see here: http://sc4devotion.com/forums/index.php?topic=6171.msg216671#msg216671
OK...problem. Although I could have sworn I already had msvcr80.dll and msvcp80.dll , I downloaded them. Now when I start the .exe , I get "namconfig.exe-Aplication Error , The application failed to initialize properly (0xc0000142). Ideas?
Jayson
Yea it doesnt work either for me... It said some file was missing and try downloading it again
I have these DLLs , but still can't launch this program &mmm
Because I work on a Macintosh, I let someone else compile the windows version (that I could not test myself). I will set a up a virtual machine and compile it myself.
I downloaded it but when I launch the program it says ''the application has failed to start because MSVCP80.dll wa not found. Reinstalling this application may fix the problem''.
P.S. Will something happen if I put the other file (NetworkAddonMod_Tunnels.dat) in the plugins folder?
The tunnelmodels.dat is used for Simcity only to display other tunnel entrances for roads and railroads that can be selected in the program.
The EXE seems only to work on the builder's system.
Now, I set up a virtual machine with WIN2K and MinGW, beeing currently compiling the QT toolkit (needs a few hours). Then, I can recompile the program myself and check if it starts up - a version that does not need these DLLs. These are always required if you use MS visual C++ but not if using another C++ compiler.
GoaSkin, unfortunatly Micro$oft decided for some unknown ( but stupid ) reasons to not support the debug version of any Visual program, even with the visual redist installed as it only install the release version of the msvc*.dll
http://www.yousendit.com/download/TTZueEVSZEtkMnVGa1E9PQ
This version should work now without requiring DLLs. Beside my virtual machine, it started up well
- on an old machine with surely no SDK installed
- under Linux emulated with WINE
So I will hope this EXE will startup everywhere now.
This version does work. However , I am not understanding why it is wanting to remove 3 .dats....
NetworkAddonMod_Custom_Rail_Menu_Plugin_Optional.dat
NetworkAddonMod_Custom_Highway_Menu_Plugin_Optional.dat
NetworkAddonMod_Custom_Misc_Transport_Menu_Plugin_Optional.dat
Is this going to cause issues with the NAM?
As far as I can tell , the UI is pretty straight forward and , once I mess with it some more I'll give results.
Jayson
Quote from: sithlrd98 on December 08, 2008, 03:27:12 PM
This version does work. However , I am not understanding why it is wanting to remove 3 .dats....
NetworkAddonMod_Custom_Rail_Menu_Plugin_Optional.dat
NetworkAddonMod_Custom_Highway_Menu_Plugin_Optional.dat
NetworkAddonMod_Custom_Misc_Transport_Menu_Plugin_Optional.dat
Is this going to cause issues with the NAM?
Those DATs are intended for reordering some menu icons. It won't affect the functionality of the NAM if you remove them.
They need to be removed because in the program, you can define dynamicly which menu icons shall be re-ordered or not. If you keep these DATs, you always have these custom menu orders and the program setting may be ignored.
OK , I got it! Just checking .
Jayson
OK I noticed a slight problem when trying to cancel out of "NAM Documentation" it goes into a endless loop of wanting to find the folder even if you want to cancel
What happens if you really choose the NAM folder? Does the program accept it?
It did for me.
Jayson
Quote from: GoaSkin on December 06, 2008, 05:49:15 PM
See postings from 2008-12-08 to find a valid download link!
Hi, Goa -- just a suggestion: it might be better to reference "Reply 8" instead of the date, as it shows 7-Dec for me! ;) Just thought I'd mention it. Thanks!
— Don
iwhat does it do? can someone tell me that plzzzz
It may be possible that I will release an update today.
The program is used to configure the NAM by using a dialog instead of shuffling around with plugin files to change the MOD behavior. Furthermore it allows for some things more individual settings (like train lengths, tunnel layouts).
It is based on the former program SC4Config that allowed to configure many things regarding the game behavior dynamicly. But because you have to understand very much about the game algorithms to find out suitable setting combinations, in experience of the most users SC4Config exports resulted in bad game behavior. NAMConfig instead only reproduces the settings combinations that already exist by choosing one NAM automata, traffic and other NAM plugins.
Hello, GoaSkin.
I can understand where NAMConfig will be a very useful tool for all NAM users. Thanks to you and and anyone else working on this project for all of the effort you're putting into producing this tool. You're producing a great resource!
Regards,
Gary
Well Goaskin I tried even the new folder option and that didnt work at all it just went back into the infinate loop... As far as the NAM folder I dont know where I burried that folder to test it...
EDIT: found it and tried again... No luck still a endless loop of wanting to find the folder...
So there may be a windows-specific bug. On Mac, the function breaks if you click cancel and runs again when trying to export or read the documentation as lang as the location isn't saved. The function shall accept the folder if there is a file 'networkaddonmod1.dat' (the real file name of it).
I will reboot now and test it out.
I'm not sure why Pat is having problems...It tried to "loop" on me last night, but I just pointed it to the main folder of my NAM and it works.
Jayson
I also tested it and also wasn't able to reproduce it.
The test function has the following work processes:
1.) it looks in the folder where namconfig.exe is for a file namconfig.conf. If so, it reads out it contents (the nam path)
2.) it tests if this path does exist
3.) it looks in this folder for the networkaddon DATs.
If one or more of this steps fail:
4.) it opens a dialog to ask for the NAM dir and repeats steps 2 and 3 until successful.
5.) it scans for a list of opsolete files and asks what to do with it
6.) it returns the NAM dir and saves the namconfig.conf containing the path
The function is called whenever the NAM path is requested. All these steps normally require only once an interaction and never again - until the NAM location has been moved or the namconfig.conf deleted
The problem may be:
- the checked file (NetworkAddonMod1.dat) has been renamed or does not exist because the NAM version is too old
- saving namconfig.conf fails because there is no write permission on the folder
Because there may be any bug I don't see, I post you the code of the function. Maybe anybody else will see any thing that may fail but also may not fail:
// test if the NAM is set up well to use this program
QString SC4C::getNamDir()
{
QString check;
QFile config("namconfig.conf");
QDir appDir=QDir::current();
QDir namDir;
bool needsSetup=false;
if(QFile::exists("namconfig.conf")==false)
needsSetup=true;
if(needsSetup==false)
{
config.open(QIODevice::ReadOnly | QIODevice::Text);
QTextStream data(&config);
namDir = data.readAll();
config.close();
if(!namDir.exists())
needsSetup=true;
else
QDir::setCurrent(namDir.path());
}
if(needsSetup==false)
if(!(QFile::exists("NetworkAddonMod1.dat")))
needsSetup=true;
if(needsSetup==true)
do
{
QMessageBox::warning(this, tr("NAM directory"), tr("The program could not recognize the folder of your <I>Network Addon MOD</I> installation. Click OK to select the NAM folder now!"));
namDir=QFileDialog::getExistingDirectory(this, tr("select the NAM folder"),appDir.path(),QFileDialog::ShowDirsOnly);
QDir::setCurrent(namDir.path());
QMessageBox::warning(this, tr("NAM directory"), QDir::current().path());
}
while(!(QFile::exists("NetworkAddonMod1.dat")));
QDir::setCurrent(appDir.path());
config.open(QIODevice::WriteOnly);
QByteArray data;
data.append(namDir.path());
config.write(data);
config.close();
// test now if there are some files to delete or to move
check=namDir.path();
check.append("/Automata Controller");
removePlugins(tr("Automata Controllers"),check);
check=namDir.path();
check.append("/Traffic Controller");
removePlugins(tr("Traffic Controllers"),check);
check=namDir.path();
check.append("/Plugins/NetworkAddonMod_Custom_Highway_Menu_Plugin_Optional.dat");
removePlugins(tr("Custom Highway Menu"),check);
check=namDir.path();
check.append("/Plugins/NetworkAddonMod_Custom_Misc_Transport_Menu_Plugin_Optional.dat");
removePlugins(tr("Custom Misc Transport Menu"),check);
check=namDir.path();
check.append("/Plugins/NetworkAddonMod_Custom_Rail_Menu_Plugin_Optional.dat");
removePlugins(tr("Custom Rail Menu"),check);
check=namDir.path();
check.append("/Plugins/NetworkAddonMod_Rail_Viaduct_Style_Red.dat");
removePlugins(tr("Red Railroad Viaducts"),check);
check=namDir.path();
check.append("/Plugins/NetworkAddonMod_Rail_Viaduct_Style_Brown.dat");
removePlugins(tr("Brown Railroad Viaducts"),check);
return namDir.path();
}
Forget the addition message boxes! I added them to check myself some variables while testing.
I don't know what the problem is at hand, but after trying the tool out on my Vista, it seems like a fairly simple interface, but don't know if it saved custom changes, or what your suppose to save. It did find some files to remove. Before this tool, I didn't know I could choose other tunnels.
from your code, either the current directory is not set correctly for whatever reasons, or Pat doesn't have the "NetworkAddonMod1.dat"
I'm also wondering if the QFile::exists("NetworkAddonMod1.dat") is working on current dir or if you should better concat the Namdir + "\NetworkAddonMod1.dat"
While my tests, QFile::exists did not like full paths but only a single file name. It was always based on the path that has been set before.
d-jub: The custom content is saved into a file called NetworkAddonMod_Configuration.dat located in a newly created subdirectory "configuration" in the NAM folder. For that, you need to commit the change. The save button only saves the dialog settings into an XML file to be re-imported if needed.
I just changed the .conf file to a .txt to see where it was looking for the NAM :
C:/Documents and Settings/Jayson/My Documents/SimCity 4/Plugins/Network Addon Mod
Not sure if that helps , but it still works (as far as I can tell) fine for me.
Also , if it helps ...after you navigate to the Network Addon folder , you must select the folder , not just have it pointing to it . (does that explanation make any sense?)
Jayson
Is there anything to alter on the english version? (bad vocabulary etc.)?
None that I have seen...program works fine (once you get it to find the NAM). Creates a configuration folder with a .dat , haven't experienced any issues with gameplay. Great job!
Jayson
For all who don't already have downloaded the tool: here is a new download link (http://www.yousendit.com/download/TTZrN3RYQzNOMURIRGc9PQ).
This version has a slightly modified GUI. The banner, the icon should fit now in the dialog. If there is nothing to modify on the english version, I will start with foreign language projects.
I need some translators to support foreign languages, especially french and japanese but also any other possible foreign language. Please leave me a message if you want to translate text phrases in an XML file (about 100 phrases)!
German version exists, spanish version is half-finished and needs a native speaker. Other translations do not exist yet
I can translate into the Chinese, if you need...
by the way, the namconfig "tunnal and slope MOD" generated "Placement Tuning Parametersfiles" exemplars of Elevated network will result in in-game Pylon of Elevated network (Elevated Rail, highway, monorail) disappear
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg386.imageshack.us%2Fimg386%2F6274%2F20081219160610pq9.jpg&hash=ba33f5e3083b7e5df893ef2b00a9e87ac34fc718)
OK... thanks for the advice. We have to check the reason why...
To translate into chinese, it may be better to use the QT linguist (www.trolltech.com) because translating a XML file directly may result in encoding errors. I will attach a clean locale file for chinese.
I've been translated into the simplified Chinese(if no problem, I'll add the traditional Chinese)
some proper noun I think shouldn't be translate, and if has any missing, let me know
P.S
in your attachment I didn't found the <message> section about button in quit dialog,
I'll do the Dutch translations, if you wish.
Thanks for the translation...
The quit messages are standard messages and do not require translations. The operating system does it but it requires that the language itself is enabled. The program maps everything to english actually what is unsupported. When I apply the chinese translation, the quit dialog will also appear in chinese.
I added a prototype file for dutch to this posting.
When translating, please do not replace the source tag and put the translated text into the translation tag. I had to fix the chinese (succeeded now).
Edit: chinese version works fine now but for a strange reason I managed it that the program uses chinese as default if there is no translation for a specific locale.
What locale settings shall point to chinese? Do I have to use different locales for Taiwan and China? Beside, I found as system translation archives also zh_CN and zh_TW.
Quote from: GoaSkin on December 19, 2008, 08:59:38 AM
Thanks for the translation...
The quit messages are standard messages and do not require translations. The operating system does it but it requires that the language itself is enabled. The program maps everything to english actually what is unsupported. When I apply the chinese translation, the quit dialog will also appear in chinese.
I added a prototype file for dutch to this posting.
When translating, please do not replace the source tag and put the translated text into the translation tag. I had to fix the chinese (succeeded now).
well, I'll attach the traditional Chinese tomorrow
It's only necessary if anybody does not understand simplified chinese. The translation works fine and the dialogs are also translated.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg156.imageshack.us%2Fimg156%2F8038%2Fchineseiv7.th.jpg&hash=7ab81741586fea88640ee1bf8ee00aae308d9307) (http://img156.imageshack.us/my.php?image=chineseiv7.jpg)
Quote from: GoaSkin on December 19, 2008, 10:13:08 AM
It's only necessary if anybody does not understand simplified chinese. The translation works fine and the dialogs are also translated.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg156.imageshack.us%2Fimg156%2F8038%2Fchineseiv7.th.jpg&hash=7ab81741586fea88640ee1bf8ee00aae308d9307) (http://img156.imageshack.us/my.php?image=chineseiv7.jpg)
in you posted image, the "tunnel and slope MOD" should appear "隧道与坡度 MOD"
but I checked the translated file, nothing wrong.... ()what()
I excluded that translation because the MOD originally is called Tunnel and Slope MOD (@Simtropolis) to make it easier to identify which MOD to emulate. But I may replace the phrase...
Edit: Pylon bug solved. Error was that for the Pylon support ID is defined as an array with one value instead of a normal integer.
The ISO 639-1 code for chinese in general is 'zh' or any else? I guessed 'cn' before but that was wrong.
the attachment is the traditional Chinese file
The dutch translation doesn't seem to work. Where should I place the locale-file?
I need to compile it into. If you have the source, you need to put it into the 'lang' folder and recompile the program. Can you post it please? I want to publish the next BETA now.
I'm sorry, I can't.
Feel free to produce any localization.
To create a new translation, download one of the ts-files I attached, rename it to SC4Ctrans_xx.ts where xx is your ISO-locale (or tld) and put the translations of the english source-tags into the translation tags. ts-files are a dictionaries. When finished, attach them here again! I will include them quickly. During the XMAS days, I will release updates of namconfig all 1-2 days.
I need to convert the .ts-files to .qm-files (binary translation files) and include them into the resource fork of the program. The displayed language is anyway similar to the operating system language if supported and otherwise english. So you may also produce minority language versions if there is a windows version (f.e. catalan, rumantsch, gaelic)
As soon I have included some pending translations, I will release the sourcecode again.
Here is the latest source...
http://www.yousendit.com/download/TTZra0ZVQXBTSUJMWEE9PQ
http://www.yousendit.com/download/TTZsZGloZ1BTRTVMWEE9PQ
This is the EXE only without the tunnel model DAT.
It contains
- support for simplified chinese and german
- partially support for spanish
- fixes on the export function (pylon supports on elevated networks work now)
I will release a major update un tuesday. Leave me your translations if I shall include them.
Edit: I created the traditional chinese-Version (locale: zh_TW). Is it normal, that only a few single characters are different?
I could not add the traditional chinese now because I have to make modifications on the file that I have to do on another computer (because this one has problems with the letter display, so I have to work on my linux system)
I have a small question with the translating, do I need to add all the tag-like items that are in the 'source' also in the translation?
For example, should:
<b>difficulty</b>
become:
<b>moeilijkheidsgraad</b>
or:
moeilijkheidsgraad
The tag-like stuff is HTML, encoded to not disturb the XML tags. Either copy and paste the string and translate the words inside only or just enter the translation and I will add the HTML tags manually later. They're used to make some texts bold or blue or for line-breaks inside.
For a small update, I need one phrase more to be translated into traditional and simplified chinese:
select a folder to move the plugin into
Quote from: GoaSkin on January 01, 2009, 11:56:50 AM
For a small update, I need one phrase more to be translated into traditional and simplified chinese:
select a folder to move the plugin into
traditional:
選擇要移入插件的資料夾
simplified:
选择要移入插件的文件夹
Thnx.
that's because people wanted to select the folder where to move obsolete plugins instead of always using the Desktop.
By the way, all the BETAs hat a bug and weren't usable. It has been fixed and will be updated on the LEX on saturday. For OSX I may post another update to the forum.
my sliders dont show in teh tool (i have winXP)