• Moose

6 Screenshots

About This File

SC4Launcher allows certain settings and stability issues to be set/solved before the game is launched.

The features are as follows:

- Borderless/Seamless Fullscreen Mode.
- Auto-Update Feature to negate the need to constantly check the STEX.
- Quick Launch (Launch instantly with the latest settings).
- Auto-Save Feature with Interval selection.
- Resolution Selection. (Auto-Detected).
- Color Depth Selection.
- Ability to change the number of Logical Cores used. (Auto-Detected).
- Loading & Saving of last used Configuration.
- Ability to set the CPU Priority.
- Render Mode Selection (DirectX, OpenGL or Software).
- Ability to turn audio On or Off.
- Intro Screen/Movie Disable/Enable; and
- The all important Force Draw On Scroll Fix.

- Mod Manager to enable & disable mods on the fly.

The 'Force Draw On Scroll Fix' fixes a compatibility issue that exists between SC4 and AMD cards, the fix utilizes the 'Graphics Rules.sgr' file in order to force SC4 to draw details when scrolling, regardless of AMD/ATI hardware.

Please note: The file within the Zip/RAR Archive is an installer, please run it and point it to the root of your Simcity installation and DO NOT simply add it to you plugins folder.

Bugs: Please report any bugs via PM or the Official thread (Link Below).

Official Thread: http://community.simtropolis.com/topic/54082-simcity-4-launcher-sc4launcher/


What's New in Version 1.5.4b - R12   See Changelog


Released

  • ## V1.5.4 - R12 - External Revision - Updater/STEX
  • Fixed some pathing issues.
  • Added refresh button to mods tab.
  • Added the mods folder path to paths tab.
  • Added disabled mods folder path to paths tab.
  • added auto-detect for disabled mods folder.
  • Added manual overrides & autodetect buttons.
  • Created a subreddit for SC4 Launcher https://www.reddit.com/r/sc4launcher/
  • Added a small non-intrusive advert to the about tab.
  • Code refactoring and tidying (needs cont...).
  • General bug-fixes.
  • ## V1.5.0 - R11 - External Revision - Updater
  • Added a Seamless/Borderless Fullscreen Window Mode.
  • Added a 'What's New' Section.
  • Tweaked Code for Compatibility and Efficiency.
  • ## V1.4.1b - R10 - External Revision - STEX
  • Added a Mod-Manager.
  • Added a decent about page.
  • Bug Fixes.
  • Started work on a better Simcity4 discovery module (R11).
  • ## V1.4.0b - R9 - External Revision - STEX
  • Fixed the updater issue (I own a domain now, so should be fixed for good, no more relying on Dropbox).
  • Set-up Subversion system, expect more updates soon! ;)
  • ## V1.4.0b - R8 - External Revision - STEX
  • Fixed the issues with the Auto-updater (Caused by dropbox changing the way public links are formatted)
  • STEX Release of the R/W bug.
  • ## V1.4.0b - R7 - External Revision - STEX/Forum Release (18/03/13)
  • Implemented an Auto-Updater that will keep the Launcher up to date without having to re-download from the STEX.
  • Attempted further fixes for the #ER0/1/2 Bug.
  • Implemented a Quick-Launch Shortcut.
  • Dramatically altered the GUI, now tab sheet based.
  • Implemented 'Auto-Detection' when finding the 'Simcity 4.exe', it searches the parent directory and all sub-directories for the executable - this makes the Launcher a little more forgiving in relation to where it is installed (Still needs to be in the Simcity 4 install directory).
  • Added a donate button for those who wish too.
  • Fixed a bug causing the Launcher to fail remembering the last 'Autosave' option used.
  • Added A 'defaults' button.
  • ## V1.3.5b - R6 - Internal Revision - Unreleased (14-03-13)
  • Implemented an Exeption/Error handling system, SC4Launcher will now create an error log that can be pasted on the forum.
  • ## V1.2.0b - R5 - External Revision - STEX/Forum Release (10-04-13)
  • Implemented an Auto-Save feature with a custom interval.
  • Tweaked UI Slightly.
  • ## V1.0.1b - R4 - External Revision - STEX/Forum Release (08-04-13).
  • Implemented a possible bug-fix that was causing file IO errors within Windows XP SP2/3.
  • Tweaked the UI Slightly.
  • ## V1.0.0b - R3 - External Revision - Forum Release (04-03-13).
  • Added Configuration Save/Load - The options no longer need setting every time the program is launched.
  • Added Auto-Detection to Resolution - The max resolution is automatically detected.
  • Added Auto-Detection to CPU Cores - The Maximum number of Logical Cores is automatically detected.
  • Added OpenGL to the Render Mode Options.
  • ## V1.0.0a - R2 - Internal Revision - Unreleased (03-03-13).
  • Added Resolution Selection.
  • Added Color Depth Selection.
  • Added Logical Core Selection.
  • Added CPU Priority Selection.
  • Added Window Mode Selection.
  • Added Audio On/Off Selection.
  • Added Disable-Intro Option.
  • Added Render Mode Selection (DirectX/Software).
  • ## V1.0.0a - R1 - Internal Revision - Unreleased (03-03-13).
  • Created the initial compatibility fix for high-end AMD/ATI cards. Utilizing Graphics Rules.sgr to force the game to draw when scrolling with AMD-Powered cards, and thus eliminating the graphical glitches.

9 people like this



User Feedback

Create an account or sign in to leave a review

You need to be a member in order to leave a review

Create an Account  

Sign up to join our friendly community. It's easy!  :thumb:


Register a New Account

Sign In  

Already have an account? Sign in here.


Sign In Now

umarizal

  • 5
   4 of 4 members found this review helpful 4 / 4 members


In Brazilian Portuguese...

Caros amigos, este utilitário é sensacional, pois permite a você escolher vários parâmetros do jogo antes mesmo de iniciá-lo, como trocar resolução, número de núcleos do processador e muito mais. Eu recomendo!

1 person likes this

Share this review


Link to review
LexGirl

  • 5
  

Nunca pensei que fosse jogar esse jogo em uma resolução de tela maior. Esse launcher é maravilhoso. Baixem sem medo

Share this review


Link to review
TheLynx99

  • 5
  

Of all the SimCity 4 launch utilities, this one is by far my favorite! It has everything you need to play the game optimally and more. 10/10 would recommend.

Share this review


Link to review
Logic_Bomb

  • 5
  

Share this review


Link to review
BIWDC

  • 5
  

Share this review


Link to review
Forthwall

  • 5
  

Share this review


Link to review
skyscraper

  • 5
  

Share this review


Link to review
ydm1223

  • 5
  

Share this review


Link to review
nathanthemayor

  • 5
  

Share this review


Link to review
bv933738

  • 5
  

Share this review


Link to review
Superbacon

  • 5
  

Share this review


Link to review
InvaderNat

  • 5
  

Share this review


Link to review
kitsune_youkai

  • 5
  

Share this review


Link to review
tonyr

  • 5
  

Share this review


Link to review
michal27278

  • 5
  

Share this review


Link to review
Leszczyk

  • 5
  

Share this review


Link to review
io_bg

  • 5
  

Share this review


Link to review
weixc812

Unknown date

  • 5
  

Share this review


Link to review
damo566

Unknown date

  • 5
  

Share this review


Link to review
solent2

Unknown date

  • 5
  

Share this review


Link to review
jason leo

Unknown date

  • 5
  

Share this review


Link to review
Slashback

Unknown date

  • 5
  

Share this review


Link to review
mitsos

Unknown date

  • 5
  

Share this review


Link to review
AshPikachu

Unknown date

  • 5
  

Share this review


Link to review
dohraymii

Unknown date

  • 5
  

Share this review


Link to review
  • Announcements

    • Dirktator

      02/21/2017

      Looking for your help! We have a real and urgent need for your donations for this month as of this writing we're almost half way to our monthly target!  Please help us with any donation you can make! Lately, we've been feeling a big pinch with a slump in donations, and we're hoping to drive that up so we can continue to keep the site running. In return for your donation, we're offering several STEX Collection Discs which you can learn more about here, if you wish to receive one. We would really appreciate your support by way of a donation of any amount in order to keep the site up and running. Of course, as always, we'll send you a gift with a minimum donation as a Thank You. If you have any questions please don't hesitate to PM me!  Donate Any Amount Here To Receive a STEX Disc(s) Donate a Specific Amount Here Sincerely; Dirktator & The Admins PS. Thank you to those who have stepped up and donated -- we really appreciate it!
  • STEX Featured

  • Similar Content

    • By Cyclone Boom
      Hi everyone, 
      Continuing on from recent discussions, we think it'd be helpful to start collecting evidence about issues with STEX files.
      Such as:
      Broken formatting  [Example]. Errors when downloading files  (e.g. 3D161/G - File not found). Corrupted archives  (e.g. broken ZIPs). Invalid or missing dependency links  (e.g. [Old]  >>  [New]). Missing descriptions / screenshots. Irregular download counts (more downloads than views). Any other abnormality, or function not working as intended.
      So if you discover any of the above, please reply below with this info. The more examples of evidence we collect, the easier it'll be to determine patterns. Afterwards, it can be used for further investigation, in attempt to find solutions once and for all.
      Supporting details such as screenshots, abnormalities in the HTML, or error codes are also welcome.
      The following posts will form index lists.

      Regarding a STEX overhaul, we've got to begin somewhere. I believe focussing on the more serious shortcomings makes sense as a starting point. Once these are hopefully addressed, it'll become a much clearer picture. Looking ahead, it may then lead onto more ambitious projects including the previously mentioned tagging, and the ideas which @rsc204 and @Tarkus discussed (e.g. here and here), amongst others. We're in this together as a community, and continuing on, any input or assistance would be welcome.
      Some files are not in a good shape, much like old property that needs a little TLC. Just like an architect, although it's a fact of life, people never intended their creations to reach a state of disrepair. As a result, being fair to authors past and present, it's time to commence action for the benefit of the whole community going forward.
      Thanks!
    • By HORSEY
      Hi fellow simmers. I was wondering if anyone could enlighten me on what is wrong with my lighting in game. It was all working fine until recently, seemingly around the time my game decided to (randomly) start working in windowed mode when i've been using full screen since the dawn of time. I'm now experiencing some strange shading when the night time cycle runs through. The streetlights are a little blue in areas, the cars lights are on at strange times of the day, and there is strange shading in general in the city at night. I cant for the life of me work out why its suddenly started happening. Some culprits that were possible conflicts i have removed from my plug-ins, ..lamp post plugin i have removed, any plug-in changing the automa i've replaced as the original, and also tried to set my screen back to full-screen (as it was fine in that mode), which isn't working either. I've removed the -W from my exe start up for Sim city, but yet it wont run back in full-screen. If anyone has had problems like this please let me know what i can do to fix this. Ive also removed the RJ longer nights mod to try to resolve the graphic problem this but its still the same. Even in cities where i have nothing built, this bug remains. 
    • By Judazzz
      Hey guys,
      I've  been enjoying Cities: Skylines basically since release day, immensely helped by all the awesome stuff the community created, and felt that after so much taking, it was time for a little giving.
      In real life I'm a front-end/C# developer, and in my free time I love to travel and run riot with my camera (and again web developing: recently my travel website went live, a labor of love/vitriolic hatred of 10 years). With that in mind, it's not surprising I ended up creating a mod that goes right after the aesthetics. The result: Ultimate Eyecandy *tadaaaa*





      Some more action photo's.

      Addendum April 4th, 2016:

      I'm making slow but steady progress, not in the least by deciding to ditch a couple of features on my wishlist for a later stage
      Most important for the time being is to create a stable and robust base to which future features can be added. What remains are basically the features that are visible in the various screenshots.
      ETA for v1.0.0: for the time being unknown.


      Wish list (not to be confused with a to-do lost - these are features I'd love to add, but not sure how feasible they are):

      - setting to turn on/off building night lights at will, without messing with the actual simulation (based on what I've found so far, the two seem rather intertwined).
      - color picker to change the fog color;
      - color picker to change air pollution color;
      - slider to change the strength of 'ground wetness';
      - LUT Creator: apply various settings to a neutral LUT (color channels, brightness, contrast, lightness, etc.) and export/upload the result as a custom LUT;
      - a modular set-up: this mod will be the core, and other graphics-related mods can be integrated as 'plug-ins', each with a menu item/tab of their own. Think (orphaned) mods like Dynamic Resolution, BorderCities and/or Ambient Occlusion;
      - who knows what else I'll come up with (feel free to make suggestions!)

      For who is this mod:
      - modelers that want to take screenshots of their assets in every imaginable weather/ambient condition;
      - players that like to have control over the environment when making Let's Plays;
      - players that love to have a more artistic/photographic approach to taking screenshots;
      - players that like to watch their city in different conditions without having to wait (for example until the game finally decides to let it rain);
      - anyone else
       
      Thank you:
      - Boformer, BloodyPenguin and SamsamTS for making their mods publicly available on Github: I learned tons by just studying their mods;
      - AJ3D for helping me to get started and taking my first baby steps in the wonderful world of CSL modding!
       
      If anyone has questions, suggestions, comments or remarks, don't hesitate to let me know! After all, this mod will be for y'alls!
    • By cogeo
      Be sure to read and follow the procedures carefully and make backups of the affected files as suggested.
      As many players already know, the game has a bug that does not allow R$$$ sims to work in I-HT (High-Tech Industry). It does create demand for R$$$ (10% of the I-HT jobs) but does not actually employ them. Checking the I-HT buildings (with the Route Query Tool) can verify this. If the city does have neighbour connections, these R$$$ sims might be able to find jobs in other connected cities, otherswise you will get "No-Job" zots at your R$$$ areas.
      What causes this problem, seems to be the wealth-level breakdown of the I-HT jobs: 10% $, 80% $$ and 10% $$$. The algorithm appears to not work correctly if two of the above percentages are equal. The bug affects all I-HT buildings (Maxis AND custom content), as well as the Medical Clinic, the Solar Power Plant and the Nuclear Power Plant.
      The fix can be found on the STEX. Click on the link below:
      - IH missing $$$ jobs fix (update!) 1.11
      It works by setting the I-HT jobs as follows: 10% $, 78% $$, 12% $$$, instead of the original 10/80/10 (which caused the problem). It has a small impact on demand (+2% $$$, -2% $$ - of the I-HT jobs only), but this is really unimportant.
      The problem with this fix (as well as all other mods that modify the RCI-type exemplars) is that it causes another incosistency: some regional statistics (regional jobs, regional residents etc) are double-count. It is unknown what effect this has on total demand, gameplay, city growth etc, and I doubt if anyone has carried-out any testing/evaluation, so it would be best to have this problem sorted-out as well.
      For some reason, the problem is caused if there are two copies of an RCI-type exemplar in the installation. As with all other exemplars (and other file-types too), the 2nd exemplar will override the 1st one, however some calculations appear to run twice. The solution is simple, have only one occurence of the above exemplar in the installation, and the correct place to put this is of course in its original place, namely simcity_1.dat (a Maxis file, located under the Simcity main installation folder (typically C:\Program Files\Maxis\SimCity 4). Easier said than done, as iLive's Reader (the community's main modding tool) can't modify and save correctly a file as big as simcity_1.dat! (otherwise the fix could be applied in-place). The workaround is to use wouanagaine's SC4 DAT Packer. To apply the fix correctly, follow the steps below.
      Installation Procedure:
      - Download and install wouanagaine's SC4 DAT Packer.
      - Make sure you have the latest SC4/RH or Deluxe versions plus Patches. Right-click on the simcity executable and check the version number. Mine is 1.1.640.0 (SC4+RH+Patches). Refer to other threads to find which is the latest version for your installation.
      - Backup simcity_1.dat! (Copy this file somewhere else - outside of Simcity's folders, eg under your My Documents folder).
      - If you are unsure about the SC4 DAT Packer's operation, or you are afraid of possible user errors, better backup your plugins folder too. This may take some minutes if you have a multi-GB installation. Alternatively you can temporarily "move" the Plugin folder contents under another folder - if the folder is in the same drive and volume, moving the files will be virtually instant, as it is technically a "rename" rather than a real "move" operation (no file transfer actually takes place).
      - Create a new folder under your My Documents/Simcity 4/Plugins folder.
      - Copy simcity_1.dat under the above folder.
      - Copy the fix (IH_census_10_78_12.dat) under the above folder and rename it to z_IH_census_10_78_12.dat. This specifies the loading order, and causes the exemplar in the fix to replace the exemplar in simcity_1.dat, as z_... is alphabetically "after" si...
      - Run SC4 DAT Packer. Initially all folders in the list are selected (highlighted). Find and highlight ONLY the folder you created. This will limit DAT Packer's operation under that folder only. Click on the Start button, wait for the operation to be completed and close SC4 DAT Packer.
      - DAT Packer should have created a new datfile, containing simcity_1.dat plus the fix. This is located under a folder by default named Plugins_Compressed. Rename this file to simcity_1.dat, and copy it under Simcity's main folder, overwriting the original - you have made a backup, haven't you?
      - Go back to the Plugins folder and delete the Plugins_Compressed subfolder. Also delete the folder you had created (containing simcity_1.dat and the fix). Alternatively you can move it outside of the Plugins folder and backup it, to remember the operations you performed (for future reference) - you may want to modify it again at some point, eg add more modified RCI exemplars, or "stuff that goes into simcity_1.dat" in general, like some LUA fixes or mods.
      - If you had (temporarily) moved the Plugins folder contents in step 4, get them back.
      - You are done!!!
      Some notes:
      - It is suggested that you keep the original simcity_1.dat, you may want to apply additional patches in the future. The backup wan't only for safety.
      - You may want to make similar fixes for the other files affected by the bug, ie the Medical Clinic, the Solar Power Plant and the Nuclear Power Plant. Refer to the modding forums to find how to modify civic buildings correctly. The fixed versions can be inserted in simcity_1.dat as well, or instead placed in a separate plugin (these are normal Building-type exemplars, not RCI ones, so having a 2nd copy will simply override the original, without causing any problem). It is highly suggested that before installing or applying the fix to the above buildings, you enter your cities and bulldoze all instances of them, in all of your cities (save them before exiting). You can replop them after applying/installing the fix.
      Hope you find this tutorial useful.
    • By FlyHigh
      I've had this problem for a while now. In region view there's a strip of terrain east-west that does not render on the border of a city tile. It doesn't show up in satellite or transportation views.
      Does anyone have a faintest idea of what it may be?

  • Newest STEX Uploads

  • Recent STEX Reviews

  • Recent STEX Comments

    • Just downloaded, looks really good.  The creative output of user content creators on this site over the past month or so is unbelievable.  EA should just hand SC4 over to the ST Community and we'll re-commercial-market the game from here.   __________________________________________________________ I'm editing in after installation of MN landmark version.   Excellent building, understanding its a corner lot, interesting windows, the reflections also look like interior view, but no lights on in the top floor?     
    • Were is the file for it its only the screen shot I would like to install this to my maps.
    • WAY too expensive.  Otherwise great.  
    • I'm finally getting back to this lot, and now starting to make at least 3 different variations taking from ideas presented here.  Not sure if the lot can be made 2x2 and still work as the same growable,  but if there's a tweak I need to make, please let me know as I would like to add some ground area to the lot. I don't have an SC4Desc file for it, but I'm now re-lotting this re-lot, so yes, some parking and a gas station added will go into 1 of a few new variations, Thanks for the input.   It will be a 2x2, if I can get 2x2 working the same as a growable.  ------------------------------------------------------------------------------------------------------------------------------------------------- Thanks to the more advanced content creators above for suggestions.   Whatever I come up with, as mentioned, I have to keep in mind how often this lot shows up and find a way to make that repetitiveness look good in-game --It does work as a blvd with the overdose of big trees, but that's all so far.
    • uggh, i'm confused. I installed this because I want a bus stop on road but I can't find the tile on the menu bar. Does it appear in form of ploppable "bus stop" (but can be done in top of road) or "road tiles with bus stop"?