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well, somehow it started to working, when game freezes at city loading i minimized game via task manager couple times and it loaded city  finaly. lmao. but its not the way it should be

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So it sounds like you were not waiting for it to finish loading. It will take a few minutes on the fastest machines with the RHW.

Windows may report it is not responding, but that’s what Windows thinks when a program is busy. If the CPU and RAM usage is changing in task manager, an app has NOT actually crashed. 


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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3 minutes ago, rsc204 said:

So it sounds like you were not waiting for it to finish loading. It will take a few minutes in the fastest machines with the RHW. Windows may report it is not responding, but that’s what Windows thinks when a program is busy. If the COu and RAM usage is changing in task manager, an app has NOT actually crashed. 

I didn’t know that, I thought it should load in 10 seconds or something like that but thanks for help anyway
 

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The more mods you add, the longer it takes the game to load them. In the specific case of the RHW controller, 5 million extra lines of code will add about 2m to this.

Bear in mind this only needs to happen when you first open the game. Subsequent cities will load much faster. 

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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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well this whole situation makes me so dumb, just had to wait a little bit longer xD

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It can be a bit of a surprise, especially if before NAM you didn’t have a lot of mods. Then indeed the difference feels huge, so don’t beat yourself up too much. Even us developers have dumb moments. At least now you can enjoy all the NAM has to offer. 

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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 deselected the additional stations during installation, but they are still installed. However, they cannot be found in the NAM folder. How is that possible? 

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55 minutes ago, Dacki90 said:

I deselected the additional stations during installation, but they are still installed. However, they cannot be found in the NAM folder. How is that possible? 

Make sure to delete the Network Addon Mod folder which is present in Documents\SimCity 4\Plugins Also make sure to check the Plugins folder present in the folder where you installed SC4


Federal Republic of SiculiaFederal Republic of Sonora

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NAM Team - Co-developer of Pedestian Revolution Mod - Railway Department (Hybrid Railway | HRW Expert) - MTA Member - BAT Creator

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I am trying to reinstall NAM 45 because I somehow missed installing the MHO the first time.  So I took the old NAM folder out of my plugins folder, etc.  But when I click on the bat file to install it, the CMD window opens to make sure the 4gb patch is there and says hit any key to continue.  But when I hit a key it just closes the window and then nothing else happens.  I had no trouble installing it the first time a couple months ago.  Am I doing something wrong?

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11 minutes ago, jonnboy1976 said:

I am trying to reinstall NAM 45 because I somehow missed installing the MHO the first time.  So I took the old NAM folder out of my plugins folder, etc.  But when I click on the bat file to install it, the CMD window opens to make sure the 4gb patch is there and says hit any key to continue.  But when I hit a key it just closes the window and then nothing else happens.  I had no trouble installing it the first time a couple months ago.  Am I doing something wrong?

The 4GB Patch should only be installed the first time. Using the bat file again is useless.

The file you need to open is NetworkAddonMod_Setup_Version45.jar and therefore to open this file you must have JAVA installed

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Federal Republic of SiculiaFederal Republic of Sonora

   Ain Member  Wiki

NAM Team - Co-developer of Pedestian Revolution Mod - Railway Department (Hybrid Railway | HRW Expert) - MTA Member - BAT Creator

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13 minutes ago, jonnboy1976 said:

I am trying to reinstall NAM 45 because I somehow missed installing the MHO the first time.  So I took the old NAM folder out of my plugins folder, etc.  But when I click on the bat file to install it, the CMD window opens to make sure the 4gb patch is there and says hit any key to continue.  But when I hit a key it just closes the window and then nothing else happens.  I had no trouble installing it the first time a couple months ago.  Am I doing something wrong?

Why do you try to install with the bat file?

Can you launch the *.jar file? 

I'm always using the jar file to install NAM.

- Tyberius06 (NAM Team member)


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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NAM Lite 2 issue: The RUL2 file in NetworkAddonMod_Controller.dat is missing data from Sec1a_Maxis.txt. That file contains all vanilla Maxis overrides and related NAM-implemented fixes.

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5 hours ago, xnight34 said:

NAM Lite 2 issue: The RUL2 file in NetworkAddonMod_Controller.dat is missing data from Sec1a_Maxis.txt. That file contains all vanilla Maxis overrides and related NAM-implemented fixes.

Good catch.  It's apparently been like that since NAM Lite debuted back in September.  I suspect that file didn't go in because we had to undo some things in there that the Lite users wouldn't like (you'd be surprised how hard it is to trim the NAM down without breaking parts of it) and it fell through the cracks.  It's now in the developmental version of the Lite Controller. 

In the interim, here is a link to a revised NAM Lite Controller, containing the Sec1a_Maxis.txt data (NAM Lite's Controller, all zipped up, is a mere 140KB).  I'm still trying to undo some full NAM changes that are in there, I'll note (namely, the "realism fix" the NAM's Rail developers did to get rid of some "unrealistic" switches on Rail, Elevated Rail, and Monorail--switches that tend to be popular among more vanilla-inclined users).

We're going to wait a little bit on issuing any formal update to NAM Lite, however, until we know what else (if anything) needs adjustment--including any thoughts from the Lite users as to whether or not there's other small-scale NAM features they'd like to see as options within NAM Lite.

-Tarkus

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2 hours ago, Tarkus said:

We're going to wait a little bit on issuing any formal update to NAM Lite, however, until we know what else (if anything) needs adjustment--including any thoughts from the Lite users as to whether or not there's other small-scale NAM features they'd like to see as options within NAM Lite.

1: Vanilla appropriate bridges. While it's easy enough to take them from Full NAM, it seems within the project's scope to include them.

2: Vanilla overpasses/viaducts, those contained in NetworkAddonMod_RoadViaducts.dat. Required RUL0 files are 7000_RoadOverpasses.txt, 8000_OWROverpasses.txt, and 9000_AvenueOverpasses.txt. If I recall correctly, there's at least one GLR viaduct included, which will need to be removed.

3: Not a feature request, but on the face of it, RUL1 Dirtroad files can be removed without issue. No functionality gained or lost, just makes the controller file smaller.

4: A marketing suggestion. 100% NAM is incredibly intimidating, and to be blunt, off-putting for new players and those wanting... less. Explicitly sell NAM Lite as a baseline product for the beginning player or those who prefer something vanilla-like, and NAM Complete for the advanced player seeking more extensive control over their transportation systems.

It's not a huge stretch from where the situation is at right now. After all, the fact NAM Lite exists in the first place means there is an eye towards the aforementioned groups of players.

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I've had a weird appearance of a SAM-6 street near diagonal roads even though I didn't place any starter pieces.

(1) build 2 diagonal roads like so:
63cbb85122c57_SAMbug01.jpg.36c326d3eb4f3a8b8304626b59832504.jpg63cbb8bb4cb0b_SAMbug02.jpg.b1285e5e3ed326856e228adbb5fcf044.jpg

(2)
Build a street through the curve tile of the road
63cbb8e0855a9_SAMbug03.jpg.a627e4a1d08e93cec46771b89a6fc75c.jpg
63cbb8eb90e97_SAMbug04.jpg.4e150496f0dbd6eb07ee220dbf7e22f5.jpg

The street in question turns into a SAM-6 street even though no starter pieces were involved. Also the roads don't connect to the street. Bulldozing one of the roads next to it turns the SAM-6 street into a normal street, as it should be. Maybe this is an error in the RUL file? Or maybe it's just a bug on my part idk. I have EU textures installed, in case that plays a role. If this isn't the right thread feel free to move my post.

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3 hours ago, tez said:

I've had a weird appearance of a SAM-6 street near diagonal roads even though I didn't place any starter pieces.

(1) build 2 diagonal roads like so:
63cbb85122c57_SAMbug01.jpg.36c326d3eb4f3a8b8304626b59832504.jpg63cbb8bb4cb0b_SAMbug02.jpg.b1285e5e3ed326856e228adbb5fcf044.jpg

(2)
Build a street through the curve tile of the road
63cbb8e0855a9_SAMbug03.jpg.a627e4a1d08e93cec46771b89a6fc75c.jpg
63cbb8eb90e97_SAMbug04.jpg.4e150496f0dbd6eb07ee220dbf7e22f5.jpg

The street in question turns into a SAM-6 street even though no starter pieces were involved.

What you've discovered is exactly how the starter piece is defined.  It is this combination of street and road that produces the SAM 6 tile.  When you use the starter piece it is invoking this configuration.

Most of the time, starters and other flex pieces are defined using layouts that are impossible to  draw, but in some cases such as this, they were chosen to be things thought to be difficult to draw and/or unlikely to be used.

TLDR, this is expected behavior.

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3 hours ago, Flann said:

...but in some cases such as this, they were chosen to be things thought to be difficult to draw and/or unlikely to be used.

TLDR, this is expected behavior.

and why don't you use an impossible layout for SAM-6 rather than just a difficult layout?

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Quote

 lag from the Subway View getting triggered

I am having a problem with a massive lag from the subway view on all 3 of these pieces. The vanilla piece for laying subway tube does NOT do this.

How do I fix this. It started when I installed NAM 46

63c9a8c3596b2_subtran.jpg.bd2263fa000c3cbed33693cf3091620a.jpg

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1 hour ago, tez said:

and why don't you use an impossible layout for SAM-6 rather than just a difficult layout?

The simple answer is that there are only so many possibilities, most likely this setup was chosen since it's unsupported and wouldn't work in the first place. In other words, even without this code that creates the SAM 6 Starter, you couldn't draw a street intersection between the road in this manner.

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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, atsf189 said:

I am having a problem with a massive lag from the subway view on all 3 of these pieces. The vanilla piece for laying subway tube does NOT do this.

How do I fix this. It started when I installed NAM 46

That's because your plugins folder has too many individual files, and the subway view tries to reload all the props in your city from those files. You can reduce the lag by using the DATPacker to pack and reduce the number of files on the folder, but keep in mind that this is an irreversible process, so you should keep a backup of the non-packed files.

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Hi guys.
Don't know if this question goes here, but, is it possible to recreate something like this? simtropolis.jpg.555fe2b3c8a641427582dcc4835f68cf.jpg
And if yes, what would you recommend using?
Thank you :) 

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On 5/2/2023 at 8:46 AM, Wiimeiser said:

It won't be functional at all, but the Artificial River System has elevated options.

Thanks.
I'll try them :)


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Hey Team -- What happened to the avenue exit ramps?  I used to be able to plop exits to my avenues (that were part of the RHW system).  Additionally, REW doesn't allow draggable exits from avenues and disallows exits from diagonal one-way roads that are side by side (converted from an avenue) even.  Are there plans to add this back or am I missing which button these are under?  The one thing I've been waiting a decade for is the ability to drag a one-lane one-way road from a diagonal avenue so it appears more like an exit.  The textures are there with NAM 46, but it is required to intersect the entire avenue to make this appear.  Please help!

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1 hour ago, FireSka said:

Hey Team -- What happened to the avenue exit ramps?  I used to be able to plop exits to my avenues (that were part of the RHW system).  Additionally, REW doesn't allow draggable exits from avenues and disallows exits from diagonal one-way roads that are side by side (converted from an avenue) even.  Are there plans to add this back or am I missing which button these are under?  The one thing I've been waiting a decade for is the ability to drag a one-lane one-way road from a diagonal avenue so it appears more like an exit.  The textures are there with NAM 46, but it is required to intersect the entire avenue to make this appear.  Please help!

The Avenue A1 & B1 MIS ramps were made draggable, they use the same pattern as the RHW versions.  The puzzle pieces are still in the mod, but are probably under a legacy button not installed by default.

There's currently no way to drag an OWR-1 from avenue.  It was considered briefly but concerns over breaking existing setups ended up killing it for now.  Best you can do now is convert to OWR and use the REW patterns or ramps.


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Two things:

  • As of NAM 44, the A1 and B1 ramps are available in draggable form, as shown below. This is the same pattern used for the RHW draggable A1 and B1 ramps:

9Tn5iZP.jpg

 

 

  • The C ramp was relocated to the end of the Fractional Angle RealHighway (FARHW) ramps menu.

LNsfqcV.jpg

 

  • @Flann did mention doing an installation in which the legacy puzzle piece content menu buttons are added, these are unavailable by default whenever all their content is available in a modern FLEX or draggable counterpart.

YLA5Sgq.jpg

kQgasO3.jpg

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Thank you, I know you can convert an Avenue to a OWR and drag from it.  There used to be puzzle pieces that worked without converting first, however.  I'll go back into the installer and see if I can activate those legacy buttons. Also (the main reason for my question), you CANNOT currently do this with diagonal avenues.  This is what I am inquiring about.  There is no way to convert a diagonal avenue to OWR and then drag a ramp from it.  However, there used to be puzzle pieces that allowed this behavior I thought...

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Diagonal RHW ramps off Avenue have never been supported, nor is there support for these ramps out of shared tile double diagonal one-way configurations. The only option you could currently use is doing separate diagonals for the One-way Road, and use either the RealExpressway ramp interfaces, or drag one-way directly off the diagonal one-way (building an OXD T intersection).

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6 hours ago, Lucario Boricua said:

Diagonal RHW ramps off Avenue have never been supported, nor is there support for these ramps out of shared tile double diagonal one-way configurations. The only option you could currently use is doing separate diagonals for the One-way Road, and use either the RealExpressway ramp interfaces, or drag one-way directly off the diagonal one-way (building an OXD T intersection).

Oh okay.  Bummer.  Hopefully the RealExpressway team is working on this.

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