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13 hours ago, Tyberius06 said:

The problem here is that you would like to plop a static cosmetic puzzle piece on the top of an other static puzzle piece (transition). Which is not supported.

From the description here, I'm wondering if the problem isn't that this cosmetic transition isn't working/displaying as intended, rather than the method used to place it? The Cosmetic versions are essentially a variant of their regular counterparts, if you place that INSTEAD of the normal transitions, there should be no problems:

RHW-8SCosmetic.jpg.77c54f5dfc160b86f0dd53760638e420.jpg

As for the future, indeed a flex-based FTL style setup will be where these things will be heading. One of the key benefits of such is that it's a one plop and done solution, that will eventually be able to handle multiple network types and height options. As with all future NAM developments, I can't give you a timescale on that, so for now we're sort of in a transition phase, with limited support of what currently exists.

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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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Ah this is my bad then. I didn't realise the cosmetic pieces were in effect replacements - I always assumed they had to be plopped over the existing piece (in this case the transition).

I'll have another play with it and report back!

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It could be they can be overplopped, I've never really considered doing it that way, but IF this functionality exists, almost certainly it would only work if you did it before placing the other cosmetic pieces. Perhaps that's where things have gone wrong for you? Either way, I created the screenshot by just placing the Cosmetic Transition instead of the regular one and then adding the 2-Tile cosmetic pieces, which works just fine.

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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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Yeah it was the overplopping that was causing the issue - I hadn't noticed it before as the other pieces I'd used had gone down fine. Re-did both sides as you instructed and no problems at all. Thanks for the help!

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Dear NAM people, I found a missing texture for the Euro texture override of a part of the new draggable 2x2 90° road curve. Interestingly, it only happens on curves in unzoned areas or with medium or high density zones.

60206e80b41b1_DraggableWRC90deg.jpg.a255bca08ab80065053dd1c0b58e03df.jpg

Also tagging @rsc204 if he could update his NGN mod to include these textures.

If nne of you are having time, I'd appreciate if you could tell me the texture ID's of 1. the ploppable 2x2 90° road curve puzzle piece, and 2. the ID's of the draggable curves, so I can try to fix this on my own. The file in question with the Euro overrides has a size of I believe 200 MB, so it's hard to find.

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11241036 Lotting/Modding Thread - Support for all of my uploaded plugins

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9 hours ago, 11241036 said:

Also tagging @rsc204 if he could update his NGN mod to include these textures.

I have them, there were added (I think) to my TGN updates late last year. NGN sadly is a bit more involved, since I had to completely re-make everything my end, it’s release is lagging behind TGN right now. I’ll at the very least be able to dig out those textures and pass them along for you. 

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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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Would be great. It would also suffice to tell me the ID's of both the ploppable and the draggable 90^smooth curve, so I can fix the draggable curve with the textures from the ploppable curve.


11241036 Lotting/Modding Thread - Support for all of my uploaded plugins

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I already have this setup, it's just bundled with the NWM MRCs, since I was making the EU textures for those at one point.

I don't personally do anything with the legacy Puzzle Piece textures. But one of the problems of the new NAM's single-EU DAT, it's now a total bitch to find anything within the EU files. The easier solution is to look at the US textures, which should still be in smaller more manageable DAT files. But this change has been very disruptive to my texture mods, even if I accept it was better from the perspective of the NAM installer.

The following patch takes care of NGN support for all the new MRCs:

NGN NWM WRCs - EU.dat

So it appears the WRCs wouldn't have been in the TGN update either. Some of the NWM textures may not be perfect, they are still a WIP. Mainly because until NAM 37 came along I had no working method to actually see them in-game. Since then I simply haven't had the time to fix them up.

I worry the pace of NAM development will put me so out of sync, that I'll simply cease developing these mods further. Something which wouldn't be so bad, if I could simply get a copy of any new textures from the creators, rather than having to find the things manually from the NAM releases. With all the changes, it's getting to the point where the additional workload is becoming unsustainable for me.

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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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5 hours ago, rsc204 said:

I already have this setup, it's just bundled with the NWM MRCs, since I was making the EU textures for those at one point.

I don't personally do anything with the legacy Puzzle Piece textures. But one of the problems of the new NAM's single-EU DAT, it's now a total bitch to find anything within the EU files. The easier solution is to look at the US textures, which should still be in smaller more manageable DAT files. But this change has been very disruptive to my texture mods, even if I accept it was better from the perspective of the NAM installer.

The following patch takes care of NGN support for all the new MRCs:

NGN NWM WRCs - EU.dat

So it appears the WRCs wouldn't have been in the TGN update either. Some of the NWM textures may not be perfect, they are still a WIP. Mainly because until NAM 37 came along I had no working method to actually see them in-game. Since then I simply haven't had the time to fix them up.

I worry the pace of NAM development will put me so out of sync, that I'll simply cease developing these mods further. Something which wouldn't be so bad, if I could simply get a copy of any new textures from the creators, rather than having to find the things manually from the NAM releases. With all the changes, it's getting to the point where the additional workload is becoming unsustainable for me.

Would @Flann nifty tool that places the iid on top the network be of any help finding stuff?


Known as Kitsune on sc4e. NAM Team Member.

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Not really, it’s a feature of GoFSH, but you need access to the files already, to build a set with IDs. It’s essentially just a modified variant of the regular textures with the ID stamped on it. Otherwise, I use such things quite a lot myself. 


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 tried to use the flex SAM stopper to bridge a connection between SAM1 and SAM10, and pathing-wise it works, but the textures don't override, sticking in a SAM2 to SAM3 connection. Am I using the tool in the wrong way?

image.png.17a5116c579060b124566c6b3f37db38.png

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

"Let us be scientists and as such, remember always that the purpose of politics
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but it is to meet the social needs of man and the development of the society"

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18 minutes ago, matias93 said:

I tried to use the flex SAM stopper to bridge a connection between SAM1 and SAM10, and pathing-wise it works, but the textures don't override, sticking in a SAM2 to SAM3 connection. Am I using the tool in the wrong way?

I don't believe so. I have been using the FLEX SAM connection piece in the way it has been documented and I'm having similar problems. The textures just sometimes don't connect properly.

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2 hours ago, matias93 said:

I tried to use the flex SAM stopper to bridge a connection between SAM1 and SAM10,

Hi @matias93,

little correction. On your image you try to connect the SAM1 (parking lots) with the SAM11 (industrial SAM) - SAM10 is the Japanese SAM. I can confirm, that the SAM stopper/transition piece doesn't work between SAM1 and SAM11 (I don't think it was intended to make such a transition at the first place.) Now I can see that pretty much all the SAMs has trouble to make connection with either SAM1 and/or SAM11, but I don't know if it was intentional or not. 

Also I can see many other not quite matching textures between rural SAMs and Urban SAMs. 

Thanks for the report, I forward it to the TEAM, so we can see what we can do. 

- Tyberius

EDIT: Hm... actually investingating it further, it depends on which direction you draw which network to connect. I will attach here an image to show exactly what I am talking about. Something is off with it, but the transitions are working in some cases perfectly while not in the other. Although transtion between SAM1 and SAM11 doesn't really work smoothly anyway.

EDIT 2: here is an image with the SAM11 x SAMs atrationsions. There are also a few minor bugs with some of the other SAM x SAM transtions, but most of them can be resolved a few clickings here and there. 

SAM11 x SAM transitions.jpg


  Edited by Tyberius06  

additional information+image
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I'm responsible for the Heretic uploads a.k.a. Heretic Projects, you may find updates about my ongoing projects into my development thread over at SimCity 4 DevotionTyberius Lotting Experiments or here on Simtropolis into the Tyberius (Heretic Projects) Lotting and Modding Experiments OR Show Us What You're Working On thread.

Now I'm part of the NAM Team and the RTMT Team.
I'm also working on some preservation and reorganization projects the behalf of non-anymore-active-developers and with the permission of the Staffs both on STEX and LEX. Current projects: SimcityPolska Restoration and WMP (WorkingManProduction) Restoration.

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Hello NAM Team,

I am having this issue while attempting to intersect two avenues with flexible on-slope bridges. I am using level 2 height and the 15m raiser lot. It seems that if the piece connecting the bridge is facing north, looks darker.

 

Spoiler

GBPiUJH.png

 

togbjVJ.png

wnVGtw8.png

 

I not an experienced NAM user, so I'm not sure if what I am doing is something wrong or this is a minor acknowledged texture bug.

Thank you in advance for your support. 

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It's a limitation of how the game works, it places this false-shadow effect and there isn't really anything we can do to prevent it. I know a number of very skilled people spent a lot of time trying as well.

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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 I remember clearly, the new draggable on slope height transitions don't suffer from this issue, and are compatible with that particular intersection

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

"Let us be scientists and as such, remember always that the purpose of politics
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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Question about toll booth .

In 2012 and 2013 I have tried to create a toll booth for RHW 2x2 and 2x3 in LHD/RHD .

It's only in cosmectic not functionnal.

With texture you think that is possible to reopen the project "TBRHW" (toll booth RHW) .

I have test to modify the textures of Riga, and of nampopof (from TSC) :

k8Jvb.png

gPLY7.jpg

qYj1l.jpg

Personal modification :

WvKGD.png

DgWl8.png

I own to several models, of tollbooth barrier. If you want see , i'm open to shares the models and textures.

Idea it's to apply a transit enable ...

 

/ ! \ Warning , a version a toll booth for classic way on simtro are corrumpted and several peace of NAM are not usable ... / ! \ . This lot and models :

 

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Hi awesome people.
I got a problem with NAM 39.
It doesn't work.
It erased like 95% of my plugins, and it doesn't work correctly.
Anyone else has this problem?
It's like, the buttons are there, but you press them, and nothing happens, like I want to use RRW, so I use the button for that, but, it does nothing.
It does this with pretty much everything.
Help please ^_^ 


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On 31/01/2021 at 7:21 PM, Map Guy said:

Ah this is my bad then. I didn't realise the cosmetic pieces were in effect replacements - I always assumed they had to be plopped over the existing piece (in this case the transition).

Just to update on this, I had no trouble using either the Overplop method or Placing them directly on the RHW itself, having recently used them with NAM 39.

8 hours ago, Paulo S.M. said:

It erased like 95% of my plugins, and it doesn't work correctly.

How?, the Java-based installer, assuming you are installing the latest and supported version 39, simply has no mechanism to delete files. I've no idea what could explain this behaviour, but it certainly seems something else is going on here. Even our older installers, have never been known to delete Plugins, a lot of people use the NAM and it just seems very unlikely you'd be the first person to have this problem or report it?

8 hours ago, Paulo S.M. said:

It's like, the buttons are there, but you press them, and nothing happens, like I want to use RRW, so I use the button for that, but, it does nothing.

This sounds like you are missing the RUL Code (NAM Controller) needed to make the NAM networks function. But the newer NAM releases will always install a controller. 

Therefore I need to ask you which version of the NAM you are trying to install. Again I must note, we will only provide support for the currently release, which at present in NAM 39.

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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 don't know what type of "Java Installer" you used, but the penultimate flap, will search for incompatible plugins and erase them.
It even erased simple side walk plugins.
To be honest NAM worked just great up until 39.
Yesterday, I installed 39, and my game, completely, is gone.
I installed the NAM version 39, and I use SimCity 4 version 1.1.638.0 from GOG (not Steam).
Now here is another interesting thing with this magnificent NAM version: If you don't use the  4 GB patch, the game will crash (it really does), but now, if you patch the game, it will NEVER even start.
Great just great.
I don't know what the hell happen but, it really killed my game. 
Like... not even the "Dragon Balls" will bring it back to life... 

 


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Hello ,

 

Under the NAM39 , there is a file "java open jdk".

1) you launch the installation of this file.

2) with the "4 GB patch ", you must search the ".exe" file of SimCity and execute it. A new .exe is created, and a .backup with the old version of .exe is to created.

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1 hour ago, pierrebaptiste said:

Hello ,

 

Under the NAM39 , there is a file "java open jdk".

1) you launch the installation of this file.

2) with the "4 GB patch ", you must search the ".exe" file of SimCity and execute it. A new .exe is created, and a .backup with the old version of .exe is to created.

Like.... yeah.... ok.
I kind of know how that works.... but that doesn't solve anything.
 


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    On 2/19/2021 at 4:29 PM, Paulo S.M. said:

    I don't know what type of "Java Installer" you used, but the penultimate flap, will search for incompatible plugins and erase them....
     

    Hi @Paulo S.M.

    Just a thought here... By chance, while on that 'Setup' tab, did you select 'Scan' and then either the 'Delete' or 'Backup' button at the bottom of the window? If yes, then the Plugins in any previously installed NAM and z__Nam folders (it actually scans all plugins) may have been set aside. However, proceeding on to the next tab (Install) should have put the new NAM files into the Plugins - unless you changed the install path on the 'Location' tab or did not select the same components you had previously installed. Or perhaps after the  'Scan' tab, something interrupted the 'Install' tab process. I've been trying to go through the installation process to reproduce your results, and that is one way I got something similar to what you describe. I know this is quite a few 'by chances', but if you did use the 'Backup' option, there might be a new folder in the Documents/SimCity 4 folder named Backup_Plugins where your previous Plugins may have been moved into.

    Anyway, thought it might be something to check.

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    3 hours ago, CaptCity said:

    Hi @Paulo S.M.

    Just a thought here... By chance, while on that 'Setup' tab, did you select 'Scan' and then either the 'Delete' or 'Backup' button at the bottom of the window? If yes, then the Plugins in any previously installed NAM and z__Nam folders may have been set aside. However, proceeding on to the next tab (Install) should have put the new NAM files into the Plugins - unless you changed the install path on the 'Location' tab. Or perhaps after the  'Scan' tab, something interrupted the 'Install' tab process. I've been trying to go through the installation process to reproduce your results, and that is one way I got something similar to what you describe. I know this is quite a few 'by chances', but if you did use the 'Backup' option, there might be a new folder in the Documents/SimCity 4 folder named Backup_Plugins where your previous Plugins may have been moved into.

    Anyway, thought it might be something to check.

    Hi, @CaptCity

    It erased pedmalls, pedestrian bridges (over avenues bridges), regular bridges, train bridges(bridges i had that crossed rail roads), ports (I had a port to export garbage that is now gone), costume airports, some buildings, train stations, colored roads (understandable), over passes, under passes, costume road lights, transit HUBS, etc etc etc...
    And yes, i pressed the scan tab, I'm used that NAM had a program for that (can't remember its name).
    And when i pressed it, it found like almost 100 files to be removed, and I was like, "sure is the old NAM", I was wrong.

    Now my cities looks like they were robed or something.
    And I can only play the game without the NAM!!
    To use the NAM I have to use the 4 GB Patch.
    Without it, the game crashes, with it the game won't start.
    Can't understand SHI*!! 

    Thanks.


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    1 hour ago, Paulo S.M. said:

    Hi, @CaptCity

    It erased pedmalls, pedestrian bridges (over avenues bridges), regular bridges, train bridges(bridges i had that crossed rail roads), ports (I had a port to export garbage that is now gone), costume airports, some buildings, train stations, colored roads (understandable), over passes, under passes, costume road lights, transit HUBS, etc etc etc...
    And yes, i pressed the scan tab, I'm used that NAM had a program for that (can't remember its name).
    And when i pressed it, it found like almost 100 files to be removed, and I was like, "sure is the old NAM", I was wrong.

    Now my cities looks like they were robed or something.
    And I can only play the game without the NAM!!
    To use the NAM I have to use the 4 GB Patch.
    Without it, the game crashes, with it the game won't start.
    Can't understand SHI*!! 

    Thanks.

    Seeing your list of missing items and looking at the results of my earlier testing, it kind of makes sense as to what went missing. They look like files that could be considered to possibly conflict with the NAM files. Do you remember if you selected 'Delete' or 'Backup' after the scanning part of the installation process? From my results it appears that all Plugins are scanned (Cleanitol may be the program you remember). However, without selecting Delete or Backup on the Scan section, the files weren't altered. Proceeding with the installation could produce unusual results in that new files could be installed where previous files still exist. Manually removing old NAM installations before installing with these new installer versions is recommended. Just thinking out loud here...

    In your case, however, with things missing, it could be that you may have removed the files after the scanning process by selecting to either delete them or back them up. That is why I was wondering if you had used the Backup option. If yes, then they should have been moved to the backup folder.

    Have you tried removing all plugins (Just rename the Plugins folder. The game will make a new one), re-installing NAM, and opening the game in a totally new region? Doing that would let you know if the game and NAM are functioning as expected without any conflicts from missing or conflicting plugins. If all is good with that, you could work on rebuilding the missing plugins - not the best answer, I know.

     

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    1 hour ago, CaptCity said:

    Seeing your list of missing items and looking at the results of my earlier testing, it kind of makes sense as to what went missing. They look like files that could be considered to possibly conflict with the NAM files. Do you remember if you selected 'Delete' or 'Backup' after the scanning part of the installation process? From my results it appears that all Plugins are scanned (Cleanitol may be the program you remember). However, without selecting Delete or Backup on the Scan section, the files weren't altered. Proceeding with the installation could produce unusual results in that new files could be installed where previous files still exist. Manually removing old NAM installations before installing with these new installer versions is recommended. Just thinking out loud here...

    In your case, however, with things missing, it could be that you may have removed the files after the scanning process by selecting to either delete them or back them up. That is why I was wondering if you had used the Backup option. If yes, then they should have been moved to the backup folder.

    Have you tried removing all plugins (Just rename the Plugins folder. The game will make a new one), re-installing NAM, and opening the game in a totally new region? Doing that would let you know if the game and NAM are functioning as expected without any conflicts from missing or conflicting plugins. If all is good with that, you could work on rebuilding the missing plugins - not the best answer, I know.

     

    Thanks @CaptCity
    Yeah, it's not the best solution, but it's a solution.
    I've already erased the game and all related to it from my PC, and asked GOG for a new copy witch it's already downloading. 
    It really sucks man, to have so much built, and just toss it away...
    I don't know why NAM this time worked like this!
    I've used since 32 if i'm not in error, and it always have been just... magnificent.
    But this version... 
    I don't know if it was Java or what...
    Well, shi* happens, right?

    And, yeah, it was Cleanitol.
    That, sir, that program always worked like the gods.

    Thanks Man.
    Cheers
    And Nice Building


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    Hello ,

    I have noticed severals bug with the NAM 39 and suspended motorway.

    With L1 / L2 / DD , severals ramps aren't presented when I search for a junction.

    Example :

    oneway RHW with 2 way : the ramps ground <> 7,5 m : doesn't appear

    maxis retexture with RHW 2x2 : the ramps 7,5m <> 15m : doesn't appear

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    @Paulo S.M., it sounds like pretty much everything that got pulled out was old NAM content, which is the intent of the Cleanitol feature.  With the new installer, the NAM can't detect what was in your previous installation, so removing whatever previous NAM version you had in your Plugins folder is a necessary part of the upgrade procedure. 

    Installing a new NAM should have given all of that back, save for perhaps some content that's no longer supported/maintained, unless you by chance unchecked the boxes for those options with the new install.  I'd highly recommend using "Backup" instead of "Delete" just in case going forward.

    I'll note, we once had a much worse issue with the old installer versions (NAM 31 through NAM 36)--they had an uninstaller with a recursive algorithm, that, if the user moved it out of its original location and then tried to run it, would delete everything in sight.  It unfortunately took a couple people doing that before people got the message not to mess with it.

    @pierrebaptiste, I'm having a difficult time picturing what you're describing.  If you'd be able to provide an image, that would help in terms of diagnosing what it is you're encountering.

    -Tarkus

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    On 19/2/2021 at 1:46 AM, pierrebaptiste said:

    Question about toll booth .

    In 2012 and 2013 I have tried to create a toll booth for RHW 2x2 and 2x3 in LHD/RHD .

    It's only in cosmectic not functionnal.

    With texture you think that is possible to reopen the project "TBRHW" (toll booth RHW) .

    I have test to modify the textures of Riga, and of nampopof (from TSC) :

    k8Jvb.png

    gPLY7.jpg

    qYj1l.jpg

    Personal modification :

    WvKGD.png

    DgWl8.png

    I own to several models, of tollbooth barrier. If you want see , i'm open to shares the models and textures.

    Idea it's to apply a transit enable ...

     

    / ! \ Warning , a version a toll booth for classic way on simtro are corrumpted and several peace of NAM are not usable ... / ! \ . This lot and models :

     

    Nice to see such lots! I wish toll booths for RHW exists in vast amount. But, they're still rare.

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    Hello :

    7 hours ago, Tarkus said:

    @Paulo S.M., it sounds like pretty much everything that got pulled out was old NAM content, which is the intent of the Cleanitol feature.  With the new installer, the NAM can't detect what was in your previous installation, so removing whatever previous NAM version you had in your Plugins folder is a necessary part of the upgrade procedure. 

    Installing a new NAM should have given all of that back, save for perhaps some content that's no longer supported/maintained, unless you by chance unchecked the boxes for those options with the new install.  I'd highly recommend using "Backup" instead of "Delete" just in case going forward.

    I'll note, we once had a much worse issue with the old installer versions (NAM 31 through NAM 36)--they had an uninstaller with a recursive algorithm, that, if the user moved it out of its original location and then tried to run it, would delete everything in sight.  It unfortunately took a couple people doing that before people got the message not to mess with it.

    @pierrebaptiste, I'm having a difficult time picturing what you're describing.  If you'd be able to provide an image, that would help in terms of diagnosing what it is you're encountering.

    -Tarkus

    Here is a picture of bug :

     

     

     

     

     

     

     

     

    xcvxcvxcvxcv.png

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