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23 minutes ago, EvansRE4 said:

ok so ive downloaded nam 35 but when I click on the file NetworkAddonMod Setup 35 SFX.exe to extract nothing happens

You'll want to make sure your antivirus program isn't stopping it from opening. Mine can be seen scanning the package for about 10 minutes before it finally opens, because the actual installer weighs in at around a little over 1 GB, which I would imagine might take a little time to scan completely. Note that my AV doesn't actually say it's scanning the file, but the RAM and CPU usage in the process listing in the Task Manager makes it pretty obvious what is happening.

You can, of course, exempt this file from the scan (I always forget this step) if you trust the NAM Team (I do) but some people feel better if their AV software scans it anyways. For me at least, I always forget and then it ends up being too much of a hassle to get it to stop once it's started.

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43 minutes ago, APSMS said:

You'll want to make sure your antivirus program isn't stopping it from opening. Mine can be seen scanning the package for about 10 minutes before it finally opens, because the actual installer weighs in at around a little over 1 GB, which I would imagine might take a little time to scan completely. Note that my AV doesn't actually say it's scanning the file, but the RAM and CPU usage in the process listing in the Task Manager makes it pretty obvious what is happening.

You can, of course, exempt this file from the scan (I always forget this step) if you trust the NAM Team (I do) but some people feel better if their AV software scans it anyways. For me at least, I always forget and then it ends up being too much of a hassle to get it to stop once it's started.

Thanks @APSMS that's exactly what I was my anti virus program was blocking it from running

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New software is always a risk. Even programs from trustworthy designers can suffer infection in the pipeline. I once heard of a commercial disk-replication facility that got infected and spread its infection to shrink-wrapped product distributed in stores (An employee who had used one of the manufacturing computers to play a pirated game; he was summarily fired).

That said, I do my scans manually so I can see the process and not grow frustrated at an uncooperative PC.


-- Jeff Fisher ><> Vancouver WA
"I may be pissing into the wind, but if I keep my enemies behind me and aim carefully, I can still rain on their parade."

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Hi there, I seem to be having some issues re-running the installer to remove the real railways mod, wondering if anyone can help.

I ran the NAM35 installer and all went fine, I dont know what version of NAM I had before but I last played SC4 towards the end of 2012 and this was installed over the top of that version.

I thought I would give the real railways mod a try but Im not convinced as its missing textures on the viaducts on my existing region.

So I ran the installer again to remove RRW but heres where issues are coming up - the custom installation isn't remembering all my options from last time - noticeably I have to reselect diagonal streets every time I run it. The other options seem like they are correct so within the installer I now deselect the RRW mod and ensure that maxis default textures are selected as the railway texture. I run the installation, it tells me everythings fine and done, then I start the game and I still have Real Railways, I try to relay the track and it still relays as real railway  - Ive repeated this process at least 10 times now and it wont remove.

What am I doing wrong? The Nam installer is located on my desktop in an unzipped folder. When running the installer the directory it installs to is the default plugins/Network Addon Mod folder.

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Speaking as one of those behind development with RRW, I can assure you there are practically no missing textures. There are two viaduct switches, which are so tight that they were not updated for the RRW, because those pieces are considered diametrically opposed to the very idea of RRW in the first place. Which is to make a more realistic railway system for SC4. These will be replaced with updated pieces as part of the draggable replacements which are in development.

However, outside of that, work by myself and Rivit to cover all the missing pieces was mostly complete as of NAM 33s release. You may find that installing RUM for RRW is necessary to get full coverage, since not all of that work has made it into the NAM package.

Having said that, it does appear something is wrong with your install. It looks to me like some old files are not getting removed during the install process. That way, even though you have not selected to install RRW, it is still showing up in your game. Probably the only solution is to remove completely the Network Addon Mod and z___NAM folders from your plugins. Then run the installer anew, this will ensure the files installed are correct and up-to date.

No one is looking to force RRW on anyone, but I am about as picky as it gets with having matching textures. I can assure you, lots aside, there are no gaps. Not to mention, all future NAM Rail development (in fact all since NAM 32) will be RRW-based only. That code for the most part will never work without RRW. So if you want to use all the fantastic new pieces that have been added for rail in the latest versions of NAM, RRW is the only way to go. For example, here's the latest exciting development (and that has full coverage too, I should know, I've been testing/working on it extensively):

 


Head over to my Lot and Mod Shack to keep abreast of my latest developments.

Do you like custom textures, but don't like all the work involved creating them?, take a look at the Texture Automation options here. Change the look and feel of your transit networks, with the minimum of effort, for example customised versions of my Sidewalk NAM (SWN) and Terrain Grass NAM (TGN) mods, and much more besides.

New to the NAM? Check out my tutorials on YouTube. Latest upload: How to: RHW - MHO Roundabout Interchanges. (Nov 25).

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Thanks for the response. Ill backup and have a go at a clean install when I get the chance, I think Ive been through the installer options so many times now I can remember all the things to re-select!

As for the textures, I get what youre saying, my problem is with my region really, not the mod itself. The existing region I'm playing is so old it has too many tight curves and viaduct pieces for me to go through and replace them all and many lack the space to even make this possible.

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9 minutes ago, nonessentialnoodle said:

The existing region I'm playing is so old it has too many tight curves and viaduct pieces for me to go through and replace them all and many lack the space to even make this possible.

When I say larger radius, the basic RRW curve is smoother, but takes up only one tile more on the inside of the curve. It's only two viaduct track switches that aren't covered, everything else is. There are no replacements for them, so it's not like you'd need to replace anything. Tell you what, those have been bugging me and I don't subscribe to the viewpoint that making interim textures is somehow a terrible thing... As such if that's all that's holding you back, I'll whip some textures up for them later and post a patch. It's literally 2-4 pieces we're talking about here.

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Head over to my Lot and Mod Shack to keep abreast of my latest developments.

Do you like custom textures, but don't like all the work involved creating them?, take a look at the Texture Automation options here. Change the look and feel of your transit networks, with the minimum of effort, for example customised versions of my Sidewalk NAM (SWN) and Terrain Grass NAM (TGN) mods, and much more besides.

New to the NAM? Check out my tutorials on YouTube. Latest upload: How to: RHW - MHO Roundabout Interchanges. (Nov 25).

p.s. - I'm MGB over on SC4D and a member of the NAM team.

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If you could Id be sure to give it another try - Im getting frustrated by commute loops now so considering starting over anyway but Ill save that for another topic!

As for my initial problem regarding the NAM installation: as you suggested deleting the Network Addon and z___NAM folders from my plugins then running the installer again did the trick and got me back to the Maxis rail textures, thanks!

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I've just finished making these new textures:

RRW_ViaductSwitch.jpg.4ad5f7c6f41f507820778b8bb0363a58.jpg

To help illustrate the missing pieces, the new ones are in default RRW style, the surrounding pieces are not, because I've got another texture set installed.

For now I think that's better than the mis-matching pieces (the old rail). But these aren't exactly the best textures, but I think that's fine for an interim solution whilst we await the Draggable Replacements. I'll see about getting these into either RUM for RRW or the NAM at some point too.

But literally, those two pieces are the only ones missing I know of. Provided you are using NAM 35 + RUM for RRW. If you find any others, tell me and I'll make sure they are available ASAP, since they all exist for me. One last thing, the textures below need to load in z___NAM or a later folder.

 


  Edited by rsc204  

Patch Removed - Please upgrade to NAM36 for this fix.
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Head over to my Lot and Mod Shack to keep abreast of my latest developments.

Do you like custom textures, but don't like all the work involved creating them?, take a look at the Texture Automation options here. Change the look and feel of your transit networks, with the minimum of effort, for example customised versions of my Sidewalk NAM (SWN) and Terrain Grass NAM (TGN) mods, and much more besides.

New to the NAM? Check out my tutorials on YouTube. Latest upload: How to: RHW - MHO Roundabout Interchanges. (Nov 25).

p.s. - I'm MGB over on SC4D and a member of the NAM team.

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Cool, RUM has a folder for RRW Viaduct, so I dropped your patch in there. I hope I can remember to delete it if/when its pieces are added to a future version of one of those larger mods.


-- Jeff Fisher ><> Vancouver WA
"I may be pissing into the wind, but if I keep my enemies behind me and aim carefully, I can still rain on their parade."

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41 minutes ago, jeffryfisher said:

I hope I can remember to delete it if/when its pieces are added to a future version of one of those larger mods.

Rule of thumb, if a mod updates to a new version, delete the old one first. In practise I often move it temporarily until I'm satisfied the new one works for me, but either way works.

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Head over to my Lot and Mod Shack to keep abreast of my latest developments.

Do you like custom textures, but don't like all the work involved creating them?, take a look at the Texture Automation options here. Change the look and feel of your transit networks, with the minimum of effort, for example customised versions of my Sidewalk NAM (SWN) and Terrain Grass NAM (TGN) mods, and much more besides.

New to the NAM? Check out my tutorials on YouTube. Latest upload: How to: RHW - MHO Roundabout Interchanges. (Nov 25).

p.s. - I'm MGB over on SC4D and a member of the NAM team.

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6 hours ago, Tarkus said:

The one exception to that, of course, is the NAM itself.

LOL, yes, sorry I should have remembered that one! :blush:

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Head over to my Lot and Mod Shack to keep abreast of my latest developments.

Do you like custom textures, but don't like all the work involved creating them?, take a look at the Texture Automation options here. Change the look and feel of your transit networks, with the minimum of effort, for example customised versions of my Sidewalk NAM (SWN) and Terrain Grass NAM (TGN) mods, and much more besides.

New to the NAM? Check out my tutorials on YouTube. Latest upload: How to: RHW - MHO Roundabout Interchanges. (Nov 25).

p.s. - I'm MGB over on SC4D and a member of the NAM team.

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That much I know. It's remembering that an update to RRW within NAM means I should delete a patch within RUM. I'm hoping that all of RUM (bridges etc) will be incorporated into RRW's future, so the patch will be flushed when I deprecate RUM (because that's where I tucked it away, in with RUM's RRW extensions).


-- Jeff Fisher ><> Vancouver WA
"I may be pissing into the wind, but if I keep my enemies behind me and aim carefully, I can still rain on their parade."

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30 minutes ago, jeffryfisher said:

It's remembering that an update to RRW within NAM means I should delete a patch within RUM

Never easy and I help with development/testing on both mods. But considering the number of texture overrides the NAM contains already, 2 textures you don't need won't gum up the works any. The great thing is that once the game loads, there is no performance penalty. But, each texture and it's overrides all need to be indexed on startup, so it can make that slower if you've lots of them.

30 minutes ago, jeffryfisher said:

I'm hoping that all of RUM (bridges etc) will be incorporated into RRW's future

That's always been the plan. In fact is has happened a few times, but for one reason or another, the complete set never seemed to make it to NAM. This time around (NAM 36), I'm going to look at taking care of this personally. Both myself and Rivit are in agreement that this really should have happened a long time ago. Of course RUM will continue to exist, but it should be limited to the optional components/overrides at that point.

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Head over to my Lot and Mod Shack to keep abreast of my latest developments.

Do you like custom textures, but don't like all the work involved creating them?, take a look at the Texture Automation options here. Change the look and feel of your transit networks, with the minimum of effort, for example customised versions of my Sidewalk NAM (SWN) and Terrain Grass NAM (TGN) mods, and much more besides.

New to the NAM? Check out my tutorials on YouTube. Latest upload: How to: RHW - MHO Roundabout Interchanges. (Nov 25).

p.s. - I'm MGB over on SC4D and a member of the NAM team.

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@rsc204   Since I just read above that you also work on NAM and RUM with rivit I figured I'd bring up two things I came across. 

The first is what I think a NAM issue.  The arrows appear when dragging, and then appear when placing a lot next to this section.

W3uY7LX.jpg

BSFEsx9.jpg

The second I was planning on posting on rivit's thread but since you brought up RUM figured I'd point it out.   Please look at the sharp curve at the freight station that has the old rail texture, this happened after updating to the most recent RUM, the second picture shows the curve with the RRW texture which was in place with the previous version of RUM. Wondering if it is something that was mistakenly left out of the update or if it's a different conflict.

YOubyQc.jpg

older pic with RRW curve into station

P8anljs.jpg

 


I thought about this, and am still thinking about it because though I've thought about this, I still have more thinking to do as to stop thinking about it would mean not to think.

 

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Issue #1 is a known problem, it should be fixed in the next NAM version.

For the 2nd picture, I don't know if that's anything to do with RUM. This tight curve is unsupported in RRW, so if that's the rail network, you need to re-draw it. If that's a lot texture, those are not anything to do with either the NAM or RUM. I'd need to know which pack the texture came from to advise further. But you could just re-lot it with one of the textures from Eggman's RRW Lot texture overrides or any other RRW compatible textures.

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Head over to my Lot and Mod Shack to keep abreast of my latest developments.

Do you like custom textures, but don't like all the work involved creating them?, take a look at the Texture Automation options here. Change the look and feel of your transit networks, with the minimum of effort, for example customised versions of my Sidewalk NAM (SWN) and Terrain Grass NAM (TGN) mods, and much more besides.

New to the NAM? Check out my tutorials on YouTube. Latest upload: How to: RHW - MHO Roundabout Interchanges. (Nov 25).

p.s. - I'm MGB over on SC4D and a member of the NAM team.

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Can you describe your problems now detailedly?


matias93's Unexpected Mod Workshop (dev thread)             Ciudad del Lago in the making (dev City Journal)

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is not freedom, nor authority, nor is any principle of abstract character,
but it is to meet the social needs of man and the development of the society"

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48 minutes ago, Geomodelrailroader said:

I'M getting bugs when I use the NAM looks like I need to enable the Maxis Highway Override or I get the brown box bug. 

Are you saying you used to use the Maxis Highway Override, but have switched back to not using it and are seeing brown boxes? That's rather an add symptom if so, because both networks are model-based and so should update/refresh without issue. Perhaps you left some of the MHO pieces behind, like intersections and the like? Without MHO installed, there might be some props that are missing there. But replacing those pieces with the original MHY variants would fix that.

If this isn't helping, a screenshot of the problem would go a long to make it easy to see where the issue comes from.

P.S. I've moved your query to the NAM General Support topic, since the problem isn't the same as in the thread you posted.

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Head over to my Lot and Mod Shack to keep abreast of my latest developments.

Do you like custom textures, but don't like all the work involved creating them?, take a look at the Texture Automation options here. Change the look and feel of your transit networks, with the minimum of effort, for example customised versions of my Sidewalk NAM (SWN) and Terrain Grass NAM (TGN) mods, and much more besides.

New to the NAM? Check out my tutorials on YouTube. Latest upload: How to: RHW - MHO Roundabout Interchanges. (Nov 25).

p.s. - I'm MGB over on SC4D and a member of the NAM team.

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19 hours ago, philforhockey51 said:

the sharp curve at the freight station

If I were using RRW, I'd place the switch to parallel tracks (found on the large-radius curves and switches tab-ring of rail objects). If your formation isn't one of those, then it might no longer be supported by RRW. Do you have room to replace your old-texture tracks with that special switch piece?


-- Jeff Fisher ><> Vancouver WA
"I may be pissing into the wind, but if I keep my enemies behind me and aim carefully, I can still rain on their parade."

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@rsc204   & @jeffryfisher    

The "curve" in the picture is on a Lot (link below)    The reason I am thinking this is a RUM thing is that it was the only thing changed. NAM35 was already installed and the previous version of RUM and the RealRailway NCD BSC Texture Update but when I updated RUM to version 4 the texture went away. I thought it might have to do with the L folder within RUM the Lot Support file, understood this to have files that would override rail textures on Lots, maybe something is conflicting with the linked texture update by eggman121 ?

Freight station Lot this is happening on:  

If this post should be moved to @rivit 's RUM support thread please feel free to do so.


I thought about this, and am still thinking about it because though I've thought about this, I still have more thinking to do as to stop thinking about it would mean not to think.

 

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40 minutes ago, philforhockey51 said:

The "curve" in the picture is on a Lot (link below)    The reason I am thinking this is a RUM thing is that it was the only thing changed.

If that's the case - and its possible - the only file that could affect it is in fact  L Lot Support.dat. Simple test - remove that file and see if it comes back to the way it was. Leaving this file out wont kill much. In RUM v4 I hadn't finished all of the BSC and WMP lot textures so its possible I clobbered something that Eggman had already fixed. 

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Hello! I ran into this problem after installing NAM 35 a while back, and since I rebuilt that interchange I forgot about it.

mSDKa5x.jpg

The piece with the weird texture is the 15m Avenue viaduct-MHO bridge transition piece; IDK if it's a NAM issue per se, maybe it's just a graphics problem, but it happened after installing NAM 35, no more changes were made to my plugins.


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I reworked the entire MHO files for NAM35, they were full of duplicated textures and other detritus. Seems somewhere along the way this texture got missed, although it's there for EU users. Place the included patch into the Maxis Highway Override folder, I'll ensure it's included in NAM36.


  Edited by rsc204  

Patch Removed - Please upgrade to NAM36 for this fix.
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Head over to my Lot and Mod Shack to keep abreast of my latest developments.

Do you like custom textures, but don't like all the work involved creating them?, take a look at the Texture Automation options here. Change the look and feel of your transit networks, with the minimum of effort, for example customised versions of my Sidewalk NAM (SWN) and Terrain Grass NAM (TGN) mods, and much more besides.

New to the NAM? Check out my tutorials on YouTube. Latest upload: How to: RHW - MHO Roundabout Interchanges. (Nov 25).

p.s. - I'm MGB over on SC4D and a member of the NAM team.

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I found the solution to my problem Maxius roads and Real Highway are not allowed in the city limits. If you're going to override the tutorial cities like I am you need to delete all of the maxius roads and replace them with the street addon mod pieces or with Maxius Avenues. Maxius roads and Real Highway pieces can only be built on the edge of your city you cannot run them through the city or through lots. The only exception to this rule is Real Railroad pieces and Maxius railroad pieces. Maxius roads are Legacy and they will not be supported by the NAM so to make the mod work you need to start a new save of your game before you install NAM once you have the city setup delete all of the Maxius road and replace them with Streets or with Avenues all Maxius roads need to be deleted and only place at the edge of the city this way when you run the NAM roads you won't get the brown box glitch like I've been getting. Do not delete the NAM just remove the maxius road from your city and replace with Streets. 

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1 hour ago, Geomodelrailroader said:

I found the solution to my problem Maxius roads and Real Highway are not allowed in the city limits

Sorry, I don't understand how you came to this conclusion. The only props (which cause brown boxes) would come from T21 mods. None of the T21 mods included with the NAM use props that are either not included or part of the base game. In short that means there is no way for them to be missing, causing brown boxes to appear. It's far more likely a third party mod is behind this.

I would advise anyone to play the tutorial cities with no mods installed, it's OK to have the NAM installed. But for example a slope mod will cause problems with certain parts. There really is no explanation of your problem that is directly attributable to how the NAM works.

1 hour ago, Geomodelrailroader said:

If you're going to override the tutorial cities like I am you need to delete all of the maxius roads and replace them with the street addon mod pieces or with Maxius Avenues.

I've never seen this behaviour. It's certainly not necessary to replace all the existing networks. There is no incompatibility either, NAM just adds new features that otherwise don't exist. These will not be part of the tutorial cities unless you manually add them. Again, I cannot stress enough that this problem is not a result of installing the NAM.

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Head over to my Lot and Mod Shack to keep abreast of my latest developments.

Do you like custom textures, but don't like all the work involved creating them?, take a look at the Texture Automation options here. Change the look and feel of your transit networks, with the minimum of effort, for example customised versions of my Sidewalk NAM (SWN) and Terrain Grass NAM (TGN) mods, and much more besides.

New to the NAM? Check out my tutorials on YouTube. Latest upload: How to: RHW - MHO Roundabout Interchanges. (Nov 25).

p.s. - I'm MGB over on SC4D and a member of the NAM team.

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10 hours ago, rsc204 said:

I reworked the entire MHO files for NAM35, they were full of duplicated textures and other detritus. Seems somewhere along the way this texture got missed, although it's there for EU users. Place the included patch into the Maxis Highway Override folder, I'll ensure it's included in NAM36.

Many thanks, man!

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On ‎2014‎-‎03‎-‎16 at 7:05 PM, Ln X said:

So, I resolved the Real Railway FFAR and Wide Radius curve problem; turns out I had a railway texture mod with the cleverly disguised name of WRCT. Anyway I found this new texture conversion problem with nbvc's 4 by 9 Tank Car Filling Station (

).

 

a2z7.jpg

 

As you can see there is one diagonal T-junction piece which has not converted to the RR textures. I've checked other buildings which have railways in their lots and all the railways have converted to RR.

 

Is there a fix to this or is this a glitch which went unnoticed?

large.Rail04.jpg.ab98cf33870fba634dda3192c5664ee5.jpgHello everyone! There is still one diagonal T-junction piece which has not converted to the RR textures.

Everyone has forgotten this one? or am I missing some textures?

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@ROmeoBOT - If you are using RUM for RRW then remove the file  L Lot Support - it has only partial support for these textures and this missing texture is one of them.  Eggmans BSC/NCD fix is preferred. (sorry don't have a URL)

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