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Ganaram Inukshuk

NAM 31.1 Technical Support and Bug Report Thread

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    I tried different techniques but all have failed.

    Are you using NAM 31.1? Did you even install NAM 31.1? Because if you're using just NAM 31.1's Controller, you're also missing one other file: NAM 31.1's INRULs.

    (It's actually the INRULs that make the fancy Street stuff even work, not the Controller.)

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    Hey Community, I'm having a slight problem with NAM 31.1.... Forgive me if this has already been resolved, and if someone would kindly clarify, I installed 31.1 over Version 30 yesterday, loaded game and went into my Highway tab, (not RHW) selected Custom Interchanges and I got, well, nothing. Just an arrow with a square zot. I was therefore unable to recreate Highway curves or anything previously under that tab. I am reinstalling Version 30 then 31.1 as we speak to be sure I didn't miss something. Any ideas?

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    Hey everybody!

    Don't know if this one has been reported already, so here it is.(I mean the reverted highway pieces)

    unbenanntidk.jpg

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    I just started havng a CTD during a save. I thought I heard this was a problem because of the Sandy Bridge CPU (I5) is this true and if so will it be fixed in 31.2? This CTD is worse (more often) when zoomed in.

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    I just started havng a CTD during a save. I thought I heard this was a problem because of the Sandy Bridge CPU (I5) is this true and if so will it be fixed in 31.2? This CTD is worse (more often) when zoomed in.

     

    Although these crashes appear to happen more frequently on the newer Intel CPUs, they have been seen on other CPUs as well.  Assuming that you're running a 64-bit version of Windows, the 4 GB patch should get rid of these crashes.

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    Thanks RTMT

     

    I'll download it and install. Hope this does it. It's weird though this just out of the wild blue started. I've been running SC4 for almost 2 years now and no CTD's I couldn't figure out. Most were buggy mod's or bats. And last night it only happened when I was zoomed in all the way and tried to save. But now that I think about it, it was getting close to do a save I may have waited to long to do one. If I don't save about every 15- 20 minutes then I will have a CTD. By the way yes I have Win 7 Home 64 bit with 8 gig of memory.

     

    Anyway thanks for the link!!

     

    Brad

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    Thanks RTMT

     

    I'll download it and install. Hope this does it. It's weird though this just out of the wild blue started. I've been running SC4 for almost 2 years now and no CTD's I couldn't figure out. Most were buggy mod's or bats. And last night it only happened when I was zoomed in all the way and tried to save. But now that I think about it, it was getting close to do a save I may have waited to long to do one. If I don't save about every 15- 20 minutes then I will have a CTD. By the way yes I have Win 7 Home 64 bit with 8 gig of memory.

     

    Anyway thanks for the link!!

     

    Brad

    Have you tried adding -CPUCount:1 in your SC4 shortcut?

    (Note if your CPU is a quad core i7, use -CPUCount:8 instead)


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    Whenever I put a 15m road puzzle piece over ground highway, the game crashes to the desktop. I have Project Symphony installed if it makes any difference.

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    What happens if you do a reinstall without Project Symphony?


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    is the SPUI stable. cause im having graphical errors in it. like if the SPUI is elevated the rh4 below it turns to rh2. if the rh4 is elevated, a part of it that is directly above the SPUI had an inversed orientation.

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    FlexSPUI only supports L0 and L2 RHWs. L1 RHW is not supported and will not work.

     

    Additionally, the code was updated for P57 compatibility using a copy/paste technique, so the code might not be properly stable. This may be improved in NAM 31.2.

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    The DDRHW-4 has bidirectional pathing. Is this intentional?... Or some offending code was accidentally inserted in the file where the DDRHW-4 is located? lol.gif:P


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    Hi

    I don't know I'm doing something wrong but I am having problems with my neighbor connections.

    I orginally made three road connections from City A to City B.  They immediately became busy and I decided to upgrade them to avenues.  The problem is that now traffic goes through only one avenue while the other two are not being used.  I tried recreating the neighbor connections in both cities but there is still no traffic.

     

    I was wondering that do have to wait for NAM to update the pathfinding for the neighbor connections?  I fast forwarded a few months but it still didn't update.

     

    Let me know if you need more info.

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    Catching up on a few.

    Hey everybody!

    Don't know if this one has been reported already, so here it is.(I mean the reverted highway pieces)

    unbenanntidk.jpg

     

    This one's been reported dozens of times.  I've fixed it just now (and opened and immediately closed it as #136.  The fix will be incorporated into NAM 31.2.

     

    Whenever I put a 15m road puzzle piece over ground highway, the game crashes to the desktop. I have Project Symphony installed if it makes any difference.

     

    Just tried that one, and I was unable to replicate it.

     

    The DDRHW-4 has bidirectional pathing. Is this intentional?... Or some offending code was accidentally inserted in the file where the DDRHW-4 is located? lol.gif:P

     

    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

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    Hi

    I don't know I'm doing something wrong but I am having problems with my neighbor connections.

    I orginally made three road connections from City A to City B.  They immediately became busy and I decided to upgrade them to avenues.  The problem is that now traffic goes through only one avenue while the other two are not being used.  I tried recreating the neighbor connections in both cities but there is still no traffic.

     

    I was wondering that do have to wait for NAM to update the pathfinding for the neighbor connections?  I fast forwarded a few months but it still didn't update.

     

    Yes, that's most likely it.  Be sure that you run each city a number of months.  You may have to run the cities alternately for a while before things settle down.  If that doesn't work, post some pictures.  However, this would best be continued in the NAM General Discussion and Support Thread - 2nd Edition, as it is not specific to NAM 31.1.

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    Unless there's some piece where there's something else happening, but I've not received any reports.

    I double-checked. There's no height offset. Only the ortho tiles are affected (though for those wondering, it doesn't make a functional difference).

    XdHRCy4.jpg

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    The road textures that go along with the Quais de Seine canals https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2774 don't seem compatible with NAM 31.1.  I have euro textures installed but I am getting american textures whenever I use the diagonal canal pieces.

    Did you try to install the Euro texture sets included in the NAM?

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

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    The road textures that go along with the Quais de Seine canals https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2774 don't seem compatible with NAM 31.1.  I have euro textures installed but I am getting american textures whenever I use the diagonal canal pieces.

    Did you try to install the Euro texture sets included in the NAM?

     

     

     

    Oh yes, I have euro textures installed in the NAM, hence my confusion.  It is only with the diagonal pieces that the american textures reappear.


    b8Op9dZ.jpg   ZSXO85l.jpg

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    the L1 seems fine just the L0 8s thats seem to have the problem as shown in the image.post-586136-0-59643800-1367715897_thumb.

     

     

    post-586136-0-59643800-1367715897_thumb.

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    I just started havng a CTD during a save. I thought I heard this was a problem because of the Sandy Bridge CPU (I5) is this true and if so will it be fixed in 31.2? This CTD is worse (more often) when zoomed in.

     

    Although these crashes appear to happen more frequently on the newer Intel CPUs, they have been seen on other CPUs as well.  Assuming that you're running a 64-bit version of Windows, the 4 GB patch should get rid of these crashes.

     

    Interesting, I'm having a similar issue with CTD on save but it's rare now that I incorporated the suggested CPUcount idea. Now the CTD seems to happen while playing a large city, unsure if it's my RAM which is only 2GB, and I'm running Windows 7 Home Premium 32-bit with an Intel Celeron G540 at 2.5, or if it's my graphics card (NVIDIA GeForce 8400 GS)...... Speaking of, lately, and frequently, on game startup, it takes an average of 10-15 minutes to load the game, all the while staring at a black screen. Sometimes when it takes longer I open up Task Manager and it gives me the message "GDriverWindow--DirectX..........Not Responding"   I searched this error message and didn't get much info. I admit I have a lot of content in my plugins and even tried to consolidate files to reduce the load time but it's not helping. Any ideas on either of these issues?

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    Interesting, I'm having a similar issue with CTD on save but it's rare now that I incorporated the suggested CPUcount idea. Now the CTD seems to happen while playing a large city, unsure if it's my RAM which is only 2GB, and I'm running Windows 7 Home Premium 32-bit with an Intel Celeron G540 at 2.5, or if it's my graphics card (NVIDIA GeForce 8400 GS).

     

    I would definitely recommend more memory, especially as you're running Windows 7 and memory is so cheap.  Four GB is a good amount for this game.  Also, since your Celeron supports it, if you get more memory, I would definitely recommend running the 64-bit version of Windows, assuming you have it.  Then you could just run the 4 GB patch.  Your Celeron is new enough that it's very likely that some or all of your remaining crashes can be solved by the patch.

     

    And if you don't install 64-bit Windows, you can still patch your game to use 3 GB of address space instead of 2 GB, which should also get rid of the crashes.  You can even do this if you only have 2 GB of physical memory, although I wouldn't try running anything else at all when you're running SC4.  Just install the 4 GB patch, and then at a command prompt, running as administrator, run the command "bcdedit /set IncreaseUserVA 3072".

     

    That command allows any program on your system to use the 4 GB patch (which technically is a Large Address Aware patch) to use three GB of memory instead of two.  It works for any 32-bit version of Windows starting with Vista.  However, on 32-bit systems it does reduce the amount of address space allocated to the kernel to one gigabyte.  Normally that's not a problem, but there are certain configurations that may not react well to this.  If your system starts behaving unusually after you give the "bcdedit" command, you can always undo it by giving the command "bcdedit /set IncreaseUserVA 2048".

     

    Speaking of, lately, and frequently, on game startup, it takes an average of 10-15 minutes to load the game, all the while staring at a black screen. Sometimes when it takes longer I open up Task Manager and it gives me the message "GDriverWindow--DirectX..........Not Responding"   I searched this error message and didn't get much info. I admit I have a lot of content in my plugins and even tried to consolidate files to reduce the load time but it's not helping. Any ideas on either of these issues?

     

    You should use the DatPacker; it will help a lot.  Unfortunately, the larger network controller of recent NAM versions is responsible for some of this load time, and the DatPacker won't help here.  The NAM Team is working hard at trimming down the size of the controller, and this situation should gradually improve.

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    Interesting, I'm having a similar issue with CTD on save but it's rare now that I incorporated the suggested CPUcount idea. Now the CTD seems to happen while playing a large city, unsure if it's my RAM which is only 2GB, and I'm running Windows 7 Home Premium 32-bit with an Intel Celeron G540 at 2.5, or if it's my graphics card (NVIDIA GeForce 8400 GS).

     

    I would definitely recommend more memory, especially as you're running Windows 7 and memory is so cheap.  Four GB is a good amount for this game.  Also, since your Celeron supports it, if you get more memory, I would definitely recommend running the 64-bit version of Windows, assuming you have it.  Then you could just run the 4 GB patch.  Your Celeron is new enough that it's very likely that some or all of your remaining crashes can be solved by the patch.

     

    And if you don't install 64-bit Windows, you can still patch your game to use 3 GB of address space instead of 2 GB, which should also get rid of the crashes.  You can even do this if you only have 2 GB of physical memory, although I wouldn't try running anything else at all when you're running SC4.  Just install the 4 GB patch, and then at a command prompt, running as administrator, run the command "bcdedit /set IncreaseUserVA 3072".

     

    That command allows any program on your system to use the 4 GB patch (which technically is a Large Address Aware patch) to use three GB of memory instead of two.  It works for any 32-bit version of Windows starting with Vista.  However, on 32-bit systems it does reduce the amount of address space allocated to the kernel to one gigabyte.  Normally that's not a problem, but there are certain configurations that may not react well to this.  If your system starts behaving unusually after you give the "bcedit" command, you can always undo it by giving the command "bcdedit /set IncreaseUserVA 2048".

     

    Speaking of, lately, and frequently, on game startup, it takes an average of 10-15 minutes to load the game, all the while staring at a black screen. Sometimes when it takes longer I open up Task Manager and it gives me the message "GDriverWindow--DirectX..........Not Responding"   I searched this error message and didn't get much info. I admit I have a lot of content in my plugins and even tried to consolidate files to reduce the load time but it's not helping. Any ideas on either of these issues?

     

    You should use the DatPacker; it will help a lot.  Unfortunately, the larger network controller of recent NAM versions is responsible for some of this load time, and the DatPacker won't help here.  The NAM Team is working hard at trimming down the size of the controller, and this situation should gradually improve.

     

    Ok thanks for the tips there. Yeah I bought this system as a custom. I plan on adding to it later. But the Windows system I have is strictly 32-bit. So you don't think that command is worth trying if I don't have a 64-bit system? If not, I'll have to look into trading this system in for a higher end model. It used to work just fine unitl I started adding a couple more gig of content. I just wasn't sure if it was the latest NAM causing the issues or my system.

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    Ok thanks for the tips there. Yeah I bought this system as a custom. I plan on adding to it later. But the Windows system I have is strictly 32-bit. So you don't think that command is worth trying if I don't have a 64-bit system?

    The 4 GB patch by itself will do nothing for your system.  But when used with the "bcdedit" command I mentioned, it should help to get rid of the crashes, although it won't do anything for performance.

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    Easy Question;

      I have the RHW-6C_Steel_Barriers_Mod,it has worked before, only just remembered I had it, tried it but failed...

     

    Do you now if this mod still works with 31.1,.... please so yes....

     

    If not could you do something with those dam ugly and dated concrete barriers on the highways,

     

    I don't no if you guy's use them else were in the world, but here in Australia almost all the highways have been updated to steal cable or

    compressive steal barriers (much like the ones they use on the NASCAR tracks to absorb high speed impacts), you hardly see concrete any more.

     

     

     

    This MOD was one of my favorites

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