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NAM Version June 2007

Started by Andreas, June 01, 2007, 03:14:17 PM

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jeronij

This is my Transit Mods folder structure:



The NAM loads always first. And after this, all the other mods.

This structure works fine, and the NAM and all the extra mods work fine toghether ;D
I am currently not active - Please, contact Tarkus for any site related matter. Thanks for enjoying SC4D :D


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freedo50

Hi guys, the new functionality of the NAM looks great, but I have one problem:



Yep, no car zots, and no development. It has only happened since I installed the new NAM, along with other stuff. I will test and get back to you if I find out what is causing it.

Fred

Rayden

I guess you have 3 problems instead, avenue, road and street problems. Perhaps even a 4th problem, one way roads ;D Try to uninstall the NAM and install it again, following carefully Tarkus instalation walkthrough found in here.

Cheers
SIlvio

Andreas

@MAS71: Well, the Euro Road Texture Mod will be updated, once frimi has finished the new NAM textures, then we can check if there's something missing or conflicting. Thanks for your research!
Andreas

jeronij

freedo, does this city have a neighbour connection ?¿

The residential area to the bottom left of your pic shows the no traffic zot because there is no connection to anywhere. I mean, the streets do not connect with C or I zones, or with other transit networks which could help to find a job.

Maybe the same happens with the other residential areas.  ()what()
I am currently not active - Please, contact Tarkus for any site related matter. Thanks for enjoying SC4D :D


Autism Awareness;  A Father Shares
Mallorca My Mayor Diary


freedo50

But cities don't have to have neighbour connections to develop, otherwise how would you get started in your first city? Also, they do have access to other zones, but they aren't developing either.  ()what()
Will do some testing now.

Fred

MAS71

#106
@Andreas
Thank you for reading ;)
I like "Euro Road Texture MOD" very much!!  I'm looking forward to a completion of it !! :D

Naufragus

On further testing, I noticed an issue with the ANT.  It turns invisible after I lay it down.  Interection pieces show up but the road is not visible.  I dont really use it so it isnt a problem for me.  Thought someone might want to look into it tho.

Shadow Assassin

freedo: These No Car Zots should go away after a few months, game time. If they don't, there's something wrong.
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See my uploads on the LEX!

ebina

#109
I also have confirmed a bug about the Jeronij's old road bridge that was reported by MAS71.

Quote from: MAS71 on June 05, 2007, 05:23:40 PM
I found the cause of the problem about your "Old Road Bridge by jeronij" :thumbsup:
It was NAM Euro-Textures by Frimi.

I agree to him. Frimi has modified that bridge in the latest ERTM. But the bridge doesn't need to be modified, I think.
Because it refers to the 0x00004b0* (this is straight road) for its own road part.

I have removed the textures which relate to the bridge (0x50510100 - 0x5051430 0x5051a430) for testing.
Then road surface on the bridge was displayed as ERTM correctly. Also the shadow bug was corrected.

I hope this helps.

EDIT: Sorry, corrected the wrong instance ID.

Andreas

Thanks, that's defintely helpful. I will fix it in the next ERTM release. :)
Andreas

jeronij

Thanks for pointing out the exact info ebina  :thumbsup:
I am currently not active - Please, contact Tarkus for any site related matter. Thanks for enjoying SC4D :D


Autism Awareness;  A Father Shares
Mallorca My Mayor Diary


rickmastfan67

Weird, I haven't been having any problems with that bridge.
-- James Mast, aka: rickmastfan67
Painter/Public Relations at: Masgrafx Racing.

Check out the 9/11/01 Car Set Checklist.

Take a look @ the JPG Compression tutorial.  A must read to help cut away unnecessary file size from 500k+ images to help dial-up users out.

jeronij

Quote from: rickmastfan67 on June 09, 2007, 04:14:10 AM
Weird, I haven't been having any problems with that bridge.

Same happened to me. This is because we did not have the last version of the ERTM  $%Grinno$% ¡¡¡
I am currently not active - Please, contact Tarkus for any site related matter. Thanks for enjoying SC4D :D


Autism Awareness;  A Father Shares
Mallorca My Mayor Diary


snorrelli

Hi Andreas and rest of the NAM team - I've just been playing around with the draggable GLR, updating my networks and getting some of the kinks out that I couldn't before without diagonal crossings... Just wanted to say that this works great - I love it! Ebina's replacement textures are a big improvement as well. Thanks so much... :thumbsup:
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Totuna e dac-ai murit flăcău ori moş îngârbovit;
Dar nu-i totuna leu să mori ori câine-nlănţuit.

MAS71

Hi again all :)

@NAM Team
I have a question about "How to making GLR-Station for Draggable-GLR".
Can I(we) read detailed explanation about it somewhere? ()what()
(A difference with existing how to make.  Or the properties that should add or should revise.)

Thank you.

Andreas

Actually, it's even easier than creating a GLR station for the puzzle pieces. A GLR station for the draggable GLR can be transit enabled in the same way as a regular el-rail station, the only difference is that you have to add the ID of the GLR path file in the 16th REP, like before.
Andreas

Shadow Assassin

Out of curiosity, what is the ID of that path file?
New Horizons Productions
Berethor ♦ beskhu3epnm ♦ blade2k5 ♦ dedgren ♦ dmscopio ♦ Ennedi
emilin ♦ Heblem ♦ jplumbley ♦ moganite ♦ M4346 ♦ papab2000
Shadow Assassin ♦ Tarkus ♦ wouanagaine
See my uploads on the LEX!

Diggis

Quote from: Shadow Assassin on June 10, 2007, 06:53:29 PM
Out of curiosity, what is the ID of that path file?

Drivers License, passport or other government approved form of Identification please.  :P

Andreas

Quote from: Shadow Assassin on June 10, 2007, 06:53:29 PM
Out of curiosity, what is the ID of that path file?

Just check out an existing GLR station, this is the easiest way to learn how it has to be transit enabled. :)



I marked the ID of the path file with a red circle. You have to switch to "Expert Mode", then you can edit the tiles by righ-clicking on them to get this window.
Andreas