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Even a little announcement would have been nice.  I think only the alert got the new version.  I guess we need more lerts.


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Yes, there was an announcement on the status updates tab, but it has indeed been buried under the following status updates...

Besides, I think we're going to make a big announcement when we distribute it to other websites.


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When NAM 31.2 makes its way to Simtropolis, there will be a news submission for it on the ST home page.

 

The SC4D (LEX) release was announced here in the form of a status update, on the SimCity Subreddit in the form of a submission, and announcements elsewhere.

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All this modesty becomes you.


Beware: Emancipated user.  No Windoze for me.
The teacher opens the door but the student must enter himself. - Ancient Chinese Saying

Every minute of hate in which one indulges oneself is sixty seconds of happiness lost.
Music expresses that which cannot be put into words and that which cannot remain silent. -- Victor Hugo
If you always do what you've always done, you'll mostly get what you've always got.
JohnNewSig.gif
"We have met the enemy, and he is us" - Walt Kelly

Come join us at the Moose Factory

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Well, here's a texture bug with the RHW-6S A2 ramp:

6fux07.jpg

The textures are bugged, but the pathing is correct. Not sure if it's just the Irish texture set or it also happens with the Euro and default (American) textures.

(NOTE: Please put up a NAM 31.2 Bug Thread so that we won't spam this thread with bug reports! :P)


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Please put up a NAM 31.2 Bug Thread so that we won't spam this thread with bug reports!

The reason we originally put up NAM 31 and NAM 31.1 bug report threads was because we anticipated a very high volume of bugs, and so putting a central location to put those bugs meant that we'd get NAM 31.1 and NAM 31.2 out even faster than if those bug reports were posted sporadically in many different locations.

Right now, however, just about every game-breaking bug has been squashed and now there are only about a very small handful of bugs now (like the one you posted about that was already reported), so a NAM 31.2 bug report thread isn't all that necessary, and the traditional support thread (this one) should do.

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Trying to figure out how to go from an L1 MIS to an L2 MIS with the L1 (or L2) FLEX On-Slope transitions. This is what I keep getting:

screenshot025.jpg

 

Can someone tell me what I'm doing wrong? Is this tool not meant for what I'm trying to do?


My MD on SC4Devotion (updated first)
And Here on Simtropolis
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"My mother always told me, 'Elwood, you can be two things in this world...you can either be Oh So Smart, or Oh So Pleasant.'

Well, for years I was smart. I recommend pleasant."
-Elwood P. Dowd, Harvey

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Trying to figure out how to go from an L1 MIS to an L2 MIS with the L1 (or L2) FLEX On-Slope transitions. This is what I keep getting:

screenshot025.jpg

 

Can someone tell me what I'm doing wrong? Is this tool not meant for what I'm trying to do?

Hmmm.... try to click on it repeatedly until you get what you are looking for. ;)

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I just built this T interchange pursuant to Haljackey's tutorial: https://www.sc4devotion.com/forums/index.php?topic=14073.0 

 

Got it all complete with one exception.  I can't drag RHW-4 from under (1/2) ERHW-4.  The grid section turns brown below as it should, but any attempt at dragging results in red tiles.

 

Suggestions?

 

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So does this mean I'm ok to post here about any issues I have with NAM 31.2? I have a few texture issues with euro standard reverting to default on various pieces (TuLEPS, road under rail viaduct etc.)  since updating and can't find the relevant place to ask anybody. The last thing I want is to ask in full detail only to be told I'm posting in the wrong place, although I appreciate all the hard work & tireless efforts for a mod that's basically free it seems every time I get the previous version working perfectly I 'update' just for something else to stop working - thanks in advance

 

Please put up a NAM 31.2 Bug Thread so that we won't spam this thread with bug reports!


The reason we originally put up NAM 31 and NAM 31.1 bug report threads was because we anticipated a very high volume of bugs, and so putting a central location to put those bugs meant that we'd get NAM 31.1 and NAM 31.2 out even faster than if those bug reports were posted sporadically in many different locations.

Right now, however, just about every game-breaking bug has been squashed and now there are only about a very small handful of bugs now (like the one you posted about that was already reported), so a NAM 31.2 bug report thread isn't all that necessary, and the traditional support thread (this one) should do.

 

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I just built this T interchange pursuant to Haljackey's tutorial: https://www.sc4devotion.com/forums/index.php?topic=14073.0 

 

 

Got it all complete with one exception.  I can't drag RHW-4 from under (1/2) ERHW-4.  The grid section turns brown below as it should, but any attempt at dragging results in red tiles.

 

I just tried to replicate the problem and I didn't have any issues. Do exactly as the guide (created by Moonraker0) suggests. I also suggest having perfectly level terrain. Drag halfway on one one side, and drag on the other tile out.

 

Example:

DnVYxGQ.jpg

 

kYy8CYp.jpg

 

Hope that helps!

 


 

valvedude: Yes you can post any and all issues you have with the NAM. This is the support thread after all ;)

-Full detail is welcomed... The more detail the more likely a issue is to be fixed.

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Thanks for responding Haljackey.  After demolishing the exit ramp on the left, and the level transition on the right, then demolishing the overpass and rebuilding it, I was able to drag it from left to right.  Still wouldn't go right to left.  At least not in the grid right next to the east to west portion of overpass.  I could pull it all day long from either direction one or more tiles away.

 

Anyway, problem solved.  Thank you very much.

 

And now can you perhaps direct me to one of you excellent tutorials on RHW FA Curves?

 

Thanks again.

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How come there's no support for dragging a network diagonally over one immediately next to it? Is such a feature impossible to implement?

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Thank you Haljackey, it may have sounded like a rather silly question and reading what I'd typed back to myself it actually looked quite sarcastic ... this wasn't my intention however because I have nothing but respect for the people on here, whether they're providing files OR advice.

After removing possible conflicting mods I am pleased to announce that I have narrowed it down to 'Paeng's NAM Textures' (red brick) which was cancelling out the euro texture on the TuLEP pieces & reverting them to default/American -   I can only hope that Paeng will have the time (or inclination) to update accordingly.

If I do discover any more issues or conflicts, I'll be sure to let you know on here but only after checking to see whether it's resolved or already reported.. in which case I'll not :-D

Thanks again

 

*Edit* Sorry I provided the wrong name, it is actually the 'Sandstone Texture Mod for NAM' by AtmoGuy which was cancelling the Euro textures on TuLEP pieces and others such as rail viaduct over orth. road (stangely not on diag though?) without wanting to sound off topic with this, I do think anyone else should bear this in mind before posting any 'it doesn't work!' type comments - NAM it's self working fine now for me - and anyone who read the above bit please don't bother Paeng - sorry folks

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How come there's no support for dragging a network diagonally over one immediately next to it? Is such a feature impossible to implement?

 

It's one of those things that requires a ton of stability code--and very tricky stability code, at that. 

 

This is a bit of a pity.

 

naamloospd.jpg

 

As noted in all the NWM documentation, any sort of intersection involving an NWM network and diagonals is unsupported and only offered "as-is".  They were an aborted feature for NWM 2.0, due to the sheer number of them and amount of work to get them working.  T-intersections are actually a good bit more difficult to get working.  We'll be gradually building up the functionality there over future releases.

 

-Tarkus

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How come there's no support for dragging a network diagonally over one immediately next to it? Is such a feature impossible to implement?

 

It's one of those things that requires a ton of stability code--and very tricky stability code, at that. 

Might be an incentive to expand the FlexFly then, I mean it's planned, and the smoother curves would be a bonus.

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Try transitioning it from L2 to L0 (15m embankment) and then from L0 to L1 on the other side.

 

EDIT: Example

YsirgKK.jpg

Thanks Haljackey. I figured that was going to be the case, but I was hoping for a more compact option (the piece does say that L0 to L1/L2 is the default, but it implies an override is possible). I'll figure something out. Thanks for the quick response.

 

Also, was the E-Series controller pared down any for NAM 31.1/2? It doesn't seem to be as slow (on my comp.) or as stable as it sounded in the promotional spotlights. 5-level networking is pretty cool, though.

 

(For ref. I've got an i7qm w/about 2.6 GB of non-datpacked plugins, and city load time takes no longer with the E-version than it did with the S; about 10 minutes from start to load)


My MD on SC4Devotion (updated first)
And Here on Simtropolis
NAM Associate

"My mother always told me, 'Elwood, you can be two things in this world...you can either be Oh So Smart, or Oh So Pleasant.'

Well, for years I was smart. I recommend pleasant."
-Elwood P. Dowd, Harvey

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After the release of NAM 31.2, is 31.2 the end of the NAM 31.X series? Or will there be a NAM 31.3, 31.4.......................31.9? :P


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The Network Addon Mod for SC13 is now out! Download here.

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After the release of NAM 31.2, is 31.2 the end of the NAM 31.X series? Or will there be a NAM 31.3, 31.4.......................31.9? :P

 

The 31.x series is a dead line.  31.2 will be the last of them, and the next release will be NAM 32 (or 32.0, if you want to retain the decimal point).

 

And while we don't give out release dates, it's probably a safe bet that it'll be out before 2013 is over.  Ditching the separate-download paradigm and getting things in the flow for release track has gotten us back to the tempo of yore.

 

-Tarkus

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And while we don't give out release dates, it's probably a safe bet that it'll be out before 2013 is over.  

 

Does that mean it could be a Christmas present?


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