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The intrepid can open up the persistent/etc. automata mod and, if I understand it correctly, modify the values for network speeds in ilive's Reader without worrying about affecting anything other than the visuals. Is this the case?

 

I remember that I edited the minimum number of train cars (unfortunately it seems the game doesn't distinguish between Light rail and Heavy Passenger rail) and changed the number of occupants per car; some of the settings seem to stick, though I occasionally get 12-car long trolley trains on my GLR on less used sections (should be getting between 3 and 14, so...).

 

The automata file is generally for visuals only, correct?


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I'm having a problem with my heavy rail viaducts. They don't show. I've checked them in the custom install as well but it still doesn't work. I can place them again but the heavy rail viaducts I've placed under NAM 31.2 don't show. I'm having the same problem with pedmalls. Is there a way to fix this problem without reinstalling NAM 31.2 again? I have a picture below.

 

ermy.png

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Just looking to clarify some of the RRW's functionality (or current lack thereof) - I'm assuming draggable FARR is not quite complete?  For instance:

 

I drag out the FARR in the "classic" (Maxis) fashion:

RRW01.png

 

...clicking on the highlighted cell (which appears to determine the origin/directionality of the rail) gives me this abomination :):

RRW02.png

 

I just want to be sure that at this stage of development, this is working as intended and I haven't jacked up my installation somehow.


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I'm having a problem with my heavy rail viaducts. They don't show. I've checked them in the custom install as well but it still doesn't work. I can place them again but the heavy rail viaducts I've placed under NAM 31.2 don't show. I'm having the same problem with pedmalls. Is there a way to fix this problem without reinstalling NAM 31.2 again? I have a picture below.

 

 

You'll need to reinstall NAM 32 (but not 31.2) again.  Somehow, the fact that you installed those in your previous installation didn't get picked up by the installer.  The only other option would be to actually fish around in the installer archive with 7-zip and pull out the appropriate file (NetworkAddonMod_RailViaducts.dat), but it's not the most navigable in there, even if you have a solid understanding of the NAM's file architecture.  I wouldn't recommend this (especially as it won't get recorded in your install.log file, which tells any future NAM release's installer which options you're running, allowing for easy update).

 

 

 

Just looking to clarify some of the RRW's functionality (or current lack thereof) - I'm assuming draggable FARR is not quite complete?  For instance:

 

I drag out the FARR in the "classic" (Maxis) fashion:

 

...clicking on the highlighted cell (which appears to determine the origin/directionality of the rail) gives me this abomination :):

 

 

I just want to be sure that at this stage of development, this is working as intended and I haven't jacked up my installation somehow.

 

The old AutoPlace FARR was supposed to be phased out, and a system more similar to the Draggable FA Roads is/was planned to be phased in.  The RRW, I believe, switches some tiles that had previously been part of the AutoPlace FARR footprint to an overhang, which is likely why you're seeing that.  It's a legacy feature, essentially.

 

-Tarkus

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You'll need to reinstall NAM 32 (but not 31.2) again.  Somehow, the fact that you installed those in your previous installation didn't get picked up by the installer.  The only other option would be to actually fish around in the installer archive with 7-zip and pull out the appropriate file (NetworkAddonMod_RailViaducts.dat), but it's not the most navigable in there, even if you have a solid understanding of the NAM's file architecture.  I wouldn't recommend this (especially as it won't get recorded in your install.log file, which tells any future NAM release's installer which options you're running, allowing for easy update).

 

For reference, the installer never reads the install.log file - it only writes it out.  The installer determines which options are installed by looking at which files are actually present.

 

I agree, though, that installing NAM 31.2 won't help, and should not be done.  The rail viaducts were not changed between the two releases. The file NetworkAddonMod_RailViaducts.dat should be in your Rail subfolder; if it's not, run the installer again.  When you say , "I can place them again", does that mean that you can build new rail viaducts, and it's just the old ones that just don't show up?  I don't know what would cause that.

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You'll need to reinstall NAM 32 (but not 31.2) again.  Somehow, the fact that you installed those in your previous installation didn't get picked up by the installer.  The only other option would be to actually fish around in the installer archive with 7-zip and pull out the appropriate file (NetworkAddonMod_RailViaducts.dat), but it's not the most navigable in there, even if you have a solid understanding of the NAM's file architecture.  I wouldn't recommend this (especially as it won't get recorded in your install.log file, which tells any future NAM release's installer which options you're running, allowing for easy update).

 

For reference, the installer never reads the install.log file - it only writes it out.  The installer determines which options are installed by looking at which files are actually present.

 

I agree, though, that installing NAM 31.2 won't help, and should not be done.  The rail viaducts were not changed between the two releases. The file NetworkAddonMod_RailViaducts.dat should be in your Rail subfolder; if it's not, run the installer again.  When you say , "I can place them again", does that mean that you can build new rail viaducts, and it's just the old ones that just don't show up?  I don't know what would cause that.

 

 

I can see the rail viaducts in my menu and I can also see the NetworkAddonMod_RailViaducts.dat file in the NAM-folder. However, Rail viaducts that I've already placed before I installed NAM 32 don't appear, the space is taken (thus if I want to replace them again I'll have to demolish the space first) but the structure doesn't show. Would it help if I re-download NAM and delete the NAM-folder before I'll re-run the installer or doesn't that matter?

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I can see the rail viaducts in my menu and I can also see the NetworkAddonMod_RailViaducts.dat file in the NAM-folder. However, Rail viaducts that I've already placed before I installed NAM 32 don't appear, the space is taken (thus if I want to replace them again I'll have to demolish the space first) but the structure doesn't show. Would it help if I re-download NAM and delete the NAM-folder before I'll re-run the installer or doesn't that matter?

 

Since the file NetworkAddonMod_RailViaducts.dat is present, there's no point in reinstalling the NAM - it won't change anything.  So we have to figure out what's going on here.  First of all, are you able to build new rail viaducts in your city?

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There seems to be a scintilla of "If I do that again, it'll be different" here.  Computer don't argue, and they don't do arbitrary things.  If you do the same things under the same conditions you'll get the same garbage out.


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For reference, the installer never reads the install.log file - it only writes it out.  The installer determines which options are installed by looking at which files are actually present.

 

 

 

That makes sense.

 

Seems bizarre that the viaducts wouldn't show up despite being installed.  Usually, the only way something like that would occur is if there had been an IID change of some sort--which didn't happen on our end (the viaducts have been virtually unchanged since the last redesign by ArkenbergeJoe in NAM 22, over 6 years ago).

 

-Tarkus

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Since the file NetworkAddonMod_RailViaducts.dat is present, there's no point in reinstalling the NAM - it won't change anything.  So we have to figure out what's going on here.  First of all, are you able to build new rail viaducts in your city?

 

 

I am able to build new viaducts in my city, however, it does seem more unstable than under NAM 31.2 for some reason (when I had NAM 31.2 it almost never crashed, now it crashes more often). I've also checked if I selected the right ones, there were three choices in the custom install (the brick-colors). I've picked the grey one. When I built new viaducts I've compared them with an old screenshot, they were exactly the same, thus that couldn't be the problem either I guess. I haven't downloaded any other mods, however, I did choose different textures for the rail at the custom install. I forgot which textures they were exactly but it was the one which was more realistic and darker. When I did install NAM 31.2 I didn't do the custom install, I've installed NAM the normal way, so it could be that I haven't installed any custom textures for the rail. It doesn't seem likely that this would be the problem but there aren't any different things I haven't done differently in the custom install. And this doesn't explain why I have a similar problem with pedmalls either. I'm a bit clueless.  :(

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The fact that you have two unrelated problems of this sort in the same city (viaduct rail and ped malls) tends to suggest a corrupted city file.  The additional crashing problems would seem to support this theory.  By any chance, do you have a backup of that city from when it was working that you could try?  If not, do you have other cities with viaduct rail and ped malls, and do they appear properly, and do you have the crashing problem with them?

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I'm having an issue with the RHW, where automata is traveling very slow. I have uninstalled the NAM several times. What should I do to fix the problem?

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What's the population of the city?  If it is over 100,000 the game may be having FPS problems.

 

Reinstalling working software usually doesn't do anything unless the original copy is somehow corrupt.  If that is the case, I’d be diagnosing my machine.


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Music expresses that which cannot be put into words and that which cannot remain silent. -- Victor Hugo
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Have you tried clicking around on the highways with the RHW tool?

 

that tends to fix a lot of problems. Extending the space between the SPUI and the height transition might also help with the overrides.


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And Here on Simtropolis
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"My mother always told me, 'Elwood, you can be two things in this world...you can either be Oh So Smart, or Oh So Pleasant.'

Well, for years I was smart. I recommend pleasant."
-Elwood P. Dowd, Harvey

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I think you're supposed to put the RHW over the SPUI pieces, not drag out the middle. Those S-curves on the ramps shouldn't be there.

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I was just wondering if this on/off ramp will actually function as it should.  The green arrows are a bit off, I seem to remember once upon a time hearing that everything is okay as long as you don't see red flashing lights(except on RHW 6 where it is okay to see red flashing lights)

 

First shot, everything nominal:

12945311853_57efba0b41_o.png

 

Second shot, added the diagonal on/off ramp, without the DrawPaths on so you can see how the textures clash with each other from the ramp piece tot he RHW 4, which is what made me check the DrawPaths in the first place:

12945194895_03e56d3939_o.png

 

Last shot, with DrawPaths enabled again, see how the green arrows don't line up, is that going to function like it is supposed to?

12945301413_9f68a41724_o.png

 

I checked all other instances of the diagonal on/off ramp and all of them are like that, originally I thought it was because I might have it too close to the MIS L2, but I moved it farther out and still it behaved this way, after I tested it farther out, it downed on me to check all other instances as it might not be an isolated incident, and true enough, it wasn't, they are all like that.

 

Will it function properly?  Thanks in advance.

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I was just wondering if this on/off ramp will actually function as it should.

<>

 

Will it function properly?

Generally with pathing, if a pathing bug exists with one iteration of a piece, it also affects all of its other iterations (with mirroring and reflecting, there tends to be 4-8 distinct iterations, with the exception of most off-ramps; there is a difference between an offramp and and an onramp and the current texturing of RHW makes a big distinction for all of the new ramps; unless both pieces have the same exact problem, if something wrong happens with one, it won't affect the other). Second, with textures, if something is off from one another, it will have no impact on what the paths do. Last, if the paths are off by only a few meters or don't follow what the texture should show but is still in the same general direction as all of the other arrows, it'll still work.

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I'm using LHD Norway RHW textures and well... explains itself really...

 

rhw_lhd_volleyball_interchange_issue.png

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Hi, i have a question. I'm a newbie, so feel free to bash me if I'm in the wrong section. 

I recently started to play this game again, this time with mods and I've downloaded a couple of buildings and so on. 

I started the game and everything worked fine, but after that I installed NAM and the newest patch and rebooted for the patch to work. And now everytime I click on the Cologne Cathedral (by Bandito)  or just the regular ingame airport the game crashes to desktop. 

The Cathedral was kind of weird, when I unpacked it, there were 2 SC4LOT files and 2 SC4DESC files. I have a few other lots from Bandito and they came as .exe files, which just installed themselves in the right directory automatically. But the Cathedral didn't and it's crashing my game EVERYTIME I click on it. The other buildings don't. They work just fine.

Does anybody know what's up with that?

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It's been a while since I tooled around with SC4 or NAM for that matter, but I don't remember a huge 240MB file (yeah, of course my connection and hard drive handle it, but 240MB?). I seem to remember it was a third that size. What exactly went on since 30 or 31?


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Actually, 240 MB is just the compressed size.  The uncompressed size is around a gigabyte.

 

What went on in NAM 31 was that all the standalone NAM plugins (RHW, NWM, SAM, etc.) were incorporated into the main NAM download.

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It's been a while since I tooled around with SC4 or NAM for that matter, but I don't remember a huge 240MB file (yeah, of course my connection and hard drive handle it, but 240MB?). I seem to remember it was a third that size. What exactly went on since 30 or 31?

Several things, in order of size from biggest to smallest:

- RHW grew from being about 13-14 networks to 33 networks, each requiring their own chunk of RUL-2 code for proper operation, so now the RUL-2 file governing the placement of all override networks is at or around 1 million line mark, vastly increasing the size of the Controller (the collective trio of the RUL-0, 1, and 2 files that govern how two networks interact) in its entirety. The bulk of the size is from this.

- Every single NAM plugin that has ever existed, including the RHW, has been consolidated into a singular NAM package, AKA the Monolithic NAM.

- A number of new projects have been incorporated into the NAM.

- More comprehensive documentation has been added into the NAM.

- A number of notable NAM addons, such as Euro Textures and a form of the BTM Mod, has also been consolidated into the NAM.

- A number of stations have been added to the NAM.

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And the NAM has a custom installer.  Adroit use will cut things down where you are not using some of the features.


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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It's been a while since I tooled around with SC4 or NAM for that matter, but I don't remember a huge 240MB file (yeah, of course my connection and hard drive handle it, but 240MB?). I seem to remember it was a third that size. What exactly went on since 30 or 31?

Several things, in order of size from biggest to smallest:

- RHW grew from being about 13-14 networks to 33 networks, each requiring their own chunk of RUL-2 code for proper operation, so now the RUL-2 file governing the placement of all override networks is at or around 1 million line mark, vastly increasing the size of the Controller (the collective trio of the RUL-0, 1, and 2 files that govern how two networks interact) in its entirety. The bulk of the size is from this.

- Every single NAM plugin that has ever existed, including the RHW, has been consolidated into a singular NAM package, AKA the Monolithic NAM.

- A number of new projects have been incorporated into the NAM.

- More comprehensive documentation has been added into the NAM.

- A number of notable NAM addons, such as Euro Textures and a form of the BTM Mod, has also been consolidated into the NAM.

- A number of stations have been added to the NAM.

 

Yeah, I seem to remember that I downloaded the RHW separately. I remember when NAM was little more than just a few traffic fixes, the ped mall tiles, and a few other puzzle pieces.


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Yeah, I seem to remember that I downloaded the RHW separately. I remember when NAM was little more than just a few traffic fixes, the ped mall tiles, and a few other puzzle pieces.

 

 

I'm sure everyone remembers the first time they played SC4 with the NAM installed. I filled up a whole large city tile experimenting with all the new features and road combinations and must have played Simcity for a few hours daily for quite a while.

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Hello, wondering whether anyone could help with this.

 

The NAM European texture mod seems to be only half working and I followed the installation exactly. Image below. Some roads are European and some are still the default Maxis one.hoSc6PY.png

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If this was a pre-existing city, click using the road tool on sections that are the wrong texture.  One click is usually enough to turn 6-8 tiles to the right texture.

 

If it's a new city started after you installed the euro textures, then I don't know.

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