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Hello ,

7 hours ago, chfzdn said:

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

My lots of RHW toll booths(in LHD and RHD) :

 

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@pierrebaptiste, it looks like you still somehow have the old L2/L3 version of the DDRHW-4 intermingling with the L1/L2 version.  The DDRHW-4 was lowered to the L1/L2 version back with NAM 33 some 6 years ago, and all the content (including legacy items) should be completely lowered to L1/L2 by this point.  I can't replicate any L2/L3 holdovers on my end with the NAM 40 test build I'm currently using (which is identical to NAM 39 in terms of the DDRHW content, since there's been no changes there), so that would suggest to me that you somehow have bits of a pre-2015 NAM version still laying in your Plugins folder.

Make sure any pieces of old NAM versions are removed, and if you're still running an old version, the only technical support we can provide is to advise you to install the latest (currently NAM 39 as of writing).

-Tarkus

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1 hour ago, Tarkus said:

@pierrebaptiste, it looks like you still somehow have the old L2/L3 version of the DDRHW-4 intermingling with the L1/L2 version.  The DDRHW-4 was lowered to the L1/L2 version back with NAM 33 some 6 years ago, and all the content (including legacy items) should be completely lowered to L1/L2 by this point.  I can't replicate any L2/L3 holdovers on my end with the NAM 40 test build I'm currently using (which is identical to NAM 39 in terms of the DDRHW content, since there's been no changes there), so that would suggest to me that you somehow have bits of a pre-2015 NAM version still laying in your Plugins folder.

Make sure any pieces of old NAM versions are removed, and if you're still running an old version, the only technical support we can provide is to advise you to install the latest (currently NAM 39 as of writing).

-Tarkus

Wow a 40 spotted wild! No, not really. It's just you're giving a clue. Hope that the 40 will be released soon under the agile system. Again, not to speculate the date but I hope it so.

Also, if I'm not mistaken, the previous DDRHW was drawn using rail. 33 onward is when RHW can be used to draw the highway.

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7 minutes ago, chfzdn said:

Also, if I'm not mistaken, the previous DDRHW was drawn using rail. 33 onward is when RHW can be used to draw the highway.

The switch to RHW-based DDRHW-4 actually occurred with NAM 31 in March 2013, though the height change didn't occur until NAM 33 in November 2015.  The original Rail-based DDRHW-4 was from NAM 30/RHW 5.0 in September 2011.

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2 minutes ago, Tarkus said:

The switch to RHW-based DDRHW-4 actually occurred with NAM 31 in March 2013, though the height change didn't occur until NAM 33 in November 2015.  The original Rail-based DDRHW-4 was from NAM 30/RHW 5.0 in September 2011.

I forgot. I played with the NAM since 32. It has been 7 years with NAM. That's long time.

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Currently: Viewing Topic: How to Use Underground Road?
 
8 hours ago, pierrebaptiste said:

Hello ,

My lots of RHW toll booths(in LHD and RHD) :

 

How does anyone use a lot with this list of dependencies!? I'll need someone who can re-lot this to use maybe up to 5 dependency files, right now this isn't usable.

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I think I may have found a "broken texture" in the RRW Single-Track while attempting to build some railroad infrastructure.

603982eda9afb_Toasterboro-May.4531614381139.png.ae6231e5d2f9af47cda8fe7821c517c5.png

broken track.png


  Edited by Mayor-Kurzov  

image resizing

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    I'm not on my usual SC4 computer right now, so can't check it. However, the straight spur section may be too close to the 'y' split and/or the curved section to be supported. Perhaps enlarging the whole layout would eliminate the discrepancy. Just a thought...

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    A wise man once said, "I am not yet a wise man..."

    Endless Road 4.jpg

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    1 hour ago, Mayor-Kurzov said:

    I think I may have found a "broken texture" in the RRW Single-Track while attempting to build some railroad infrastructure.

    603982eda9afb_Toasterboro-May.4531614381139.png.ae6231e5d2f9af47cda8fe7821c517c5.png

    broken track.png

    I believe @CaptCity is correct.  This is simply too close.

    Take a look at the pieces which compose the curves and you will see why:

    rrw_y_split.JPG.dfe3e6ac30245c947411a267db35c417.JPG

     

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    Proud member of the NAM development team.

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    Hi people.
    I don't know if was a bad installation or a corrupted installer, but i found some bugs with Rail on NAM.
    Maybe is just a bad plug or something, but it's odd and really annoying.
    I can get rail out of stations but not "IN" stations. If I try to take a rail to a station a set brown boxes will appear, and the rail will not connect.
    The brown boxes also appeared when i tried to make a rail bridge over an avenue. and another fun fact, the rail road was built on the avenue tiles, not on the bridge (up/on ramp ok, middle of the bridge... gone, rails on the tarmac, down/off ramp ok).
    The brown boxes also appeared when i try to make a rail road, cross a street, avenue, road... All intersections are brown boxes.
    One more thing, when I was trying to make the rail bridge over avenue, the rail bridge construction lifted the ground. That's why the avenue on the photo is lifted.
    I put some images for you guys to see.

    Help 1.jpg

    Help 2.jpg


    Railway enthusiast...
    Park designer...
    Suburb Rat...

    The S.M. Machine

     

     

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    Hi @Paulo S.M.

    Looks like you might have a couple things going on here. On the overpass, it appears you're trying to use the ramps to go over the avenue on already raised terrain...? If you are going to raise the terrain, you can use the On-Slope piece on each side and drag the rail over the avenue. Or flatten the terrain and use the ramps.

    OyLsRKYm.pngIf3xV6rm.png

    For the entrance to the lot, it looks like you might have a turnout to close to the lot entrance, or you'll need to level the terrain so the lot is the same level as the track.

    As for the brown boxes, do you have any plugins that add rail items like signals for switches or crossings (or other rail related items) that may need dependencies installed?

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    A wise man once said, "I am not yet a wise man..."

    Endless Road 4.jpg

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    10 hours ago, CaptCity said:

    Hi @Paulo S.M.

    Looks like you might have a couple things going on here. On the overpass, it appears you're trying to use the ramps to go over the avenue on already raised terrain...? If you are going to raise the terrain, you can use the On-Slope piece on each side and drag the rail over the avenue. Or flatten the terrain and use the ramps.

    OyLsRKYm.pngIf3xV6rm.png

    For the entrance to the lot, it looks like you might have a turnout to close to the lot entrance, or you'll need to level the terrain so the lot is the same level as the track.

    As for the brown boxes, do you have any plugins that add rail items like signals for switches or crossings (or other rail related items) that may need dependencies installed?

    HI @CaptCity

    Yeah, I had a rail Catenary Plugin (https://community.simtropolis.com/files/file/21935-rail_catenary_mod_v3-hd-version/) and it's dependencies.
    I've removed them, and it's somehow ok now.
    But the bridge stuff... 
    It went like this:
    1- Flat ground with avenue and a rail to cross it.
    2- Start building the rail bridge.
    3- As the bridge was being built, the build up of the bridge itself raised the ground.
    4- The bridge malfunction appeared.

    Maybe i did something wrong, who knows...
    Anyways, thanks for the help. 
    Cheers mate Thanks

     


    Railway enthusiast...
    Park designer...
    Suburb Rat...

    The S.M. Machine

     

     

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    2 hours ago, Paulo S.M. said:

    HI @CaptCity

    ...
    But the bridge stuff... 
    It went like this:
    1- Flat ground with avenue and a rail to cross it.
    2- Start building the rail bridge.
    3- As the bridge was being built, the build up of the bridge itself raised the ground.
    4- The bridge malfunction appeared....

     

    @Paulo S.M.

    Curious... You may need to be sure the terrain is level at and leading up to the crossing (maybe as far away as the rail ramp is in length). The only way i was able to create something similar to your situation was not having level terrain for the ramp to be placed on. Doing that did raise the crossing. 


    A wise man once said, "I am not yet a wise man..."

    Endless Road 4.jpg

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    4 hours ago, CaptCity said:

    @Paulo S.M.

    Curious... You may need to be sure the terrain is level at and leading up to the crossing (maybe as far away as the rail ramp is in length). The only way i was able to create something similar to your situation was not having level terrain for the ramp to be placed on. Doing that did raise the crossing. 

    Thanks, It's solved now, I flattened the area and things runed smoooooth.... 

    By the way, is there any catenary I can use with NAM
    I love using this train - 

    - and it doesn't look good without catenary .

     

    Thanks 


    Railway enthusiast...
    Park designer...
    Suburb Rat...

    The S.M. Machine

     

     

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    @CaptCity
    Hi, sorry i'm a bit lost here.
    I'm used to create Hi Speed Rail using the Monorail button.
    How do I create it now, since new NAM don't have that button?
    I'm really lost with this new NAM ^_^ 

    TGV.jpg


    Railway enthusiast...
    Park designer...
    Suburb Rat...

    The S.M. Machine

     

     

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    It should be up that menu in your image. It is up from the High Speed Rail buttons - quite a ways up actually - relatively speaking. I am not on my game computer right now, so I can't check to count the spaces, but it should be there though. Probably before the stations. You might have to look carefully. I go past it all the time.


    A wise man once said, "I am not yet a wise man..."

    Endless Road 4.jpg

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    Is avenue/MIS crossings having traffic signals a recent change? It looks kind of weird.

    sss.jpg.ab3a2d1c3507830f2102cf32b8a40392.jpg

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    1 hour ago, junspud said:

    Is avenue/MIS crossings having traffic signals a recent change? It looks kind of weird.

    You might prefer a SPUI interchange.  These two videos are a little old, but you'll probably pick up how it works from there.

     

     

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    10 hours ago, junspud said:

    Is avenue/MIS crossings having traffic signals a recent change? It looks kind of weird.

    I believe it’s because the puzzle pieces included them, but they will not appear when MIS is dragged through an Avenue.

    Note that whilst the SPUI might not incorporate traffic lights, it’s also a depreciated feature. As such many configurations may not actually work or be stable. A newer implementation is in the works I think, I know the DDI (Diverging Diamond Interchange) was already updated but if I recall correctly, the SPUI is waiting on some FTL updates before it’ll be ready. 

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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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    8 hours ago, rsc204 said:

    I believe it’s because the puzzle pieces included them, but they will not appear when MIS is dragged through an Avenue.

    Note that whilst the SPUI might not incorporate traffic lights, it’s also a depreciated feature. As such many configurations may not actually work or be stable. A newer implementation is in the works I think, I know the DDI (Diverging Diamond Interchange) was already updated but if I recall correctly, the SPUI is waiting on some FTL updates before it’ll be ready. 

    Actually it's the opposite for me lol. The puzzle pieces don't include lights, but the draggable MIS does include lights, but only for the avenue which is why it looks weird to me.

    eeee.jpg.1f857ce585d9e806ef51ee20a45e3794.jpg

    I found some screenshots people have posted from earlier versions of NAM and these traffic lights are not present. They only show up with MIS, other RHW networks don't produce them. Just to make sure, I loaded up a blank plugins folder with just NAM, and the traffic lights still showed up.

    I dunno, just puttin it out there, maybe it's a bug or something?

     

    I found this one other mention from 2017, a user asking about traffic lights at avenue/MIS intersections;

    https://www.sc4devotion.com/forums/index.php?topic=1444.msg516440#msg516440

    And then this post with a screenshot from 2014, in which the traffic lights aren't present.

     

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    I would like to report an issue that happened to me while building one of the new 7.5 m street overpasses (the one with stone masonry, to be exact, can't recall its exact name anymore): It leaves a dirt texture where it has been placed that sometimes appears and sometimes disappears. It even remains after demolishing the 7.5 m overpass, as it is the case in this picture. This isn't restricted to the overpasses, I believe I've seen that also with the SAMxSAM connection puzzle piece and rarely with the SAM starter pieces.

    Grafikfehler.jpg.a2984a28ac160c2d076bdda8f7565e21.jpg

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

    Visit my CJ Maxiland, where I'm taking on an enlarged version of Timbuktu!

     

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    24 minutes ago, 11241036 said:

    I would like to report an issue that happened to me while building one of the new 7.5 m street overpasses (the one with stone masonry, to be exact, can't recall its exact name anymore): It leaves a dirt texture where it has been placed that sometimes appears and sometimes disappears. It even remains after demolishing the 7.5 m overpass, as it is the case in this picture. This isn't restricted to the overpasses, I believe I've seen that also with the SAMxSAM connection puzzle piece and rarely with the SAM starter pieces.

    Grafikfehler.jpg.a2984a28ac160c2d076bdda8f7565e21.jpg

    This one's a known issue that can actually be fixed by removing a file.

    Quote

     

    Flann found the culprit--it's a file installed as part of the Hybrid Railway (HRW), known as RRW_RHSR_Hybrid_0x55387000.dat.  The file's actually been there since NAM 38, when HRW was introduced.

    Basically, there's some textures in there that are causing the game to trigger wealth textures on the Vanishing Construction Lot (VCL), the little 1x1-tile handle that is used to place Starter and FLEX Pieces.  Likely, the VCL off one of the FTL Starters you placed ended up picking up the dirt texture off the adjoining I-Ag zone because of this file.  This glitch seems to only happen on occasion, and in certain rotations.

    The problem textures are the only things in the file, and removing it solves the issue without any other side effects.  The file is located in Plugins\Network Addon Mod\2_Additional Network Features\Hybrid Railway (RRW-RHSR)\a_HybridRailway_Icons_Previews.

     

     

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    On 12/03/2021 at 4:35 PM, junspud said:

    Actually it's the opposite for me lol. The puzzle pieces don't include lights, but the draggable MIS does include lights, but only for the avenue which is why it looks weird to me.

    I can't explain the lack of lights on those puzzle-pieces, which are T21'd by the Japanese NAM FL mod, since my copy has them, some even override to SRM lights, easily distinguished because they are lights only and don't have the barriers or other parts the Jap NAM FL mod uses.

    However, upon looking at things again, yes it appears T21s were added (in NAM) for intersecting with elevated avenues. A junction is a junction right, its height isn't really the deciding factor in whether lights make sense or not. But if they really annoy you, you could dig out the T21s and remove them or make an override that cancelled this effect.

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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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    The lights were added on the MIS x Avenue situations at some point (I can't remember when) in large part in response to how people were (and weren't) using the MIS.  I kept noticing people transitioning the MIS to OWR before the Avenue intersections, citing the fact that there were signals on the OWR x Avenue intersection, but not MIS x Avenue.  Transitioning to OWR, of course, results in a drop in capacity, which, in some cases, can actually make an impact on the overall usage of the ramp, so there was a functional impetus to discourage it.  Since the MIS can't have stop points, the MIS approaches to the intersection do not have signals, though a SITAP-like solution is planned to accompany the eventual expansion of the FTLs to the MIS and RHW in general.

    -Tarkus

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    On 2/10/2021 at 4:43 PM, 11241036 said:

    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.

    I extracted all of the FLEX SAM textures to modify them and noticed that some of the textures don't show up in-game, some of the combinations of street/sam which have textures don't seem to work at this point.

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    Hello,

    i lost one of my Diggers. This one works with only one Tile. Could someone help me out?

    Digger.jpg.7904948f23b2fdc5875422839dc6ba6d.jpg

    ... Oliver

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    <<< German , so excuse my English. I forgot the most over the Years. Sad, if you cant spell a Language every Day.

    Feel free to ask away, i´ll answer any Questions you are asking for. But you must be warned, i bite ;-)

    URL: https://simforum.de/index.php?forums/18/

    Oliver

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    I have downloaded NAM 40 and followed the instructions by applying the 4GB patch properly and remove NAM 39, but when I load the game, it loads okay, but when I try to load a city tile, the city loads properly then after a few seconds, automatically  the game crashes to desktop. I repeated the same process with the same exact result. I did not have this problem with NAM 39. I am perplexed on what is wrong or why it is CTD even when I installed NAM 40 properly. Any help is greatly welcomed.

     

    Never mind. I found the problem, it was the region I was playing. I have started brand new region and everything is working good.


      Edited by bakercity  

    fixed a problem I had

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    On 5.4.2021 at 11:50 AM, City_Slider said:

    Hello,

    i lost one of my Diggers. This one works with only one Tile. Could someone help me out?

    Digger.jpg.7904948f23b2fdc5875422839dc6ba6d.jpg

    ... Oliver

    No one? I realy need this Digger back :-/

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    <<< German , so excuse my English. I forgot the most over the Years. Sad, if you cant spell a Language every Day.

    Feel free to ask away, i´ll answer any Questions you are asking for. But you must be warned, i bite ;-)

    URL: https://simforum.de/index.php?forums/18/

    Oliver

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    25 minutes ago, City_Slider said:

    No one? I realy need this Digger back :-/

    There are still a few (at least one) hole diggers on STEX (I showed you in the can't find thread how to google search to get results on ST), although it's mainly now a NAM option. I think when you installed NAM last time you accidently untick the LOT-based digger, and it didn't get installed. For example I alway untick (on purpose) the lot based digger and keep only the selfdestruct one.

    Otherwise here is one of the diggers (I think the same is included in the NAM by the way so you might just want to run the installer again and make sure you tick the box for Standard Lot under the 6 Miscellaneous/Hole Diggers and Ground Raisers):

    https://community.simtropolis.com/files/file/3599-hole-digging-lots/

    - Tyberius

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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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