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NAM Issues Thread - PLEASE POST YOUR NAM QUESTIONS AND PROBLEMS HERE

Started by jahu, June 03, 2007, 10:15:49 AM

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0 Members and 2 Guests are viewing this topic.

iw_shawn

Thanks Maarten the road pieces worked,  the interchange is now up and working.  Thanks for the help.

paulusss

I could use some help with a weird problem I never encountered before. It think it's probably related to the traffic simulator: Within minutes after loading my largest city, the commute time graph drops to zero and all my sims stop commuting, leaving the roads and railways empty. No job zots appear soon after and within one year the entite city is abandonded.
Fortunately sims start repopulating the city almost immidiately, but it doesn't return to normal: The sims refuse to use mass transit, the only mass transit traffic originated in neighbouring cities and just crosses the city.
The other cities in my region show no problems what so ever.

Another weird thing (maybe unrelated): the city population in the regionview show a population of 480.000 for this city, which i believe is correct, but after loading that city, it shows a population of 570.000, which soon plummets to zero

I did download the old GLR skin not so long ago, and a recently released set of european tram- and busstops by khoianh94 and used both in this city. To eliminate these as the cause, I deleted them, but the problem remained..

I use the januari 2009 NAM and Z's latest traffic simulator (high).
Just to make sure I re-installed the simulator, but that offered no solution.
I really hope someone can help me with! If anyone needs more information, please ask.

Edit: I found out that all transit stops and stations are somehow corrupted and not working, after demolishing and replopping they work fine and sims use them. So I think the problem can be fixed by replopping every transit stop (OMG..). I still don't know what caused this problem, but I suspect it has something to do with the european tram- and busstops by khoianh94. If anyone knows this for sure, please let me know, so I can avoid this problem in the future.
Thanks!

Korot

Did you accidentally install the LHD patch? The difference in region population and actual population is not caused by this though, so I fear you might need to reinstall the game.

Regards,
Korot

z

This definitely sounds like an LHD problem.  As for the population discrepancy, I've seen that happen occasionally on startup; it should resolve itself within a month.  But you need to get the other problem fixed first.

paulusss

Thank you for replying so quickly. I'am quite sure I don't have the left hand driving patch installed. If I did, it should be somewhere in the NAM folder I suppose. I checked my recently installed plugins and the NAM folder. I assume this LHD patch has a recognizable name? Judging from your replies, you rule out the possibility that the problem is related to the old GLR skin patch?
gr. paul

Korot

That file only includes some .fsh files, nothing dangerous. As to deleting the patch: since the latest NAM, the LHD patch isn't just one single file, it includes multiple files, of which the RHD version isn't installed, if you install the LHD patch. Thus, you will need to re-install the NAM. Only the NAM core though, if I'm not mistaking.

Regards,
Korot

paulusss


Moonraker0

With elevated rail over road puzzle pieces, the elevated train automata seem to see the pieces that have a road t-intersection to both sides of the el-rail and the elevated rail continuing straight as a draggable network as switches. That is, they will stop for each other and eventually disappear if two pass each other in opposite directions on one of these.  Also, a lot of the time when one has an elevated rail over road el-rail T or + intersection puzzle piece the trains will just stop right in front of the puzzle piece and disappear after a while, even if the way is clear.  The third problem I want to report is that, when one has an elevated rail over a road intersection (straight el-rail over a road + or T intersection), the car automata stop for the elevated train until it passes completely over the intersection, as if it were a tram at ground level.

six9nc

OK I have looked at all the tutorials but cant find anything that gives instructions on how to build the loop connector for the RHW-6 neighbor connection.
"The man who sleeps on the floor never falls out of bed"...Martin Lawrence

Glazert

six9nc: if you look at topic 18 in the sticky at the top of each page in the RHW (Real Highway) - Development and Support Thread in NAM Creations, you will find a description of what you need, with an illustration for an RHW-6 Neighbor Connector.

CaptCity

This came up on a post at ST, and I thought I had seen it mentioned before but couldn't find it. So at the risk of repeating something, should this be possible...?



The Avenue on-slope piece, when trying to connect an avenue over a sunken highway with avenues running along both sides, doesn't seem to work for a couple orientations. In the above picture, the connection was made on the right side all right, but the piece would not rotate to form the left connection. If the piece was to be plopped first...



...then the avenue could not be dragged across it. Finally, doing a little fiddlin' around, this is what appears...



This was done with a slope mod, but even without one (and the only plugin was NAM), the connection would never come out as a flat intersection. Also, this appears in two of the four orientations. The one shown is to the "east." If trying the same on the "north" side of a sunken highway, the "malfunctioning" intersection also appears.

Should this work, or is there some reason it won't?

Thanks

Edit: Looks like the poster at ST found a way to get it to work. Still, curious to know if it's "fixable."

kassarc16

Easiest way to do it would be:
Plop the On-slope, run one-way through the intersection.
Bulldoze the one-way stubs, drag the avenue out to two tiles.
Drag the cross avenue through. Done.

CaptCity

Hmmm... Thought I tried that, but guess not. Worked like a charm. Thanks!

MrGrey1

Hi,
I have installed DAMN then NAM and the NAM update onto a clean updated install of SC4D.
Started a new map, covered it in trees, went to select the 'zone' view so as to hide the trees and make the terrain/grid visible and the trees no longer disappear. Experimented a bit and discovered that most props and building footprints no longer disappear when the 'zone view' is selected.
Any ideas?

Andreas

This is a feature of the Zone Data View Plugin, it is intended to help you when building subway lines, so you can still locate the position of the buildings and lots. It's an optional plugin, though, so if you don't like it, you can simply delete the file from your NAM folder.
Andreas

cogeo

Have some questions/proposals:
- No draggable GLR x elev.highway intersection for draggable GLR? Maybe we should consider one (plus diagonal combinations), even if this requires allowing El.Rail x El.Hwy intersections (it should always create a GLRxEL.Hwy intersection, then players would not use it this way). Currently I use the puzzle-piece version of the intersection and terminate the draggable section just next to the puzzle-piece. But the puzzle-piece is of the "rural" type, and this is visually disruptive.
- No way to connect a diagonal el hwy to a straight one (trumpet and Y intersections are only for ground highways). I had asked about it some time ago, and nothing happened. I know it's a lot of work, but I think it's well worth too. Also combinations like diagonal ground highway to el straight and vice versa.

And one question:
- Is there any good tutorial on how to use on-slope puzzle pieces?

Floydian

Simple question/request that's likely been posted about already:


The ~70 degree curve piece is supposed to be 4x3, but it blocks the usage of two squares at the top of it, making it more like 5x3. Why are these two squares (The red ones) blocked by this piece, and will this be fixed in the next release?

k808j

Jumping on Cogeo konga line what about HSR x GLR. We  ()borg() love using this combo since they are the fastest mode of travel.

L i s t e n  T o  O u r  F a m o u s  T h e m e
http://www.supload.com/listen?s=PVfnXk">We Are Borg

[Delta ²k5]

There seems to be a problem with the el rail over pedmal pieces in the new NAM... in my case the texture has the wrong ID... so it shows only some green, blue, red and yellow squares... under el rail &mmm

Andreas

Said textures has been updated in the new NAM version, so maybe you still have some old files in your plugins folder that call the old texture, rather than the new one. Since so many things have been updated, fixed, changed or otherwise, it's probably best to uninstall the old version of the NAM completely and then do a clean install with the new version. Just make sure to select all optional components that you also installed last time (the Road Turning Lane plugin is a popular example that gets missed out easily, although it has been optional since the very first version).
Andreas