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NAM.dll Open Beta

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6 minutes ago, CahosRahneVeloza said:

I deeply apologize for the double post as I still strictly adhere to the olden rules of teh interwebs which includes, "thou shalt not Double/multi post on any forum thread".

But seeing as nobody has commented on here after my last one, and two whole weeks have passed since my previous post, I thought maybe it'd be fine this time.

Anyway, I just wanted to ask if the Street texture on the "Street Tunnel portal" is baked into the model or not? Because if it's not I might ask @hugues aroux to add support for it for his WestWind Streets mod *:)

Baked. Consider that we have recycled a model present in the NAM for the beta. The final version will be different from the beta.

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Federal Republic of SiculiaFederal Republic of Sonora

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10 minutes ago, CahosRahneVeloza said:

"Street Tunnel portal" is baked into the model or not? Because if it's not I might ask @hugues aroux to add support

 

3 minutes ago, Ulisse Wolf said:

The final version will be different from the beta

... and it's likely that I'll be able to produce a version adapted for WestWindStreet! It's a bit of work but doable, like those (Tunel and FLUP) already produced in the current version.

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I wonder if the tunnel portal could be created as an S3D model and allow the network's flat plane to be referenced to a separate FSH texture file. This way it can reference an existing texture, and if said texture is changed separately (ex. using the Tarkphalt dark asphalt street swap mod), it could update on the tunnel portal model!

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    2 hours ago, Lucario Boricua said:

    I wonder if the tunnel portal could be created as an S3D model and allow the network's flat plane to be referenced to a separate FSH texture file.

    It could be done, but the rendering quality would probably be worse. You would lose the shadows as part of the BAT, which would break the illusion of the 3d effect – unless you do something very sophisticated with semitransparent S3D-based shadows or something. On the other hand, it's quite plausible that there's a different road surface inside the tunnel than outside, which could justify a texture mismatch.

    One thing that could be improved with the current model is the fact that its LODs don't go below the terrain surface. There's no hole for automata, which can lead to some visual artifacts when automata enter the tunnel. This could be fixed by creating new LODs for the existing models, but it would be tedious.

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    Personally, I'm not too worried about adapting BAT FSHs to make them compatible with WWStreet and also Rivit Street (if necessary). When I say it takes time, it's only a matter of two or three hours at the most. I don't think I took any longer the first time. So it doesn't matter if the street texture can't be "modified"!


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    I have used the diagonal streets feature. It is an enormous improvement. I can work much faster and make corrections quicker. Thank you! I have not noticed any issues.

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    What a fantastic dll mod! I have a quick question regarding the Slope Mod supplemental file that is included. If I have downloaded the Network Addon Mod - Tunnel and Slope Mod, can I remove this file from the supplemental files and the slope mod included in NAM 49?

     

     

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    @Jackspital Yes, simply remove the slope mod for the Street network from the supplemental files. You also don't need the NAM 49 slope mod for the Rail network, as the tunnel and slope mod contains a compatible Rail slope mod.

    From the description of the tunnel and slope mod:

    Quote

    NEW! NAM DLL Compatibility for Street Tunnels: the street network tuning parameters were modified to enable compatibility with street tunnel functionality introduced by the NAM DLL (found here). When using the NAM tunnel and slope mod, make sure to remove the street slope mod file included in the NAM-dll-supplemental-files folder.

     

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    Hello,

    I am sorry for writing in this old post, but I am trying to install this and I have NAM full installed, then if I understand corectly if I want the tunnels from the NAM.dll and slopes from NAM - Tunnel and Slope Mod I have to install like I tried to write down there in that order?

    And I probably would not need the SubwayPipeDepthFix.dat file from the zNAM_TunnelSlope_03b_Moderate_NAM_Full Set folder, cause another one is in the z_NAM_AdditionalTunnelSupport folder?

     

    |-----NAM FULL folder
    |-----zNAM_TunnelSlope_03b_Moderate_NAM_Full Set folder
    |-----------NetworkAddonMod_Tunnel&SlopeMod_03b_Moderate_NAM.dat
    |-----------SubwayPipeDepthFix.dat
    |-----z_NAM_AdditionalTunnelSupport folder
    |-----------NAM_Tunnels_Street_RequiresNAMdll.dat
    |-----------SubwayPipeDepthFix.dat
    |-----NAM-dll-supplemental-files folder
    |-----------additional-network-shortcuts.dat
    |-----------NAM_Tunnels_Street.dat
    |NAM.dll

     

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    Awesome Additions to the game.

    Hopefully NAM 50 will eventually be made available as its own installer version too as I prefer installing mods the old fashioned way.

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    Great work! Nice to see the eternal commuter bug won't be a problem anymore.

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    I think you may be able to finally convince me to upgrade. *:thumb: Very interesting features - slope tolerant starters and curves are my fav (along ECB of course).

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    The work looks impressive, even colossal! Is it possible to reduce the size of NAM by more than 90% using only DLLs? The loading time and stability of NAM, even without adding new features to NAM 49, would have been enough, but with the new features as well... Thank you for your work! I can't wait to try this new version (as soon as it's available for manual download).

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    SENT - Swiss & European Network Textures

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    I agree wholeheartedly with @Aka. Eternal Commuter Loop bug and sinkhole bug fixed, 4GB patch no longer required, ferry clearance height reduced, city load time reduced, slope-conforming curves and slope-tolerant starter and FLEX pieces - This is more of a quantum leap than an update. Congratulations!

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    Congrats to all Namites for making the most anticipated and impactful things possible! I wish I can try the new NAM along with much improved stability, flexibility, and performance. But this year, I've been working on my bachelor degree really hard. Hopefully, I can graduate well this year and bring something new to the table. Sorry for my words. See ya next time!

    Wait... before I truly leave, I have one really important question

    Quote

    What'd happen to an existing NAM installation when installing NAM 50? Will it got specially Cleanitol'd and make the installation easier? What'd happen to an existing city with previous NAM? Would the traffic calculations different?

    Btw, thanks @Ulisse Wolf for informing me in the morning.

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    I think I don't have to exclude some neighbor connections anymore just to avoid the eternal commute bug 🙏

    But, being more serious, that all great improvement in general, as also the slope tolerant curves. Thanks for the updates, great job guys, and waiting for the complete version!

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    4 hours ago, Propfam said:

    What'd happen to an existing NAM installation when installing NAM 50? Will it got specially Cleanitol'd and make the installation easier? What'd happen to an existing city with previous NAM? Would the traffic calculations different?

    Those who install NAM manually will still have to follow the standard installation and update procedure. Cleaners are not provided because they are now obsolete and are being transformed into tools for migrating to the SC4Pac system.  The same thing happens if you upgrade to NAM 50: nothing changes in the cities, and the only thing that changes is the traffic, which has to be recalculated since the pathfinder has been modified.

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    Federal Republic of SiculiaFederal Republic of Sonora

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

    Ulisse Wolf YouTube Channel - Ulisse Wolf Mastodon Profile

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    What you guys are doing is just incredible. I would absolutely love those sloping curves, the reduced bridge clearance, etc., plus my Thinkpad would appreciate the massive reduction of code. Now though let me ask a question: will NAM 50 be compatible with Maxis rail? I know I'll get a lot of heat for this, but there's just no way I can give up double diagonal rail - even at the cost of missing out on all these new goodies, sob! :(

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    11 minutes ago, Frank Goldberg said:

    how do you install the DLL file using SC4pac? is the DLL file on simtropolis?

    SC4Pac automatically installs it in the right place. It is not available on Simtropolis but on GitHub for the time being.


    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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    Hoping an old school Java installer version will still be on the pipeline as I still prefer to install stuff manually. Moreso during a new computer build or after a system reinstall and I don't want to connect to the net just yet.

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    I'll also have to wait for the Java installer, since I can't get SC4Pac installed and working on my setup for whatever reason. These are encouraging developments though.

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    11 hours ago, CahosRahneVeloza said:

    Hoping an old school Java installer version will still be on the pipeline as I still prefer to install stuff manually. Moreso during a new computer build or after a system reinstall and I don't want to connect to the net just yet.

    The JAVA installer version will be available when NAM 50 is released.

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    Federal Republic of SiculiaFederal Republic of Sonora

       Ain Member  Wiki

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

    Ulisse Wolf YouTube Channel - Ulisse Wolf Mastodon Profile

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    22 hours ago, justforfun said:

    Now though let me ask a question: will NAM 50 be compatible with Maxis rail?

    That’s really more of a question regarding development of NAM Lite, since RRW will remain the default for the regular NAM release. 

    NAM Lite continues to exist despite NAM 50, but it remains to be decided what parts will carry over. Some just don’t fit or meld into the philosophy of the Lite release. But I don’t doubt it will receive an update at some point and whatever improvements that are applicable will be carried over.

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    Head over to my Lot and Mod Shack to keep abreast of my latest developments.

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    Regarding the installer, there's still discussion what form it'll take. Before RL went completely berserk for me (which it continues to be), I had been working on a revival of the .exe-based NSIS installer, and there was a rough internal build made with it. 

    The Java installer would need to be redesigned in order for it to be feasibly used for the DLL Era NAM, since trying to handle a file architecture that requires installation into multiple directories is rather awkward at best currently, and would likely lead to a lot of installation errors and support requests if deployed as-is.  One of the main reasons for using it--macOS support--is also null and void now, since the NAM's now-required DLL cannot run on that platform.

    Going back to NSIS would remove the Java requirement, allow for more intricate file architectures to be supported, potentially ease reinstall/upgrade processes, and while the codebase reduction has made it less of an issue, it can also automate the 4GB Patch routine.  There were still some noticeable teething issues with the internal build, however (including some odd Linux problems).  Either option (NSIS or Java) is going to require work before we can release a traditional installer again.

    -Tarkus

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