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I recently installed NAM 35. I am trying to figure out where to find the real railway; I'm not even sure if it installed. In what subfolder would I find it? I see a RAM subfolder inside my NAM35 folder under plugins, but that's supposed to be the precursor to RRW. In-game, the rail menu doesn't offer anything labeled as RRW.

If I somehow missed RRW during the install, is there a way to add it without repeating the whole installation?


-- Jeff Fisher ><> Vancouver WA
"I may be pissing into the wind, but if I keep my enemies behind me and aim carefully, I can still rain on their parade."

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RRW is typically installed into the z___NAM folder under y_RealRailway. Note it's not installed unless explicitly selected during install.

But without the RUL2 code (controller) file including RRW, even if you installed the files manually, it wouldn't work. So you must re-run the NAM installer to include RRW. Just choose a custom installation, which will remember your previous settings. You can then just tick the RRW option and it will update your install.


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've noted that sometimes, even when the RRW is installed and working, the NAM installer doesn't recognise it and offers a configuration without it. Maybe is related?

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2 hours ago, matias93 said:

I've noted that sometimes, even when the RRW is installed and working, the NAM installer doesn't recognise it and offers a configuration without it. Maybe is related?

I can confirm that has happened to me as well, when upgrading from NAM 33 to 34, and 34 to 35

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4 hours ago, matias93 said:

I've noted that sometimes, even when the RRW is installed and working, the NAM installer doesn't recognise it and offers a configuration without it. Maybe is related?

There are a handful of features in the installer that always require explicit selection to be installed, RRW is one of them. This is probably a remnant of the early RRW releases which were a working preview of sorts. Since compatibility is a lot better now, perhaps we should think about altering this.

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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).

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    OK, I'll run the installer again. I was hesitant to do that because it deleted and cleaned and created a massive backup the first time <cringe>... but I guess it can't be helped. As a long time RR nut (still playing and modding RR Tycoon II Platinum), I can't resist anything that could make RRs better  :)

    PS: Thank you to whomever found the right forum and moved my topic for me.

    Update:

    After reinstalling NAM, my pluggins folder now contains some RRW files in y_RealRailway under z___NAM. However, I can't find anything in the rail menu in-game that is labeled RRW-anything. I see rail, RAM, stations, loads of underground and other systems, but no RRW.

    I went to the documentation, found a PDF for RRW, and the first thing I noticed is that the PDF in NAM 35 is an old alpha version from NAM 32. It devotes most of its pages to minutiae like minicurves and coloration without saying plainly how to get started using it (and what to do with my Maxis rails). It hints by context that the vanilla rail tool will now place RRW rails, but it's not clear. I don't want to re-drag rails throughout a large region until I know what I am doing.

    I'm now looking for a RRW tutorial.

    Update 2:

    Found it way down near the end of the doc. I'd suggest swapping it with the technical discussion so the getting started is just after installation and the minutiae are toward the end, but that's just me. YMMV.

    Now I'll find out how much of the NAM 32 RRW doc still works in NAM 35.


    -- Jeff Fisher ><> Vancouver WA
    "I may be pissing into the wind, but if I keep my enemies behind me and aim carefully, I can still rain on their parade."

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    On 12/21/2016 at 1:04 PM, jeffryfisher said:

    Now I'll find out how much of the NAM 32 RRW doc still works in NAM 35.

    Most of it still works 100%, as the fundamentals haven't changed. Most of the changes in 35 are addon capabilities, not fundamental shifts, although I think some of the drag patterns for the switches may have been altered. There is currently documentation for these changes (labeled FlexTrack), under the file RRW FlextTrack User's Manual (written by @Eggman121 ). If you're not seeing it, it's likely RRW has failed to install again.

    You did a custom install with RRW selected and no alternate rail texture mods?

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    8 minutes ago, APSMS said:

    You did a custom install with RRW selected and no alternate rail texture mods?

    Correct, unless RAM counts, as I got its folder too. I got RRW folders where predicted. I was just unsure about the tool set.

    I also checked my PEG mods; I do not have anything for RR.


    -- Jeff Fisher ><> Vancouver WA
    "I may be pissing into the wind, but if I keep my enemies behind me and aim carefully, I can still rain on their parade."

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    1 hour ago, APSMS said:

    I think some of the drag patterns for the switches may have been altered

    Indeed, but those alterations only affect content added in NAM 33. Otherwise the NAM 32 instructions should still apply.

    1 hour ago, jeffryfisher said:

    unless RAM counts, as I got its folder too

    RRW requires some parts of RAM to work, so this is normal.

    I'd go by what you see in game rather than what you see in your plugins folder though. Assuming everything is showing RRW now (note drag sections may need to be refreshed if saved whilst RRW was not installed), then you know it's installed correctly.

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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).

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    Ah... My wide-radius curves are in a new texture, and dragging straight sections changes them to match the curves. I gather that proves I'm now getting the new RRW track from the old rail tool.

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    -- Jeff Fisher ><> Vancouver WA
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    My redragging is going well in the sections that I have worked since installing NAM 35 and Real Railways. However, I am left wondering what to do about my old rail bridges. Have any more bridges (besides the two heights of "level rail" bridges) been fixed since the manual was written,  and are there any functional consequences in leaving a non-RRW bridge in place (or any missed stretch of Maxis track)?


    -- Jeff Fisher ><> Vancouver WA
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    55 minutes ago, jeffryfisher said:

    My redragging is going well in the sections that I have worked since installing NAM 35 and Real Railways. However, I am left wondering what to do about my old rail bridges. Have any more bridges (besides the two heights of "level rail" bridges) been fixed since the manual was written,  and are there any functional consequences in leaving a non-RRW bridge in place (or any missed stretch of Maxis track)?

    Install this:

    For patching some details and get some more aestethic options with the RRW; with them both all maxis bridges should look RRW compatible.

    And no, there is no functional issues with not replacing RRW bridges or railway sections, AFAIK.

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    matias93's Unexpected Mod Workshop (dev thread)             Ciudad del Lago in the making (dev City Journal)

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    The last update of RUM says "waiting for NAM 35". Does that version (May '16) run well with the new NAM (Nov '16)?


    -- Jeff Fisher ><> Vancouver WA
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    Yes, the waiting was because RUM was ready but NAM35 was delayed.  As it turned out there are railway crossings broken in NAM35 that RSC204 has issued a patch for (sorry can't remember where - he will surface), and these, I presume, will together with any other newbies be added to NAM36. I am currently working on RUM for RRW v5 along with a 'top secret' reskinning project to be ready for that. 

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    *furtive patch linkie appearing*

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    38 minutes ago, matias93 said:

    *furtive patch linkie appearing*

    Yeah, that patch is also on the NAM Issues Thread here too. But it doesn't include TSR textures.

    In essence, Willy added the ability to have the correct stop lines on mirrored Diag Rail x Ortho Street and Ave networks. As a result, one new texture is required for streets, two for Avenues to support them. I have made LHD/RHD variants, along with some other stuff I'll be sending to Rivit at some point.

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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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    Thanks guys - I now understand

    - below attached interim replacement of

    E2_RVT TSR RRWX.dat in   Plugins:\Z___RVT Modds\RVT Streets (that file will no longer exist in RUM for RRW)

    Take the LHD or the RHD version as you need.  Previously I did not make separate files - my apologies to all you LHDrivers.  

    I note that the crossing isn't actually completely right - on the mirror this new pair of textures doesn't also do a flip so a RUL needs fixing too. Had me second guessing myself for a while...

    Files are to be found a few posts down from here. They were wrong and I had to reissue them.

     

     

    RRWX.jpg

    RRWX.jpg


      Edited by rivit  

    Files removed and reissued a few posts down from here
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    On 11/01/2017 at 8:19 AM, rivit said:

    I note that the crossing isn't actually completely right - on the mirror this new pair of textures doesn't also do a flip so a RUL needs fixing too. Had me second guessing myself for a while...

    I've just tested mine, they work in every rotation. The whole point of the additional RUL was to avoid the textures flipping, which would reverse the stoplines. The solution is adding new IDs for the flip (mirrored) textures, that way the lines always appear on the correct side. Whilst T21s can handle mirroring, textures and paths often cannot, leading to stop points/lines on the wrong side. Because the new texture is designed to be exclisivly used for mirrored situations, the old ID 0x05010204 must have the stopline on the wrong side. So when it flips it will appear correctly. I've attached a sample of Ave, Street and TSR textures for you Rivit. That should help you see the problem.

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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).

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    @rivit

    In the description of the mod it says:

    "The mod is packaged so that it is put into plugins exactly as it is in the zip (i.e.. Plugins/Z___RVT Modds/RVT zRUM for RRW)"

    I downloaded the RUM just now but the extractor put it in Plugins: RVT Mdds/ RVT zRUM for RRW without the z___ in front.  I assume this is supposed to load after NAM, correct?  Should I go ahead and put the z___ in front of the folder name so it will move it?  I downloaded it twice to make sure but it put it in the same place both times.  I don't want to put it in the wrong place but I also don't see anyone else commenting on this so, maybe I did something wrong? 

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    considering it is almost 2 AM for Rivit, I'll answer: you should add the z___.

    In fact, it is very weird that it didn't get put by itself, but the underscores are key to get the correct loading order.

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    matias93's Unexpected Mod Workshop (dev thread)             Ciudad del Lago in the making (dev City Journal)

    "Let us be scientists and as such, remember always that the purpose of politics
    is not freedom, nor authority, nor is any principle of abstract character,
    but it is to meet the social needs of man and the development of the society"

    — Valentín Letelier, 1895

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    17 minutes ago, matias93 said:

    In fact, it is very weird that it didn't get put by itself, but the underscores are key to get the correct loading order.

    Yeah, that's why I wondered if I did something wrong but, I can't imagine what.  All I did was download it and let it extract itself.  I see it's been downloaded 10 thousand times and I'm the only one who commented on it so, of course, I can't help but wonder.  As long as it gets put where it's supposed to be I'm fine with it.  Thanks!

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    Not sure why you are having a problem, last time I installed it, the prefix was there. But yes, it should have z___ (three underscores) in front of the RVT Mods folder.


    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 minute ago, rsc204 said:

    Not sure why you are having a problem, last time I installed it, the prefix was there.

    Well, it's probably because I have a knack for making the simple harder than it should be.  I didn't even want to post this and ask because I feel dumb but I wanted to make absolutely sure before I modified anything.  I actually panicked the first time because I couldn't find it where it was supposed to be but I found it under R, not Z - so then I downloaded it again and it did the same thing.  I'm sure it's me, somehow.  The odds are 10,000 to 1, after all!

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    Well folks its humble pie time - I am learning the lesson of not assuming anything...

    Firstly

    4 hours ago, MeMyself&I said:

    Well, it's probably because I have a knack for making the simple harder than it should be. 

    Nope - it was me . In the last zip version of RUM for RRW I did not put the Z___RVT Modds folder above RVT zRUM for RRW and so the latter is where it will unzip to. You need to unzip it into z___RVT Modds or move it there afterwards. I had made the mistake of assuming, like me, everyone knew where it would have to go.

     

    Secondly - thanks RSC204 for the files and the explanation. Your texture set was much nicer than mine and you should have issued it to start with.

    8 hours ago, rsc204 said:

    Because the new texture is designed to be exclisivly used for mirrored situations, the old ID 0x05010204 must have the stopline on the wrong side.

    Call me a Luddite, but flipping the original tile and not the new one smacks of a kludge (but certainly less pfaffing about with the RUL) and not intuitive for us old cobblers texture makers. I shall no longer assume I know what I'm doing.

    I have edited the original post removing the updated files and referring here. All comments about where to put it hold there

    E2_RVT TSR RRWX LHD.dat

    E2_RVT TSR RRWX RHD.dat

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    2 hours ago, rivit said:

    Nope - it was me

    Ok, so I'm not crazy after all, phew!  I figured that's where it went but I wanted to be certain.  Sorry if I made more work for you though but thanks for the response and thanks for everything else you do!  All your amazing work makes the game soooo much better!

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    On 1/10/2017 at 6:15 AM, matias93 said:

    For patching some details and get some more aestethic options with the RRW; with them both all maxis bridges should look RRW compatible.

    Wait a second, does the RUM convert the bridges? I don't think so, at least doesn't work for me.  As far as I know there are 4 RRW bridges that are one of the options in the NAM custom installer. 


    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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    2 hours ago, philforhockey51 said:

    Wait a second, does the RUM convert the bridges? I don't think so, at least doesn't work for me.  As far as I know there are 4 RRW bridges that are one of the options in the NAM custom installer. 

    Indeed it should, if you don't have them, perhaps you are not using the latest version of this mod?


    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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    @rsc204  ohh I see the v4 update got past me , thanks

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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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    Be careful with it -- There are many "one from column A, one from column B" choices to be made (deleting the unwanted among mutually exclusive alternatives). Even with the readme file as a guide, it was confusing sometimes because some of the "columns"  (folders) appeared to have dependencies mixed in with alternatives.

    I have the full extract in a downloads folder and a pruned copy in my plugins folder. If I find out that I pruned a critical dependency along with deselected alternatives, then I'll have recourse. I just hope I don't run into the crash that some other users encountered because of slope-mod incompatibility (I use a variant of the Ennedi slope mod).

    I recommend that you likewise keep an intact download as a selection source and then prune a copy in your plugins folder. Explore the entire tree with the readme open. If you don't see any head-scratchers, then you know more about the underlying architecture than I. When I did it last night, I edited a copy of the readme file as a note to my future self explaining how I had interpreted some of the ambiguities.

    But it's going to be worth it to get those bridges  :)


    -- Jeff Fisher ><> Vancouver WA
    "I may be pissing into the wind, but if I keep my enemies behind me and aim carefully, I can still rain on their parade."

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    51 minutes ago, jeffryfisher said:

    I recommend that you likewise keep an intact download as a selection source and then prune a copy in your plugins folder.

    Hate to sound like a control freak but I have three folders: all the downloads, still zipped, the plugins installed but not datpacked, and the useable, datpacked plugins folder (aside the workshop folder with modified plugins and so). I specially recommend to have a pre and post datpack, because packing is basically irreversible once you make an error.

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    matias93's Unexpected Mod Workshop (dev thread)             Ciudad del Lago in the making (dev City Journal)

    "Let us be scientists and as such, remember always that the purpose of politics
    is not freedom, nor authority, nor is any principle of abstract character,
    but it is to meet the social needs of man and the development of the society"

    — Valentín Letelier, 1895

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