SC4 Devotion Forum Archives

SimCity 4 Devotion Custom Content Showcase => Network Addon Mod (NAM) => NAM Inactive threads => Topic started by: The NAM Team on December 18, 2013, 06:18:11 PM

Title: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: The NAM Team on December 18, 2013, 06:18:11 PM
This thread is intended for general support purposes pertaining to the NAM 32 Pre-Release.
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: Wiimeiser on December 19, 2013, 05:42:00 PM
There seems to be a character limit in the installer:


Quote- JENX PARIS Pont Saint Michel
        - JENX PARIS Pont Neuf (Road)
        - Krummbach Bridge
        - Old Road Bridge
        - Pont Sant Angelo
        - Wooden Covered Road Bridge
    - Rural Street and Rail Bridge
    - Street Addon Mod (SAM) Bridges
    - Street Bridges
        - Concrete Street Bridge
        - Covered Street Bridge
        - JENX PARIS Pont Neuf (Street)
        - Steel Girder Street Bridge
    - Tram in Road Bridges
        - Po

That's as far as it got. It's just the text confirming what you selected though.
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: titanicbuff on December 19, 2013, 05:51:30 PM
Here's an interesting glitch regarding RRW mod:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg849.imageshack.us%2Fimg849%2F6726%2Fudw0.jpg&hash=359f8e984bd7fecfaa3d12b12cba18e8d5b84297)

For some reason after the viaduct the RRW mod changes to standard rail textures. Plus there's a slight glitch in the ramping system involving triangles.
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: Wiimeiser on December 19, 2013, 06:07:34 PM
Some more bugs:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg163%2F2762%2F09jw.th.png&hash=df24392ff13b7247e0601e4b1e7dbf5904c260b2) (http://imageshack.us/photo/my-images/163/09jw.png/)
Some setups are missing paths. Also, the one that does have paths has an incorrect preview model that displays both halves.


(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg560%2F1742%2Fy4ff.th.png&hash=39feda3a464aab0b1a0a9d2b94c2c015ee898fe1) (http://imageshack.us/photo/my-images/560/y4ff.png/)
Well, isn't this just nice /sarcasm


(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg27%2F1073%2Fkmcu.th.png&hash=8743b1546347896960df90637f09c1d8edc69ded) (http://imageshack.us/photo/my-images/27/kmcu.png/)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg96%2F807%2Fv438.th.png&hash=1cc667e3ef2a6bc216668a4c09508c9dd23aea53) (http://imageshack.us/photo/my-images/96/v438.png/)
Missing texture, paths seem to function normally


(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg208%2F3563%2Ffza.th.png&hash=464f3de69d23d0d193563f4e9a2f16d8c5c6702c) (http://imageshack.us/photo/my-images/208/fza.png/)
RRW has no LHD paths whatsoever


(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg21%2F816%2Foiij.th.png&hash=627376a0275ba572e7b94dd18ced05bce3944ab4) (http://imageshack.us/photo/my-images/21/oiij.png/)
I've reported this before, but if it appears normal to whoever made it there's some inconsistency in the textures.


Also, not shown, but the L0-L1 MIS Parclo piece is missing entirely from the code



EDIT: Checked out the viaducts and roundabouts, the only issues I could find were these:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg51%2F1748%2F2vrp.th.png&hash=379a4c44676a053245ec7d5a5ea0d1c58ff4decb) (http://imageshack.us/photo/my-images/51/2vrp.png/)
Paths are flipped when they shouldn't be

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg823%2F197%2F1wio.th.png&hash=bc2ba1fd52859d78e108fcdf771814b5ee6e53ac) (http://imageshack.us/photo/my-images/823/1wio.png/)
Height transition lacks pedestrian paths (I only tested that one though)


I also found this (http://imageshack.us/photo/my-images/707/c0w1.png/), but I don't think that's as serious an issue as the other two
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: jdenm8 on December 19, 2013, 07:32:28 PM
Quote from: Wiimeiser on December 19, 2013, 06:07:34 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg208%2F3563%2Ffza.th.png&hash=464f3de69d23d0d193563f4e9a2f16d8c5c6702c) (http://imageshack.us/photo/my-images/208/fza.png/)
RRW has no LHD paths whatsoever

Delete the NAM Folder (Or move it out of the plugins) and do a from-scratch reinstall. That fixed the problem on my end. As far as I know, there's no LHD STR paths yet.

Quote from: Wiimeiser on December 19, 2013, 06:07:34 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg51%2F1748%2F2vrp.th.png&hash=379a4c44676a053245ec7d5a5ea0d1c58ff4decb) (http://imageshack.us/photo/my-images/51/2vrp.png/)
Paths are flipped when they shouldn't be

Looks like the LHD resources for those pieces didn't install properly. EDIT: Looks like it may be an installer bug, reporting internally.
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: Kuewr665 on December 19, 2013, 08:15:34 PM
The roundabout actually does not make sense with those paths and textures. The center lane abruptly ends and traffic crosses the other lane. This makes sense with RHD paths because the traffic entering crosses onto a lane that is starting.
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: Tarkus on December 19, 2013, 08:47:28 PM
Quote from: Kuewr665 on December 19, 2013, 08:15:34 PM
The roundabout actually does not make sense with those paths and textures. The center lane abruptly ends and traffic crosses the other lane. This makes sense with RHD paths because the traffic entering crosses onto a lane that is starting.

The roundabout is designed to be connected into an ARD-3 on those ends, not a Road as shown in the pic, but the point does still stand.  We don't really have a point person doing LHD work anymore since ebina's departure.

Quote from: Wiimeiser on December 19, 2013, 06:07:34 PM
Also, not shown, but the L0-L1 MIS Parclo piece is missing entirely from the code

Actually, the code is there.  It's everything else that's missing.  And that's why this is a pre-release.

-Alex
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: jdenm8 on December 19, 2013, 08:54:57 PM
Quote from: Kuewr665 on December 19, 2013, 08:15:34 PM
The roundabout actually does not make sense with those paths and textures. The center lane abruptly ends and traffic crosses the other lane. This makes sense with RHD paths because the traffic entering crosses onto a lane that is starting.

It's an installer bug. It's been in the last few versions, but I haven't installed those and only just found it. I also found a different issue with the LHD implementation that will need investigation.

As for the missing ped paths on the Overpass Transitions, I've just fixed it and the fix will be in the next version at the latest.
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: Tarkus on December 19, 2013, 09:01:08 PM
The Parclo Inner Loop piece for the RHW QuickChange was indeed missing models/paths/exemplars.  I've updated our development copy of the L0 MIS file.

In the meanwhile, if you wish to take full advantage of those pieces before NAM 32-PR2, here you go (https://www.dropbox.com/s/y6h8u0tv1o2vzp7/RealHighway_L0_MIS_ParcloInner.dat) (works easier than pain-in-the-rear attachments that get lost in the shuffle).  Install it where you like (in your Network Addon Mod\RealHighway Mod folder, preferrably.

-Alex
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: Kuewr665 on December 19, 2013, 09:07:52 PM
I do not understand the option, "Enable Decoupling of Networks and Rules." How does it work? What does it do to network tiles in the game?
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: Apple Delight on December 19, 2013, 09:40:57 PM
Textures for seagull pieces in LHT are incorrect, Norwegian & British textures shown.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2FAppledelight%2FSC4%2FNAMLandFunTimeWorld%2Fshowcase_borough-12_jan.__001387512842.png&hash=190b83071ab7bcc5794f3d3dff082f7e3e964a2b)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2FAppledelight%2FSC4%2FNAMLandFunTimeWorld%2Fshowcase_borough-12_jan.__001387512978.png&hash=878403a34d70771baaa8b471328b5ac561c5dc9b)
(also pictured, no RRW textures for DTR level crossing of RD-2 and RHW-2)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2FAppledelight%2FSC4%2FNAMLandFunTimeWorld%2Fshowcase_borough-12_jan.__001387516169.png&hash=953998fd5bd40044d348376ced73c6e79fc05d11)

Same problem occurs with some, but not all, of the CPs for the RHW-3
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2FAppledelight%2FSC4%2FNAMLandFunTimeWorld%2Fshowcase_borough-12_jan.__001387513025.png&hash=922ff4ca28346222454b4d1f28af853dd6c1966c)

I was also unable to find Euro textures for the RHW and 'standard' Euro option for the RHW-2 in the installer.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2FAppledelight%2FSC4%2FNAMLandFunTimeWorld%2Fnam32prinstall1.png&hash=abbd7248a75a8823ac449fa2f1006c985de3d279)
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: Ramona Brie on December 19, 2013, 10:29:01 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FKfulXa0.jpg&hash=e2cf81c5278cacf2da34c96fc41b03aa6fa8be5c)

A bit of flavor text needs correction. This is the only one in the tab that has this issue.

Setup: SC4 on Win7 SP1, virtual machine in VirtualBox 4.3.6
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: z on December 19, 2013, 10:36:31 PM
Quote from: Apple Delight on December 19, 2013, 09:40:57 PM
I was also unable to find Euro textures for the RHW and 'standard' Euro option for the RHW-2 in the installer.

When you select the Euro textures, you get the Euro RHW textures automatically.  The other RHW textures are just additional options.
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: Geometry123 on December 19, 2013, 11:59:39 PM
Got a few to report...  ()testing()

What is this? I don't even...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi44.tinypic.com%2Fz6e4j.jpg&hash=99b3bdfd5826aee2dac7cdf925d21f935c690612)

Flex D1 ramp can't convert into RHW-10S TD1 ramp. And additionally, there's an unnecessary stub on the RHW-4 Flex D1 ramp.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi41.tinypic.com%2F9l8ns8.jpg&hash=acdb72dcc539c086fc70557172ee14458f28a1e3)

Eh? ???

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi39.tinypic.com%2Fm7ajo9.jpg&hash=afd8013a79d2373b4ac5a0bc47b990d3ff2e2514)

And this has been around since the inclusion of the wide RHW curves. The inner 10S curve has some bugged paths...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi42.tinypic.com%2Fml5e1i.jpg&hash=6c684712813173dfc0543959f304f2cef37c6c33)

This one hurts my OCD.  $%Grinno$% $%Grinno$%

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi42.tinypic.com%2F303k02g.jpg&hash=4f4e0e67b0b688beec6cf56fe13757d8096634b5)
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: jdenm8 on December 20, 2013, 12:06:40 AM
Quote from: Geometry123 on December 19, 2013, 11:59:39 PM
And additionally, there's an unnecessary stub on the RHW-4 Flex D1 ramp.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi41.tinypic.com%2F9l8ns8.jpg&hash=acdb72dcc539c086fc70557172ee14458f28a1e3)

I can't address the other issues, but this one I can. That stub isn't actually useless, it's required for RHW-6S to properly connect to and pass through the piece.
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: Geometry123 on December 20, 2013, 12:28:03 AM
But can't you just disguise the stub with a shoulder? The tile where the stub is can be substituted with a shoulder texture, just like its puzzle piece counterpart. Sorry if I'm going crazy, I'm OC, eh... :P

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi42.tinypic.com%2F2i8ag78.jpg&hash=24105e36aa07d1eea8364a8b0b914e399c94df24)
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: jdenm8 on December 20, 2013, 12:33:55 AM
Quote from: Geometry123 on December 20, 2013, 12:28:03 AM
But can't you just disguise the stub with a shoulder?

We may do that going forward. The fix which provided RHW-6S functionality was one of the last things put in before release of the Pre-Release.
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: Tarkus on December 20, 2013, 12:40:48 AM
I believe the actual instructions on the text for the piece note that the tile can be bulldozed if not building a 6S ramp.  The shoulder matter on the RHW-4 version is much less apparent on the default US textures (which is what I was using in development).

Quote from: Geometry123 on December 19, 2013, 11:59:39 PM
What is this? I don't even...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi44.tinypic.com%2Fz6e4j.jpg&hash=99b3bdfd5826aee2dac7cdf925d21f935c690612)

It appears the models for the width transitions were not packaged into the installer.  In the interim, pick up the requisite files here (https://www.dropbox.com/sh/1btmctw0aclxaik/TxHgZrdna3).

Quote from: Geometry123 on December 19, 2013, 11:59:39 PM
Flex D1 ramp can't convert into RHW-10S TD1 ramp. And additionally, there's an unnecessary stub on the RHW-4 Flex D1 ramp.

Try putting a 10S starter right next to the FLEXRamp.  The RHW-4 bit coming out the top tends to be really stubborn.  I included some code to handle it, but it may need to be beefed up in a future release.

Thanks for the reports, everyone.  That's we're doing a pre-release.

-Alex
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: MandelSoft on December 20, 2013, 01:56:34 AM
Quote from: Geometry123 on December 19, 2013, 11:59:39 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi39.tinypic.com%2Fm7ajo9.jpg&hash=afd8013a79d2373b4ac5a0bc47b990d3ff2e2514)
My bad. It seems that I have some texture wrapping settings wrong.
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: memo on December 20, 2013, 05:01:52 AM
The documentation on how to use the new El-Rail-Avenue pieces is still lacking. However, Ganaram (GDO29Anagram) made a video that shows how it works: [link] (http://www.youtube.com/watch?v=oJ1D_Cm_gGM).





Quote from: Kuewr665 on December 19, 2013, 09:07:52 PM
I do not understand the option, "Enable Decoupling of Networks and Rules." How does it work? What does it do to network tiles in the game?

This has to do with the custom compiled NAM controller file. For an override network, say SAM-2, you have three different options:


By default, you can choose only 1 or 3 in the installer, but if you select the decoupling checkbox, you can also choose option 2 (the SAM-2 checkbox in the installer would have three different states).

The reason for this move is the disproportionally increased loading times of the game caused by the large e-series controller of the NAM 31.x builds. The introduction of e- and s-series controllers was a first step to address this problem; now, the NAM controller compiler allows every user to compile a controller that suits their needs exactly, thus keeping loading times at a minimum.

The decoupling option is intended for advanced users and therefore unselected by default. As for the utility of option 2, imagine the following scenario: You have built SAM-2 in your city, before, but do not wish to modify your SAM-2 network. You will need the textures, but not the RULs. Though, you have to be careful not to redrag the SAM-2 streets, as this would deconvert them to normal streets. This was originally intended mainly for RHW networks, as it is easy to leave them untouched during normal game play. After all, you rarely need all the 40 different RHW networks at a time; and the RHW is by far the largest part of the controller.
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: Geometry123 on December 20, 2013, 05:22:40 AM
Quote from: Tarkus on December 20, 2013, 12:40:48 AM
It appears the models for the width transitions were not packaged into the installer.  In the interim, pick up the requisite files here (https://www.dropbox.com/sh/1btmctw0aclxaik/TxHgZrdna3).

That was quick. Thanks for making me not wait for NAM 32 PR2. :P

Quote from: memo on December 20, 2013, 05:01:52 AM
The documentation on how to use the new El-Rail-Avenue pieces is still lacking. However, Ganaram (GDO29Anagram) made a video that shows how it works: [link] (http://www.youtube.com/watch?v=oJ1D_Cm_gGM).

Thanks to you for posting the link of that video and Ganaram for creating that video! Now, I know how to use the new El-Rail-Avenue/RD-4 pieces. :D
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: Kuewr665 on December 20, 2013, 09:13:10 AM
Ah, okay! I don't need it, but thanks for the explanation.
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: Ramona Brie on December 20, 2013, 09:38:27 AM
I attempted to add this into my post:

There's an RHW FA piece missing a description. It's the RHW-6S C1 diagonal FA ramp.
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: A Nonny Moose on December 20, 2013, 09:57:26 AM
Compiler for the network controller failed even though Java is installed on both Program Files and Program Files (x86) directories in my wine prefix.  Suspect something else is missing, and will investigate and report further.  Meanwhile, wine users should not be surprised.

You get the default (ugh!) controller, but everything should be OK other than the delay switching views.  :-\

FURTHER: wine reports a problem with the compiler as:

Can't recognise 'C:\users\john\My Documents\SimCity 4\NAM Auxiliary Files\Tools\Controller Compiler\NAMControllerCompiler.bat" "C:\users\john\My Documents\SimCity 4\NAM Auxiliary Files\Tools\Controller Compiler\Network Addon Mod\Controller" "C:\users\john\My Documents\SimCity 4\Plugins\Network Addon Mod 1 0 0x0FFF 0x0000 0x0000 0x0000 0x0000 0x0000 0x0000 0x0000 0x03FF' as an internal or external command, or batch script.

This may be a wine problem. I suspect I'll have to overhaul that script for it to work.  Can I just run the compiler without running the installer again?
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: Swordmaster on December 20, 2013, 10:02:04 AM
Quote from: titanicbuff on December 19, 2013, 05:51:30 PM
For some reason after the viaduct the RRW mod changes to standard rail textures. Plus there's a slight glitch in the ramping system involving triangles.

Did you redrag your rails? Simply loading existing rail networks with the mod doesn't do anything; you have to click/drag on them to activate the new textures/models.

The ramps are very unrealistic pieces. They're only accidentally converted because they use the same textures as the straight pieces. I didn't deactivate them, but may do so in the future for the same reason the Y-stack has been deactivated (in the "wide radius curves" tab ring). But only after viaduct rail is properly supported (currently it's mostly placeholder).


Quote from: Apple Delight on December 19, 2013, 09:40:57 PM(also pictured, no RRW textures for DTR level crossing of RD-2 and RHW-2)

Thanks. I'll try to finish all orthoXortho crossings before the stable release.


Cheers
Willy
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: epicblunder on December 20, 2013, 10:21:27 AM
Loving it so far guys!

I have managed to find a few bugs. (click for full res)
1.  I don't get any paths with the HSR.  They're there on the GHSR, but not the elevated version:
(https://jpmudw.bn1304.livefilestore.com/y2px7ZT1BjfrjOM83C7Zp6-su93aW4CLlLtAtyV2f6Bj5f7r1p8hkHynLeFBTArutaSiZJwzMtU-3kzsAbMoLoxVOZjXb5zjxHd22g8JRpKWws/hsr%20nopath.jpg?psid=1)

2.  The re-skinned monorail networks revert to default monorail when crossing the RHW:
(https://jpmudw.bn1.livefilestore.com/y2p_dT0C3iiemQfh0RHyWv3hqfiCxEBWcADAMeKFwbdYgFVxfhGF9g6sCQ25w7gXQPOvbSaqWoLmEFSNLVpu44D7fTTkFsGOLR6une0SRKw1RI/norhwover.jpg?psid=1)

I haven't done much with the RHW yet so the only bug i have here is one that jumped out on loading a tile.  There's texture missing on a tile on the RHW-8C FAR-Diag curve puzzle piece.
(https://jpmudw.bn1301.livefilestore.com/y2pEiL3nMKhqZQRxm3LDdmjdoacZg2r-L9_xkEXg1Bnt-fzMv3j4p1TuRT48LXvTuLf0c7FZBLXPUbM3tOyAKC73Bej-M8RD0U9ljJMzZaShU8/8c%20curve.jpg?psid=1)
Left is the pre-existing highway from NAM31.2, which was fine.  Right is a freshly plopped piece.

Keep up the good work.  Can't wait for the final polished release.   :thumbsup:
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: memo on December 20, 2013, 10:30:37 AM
Quote from: Tracker on December 20, 2013, 09:38:27 AM
There's an RHW FA piece missing a description. It's the RHW-6S C1 diagonal FA ramp.

This is a NAM 31 issue, in fact: issue 122 (https://github.com/BluelightningSC4/Network-Addon-Mod/issues/122).

Quote from: A Nonny Moose on December 20, 2013, 09:57:26 AM
Compiler for the network controller failed even though Java is installed on both Program Files and Program Files (x86) directories in my wine prefix.  Suspect something else is missing, and will investigate and report further.  Meanwhile, wine users should not be surprised.

Well, I did not test the installer under wine, but I've tested the compiler under *nix. I suspect that the problem is that the installer invokes a Windows specific .bat file to start the compiler, but it's just a guess. In this case, you can still run the compiler manually by executing the NAMControllerCompiler.jar file. Usually, it is installed to

Documents/SimCity 4/NAM Auxiliary Files/Tools/Controller Compiler/

or something similar, that is, if the installer extracted it properly.

If the compiler is invoked for the first time (in your case, the installer might or might not have launched the compiler), it is required to specify input and output directory; otherwise, it reports missing settings. For this, start the compiler via "java -jar NAMControllerCompiler.jar dev" and, in the GUI, select the input folder "Network Addon Mod/Controller/" from the compiler directory, and your NAM folder in your plugins as output folder. Usually, the installer would do this automatically.
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: MandelSoft on December 20, 2013, 11:28:17 AM
Windows 8 doesn't really like the compiler BAT either. I just installed the NAM 32 PR and when I started up the game, I got red arrow bugs. To my surprise, the Controller file was only 1 Kb.

This happened before during the dev phase and I thought this was fixed at some point. But it is broken again...

Manual compilation doesn't work either. If I run the compiler from the NAM Auxillary Files, it just leaves an empty controller, time and time again. During the debug mode, this is the error report:

C:\Users\Maarten\Documents\SimCity 4\NAM Auxiliary Files\Tools\Controller Compil
er>java -jar -ea NAMControllerCompiler.jar debug
dec 20, 2013 8:34:54 PM controller.xml.PatternNode getAllSelectedPatterns
CONFIG: Selected Nodes:
[All Networks, Network Widening Mod]
        0x51[0-2]\p{XDigit}{5}
        0x57[0-4][0-9a]([258b][7-9a-f]|[369c][0-5])\p{XDigit}{2}
[All Networks, Real Highway Mod, L0 networks, RHW-12S]
        0x5707\p{XDigit}{4}
        0x57[0-5]\p{XDigit}[258b]2[048c]\p{XDigit}
[All Networks, Real Highway Mod, L0 networks, RHW-10C]
        0x570a\p{XDigit}{4}
        0x57[0-5]\p{XDigit}[258b]6[048c]\p{XDigit}
[All Networks, Real Highway Mod, L1 networks, RHW-12S]
        0x5717\p{XDigit}{4}
        0x57[0-5]\p{XDigit}[258b]2[159d]\p{XDigit}
[All Networks, Real Highway Mod, L1 networks, RHW-10C]
        0x571a\p{XDigit}{4}
        0x57[0-5]\p{XDigit}[258b]6[159d]\p{XDigit}
[All Networks, Real Highway Mod, L2 networks, RHW-12S]
        0x5727\p{XDigit}{4}
        0x57[0-5]\p{XDigit}[258b]2[26ae]\p{XDigit}
[All Networks, Real Highway Mod, L2 networks, RHW-10C]
        0x572a\p{XDigit}{4}
        0x57[0-5]\p{XDigit}[258b]6[26ae]\p{XDigit}
[All Networks, Real Highway Mod, 3L-Crossings]
        0x57a\p{XDigit}{5}
dec 20, 2013 8:34:54 PM controller.tasks.CollectRULsTask mainProcess
INFO: Collecting input data.
dec 20, 2013 8:34:57 PM controller.Compiler checkOutputFilesExist
INFO: Overwriting existing file "C:\Users\Maarten\Documents\SimCity 4\Plugins\Ne
twork Addon Mod\NetworkAddonMod_Controller.dat"
dec 20, 2013 8:34:57 PM controller.CompilerSettingsManager writeSettings
INFO: Settings successfully saved.
dec 20, 2013 8:34:57 PM controller.xml.XMLParsing writeXMLfromTree
INFO: XML file saved: resources\xml\RUL2_IID_structure.xml
dec 20, 2013 8:34:57 PM controller.tasks.WriteControllerTask mainProcess
INFO: Adding Controller marker description text
dec 20, 2013 8:34:57 PM jdpbfx.DBPFFile$Writer write
INFO: [DBPFFile.Writer] Writing NetworkAddonMod_Controller.dat
dec 20, 2013 8:35:18 PM model.RULEntry createDataChannel
SEVERE: IOException while creating data channel for RUL entry
java.io.IOException: Unable to establish loopback connection
        at sun.nio.ch.PipeImpl$Initializer.run(Unknown Source)
        at sun.nio.ch.PipeImpl$Initializer.run(Unknown Source)
        at java.security.AccessController.doPrivileged(Native Method)
        at sun.nio.ch.PipeImpl.<init>(Unknown Source)
        at sun.nio.ch.SelectorProviderImpl.openPipe(Unknown Source)
        at java.nio.channels.Pipe.open(Unknown Source)
        at model.RULEntry.createDataChannel(Unknown Source)
        at jdpbfx.DBPFFile$Writer.transferData(Unknown Source)
        at jdpbfx.DBPFFile$Writer.write(Unknown Source)
        at jdpbfx.DBPFFile$Writer.write(Unknown Source)
        at controller.tasks.WriteControllerTask.mainProcess(Unknown Source)
        at controller.tasks.WriteControllerTask.access$500(Unknown Source)
        at controller.tasks.WriteControllerTask$GUITask$MyWorker.doInBackground(
Unknown Source)
        at controller.tasks.WriteControllerTask$GUITask$MyWorker.doInBackground(
Unknown Source)
        at javax.swing.SwingWorker$1.call(Unknown Source)
        at java.util.concurrent.FutureTask.run(Unknown Source)
        at javax.swing.SwingWorker.run(Unknown Source)
        at java.util.concurrent.ThreadPoolExecutor.runWorker(Unknown Source)
        at java.util.concurrent.ThreadPoolExecutor$Worker.run(Unknown Source)
        at java.lang.Thread.run(Unknown Source)
Caused by: java.net.ConnectException: Connection timed out: connect
        at sun.nio.ch.Net.connect0(Native Method)
        at sun.nio.ch.Net.connect(Unknown Source)
        at sun.nio.ch.Net.connect(Unknown Source)
        at sun.nio.ch.SocketChannelImpl.connect(Unknown Source)
        at java.nio.channels.SocketChannel.open(Unknown Source)
        ... 20 more

dec 20, 2013 8:35:19 PM jdpbfx.DBPFFile$Writer transferData
SEVERE: [DBPFFile.DBPFEntry] Cannot read data of TGI: T:0A5BCF4B, G:AA5BCF57, I:
10000000
dec 20, 2013 8:35:40 PM model.RULEntry createDataChannel
SEVERE: IOException while creating data channel for RUL entry
java.io.IOException: Unable to establish loopback connection
        at sun.nio.ch.PipeImpl$Initializer.run(Unknown Source)
        at sun.nio.ch.PipeImpl$Initializer.run(Unknown Source)
        at java.security.AccessController.doPrivileged(Native Method)
        at sun.nio.ch.PipeImpl.<init>(Unknown Source)
        at sun.nio.ch.SelectorProviderImpl.openPipe(Unknown Source)
        at java.nio.channels.Pipe.open(Unknown Source)
        at model.RULEntry.createDataChannel(Unknown Source)
        at jdpbfx.DBPFFile$Writer.transferData(Unknown Source)
        at jdpbfx.DBPFFile$Writer.write(Unknown Source)
        at jdpbfx.DBPFFile$Writer.write(Unknown Source)
        at controller.tasks.WriteControllerTask.mainProcess(Unknown Source)
        at controller.tasks.WriteControllerTask.access$500(Unknown Source)
        at controller.tasks.WriteControllerTask$GUITask$MyWorker.doInBackground(
Unknown Source)
        at controller.tasks.WriteControllerTask$GUITask$MyWorker.doInBackground(
Unknown Source)
        at javax.swing.SwingWorker$1.call(Unknown Source)
        at java.util.concurrent.FutureTask.run(Unknown Source)
        at javax.swing.SwingWorker.run(Unknown Source)
        at java.util.concurrent.ThreadPoolExecutor.runWorker(Unknown Source)
        at java.util.concurrent.ThreadPoolExecutor$Worker.run(Unknown Source)
        at java.lang.Thread.run(Unknown Source)
Caused by: java.net.ConnectException: Connection timed out: connect
        at sun.nio.ch.Net.connect0(Native Method)
        at sun.nio.ch.Net.connect(Unknown Source)
        at sun.nio.ch.Net.connect(Unknown Source)
        at sun.nio.ch.SocketChannelImpl.connect(Unknown Source)
        at java.nio.channels.SocketChannel.open(Unknown Source)
        ... 20 more

dec 20, 2013 8:35:40 PM jdpbfx.DBPFFile$Writer transferData
SEVERE: [DBPFFile.DBPFEntry] Cannot read data of TGI: T:0A5BCF4B, G:AA5BCF57, I:
10000001
dec 20, 2013 8:36:01 PM model.RULEntry createDataChannel
SEVERE: IOException while creating data channel for RUL entry
java.io.IOException: Unable to establish loopback connection
        at sun.nio.ch.PipeImpl$Initializer.run(Unknown Source)
        at sun.nio.ch.PipeImpl$Initializer.run(Unknown Source)
        at java.security.AccessController.doPrivileged(Native Method)
        at sun.nio.ch.PipeImpl.<init>(Unknown Source)
        at sun.nio.ch.SelectorProviderImpl.openPipe(Unknown Source)
        at java.nio.channels.Pipe.open(Unknown Source)
        at model.RULEntry.createDataChannel(Unknown Source)
        at jdpbfx.DBPFFile$Writer.transferData(Unknown Source)
        at jdpbfx.DBPFFile$Writer.write(Unknown Source)
        at jdpbfx.DBPFFile$Writer.write(Unknown Source)
        at controller.tasks.WriteControllerTask.mainProcess(Unknown Source)
        at controller.tasks.WriteControllerTask.access$500(Unknown Source)
        at controller.tasks.WriteControllerTask$GUITask$MyWorker.doInBackground(
Unknown Source)
        at controller.tasks.WriteControllerTask$GUITask$MyWorker.doInBackground(
Unknown Source)
        at javax.swing.SwingWorker$1.call(Unknown Source)
        at java.util.concurrent.FutureTask.run(Unknown Source)
        at javax.swing.SwingWorker.run(Unknown Source)
        at java.util.concurrent.ThreadPoolExecutor.runWorker(Unknown Source)
        at java.util.concurrent.ThreadPoolExecutor$Worker.run(Unknown Source)
        at java.lang.Thread.run(Unknown Source)
Caused by: java.net.ConnectException: Connection timed out: connect
        at sun.nio.ch.Net.connect0(Native Method)
        at sun.nio.ch.Net.connect(Unknown Source)
        at sun.nio.ch.Net.connect(Unknown Source)
        at sun.nio.ch.SocketChannelImpl.connect(Unknown Source)
        at java.nio.channels.SocketChannel.open(Unknown Source)
        ... 20 more

dec 20, 2013 8:36:01 PM jdpbfx.DBPFFile$Writer transferData
SEVERE: [DBPFFile.DBPFEntry] Cannot read data of TGI: T:0A5BCF4B, G:AA5BCF57, I:
10000002
dec 20, 2013 8:36:01 PM controller.tasks.WriteControllerTask determineResult
INFO: Total time for writing: 63.569 milliseconds.
dec 20, 2013 8:36:01 PM view.DefaultView publishInfoMessage
INFO: The file "C:\Users\Maarten\Documents\SimCity 4\Plugins\Network Addon Mod\N
etworkAddonMod_Controller.dat" has been successfully compiled

Despite of all the errors, it will still say that the controller is successfully installed  &mmm  I had to resolve this issue by using an older dev version of the Controller Compiler, which gave me a 135MB large controller...

This is definitely a DEFCON 1 issue.
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: A Nonny Moose on December 20, 2013, 11:54:42 AM
In the first beta I miss the option to select the alternate traffic display.  Please direct me, or tell me that it is missing for some reason.
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: MandelSoft on December 20, 2013, 12:12:25 PM
Meanwhile, I've managed to fix Issue #171 (https://github.com/BluelightningSC4/Network-Addon-Mod/issues/171)
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: cmdp123789 on December 20, 2013, 12:50:38 PM
Also, in the installation menu, under the American road markings I believe, it gives options for ontario, which could be considered "american" but also norwegian, which I believe should be under the Euro markings
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: z on December 20, 2013, 12:53:05 PM
Quote from: A Nonny Moose on December 20, 2013, 09:57:26 AM
Compiler for the network controller failed even though Java is installed on both Program Files and Program Files (x86) directories in my wine prefix.  Suspect something else is missing, and will investigate and report further.  Meanwhile, wine users should not be surprised.

You mentioned elsewhere that batch files need to have their executable bit set for Wine; this didn't get done before the release.  Is your executable bit set on that file?

QuoteCan I just run the compiler without running the installer again?

Yes.

Quote from: A Nonny Moose on December 20, 2013, 11:54:42 AM
In the first beta I miss the option to select the alternate traffic display.  Please direct me, or tell me that it is missing for some reason.

It's now under "Real Highway Options".

Quote from: cmdp123789 on December 20, 2013, 12:50:38 PM
Also, in the installation menu, under the American road markings I believe, it gives options for ontario, which could be considered "american" but also norwegian, which I believe should be under the Euro markings

Norway may be part of Europe, but it uses American-style markings.
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: cmdp123789 on December 20, 2013, 01:30:55 PM
So basically, if I pick Norwegian markings, I would be picking american markings? as in, if I am recreating an American city, Norwegian markings will be the same as Americans?

BTW some pics from what I tried...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi1085.photobucket.com%2Falbums%2Fj424%2Fcmdp123789%2F2_zps321423e4.png&hash=fe85c185f63a7a382d8172b995e42a3bc3455b49)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi1085.photobucket.com%2Falbums%2Fj424%2Fcmdp123789%2F1_zps5e94a6dd.png&hash=d571090299d87ca8c51ded8665f9adc4f15ba053)

See in pic 1... the textures are blurry... so as in the avenue textures...
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: le_harv on December 20, 2013, 02:52:58 PM
Hello,

Firstly, thanks to everyone who helps make this game as much fun as it still is all these years later. Fantastic effort.

I installed the pre-release NAM into a plugins folder containing just the pieces needed for one of CP's terrain and tree mods. So basically a clean plugins folder. The installation seemed to run smoothly. Here is what I have observed in no particular order...


I suspect that the textures issues might be to do with the Ontario texture set in the install.

Hope this helps.
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: MandelSoft on December 20, 2013, 02:57:47 PM
About the Norwegian RHW textures: they do use yellow median lines for the RHW-2 and RHW-3, but they use white median lines when the two road halves are physically separated. This used to be the case in Norway until 2012; since then they are phasing out these white median lines and switch to yellow median lines altogether.

I didn't have the time yet to cover the Type A2 and B2 FlexRamp setups with all my alternative RHW texture sets...
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: le_harv on December 20, 2013, 03:14:21 PM
The Ontario set looks superb so far. One more flex ramp issue to add... Using the D1 flex ramp (on left), it disappears when you try to set it. (This is with a re-install of NAM without the Ontario Set.)
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: Tarkus on December 20, 2013, 03:39:00 PM
Quote from: le_harv on December 20, 2013, 02:52:58 PM
This could be user error as I am not familiar with the flex ramp system but I cannot seem to get it to work correctly. I have attached a picture to show you examples of what I mean. As you can see, the textures are off on some and just not seeming to work on the other even though the description says it should be able to[/li][/list]

The Type A2 and B2 ramps only support the 6S at present, and can't be overridden by the RHW-10S.
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: titanicbuff on December 20, 2013, 03:45:39 PM
quick change ramps appear to not work for me-
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: le_harv on December 20, 2013, 03:47:54 PM
Quote from: Tarkus on December 20, 2013, 03:39:00 PM
The Type A2 and B2 ramps only support the 6S at present, and can't be overridden by the RHW-10S.

Ah I see, the description in that case incorrectly refers to the A1 ramp, hence the confusion.

Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: Kuewr665 on December 20, 2013, 04:20:13 PM
This is most likely to be related to Moonlinght's elevated rail reskin mod. The Tram 3-way intersections are showing unusual textures in El over AVE-4/RD-4 intersections meeting El over Road.

This is also visible in the preview model for the earlier El over Road intersection pieces, but are fixed when plopped.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F7iRItpe.jpg&hash=ab1ec6a210409b6f79b5b3c337587f6573ee45d5)

The FARR stub pieces seem missing from the RealRailway pieces as well. Is it in the FARR menu?
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: Tarkus on December 20, 2013, 04:30:45 PM
Quote from: titanicbuff on December 20, 2013, 03:45:39 PM
quick change ramps appear to not work for me-

See the Quick Fixes thread.  There's an interim fix for the Parclo Inner Loop one there.

-Alex
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: Kuewr665 on December 20, 2013, 04:50:31 PM
A few more...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FXkmP2Jy.jpg&hash=b17000c71b257152d387ddbf8911f0840823151a)
added as issue #180 ~ memo

The bottom tile of the Avenue height transitions are missing paths. Also the center tile of the L0-L2 transition is missing paths too. However it is fine for L1-L2.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FkcWUvAB.jpg&hash=07c8d95e80393a90dc03d791d00cc66868f9e803)
added as issue #182 ~ memo

No OWR height transitions (L0 -> L1, L1 -> L2, L0 -> L2) work.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FBoHtdHd.jpg&hash=520d1e73a837c5237f1d9b30ceee0edf24335129)
added as issue #181 ~ memo

The RHW-2 L0 bus only lot does not have paths at all. This should only affect automata.
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: A Nonny Moose on December 20, 2013, 04:53:39 PM
Quote from: z on December 20, 2013, 12:53:05 PM
Quote from: A Nonny Moose on December 20, 2013, 09:57:26 AM
Compiler for the network controller failed even though Java is installed on both Program Files and Program Files (x86) directories in my wine prefix.  Suspect something else is missing, and will investigate and report further.  Meanwhile, wine users should not be surprised.

You mentioned elsewhere that batch files need to have their executable bit set for Wine; this didn't get done before the release.  Is your executable bit set on that file?

<snip>

Quote from: A Nonny Moose on December 20, 2013, 11:54:42 AM
In the first beta I miss the option to select the alternate traffic display.  Please direct me, or tell me that it is missing for some reason.

It's now under "Real Highway Options".

<snip>

Thanks for the quick reply.

Setting execute bit didn't do it.  Must be something else.

I am not talking about the Region display.  The one that is missing is the second set up for the traffic congestion display that is supposed to be a more fine grained traffic flow display.  Turned on the one you mentioned.  Is the alternate traffic flow display dependent on it?
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: Kuewr665 on December 20, 2013, 05:16:19 PM
Quote from: Swordmaster on December 20, 2013, 10:02:04 AM
The ramps are very unrealistic pieces. They're only accidentally converted because they use the same textures as the straight pieces. I didn't deactivate them, but may do so in the future for the same reason the Y-stack has been deactivated (in the "wide radius curves" tab ring). But only after viaduct rail is properly supported (currently it's mostly placeholder).

I do agree the ramps are very unrealistic. However, will they be replaced by longer ramps? Or do we have to build earthen ramps and use on-slope pieces instead?
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: z on December 20, 2013, 05:58:07 PM
Quote from: A Nonny Moose on December 20, 2013, 04:53:39 PM
Quote from: z on December 20, 2013, 12:53:05 PM
Quote from: A Nonny Moose on December 20, 2013, 11:54:42 AM
In the first beta I miss the option to select the alternate traffic display.  Please direct me, or tell me that it is missing for some reason.

It's now under "Real Highway Options".

<snip>
I am not talking about the Region display.  The one that is missing is the second set up for the traffic congestion display that is supposed to be a more fine grained traffic flow display.  Turned on the one you mentioned.  Is the alternate traffic flow display dependent on it?

Nothing is dependent on the Region display; I misunderstood what you were referring to.  But I don't know what you mean by "the second set up for the traffic congestion display", as there is only one traffic congestion display, and always has been.  There's the NAM traffic volume display, which has been around for years, and looks somewhat similar; is that what you're referring to?  It's always on; there's no option for it.
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: Geometry123 on December 20, 2013, 06:23:02 PM
Another bug.

The SPUI QuickChange piece is 'wasak na wasak'. D:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi40.tinypic.com%2F2ch4y1e.jpg&hash=6368b8eba43034686ba5a4f21de8a45ca78a7782)
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: Tarkus on December 20, 2013, 06:24:41 PM
Quote from: Geometry123 on December 20, 2013, 06:23:02 PM
Another bug.

The SPUI QuickChange piece is 'wasak na wasak'. D:

It shouldn't even be enabled.

-Alex
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: Kuewr665 on December 20, 2013, 06:42:50 PM
That would require an elevated A2 ramp model, correct?
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: Geometry123 on December 20, 2013, 07:28:18 PM
Ah well, I'm still used to building FlexSPUIs, old skool style! :D

A couple more:

I am not allowed to make OWR intersections with the El-Rail over Avenue/RD-4 networks. It says 'Unsuitable area to build network'.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi41.tinypic.com%2F2w512de.jpg&hash=dd01badf6c794aaeca6307216fb3999c33ff0252)

And this is not a really bug, but it would be nice if we are able to intersection NWM networks with the El-Rail over Avenue/RD-4 other than the RD-6 and RD-4 networks in the final release of NAM 32. ;D

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi42.tinypic.com%2F21o3syh.jpg&hash=e41961c12b63145a94471b4a4e45aeeb15984dd2)
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: Wiimeiser on December 20, 2013, 07:34:48 PM
I ran a few quick tests with the MIS instability on the two-level Flex Transition, and AFAIK it seems to happen due to the game reading the original pre-P57 RULs, likely due to the FlexFly, although I cannot determine if it's affected by other pieces as well. It also only seems to affect the variation where the traffic ascends in LHD.
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: Apple Delight on December 20, 2013, 07:48:05 PM
This El-Rail looks like it should connect to the el-rail over ave/rd-4, but it isn't. Is this functionality ready or planned for the future?
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2FAppledelight%2FSC4%2FNAMLandFunTimeWorld%2Fshowcase_borough-12_jan.__001387597076.png&hash=22b6abc51ec87c2548ad8a26889d54d7448618a5)
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: jdenm8 on December 20, 2013, 08:31:37 PM
Quote from: Geometry123 on December 20, 2013, 07:28:18 PM
I am not allowed to make OWR intersections with the El-Rail over Avenue/RD-4 networks. It says 'Unsuitable area to build network'.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi41.tinypic.com%2F2w512de.jpg&hash=dd01badf6c794aaeca6307216fb3999c33ff0252)

OWR intersections could not be natively supported. There are instructions on how to do it by overriding a Road intersection, but I don't have the time to find them at the moment.

Quote from: Geometry123 on December 20, 2013, 07:28:18 PM
And this is not a really bug, but it would be nice if we are able to intersection NWM networks with the El-Rail over Avenue/RD-4 other than the RD-6 and RD-4 networks in the final release of NAM 32. ;D

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi42.tinypic.com%2F21o3syh.jpg&hash=e41961c12b63145a94471b4a4e45aeeb15984dd2)

That functionality will probably come eventually, but is currently unsupported and therefore not a bug.
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: titanicbuff on December 20, 2013, 10:44:07 PM
why are things getting installed I didn't select?
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: z on December 20, 2013, 10:46:33 PM
Quote from: titanicbuff on December 20, 2013, 10:44:07 PM
why are things getting installed I didn't select?

Could you be more specific, please?  Did you use the custom installation?  Did you use the standard complete installation at some point?  And what things were installed that you didn't select?
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: Kuewr665 on December 20, 2013, 11:09:13 PM
I am still getting Euro textures for certain RHW pieces, like RHW-2 A1 ramp.
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: Tarkus on December 21, 2013, 01:46:26 AM
Quote from: Kuewr665 on December 20, 2013, 04:50:31 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FkcWUvAB.jpg&hash=07c8d95e80393a90dc03d791d00cc66868f9e803)

No OWR height transitions (L0 -> L1, L1 -> L2, L0 -> L2) work.

I just tested that one and ran into no issue.

-Alex
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: memo on December 21, 2013, 05:23:23 AM
Quote from: cmdp123789 on December 20, 2013, 01:30:55 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi1085.photobucket.com%2Falbums%2Fj424%2Fcmdp123789%2F2_zps321423e4.png&hash=fe85c185f63a7a382d8172b995e42a3bc3455b49)

and

Quote from: Kuewr665 on December 20, 2013, 04:20:13 PM
This is most likely to be related to Moonlinght's elevated rail reskin mod. The Tram 3-way intersections are showing unusual textures in El over AVE-4/RD-4 intersections meeting El over Road.

This is also visible in the preview model for the earlier El over Road intersection pieces, but are fixed when plopped.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F7iRItpe.jpg&hash=ab1ec6a210409b6f79b5b3c337587f6573ee45d5)

El-Rail-Avenue in conjunction with Moonlingth's El-Rail mod is not a supported combination for now; and it is not likely this will change in the near future. If you want to use it nevertheless, you are bound to orthogonal sections and 90 curves, but nothing else than what currently works can be provided.

Quote from: Apple Delight on December 20, 2013, 07:48:05 PM
This El-Rail looks like it should connect to the el-rail over ave/rd-4, but it isn't. Is this functionality ready or planned for the future?
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2FAppledelight%2FSC4%2FNAMLandFunTimeWorld%2Fshowcase_borough-12_jan.__001387597076.png&hash=22b6abc51ec87c2548ad8a26889d54d7448618a5)

This setup is nowhere near being supported, and it is not currently planned for the future.

Quote from: Tarkus on December 21, 2013, 01:46:26 AM
Quote from: Kuewr665 on December 20, 2013, 04:50:31 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FkcWUvAB.jpg&hash=07c8d95e80393a90dc03d791d00cc66868f9e803)

No OWR height transitions (L0 -> L1, L1 -> L2, L0 -> L2) work.

I just tested that one and ran into no issue.

I observed the same issue. It occurs in combination with the OWR-arrow reduction plugin, as detailed in issue 182 (https://github.com/BluelightningSC4/Network-Addon-Mod/issues/182).
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: Swordmaster on December 21, 2013, 05:41:30 AM
Quote from: le_harv on December 20, 2013, 02:52:58 PM

  • The RAM auto placement features listed in this guide http://sc4devotion.com/forums/index.php?topic=10864.0 (http://sc4devotion.com/forums/index.php?topic=10864.0) don't appear to be fully supported any longer. The only one I could get to work was the s-curve and to a certain extent the FAR DTR however it was flawed.

That's correct. The curves have been adapted and can be plopped in much tighter spaces now. The downside is that auto-place no longer works. Draggable variants of these pieces are slated for next release.

Quote from: Kuewr665 on December 20, 2013, 04:20:13 PM
The FARR stub pieces seem missing from the RealRailway pieces as well. Is it in the FARR menu?

There are no such pieces. They are part of the draggable FARR feature that will be in NAM 33.


Quote from: Kuewr665 on December 20, 2013, 05:16:19 PM
I do agree the ramps are very unrealistic. However, will they be replaced by longer ramps? Or do we have to build earthen ramps and use on-slope pieces instead?

Earthen ramps should be preferred, though I will most likely try to construct a L0-L1 transition piece in case there are space restrictions.


Cheers
Willy
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: vortext on December 21, 2013, 09:39:12 AM
If I'm not mistaken this hasn't been reported yet?

(https://dl.dropbox.com/s/axzsank404vf5is/bridge.jpg)
added as issue #183 ~ memo

Other than that I'm loving the new controller compilation, current installation is just 60.4 mb (streets only  ;D).   &apls
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: Kuewr665 on December 21, 2013, 10:19:57 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FghGEERJ.jpg&hash=825223c97b001ead5b0b4c2889d59da2f691ca9d)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FTN8rghc.jpg&hash=6c04f9c8c54c80f1903ef9e1acd2d38db3af3a9d)

The draggable road viaducts have pylons every other tile and the draggable OWR viaducts have pylons every tile. Draggable avenue viaducts have pylons every tile, but on only one side of the viaduct. Is this supposed to happen?

Quote from: Swordmaster on December 21, 2013, 05:41:30 AM
There are no such pieces. They are part of the draggable FARR feature that will be in NAM 33.

Sounds interesting.
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: vortext on December 21, 2013, 12:22:46 PM
Also, the diagonal street stub is still orientated wrongly half the time.

(https://dl.dropbox.com/s/66vising58x6tj9/stub.jpg)
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: spot on December 21, 2013, 12:42:04 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FU2wtBMUl.jpg&hash=7d7f477c8ccbed253fb77319fd18a16b965a4f94) (http://imgur.com/U2wtBMU)
- missing paths ~Issue #187 (https://github.com/BluelightningSC4/Network-Addon-Mod/issues/187) -Tarkus
- T on slopes not possible ~This is more in request territory, but I'll look into it. -T
- rail on slope transition still uses the old rail textures ~Issue #188 (https://github.com/BluelightningSC4/Network-Addon-Mod/issues/188) -Tarkus

Is it too much to ask for 7.5 road/owr/avenue puzzle pieces over RHW? Just like the 15m ones.
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: fefenc on December 21, 2013, 01:33:42 PM
I found that draggable ave 7.5 doesn't goes well over RWH 10S. Issue #189 (https://github.com/BluelightningSC4/Network-Addon-Mod/issues/189) -Tarkus

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg543%2F5353%2Frxsu.png&hash=7e9d4101af78d3bac8d40cf0439d8c6f9857c49c)
----------------------------------
Even when a puzzle piece is plopped at another side of RHW 10S, the both right sides of the RHW 10S is converted to RHW 6S.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg401%2F9568%2Fvrr0.png&hash=27dce2353ad0a116ea2a3df4f93336bc9baf047f)
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: APSMS on December 21, 2013, 01:39:46 PM
Quote from: Swordmaster on December 21, 2013, 05:41:30 AM
Quote from: Kuewr665 on December 20, 2013, 05:16:19 PM
I do agree the ramps are very unrealistic. However, will they be replaced by longer ramps? Or do we have to build earthen ramps and use on-slope pieces instead?

Earthen ramps should be preferred, though I will most likely try to construct a L0-L1 transition piece in case there are space restrictions.

Cheers
Willy

I don't want to put a hamper on realism; it should always be preferred. I do think, however, that the ramps should be retained despite their absurd slopes. There will always be people who prefer them, and wider adoption of the RRW will be possible this way. (also, does it cause any problems to retain it?) I do think getting rid of the Y-stack was appropriate, though. Never found that piece useful considering slopes and size compared to a simple ground intersection.

Seeing as the RRW is replacing the RAM, it would probably be wise from a tech support standpoint to leave it in, to simplify bug fixing. Forced realism always leaves a bad taste in ones mouth (even if it can be fun to learn).
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: Kitsune on December 21, 2013, 02:12:47 PM
Quote from: fefenc on December 21, 2013, 01:33:42 PM
I found that draggable ave 7.5 doesn't goes well over RWH 10S.


----------------------------------
Even when a puzzle piece is plopped at another side of RHW 10S, the both right sides of the RHW 10S is converted to RHW 6S.


It also has problems going over 8s.
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: Kitsune on December 21, 2013, 04:36:44 PM
a double post ... but here is a whole batch of problems I've found:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fglidingeagle.com%2Fimages%2Fsc4%2Fnampr32%2Fmiserrora.jpg&hash=d2a36be00df943d4236db123f7ee83ecb2f884cc)

A piece of the diag to far mis is missing.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fglidingeagle.com%2Fimages%2Fsc4%2Fnampr32%2Frhw2errora.jpg&hash=9f4e2cf768235fc7d2ff54c926ad19d38e2da7fb)

This happens whenever you connect a street to 90 degree bend in RHW-2. I remember this being supported in past versions.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fglidingeagle.com%2Fimages%2Fsc4%2Fnampr32%2Frhw6serrora.jpg&hash=42e3c438e5bff638e3961f8a10a129096e314931)

The 6S S curve is using the default textures.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fglidingeagle.com%2Fimages%2Fsc4%2Fnampr32%2Fstreeterrora.png&hash=e780a9a8904799667f4107e5165da0f1c6eac775)

Stop signs are suddenly in the the road, as are the street sign.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fglidingeagle.com%2Fimages%2Fsc4%2Fnampr32%2Fstreeterrorb.jpg&hash=0e031ff18b0652adbd673f90320ddbe0f1ffe95d)

Something odd happening when you do a 90 degree bend in the street with having a connecting street on eithier side of the curve. Admittedly - I found this NAM 31 too.


(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fglidingeagle.com%2Fimages%2Fsc4%2Fnampr32%2Fstreeterrorc.jpg&hash=ce2cccf93a138fc455cff7ef5debc383708ec316)

And this odd roundabout I found by accident. You can only connect two streets to it on a matching corner. Connecting a street to another corner results in the roundabout degrading to standard streets. I found this in NAM 31 as well.



Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: jdenm8 on December 21, 2013, 06:43:36 PM
Quote from: Kitsune on December 21, 2013, 04:36:44 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fglidingeagle.com%2Fimages%2Fsc4%2Fnampr32%2Fmiserrora.jpg&hash=d2a36be00df943d4236db123f7ee83ecb2f884cc)

A piece of the diag to far mis is missing.
Looks like it's just a missing overhanging tile. Confirmed, added as Issue #184 (https://github.com/BluelightningSC4/Network-Addon-Mod/issues/184)


Quote from: Kitsune on December 21, 2013, 04:36:44 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fglidingeagle.com%2Fimages%2Fsc4%2Fnampr32%2Frhw2errora.jpg&hash=9f4e2cf768235fc7d2ff54c926ad19d38e2da7fb)

This happens whenever you connect a street to 90 degree bend in RHW-2. I remember this being supported in past versions.

Confirmed, added as Issue #185 (https://github.com/BluelightningSC4/Network-Addon-Mod/issues/185)

Quote from: Kitsune on December 21, 2013, 04:36:44 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fglidingeagle.com%2Fimages%2Fsc4%2Fnampr32%2Frhw6serrora.jpg&hash=42e3c438e5bff638e3961f8a10a129096e314931)

The 6S S curve is using the default textures.
You'll have to talk to whoever it was that made that texture pack and get them to update it.

Quote from: Kitsune on December 21, 2013, 04:36:44 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fglidingeagle.com%2Fimages%2Fsc4%2Fnampr32%2Fstreeterrora.png&hash=e780a9a8904799667f4107e5165da0f1c6eac775)

Stop signs are suddenly in the the road, as are the street sign.
Intended functionality, T21s weren't updated in the Road-retexture.

Quote from: Kitsune on December 21, 2013, 04:36:44 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fglidingeagle.com%2Fimages%2Fsc4%2Fnampr32%2Fstreeterrorb.jpg&hash=0e031ff18b0652adbd673f90320ddbe0f1ffe95d)

Something odd happening when you do a 90 degree bend in the street with having a connecting street on eithier side of the curve. Admittedly - I found this NAM 31 too.
That's old INRUL weirdness. We can't do much to fix it. Best to use one of the curve pieces.


Quote from: Kitsune on December 21, 2013, 04:36:44 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fglidingeagle.com%2Fimages%2Fsc4%2Fnampr32%2Fstreeterrorc.jpg&hash=ce2cccf93a138fc455cff7ef5debc383708ec316)

And this odd roundabout I found by accident. You can only connect two streets to it on a matching corner. Connecting a street to another corner results in the roundabout degrading to standard streets. I found this in NAM 31 as well.
Intended.
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: Tarkus on December 21, 2013, 06:48:50 PM
Quote from: Kuewr665 on December 21, 2013, 10:19:57 AM
The draggable road viaducts have pylons every other tile and the draggable OWR viaducts have pylons every tile. Draggable avenue viaducts have pylons every tile, but on only one side of the viaduct. Is this supposed to happen?

Looks like the Pylon Police will be pressing charges. ::) :D

The OWR one is like that because even directly copying the Road ones over and making the necessary changes, the darn things wouldn't show up at all, so I had to go to the all-on approach.  Avenue is just derping out.  Definitely something we'll be taking a look at, but a very low priority.

Quote from: spot on December 21, 2013, 12:42:04 PM
Is it too much to ask for 7.5 road/owr/avenue puzzle pieces over RHW? Just like the 15m ones.

The draggable system does still have a few kinks to work out, which is to be expected given that this is a pre-release.  In the long run, however, it's going to be a better use of resources for us to fix that than to cave and make 7.5m-over-RHW puzzle pieces.

Quote from: Kitsune on December 21, 2013, 04:36:44 PM
This happens whenever you connect a street to 90 degree bend in RHW-2. I remember this being supported in past versions.

It may be an issue with the alternate texture set that you are using.  I suspect if you turn DrawPaths on, you'll see that it's pathed properly.

-Alex
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: jdenm8 on December 21, 2013, 06:55:50 PM
Quote from: Tarkus on December 21, 2013, 06:48:50 PM
Quote from: Kitsune on December 21, 2013, 04:36:44 PM
This happens whenever you connect a street to 90 degree bend in RHW-2. I remember this being supported in past versions.

It may be an issue with the alternate texture set that you are using.  I suspect if you turn DrawPaths on, you'll see that it's pathed properly.

Nope, confirmed in my vanilla RHW install. It's a RUL error.
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: Tarkus on December 21, 2013, 07:22:15 PM
Quote from: jdenm8 on December 21, 2013, 06:55:50 PM
Nope, confirmed in my vanilla RHW install. It's a RUL error.

And upon further inspection just now, seems that most of those weird T-intersection combos beyond that one suffer the same issue.  As that part of the code wasn't touched for NAM 32, this issue has most likely been present since NAM 31.

-Alex
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: spot on December 21, 2013, 07:59:01 PM
Quote from: Tarkus on December 21, 2013, 06:48:50 PM

Quote from: spot on December 21, 2013, 12:42:04 PM
Is it too much to ask for 7.5 road/owr/avenue puzzle pieces over RHW? Just like the 15m ones.

The draggable system does still have a few kinks to work out, which is to be expected given that this is a pre-release.  In the long run, however, it's going to be a better use of resources for us to fix that than to cave and make 7.5m-over-RHW puzzle pieces.

-Alex
The way i see it is, you already have the bulk of work done by having the 15m ones. How hard it would be to cut their height by a half? Plus, they add that fancy median pylon and can be squeezed in tight spots without needing additional starting pieces to keep it stable.

Also, RHW-2 over rhw-8C is not working properly.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FG4eLLbAl.jpg&hash=3f8db6948d96c9cd3a6749f829b1a358ef96661d) (http://imgur.com/G4eLLbA)
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: Tarkus on December 21, 2013, 08:52:09 PM
Quote from: spot on December 21, 2013, 07:59:01 PM
The way i see it is, you already have the bulk of work done by having the 15m ones. How hard it would be to cut their height by a half? Plus, they add that fancy median pylon and can be squeezed in tight spots without needing additional starting pieces to keep it stable.

Much of the process of lowering has to be done manually.  It's more tedious than anything, especially when you consider that there's quite a number of pieces involved--and if we make those, people are going to request more (esp. the dreaded diagonals).  The idea behind going draggable was so we don't have to make more static X-over-Y pieces.

I suspect you're not the only one who wants to request these items, mainly due to familiarity with the old static puzzle pieces, and the not-quite-there state of some of the draggable functionality (including the fact that we haven't T21ed the fancy median pylon in place yet--which we can do with the draggable).  The goal, however, is to satisfy one of the major dilemmas we've faced for some time now.  People request more functionality, and at the same time, complain about long menus and long TAB rings.  Continuing to proliferate static puzzle pieces isn't going to solve that dilemma, and will only make it worse.

-Alex
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: spot on December 21, 2013, 11:05:27 PM
Quote from: Tarkus on December 21, 2013, 08:52:09 PM
Quote from: spot on December 21, 2013, 07:59:01 PM
The way i see it is, you already have the bulk of work done by having the 15m ones. How hard it would be to cut their height by a half? Plus, they add that fancy median pylon and can be squeezed in tight spots without needing additional starting pieces to keep it stable.

Much of the process of lowering has to be done manually.  It's more tedious than anything, especially when you consider that there's quite a number of pieces involved--and if we make those, people are going to request more (esp. the dreaded diagonals).  The idea behind going draggable was so we don't have to make more static X-over-Y pieces.

I suspect you're not the only one who wants to request these items, mainly due to familiarity with the old static puzzle pieces, and the not-quite-there state of some of the draggable functionality (including the fact that we haven't T21ed the fancy median pylon in place yet--which we can do with the draggable).  The goal, however, is to satisfy one of the major dilemmas we've faced for some time now.  People request more functionality, and at the same time, complain about long menus and long TAB rings.  Continuing to proliferate static puzzle pieces isn't going to solve that dilemma, and will only make it worse.

-Alex

I agree with everything you said. I understand that all draggable networks need more work. My concern is, is all that's possible with static puzzle pieces, possible with draggable ones?  Namely, T-road,avenue,owr On slope; diagonal On slope; etc.  These are all possible with 15m puzzle pieces. 
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: Swordmaster on December 22, 2013, 01:31:48 AM
Quote from: jdenm8 on December 21, 2013, 06:43:36 PM
Quote from: Kitsune on December 21, 2013, 04:36:44 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fglidingeagle.com%2Fimages%2Fsc4%2Fnampr32%2Fstreeterrorb.jpg&hash=0e031ff18b0652adbd673f90320ddbe0f1ffe95d)

Something odd happening when you do a 90 degree bend in the street with having a connecting street on eithier side of the curve. Admittedly - I found this NAM 31 too.
That's old INRUL weirdness. We can't do much to fix it. Best to use one of the curve pieces.

In fact I have fixed this in an upcoming street texture remastering (which still needs a couple RULs and SAM compatibility to be included). In the meantime, you can follow JD's suggestion and use a small WRC + intersections setup, if you don't mind sacrificing a tile.


Cheers
Willy
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: vinlabsc3k on December 22, 2013, 01:47:12 AM
Theres a grafic bugs with El-Rail over Ave:

If you make a 3-way with a normal El-Rail there are a dark gray concrete texture under the rails (the 4-way too) and the switches are inverted (no in the 4-way, but even in the 3-way with the El-Rail over Road). I've the cosmetic mod for El-Rail.

Sorry no images, I've unistalled it. :(


Already posted!!

As this is a pre-release, why do you change the supports of El-Rail over Ave with Y pillarsin the straight section?
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: Tarkus on December 22, 2013, 01:53:02 AM
Quote from: spot on December 21, 2013, 11:05:27 PM
I agree with everything you said. I understand that all draggable networks need more work. My concern is, is all that's possible with static puzzle pieces, possible with draggable ones?  Namely, T-road,avenue,owr On slope; diagonal On slope; etc.  These are all possible with 15m puzzle pieces.

All of that is indeed possible with some combination of draggable and FLEX items.  Might take us a little bit of time, but it is possible.

-Alex
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: memo on December 22, 2013, 03:32:55 AM
Quote from: vinlabsc3k on December 22, 2013, 01:47:12 AM
As this is a pre-release, why do you change the supports of El-Rail over Ave with Y pillarsin the straight section?

Sorry, I am not sure what you mean. The support props can be easily replaced by anyone who BATs any.
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: jdenm8 on December 22, 2013, 03:37:05 AM
I think what he means is that we go from having the pylons on the sides of the road with RD-4 to in the median on AVE-4.

My answer would be that it's more realistic as construction costs would be far lower.
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: Swordmaster on December 22, 2013, 04:37:23 AM
Quote from: vortext on December 21, 2013, 09:39:12 AM
Other than that I'm loving the new controller compilation, current installation is just 60.4 mb (streets only  ;D).   &apls

You're talking about the entire NAM package, right? The controller itself should be significantly smaller if you have only the SAM code compiled.


Cheers
Willy
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: vortext on December 22, 2013, 04:58:45 AM
Yes, you're right Willy - I got the terms a little mixed up because of my excitement!  :D The actual controller is 6.8 mb.  ()stsfd()
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: Kitsune on December 22, 2013, 07:11:33 AM
The textures I'm using though are from the installer - they are the Ontario textures, so I'm not sure who created them.
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: Velocity264C on December 22, 2013, 06:12:52 PM
Quote from: Apple Delight on December 20, 2013, 07:48:05 PM
This El-Rail looks like it should connect to the el-rail over ave/rd-4, but it isn't. Is this functionality ready or planned for the future?
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2FAppledelight%2FSC4%2FNAMLandFunTimeWorld%2Fshowcase_borough-12_jan.__001387597076.png&hash=22b6abc51ec87c2548ad8a26889d54d7448618a5)

Can't even do this

Quote from: Kuewr665 on December 20, 2013, 04:20:13 PM
This is most likely to be related to Moonlinght's elevated rail reskin mod. The Tram 3-way intersections are showing unusual textures in El over AVE-4/RD-4 intersections meeting El over Road.

This is also visible in the preview model for the earlier El over Road intersection pieces, but are fixed when plopped.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F7iRItpe.jpg&hash=ab1ec6a210409b6f79b5b3c337587f6573ee45d5)

The FARR stub pieces seem missing from the RealRailway pieces as well. Is it in the FARR menu?
or this
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: Jimmyson on December 22, 2013, 07:12:15 PM
Been trying to build the Diamond Interchange with RHW FA ramps.
Using L1 Road on-slope and overpass. But putting in the TuLEP between the on-slope and the junction has issues. NAM 31.2 had a similar issue when I used a T-junction on-slope.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F1s98AKUl.png&hash=25bb1c799fe7819ae0b15d825f99ab6524ead5f1)
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: Apple Delight on December 22, 2013, 08:02:50 PM
Quote from: Velocity264C on December 22, 2013, 06:12:52 PM


Can't even do this

Quote from: Kuewr665 on December 20, 2013, 04:20:13 PM
This is most likely to be related to Moonlinght's elevated rail reskin mod. The Tram 3-way intersections are showing unusual textures in El over AVE-4/RD-4 intersections meeting El over Road.

This is also visible in the preview model for the earlier El over Road intersection pieces, but are fixed when plopped.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F7iRItpe.jpg&hash=ab1ec6a210409b6f79b5b3c337587f6573ee45d5)

The FARR stub pieces seem missing from the RealRailway pieces as well. Is it in the FARR menu?
or this
This video explains how to use the flex pieces http://www.youtube.com/watch?v=oJ1D_Cm_gGM (http://www.youtube.com/watch?v=oJ1D_Cm_gGM)
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: HappyDays on December 22, 2013, 11:06:37 PM
Background: I'm part of the under 1% who uses almost nothing from the NAM outside of the traffic simulator fixes and items/fixes directly related to the Maxis networks (To be exact: The improved data views, the rearranged buttons, and the updated Maxis stations). NAM 31.2 was a painful transition for me, and now I'm eagerly testing out the "compile your own control file!" feature in hopes of the lightest possible controller file for my needs. Now that you know I'm sorta weird, my queries:

1: Why do I get NetworkAddonMod_BridgeSupport.dat and NetworkAddonMod_Bridges_Plugin_Controller.dat installed when didn't select to install anything related to bridges? Do they contain fixes/tweaks related to Maxis bridges? If not, are they safe to remove manually?

2: Inside NetworkAddonMod_IndividualNetworkRULs.dat there are two instances, 00000013 and 00000014, containing information related to the DirtRoad. As I recall that is the original name of the RHW. Do they serve any purpose in an installation that doesn't actually use RHW?

This file also contains an instance (0000000D) related to roundabouts, which I don't use. Safe to remove?

3: NetworkAddonMod_Controller.dat contains dozens of data chunks for RHW, TuLEPs, NWM, GLR, RAM, and many more when I have none of them installed. Do they serve any purpose at all in an installation where none of their components are installed?

In other words, if I go in with a hatchet and cut out every section starting with, say, RHW, will there be any impact in my game?

If the answer is "no", why are these pieces of data added by the controller file compiler in the first place?

This pedantic line of questioning may seem silly to you guys, but load times are drastically impacted with a big controller file. With a 60+ meg controller file, load times balloon by 10-15 seconds. Certainly, less of an issue with a 4.5 meg file, but considering most of that is still filled with stuff I don't use or care about, it can be better. I hope.

I'll provide more information if it's requested of me.

Finally, a big congratulations to the NAM team for coming up with the controller file compiler in the first place. It has made things significantly better.
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: memo on December 23, 2013, 12:29:41 AM
Quote from: HappyDays on December 22, 2013, 11:06:37 PM
1: Why do I get NetworkAddonMod_BridgeSupport.dat and NetworkAddonMod_Bridges_Plugin_Controller.dat installed when didn't select to install anything related to bridges? Do they contain fixes/tweaks related to Maxis bridges? If not, are they safe to remove manually?

As far as I know, the BridgeSupport file contains files needed for the DBE plugin which can be installed separately, so that the installer has to install this file always. The bridges controller might contain fixes for Maxis bridges (I don't know; these would be very old), but most importantly, it contains the Network INI file, which not only lists all the bridges (including custom ones), but among other things, it also is a strict requirement for shadow remapping, LHD paths, as well as some RUL related stuff. Therefore, I would highly recommend to keep the bridges controller file.

Quote
2: Inside NetworkAddonMod_IndividualNetworkRULs.dat there are two instances, 00000013 and 00000014, containing information related to the DirtRoad. As I recall that is the original name of the RHW. Do they serve any purpose in an installation that doesn't actually use RHW?

This file also contains an instance (0000000D) related to roundabouts, which I don't use. Safe to remove?

The RHW RULs don't serve any purpose in an installation without RHW. The Avenue RUL file however, although it contains some code related to Avenue roundabouts, might contain other additions or fixes of the Avenue network. The NAM adds a lot of extra intersection capability to the Avenue network (e.g. 8-way intersection, to name one, but also more useful ones), so I'd consider it a requirement.

Quote
3: NetworkAddonMod_Controller.dat contains dozens of data chunks for RHW, TuLEPs, NWM, GLR, RAM, and many more when I have none of them installed. Do they serve any purpose at all in an installation where none of their components are installed?

In other words, if I go in with a hatchet and cut out every section starting with, say, RHW, will there be any impact in my game?

If the answer is "no", why are these pieces of data added by the controller file compiler in the first place?

Only the file 0x10000000 should be affected by this. Probably, those data chunks are not required in your case. They are still in there because it is extremely non-trivial to get them out in a user-specific way. However, it's easier in your case: go to "Documents/SimCity 4/NAM Auxiliary Files/Tools/Controller Compiler/Network Addon Mod/Controller/RUL0/" and delete everything from that folder that contains puzzle pieces/interchanges you don't need; then run the compiler manually. Most likely, you would get rid of some Maxis-ish content, though (e.g. the autoplaced lightrail-highway overpass). There is nothing you can delete from RUL1, and RUL2 is the compiler's business.

Quote
This pedantic line of questioning may seem silly to you guys, but load times are drastically impacted with a big controller file. With a 60+ meg controller file, load times balloon by 10-15 seconds. Certainly, less of an issue with a 4.5 meg file,...

Yes, indeed. Be warned that you have to be very careful with all this; you should know exactly what you do if you modify the internals; and we cannot provide any support for such a modified installation of the NAM.

That said, I highly doubt that the discussed modifications would give any significant performance boost. Much less than the time you invest to get rid of all the redundancies. The disproportionally increased loading times that became apparent with 31.x were quite obviously caused by the large RUL2 file of the controller – this is exactly what the controller compiler optimizes, now.
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: Tarkus on December 23, 2013, 02:35:03 AM
Checking in on a report from page 2.

Quote from: epicblunder on December 20, 2013, 10:21:27 AM
1.  I don't get any paths with the HSR.  They're there on the GHSR, but not the elevated version:

They are there, actually, but the models hide them.

Quote from: epicblunder on December 20, 2013, 10:21:27 AM
2.  The re-skinned monorail networks revert to default monorail when crossing the RHW:

That's Issue #111 (https://github.com/BluelightningSC4/Network-Addon-Mod/issues/111), reported back upon NAM 31.0's release.  It's something we've worked toward, but have not fixed, because it's an extremely daunting task.  The existing RHW compatibility for that plugin is essentially useless, as it was built for the old RHW specs, and it's going to take assembling thousands of models and T21s in order to fully support everything.  Pretty much any item designed (or redesigned) since NAM 30 won't be properly supported by those plugins, unfortunately.

Quote from: epicblunder on December 20, 2013, 10:21:27 AM
I haven't done much with the RHW yet so the only bug i have here is one that jumped out on loading a tile.  There's texture missing on a tile on the RHW-8C FAR-Diag curve puzzle piece.

Left is the pre-existing highway from NAM31.2, which was fine.  Right is a freshly plopped piece.

I've replicated that one, and reported it as Issue #192 (https://github.com/BluelightningSC4/Network-Addon-Mod/issues/192).  Only occurs when the Single Barrier plugin is installed.

-Alex
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: j-dub on December 23, 2013, 08:03:25 AM
QuoteBeen trying to build the Diamond Interchange with RHW FA ramps.
Using L1 Road on-slope and overpass. But putting in the TuLEP between the on-slope and the junction has issues. NAM 31.2 had a similar issue when I used a T-junction on-slope.

Disregarding that RHW crossing right after, but still regarding the TuLEP, in previous builds, I have gotten the turn lane immediately after the slope facing proper, it's just your stuck having to use the T slope piece, but it can only be done in such a specific order. However, I have not built a FARR road crossing that close to the slope, because I didn't want to chance doing something too close to comfort.

I mean in some cases, provided the slope elevation is just right, I am able to build the T slope, and I can just put the TuLEP on top of that right after, not doing the RHW based TuLEP junction until last.
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: epicblunder on December 23, 2013, 09:32:38 AM
Quote from: Tarkus on December 23, 2013, 02:35:03 AM
That's Issue #111 (https://github.com/BluelightningSC4/Network-Addon-Mod/issues/111), reported back upon NAM 31.0's release.  It's something we've worked toward, but have not fixed, because it's an extremely daunting task.  The existing RHW compatibility for that plugin is essentially useless, as it was built for the old RHW specs, and it's going to take assembling thousands of models and T21s in order to fully support everything.  Pretty much any item designed (or redesigned) since NAM 30 won't be properly supported by those plugins, unfortunately.

Well shoot.  At least for now there's always the limited workaround with NWM.
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: titanicbuff on December 23, 2013, 08:11:51 PM
hmmm- i had made custom tuleps for NAM 31 and want to use them with 32, yet I can't seem to get those to work- its still giving me the standard tuleps dispite replasing the file with my custom made ones.
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: spot on December 23, 2013, 08:55:08 PM
1. the rhw-10S ramp seems to not fit with fit with the FAR rhw-4 piece by a pixel.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FPQCgSBol.jpg&hash=df8ce6aa62025de247b8b47c64791d92e1a5bec9) (http://imgur.com/PQCgSBo)
2. green lazers shooting out from the curve and RHW-10S split. Also, 2 holes on on the curve.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FMK3AkIzl.jpg&hash=7e664c9374b0b16e83e47b3ac473f13453e44eb0) (http://imgur.com/MK3AkIz)
3. It's impossible to drag RHW over RHW-6S starter piece. Not sure if bug, or intended.
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: Tarkus on December 23, 2013, 09:12:28 PM
Quote from: spot on December 23, 2013, 08:55:08 PM
1. the rhw-10S ramp seems to not fit with fit with the FAR rhw-4 piece by a pixel.

Looks like at least a couple pixels off, actually.  It's now Issue #193 (https://github.com/BluelightningSC4/Network-Addon-Mod/issues/193).  It's a DEFCON 5 cosmetic issue, so it'll be lower priority.

Quote from: spot on December 23, 2013, 08:55:08 PM
2. green lazers shooting out from the curve and RHW-10S split. Also, 2 holes on on the curve.

That first part is now Issue #194 (https://github.com/BluelightningSC4/Network-Addon-Mod/issues/194).  Would have to investigate the path files for the "lazers"--the term we use is "commute arrow cascade", and most likely, it's caused by a path having one of its end points too close to the edge of the tile.  The "holes" were reported twice, the initial report being Issue #171 (https://github.com/BluelightningSC4/Network-Addon-Mod/issues/171).  That's already fixed on our end.

Quote from: spot on December 23, 2013, 08:55:08 PM
3. It's impossible to drag RHW over RHW-6S starter piece. Not sure if bug, or intended.

Are you talking about dragging an intersecting/perpendicular RHW over the starter?  That indeed appears to be not doable at the moment--simple omission, most likely.  Easy fix.

Edit: And that is now fixed.

-Alex
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: titanicbuff on December 24, 2013, 05:36:33 PM
ok I had someone ask me on ST about round abouts- he found an interesting issue and asked me to bring attention to it- given I use round about's a lot I figured I'd do it-
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F5edpcSC.png&hash=fc94a9f536e084c8b746cc0205c60f65c76205fc)

He noticed upon placing the flubs that the path appears missing.

















Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: j-dub on December 24, 2013, 06:15:42 PM
But why do the paths appear missing on that avenue curve up top?

Also, the avenue the paths are missing on, because it's a model file, that kind of questions what's going on down there, since you can't see it above ground, but I think the only way you know is let the game run for a little bit, and see if the commute query demonstrates traffic proceeding below there or not.
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: Tarkus on December 24, 2013, 06:22:53 PM
Quote from: titanicbuff on December 24, 2013, 05:36:33 PM
ok I had someone ask me on ST about round abouts- he found an interesting issue and asked me to bring attention to it- given I use round about's a lot I figured I'd do it-

He noticed upon placing the flubs that the path appears missing.

That's normal, because of the quirks with displaying paths that go below ground level.

-Alex
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: titanicbuff on December 24, 2013, 06:28:40 PM
ya i ran a few tests myself on my end of things- seemed to be in tact as far as route query was conserned
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: HappyDays on December 24, 2013, 06:44:43 PM
Quote from: memo on December 23, 2013, 12:29:41 AM

As far as I know, the BridgeSupport file contains files needed for the DBE plugin which can be installed separately, so that the installer has to install this file always. The bridges controller might contain fixes for Maxis bridges (I don't know; these would be very old), but most importantly, it contains the Network INI file, which not only lists all the bridges (including custom ones), but among other things, it also is a strict requirement for shadow remapping, LHD paths, as well as some RUL related stuff. Therefore, I would highly recommend to keep the bridges controller file.


Roger. Oh well, I might as well use a few of the additional bridges. :D

Quote
The RHW RULs don't serve any purpose in an installation without RHW. The Avenue RUL file however, although it contains some code related to Avenue roundabouts, might contain other additions or fixes of the Avenue network. The NAM adds a lot of extra intersection capability to the Avenue network (e.g. 8-way intersection, to name one, but also more useful ones), so I'd consider it a requirement.


I be leaving it alone, then.

Quote

Only the file 0x10000000 should be affected by this. Probably, those data chunks are not required in your case. They are still in there because it is extremely non-trivial to get them out in a user-specific way. However, it's easier in your case: go to "Documents/SimCity 4/NAM Auxiliary Files/Tools/Controller Compiler/Network Addon Mod/Controller/RUL0/" and delete everything from that folder that contains puzzle pieces/interchanges you don't need; then run the compiler manually. Most likely, you would get rid of some Maxis-ish content, though (e.g. the autoplaced lightrail-highway overpass). There is nothing you can delete from RUL1, and RUL2 is the compiler's business.

Done and done. Thank you very much! This information, the tool, all of it has been a big boon to my SC4 OCD.

QuoteYes, indeed. Be warned that you have to be very careful with all this; you should know exactly what you do if you modify the internals; and we cannot provide any support for such a modified installation of the NAM.

Obviously. A screwed up NAM installation isn't the worst thing that can happen to a city, anyway. All it costs is time in fixing problems.

QuoteThat said, I highly doubt that the discussed modifications would give any significant performance boost. Much less than the time you invest to get rid of all the redundancies. The disproportionally increased loading times that became apparent with 31.x were quite obviously caused by the large RUL2 file of the controller – this is exactly what the controller compiler optimizes, now.

No, I doubt I gain much on the loading times, but it's the principle of the matter. I'm very obsessive about having the leanest possible plugins folder that still contains the content I want to see ingame, and until now the NAM has been something I've been unable to do much about because somewhat crude hack jobs.

Again, thank you very much for your help. I wish you and the rest of the NAM team further success.
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: Tarkus on December 25, 2013, 01:13:29 AM
Quote from: Jimmyson on December 22, 2013, 07:12:15 PM
Been trying to build the Diamond Interchange with RHW FA ramps.
Using L1 Road on-slope and overpass. But putting in the TuLEP between the on-slope and the junction has issues. NAM 31.2 had a similar issue when I used a T-junction on-slope.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F1s98AKUl.png&hash=25bb1c799fe7819ae0b15d825f99ab6524ead5f1)

Just tested that as well.  It appears there is, in fact, no way to put the TuLEP that close in at this point, even with the new draggable/FLEX system, and there won't be a solution until TuLEPs are revisited sometime down the line, unfortunately (or when NWM networks come in elevated forms).  You'll need an extra tile after the onslope at present.

And spot, you'll be pleased to know I've added some additional stability to the FLEX onslopes . . .

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FnfoyoP7.jpg&hash=20ebfcce1b7b3f7f5d134a63cde6182a8f6be199)

Merry Christmas to everyone here. :thumbsup:

-Alex
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: sembrincadeira on December 25, 2013, 02:19:07 PM
I spotted this issue...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg199.imageshack.us%2Fimg199%2F3451%2F2hy4.jpg&hash=1e99c7eca011c9a5e0dc5d4e170b8907e9687e6a) (http://imageshack.us/photo/my-images/199/2hy4.jpg/)

Uploaded with ImageShack.us (http://imageshack.us)
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: metarvo on December 25, 2013, 07:06:44 PM
Quote from: sembrincadeira on December 25, 2013, 02:19:07 PM
I spotted this issue...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg199.imageshack.us%2Fimg199%2F3451%2F2hy4.jpg&hash=1e99c7eca011c9a5e0dc5d4e170b8907e9687e6a) (http://imageshack.us/photo/my-images/199/2hy4.jpg/)

This is Issue #171 (https://github.com/BluelightningSC4/Network-Addon-Mod/issues/171).  It's fixed on our end.
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: titanicbuff on December 25, 2013, 10:17:13 PM
dispite the fact I have the zoning installed- it doesn't allow me to zone residental-Mind explaining why this is happening-- theres cars on other roads, but in some areas its not allowing me to zone residental.(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg690.imageshack.us%2Fimg690%2F8012%2F0xb6.jpg&hash=bc1615176534e5c6ef7896896469673e3fc58e82)
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: spot on December 25, 2013, 10:37:22 PM
Awesome tarkus ! :) :thumbsup:

titanicbuff, your roads are probably not connected properly. You might want to post a bigger picture showing the whole tile.
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: titanicbuff on December 25, 2013, 10:42:04 PM
Quote from: spot on December 25, 2013, 10:37:22 PM
Awesome tarkus ! :) :thumbsup:

titanicbuff, your roads are probably not connected properly. You might want to post a bigger picture showing the whole tile.

They are connected correctly- I connect all roads the exact same way- all the other zoning works
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: HappyDays on December 25, 2013, 10:49:19 PM
Titanicbuff, that is likely an engine bug. Run the simulator for several months, it should clear up.
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: titanicbuff on December 26, 2013, 05:40:56 AM
Quote from: HappyDays on December 25, 2013, 10:49:19 PM
Titanicbuff, that is likely an engine bug. Run the simulator for several months, it should clear up.

Already did- and nothing happened. When I took that the simulater had run for a year.

Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: Shadow Assassin on December 26, 2013, 06:26:44 AM
Willy, decided to test RRW.

I'm noticing the RULs seem to be incomplete, with a fresh install of the NAM.

Any idea what may have gone wrong? Paths are also wrong. (they're dummy paths)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.ld-host.de%2Fuploads%2Fimages%2F6e590b436bd993f7933ff5fdcb742d3b.jpg&hash=abc2ca19faaf4c59c43ef1925d78d12533a2cda4)

Pieces that are also affected (in my limited testing): RRW to STR side piece

Also this piece appears to have problems:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.ld-host.de%2Fuploads%2Fimages%2Fa636088c2b687c41df72db8c2b3364ed.jpg&hash=157eb2a7054d10bcb4bb078346eba2c19c3a2a98)
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: Swordmaster on December 26, 2013, 06:43:06 AM
Are you quite sure that's a fresh install? There's no way you should be able to get that piece in the first pic.


Cheers
Willy
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: metarvo on December 26, 2013, 07:13:59 AM
This isn't a bug, but it's just a little mystery in the NWM WCs menu.  I notice that the ARD-3 S-curve tab ring includes eight ARD-3 S-curve 1 rotations, which are the normal curves, but it also includes eight ARD-3 S-curve 2 rotations, which are apparently exactly the same as their S-curve 1 counterparts apart from the missing previews.  Is it just something extra left in the tab ring, or is it something more?  ;)
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: Shadow Assassin on December 26, 2013, 03:47:59 PM
Quote from: Swordmaster on December 26, 2013, 06:43:06 AM
Are you quite sure that's a fresh install? There's no way you should be able to get that piece in the first pic.


Cheers
Willy

OK, I had a look through - it seems there's still a "RealRailways" folder in my NAM folder.

That got moved a while back, didn't it? I've deleted it, as the timestamp was wildly different from what everything else had in the NAM root folder.
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: titanicbuff on December 26, 2013, 05:09:03 PM
Thought I'd update the glitch I found- showing everything is pathed correctly and really showing the extent-
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg89.imageshack.us%2Fimg89%2F3461%2Fbnt5.jpg&hash=5bd14af58428787a131db4237708085abe7d0c64)
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: b22rian on December 26, 2013, 05:28:27 PM
Quote from: titanicbuff on December 26, 2013, 05:09:03 PM
Thought I'd update the glitch I found- showing everything is pathed correctly and really showing the extent-


This is awfully weird here.
And I am afraid i am at a lose for an explanation here, my apologies.

We are going to have to wait until Steve ,( Z ) gets a chance to have a look at this.

EDIT :
Steve ,

1) Road system is connected
2) i had him run city for 5 game years = No Change

Thanks, Brian
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: Tarkus on December 26, 2013, 06:05:04 PM
I don't know that it's a NAM issue.  There's something odd on the demand side of things.

-Alex
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: z on December 26, 2013, 06:11:07 PM
I'm sorry, Brian, but I have no idea.  I've seen this happen a few times; it appears to be a game bug (not related to the NAM).  Sometimes changing the road configuration in random ways helps.  But it's also possible that the city file may have become corrupted.
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: Geometry123 on December 26, 2013, 07:00:25 PM
Or probably he has a traffic simulator conflicting with the NAM. ::)

____________________________________________________________________________________________
Back to bug reports. The Flex RHW-10S D1 entrance ramp appears to be affected by the PathBug. :D It also applies with the RHW-10S E1 Flex entrance ramp.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi41.tinypic.com%2F67tyrb.jpg&hash=93525b408da55f0f3d0f25df72c2cfada9668ef3)

Reported as Issue #195 (https://github.com/BluelightningSC4/Network-Addon-Mod/issues/195).  And immediately fixed on our end. -Tarkus
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: thebagleboy on December 26, 2013, 10:23:45 PM
Paths don't seem to be properly configured for the MIS/Rd T junction.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fthebagleboy%2FSimcity4%2Foddpathing.png&hash=42da90652b846bcd8a89daec5b1d48455f137118)

Reported as Issue #196 (https://github.com/BluelightningSC4/Network-Addon-Mod/issues/196), and now fixed on our end. -Tarkus
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: metarvo on December 27, 2013, 04:55:07 AM
The diagonal RHW-6C A1 ramp is missing its barrier.  I'm still glad for the piece to be there, though.  :)  Also, why is it called an "A" ramp?  I understand that there was a proposed change to the ramp nomenclature at one time which would classify ramps based on absolute angles rather than relative ones.  However, this ramp's classification doesn't match up with the already existing ramps using the old system.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg208.imageshack.us%2Fimg208%2F3141%2Fqujh.jpg&hash=cc9effad9e6bce59da005dced87ffc63329a688c)
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: Swordmaster on December 27, 2013, 05:13:31 AM
Quote from: Shadow Assassin on December 26, 2013, 03:47:59 PM
Quote from: Swordmaster on December 26, 2013, 06:43:06 AM
Are you quite sure that's a fresh install? There's no way you should be able to get that piece in the first pic.


Cheers
Willy

OK, I had a look through - it seems there's still a "RealRailways" folder in my NAM folder.

That got moved a while back, didn't it? I've deleted it, as the timestamp was wildly different from what everything else had in the NAM root folder.

If it's in the root folder, then yes that's an outdated dev version. The correct location is in the Rail folder and the RealRailway_Core.dat file should date from 23 Nov.


Cheers
Willy
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: Tarkus on December 27, 2013, 12:16:44 PM
Quote from: metarvo on December 27, 2013, 04:55:07 AM
The diagonal RHW-6C A1 ramp is missing its barrier.  I'm still glad for the piece to be there, though.  :)  Also, why is it called an "A" ramp?  I understand that there was a proposed change to the ramp nomenclature at one time which would classify ramps based on absolute angles rather than relative ones.  However, this ramp's classification doesn't match up with the already existing ramps using the old system.

The reason for that is that it's actually a pre-P57 piece that was made just after NAM 30, and originally planned for inclusion in what would have been RHW 5.1.  It ended up being left out in the shuffle of the spec changes.  The plan is to support that setup with the diagonal FLEXRamps in a near future NAM.

-Alex
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: swordstalker2008 on December 27, 2013, 12:50:26 PM
Im sure this has been answered already but is there not a texture for the New Railroad crossings yet? As in like road and street crossings. They are just blank right now.
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: Swordmaster on December 27, 2013, 01:23:54 PM
Rest assured, I'm working on them.


Cheers
Willy
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: titanicbuff on December 27, 2013, 03:31:05 PM
Quote from: swordstalker2008 on December 27, 2013, 12:50:26 PM
Im sure this has been answered already but is there not a texture for the New Railroad crossings yet? As in like road and street crossings. They are just blank right now.

not blank for me- mine show the original rail
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: Geometry123 on December 27, 2013, 07:45:06 PM
Two more bugs I have seen...

_____________________________________________________________

This has been around since the inception of the NRD-4.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi42.tinypic.com%2F28kilcm.jpg&hash=cbe1fac7644dfe3227d34f22a3d06926c807f31a)

???

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi44.tinypic.com%2F2cwvsrl.jpg&hash=a6bc307afc0a2becd7363545ef41407ac9b8befd)
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: jdenm8 on December 27, 2013, 09:58:02 PM
Quote from: metarvo on December 27, 2013, 04:55:07 AM
The diagonal RHW-6C A1 ramp is missing its barrier

It would be, it was made over a year ago.

Quote from: metarvo on December 27, 2013, 04:55:07 AM
Also, why is it called an "A" ramp?

I don't know about that. When I made it I'm sure I labelled it correctly as a Type B ramp. Chances are the original LTEXT file was lost and it was mixed up with another ramp or the LTEXT was just copied form the Diagonal RHW-4 Type A ramp and just had the width designation changed.

Quote from: Geometry123 on December 27, 2013, 07:45:06 PM
This has been around since the inception of the NRD-4.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi42.tinypic.com%2F28kilcm.jpg&hash=cbe1fac7644dfe3227d34f22a3d06926c807f31a)

I'm sure we fixed that at one point. Looks like the fix has been lost though. Now Issue #197 (https://github.com/BluelightningSC4/Network-Addon-Mod/issues/197).


Quote from: Geometry123 on December 27, 2013, 07:45:06 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi44.tinypic.com%2F2cwvsrl.jpg&hash=a6bc307afc0a2becd7363545ef41407ac9b8befd)

Now Issue #198 (https://github.com/BluelightningSC4/Network-Addon-Mod/issues/198).
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: CharlieLord on December 28, 2013, 03:18:52 AM
Just an issue I've been having, I tried to install Euro/UK textures for my LHD version of the game, however for some reason the RHW networks still have US textures, and the puzzle pieces have Euro textures, e.g.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi945.photobucket.com%2Falbums%2Fad294%2Fnevershoutnever_09%2Fnam32issue1_zpsec169c62.jpg&hash=6e7ba835336b5de2a006de4aaf9fee2eb6396bdf)

I assume this is an issue with the installer, however it could also be I've mucked something up. Is there any way to check easily? :)
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: Geometry123 on December 28, 2013, 04:15:47 AM
Two more... Both since NAM 31...

'Shared tile' diagonal RHW-2 has missing paths...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi41.tinypic.com%2F2v96fir.jpg&hash=337e5ab1d770db118828098ac09c7caf83a4ff8f)

RHW-6S C1 Diagonal ramp has wrong pathing...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi43.tinypic.com%2Fr8xgsh.jpg&hash=e846ecc8ce27d800fe6f5799f1cf64692c695fdc)
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: Tarkus on December 28, 2013, 12:28:49 PM
Quote from: Geometry123 on December 28, 2013, 04:15:47 AM
RHW-6S C1 Diagonal ramp has wrong pathing...

Fixed that one already.

Edit: The other one with the shared tile RHW-2 diagonals is now Issue #199 (https://github.com/BluelightningSC4/Network-Addon-Mod/issues/199).

-Alex
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: z on December 28, 2013, 02:36:28 PM
Quote from: CharlieLord on December 28, 2013, 03:18:52 AM
Just an issue I've been having, I tried to install Euro/UK textures for my LHD version of the game, however for some reason the RHW networks still have US textures, and the puzzle pieces have Euro textures...

I assume this is an issue with the installer, however it could also be I've mucked something up. Is there any way to check easily? :)

The easiest way is for me to check things out in the installer.  LHD is used much less than RHD, so it is certainly possible that this is an installer bug.
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: CharlieLord on December 29, 2013, 01:38:46 AM
Quote from: z on December 28, 2013, 02:36:28 PM
Quote from: CharlieLord on December 28, 2013, 03:18:52 AM
Just an issue I've been having, I tried to install Euro/UK textures for my LHD version of the game, however for some reason the RHW networks still have US textures, and the puzzle pieces have Euro textures...

I assume this is an issue with the installer, however it could also be I've mucked something up. Is there any way to check easily? :)

The easiest way is for me to check things out in the installer.  LHD is used much less than RHD, so it is certainly possible that this is an installer bug.

OK, would it be useful for me to try a fresh install and, if the problem persists, post my installation summary here? Will also post any other bugs I find for LHD here when/if I find them :)
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: z on December 29, 2013, 02:30:38 AM
Quote from: CharlieLord on December 29, 2013, 01:38:46 AM
Quote from: z on December 28, 2013, 02:36:28 PM
Quote from: CharlieLord on December 28, 2013, 03:18:52 AM
Just an issue I've been having, I tried to install Euro/UK textures for my LHD version of the game, however for some reason the RHW networks still have US textures, and the puzzle pieces have Euro textures...

I assume this is an issue with the installer, however it could also be I've mucked something up. Is there any way to check easily? :)

The easiest way is for me to check things out in the installer.  LHD is used much less than RHD, so it is certainly possible that this is an installer bug.

OK, would it be useful for me to try a fresh install and, if the problem persists, post my installation summary here?

Not yet; I should be able to take a look at this tomorrow, and tell you what I find.

QuoteWill also post any other bugs I find for LHD here when/if I find them :)

That would be very helpful, as we don't have many LHD testers. :)
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: Wiimeiser on December 29, 2013, 03:19:29 AM
On LHD note, nearly all FARHW half-diamond pieces lack paths, and one has an incorrect preview model that displays both halves of the intersection. Also, the Parclo Inner Loop's preview model is offset one tile, you might want to take a look at that.
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: trabman11 on December 29, 2013, 07:17:43 AM
I've noticed that with the new RRW, the arrows for the track switches do not show up any more ()what(). I don't personally see this as a major issue, but I just though I'd let you know about it ;D.
Sorry! I should have posted this at the RRW forums ;D!
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: A Nonny Moose on December 29, 2013, 11:01:33 AM
This may have been previously reported, but I can't spare the time to scan 7 pages of stuff so here goes:

Somehow the NAM modifications to the Road Traffic Volume Data display has been lost.  Currently with 32Pr1 you get the original Maxis blue lines thus:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FpQIhRyR.jpg&hash=5b2fe6ac0898a1f3ecca4067b3684aa24d52c115)

I rather miss this feature and hope it has not been dropped.
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: Swordmaster on December 29, 2013, 01:28:57 PM
Not reported so far. Are you certain you checked the item during installation (I assume you are--just making sure). There have been no modifications to this part as far as I know, so I'm mystified.


Cheers
Willy
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: Kitsune on December 29, 2013, 01:45:49 PM
I too noticed this issue..
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: droric on December 29, 2013, 02:04:32 PM
Hmm odd it works fine for me.  For the record I completely removed my 2 old NAM folders before installing not sure if that made a difference.  I also was sure to check the box for Regional Transit View.
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: z on December 29, 2013, 09:22:28 PM
Quote from: A Nonny Moose on December 29, 2013, 11:01:33 AM
This may have been previously reported, but I can't spare the time to scan 7 pages of stuff so here goes:

No, you're the first one to report it.

QuoteSomehow the NAM modifications to the Road Traffic Volume Data display has been lost.  Currently with 32Pr1 you get the original Maxis blue lines thus:

...

I rather miss this feature and hope it has not been dropped.

Don't worry - we would never drop it! $%Grinno$%

Quote from: Kitsune on December 29, 2013, 01:45:49 PM
I too noticed this issue..

Ah, two people have reported this, so it must be a real bug.

The NAM Traffic Volume Data View is a mandatory part of the NAM, just like the traffic simulator; it is always installed.  There is no way in the installer to disable it.  Furthermore, nothing in the installer even remotely related to the NAM Traffic Volume Data View has been changed.

However, a new version of the Traffic Simulator Configuration Tool has been included with NAM 32.  This version was supposed to fix some bugs, but it seems likely that it is deleting the needed file when an upgrade is made, but not replacing it if something goes wrong.  This is only a theory, as I have not been able to duplicate this bug.  But the TSCT is the only place where this bug could be, and I'm pretty sure that both of you gentlemen have used it.  Therefore, I have rolled back the TSCT to the previous version (which you can find here (https://www.dropbox.com/s/mgg4f84krpwxyyx/TSCT_Setup.exe)), which should not have this problem.  Please try installing this version of the TSCT over your existing one.  Then run it, temporarily change the main network capacities (e.g., to High), and then see if your volume view comes back.  If it does, you can then set your network capacities to whatever you want.  If it doesn't, please report back here.  (Actually, if you could report back here if you have success, that would be greatly appreciated too.)
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: Tarkus on December 30, 2013, 12:55:43 AM
Quote from: Wiimeiser on December 29, 2013, 03:19:29 AM
On LHD note, nearly all FARHW half-diamond pieces lack paths, and one has an incorrect preview model that displays both halves of the intersection. Also, the Parclo Inner Loop's preview model is offset one tile, you might want to take a look at that.

LHD matter is now Issue #200 (https://github.com/BluelightningSC4/Network-Addon-Mod/issues/200).  As far as the Parclo Inner Loop QuickChange, the preview model works properly for me.

-Alex
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: arl85 on December 31, 2013, 12:46:15 AM
it seems that "normal" (avenue T avenue) turbo roundabout has the same texture (edit: or is it itself the same) of turbo roundabout avenue T ARD3.
is it intended?
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: z on December 31, 2013, 11:55:07 PM
Quote from: CharlieLord on December 28, 2013, 03:18:52 AM
Just an issue I've been having, I tried to install Euro/UK textures for my LHD version of the game, however for some reason the RHW networks still have US textures, and the puzzle pieces have Euro textures...

I assume this is an issue with the installer, however it could also be I've mucked something up. Is there any way to check easily? :)

I have run the installer with these settings, and everything looks fine on my end.  Could you please do the following:  First, tell me what options in the installer you checked to get the configuration you wanted.  Second, please list the contents of the "z_Left Hand Plugin" folder, which is in your main NAM folder.  Third, in your z___NAM folder, please list the contents of "Euro Cosmetic Re-Texture Mod\RHW" and any subfolders.  Thanks!
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: CharlieLord on January 01, 2014, 03:02:36 AM
Quote from: z on December 31, 2013, 11:55:07 PM
Quote from: CharlieLord on December 28, 2013, 03:18:52 AM
Just an issue I've been having, I tried to install Euro/UK textures for my LHD version of the game, however for some reason the RHW networks still have US textures, and the puzzle pieces have Euro textures...

I assume this is an issue with the installer, however it could also be I've mucked something up. Is there any way to check easily? :)

I have run the installer with these settings, and everything looks fine on my end.  Could you please do the following:  First, tell me what options in the installer you checked to get the configuration you wanted.  Second, please list the contents of the "z_Left Hand Plugin" folder, which is in your main NAM folder.  Third, in your z___NAM folder, please list the contents of "Euro Cosmetic Re-Texture Mod\RHW" and any subfolders.  Thanks!

PM-d you the info, since it'd only serve to waste a lot of space here ;)
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: Geometry123 on January 02, 2014, 01:10:33 AM
Not sure if this has been reported... :]

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi39.tinypic.com%2F2en6a6u.jpg&hash=d9830101d899c66af42dc257111cf61ff1fb4fd2)

L0 to L1 and L2 Avenue Flex-HT have missing paths. All the other Flex-HTs have no pedestrian paths... ::)
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: Tarkus on January 02, 2014, 01:27:52 AM
Yes (Issue #180 (https://github.com/BluelightningSC4/Network-Addon-Mod/issues/180)), and it was fixed just after it was reported.

-Alex
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: jdenm8 on January 02, 2014, 02:33:31 AM
In addition, the missing pedestrian paths was Issue #172 (https://github.com/BluelightningSC4/Network-Addon-Mod/issues/172) and has been fixed.
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: Shadow Assassin on January 02, 2014, 03:00:27 AM
And also, there's one other thing wrong, too.

Look at how some pieces look grainy while others are fine.

added as issue #204 ~ memo
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: joelyboy911 on January 02, 2014, 10:57:07 PM
Unsure if this is a bug (or is my own fault), and also unsure if it has already been reported?

(https://dl.dropboxusercontent.com/u/17186207/Paths%201.png)

(https://dl.dropboxusercontent.com/u/17186207/Paths%202.png)
added as issue #203 ~ memo

There appears to be a wee gap in the paths here no commutes or automata can pass (Rail 45 degree curve) - I did standard full install if it helps. Feel free to just delete this comment if I'm making the mistake. Hehe.

Also just wanted to say that I love the new ARD-3 roundabouts - looking forward to the left-hand-drive versions being complete though (again, unless that's an error I've caused). If there's anything else you'd like looked at in LHD - feel free to get in contact.
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: MVS82 on January 02, 2014, 11:21:29 PM
Whenever I try to edit the Traffic Simulator a second time it tells me it can't save it because SC4 is running on my system when I don't have the game running.
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: Geometry123 on January 03, 2014, 12:57:02 AM
The Flex-Onslopes still need moar cowbell... :D

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi41.tinypic.com%2Ff096kk.jpg&hash=00116cfa08a5239cfe8f2408a434aa32a917ac7c)
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: Tarkus on January 03, 2014, 01:08:09 AM
Quote from: Geometry123 on January 03, 2014, 12:57:02 AM
The Flex-Onslopes still need moar cowbell... :D

Already taken care of on my end.  It'll be practically like a Mississippi State University football game (http://youtu.be/Lhh-hlq-zmg) in the final release.

-Alex
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: Geometry123 on January 03, 2014, 01:17:53 AM
Another one to report... In several FARHW pieces, particularly the FARHW-4 and 6S pieces, there are points where cars, simulator and UDI, will disappear. I guess there is a 0.1 nanometer path gap somewhere in those FARHW pieces... :P
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: memo on January 03, 2014, 01:26:06 AM
Quote from: Geometry123 on January 03, 2014, 01:17:53 AM
Another one to report... In several FARHW pieces, particularly the FARHW-4 and 6S pieces, there are points where cars, simulator and UDI, will disappear. I guess there is a 0.1 nanometer path gap somewhere in those FARHW pieces... :P

A gap in the paths is indeed very likely, in this case. If you could identify the exact pieces, that would be really helpful.
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: MandelSoft on January 03, 2014, 01:35:01 AM
I think they are probably the straight to FARHW curves. This pathing bug has been there for ages, but never fixed.
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: Tarkus on January 03, 2014, 01:36:51 AM
I think it actually got fixed once or twice ages ago, but it was either an attachment patch that got lost, or some other issue pertaining to our old file management practices caused it to get undone.

-Alex
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: Geometry123 on January 03, 2014, 02:08:10 AM
So far, here are the pieces that suffer a pathbug... :D

FARHW-4 Dual Straight
FARHW-4 Ortho-FAR
FARHW-4 Ortho-Diag Inner/Outer
FARHW-4 Diag-FAR
FARHW-6S Straight Piece

Apparently, the most problematic area of those pieces is the inner lane.

added as issue #208 ~ memo
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: jaredh on January 03, 2014, 07:49:34 AM
Quote from: Tarkus on January 03, 2014, 01:08:09 AM

Already taken care of on my end.  It'll be practically like a Mississippi State University football game (http://youtu.be/Lhh-hlq-zmg) in the final release.

-Alex

You can never get enough cowbell...(GO STATE!)
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: Shadow Assassin on January 03, 2014, 04:13:12 PM
I think the FARHW pathing bugs are due to how some paths cross tile boundaries. I know there was a problem with a couple of paths (which I fixed) ending on 8,8, which confuses the game, sometimes it works, other times it'll flash red.
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: timmeister on January 04, 2014, 06:40:59 AM
Seems to be the same bug as Titanicbuff reported. Not present before NAM 32, present after I installed it. As soon as I let the simulator run, the zots appear. Seems to be connected to the neighbour connection. If I delete the connection, the zots disappear, when I build the connection again, they re-appear.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimagizer.imageshack.us%2Fv2%2F800x600q90%2F855%2Fqn9v.jpg&hash=2fbc06b6a2fcbad5a6f7d00a4a066d07b3233867)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimagizer.imageshack.us%2Fv2%2F800x600q90%2F18%2F1ovo.jpg&hash=cb2d8f27ac14f0dca4ec951c2058cbf190e82905)
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: memo on January 04, 2014, 06:45:34 AM
In your case, Sims can't return from work without travelling into the neighbouring city, which is prevented by the simulator. You just need to connect the street with the opposite side of the avenue, too, by dragging the street across both tiles of the avenue.
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: timmeister on January 04, 2014, 06:58:55 AM
Correct, that solved it. But I do wonder how it's possible that this exact same configuration did work previously...
Thanks!
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: Tarkus on January 04, 2014, 11:51:16 AM
It's possible that before you switched over to NAM 32 PR1, the simulator hadn't adjusted yet to that setup.  There is indeed no logical way for that setup to work with the Street not going through the Avenue.

-Alex
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: Geometry123 on January 07, 2014, 04:59:21 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi41.tinypic.com%2Frqx79f.jpg&hash=2c87a0023216a865b3c692e91bca21ba9063311c)

OWR X El-Rail over Avenue has Road paths. This also applies with El-Rail over RD-4. ::)
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: jdenm8 on January 07, 2014, 05:55:21 AM
There's nothing we can do about the approaching roads. The Bidirectional paths are intentional since we can't know which way the OWR is travelling.
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: Geometry123 on January 07, 2014, 10:40:32 PM
Yah, I know that, but there is a missing path on one of the lanes approaching the network. D:
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: Tarkus on January 07, 2014, 11:33:45 PM
Quote from: Geometry123 on January 07, 2014, 10:40:32 PM
Yah, I know that, but there is a missing path on one of the lanes approaching the network. D:

This was already reported as Issue #166 (https://github.com/BluelightningSC4/Network-Addon-Mod/issues/166), just after the Pre-Release.  It's been determined that the piece still generally functions correctly in spite of the issue, so it's marked as "functional" and "DEFCON 5".

-Alex
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: gn_leugim on January 09, 2014, 11:16:22 AM
As anyone reported this before?

It's the 7,5m diagonal on slope transition. the pathing is ok, but the model, or part of it, well, see by your self  "$Deal"$

Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: Tarkus on January 09, 2014, 12:28:04 PM
You have to be really careful with placing the diagonal on-slopes.  It took me a little getting used to as well.

-Alex
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: memo on January 09, 2014, 12:52:03 PM
Quote from: gn_leugim on January 09, 2014, 11:16:22 AM
It's the 7,5m diagonal on slope transition. the pathing is ok, but the model, or part of it, well, see by your self  "$Deal"$

That's a very interesting issue. Actually, the diagonal on-slope pieces are supposed to be placed on orthogonal slopes, not diagonals as in your picture. However, seeing your picture, it might be possible to modify the models such that the puzzle pieces work in both of these situations. It is only required to merge the two triangles, that form the road surface, into one (or change the orientation of the triangles/rotate them by 90 degree).
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: Kuewr665 on January 09, 2014, 06:58:54 PM
I think the existing rail viaduct diagonal on-slope transition works for both orthogonal and diagonal slopes too.
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: Durfsurn on January 09, 2014, 09:36:11 PM
This bug has been around for a while but it is probably DEFCON 6 (I know that's not a thing btw) and aethestic so probably on the bottom but the preview model for this piece shows RD-2 (Maxis) instead of RHW-2.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FieQD7MD.png&hash=12c20a517b986a813628453bed1b90764e3784f1)

Also at the end of the Drag. Viaducts there are a couple of RHW "Flex Trans" that don't work properly. I don't have a pic but can get one if needed.

Fixed image tag for you.  To specify a width for an image (and have the height scaled proportionally), use [img width=800] for an 800px wide scaling. -Tarkus/Admin
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: Tarkus on January 10, 2014, 12:02:29 AM
The FARHW-2 preview there has been around since NAM 29.  We originally had a more RHW-y looking one, but it had some really wacky stuff happening with the model, and caused a bunch of CTDs.  Minor cosmetic issue that doesn't affect placement > cosmetically correct and causes CTDs.  DEFCON 6 would be pretty accurate.

As far as those "RHW FLEXTrans", that's how they're supposed to look.  The FLEX-OnSlopes for the Road/OWR/AVE viaducts actually had to be designed to be RHW-based, due to how the game handles network hierarchy.  We couldn't get that degree of slope tolerance if those starters were actually Road/OWR/AVE-based.

-Alex
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: Geometry123 on January 10, 2014, 01:36:29 AM
Not a bug, but the new diamonds still have 'Murican textures. :P Anyways, it's just a pre-release, though.... ::)
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: Durfsurn on January 10, 2014, 02:09:38 AM
Thanks for the reply and the BB Code fix  :thumbsup:
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: MandelSoft on January 10, 2014, 02:41:37 AM
Quote from: Geometry123 on January 10, 2014, 01:36:29 AM
Not a bug, but the new diamonds still have 'Murican textures. :P Anyways, it's just a pre-release, though.... ::)

Which diamond intersections are we talking about precisely?
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: Geometry123 on January 10, 2014, 04:12:20 AM
The new half-diamonds, to be exact... ::)

Other pieces/networks that don't have a Euro texture yet...

* Most of the FARHW Half-Diamond pieces.
* MIS Y-splits.
* Diagonal FlexRamp Types A1 and B1.
* FlexRamp Type A2, B2, D2, E2.
* A tile of the Flex RHW-6S Type D1.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi43.tinypic.com%2F33e4z21.jpg&hash=8bcfe9a6413c7099bc3ec66252110d449d254209)

* RHW-6S Lane Shift and Dual Lane Shift.
* Draggable Road/AVE/OWR viaducts.
* AVE-6/TLA-7 TuLEP Type A1.
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: Tarkus on January 10, 2014, 12:05:52 PM
The quarter-diamond QuickChanges have no unique instances in them--they're constructed entirely with existing pieces.

-Alex
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: old joe on January 10, 2014, 12:27:41 PM
i don't know where to put this, so here )
my double height bullet train station doesn't work :'(
traffic just cannot pass this station, without it all trains run smooth
some other side pieces maybe, but i can't find it
i tried lay monorails beneath it, didn't helped
and when i roll over some other double-height pieces on that BTstation it causes CTD instantly
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: z on January 10, 2014, 04:48:06 PM
Could you please post a picture of your setup?
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: Geometry123 on January 10, 2014, 06:04:55 PM
Quote from: old joe on January 10, 2014, 12:27:41 PM
i don't know where to put this, so here )
my double height bullet train station doesn't work :'(
traffic just cannot pass this station, without it all trains run smooth
some other side pieces maybe, but i can't find it
i tried lay monorails beneath it, didn't helped
and when i roll over some other double-height pieces on that BTstation it causes CTD instantly

I think the reason traffic cannot pass through your station is that you forgot to transit enable the station. To transit enable the station, simply drag monorail through it. And yes, it will crash when you hover a puzzle piece over a transit enabled lot. It's a well known bug, and can't be fixed without modifying the EXE, unfortunately... :)
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: Durfsurn on January 10, 2014, 07:59:22 PM
Couple more bugs (possibly already reported if so sorry :) ) I go here.

1. No paths on OxD crossing of Rail and RHW-3

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F3tux3oJ.png&hash=d802a7797369fb17911269d583d1a0a2a4ecbb67)
added as issue #209 ~ memo

2. Not quite as important another DEFCON 5/6 thing with aethestics but there are no RRW textures for OxD crossing of El-RHW in this case L1 RHW-4

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FXa5JiUB.png&hash=d958db6afea82bc9614989801113054d23b9a10b)
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: wasso38 on January 11, 2014, 12:47:01 AM
i got problems in the NAM radius curves. here's the photo: you can see. it's not working. when i was installed the NAM 31.2. and SFBT Euro Textures Mod. it's working. but it's not working in NAM 32 PR1.  &mmm
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FYlVmx9n.jpg&hash=46ffa8084e3dcd88a710fc6247e1d416993cfe48)
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: memo on January 11, 2014, 12:48:50 AM
Quote from: wasso38 on January 11, 2014, 12:47:01 AM
i got problems in the NAM radius curves. here's the photo: you can see. it's not working. when i was installed the NAM 31.2. and SFBT Euro Textures Mod. it's working. but it's not working in NAM 32 PR1.  &mmm

What do you mean exactly that is not working?
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: wasso38 on January 11, 2014, 12:55:53 AM
Quote from: memo on January 11, 2014, 12:48:50 AM
Quote from: wasso38 on January 11, 2014, 12:47:01 AM
i got problems in the NAM radius curves. here's the photo: you can see. it's not working. when i was installed the NAM 31.2. and SFBT Euro Textures Mod. it's working. but it's not working in NAM 32 PR1.  &mmm

What do you mean exactly that is not working?
the sidewalks. check the photo.  ;)
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: Tarkus on January 11, 2014, 01:39:38 AM
You were already given instructions on how to do this by numerous people elsewhere.  It needs to load after everything in the NAM.  Additionally, third-party sidewalk mods are not NAM Team products, and thus, we have no obligation to provide support for them.

-Alex
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: Geometry123 on January 11, 2014, 06:57:12 AM
And also, the SFBT Euro Textures mod was succeeded by the Euro Cosmetic Re-Texture Mod included in the NAM, so may I suggest you to discard the ancient still good, but out of date SFBT Euro textures (:D) and use the more recent one from the NAM? ::)
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: z on January 11, 2014, 12:31:27 PM
Quote from: Geometry123 on January 11, 2014, 06:57:12 AM
And also, the SFBT Euro Textures mod was succeeded by the Euro Cosmetic Re-Texture Mod included in the NAM, so may I suggest you to discard the ancient still good, but out of date SFBT Euro textures (:D) and use the more recent one from the NAM? ::)

The NAM installer does this automatically, since this is a common situation.
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: memo on January 12, 2014, 05:48:33 AM
Quote from: Kuewr665 on January 09, 2014, 06:58:54 PM
I think the existing rail viaduct diagonal on-slope transition works for both orthogonal and diagonal slopes too.

That's rather cool! I didn't know that. By the way, I tried to modify the models of the diagonal road on-slopes, but it turned out it would require some more elaborate model editing to make it work...
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: tvrcars on January 12, 2014, 10:45:21 AM
I have the older version of nam 31.2 [Not the pre-release] but i came across this, cosmetic puzzle pieces the arrows are facing the wrong way for uk style. just wondering if i missed something in the nam 31.2 installer?  sorry if i posted this in the wrong section.

I downloaded the Pre-release nam and the arrows are pointing the correct way,  :thumbsup:
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: Tarkus on January 13, 2014, 01:27:02 AM
Quote from: tvrcars on January 12, 2014, 10:45:21 AM
I downloaded the Pre-release nam and the arrows are pointing the correct way,  :thumbsup:

By and large, we managed to fix a lot of the issues present in NAM 31.2 with the pre-release--I'd actually say NAM 32-PR1 is, in many ways, more stable than NAM 31.2, and most of the issues present in the pre-release are with newer items, and that tag was primarily as a precaution.  We didn't want a repeat of what happened with the initial 31.

-Alex

Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: fefenc on January 13, 2014, 07:37:53 AM
Another bug for you guys:

The Draggable Flex Road L1 is allowing buildings to be constructed in front of it.

(https://imagizer.imageshack.us/v2/981x785q90/7/w5xa.png)
(https://imagizer.imageshack.us/v2/981x785q90/194/ap3d.png)
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: MandelSoft on January 13, 2014, 08:15:23 AM
That's not a bug. It's a game limitation we can't prevent.
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: Tarkus on January 13, 2014, 09:40:31 AM
In light of the fact that it's a game issue over which we have no control, the solution to that is simply to not build zones that face it, and demolish existing zones.

-Alex
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: APSMS on January 13, 2014, 03:59:16 PM
Yup, I'm kinda surprised that this even came up. I can do this for with all elevated networks in the game, (that support zoning) so only listing one seems kind of an incomplete "bug" report.

This is due to the fact that the in game networks are two dimensional, so the elevatedness is more of a cosmetic thing than anything else.

(Haven't had a chance to try out the Pre-release yet. Will hopefully do so soon and report back! It looks nice from what I've seen so far)
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: fefenc on January 13, 2014, 06:53:44 PM
I've found another bug, but this time, it's a pathfinding bug:

FAR RHW-8S Ramp Type C1 exit ramp

(https://imagizer.imageshack.us/v2/981x785q90/842/g5j9.png)

(https://imagizer.imageshack.us/v2/800x600q90/542/9wap.png)

The pathfinding arrows are inverted and this network doesn't work .-.
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: Tarkus on January 13, 2014, 10:35:29 PM
Confirmed and fixed for NAM 32 Final (https://github.com/BluelightningSC4/Network-Addon-Mod/issues/210).

-Alex
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: fefenc on January 14, 2014, 08:53:53 AM
When ave 2, TLA 2, NRD 4 and ARD 3 make a crossing between road and street, the center of the crossing is reverted to maxis road crossing.

(https://imagizer.imageshack.us/v2/480x360q90/843/4eok.png)

(https://imagizer.imageshack.us/v2/480x360q90/833/kplu.png)

(https://imagizer.imageshack.us/v2/640x480q90/534/icn1.png)

(https://imagizer.imageshack.us/v2/480x360q50/163/ektg.png)
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: MandelSoft on January 14, 2014, 11:25:53 AM
That's because we don't support these odd types of crossings yet.
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: fefenc on January 14, 2014, 11:37:16 AM
Quote from: MandelSoft on January 14, 2014, 11:25:53 AM
That's because we don't support these odd types of crossings yet.

Yet, hehehehe :B Anyways, thank you guys for keeping SC4 alive :D :d :d
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: spot on January 14, 2014, 03:17:04 PM
Missing diagonal MIS path under Lv.1 RHW-6S. Possibly other networks/heights too.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FmFzND28l.png&hash=a1831faf3c93ced362298601105bbb4002fce648) (http://imgur.com/mFzND28)
Title: Re: NAM 32 Pre-Release -- Discussion, Support, and Bug Report Thread
Post by: Tarkus on January 14, 2014, 06:13:38 PM
Reported as Issue #211 (https://github.com/BluelightningSC4/Network-Addon-Mod/issues/211).  I've already fixed it.

The thread is now locked.  A huge thanks to everyone who downloaded the NAM 32 Pre-Release and reported their findings, helping us to ensure a solid final release for NAM 32, which  is . . . shall we say . . . imminent.

-Alex