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NAM 31 Central Bug Tracker Thread

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I appear to have a box over the Madison-Wells Station. 

 

Do you know what the missing plugin is likely to be, I had downloaded this particular lot before so I'm wondering if there's a new plugin that had been added here?

 

boxy_zps0474f5be.jpg

 

This was the result of a last-minute bug introduced into this station.  It will be fixed in the next few days.  Until then, this station works properly if you select all the transit stations in the NAM.  You can deselect the ones you don't want in the next release.

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Well you should, because 1 is already been posted, and 3 is a feature of two-tile networks (those are paths for the construction vehicles), not a bug.

 

That said, unless you're a transit modder who plays with DrawPaths on almost all the time, the presence of the orange paths looks very strange.  Heck, I remember when DrawPaths became available (right around the time I started transit modding), it surprised the heck out of all of us.

 

They're automatically drawn by the game on the initial drag of any native two-tile network (Avenues and Maxis Highways), and go away after clicking around, generally.  They're of the mysterious "Path Type 5", and basically allow the construction vehicles to down the other side in the direction of the drag.

 

-Tarkus

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Definitely following this thread, but haven't yet had the chance to read all the text.

Well you should, because 1 is already been posted, and 3 is a feature of two-tile networks (those are paths for the construction vehicles), not a bug.

 

My apologies. Also, the vast majority of the people who aren't regularly involved in transit modding (e.g. myself and a vast majority of this site's membership in general) wouldn't have known about the construction vehicles paths. As for 1 and 2, I did not see any images posted while flipping through the 7 pages of this thread, so therefore I posted them. I sometimes struggle with reading through longer and linear threaded conversations online, so I can easily overlook something is mentioned merely in text rather than an image.

 

Well you should, because 1 is already been posted, and 3 is a feature of two-tile networks (those are paths for the construction vehicles), not a bug.

 

That said, unless you're a transit modder who plays with DrawPaths on almost all the time, the presence of the orange paths looks very strange.  Heck, I remember when DrawPaths became available (right around the time I started transit modding), it surprised the heck out of all of us.

 

They're automatically drawn by the game on the initial drag of any native two-tile network (Avenues and Maxis Highways), and go away after clicking around, generally.  They're of the mysterious "Path Type 5", and basically allow the construction vehicles to down the other side in the direction of the drag.

 

-Tarkus

 

Thank you, Tarkus, for the courteous explanation.

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I don't see any of these already mentioned, so:

  • L0 RHW-4 x street T intersections are missing paths.
  • if you try to draw an ortho road S-curve, it tries to convert half of it to FAR.
  • L0 RHW-4 x road T intersections deconvert to RHW-2.
  • Interesting glitch with the Pont Alexandre III: https://i.imgur.com/FTaV2Yg.png Those look like old RHW-2 textures.

 

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On hiatus indefinitely as I build a new region

 

 

Have you contributed to the Simtropolis Wiki today?

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    The overplop pieces don't exist at all, it's as if they weren't even converted. And a large number of CPs are missing their previews...

     

    maincitytile2jan0013623.th.png

     

    maincitynorth2jan001362.png

    Uploaded with ImageShack.us

     

    maincitynorth2jan001362.th.png

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    I'm recently back to NAM after a couple of years away, and using it in a vacuum away from the forums...  apologies if this is a known behavior.

     

    I tried deleting my 6S road network to force my Sims on to mass transit to test my connections.  Even after deleteing the entire outbound network, and the connectors, the network is still routing traffic across the roads that are no longer there.  Have replicated this in two regions.

     

    post-116300-0-50995100-1362477299_thumb.

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    I'm recently back to NAM after a couple of years away, and using it in a vacuum away from the forums...  apologies if this is a known behavior.

    Normal behaviour. It takes time for the simulator to "snap from" the severed connections.

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    Found a bug with bridges on RHW I'm using 6s.

     

    Dragging this bridge from the south results in a cant place reg line no error for terrain etc as you can see, but dragging in the opposite direction works but results in the path the wrong way.

     

    One tile over to the right of the screenshot also works on the right direction.

     

    And by itself without the any other bridge does not work either.

     

    For some reason that straight line only works one way.

     

    Screwed up from bottom to top of image:

    rhw%20bridge%20error.jpg

     

    But works from top to bottom of image:

    rhw%20bridge%20error1.jpg

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    I'm recently back to NAM after a couple of years away, and using it in a vacuum away from the forums...  apologies if this is a known behavior.

     

    The initial pathing for that should be corrected in about 3 game years.

    But full traffic changes take even longer than that to get adjusted.


    zWF7xn.png

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    Not sure if this is a bug, but what do the red arrows on the elevated avenue to Project Symphony elevated highway transitions mean? Automata doesn't seem able to use this piece in my game. Would appreciate some clarification on whether this is just a problem with my game.

     

    Apologies if the link for the image isn't working

    elavemhw.jpg

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    Maarten ?

     

    This looks like a new issue here to me ?

     

    i just checked through the issues and i didn't find this .

     

    thanks, Brian


    zWF7xn.png

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    Anyway, why are there sidewalks in the DRIs?

     

    y54fP2B.jpg


    Check out

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    That's cool, I know the ones that I had put down already work perfectly fine and I'm not planning any cities with el-rail at this time. 

     

    I'm also wondering, are there any plans to include Ashland Station in the NAM too?

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    That's cool, I know the ones that I had put down already work perfectly fine and I'm not planning any cities with el-rail at this time. 

     

    I'm also wondering, are there any plans to include Ashland Station in the NAM too?

     

    Chimp,

     

    Dont you think its cool that NAM is now involved with stations ? :)

    I am on the NAM team now Chimp.

    Anyways, we are going to be having at least a full 7 day NAM week over in chat.

    I really miss seeing you in chat , Chimp !

    You were always one of my best friends in Help desk and its good to see you are still around  :D

    Also I really appreciate all the the nam issues you have brought to our attention.

     

    Your good friend still, Brian

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    zWF7xn.png

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    That's cool, I know the ones that I had put down already work perfectly fine and I'm not planning any cities with el-rail at this time. 

     

    I'm also wondering, are there any plans to include Ashland Station in the NAM too?

     

    Chimp,

     

    Dont you think its cool that NAM is now involved with stations ? :)

    I am on the NAM team now Chimp.

    Anyways, we are going to be having at least a full 7 day NAM week over in chat.

    I really miss seeing you in chat , Chimp !

    You were always one of my best friends in Help desk and its good to see you are still around  :D

    Also I really appreciate all the the nam issues you have brought to our attention.

     

    Your good friend still, Brian

     

    It is indeed Brian! I love all the stations included. 

     

    I sort of miss being in chat but RL has been ramping up recently, what with uni work and such.

     

    It's cool, I love to play around with new mods and I think that NAM31 needs to be at its best against SimTown.

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    Problem with my elevated rail to subway connection blog-0386285001362479260.jpg

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    That's not a NAM bug, that's a game bug that has been there since the game was released (the connector is standard Maxis stuff). It has to do with terrain, and there's nothing we can do about it...


    Read the Readme or drown in bugs and glitches; the choice is yours...

    Deep lurk mode: ACTIVE

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    Sorry for the lack of picture but I found this last night that the flex fly L2 Curve does not work over L1 networks... the flex fly disapears when i drag this level underneath.

     

    Another problem I don't think is a bug but is an issue. Since curves don't have starters I would make road connections by placing the old three tile starters at the end of the curve, delete the farther two cells and drag to create a nib for any network that would be able to immediately intersect a road. Since the starters are only in one direction now the intersections for one direction now need to be a tile farther which makes the setup very awkward.

     

    I also cannot access just normal filler pieces... not sure if they exist or not now.

     

    Another Problem is the extremely unstable L0-L1 transitions. Networks cannot pass under directly beside the transition which makes for giant bridges for tiny crossings. At least in the old Nam the RHW would be able to sneak under that close so not sure if this is an unknown bug or lack of time issue.

     

    I understand this whole code is brand new so I know bugs must be a pretty big issue since time hasn't flushed things out. Thanks for planning some updates soon!

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    I have never really used the NAM that much but want to create some realistic highways. How do I create bridges using the rhw pieces? Or is there a way to transition from the Maxis highways to the rhw pieces? In the new NAM what are the brown tabs for on the starter pieces? How do I make the rhw pieces draggable? Sorry for all of the questions but never could figure out the NAM in the past.

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    I have never really used the NAM that much but want to create some realistic highways. How do I create bridges using the rhw pieces? Or is there a way to transition from the Maxis highways to the rhw pieces? In the new NAM what are the brown tabs for on the starter pieces? How do I make the rhw pieces draggable? Sorry for all of the questions but never could figure out the NAM in the past.

     

    This is the wrong thread for that post. You should look here instead. Lot's off really neat stuff there made by the masters of the highway world.

     

     

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    A few more issues found in my latest session:

     

    Curved MIS unstable around ramps (I think this was also common in NAM 30)

    NorthPoint-13Apr141362523210_zps2bee6b6b

     

    Draggable Far-3 fails to transition back to orthogonal

    NorthPoint-8Jan131362519708_zps737cdedf.

    NorthPoint-19Mar131362522251_zpsbdd87a20

     

    Road over RHW textures misaligned

    NorthPoint-2Aug151362525267_zpse3f97ffd.

    NorthPoint-16Jul151362525229_zps5418accf

     

    And also, I don't know if this was on purpose, but there isn't a puzzle piece for a normal transition to 7.5m height road, only diagonal and T on slope pieces.

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    You mean the FLEXRamps? That's because they don't have recieved wealth textures yet. So instead of grass, you get this.

     

    Um, I mean both the regular DRIs and FLEXRamps. Anyway, it’ll be good to know. Also, I think you should snip the quoted image in your post.


    Check out

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    For draggable FA roads, there should be a couple of JPG pictures in your documentation folder. Please study these, some setups are not as straightforward as you may think.

    The setup you need is the second one from the top in image FAR_pattern_B1.jpg. Note the two extra tiles you have not put in place.

    Cheers

    Willy


    NAM Team Member   ||   Check RealRailway development   ||   Visit Port St Claire

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    Here is one I did not see in this thread. I have Euro textures selected. As you can see, paths work fine - this is purely a cosmetic issue.

     

    TextureKludge.jpg


    Thessaloniki | <-- Now Open! Come check out this CJ! | Boycott Chick-Fil-A!

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    L1 x FLEXFly L2 support has not yet been added.

    Filler pieces were disabled due to being broken beyond belief (enough to where I've remade them completely - L0 filler pieces have been remade, working on L1-L4 now).

    For issues with RHW under ERHW starters, that issue has been fixed on our end.

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    I don't know what to put here anymore.

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    That looks like a combination of L0 RHW-6S/FLEXFly issue (#50), combined with the FLEXFly/L1 compatibility that BL noted above.

     

    And deathtopumpkins, you'll be pleased to know that I've just fixed #83.  The starters will have more rotational flexibility now.

     

    -Tarkus

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    On a lighter note...draggable FAN seems to be bug-free! (albeit tricky to master) 

     

    and someone should try to slip in a few L1 road over RHW pieces to the hotfix if they can that would be awesome even if it's only one or two pieces cough cough

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    and someone should try to slip in a few L1 road over RHW pieces to the hotfix if they can that would be awesome even if it's only one or two pieces cough cough

    Not a bug, or even a priority. The highest priority right now is bugfixing.

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