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NAM 31.1 Technical Support and Bug Report Thread

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Having some trouble installing NAM 31.1. I downloaded the zip file and when I try to open the zip file with WinZip it says it does not appear to be a valid archive. I have tried redownloading multiple times but still the same message.

 

Have also tried using WinRAR and get an unexpected end of archive message.

 

I have recently reinstalled SC4 which I believe was purchased and downloaded from Amazon. Previously I had run an earlier version of NAM although I am not sure which version it was. Also, I am running Windows 8, if that is any help.

 

Thanks in advance for your reply, I really enjoy this mod and would love to get it installed again.

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It sounds like you just got an interrupted download.  That's been known to happen on the STEX with larger files, when the site is receiving higher traffic loads.  My advice would be to try downloading it from somewhere else.  There's two other mirrors we have set up, SC4 Devotion (there, you'll need to register, login and then click "Most Popular")

 

I'm running Windows 8 myself, and I actually find that it runs the game and the NAM better than Windows 7.  If you're running a system with 4GB RAM or more, you'll also want to install a Large Address Aware/4GB patch over your game (see Haljackey's post for details).

 

Hope that helps!

 

-Tarkus

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It sounds like you just got an interrupted download.  That's been known to happen on the STEX with larger files, when the site is receiving higher traffic loads.  My advice would be to try downloading it from somewhere else.  There's two other mirrors we have set up, SC4 Devotion (there, you'll need to register, login and then click "Most Popular")

 

I'm running Windows 8 myself, and I actually find that it runs the game and the NAM better than Windows 7.  If you're running a system with 4GB RAM or more, you'll also want to install a Large Address Aware/4GB patch over your game (see Haljackey's post for details).

 

Hope that helps!

 

-Tarkus

 

Thanks a lot for the speedy reply. Downloading from ModDB worked out fine and installed without any problems. I will look into the 4gb patch as I am running a system with more than 4gb RAM. Thank you again for your help!

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dockend12jan00136852322.th.png

 

Missing preview model.

 

 

 

easterndocks3jan0013685.th.png

 

Missing paths.

 

 

 

downtown2jan00136851404.th.png

 

How exactly is this too hard to convert? It looks just like the base network!

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    How exactly is this too hard to convert? It looks just like the base network!

     

    Already been answered on SC4D. https://www.sc4devotion.com/forums/index.php?topic=15238.msg440838#msg440838

     

    As you know, there are bridges for the Highway Override in the bridges menu

    Technically yes, but those are actually Dual RHW-4 bridges, so you'd need the Bridge Transition here.

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    Actually, that particular bridge seems to be rather RKT0 based, because texture overrides do apply to this bridge. Problem is that so far I've been unable to locate this bridge in the SC4 DATs...


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

    Deep lurk mode: ACTIVE

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    Actually, that particular bridge seems to be rather RKT0 based, because texture overrides do apply to this bridge. Problem is that so far I've been unable to locate this bridge in the SC4 DATs...

    Might actually be hardcoded in the .exe, seeing as the preview models for draggable model-based networks don't seem to be changed... Surely if you could change them you would've done so by now...

     

     

    EDIT: Try replacing the MHW Models in the main .dat file instead of overriding them. Do the bridge and drag preview change if you do this?

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    The problem is that we haven't found the files that the bridge uses. They're not hardcoded (As far as I'm aware, the IIDs used by the base draggable networks are all determined by the network's INRUL), we just don't know where they are since they aren't with the rest of them.

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    Hello, been a looooong time since I've been around these parts.  Anyway I have a few relatively minor bugs to report that I don't believe I have seen posted elsewhere here:

     

    1 - Weird shadows appearing under bridges.  These seem to occur under most of the bridges created from the Ground MHW tool.  I haven't done a whole lot of snooping into the issue, so I'm a little light on specifics.

     

    943255_4744859899912_109596278_n.jpg

     

     

    2 - Minor texturing glitches at the interfaces of some RHW entrance/exit ramps.

     

    a - The upper circled is a Fractional Angle RHW-10S Type C2 and seems more pronounced than some of the others.  It's probably just me being picky.

     

    b - The lower circled is a RHW Filler piece placed between two FARHW-4 to Diagonal RHW-4 Inner Curve pieces butted together.  Note the outside shoulder in particular, as well as the inside (yellow) lane line.  I'm not suggesting the creation of filler pieces compatible with the FA-series, but figured I would note the discrepancy.

     

    385289_4744998063366_776298168_n.jpg

     

     

    3 - I'm not horribly familiar with the "draw paths", but these are the paths along the same configuration shown above.  Is the slight mismatch within the circled areas anything to be concerned about?

     

     

    920685_4744997983364_468287144_o.jpg

     

     

    I'm just getting back into SC4 after what, a 6-7 year hiatus (used to be a frequent visitor here and I remember well when NAM was just getting started) and I have to say I'm amazed at what you guys have accomplished.  Keep it up!

     

    -Chris

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    The shadows have to do with your rendering mode/your graphics card.  As for textural 'discrepancies,' I'm sure those are at the bottom of the team's to do list, if they're on it at all.

     

    The current filler pieces appear to be designed to match up with the textures of draggable RHW--most of the textures remain pretty much the same as in v30, but a main difference is the full shoulder on diagonal RHW-4.  They haven't altered the old ramps yet to match the new style; I feel like that will be addressed at some point down the road.  At the moment, since they are functional at least, I doubt they are a priority.

     

    I'm no path expert, but an easy way to tell for sure if that ramp is functional is to try to drive a UDI vehicle over it.

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    Welcome back Chris.  Take a good grip on your keyboard and have a walk in the STEX.  Things really have changed.

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    Aside from the minor textural oddities I've also noticed various pieces causing "black holes" and not necessarily repeatably.  I know this is a noted concern, however.

     

     

    The shadows have to do with your rendering mode/your graphics card.  As for textural 'discrepancies,' I'm sure those are at the bottom of the team's to do list, if they're on it at all.

     

    The current filler pieces appear to be designed to match up with the textures of draggable RHW--most of the textures remain pretty much the same as in v30, but a main difference is the full shoulder on diagonal RHW-4.  They haven't altered the old ramps yet to match the new style; I feel like that will be addressed at some point down the road.  At the moment, since they are functional at least, I doubt they are a priority.

     

    I'm no path expert, but an easy way to tell for sure if that ramp is functional is to try to drive a UDI vehicle over it.

    Turned shadows down to "low" and it went away.  Imagine that.  Hmmm, might have something to do with the software rendering running SC4 under a VM.  Or maybe not; come to think of it I don't recall ever using shadows in the past either for some reason or other I can't recall.  Probably bugginess relating to BATs.  No big loss.

     

    It's my nature to nit-pick little details so that's why I brought up the texture issues - just for the record.

     

     

     

    Welcome back Chris.  Take a good grip on your keyboard and have a walk in the STEX.  Things really have changed.

    Thanks; yes I'm realizing that.  This time around I'm intending to spend more time actually building cities and sharing enlightenment in that regard, but just the same the itch to BAT and test mods is still there.  Just don't have the time to spend on that like I used to.  Right now I have enough on my hands absorbing all the new NAM functionality and potential applications, and getting all those acronyms straight!

     


    Correlation doesn't imply causation, but it does waggle its eyebrows suggestively and gesture furtively while mouthing 'look over there'. - xkcd.com

    Visit my SC4 City Journal, Leicester County | Index | Street Map
    Buffalo and Upstate New York BATs

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    The acronyms will take a while to learn.  What's even better is they get changed every version or so.   :thumb:

     

    As for the shadows, running SC4 in Software Rendering will not display shadows properly.  Doesn't have to do with custom content at all.  Keeping them turned off is always a solution.  I do that myself because my poor little i3 just can't handle them.

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    The acronyms will take a while to learn.  What's even better is they get changed every version or so.   :thumb:

    It's not that the acronyms keep changing, it's that some acronyms are too similar (FAR and FARR) and that we keep making new acronyms (FAN, PS, and coming soon, MTA). Only once did a significant acronym (RHW, from Rural Highway to RealHighway) was ever changed.

    For those whose heads are still spinning, I recommend the NAM Glossary.

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    Does NAM team publishes technical changelogs somewhere? I mean, not a list with new features added but more like which dat files were changed between 2 versions.

     

    I'm asking, because I have an increasing number of NAM components that I remodded to my likings and since NAM chose the monolithic approach, each new NAM installation is a slow process if I don't want to screw my modifications.

    So yeah, if it would be possible to just publish a list mentioning the updated dats when a new release is due , that would be very helpful.

     

    Thanks

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    I can't even install the new NAM because the installer keeps giving the Math.dll error message. (Well, the messagebox is not correctly encoded...) This happens when unpacking data at about 31%. I still have enough disk space (30GM left) and I've attempted to delete the G:\Appdata\Local\Temp\nsn9ACD.tmp\Math.dll. No luck~

     

    I even tried changing the directory of the temp folder. Still the same...

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    I can't even install the new NAM because the installer keeps giving the Math.dll error message.

     

    Welcome to Simtropolis!

     

    Could you please post your full system specs (both hardware and software)?

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    I can't even install the new NAM because the installer keeps giving the Math.dll error message.

     

    Welcome to Simtropolis!

     

    Could you please post your full system specs (both hardware and software)?

     

    Thank you a lot in advance.

     

    Here is the system specification.

     

    Hardware                                                                                                                           

    Processor: Intel Core 2 CPU T5200 @ 1.6GHz

    RAM: 2GB (Controller: Texas Instrument PCIxx12 Integrated Flashmedia Controller)

    Display: Mobile Intel 945 Express Chipset Family

    Disk: TOSHIBA MK8034GSX ATA Device (30GB out of 74.5GB not used)

     

    Software                                                                                                                           

    Windows 7 Ultimate x86

    Service Pack 1

    Dataram Ramdisk installed, and the TMP and TEMP directory moved to the G:\ which is the ramdisk drive. (240 out of 255 MB not used)

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    I'd say it's the RAM Disk's fault. Move the temp files out of the RAM Disk, the installer needs at the very least 700MB to unpack into.

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    I agree with that, and note that RAMDISKs are not the best choice for files that will be written frequently.  This medium is still read mostly, and if you write it frequently it will fail.  If you put anything out there is should be something like the content of C:\Program Files because these are read mostly files.


    Beware: Emancipated user.  No Windoze for me.
    The teacher opens the door but the student must enter himself. - Ancient Chinese Saying

    Every minute of hate in which one indulges oneself is sixty seconds of happiness lost.
    Music expresses that which cannot be put into words and that which cannot remain silent. -- Victor Hugo
    If you always do what you've always done, you'll mostly get what you've always got.
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    I just very recently switched to NAM 31 (31.1 to be exact). It's a new region with very few mods. I only have quite nitpicky observations that may of may not already been known.

     

    Two things automata related:

     

    1. Those little green track finders seem to get stuck much more often on diagonal rail crossings with road than in NAM 30. They also like to spawn on one of those two tiles and then block everything. Train automata don't get stuck, but they have to wait until the track finders despawn.

     

    2. "Persistent automata" seems to mean 2 to 3 seconds in my game. It's not true for everything, but it's noticeable with car automata. Has this behavior been changed from NAM 30?

     

    The other thing is probably not in the NAM team's responsibility. The modern arched railway station produces weird black artifacts or is cut off on some zoom levels, while fine on others. Just throwing this out here.

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    Cosmetic issue not seen on github

     

    bridgesr.jpg

     

    Kwanyoni & Dusktrooper's road bridges don't show euro textures; there's also a slight misalignment in the US textures

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    I downloaded the new version. Unfortunately, the installer still stops working before "Setup Type" comes up.


    "I have never advocated war except as a means of peace." -Ulysses S. Grant

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    zeeha2jan001369146970.th.png

    zotozto3jan001368880368.th.png

    No LHD Textures

     

     

    northwestsuburbs2jan001.th.png

    northwestsuburbs2jan001.th.png

    northwestsuburbs2jan001.th.png

    northwestsuburbs2jan001.th.png

    northwestsuburbs2jan001.th.png

    northwestsuburbs2jan001.th.png

    northwestsuburbs2jan001.th.png

    northwestsuburbs2jan001.th.png

    northwestsuburbs2jan001.th.png

    northwestsuburbs2jan001.th.png

    northwestsuburbs2jan001.th.png

    No LHD RULs?, and Diag-to-Orth is missing its name.

     

     

    zukzolen2jan00136914468.th.png

    That's always been there for some reason...

     

     

    zukzolen2jan00136914359.th.png

    Some orientations apparently don't allow placing the diagonal stub where MHW already exists while others do. The west-to-southeast curve is one such example.

     

     

    easterndocks3jan0013685.th.png

    bridgewest3jan001368173.th.png

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    I downloaded the new version. Unfortunately, the installer still stops working before "Setup Type" comes up.

    I am sorry, but we are not telepathic.  We need you to specify your hardware and operating environment when posting something like this.


    Beware: Emancipated user.  No Windoze for me.
    The teacher opens the door but the student must enter himself. - Ancient Chinese Saying

    Every minute of hate in which one indulges oneself is sixty seconds of happiness lost.
    Music expresses that which cannot be put into words and that which cannot remain silent. -- Victor Hugo
    If you always do what you've always done, you'll mostly get what you've always got.
    JohnNewSig.gif
    "We have met the enemy, and he is us" - Walt Kelly

    Come join us at the Moose Factory

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    If there's a pathing issue, it wouldn't be offending code.  There are paths going opposite directions on each deck--this is normal and operates properly.  Unless there's some piece where there's something else happening, but I've not received any reports.

     

    -Tarkus

     

    I tried the DDRHW-4 in UDI mode and the lower deck didn't seem to function correctly. Here is a photo with the paths shown:

     

     

    I apologize if the photo is too large. This is my first time posting with a photo attached.

     

    Edit: I can't seem to get the photo to post, but what it shows is that there are some segments that have no paths on the lower deck but both directions on the upper deck.


      Edited by simkid_aj  

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    Don't need a photo--Ganaram confirmed it shortly after the report surfaced, and I fixed it for the upcoming NAM 31.2 release, as documented here

     

    -Tarkus

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    Not sure if this has been posted yet or not, and nothing came up when I tried searching for it, but there seems to be a broken paths on the Rural Road "Dirt Road Puzzle Pieces". As seen in the image of the Dirt Road piece on the right side.

    when I use that Dirt Road curve piece, where I've upgraded to the Rural Road curved pieces, I don't get any thru traffic other than pedestrians on the side with the connected pedestrian path.

    As soon as I replaced the curved pieces with the Rural Road pieces, there was instantly thru traffic for all vehicles and pedestrians.

    Hope I'm not double posting a known issue, but better safe than sorry.

    SAMDirtRoadBrokenPath.jpg

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    Don't know if this has been reported.  I was trying to upgrade a road to a TLA-3 and got this.  I have to run in software rendering.0fDWpTJ.jpg


    Beware: Emancipated user.  No Windoze for me.
    The teacher opens the door but the student must enter himself. - Ancient Chinese Saying

    Every minute of hate in which one indulges oneself is sixty seconds of happiness lost.
    Music expresses that which cannot be put into words and that which cannot remain silent. -- Victor Hugo
    If you always do what you've always done, you'll mostly get what you've always got.
    JohnNewSig.gif
    "We have met the enemy, and he is us" - Walt Kelly

    Come join us at the Moose Factory

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