece GLR stuff or is it deprecated now?
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Well, as suggested, we still need some diagonal GLR/road crossings. From what I've seen so far, frimi2 and vester_DK are working on some textures, so feel free to join in.

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Here is what I am working on for the NAM:

Drag able GLR etc.:   This is still in its initial exploration/feasibility stage.   If it works well it might be better to do additional GLR intersections this way rather than using puzzle pieces.  At this point I don't know if any dual networking like GLR on avenue is draggable.  In any case, I will probably add the GLR neighbour connection puzzle piece.

High elevated rail and high monorail:  This is mostly used for crossing sunken highways, but has additional uses.   About 20.5 of 30 pieces are done.  Most of them are relatively simple puzzle pieces.

OnSlope highway and GLR puzzle pieces:  Not fully tested yet.  Drag able GLR may make it easier.

Ardecila

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Thanks for an update on what is happening because we have all been left in the dark for a while, and not having a NAM release since the end of september 05, this is good news. I'm also assuming that the 'other' peoples work will include things such as the Rural Highway Project.

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@smoncrie: I will like to do the textures for the dragable glr, if you need any help. I have post a few over in the Ground Lightrail MOD - General Discussion: Here and here .

btw: I also did just for fun, something that might could become a new texture for the GLR, if people like it. You can see in this post .


PCk4tXG.jpg

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My rundown:

Draggable GLR, Dirt Street, PedMall - Same as what smoncrie said.

Draggable El-Rail Over Road - Works perfectly fine. Can someone explain to me why these currently don't use the IntersectionSolutions? Why weren't they made draggable by default?

Rural Highways - Integrating them into the NAM. Also some major updates to them.

GLR-in-Avenue Puzzle Pieces - Making and testing them. Unlikely to be draggable.

New Intersections - Some rail stuff and some avenue stuff I think is needed. Also trying to make replacement of roads with oneways easier (ie not requiring you to buldoze corners, etc).

Pedmall Puzzle Pieces - Adding monorail over pedmall pieces. Working on other networks (highway, road, etc.) Also pieces that cross roads and connect to road sidewalks.

And on the side, I'm planning a CJ and starting up a STEX productions group.
-qurlix

Keep in mind these aren't guarantees.2.gif

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No monorail stuff has been made for the NAM in the past because it is too less used. There were no monorail requests, no interest by the modders and not many people talking about monorail in the forums. I never used monorail in the game play and I think the most players also don't know much to do with the monorail system.

I thought about modding the monorail system to a different thing instead of enhancing it.

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Maybe that's because there aren't many custom items (stations, skins) for monorail - I'm using it in a few of my cities, and I must say I'm very pleased with the performance. Monorail isn't so much for the city center, so I guess there is no big need for pedmall pieces with monorail tracks etc.

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Well I guess the reason why the Monorail never caught on in SC4 is because it is sort of a novelty form of public transport. Like in Australia, there is only 3 monorail systems. All novelty. One is in sydney and circles Darling Harbour and the south of the CBD, the second is at the Sea World Marine Park on the Gold Coast which the monorail runs around the park. And the third is also on the gold coast in Broadbeach which is a very small monorail linking Oasis Shopping Centre with Jupiters Casino. I sometimes use monorail in my cities but not too often at all I have to admit. But how could the monorail be changed into something else. If that is what you guys plan to do, I recommend that anything that changes the monorail be available as a plugin in the NAM.

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Welcome to Simtropolis. Hope you will enjoy your stay here.

Please apply to forum rules . Do a search before asking question.
This thread came up second on the search for roundabout.


PCk4tXG.jpg

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Well I finally decided to see what the hub-ub is all about. Pleased to say first that the installer was profesional grade. Still need to goof around with the 'peices' but I see possibilities. Overpasses and roundabouts, one thing that puzzled me was the turning lanes, and how one-ways negate them. But then again, sh|t happens. Well done. 44.gif

Simcitytrainer; roundabouts are made by road drags, nothing to download. Although with Nam its as easy as 'painting' them.

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I can't use this mod it makes Simcity 4 deluxe for me really slow and at times no-responses.

I even try standard same issue with a new region even.

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On documentation

I was dissatisfied by the quality of the documentation for the NAM that was included in the zipfile. For this reason, I proceeded to write my own little installation manual. This all appears on my NAM mirror , which is still going on existing. 2.gif

Feedback and linkage is appreciated.

Cheers!

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Date: 1/12/2006 8:48:46 PM Author: thetorpedodog

I was dissatisfied by the quality of the documentation for the NAM that was included in the zipfile. For this reason, I proceeded to write my own little installation manual. This all appears on my NAM mirror , which is still going on existing. 2.gif

quote>

Well, I suppose your installation manual can't replace the (whole) NAM documentation, but it's surely a very handy step-by-step installation guide that will help everyone who is new to the mod. I think the NAM distribution team (that would include me, I guess) could adapt it and include it into both the ZIP with the installer and the ZIP-only version.

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Problem with NAM.

Hey. I have installed NAM, and loaded up the game. But for some reason when I exit the game, the computer restarts iteself, with windows telling me it is a driver problem. The problem does not occur with NAM uninstalled. I have only 3 mods installed, these include a park lot, and two other park lots created by me in the lot editor. My system specs are as follows:
AMD athlon 2600+
1.5GB RAM
AGP version of Nvidia 6600GT(driver updated)
60GB primary HDD
80GB secondary HDD
Microsoft windows XP home (fully updated)
Simcity 4 delux (fully updated)
 
Can anyone make a suggestion as to why this happens? And how I can fix it? Thank you.

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I took some pics this evening and I hope some of the things I've done can help other users work out possible intersections and possibilities that can now be created because of NAM:

guilmaoct5ze.jpg
 
guilmaoct26yj.jpg
 
guilmaoct36aw.jpg

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Yes, the NAM is *almost* safe - just don't do certain things with it (like put puzzle pieces next to transit enabled stuffs - 14.gif) but it is definetley the best mod out there! 29.gif

40.gif//1D3

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Andreas Roth wrote at 1/13/2006 12:12:04 AM:

Well, I suppose your installation manual can't replace the (whole) NAM documentation, but it's surely a very handy step-by-step installation guide that will help everyone who is new to the mod. I think the NAM distribution team (that would include me, I guess) could adapt it and include it into both the ZIP with the installer and the ZIP-only version.

Oh, heavens no. I didn't intend this to replace all of the documentation included, but at least the installation instructions and some of the more confusing bits that seem to trouble new users when they install and play.

I may get to work on a little bit more in the future

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Date: 1/11/2006 5:46:11 PM
Author: qurlix
My rundown:

Draggable GLR, Dirt Street, PedMall - Same as what smoncrie said.

Draggable El-Rail Over Road - Works perfectly fine. Can someone explain to me why these currently don't use the IntersectionSolutions? Why weren't they made draggable by default?

quote>

Disclaimer: I've been away for quite some time, and switched to a mac for my main platform (aaaahh, I finally enjoy using my computer 1.gif I have been away for some time, so please forgive a little of my ignorance.


With that said, the very idea of dragable GLR is awesome! Are you using the 'dirtroads' network to do this? I attempted this a long time ago, but got weird results and could only get sims to use the network if trains had a non-zero speed set for roads (not dirtroads). In addition, the traffic density went from zero to completely red as soon as one sim started using the transit tile. I'm certainly eager to hear your progress on this though 1.gif

Concerning draggable el-rail over road, it is possible and really easy, unless you want to have elrail cross over an intersection of two different networks. Each transit tile can only really 'hold' RUL data from two different networks (unless you've found a workaround). I always figured these pieces were done as puzzle pieces as a design decision to reduce confusion of not being able to draw el-rail over other networks in lots of situations.


Finally, I'm still trolling, but being on a mac limits what actual modding work I can do now 7.gif Maybe I should look into xcode and do something about that..... (mac's development platform). Amazing work on the NAM though, it's really a remarkable piece of work.

44.gif44.gif

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Date: 1/20/2006 9:20:33 PM Author: thatmonkeysim yay T7T is back!!!! i think you can still be productive so it shouldnt matter that your on a mac
quote>
I agree with TMS 100% and I would like to welcome one of the original kings of the NAM back amoung us newbs and no bodys...
 
Cjahs bows to the master....19.gif

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I successfully created a commute train tunnel system:

subrail1.jpg


It is a kind of dual-networking puzzle piece sets with train tunnel in underground to realize urban railway systems with tunnel section which exist in many cities beside subways. The trains may only move beyond a street system but are ready for UDI and handled by conventional railway stations. Later, the road textures may be modified to give the player a hint where a rail tunnel exists below the road and where not. Overground railways can be connected using transit-enabled LOTs (another modified NDEX ramp).

Shall I continue this or do you not want such a piece set in the NAM?

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Date: 1/24/2006 5:28:23 PM Author: GoaSkin Shall I continue this or do you not want such a piece set in the NAM?
quote>
surely you know the answer by now? yes!

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Oh, I see - you added underground paths to a road puzzle piece. Nice thinking. The problem here is that you cannot run it beneath buildings or water, which limits its use.

Is it possible to make puzzle pieces on the underground layer?

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