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I will pass along the note about the shebang, thanks.

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16 hours ago, Handyman said:

On a related matter, I wanted to remind you to add the shebang as the first line in NetworkAddonMod_Setup_Version47.sh file.

Hmm, this should have been added to the NAM installer as I had patched it prior to the release. It seems it wasn't updated - sorry about that 😅.

I'll need to do some further testing with the installer though it's likely that it'll be rebuilt anyway (just hoping I can get around to it before the next release - RL is a bit busy for me at the best of times)

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13 hours ago, Handyman said:

@rsc204 That did cross my mind but the instructions recommended a version of OpenJDK11, which is what I had installed, so when that did not work my instinct was to upgrade. What you say makes sense, so I will give that a try next.

Can you try OpenJDK 8?

It's still supported (and will be til end 2026). I suspect something got changed in a recent OpenJDK11 build.

Sadly we don't currently support OpenJDK 17 or newer - this is only because the installer was originally built by someone else in the early 2010s.

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@Handyman The problem is related to the Look-and-Feel of the Java GUI. As a workaround, manually set a different Look-and-Feel.

The Metal one works (for me, with Java 19 on Arch):

JDK_JAVA_OPTIONS='-Dswing.crossplatformlaf=javax.swing.plaf.metal.MetalLookAndFeel' java -jar NetworkAddonMod_Setup_Version47.jar

Whereas the GTK-Look-and-Feel replicates the error:

JDK_JAVA_OPTIONS='-Dswing.crossplatformlaf=com.sun.java.swing.plaf.gtk.GTKLookAndFeel' java -jar NetworkAddonMod_Setup_Version47.jar

 

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On 05/04/2023 at 1:42 AM, junspud said:

Anyway I was curious, is the skipping of these files by Datpacker actually benign?

Depends on why they are being skipped, it will do that if a file contains only duplicates of (earlier loading) file, keeping only the last rather than overwriting them more than once.

(just noticed you never really got an answer to this).


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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Thanks again to all, but @Flann gets the extra kudo for sudo. I've been using Linux for decades and I have created and ran many .jar files so this has me stumped, but it definitely works. There was no answer to be found on Google either, although I think I found the one article @Flann mentioned that suggested sudo.
@Shadow Assassin Have not had a lot of time to check things out but I have had success opening the app with OpenJDK versions - 8, 11, 17 and OpenJRE version - 8
It ran when I used sudo, with the java command, directly in a terminal also when I called the bash (.sh) file with sudo in the terminal and when I opened the folder as root I was able to execute them with a double click.
If anyone on the NAM Team would like to look at it, I believe I have a bash script that could be fairly easy to adapt to make this a little more user friendly.

I will post a more inclusive list later.

@memo I apologize, when I came to this page I skipped past your post. Having read it, I think you may have something. I will be looking at that also.


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Hello NAM team! Just for information ...
I just installed NAM 47 with the error message of Patch 4GB not finding the right path to SC4. Normal! Let me explain:
I am the proud owner of a SC4 .641 since EAgames. I had made the registration from a CD version around 2015+-. So I just reinstalled the game, in March, on a new win11 machine. From Orig... ah bah no ! EA app ... ;-)
EA App installed the game in the following path: C:\Program Files\EA Games\SimCity 4 Deluxe Edition\Apps
No problem for me, I had patched 4GB manually.
But I see that on SC4nam.com, the notice shows in the possible paths : Origin/EA App*: C:\Program Files (x86)\Maxis\SimCity 4 Deluxe\Apps ... !

Sorry for the noise if you already knew about it.

Thanks to all for this great work.


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Hello NAM Team! I have searched for any prior responses to this question, but could not find any. Apologies, then, if this has been asked and answered. I have a problem with my Bullet Train Styled Bridges. When I utilize the plain versions (basically, just the network across the water nothing fancy). When i do this in the last couple versions of NAM, the concrete ground textures follow across the water. This used to happen with certain bridges for the El-Rail network (like the NY looking old steel one). I have tried removing different files related to ground texture and fencing from the NAM folder to see if it solves the issue - it doesn't appear to do so, and just creates the RGB graphic error. Can someone let me know how to fix this? Otherwise I am stuck using HSR bridges as there are no other Bullet Train bridges (that I am aware of), and it doesnt look uniform with the switch in texture. 

As a side note, if there are any other bullet train bridges i can download, please let me know. Also, I would love to have high-elevated BTM ffunctionality over RHW (i guess that might come from MHW override being installed instead?). THANKS IN ADVANCE for any guidance you can provide!

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On 4/20/2023 at 7:40 PM, Handyman said:

If anyone on the NAM Team would like to look at it, I believe I have a bash script that could be fairly easy to adapt to make this a little more user friendly.

Knowing your extensive background with Linux, we'd definitely be interested.  An earlier version of the script did have the sudo built into it, but it was removed later after some folks shared concerns that putting that command in there was questionable from a security standpoint.

15 hours ago, hugues aroux said:

Hello NAM team! Just for information ...
I just installed NAM 47 with the error message of Patch 4GB not finding the right path to SC4. Normal! Let me explain:
I am the proud owner of a SC4 .641 since EAgames. I had made the registration from a CD version around 2015+-. So I just reinstalled the game, in March, on a new win11 machine. From Orig... ah bah no ! EA app ... ;-)
EA App installed the game in the following path: C:\Program Files\EA Games\SimCity 4 Deluxe Edition\Apps
No problem for me, I had patched 4GB manually.
But I see that on SC4nam.com, the notice shows in the possible paths : Origin/EA App*: C:\Program Files (x86)\Maxis\SimCity 4 Deluxe\Apps ... !

Sorry for the noise if you already knew about it.

Thanks to all for this great work.

I suspect that was probably a copy-paste error--I'll take a look.  The EA App does some rather wonky things, so it's not surprising that even an older non-nerfed CD Key Redemption copy would encounter some issues with the 4GB Patch process.

5 hours ago, JCmustng11 said:

Hello NAM Team! I have searched for any prior responses to this question, but could not find any. Apologies, then, if this has been asked and answered. I have a problem with my Bullet Train Styled Bridges. When I utilize the plain versions (basically, just the network across the water nothing fancy). When i do this in the last couple versions of NAM, the concrete ground textures follow across the water. This used to happen with certain bridges for the El-Rail network (like the NY looking old steel one). I have tried removing different files related to ground texture and fencing from the NAM folder to see if it solves the issue - it doesn't appear to do so, and just creates the RGB graphic error. Can someone let me know how to fix this? Otherwise I am stuck using HSR bridges as there are no other Bullet Train bridges (that I am aware of), and it doesnt look uniform with the switch in texture. 

As a side note, if there are any other bullet train bridges i can download, please let me know. Also, I would love to have high-elevated BTM ffunctionality over RHW (i guess that might come from MHW override being installed instead?). THANKS IN ADVANCE for any guidance you can provide!

The Bullet Train Mod is kind of in an odd state with regards to the NAM ecosystem, and isn't really supported in its current form.  @rsc204 is in the process of reworking it and bringing it up to modern NAM specifications, however.  There aren't any other Bullet Train bridges out there--the mod's awkward history after it got included in NAM 31 a decade ago pretty much led to it not getting any further development.

As far as the High Elevated functionality goes (or "Level 4"/"L4", as it'd be known by modern NAM terminology), it's also an awkward situation.  Maxis Highway Override would only really sort of cover the situation of orthogonal L0 RHW-4, only if you transition to/from RHW-4 to MHO and back, and also only if the crosslink patches are properly installed (which can be a bit messy--part of the reason the BTM was removed from the NAM three years ago).  My post over in the NAM: Requests thread back in January covers the situation in detail.  I'll quote the relevant part here. 

But to cover the key points quickly:

  • The High Elevated/L4 Light Rail and Monorail/BTM puzzle pieces are not going to be expanded--they don't meet the criteria for an exception to the NAM Team's moratorium on adding traditional puzzle pieces, which has been in place since 2015.
  • Any expansion to L4 Light Rail/Monorail/BTM would require the creation of new draggable override networks, a process which would also involve adding all the relevant crossings that the puzzle pieces don't support (including over-RHW ones).
  • Anytime the idea of draggable versions of L4 Light Rail/Monorail is discussed, it inevitably leads to the "L4 is so high, why aren't we discussing adding L1 Light Rail/Monorail instead?", counterarguments of "well, L4 technically already exists in puzzle form, has stations, and people are asking about it", and then the realization of the "why not both?" option effectively forces our hand into also adding L3 Light Rail/Monorail.
  • All of that has led to an impasse, which has basically left L4 Light Rail/Monorail/BTM identical in terms of functionality to how they were 15 years ago.

-Tarkus

 

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Honestly I can’t understand why the bridges would be showing the ground textures, because I swapped the models to use special ones that didn’t have them. I think the problem is that the ‘repeat’ pieces were re-using the generic monorail straight piece, which is totally fine with the regular monorail models. I had altered the exemplar to instead use the custom one I mentioned before. In addition there is support for three other bridges, all of which clearly marked as BTM on the bridge icon. Plus there is also support for the High monorail bridge too. (5 total).

I know there were changes made to the bridge controller, although not exactly what. I will re-check everything today and make sure any alterations required are included in the (hopefully) soon to be released update. I’m just wrangling with the T21s still, as I had to update 1,000 or so to correctly incorporate catenaries, something even I had not realised were supported until very recently. I made a lot of progress there and in theory have the requisite templates to fix the remaining situations. It’s just a very boring and slow process so is taking some time.

El-Rail bridges are much harder to do the same thing with, although I never could work out exactly why. So if you are using ML’s El-Rail mod too, that is a known issue. Once the BTM is sorted, the same treatment is planned for that, but bear in mind it’s taken me 18 months to get the BTM done. Again we’re talking many hundreds of new models and maybe as many as 2,000 T21s and that is a serious amount of work to create and properly test everything. In other words, don’t expect that any time soon. 

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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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So I just checked with NAM 47 and had no such problem with the BTM Bridges:

BTM_Bridges.jpg

I should quickly note, this area of the BTM mod remains completely untouched from the last release in NAM 36, so your setup should be identical to mine in this respect.

Here you have the L2 and L4 Level Bridges which are fully BTM supported by Moonlight originally, in addition to the three BTM bridges I was able to add back in NAM 34/35, these later three have BTM clearly marked on the icons to help you know which you can use. If you also have HSR installed, you may have a lot more bridge options listed.

Any other Monorail bridge not shown above is simply not BTM compatible, you can use it and functionally being Monorail, it will work, but generic Monorail and HSR bridges won't necessarily look right when used with the BTM or Shinkansen mod.

As you can see in the screenshot, all of these have been modded such that they do not bring the Concrete or Fences onto the sections which are designated as a bridge. So if you are using the right bridges, then my first question is where did you get your copy of the BTM mod from? Also make 100% certain that this is loading after the NAM, you can't drop the BTM mod folder into the Network Addon Mod folder and be sure it will work. If in doubt create a folder in Plugins z_LoadAfterNAM and place the BTM mod in there.

But if nothing else, thanks for helping me realise I need to add the catenaries to the new bridges too... yay more T21's.

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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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@memo I did try your suggestion but there was no change in the results or error messages.

@Shadow Assassin I have had a chance to try different versions of java a little more thoroughly. The following shows OpenJDK Versions 8, 11, 17.

m@TestBed:~$ java -version
openjdk version "1.8.0_362"
OpenJDK Runtime Environment (build 1.8.0_362-8u362-ga-0ubuntu1~20.04.1-b09)
OpenJDK 64-Bit Server VM (build 25.362-b09, mixed mode)


m@TestBed:~/Desktop/NetworkAddonMod_Setup_Version47$ sudo java -jar NetworkAddonMod_Setup_Version47.jar

-Installer opened
-Completed full install
-Installer window did not close on completion but did display a completion message in the text window.

-------------------------------------------------------------------------------------

m@TestBed:~$ java -version
openjdk version "11.0.18" 2023-01-17
OpenJDK Runtime Environment (build 11.0.18+10-post-Ubuntu-0ubuntu120.04.1)
OpenJDK 64-Bit Server VM (build 11.0.18+10-post-Ubuntu-0ubuntu120.04.1, mixed mode, sharing)

m@TestBed:~/Desktop/NetworkAddonMod_Setup_Version47$ sudo java -jar NetworkAddonMod_Setup_Version47.jar

-Installer opened
-Completed full install
-Installer window did not close on completion but did display a completion message in the text window.

-------------------------------------------------------------------------------------

m@TestBed:~$ java -version
openjdk version "17.0.6" 2023-01-17
OpenJDK Runtime Environment (build 17.0.6+10-Ubuntu-0ubuntu120.04.1)
OpenJDK 64-Bit Server VM (build 17.0.6+10-Ubuntu-0ubuntu120.04.1, mixed mode, sharing)

m@TestBed:~/Desktop/NetworkAddonMod_Setup_Version47$ sudo java -jar NetworkAddonMod_Setup_Version47.jar

-Installer opened
-Completed full install
-Installer window did not close on completion but did display a completion message in the text window.

----------------------------------------------------------------------------------------------------------------

Notes:

Occasionally, when the installer window opens, the checkbox at the bottom of the window is not visible.
A few times I had to drag the bottom edge of the window down slightly to expose it.
I can try more versions if you like, but there are other issues, below, that should be addressed first.


There is a gotcha, it seems, when you use sudo to run the installer the file structure that is created belongs to 'root'.
This is starting to feel a 'kludge'. Admin level should not be necessary to run a java archive on Linux.
Are any other Linux users having a similar, or other, issue?

@Tarkus Thanks for the interest, but as I said above, a fix should not be required. If, in the end, something is needed I will submit my code to you but I'm convinced a more elegant solution can be had.
A little more time is required.

 


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On 4/23/2023 at 12:31 PM, rsc204 said:

So I just checked with NAM 47 and had no such problem with the BTM Bridges:

BTM_Bridges.jpg

I should quickly note, this area of the BTM mod remains completely untouched from the last release in NAM 36, so your setup should be identical to mine in this respect.

Here you have the L2 and L4 Level Bridges which are fully BTM supported by Moonlight originally, in addition to the three BTM bridges I was able to add back in NAM 34/35, these later three have BTM clearly marked on the icons to help you know which you can use. If you also have HSR installed, you may have a lot more bridge options listed.

Any other Monorail bridge not shown above is simply not BTM compatible, you can use it and functionally being Monorail, it will work, but generic Monorail and HSR bridges won't necessarily look right when used with the BTM or Shinkansen mod.

As you can see in the screenshot, all of these have been modded such that they do not bring the Concrete or Fences onto the sections which are designated as a bridge. So if you are using the right bridges, then my first question is where did you get your copy of the BTM mod from? Also make 100% certain that this is loading after the NAM, you can't drop the BTM mod folder into the Network Addon Mod folder and be sure it will work. If in doubt create a folder in Plugins z_LoadAfterNAM and place the BTM mod in there.

But if nothing else, thanks for helping me realise I need to add the catenaries to the new bridges too... yay more T21's.

 

On 4/22/2023 at 8:21 PM, Tarkus said:

Knowing your extensive background with Linux, we'd definitely be interested.  An earlier version of the script did have the sudo built into it, but it was removed later after some folks shared concerns that putting that command in there was questionable from a security standpoint.

I suspect that was probably a copy-paste error--I'll take a look.  The EA App does some rather wonky things, so it's not surprising that even an older non-nerfed CD Key Redemption copy would encounter some issues with the 4GB Patch process.

The Bullet Train Mod is kind of in an odd state with regards to the NAM ecosystem, and isn't really supported in its current form.  @rsc204 is in the process of reworking it and bringing it up to modern NAM specifications, however.  There aren't any other Bullet Train bridges out there--the mod's awkward history after it got included in NAM 31 a decade ago pretty much led to it not getting any further development.

As far as the High Elevated functionality goes (or "Level 4"/"L4", as it'd be known by modern NAM terminology), it's also an awkward situation.  Maxis Highway Override would only really sort of cover the situation of orthogonal L0 RHW-4, only if you transition to/from RHW-4 to MHO and back, and also only if the crosslink patches are properly installed (which can be a bit messy--part of the reason the BTM was removed from the NAM three years ago).  My post over in the NAM: Requests thread back in January covers the situation in detail.  I'll quote the relevant part here. 

But to cover the key points quickly:

  • The High Elevated/L4 Light Rail and Monorail/BTM puzzle pieces are not going to be expanded--they don't meet the criteria for an exception to the NAM Team's moratorium on adding traditional puzzle pieces, which has been in place since 2015.
  • Any expansion to L4 Light Rail/Monorail/BTM would require the creation of new draggable override networks, a process which would also involve adding all the relevant crossings that the puzzle pieces don't support (including over-RHW ones).
  • Anytime the idea of draggable versions of L4 Light Rail/Monorail is discussed, it inevitably leads to the "L4 is so high, why aren't we discussing adding L1 Light Rail/Monorail instead?", counterarguments of "well, L4 technically already exists in puzzle form, has stations, and people are asking about it", and then the realization of the "why not both?" option effectively forces our hand into also adding L3 Light Rail/Monorail.
  • All of that has led to an impasse, which has basically left L4 Light Rail/Monorail/BTM identical in terms of functionality to how they were 15 years ago.

-Tarkus

 

Thank you for the explanation @tarkus and @rsc204 - I truly appreciate it and all of the hard work you are doing to keep this game alive with exciting features. @rsc204, I believe that I installed the BTM through the NAM 47 installer - was that not an option? When I upgraded versions a long time ago to the new installer format, I thought i followed instructions to remove the entirety of the old stuff and only used the new NAM ## new installer - I could be wrong. I will double check that, and I will take your suggestion regarding the loading order to see if that fixes it. Again, when I did have that problem with El-Rail Bridges - but then it disappeared and i have no idea why or how it fixed itself.

Here is a screenshot to show you what I am seeing. Again, I will try your suggestions and I appreciate both of you taking the time to respond, I appreciate it!

EDIT/UPDATE! I did install it incorrectly - it was in my NAM folder - removing it as @rsc204 instructed fixed the issue. THANK YOU!

Rail Issue.jpg


  Edited by JCmustng11  

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10 hours ago, JCmustng11 said:

I believe that I installed the BTM through the NAM 47 installer - was that not an option?

No it wouldn’t have been. Both these cosmetic mods were removed from the NAM as of version 47. Users can continue to use the folders from their NAM 36 or earlier install as they only change things visually.

The plan was always to release them as standalone addons, just to ease the cross linking problems of including them in the NAM itself. This has taken a while, but I wanted to overhaul a lot of things and be able to support a load of new content in the NAM that was missing too. So the BTM will be released in 2023, hopefully by summer, but it will be a while before I can get the El-Rail side to an equivalent level. 

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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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1 hour ago, rsc204 said:

No it wouldn’t have been. Both these cosmetic mods were removed from the NAM as of version 47. Users can continue to use the folders from their NAM 36 or earlier install as they only change things visually.

 

Yes, I went back and realized that I dragged and dropped the old folder into the NAM, so I had the loading issue. Thank you for your help, I appreciate it! It is now fixed.

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If you line up a transit enabled lot to 'connect' to Hybrid Rail (like you would a station) should that be functional?

 

Thanks...

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18 minutes ago, junspud said:

If you line up a transit enabled lot to 'connect' to Hybrid Rail (like you would a station) should that be functional?

 

Thanks...

If the station was modded properly for hybrid rail, then yes. 

Is there a particular station why you are asking it?


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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11 minutes ago, Tyberius06 said:

If the station was modded properly for hybrid rail, then yes. 

Is there a particular station why you are asking it?

My bad, not stations but just custom pass-through lots and transit-enabled using SC4Tool, like for cosmetic purposes. But I assume you'd have to line such lots up like you would if it was a station.

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23 minutes ago, junspud said:

My bad, not stations but just custom pass-through lots and transit-enabled using SC4Tool, like for cosmetic purposes. But I assume you'd have to line such lots up like you would if it was a station.

Yes, but the difference is that the modding is fairly easy for that one. You can make such cosmetic lots easily, you just need to add through-through rail-rail and monorail-monorail and if you want to allow it then freight train-freight train switches. In the NAM among the Hybrid RailWay Stations files you should find a path file you need to add that in SC4Tool to activate the Hybrid Rail paths on the lot. I would recommend you to use the monorail TE for such lots and you can connect the lot with the monorail tool to your HRW network. I'm planning to write a bit more coherent tutorial about station and TE lot creation (as I needed to write one to a fellow player) and I will add a section specifically for HRW as that thing is not easy by default.

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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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On 4/24/2023 at 2:48 AM, Handyman said:

@memo I did try your suggestion but there was no change in the results or error messages.

This probably means that the Metal look-and-feel was not picked. Could you try some of these alternative ways to set the Metal look-and-feel, such as using `swing.defaultlaf` instead of `swing.crossplatformlaf`, or `_JAVA_OPTIONS` instead of `JDK_JAVA_OPTIONS`, please?

The use of sudo really is a red herring here and should not be the recommended workaround. I guess it only works by coincidence, since your root user does not have the same Java preferences as your main user.
 

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@memo sorry for the delay, R/L gets a lot busier with the warm weather.
I did run your options, finally, but still no luck. I have posted results from all your options below.
On each of the first three options there was confirmation of the option being picked up.
The fourth one (using JAVA_OPTIONS instead of JDK_JAVA_OPTIONS) does not.

@Tarkus I have had a little time to dig through some old bash projects and found some scripts that can be adapted to this project but it may be a while (fall/winter) before I have the time to work on it. When I do get the time, I know a Linux solution can be accomplished.
 

Spoiler

 

mike@TestBed:~/Desktop/NetworkAddonMod_Setup_Version47$ JDK_JAVA_OPTIONS='-Dswing.crossplatformlaf=javax.swing.plaf.metal.MetalLookAndFeel' java -jar NetworkAddonMod_Setup_Version47.jar
NOTE: Picked up JDK_JAVA_OPTIONS: -Dswing.crossplatformlaf=javax.swing.plaf.metal.MetalLookAndFeel
Exception in thread "main" java.lang.ExceptionInInitializerError
    at installer.tree.JarEntryNode.getRenderer(JarEntryNode.java:294)
    at installer.tree.JarFileTreeRenderer.getTreeCellRendererComponent(JarFileTreeRenderer.java:22)
    at java.desktop/javax.swing.plaf.basic.BasicTreeUI$NodeDimensionsHandler.getNodeDimensions(BasicTreeUI.java:3223)
    at java.desktop/javax.swing.tree.AbstractLayoutCache.getNodeDimensions(AbstractLayoutCache.java:497)
    at java.desktop/javax.swing.tree.VariableHeightLayoutCache$TreeStateNode.updatePreferredSize(VariableHeightLayoutCache.java:1344)
    at java.desktop/javax.swing.tree.VariableHeightLayoutCache.updateNodeSizes(VariableHeightLayoutCache.java:903)
    at java.desktop/javax.swing.tree.VariableHeightLayoutCache.invalidateSizes(VariableHeightLayoutCache.java:371)
    at java.desktop/javax.swing.plaf.basic.BasicTreeUI.setCellRenderer(BasicTreeUI.java:476)
    at java.desktop/javax.swing.plaf.basic.BasicTreeUI$Handler.propertyChange(BasicTreeUI.java:3899)
    at java.desktop/java.beans.PropertyChangeSupport.fire(PropertyChangeSupport.java:343)
    at java.desktop/java.beans.PropertyChangeSupport.firePropertyChange(PropertyChangeSupport.java:335)
    at java.desktop/java.beans.PropertyChangeSupport.firePropertyChange(PropertyChangeSupport.java:268)
    at java.desktop/java.awt.Component.firePropertyChange(Component.java:8722)
    at java.desktop/javax.swing.JTree.setCellRenderer(JTree.java:827)
    at installer.screens.BrowseFilesPanel.<init>(BrowseFilesPanel.java:68)
    at installer.mainframe.InstallerTabs.<init>(InstallerTabs.java:48)
    at installer.mainframe.InstallerTabs.main(InstallerTabs.java:192)
Caused by: java.lang.NullPointerException: Cannot invoke "javax.swing.Icon.getIconHeight()" because the return value of "javax.swing.UIManager.getIcon(Object)" is null
    at installer.tree.JarEntryRenderer.<clinit>(JarEntryRenderer.java:38)
    ... 17 more


mike@TestBed:~/Desktop/NetworkAddonMod_Setup_Version47$ JDK_JAVA_OPTIONS='-Dswing.crossplatformlaf=com.sun.java.swing.plaf.gtk.GTKLookAndFeel' java -jar NetworkAddonMod_Setup_Version47.jar
NOTE: Picked up JDK_JAVA_OPTIONS: -Dswing.crossplatformlaf=com.sun.java.swing.plaf.gtk.GTKLookAndFeel
Exception in thread "main" java.lang.ExceptionInInitializerError
    at installer.tree.JarEntryNode.getRenderer(JarEntryNode.java:294)
    at installer.tree.JarFileTreeRenderer.getTreeCellRendererComponent(JarFileTreeRenderer.java:22)
    at java.desktop/javax.swing.plaf.basic.BasicTreeUI$NodeDimensionsHandler.getNodeDimensions(BasicTreeUI.java:3223)
    at java.desktop/javax.swing.tree.AbstractLayoutCache.getNodeDimensions(AbstractLayoutCache.java:497)
    at java.desktop/javax.swing.tree.VariableHeightLayoutCache$TreeStateNode.updatePreferredSize(VariableHeightLayoutCache.java:1344)
    at java.desktop/javax.swing.tree.VariableHeightLayoutCache.updateNodeSizes(VariableHeightLayoutCache.java:903)
    at java.desktop/javax.swing.tree.VariableHeightLayoutCache.invalidateSizes(VariableHeightLayoutCache.java:371)
    at java.desktop/javax.swing.plaf.basic.BasicTreeUI.setCellRenderer(BasicTreeUI.java:476)
    at java.desktop/javax.swing.plaf.basic.BasicTreeUI$Handler.propertyChange(BasicTreeUI.java:3899)
    at java.desktop/java.beans.PropertyChangeSupport.fire(PropertyChangeSupport.java:343)
    at java.desktop/java.beans.PropertyChangeSupport.firePropertyChange(PropertyChangeSupport.java:335)
    at java.desktop/java.beans.PropertyChangeSupport.firePropertyChange(PropertyChangeSupport.java:268)
    at java.desktop/java.awt.Component.firePropertyChange(Component.java:8722)
    at java.desktop/javax.swing.JTree.setCellRenderer(JTree.java:827)
    at installer.screens.BrowseFilesPanel.<init>(BrowseFilesPanel.java:68)
    at installer.mainframe.InstallerTabs.<init>(InstallerTabs.java:48)
    at installer.mainframe.InstallerTabs.main(InstallerTabs.java:192)
Caused by: java.lang.NullPointerException: Cannot invoke "javax.swing.Icon.getIconHeight()" because the return value of "javax.swing.UIManager.getIcon(Object)" is null
    at installer.tree.JarEntryRenderer.<clinit>(JarEntryRenderer.java:38)
    ... 17 more


m@TestBed:~/Desktop/NetworkAddonMod_Setup_Version47$ JDK_JAVA_OPTIONS='-Dswing.defaultlaf=javax.swing.plaf.metal.MetalLookAndFeel' java -jar NetworkAddonMod_Setup_Version47.jar
NOTE: Picked up JDK_JAVA_OPTIONS: -Dswing.defaultlaf=javax.swing.plaf.metal.MetalLookAndFeel
Exception in thread "main" java.lang.ExceptionInInitializerError
    at installer.tree.JarEntryNode.getRenderer(JarEntryNode.java:294)
    at installer.tree.JarFileTreeRenderer.getTreeCellRendererComponent(JarFileTreeRenderer.java:22)
    at java.desktop/javax.swing.plaf.basic.BasicTreeUI$NodeDimensionsHandler.getNodeDimensions(BasicTreeUI.java:3223)
    at java.desktop/javax.swing.tree.AbstractLayoutCache.getNodeDimensions(AbstractLayoutCache.java:497)
    at java.desktop/javax.swing.tree.VariableHeightLayoutCache$TreeStateNode.updatePreferredSize(VariableHeightLayoutCache.java:1344)
    at java.desktop/javax.swing.tree.VariableHeightLayoutCache.updateNodeSizes(VariableHeightLayoutCache.java:903)
    at java.desktop/javax.swing.tree.VariableHeightLayoutCache.invalidateSizes(VariableHeightLayoutCache.java:371)
    at java.desktop/javax.swing.plaf.basic.BasicTreeUI.setCellRenderer(BasicTreeUI.java:476)
    at java.desktop/javax.swing.plaf.basic.BasicTreeUI$Handler.propertyChange(BasicTreeUI.java:3899)
    at java.desktop/java.beans.PropertyChangeSupport.fire(PropertyChangeSupport.java:343)
    at java.desktop/java.beans.PropertyChangeSupport.firePropertyChange(PropertyChangeSupport.java:335)
    at java.desktop/java.beans.PropertyChangeSupport.firePropertyChange(PropertyChangeSupport.java:268)
    at java.desktop/java.awt.Component.firePropertyChange(Component.java:8722)
    at java.desktop/javax.swing.JTree.setCellRenderer(JTree.java:827)
    at installer.screens.BrowseFilesPanel.<init>(BrowseFilesPanel.java:68)
    at installer.mainframe.InstallerTabs.<init>(InstallerTabs.java:48)
    at installer.mainframe.InstallerTabs.main(InstallerTabs.java:192)
Caused by: java.lang.NullPointerException: Cannot invoke "javax.swing.Icon.getIconHeight()" because the return value of "javax.swing.UIManager.getIcon(Object)" is null
    at installer.tree.JarEntryRenderer.<clinit>(JarEntryRenderer.java:38)
    ... 17 more
    
    
m@TestBed:~/Desktop/NetworkAddonMod_Setup_Version47$ JAVA_OPTIONS='-Dswing.defaultlaf=javax.swing.plaf.metal.MetalLookAndFeel' java -jar NetworkAddonMod_Setup_Version47.jar
Exception in thread "main" java.lang.ExceptionInInitializerError
    at installer.tree.JarEntryNode.getRenderer(JarEntryNode.java:294)
    at installer.tree.JarFileTreeRenderer.getTreeCellRendererComponent(JarFileTreeRenderer.java:22)
    at java.desktop/javax.swing.plaf.basic.BasicTreeUI$NodeDimensionsHandler.getNodeDimensions(BasicTreeUI.java:3223)
    at java.desktop/javax.swing.tree.AbstractLayoutCache.getNodeDimensions(AbstractLayoutCache.java:497)
    at java.desktop/javax.swing.tree.VariableHeightLayoutCache$TreeStateNode.updatePreferredSize(VariableHeightLayoutCache.java:1344)
    at java.desktop/javax.swing.tree.VariableHeightLayoutCache.updateNodeSizes(VariableHeightLayoutCache.java:903)
    at java.desktop/javax.swing.tree.VariableHeightLayoutCache.invalidateSizes(VariableHeightLayoutCache.java:371)
    at java.desktop/javax.swing.plaf.basic.BasicTreeUI.setCellRenderer(BasicTreeUI.java:476)
    at java.desktop/javax.swing.plaf.basic.BasicTreeUI$Handler.propertyChange(BasicTreeUI.java:3899)
    at java.desktop/java.beans.PropertyChangeSupport.fire(PropertyChangeSupport.java:343)
    at java.desktop/java.beans.PropertyChangeSupport.firePropertyChange(PropertyChangeSupport.java:335)
    at java.desktop/java.beans.PropertyChangeSupport.firePropertyChange(PropertyChangeSupport.java:268)
    at java.desktop/java.awt.Component.firePropertyChange(Component.java:8722)
    at java.desktop/javax.swing.JTree.setCellRenderer(JTree.java:827)
    at installer.screens.BrowseFilesPanel.<init>(BrowseFilesPanel.java:68)
    at installer.mainframe.InstallerTabs.<init>(InstallerTabs.java:48)
    at installer.mainframe.InstallerTabs.main(InstallerTabs.java:192)
Caused by: java.lang.NullPointerException: Cannot invoke "javax.swing.Icon.getIconHeight()" because the return value of "javax.swing.UIManager.getIcon(Object)" is null
    at installer.tree.JarEntryRenderer.<clinit>(JarEntryRenderer.java:38)
    ... 17 more

 

 

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Check out my Linux Tutorials - How to use Wine with SC4D, NAM, Modding Tools

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Is there a trick to enable the use of the small 90 degree Ave4 NAM piece?  It is always "red" and will not let me place it anywhere.  ??

Also, what can I do for my older cities with Maxis Hwy to show up correctly and blend in with RHW?  I've tried the MHO and without, but still isn't quite right either way. What am I doing wrong?  The Maxis Hwy ramps and interchanges either do not change to the RHW texture, or they show up completely blank (but the query tool still shows them there).

MaxisHwy.jpg.0481d2ffc05e386486a6d879b866208a.jpg

Ave4.jpg.9862ac3107d04f99c6f826ac8ce5d1ae.jpg

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16 minutes ago, jonnboy1976 said:

Is there a trick to enable the use of the small 90 degree Ave4 NAM piece?  It is always "red" and will not let me place it anywhere.  ??

Also, what can I do for my older cities with Maxis Hwy to show up correctly and blend in with RHW?  I've tried the MHO and without, but still isn't quite right either way. What am I doing wrong?  The Maxis Hwy ramps and interchanges either do not change to the RHW texture, or they show up completely blank (but the query tool still shows them there).

It's a known issue that if you have the old/legacy automatic Avenue Turn Lanes Plugin installed, it'll prevent the new small Avenue 90° curve from being buildable.  You'll need to get rid of the old Avenue Turn Lanes Plugin in order for the curve to work. 

As far as your MHW/MHO issue, MHO is incompatible with the default MHW interchanges, due to the scale discrepancies between the two systems.  You'd need to use MHO's capabilities to hook into the RHW's modular interchange capabilities, or the few MHO interchanges that exist.

-Tarkus

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Hey all! Looking for some assistance, as I've had to re-install NAM due to a previous error of experimenting with some files... Anyways, when using the L1-L4 RHW, my flex ramps aren't working. They go straight to L0 and I can't override it no matter what I do, even if I manually drag one in. Maybe some weird corruption when I re-downloaded the files? Any suggestions would be appreciated!  

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Just a thought, but for the base RHW-2 network, there is no longer support for the Flex Height transitions, since removing that made all the other RHW networks more stable. Is it possible you updated to a newer version of NAM in the process, this change was a year or two back however.

Otherwise how did you 're-install' the NAM, note that the recommended method is to manually delete the old Network Addon Mod folder prior to running the installer anew. This is necessary to ensure any old and out of date files don't remain, which may cause unintended operations/problems.


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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Thank you for the reply. I am using NAM 47 and just purchased the game in May of this year. I mostly am using 6s and 8s highway systems. When I "uninstalled" the "broken" version, I pulled all NAM files from the plugins folder and moved them to the desktop for later, just in case (I'm a file hoarder). Then I renamed my plugins folder to plugins.old and made a new plugins folder with a fresh NAM47 download. The only difference is the first time I downloaded the NAM here first, and no issues until experimenting, then my second attempt was from SC4devotion.com, and have had the ramp issue ever since.

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1 hour ago, MrMeow said:

Thank you for the reply. I am using NAM 47 and just purchased the game in May of this year. I mostly am using 6s and 8s highway systems. When I "uninstalled" the "broken" version, I pulled all NAM files from the plugins folder and moved them to the desktop for later, just in case (I'm a file hoarder). Then I renamed my plugins folder to plugins.old and made a new plugins folder with a fresh NAM47 download. The only difference is the first time I downloaded the NAM here first, and no issues until experimenting, then my second attempt was from SC4devotion.com, and have had the ramp issue ever since.

Your problem seems some problem in the NAM Controller where it has not been installed properly or there are conflicts with old version. So first you need to delete any file related to NAM. After you deleted NAM files you can proceed to clean install NAM

 

You can download NAM on

STEX 

 

LEX https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=851

MODDB https://www.moddb.com/mods/network-addon-mod

 


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

Ulisse Wolf YouTube Channel - Ulisse Wolf Mastodon Profile

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I did as you said and it still doesn't work. Could I possibly have a mod installed that conflicts with the flex ramp system? Should I empty my plugins folder of everything but NAM and try an empty city tile and see if that fixes it?

Screenshot (2).jpg

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The issue in this particular image does not appear to be an issue with an outdated NAM, or anything like that.  As noted in the tooltip for the Type A1 FLEXRamp, the RHW-6S network only supports Type A1 ramps in that footprint at L0/ground level.  Elevated RHW-6S networks (L1 through L4) do not support Type A1 ramps, and never have.  This was a design decision that was made because of the fact that the L1-L4 RHW-6S's outer barriers would encroach upon and overlap the resultant MIS ramp, resulting in some questionable visuals.

You'll need to either drop a lane at the ramp split by using a Type D1 ramp, allow for a larger footprint of the ramp by using a Type B1, or use a different network.

-Tarkus

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I feel stupid... If I would have read the tool info a little closer. Sorry to waste time. Thanks for the assistance anyways.

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