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NAM General Discussion Thread

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truflip99:  Welcome to Simtropolis!  Well, as far as that crash goes, the puzzle pieces tend to conflict with any sort of Transit-Enabled Lots such that if you hover a puzzle piece over it (or vice-versa sometimes), the game will crash.   Transit-Enabled Lots range from the in-game ferries, tollbooths, to a multitude of custom ones--in fact, it's more likely with custom ones. 

Also, make sure you're not using any outdated Transit Mods, like any of the ones by redlotus, the7trumpets or darkmatter that are still available in the Modds & Downloads section, or any sort of old version of the NAM.

Hope that answers your question!

-Tarkusquote>

 

Wow, Thanks! I'll definately use this advice. 19.gif

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

Originally posted by: Andreas Roth @owenluby: Yes, memo finally managed to create the missing GLR-on-slope puzzle piece - and even the highway-on-slope puzzle piece! 4.gif There are some minor things to work out, but they should work as expected.quote>
 

that's awesome news...now i can build much better looking elevated highways!!! more like they actually look here in texas!

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I did research this before I ask and found that there was quite a bit of talk about Dirt Roads. It seems that the idea was there but it didnt get more attention and I was just curious if any of the next NAM's will have a dirt road feature?

I seem to remember I used to have a dirt road mod for the game (I think Swamper77 and Jeronij made it) but it changed all the streets to dirt roads which was ok for some areas that I was trying to make rural but looked kinda silly in my larger cities. I ended up not using but liked the idea. I just wanted to try and re-ignite that fire.

I tried making my own dirt roads using transit enabled lots, but as we all know, you cant put TE lots next to eachother which killed that idea.

Just Curious!

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The "dirt road" we were referring to is an unfinished road system that was left in the game's files by the developers. The NAM team has made this available as "ANT" (Additional Network Tool) a long time ago, and currently, some members are working on a conversion to a "rural highway" (RHW). Unfortunately, we can't really use it as "dirt road" (i. e. with farm fields along it), since no development (growing farms and whatnot) can happen along this network. It behaves more like the highways (which also don't allow any development), so it was decided to use it this way. However, I think the "dirt road mod" that is available at the STEX works fine for this particular purpose.

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Thanks for the input Adreas! I couldnt find the mod this morning when I looked I will try looking again. What is it under?

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Originally posted by: Andreas Roth The "dirt road" we were referring to is an unfinished road system that was left in the game's files by the developers. The NAM team has made this available as "ANT" (Additional Network Tool) a long time ago, and currently, some members are working on a conversion to a "rural highway" (RHW). Unfortunately, we can't really use it as "dirt road" (i. e. with farm fields along it), since no development (growing farms and whatnot) can happen along this network. It behaves more like the highways (which also don't allow any development), so it was decided to use it this way. However, I think the "dirt road mod" that is available at the STEX works fine for this particular purpose.quote>

Couldn't the "dirt road" be made the same way as GLR is done?

Although the NAM includes GLR puzzle pieces, it doesn't exclude the regular el-rail. From my point of view, the only difference between "dirt road" and normal road is the appearance. Even the paths and vehicles that use them would remain same.

... not that I urge you to do it, I really would like to help, but with my two "random noise generators" (kids) at home there is barely time to even play the game.

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In theory, this should be possible. The only "problem" are the intersections of the various networks, though - since we can't add new networks, but only modify the existing ones to have a different look (the GLR is nothing else than el-rail on ground). So for every intersection that is created by the "same" network, a puzzle piece will have to be created, otherwise, one of those network "appearances" will convert to the other. That means if you drag GLR across el-rail, it will convert to GLR as well on the stretch up to the next intersection (or the other way round).

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Is there a skin or something that would convert the look of GLR back to the NAM 2005 look?


~ COMING SOON! Exciting new projects! ~

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Yes and no. The old textures still exist, and it would be easy to convert the look of the puzzle pieces back to the old el-rail look. However, the draggable GLR only has the new textures at the moment, so someone would make to have additional textures that cover the new possibilities.

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I heard the new NAM is coming "a lot sooner than you think" (as quoted by Tarkus). What will be on the new NAM? Will there be any surprises? I never downloaded the Jan 2007 NAM, so do I download now or wait for the superior version?


~ COMING SOON! Exciting new projects! ~

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LivingInThePast:  Hehe . . . well, I can't really say any more than that.  I guess it depends on how long (or short) you feel comfortable waiting . . . 2.gif  Well, if you're wondering what will be in the new NAM, here you go:

-Draggable GLR (Standard and Rural)

-GLR-in-Avenue Puzzle Pieces

-New diagonal/orth-diag transition puzzle pieces for Elevated Heavy Rail

-Wide Radius Road Curve puzzle pieces (S-Curve, 45-degree and 90-degree)

-On slope Elevated/Ground Highway and Elevated Light Rail/Ground Light Rail transition pieces

There will also be a small compatibility patch available for the RHW (v13b, the final or next-to-final "RHW" release before the NWM), which will be released at the same time as the new NAM. You won't have to wait 4 months this time around to have a NAM-compatible RHW this time around.  2.gif

Hope that answers your questions.

-Tarkus

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Will the current RHW work with the current NAM? (remember, I haven't checked back every day)


~ COMING SOON! Exciting new projects! ~

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LivingInThePast:  Yes, the one labeled "v13" on the STEX works with the currently available NAM--there's a link to it in my sig. 

-Tarkus

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

I'm having problems with the elevated rail over road pieces. The game closes every time after i plop one or two pieces.

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We should makw Double Decker RHW, and that should be our double decker highway. Anyone willing to get this project moving

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got a question, will there be diagonal elevated rail pieces in the next NAM??

it would be awesome if there are..

looking foward

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svenskaost:  Are you plopping the pieces near transit-enabled (TE) lots by any chance?  (Ferries, tollbooths, roadtop mass transit stops, etc.)  There is a known bug that occurs when puzzle pieces get near TE lots, which causes the game to crash.  It's not something we can fix without actually editing the game's executable file.  Just be careful with the puzzle pieces and TE lots and you should be okay.

Orlandoedwin640:  I'm already a few steps ahead of you:

dualdecker2bj6sb0.jpg

There's a double-decker RHW, with the transition.  It looks a little like an M.C. Escher design right now since I don't have the supports on the actual double-decker portion right now (I tried and they got all distorted--something I need to figure out), but it's already in the works.  I've done some more stuff beyond this that I'm not ready to show yet as well.2.gif  You'd have to "drag" it out of me, so to speak.

tommiej:  Yes, there will be diagonals and orth-diag transitions for the Elevated Heavy Rail in the new NAM, thanks to Swamper77.  And you don't have very long to wait either.2.gif

-Tarkus

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YES!! nice work swamper77!! i've waited so long for them.. since i first downloaded and used the NAM!!

can't wait!!

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i wanna do 2 things i want to create a ploppible large round-a-bout

and how do i add more trains on to the tracks

i know how to make basix stuff but i wanna move on to harder things and different file types

DOES ANY ONE KNOW WHERE I CAN FIND A FEW TUT's

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I have recently finished a library BAT. When I ran it through the SC4 Tool, it listed the NAM as a dependency. All my props and textures are Maxis. Why would the NAM be listed as a LTD-file dependency?

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Originally posted by: dk1 I have recently finished a library BAT. When I ran it through the SC4 Tool, it listed the NAM as a dependency. All my props and textures are Maxis. Why would the NAM be listed as a LTD-file dependency?quote>
 

Most likely, you've used one of the lampposts on your lot. This is a "false dependency", because the NAM ped-mall uses this lamppost as well. When creating a new lot, move all files that are not necessary for your lot out of the plugins folder (you can do that with the SC4 Startup Manager, which also has developer profiles). Apart from eliminating false dependencies, the Lot Editor will also load much faster.

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Thank you for the fast reply Andreas Roth, the lamppost was the problem.

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HELP WANTED

I need some help here, I have subway stations, elevated subway tracks and stations and GLR stations as one subway network so one subway train can go underground (like downtown areas, above the ground in high residential zones and ground leveled (GLR) for the outside (suburbs) area's.

Recently I have downloaded the trams (yellow, green, blue and red line as a pack) ant as a NOT nice surprise all of my subway trains that where on the elevated rails and the GLR rails where also trams!! Not so nice because I want to have GLR track as an extension of the underground en elevated subway tracks. I have used the GLR tracks for ground level subway...

So is there a mod that separates GLR and trams tracks so you can have both in your city, and you can have a separated tramline network and the GLR tracks for use as ground leveled subway tracks.. and works with the NAM.

Greetings Harry

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Gizmocity, I think that GLR and trams are the exactly the samething. I don't know if you can separate them. Maybe someone else knows how. Good luck in your endevours.

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

Will the new June NAM be released soon?

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^^ Scroll down the page of this section.

I installed the June 2007 NAM but it doesnt work. It removes all the roads in my city, the new features dont work at all (ie they are there in the menu but arent ploppable or anything as nothing appears)

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I have a problem downloading the nam... to precisize it, the old bridge and the rural rail and street bridges by jeronij...

downloading it from the stex gives me always (tried it a couple of times) a damaged zip file error when opening the file.

But downloading it from sc4d works...


k1v7e2y.jpg

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@GizmoCity: Please have a closer look at the readme file that is included in the BSC SFBT GLR Tram Mod. It clearly states that the included trams are generated by the stations themselves, and since GLR, el-rail and subway all share the same network, they appear on all of them. By default, there's a plugin included that hides the standard el-train, if you remove that plugin, you're able to see the el-train again. If you don't want the colored trams, simply delete the respective automata DATs.

@Chinimick: Sorry, I can't help you, most likely you have some conflicting plugins installed.

@GMT: The download works fine for me, maybe you should try another browser or disable your download manager or antivirus temporarily. But I'm glad that the SC4D download worked for your.

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i cant plop any of the new features, like avenue roundabouts, glr in avenue, and draggable glr, could someone help me?


Gsig.jpg

"With a purposeful grimace and a terrible sound he pulls the spitting high-tension wires down..."

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