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NAM General Discussion Thread

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I do. Or how about two rails in the same direction? Or three? or four (2 tiles wide)? Or five!9.gif It'd be so cool!

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    Date:7/3/2004 8:51:24 PM
    Author:Andreas Roth

    Tropod, maybe you already know this, but I found a (minor) glitch in the current version of the mod: When translating the captions with my 'on-ramp'/'off-ramp' naming scheme, I noticed the 'Elevated Highway Straight Ramp - Road' on- and off-ramp uses the same label for both ramps. You forgot to include a LTEXT file for one offramp, and it seems you edited the RUL file so both ramp labels point to the same LTEXT file. Anyway, here are the TGIs for the missing LTEXT file:
     
    2026960B / 2A592FD1 / B000E580; caption 'Elevated Highway Straight Ramp - Road'

    quote>

    This was done intentionally. The reason being is that Roads don't really need to have any sort of special treatment like OneWayRoads do. The Preview Model for Road Highway Ramps should be enough really for users to realise which way/side/type of Ramp it is; hence why I just left the names for the Road Highway Ramps like that. It's only the OneWayRoads really that are the headache 2.gif [well, for now anyhow].

     

     

    And for you folk asking questions [still]; if I'm not answering your questions, well maybe it's because they're most likely already answered in the documentation that comes with the Mod. So if you can't even have the decency to even at least read the documentation, well I'm not going to even bother with your questions 21.gif21.gif.

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

    The web link you have given on the previous page for the updated mod 07.02.04 is actually still 06.19.04. Both the description and file that I just downloaded. Can this please be fixed as I wouldnt mind trying the ped mall.

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

    He already mentioned that the text of the mod was all the same. The linked mod IS the updated mod, ped mall and all, he just didn't bother altering the text/name. Might do that with the next update. He just didn't want to do that right now. ;)

    Ok folks; well the NetworkAddonMod has been updated in the Mods page, but for technial reasons the Mod Description is still the same, so I'll just post the updated details here;
    quote>

    Edit: First sentence was grammatically odd; changed it slightly.

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    Posted:
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    Im not sure if I made it clear in what I said just above, but also the file I downloaded from that page was the old version. 06.19.04b.

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

    Well, I just checked again and after downloading the .zip file, the zipped folder is named NetworkAddon_Beta_07.02.04 This is identical to the .zip file I downloaded before you posted of your problem, so I don't know what to tell you other than try again unless I'm missing something. 42.gif

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    Posted:
    Last Online: A long, long time ago... 
     
    This is the web link I'm going to Here . I have tried it in two web browsers with cleared cache and I still get the old version.

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    Date:7/4/2004 4:25:05 AM
    Author:cyber_256

    This is the web link I'm going to Here . I have tried it in two web browsers with cleared cache and I still get the old version.

    quote>

    Well I strongly suggest you check what you're doing, especially after downloading, especially since you've cleared the cache. I've just downloaded it again, just now, & it's the newer version. I'd suggest changing the name of the Zip file you download, & the Save location [i tend to put anything I download on the desktop], as that may help. The contents of the Unzipped file folder should by default be the NetworkAddon_Beta_07.02.04 folder.

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    Posted:
    Last Online: A long, long time ago... 
     
    I have tried two computers with two different web browsers and still nothing, it still gives me the older version. Again I changed saved name etc, and even unzipped them with different progs. My ISP doesnt run a proxy so I dont think they would be caching it, atleast my ISP wouldnt be but some where along the line its being cached and I'm getting the older version. 42.gif

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    Posted:
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    Date:7/4/2004 12:53:26 AM
    Author:Tropod

    This was done intentionally. The reason being is that Roads don't really need to have any sort of special treatment like OneWayRoads do. The Preview Model for Road Highway Ramps should be enough really for users to realise which way/side/type of Ramp it is; hence why I just left the names for the Road Highway Ramps like that. It's only the OneWayRoads really that are the headache 2.gif [well, for now anyhow].

    quote>

    Yeah, I figured that might be the reason - you won't see any differences in the game as for now. I was asking because all other on- or off-ramps (incl. the road versions) have their special LTEXT file, and obviously you left out the E580 ID in your LTEXT numbering scheme. I'd suggest to keep these doubled labels, not only because I need them for my onramp/offramp naming scheme, but for future purposes in general (translation into other languages, left-hand/right-hand drive labels, ...). They don't make the DAT file much larger, so it's more an efficiency issue. Anyway, it's not a big deal, I simply added the file in my version and changed the pointer in the RUL file.

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    Oh yeah.....version 06.14.04 had OnRamp & OffRamp labels for the simple Road versions. I've since changed that because of the above fore-mentioned reasons. I figure it'd just make things easier [less confusion].
    I'd like to clean up some of those Preview models too really, especially for the Ground Highway [to make it easier to tell/use].
     
    So I just think the names for the Road Ramps can stay as is really. As for the OneWayRoad Highway Ramps though; I'd like to come to some sort of consensus with the naming of these [the OneWayRoad ramps], to make it easy on everyone. I had a hard time as it was just trying to come up with the current names 5.gif.

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

    I would just like to note my issue is fixed. I used getright download manager and it downloaded fine with correct version.

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    Posted:
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    i didn't see this mentioned in the docs, but i've lost my normal prompts for road/highway overpasses, and only get the half overpass options automatically offered to me.  i've just been going from the normal menu and getting the right one, just wasn't sure if this was intended behavior of the mod, or if i'd messed something up?
     
    dave

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    Don't know why I didn't include these ones before, but none-the-less here they are [& will be included in the next main update];
     
    Just some more improvements on the games original Highways, showing some set-ups that were previously not possible [seems I had already done this for GroundHighway & forgot to mention it5.gif];
    [These are just SAMPLE pictures]
    post-2-1088969629.jpg
     
    post-2-1088972100.jpg
     
    As before; this should have no bearing on any existing Highways that people have in their cities; but if players wanted to take advantage of the above set-ups [or similar] they would most likely have to Demolish existing Highway set-ups and rebuild them.
    While I'm on this; while I do have the Road/Rail/Avenue where they are, & laying them down like this there is possible; typically, the Highway needs to be built first without the Road/Rail/Avenue/etc being in the way, as it seems the game has some issues here & there if there are other networks already in the way [i'm looking into this though]. In any event, it shouldn't be to big a problem though I imagine, just a few extra Simoleons that might to come out of City coffers 3.gif [though that's no guarantee really 2.gif].

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    Date:7/4/2004 3:22:11 PM
    Author:davidhogan

    i didn't see this mentioned in the docs, but i've lost my normal prompts for road/highway overpasses, and only get the half overpass options automatically offered to me.  i've just been going from the normal menu and getting the right one, just wasn't sure if this was intended behavior of the mod, or if i'd messed something up?
     
    dave

    quote>

    hhmm......not quite sure what you may be getting at here, but it doesn't sound normal that's for sure. I'd suggest downloading the latest version. My sig has a direct link to the file 2.gif [for those of you interested. Just be aware, that the mod is now over 2MBs zipped]

    /idealbb/files/NAMPic01.JPG

     

    Hopefully I won't have/need to tell people what NAM stands for 22.gif22.gif22.gif. A hundred Simoleons for the first idiot that asks 21.gif21.gif

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    Posted:
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    A sI said yesterday I really like this mod. But I may have found a problem with the ped malls. Placing them in quick succession causes the game to crash. I tried removing a road and making it a Ped MAll (they arent slope conforming...not talking about a steep slope) placing the tiles i n a lateral line where the road was...game crashed. Rebooted tried to make a ped mall in a 3x3 park like configuration...game crashed. Placed one ped mall at a road intersection ...game crashed. It seemed the less of them I placed in each attempt caused the game to crash. I know there is still work needed on them. Just thought you MOD GODS would like to know. Other than that I am content. And while the game did run with them I did see peds using them.

    Where ever you got there you are.

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

    I'm using the 07.02.04 version of the NAM (yes, I know what it is ... but i'll take the hundred simoleons :) ). Anywho, I was wondering why on earth I was failing my UDI missions. It was mind boggling. I would be driving and then all of a sudden, for no reason, the mission failed. Well, I think I found out the reason.

    Please take a look at the following picture, hosted off site:

    intersection.png

    The image shows a one way and a normal road intersecting with an avenue. For some reason, when I am on the one way road approaching the intersection, the mission fails (yellow circle). I know the NAM added this functionality, so I'm hoping someone could tell me why this is happening and if anyone else experienced this before.42.gif

    SantoS

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    Posted:
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    this is with the 7/2 version, i tried replacing it with a fresh download of it this afternoon, and it's still doing it.
     
    like i said, i can still place them off the menu as normal, i've just lost the prompt when i draw a road under an existing el highway, and instead get the prompts for the half-ramps instead.
     
    everything else is working 100% correct as far as i've noticed, so i think my installation should be okay.  (all previous versions have worked fine too.)
     
    dave

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

    How did you do that? I have the 7.02.04 version (at least I'm assuming so, I got it out of the creator's sig), but I cannot connect a One-Way road to a Normal Road, even in the way that you outlined in that SS. It's probably somewhere in the thread, but I really do not want to sift through 30 pages of a thread to find out.

    EDIT: Ah, damnit, I got it. Just read the history files... that's a really cool feature though. I did notice the UDI thing though, although I believed I figured out how to avoid that. I think if you take off Snap to roads it doesn't fail the mission, although I've only tried it once. I'll have to test it out more to verify.

    Just so this post isn't a complete waste, one thing I was hoping for was the possibility of making it so that you can use One-Way roads to connect cities together.

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    Posted:
    Last Online: A long, long time ago... 
     
    Hey, Tropod! I think you for fixing the pathfind thingies for the orthogonal intersection! The whole place is UDI-able! But then that created another problem...
     
    /idealbb/files/Problem
     
    As you see the cars ignore it and go all the around to my nearest overpass and go around to where the OLD problem used to be... Just my/our luck, isn't it?
     
    Oh, and SantoS, just a thought (it may not be true, just an idea)... Maybe if you have snap onto roads and you drive onto the opposite direction of the road, your car will dissapear because amybe the game wont let you go around, like snapping your the opposite way. I did that when I lined up one ways and avenues the opposite way and my cars dissapear. Maybe instead of having the intersection go all the way, ave the one way go to one lane and the road on the other one...
     
    O = One Way Road / A = Avenue / R = Road / | = Middle of Avenue
          A | A
          A | A
    OOA | A RRR  (instead of OOAARR)
          A | A
          A | A
     
    Remember this is an idea/opinion! It may not be true 7.gif

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    Posted:
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    Tropod, there is one bug to be noted with the Network Addon mod that has been present for a while.  Although it is no big deal, the bug is this:
    Say you are using one of the new tools in the mod such as the single onramps, the new interchange and then you plop it and want to bulldoze it.  Well, if you go over and click the bulldoze icon the bulldoze does not come up, instead it is just a red hologram of the interchange or the onramp.  In order to get the bulldoze you have to click another tool and then click the builldoze.  While this is kinda annoyin, its really no big deal but would be cool if you look into it.  Thanks, and the new highway menu as well as the single sided onramps are great!  I've already gone back into some of my cities and replaced the old onramps with the new ones.  I also really enjoy the overpasses.  Thanks for all the work you have done so far!

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    Posted:
    Last Online: A long, long time ago... 
     
    Cactaur55: Thanks for your suggestion/reply. However, I barely hit the tile before the intersection and my mission fails. I haven't tried it without the snap-to-road thingy on yet though. Hopefully someone can figure out why it happens b/c it'll probably be easier than trying to remember to switch off snap to road during missions (the few I do try to complete.... the snap helps with towering buildings around the roads).

    FireSka: I too noticed that little bug, but just dismissed it. Seems that for some of the road items, the buldozer can never be selected unless you click on another menu first.

    Happy 4th.

    -SantoS-

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    @Briman; bit odd that it would be doing this. I'll take a look at it though.
     
    @davidhogan; ....*slaps forehead*...I know what you mean now. I'll take a look at it. I don't think I changed that though. [just tested that myself in-game now; I see what you mean. Odd-didn't think I had touhed that. I'll see if I can fix that].
     
    @Cactaur55; Redlotus actually fix that. As for the problem you're describing though; not really sure of the problem that you're trying to show?
     
    @FireSka; I'm aware of the problem. Actually I've been aware of the problem since the game first come out 2.gif. Unfortunately, it's not something that can be helped/fixed [as far as I am aware]. The same problem actually exists with some of the games own original ramps [tools]. Best thing I could suggest is using the Keyboard & pressing the 'B' key [for bulldoze] or Toggle/Click a Menu on/off. Yes, it can be annoying at times I know.
     
     

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    Tropod,

    Hopefully you can find a fix for david's problem. That is the reason I don't use that particular intersection arrangement. I have also noticed that if I turn right from the avenue into oncoming traffic of the oneway road, I can travel for a tile before my UDI vehicle disappears. While I'm thinking about, could I have the path coordinates for a one way road? I have a few lots meant to be plopped onto a oneway road, but only the right lane is functional. Kind of similar to the intersection problem.

    -Swamper77

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    @santos; I think there may be some side affects with those particular sort of intersections, not sure. Redlotus had actually made those though [before the NAM come to be], but in any event take it as being noted.
     
     
    @ChewyLSB; I wouldn't hold my for breath for that; the behaviour for Neighbour Connections are most likely controlled directly in the exe. So OneWayRoads neighbour connections aren't likely to happen.
     
     
    @Swamper77;
    er, well if it's oncoming traffic; wouldn't you think you'd taking a wrong turn? 2.gif
    [Not that I really want to get into this in this thread, but] As for the Paths for onewayroad; what's the set-up you have for the REP 15 Property/Line? Having Transit Enabled Lots for OneWayRoad may actually be problematic [don't know off-hand, can't say I've tried doing a onewayroad transit enabled lot myself. I've been meaning to though]. I'd suggest taking a look at this Path file though 0x09004B00 as it is the 02/00/02/00 for onewayroad.

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    Posted:
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    Tropod,
     
    Thanks for indicating the path file, I'll see what I can do with it in the morning....
     
    As for transit enabling oneway road tiles, I've been using the network type 0x0000000A. This was indicated in a sticky somewhere as the proper setting for oneway roads. It might be incorrect, but it works except only the right lane is usable.
     
    Thanks for your help. By the way, thanks for all of your hard work on the NAM. It makes designing the transport grids of my cities easier....
     
    -Swamper77

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    @davidhogan; I've fixed the problem you mentioned [it'll be in the next main update]. Odd how the problem came to be though really; but in any event I've rectified it.
     
    [images hosted at; NetworkAddon Thread Image Hosting  ]
     
    Now; what do folks think about this;
    post-2-1089020350.jpg
     
    This'll most like override/replace the games existing Prompt for the games original Elevated/Avenue Ramp for this type [it will not replace the Ramps, it'll just replace the Prompt that appears; thus giving you the option to place just one side only (or both)]. The other side can be done at the same time too though, if users would so wished to. So in affect, players would still be able to have Avenue Ramps just like the current ones. I just personally think it's a bit silly having to be required that both sides be done simultaneously; restricts creativeness if you ask me.
     
     
    And now, some more improvements for the games original Highway junctions [yes, I'm aware we have an Interchange for this type now, but in any event I'll be adding these improvements as well];
     
    post-2-1089020126.jpg
     
    Note how close they are, and also how close the road/avenue is to the junction. Something which was previously not possible with Elevated Highways

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    Yeah, that is the intention [eventually]. My only concern is how it should be done though really. No matter how it's done really, there's probably going to be some issues to work through.
    Something I'd really like to do though; is Single-Sided Ramps on the diagonals. I may do Diagonal Parallel Single-Sided Ramps first; not sure about Diagonal Perpedicular Ramps yet though. It'll be a progressive thing really.
     
    I'd still be interested in knowing if anyone has any ideas for Names for the current OneWayRoad Highway Ramps; namely the onewayroad Parallel highway ramps.
     
    On a side note; I've managed to update the Description for the Mod on the mods page. The Mod has NOT been updated though, just the description for it has.

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    Date: 7/4/2004 6:40:32 PM
    Author:
    I'm using the 07.02.04 version of the NAM (yes, I know what it is ... but i'll take the hundred simoleons :) ). Anywho, I was wondering why on earth I was failing my UDI missions. It was mind boggling. I would be driving and then all of a sudden, for no reason, the mission failed. Well, I think I found out the reason.


    Please take a look at the following picture, hosted off site:



    The image shows a one way and a normal road intersecting with an avenue. For some reason, when I am on the one way road approaching the intersection, the mission fails (yellow circle). I know the NAM added this functionality, so I'm hoping someone could tell me why this is happening and if anyone else experienced this before.42.gif
    quote>
    WOAH!! How did you do that? Last time I tried (earlier today) it wasn't possible to have intersections like that.

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