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4 hours ago, Handyman said:

@memo  I got a chance to try your "empty-installer-version47.0.1.jar". It still required sudo for me to run it. I did just notice this statement in your last post:

Are you signed in as root?

Thanks for giving it a try. Could you copy the stack trace/error message from the command line and post it here? @Handyman

 

I'm not signed in as root, no. I've never needed to use sudo either. If you execute the installer without sudo, the installation path points to your HOME directory.

If you execute the installer with sudo instead, the installer is run by the root user, so the installation path points to the root directory (the root user's HOME directory). This is the correct behavior. Nothing different should be expected. It's just wrong to use sudo in the first place.

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3 hours ago, memo said:

Could you copy the stack trace/error message from the command line and post it here?

I do not get any errors.

If I run it with sudo it works fine, but the files belong to root, which is to be expected.

Frankly, I'm confused by the fact that you don't need sudo to run it. If you install updates from the command line do you need to use sudo?


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16 hours ago, Handyman said:

I do not get any errors.

So what exactly happens when you run it from the command line without sudo?

16 hours ago, Handyman said:

If you install updates from the command line do you need to use sudo?

Yes.

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On 12/12/2023 at 10:22 AM, memo said:

So what exactly happens when you run it from the command line without sudo?

So I actually do get errors when I try to run it without sudo. I have posted these previously but they were not complete as I did not include the results from the log files. I have included the complete set below. (Sorry, old age memory leak.)

handyman@WorxSys:~/Desktop$ 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 javax.swing.plaf.basic.BasicTreeUI$NodeDimensionsHandler.getNodeDimensions(BasicTreeUI.java:2807)
    at javax.swing.tree.AbstractLayoutCache.getNodeDimensions(AbstractLayoutCache.java:492)
    at javax.swing.tree.VariableHeightLayoutCache$TreeStateNode.updatePreferredSize(VariableHeightLayoutCache.java:1360)
    at javax.swing.tree.VariableHeightLayoutCache.updateNodeSizes(VariableHeightLayoutCache.java:918)
    at javax.swing.tree.VariableHeightLayoutCache.invalidateSizes(VariableHeightLayoutCache.java:372)
    at javax.swing.plaf.basic.BasicTreeUI.setCellRenderer(BasicTreeUI.java:386)
    at javax.swing.plaf.basic.BasicTreeUI$Handler.propertyChange(BasicTreeUI.java:3410)
    at java.beans.PropertyChangeSupport.fire(PropertyChangeSupport.java:335)
    at java.beans.PropertyChangeSupport.firePropertyChange(PropertyChangeSupport.java:327)
    at java.beans.PropertyChangeSupport.firePropertyChange(PropertyChangeSupport.java:263)
    at java.awt.Component.firePropertyChange(Component.java:8434)
    at javax.swing.JTree.setCellRenderer(JTree.java:764)
    at installer.screens.BrowseFilesPanel.<init>(BrowseFilesPanel.java:68)
    at installer.mainframe.InstallerTabs.<init>(InstallerTabs.java:48)
    at installer.mainframe.InstallerTabs.main(InstallerTabs.java:192)
Caused by: java.lang.NullPointerException
    at installer.tree.JarEntryRenderer.<clinit>(JarEntryRenderer.java:38)
     at installer.mainframe.InstallerTabs.main(InstallerTabs.java:192)
     at installer.mainframe.InstallerTabs.<init>(InstallerTabs.java:48)
     at installer.screens.BrowseFilesPanel.<init>(BrowseFilesPanel.java:68)
     at javax.swing.JTree.setCellRenderer(JTree.java:764)
     at java.awt.Component.firePropertyChange(Component.java:8434)
     at java.beans.PropertyChangeSupport.firePropertyChange(PropertyChangeSupport.java:263)
     at java.beans.PropertyChangeSupport.firePropertyChange(PropertyChangeSupport.java:327)
     at java.beans.PropertyChangeSupport.fire(PropertyChangeSupport.java:335)
     at javax.swing.plaf.basic.BasicTreeUI$Handler.propertyChange(BasicTreeUI.java:3410)
     at javax.swing.plaf.basic.BasicTreeUI.setCellRenderer(BasicTreeUI.java:386)
     at javax.swing.tree.VariableHeightLayoutCache.invalidateSizes(VariableHeightLayoutCache.java:372)
     at javax.swing.tree.VariableHeightLayoutCache.updateNodeSizes(VariableHeightLayoutCache.java:918)
     at javax.swing.tree.VariableHeightLayoutCache$TreeStateNode.updatePreferredSize(VariableHeightLayoutCache.java:1360)
     at javax.swing.tree.AbstractLayoutCache.getNodeDimensions(AbstractLayoutCache.java:492)
     at javax.swing.plaf.basic.BasicTreeUI$NodeDimensionsHandler.getNodeDimensions(BasicTreeUI.java:2807)
     at installer.tree.JarFileTreeRenderer.getTreeCellRendererComponent(JarFileTreeRenderer.java:22)
     at installer.tree.JarEntryNode.getRenderer(JarEntryNode.java:294)

I have traced the error lines in the .java files included in the .jar file but the file with the 'main' was not included. 
Also took a long look at the code in general trying to follow the execution, but without the 'main' I could not come to a definitive conclusion.

When you run the .jar, what default path does it offer you?


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2 hours ago, Handyman said:

So I actually do get errors when I try to run it without sudo. I have posted these previously but they were not complete as I did not include the results from the log files. I have included the complete set below. (Sorry, old age memory leak.)

handyman@WorxSys:~/Desktop$ java -jar NetworkAddonMod_Setup_Version47.jar

This error is already addressed. Instead, I am specifically asking for the results of

java -jar empty-installer-version47.0.1.jar

without sudo, that is.

 

2 hours ago, Handyman said:

I have traced the error lines in the .java files included in the .jar file but the file with the 'main' was not included. 
Also took a long look at the code in general trying to follow the execution, but without the 'main' I could not come to a definitive conclusion.

The main is included.

2 hours ago, Handyman said:

When you run the .jar, what default path does it offer you?

/home/memo/SimCity 4/Plugins/Network Addon Mod

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Is there a really basic NAM tutorial for absolute beginners where it comes to viaducts, elevated roads/railways/etc, onslopes, transitions and ramps? For example I might want to build an avenue crossing over a railroad like this:

657b8cec330dc_city02-Jan.7001702595442.png.d02ce36f2c781ed581f5f8160dfc7c05.png

When I use the avenue ramp transitions I get this (obviously undesirable) result:

657b8d135f692_city02-Jan.7001702595532.png.47bcd1a22006540a53ba060894ef4d10.png

whereas when I attempt to use the onslope transitions, this happens:

657b8d2b84b0b_ScreenShot2023-12-14at6_13_31PM.png.2ecf80d576924663bdfe7a6b80e475d4.png

I'm not really sure why I can't figure out how to use the mod on such a basic level when no one else seems to have a problem with it lol. Any introductory suggestions would be appreciated.

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On 12/14/2023 at 4:11 PM, memo said:

This error is already addressed. Instead, I am specifically asking for the results of


java -jar empty-installer-version47.0.1.jar

without sudo, that is.

I get no errors when I run the empty version, without sudo.

Further, if I click through to the location tab it offers a user path, not root path.

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23 hours ago, kaimai said:

Is there a really basic NAM tutorial for absolute beginners where it comes to viaducts, elevated roads/railways/etc, onslopes, transitions and ramps? For example I might want to build an avenue crossing over a railroad like this:

657b8cec330dc_city02-Jan.7001702595442.png.d02ce36f2c781ed581f5f8160dfc7c05.png

When I use the avenue ramp transitions I get this (obviously undesirable) result:

657b8d135f692_city02-Jan.7001702595532.png.47bcd1a22006540a53ba060894ef4d10.png

whereas when I attempt to use the onslope transitions, this happens:

657b8d2b84b0b_ScreenShot2023-12-14at6_13_31PM.png.2ecf80d576924663bdfe7a6b80e475d4.png

I'm not really sure why I can't figure out how to use the mod on such a basic level when no one else seems to have a problem with it lol. Any introductory suggestions would be appreciated.

On-slope ramps can be a bit tricky, but you usually want the single ramp section to be on top of the slope, not behind it.

In this case, you don't want a regular ramp since you have that big slope in the rail trench.

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17 hours ago, Girafarig said:

On-slope ramps can be a bit tricky, but you usually want the single ramp section to be on top of the slope, not behind it.

In this case, you don't want a regular ramp since you have that big slope in the rail trench.

Same problem, apparently. (Also doesn't make a difference if I delete the rail tiles in the middle.) I have legitimately no idea what I'm doing wrong.

Screen Shot 2023-12-16 at 11.06.43 AM.jpg

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45 minutes ago, kaimai said:

Same problem, apparently. (Also doesn't make a difference if I delete the rail tiles in the middle.) I have legitimately no idea what I'm doing wrong.

Screen Shot 2023-12-16 at 11.06.43 AM.jpg

You should only extend the avenue to the onramp, and you may have to do the final section as one-way roads. If you give me a couple hours, I can check myself –or you can see the manuals others have quoted in here.


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36 minutes ago, Girafarig said:

You should only extend the avenue to the onramp, and you may have to do the final section as one-way roads. If you give me a couple hours, I can check myself –or you can see the manuals others have quoted in here.

I went straight to the manual here and attempted to replicate their example exactly (raised roadbed at exactly 15m with the hole digger tool, etc). Same result. Extending the road only to the onramp caused it to terminate just before it, as shown in the images. I could start a viaduct on the other side with the appropriate starter piece, but it didn't visually connect with the onslope transition.

This is me attempting to follow the manuals/tutorials/etc that I've seen so I have no idea what the issue is.

Screen Shot 2023-12-16 at 12.25.52 PM.jpg

Screen Shot 2023-12-16 at 12.27.34 PM.jpg

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15 minutes ago, kaimai said:

I went straight to the manual here and attempted to replicate their example exactly (raised roadbed at exactly 15m with the hole digger tool, etc). Same result. Extending the road only to the onramp caused it to terminate just before it, as shown in the images. I could start a viaduct on the other side with the appropriate starter piece, but it didn't visually connect with the onslope transition.

This is me attempting to follow the manuals/tutorials/etc that I've seen so I have no idea what the issue is.

Screen Shot 2023-12-16 at 12.25.52 PM.jpg

Screen Shot 2023-12-16 at 12.27.34 PM.jpg

Here, I just happen to have a trenched railway in my city.

I started by adding two on-slope ramps on each side. I usually have 7.5 m in here, but I've picked 15 m just to make sure they both work.

Rampa.jpg.2a2e5aa81a371c07a22b061f005ceb00.jpg

I then dragged the avenue all the way to right before the ramp. I did not attempt to cover the ramp tile with the avenue. Instead of showing the circling road (like when avenues just end), the preview changed to a straight-through. It ends up looking like this:

657de4b9be59a_Construccin.jpg.dc8895ecf7dbc0bd4a315b2b33bf9f19.jpg

Note that the ramp builds itself over the rail. I did not drag the avenue over the ramp nor over the rail.

Then I did the same thing on the other side and ended with a regular bridge. No attachment since I seem to have run out of my attachment quota, blame that picture-heavy CJ.

I don't know why your road doesn't continue all the way to the ramp, but if it fails to do, you can try the alternative viaducts. I use the stone viaduct for some 7.5 m roads over rails, it works wonders, and (crucially) it adds a piece of road before the ramp proper that you can pave over with your own road. Give it a try and let me know.

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Yeah, none of that's happening for me, for some reason. I tried with the alternative viaducts at 15m as well as 7.5m, with roads and avenues, even removing the train tracks. More or less the same effect every time. (Also, all three of the "alternative viaduct styles" look exactly the same as the regular viaduct style and I don't think that should be happening? At least not based on tutorials I've seen.) The only thing that does work is, apparently, the deprecated puzzle pieces, although I haven't tested them in a real city yet to see if sims will actually drive over them.

I can't help wondering if maybe I installed the mod incorrectly or something, because from the way it's acting it very much seems like a component is missing. I'll try uninstalling/reinstalling (later today) and see if that fixes the issue lol

Screen Shot 2023-12-16 at 2.33.21 PM.jpg

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1 hour ago, kaimai said:

Yeah, none of that's happening for me, for some reason. I tried with the alternative viaducts at 15m as well as 7.5m, with roads and avenues, even removing the train tracks. More or less the same effect every time. (Also, all three of the "alternative viaduct styles" look exactly the same as the regular viaduct style and I don't think that should be happening? At least not based on tutorials I've seen.) The only thing that does work is, apparently, the deprecated puzzle pieces, although I haven't tested them in a real city yet to see if sims will actually drive over them.

I can't help wondering if maybe I installed the mod incorrectly or something, because from the way it's acting it very much seems like a component is missing. I'll try uninstalling/reinstalling (later today) and see if that fixes the issue lol

Screen Shot 2023-12-16 at 2.33.21 PM.jpg

update: yes, apparently that was the problem. After removing the mod and doing a fresh install, I can now miraculously build viaducts and onslope transitions. So I guess it was either just a bug or I accidentally deleted one of the files at some point (perhaps while reorganizing my plugins folder in order to install CAM and IRM etc). Thank you for the assistance in any case, lol

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Anyway, now that I'm here, an additional question: what's the height sensitivity for building the railway stations (and sometimes other pieces) in the NAM? I often can't connect a station to the network because "Unsuitable area to build network/Unsuitable grade for construction" even when the terrain looks totally flat. The Hole Digger/Raiser Pieces are obviously useful here, but it's a matter of pure guesswork in most cases to figure out whether the ground needs to be raised/lowered by 0.1 m, 0.2 m, 0.5 m or 1 m, etc. Is there at least a way to find out the exact elevation of each tile so that I'll know how to prepare the terrain before/after the station has been placed?

edit: Also, after placing any of the elevated NAM stations, when attempting to draw railroad tracks on the other side they revert to non-elevated. An onslope or ramp transition then has to be placed to re-elevate the track (there doesn't seem to be an "elevated railway starter piece" as there is for road viaducts). I also can't place them on pre-existing track. Not sure if this is another bug or the intended behavior.

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  • 3 hours ago, kaimai said:

    Anyway, now that I'm here, an additional question: what's the height sensitivity for building the railway stations (and sometimes other pieces) in the NAM? I often can't connect a station to the network because "Unsuitable area to build network/Unsuitable grade for construction" even when the terrain looks totally flat. The Hole Digger/Raiser Pieces are obviously useful here, but it's a matter of pure guesswork in most cases to figure out whether the ground needs to be raised/lowered by 0.1 m, 0.2 m, 0.5 m or 1 m, etc. Is there at least a way to find out the exact elevation of each tile so that I'll know how to prepare the terrain before/after the station has been placed?

    That may depend on which slope parameter you installed with NAM - default, moderate, or strict. You can try placing road sections around the area to flatten the terrain tiles to the same height before placing the stations. To check the heght of the terrain tiles, you can enable the Terrain Query cheat and use the query tool to see the dimensions (height would be the y-axis). I think you'll need to install the extra cheat dll plugin file to get that cheat.

     

    3 hours ago, kaimai said:

    edit: Also, after placing any of the elevated NAM stations, when attempting to draw railroad tracks on the other side they revert to non-elevated. An onslope or ramp transition then has to be placed to re-elevate the track (there doesn't seem to be an "elevated railway starter piece" as there is for road viaducts). I also can't place them on pre-existing track. Not sure if this is another bug or the intended behavior.

    If I'm understanding you correctly, you may need to drag out more ERRW track before placing the station. There needs to be be several tiles dragged out (more than 5) for the elevated tracks to remain stable. Anything shorter will cause it to revert. And no, there is no separate 'starter' pieces for ERRW. You use the on-slope or ramp pieces to drag ERRW out from.


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    Endless Road 4.jpg

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    This is actually nothing to do with slope parameters, well not in the strictest sense. Certain pieces, especially TE lots (Stations) have absolutely zero slope tolerance. So, whilst the rails they sit on may be bumpy, this is no longer true when you place the station. The land gets automatically terraformed when doing so, but, and this Is the bit controlled by a slope mod, that may leave the land either side too steep to build rail. If you want to make flat land, the best method is to use ‘Stubs’, if you click, do not drag, rail in consecutive tiles, it will level all those tiles to the same height. So if your station was four tiles long, you would make six stubs, thereafter you can drag away from these in either direction, without messing with the land. Note do not drag from any of the six stubs, start with the adjacent tiles to ensure the stations can connect up later. After which you can drag through the middle stubs to connect the entire network up so it’s ready for placing the station on top.

    If when dragging away from the stubs you still get errors, then the slope is too much for the allowed settings in your slope mod and more drastic terraforming may be needed. In the first instance though, dragging further away may rectify things, since it gives the game a longer distance to reconcile the height changes and smooth things out. If that is a constant problem, you may prefer a different setting or even to remove the RRW slope mod which comes with NAM, assuming you don’t also have a third party mod.    

    As for ERRW, indeed there are no starters like some networks, these are built into the ramp or on-slope pieces. Build one such piece approx. ten tiles from where you want to starting building ERRW, drag the rail to this point then you can safely delete the ramp/on-slope but retain the elevated rails. If you build your ERRW system first and plop stations on top of them, this will prevent you from having to restart the elevated sections. This is because stations can not provide the ‘override’ code to continue as elevated rail, so that must be stable on both sides or you need to reinitiate it.

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    Thanks all. I'm using the default NAM slope mod and no other slope mods. Clicking with the rail tool has quickly become my preferred method of levelling terrain in small areas so I wasn't sure why it wasn't working, but demolishing the station, levelling the terrain with the rail tool, and rebuilding it solved that problem.

    As for the track not being elevated on the other side of elevated stations, I still find that somewhat confusing, since I can't plop an elevated station directly on top of the ERRW as I might with a regular railway. However I have found that if I build the elevated track through the area where I want the station to be, delete only the tile taken up by the station, and plop it there, everything visually looks correct. Remains to be seen whether any sims use it. (I'm starting over in a new region which currently has 30,000 people and is heavily farmland dominated, so demand for public transit is pretty minimal at the moment lol.)

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    E-RRW is an override of the rail network, it’s the only way to add new networks to the game, we can’t actually add new networks in the sense that Maxis did. In order for an override network to stay stable, I.e. prevent it reverting to the underlying network used, in this case regular rails, code is needed to tell each piece to be elevated instead. But, TE lots can not be coded like this, so without a stable override on both sides, the override breaks.

    However if you can’t plop a station directly on the tracks, not all stations support it but many should, build the rail first, and bulldoze the tiles needed by the station. Then you can plop it and reconnect everything up without loosing the override.

    Ultimately this is a limitation of what we can modify in the game’s code, so it’s a case of accepting a few drawbacks for the sake of having new network options. 

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    Please fix this one! I am playing Europe white line with USA yellow line was appear.

    namrhwbuggy.jpg.cceb1ba4c1a38dc359d10f636bcdbb0d.jpg


    I loves SimCity 4 forever! *:thumb:

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    65864590dd6f7_DiagonalRoadxStreetIssue.jpg.0a1d3e4acaaefa485f2abdd8815e2bc6.jpg

    Anyone come across this one?  NAM47, RHD, US, Road Diagonal x Street turns itself to EU? Textures?


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

     

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    I spoke too soon it is happening at road x street ortho intersections also.

    65873052a5c94_RoadxStreetatCrossingIssue.jpg.fd4adec5611dc07f1a5a29b3405a63ee.jpg658730444eff0_RoadxStreetIssue.jpg.83c166558928e9d4204e94a60f6e5239.jpg


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

     

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    While we're at it. Any reason the road end barrier is popping up? Is that a load order issue for the culdesac file? I see it sitting in 8 Texture..>US> z_Cul-de-sac but wondering if maybe it should be pulled out of the US folder into it's own to load later. Yes I'm running a TGN but I don't believe it affects that T21 at least I don't think it did before.

     

    Road Cul De Sac Barrier.jpg


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

     

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    1 minute ago, philforhockey51 said:

    While we're at it. Any reason the road end barrier is popping up? Is that a load order issue for the culdesac file? I see it sitting in 8 Texture..>US> z_Cul-de-sac but wondering if maybe it should be pulled out of the US folder into it's own to load later. Yes I'm running a TGN but I don't believe it affects that T21 at least I don't think it did before.

     

    Road Cul De Sac Barrier.jpg

    I think there was a separate mod for that to remove the barrier from the road cul-de-sac, made by Ripplejet. I don't recall it having in the NAM, but I can be mistaken. About the texture issues. I see you are using TNG Sudden Valley. Have you tried it without TNG installed? 


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    Now I'm part of the NAM Team and the RTMT Team.
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    I do remember that Ripplejet mod but not sure what happened to it in my plugins, I'm not finding it, my foggy memory is thinking a previous version of NAM had it as a cosmetic option with cul de sacs? and I may have not pulled the file before an update to z_nam. I say this because I still have my last NAM folder and z_nam folder from NAM36 and I don't see it in there. 

    Welp I didn't think TGN would affect the actual road texture like this but you were right to test it without. I think in my initial test I didn't remove the whole tgn folder. Seems it is TGN affecting the intersections but not the road barrier minor issue. I'll take my intersections issue to rsc204's mod shack.   Tyberius do you know if that Ripplejet file was on the LEX? I've started my search here on the STEX.  

     

    Diagonal Road x Street Issue no tgn.jpg

    Road x Street  Issue 2.jpg

    Road Cul De Sac Barrier 2.jpg


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

     

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    49 minutes ago, philforhockey51 said:

    I do remember that Ripplejet mod but not sure what happened to it in my plugins, I'm not finding it, my foggy memory is thinking a previous version of NAM had it as a cosmetic option with cul de sacs? and I may have not pulled the file before an update to z_nam. I say this because I still have my last NAM folder and z_nam folder from NAM36 and I don't see it in there. 

    Welp I didn't think TGN would affect the actual road texture like this but you were right to test it without. I think in my initial test I didn't remove the whole tgn folder. Seems it is TGN affecting the intersections but not the road barrier minor issue. I'll take my intersections issue to rsc204's mod shack.   Tyberius do you know if that Ripplejet file was on the LEX? I've started my search here on the STEX.  

     

    Diagonal Road x Street Issue no tgn.jpg

    Road x Street  Issue 2.jpg

    Road Cul De Sac Barrier 2.jpg

    It was on LEX, but we re-hosted it on SC4Evermore by now.

    https://www.sc4evermore.com/index.php/downloads/download/38-other-mods/45-block-road-barriers-mod-by-ripplejet

     

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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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  • Original Poster
  • 2 hours ago, philforhockey51 said:

    ...

    Welp I didn't think TGN would affect the actual road texture like this but you were right to test it without. I think in my initial test I didn't remove the whole tgn folder. Seems it is TGN affecting the intersections but not the road barrier minor issue. I'll take my intersections issue to rsc204's mod shack.   Tyberius do you know if that Ripplejet file was on the LEX? I've started my search here on the STEX.  

     

    Hi @philforhockey51

    When I saw your original post about the issue and then @Tyberius06's comment about the TGN, it jogged a memory...

    A very similar issue was raised in @rsc204's Lot and Mod Shack earlier this year (Link). He attached a 'fixed' file to the next post (Link). If by chance, you do use the Sudden Valley terrain, you might try the fix. It seemed to work for me.

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

    Endless Road 4.jpg

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    23 minutes ago, CaptCity said:

    Hi @philforhockey51

    When I saw your original post about the issue and then @Tyberius06's comment about the TGN, it jogged a memory...

    A very similar issue was raised in @rsc204's Lot and Mod Shack earlier this year (Link). He attached a 'fixed' file to the next post (Link). If by chance, you do use the Sudden Valley terrain, you might try the fix. It seemed to work for me.

    I just clicked on that page in rsc204's mod shack then noticed your post which directed me back to the same page I had just made it to while researching lol coincidental timing nice.

    Thank you and Thank you Tyberius

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

     

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      I am new here and hoping for some help to figure out this error I get when i try to install NAM. My setup is Ubuntu 22.04, openjdk 11.0.21, running SimCity 4 in steam with Proton 8. When I try to run the command sudo java -jar NetworkAddonMod_Setup_Version47.jar, i get the dreaded Exception in thread "main" java.lang.ExceptionInInitializerError followed by a string of other exception errors. I also tried sudo JDK_JAVA_OPTIONS='-Dswing.crossplatformlaf=javax.swing.plaf.metal.MetalLookAndFeel' java -jar NetworkAddonMod_Setup_Version47.jar with the same result. After fighting this for 8 or 9 hours and exhausting everything i could find on Google, I'm not really sure where to go from here. Someone mentioned installing NAM in Windows and then copying the plugin folders to Linux- So i also installed SimCity 4 and NAM in Windows 10 and copied the NAM folder from the windows plugins folder to the Linux plugin folder. I also copied the Simcity4.exe file from the steam install to the windows install, applied the patch and copied the resulting file back over to linux steam. What i have now is all of the buttons in the menus of SC4 for NAM related objects,but when i select most of them, i get a plain red cursor and when i click on the ground to place an object, nothing happens. I need help in understanding what i am doing wrong... THanks!

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