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NAM 31 Central Bug Tracker Thread

Started by MandelSoft, March 02, 2013, 07:24:51 AM

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Tarkus

Quote from: metarvo on March 12, 2013, 03:22:46 PM
I'm sorry if I'm being a bother reporting so many bugs, but I've found a few more that I couldn't find reports of.  For all available DxD L1 RHW-x (except RHW-2) over L0 RHW-8C overpasses, there are missing textures for the outer tiles of the L0 RHW-8C as it goes under the L1 RHW.  This includes L0 RHW-8C under MIS, RHW-3, RHW-4, RHW-6S, and RHW-10S.  I couldn't get the overpasses to draw at all for diagonal L1 RHW-8S, diag L1 RHW-6C, diag L1 RHW-8C, or any higher level diag RHW over diagonal RHW-8C.  As you can see, there are a few missing paths for DxD RHW-10S over RHW-8C, but nothing that appears to make it unusable.  It totally blew me away that this overpass was available, so good job!  :thumbsup:

Sadly, there are critical missing paths for the DxD L1 RHW-10S over L0 RHW-6C, unlike its 8C counterpart, so I guess it would be unusable.

The models/textures on that 8C aren't actually missing--they're "ghosting".  Hover a query tool over it, and you'll see the shoulder of the highway.  They aren't supposed to be ghosting, however, so I'm fixing that by flipping the X and Z values on the Index tab on the affected S3Ds.

Quote from: Jack_wilds on March 12, 2013, 04:15:45 PM
couple of questions: is the 'bullet train mod' meant to override all elevated rail and mono?... removed the 'bullet train mod' but the mono-rail is still 'rail' models... is the mono rail fixin to be changed out due to low popularity?...

Like the bullet train mod as I like the sound wall, the fencinging surround the r/w and the gravel in the fenced in areas as it adds some finish to the entire r/w trhough town... and then does the bullet train only function in well developed cities or can it also work in rural ares shuttling between cities...

and then the tram works barly as in a barly get to see a tram running is that due to no-to-low demand?...

over all luv the latest NAM  &apls

and trusting for PS to include what wasn't, to finish it out and then to add about project symphony, is there a way to make it easier to find teh parts and pieces needed to make the interchanges?...

thoughts respectfully submitted...  :)

The Bullet Train Mod is an alternate Monorail skin--it's a full replacement.  If you're still seeing pieces of it after removing it, you probably still have some remnants of it in your Plugins.  If you're not seeing Tram automata, in general, it requires a decent amount of traffic before you start seeing them with any frequency.

-Alex

-Alex

auandi@gmail.com

I've found a few more problems that I haven't seen mentioned, sorry if any are repeated.

First, I've had a lot of problems with MIS crossing RHW-6s. I tried with the MIS at L1 and L2 over L0 RHW-6s, and the overpass always turned into RHW-2. The closest I got was MIS L0 over RHW-6s L1, one side worked right while the other side did not (shown below). No combination of flex ramps worked, and none of them were diagonal. Using legacy pieces and starter pieces on both sides eventually allowed a crossing, but it took a few  attempts to do without anything reverting to something wrong.



Second, I was having problems with the RHW-8s bridge you get from dragging the MHW L0. I tried connecting the bridge to a RHW-8s exit piece and a RHW-8s starter piece. On both sides of the bridge I got the same issue, the left side connects properly while the right side reverts to an RHW-2.



Is there anything I should be doing differently? I also would love it if you brought back some RHW filler pieces, When doing smooth curves it's next to impossible to keep the small gaps from reverting to RHW-2. Thanks for all the amazing work.

Caller9

RE: Diagonal RHW Filler pieces that changed the look of the standard 2 way to look like the 4W on diagonals. I noticed that one post said the fillers were "Gone" . Unfortunately, the 1 tile CP's don't carry traffic and are not marked yellow/white and in the documentation that comes with the NAM it references a "Filler" menu.

I may be missing something and maybe this is an issue yet to be addressed so any point in the right direction will be appreciated.
Thanks,


memo


Tarkus

And there's fillers again . . .



Tedious little things to fix and put together, but they work now, and there's a few more than previously.

-Alex

metarvo

This is good news.  I've had to get creative the last few days trying to shear starters off in order to place certain curves close together (e.g. Diagonal MIS-to-FAMIS).
Find my power line BAT thread here.
Check out the Noro Cooperative.  What are you waiting for?  It even has electricity.
Want more? Try here.  For even more electrical goodies, look here.
Here are some rural power lines.

TEG24601

I'm don't have my machine with me at the moment, but I'm having issues with only having 3 of the 4 possible orientations for the RHW-4E Exit.  I get all 4 orientations for entrances, but just 3 for the exit.

TEG

Swordmaster

Strange, I get all eight of them. You're talking about RHW-4 E1 ramp, correct?


Cheers
Willy

ScottFTL

I don't think this has been reported yet, but there is a missing texture for the railroad crossing in the SAM 3 Set (PEG Dirt Roads):



This same problem existed in NAM 30, but was corrected with the Hotfix 301 package.  I tested and the SAM - 3 - Rail Textures.dat file from the Hotfix 301 package does still restore the missing textures under NAM 31.

Tarkus

That texture is like a jumping bean--it just doesn't want to stay in an official release. ::)

-Alex

Caller9

SO...where are the elusive filler pieces? How do I get them to show up? Re-install NAM?
Thanks again,

Tarkus

They're in a non-public build.  The public won't get them until NAM 31.1.

-Alex

Diggis

Quote from: Tarkus on March 14, 2013, 06:34:18 PM
That texture is like a jumping bean--it just doesn't want to stay in an official release. ::)

-Alex

Yeah, that was my first thought when I went through them. It's in the SAM build I have now, which should be finished tonight apart from set 6 which needs a lot of work.

pigeonpigeon

Quote from: auandi@gmail.com on March 12, 2013, 10:30:22 PM
Second, I was having problems with the RHW-8s bridge you get from dragging the MHW L0. I tried connecting the bridge to a RHW-8s exit piece and a RHW-8s starter piece. On both sides of the bridge I got the same issue, the left side connects properly while the right side reverts to an RHW-2.


Is there anything I should be doing differently? I also would love it if you brought back some RHW filler pieces, When doing smooth curves it's next to impossible to keep the small gaps from reverting to RHW-2. Thanks for all the amazing work.

I've noticed something similar with all bridges wider than RHW-2; the connections leading onto the bridge get replaced (or partially replaced) with RHW-2, while the connections leading off the bridge are fine. Here's a screenshot with a RHW-6s bridge:



On the other end of the bridge, the same thing happens but on the opposite direction.

GDO29Anagram

Quote from: pigeonpigeon on March 15, 2013, 04:20:54 AM
I've noticed something similar with all bridges wider than RHW-2; the connections leading onto the bridge get replaced (or partially replaced) with RHW-2, while the connections leading off the bridge are fine. Here's a screenshot with a RHW-6s bridge:

Already aware of that.
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Patricius Maximus

I've noticed something odd. Commuters don't seem to want to use the RHW when it has at-grade intersections. This is what it looks like when I tries to create an expressway - no jobs zots:



Notice that they actually use the road when the RHW is removed:



This is actually a pretty big problem for someone like me, who is fond of creating expressway-class RHWs. In the meantime I'll use an avenue-based workaround.

MandelSoft

I've checked our bug list and it seems that this particular issue, issue #74, has to do with missing paths and it's already fixed on our end.
Lurk mode: ACTIVE

DJSun1981

I cant load a save town with old saved nam or with the new nam (and with downloads) I can only load an empty town, the other towns are crashing down

mgarcia

Hi guys,

It may have been reported already but I found a missing path in one of the connecting ramps of the Symphony Highway T-intersection (elevated to elevated). 

Also, I'm having a lot of problems with the CTD when exiting to regions view.  I've checked my plugins folder and haven't found a conflicting Transportation Map mod - i was always weary of them before and have never added one of them to my files.  I didn't add the Regional mod from the new NAM but will add to see what happens.  I am avoiding the Save and Exit to Region and activating the dataview in game and saving and that helps but any time I don't save (cause I was testing to see how traffic runs or want to see how the city might develop) and just exit to region there is a CTD.

Do you guys think it is conflicting with any of the below mods:
RR modular train crossings mod
Rivit's Rail Replacement mod - I did remove SFBT Dark Textures and Rivit's mod still works.
Mandelsoft Traffic Light Replacements
Mandelsoft Dutch Light Replacement Ver 5

Thank you and sorry for being long - I love the new PS Symphony mod and have spent most of the week updating my cities but the CTD are too frequent.  Thing is - all runs fine while playing in game (suprisingly smooth) but the exit to regions view is the problem.

Merari