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13 posts in this topic
There was a time uploads on the STEX were rated simply with 1 -5 stars and without a written comment and nobody did know - why someone only rated something 3 stars.
Now you need to give a comment. And I thought this comment is to explain the rate you give. F.e. if someone uploads a yellow house and you don't like the color yellow - you give 3 stars and and write: this house is yellow and i don't like it yellow, blue it would be much better (as you could before without telling your motivation).
So now other users will see - Ah, that's the reason fantozzi rated this 3 stars, but me, I love the colour yellow, so why should I care about fantozzis rating?
As me, being objective, I can try, but it's almost impossible, as I'm not almighty in my knowledge and capabilities and on judging content I'm not always 'right' in the sense of public opinion or the opinion of everyone and therefore my opinion might be 'strange' to others. That's a result of me being a subject, an individual, I think. I can fail. Even on opinion or judging. So I can't always do right to everybody.
Now I see subjective ratings on uploads will be deleted.
So objective criteria is needed - criteria that can be applied on all ratings the same way and exclude subjective judgements like about which colour is better for a building.
Or I won't rate anymore anything here - as beeing attacked by moderators just for stating my subjective (and maybe wrong - in a public view) opinion, I don't like this.
So please tell me what I am allowed to say and what not when rating.
By Chief ZDN
This topic is related to the SimPeg Reborn topic. Although there is no discussion about Pegasus. The opinion from that topic is 'included'.
We are in the SimCity 4 Dark Age. The activity is decreased. Almost-stuck modding development. And, the competition from C:S. The valuable mod, especially hosted in small site (like Japanese SC fansite), is in almost-compromise condition. Because of this, we want to preserves future mods to other places, for example a mod is uploaded to LEX & STEX. However, this is require much effort, especially for reuploading big mods like NAM (I don't mention illegal reupload, I mention the legal reupload by the author) to other places. Some techniques are used, including uploading to the ModDB (NAM Team already did that). But, for more easier uploading, we need an API. I will show you the information about project, goal of the project, specifications, and challenges.
The project name is SimxUpload. That's acronym of SimCity Cross-upload. The goal is to provide easier way to modders to upload their works to all exchanges, like LEX and STEX. The GitHub organization is on https://github.com/simxupload. The repository currently empty because I can't make commit from my Android tablet (Is there an Android app allow me to make a commit? The GitHub web commit tools that's available when creating a file is bad). If you want help me setup the repo, please PM me. The project structure is Leader, Co-leader, Senior Dev, Developer, Senior Volunteers, and Volunteers. The project change is pull-request based. So, everyone (especially seniors) can review the pull-requests.
We will create some specs for library developer, exchange webmaster, and mod storage webmaster. I don't make it because it's difficult to make specs on my tablet.
We know that the exchange available space is going running out if we directly upload the mod to the exchange. Because of this, we offer option for modders which can upload to the mod storages like ModDB and even, Amazon S3 (this is suitable for project that have a website). Also, we know that many exchanges like the LEX don't have option to refer the download link to the other link. By this, we will discuss with the webmaster and we will spread the spec more. We also will provide the 'locked' attribute and auto-text that write download link in the description (if you don't want this 'cheaty' feature, reply this topic).
We know that implementing the API to your site is difficult. To solve this, we will 'hire' developers and we give our spec open-source. Also, we will make libraries to support this action.
Want to join with us? Just PM me. I will add you to the GitHub. But, make sure you have the GitHub project management knowledge and other knowledge if any depending your position.
We need logo! If you can create us logo, send it to me. If your logo is good, we will use it and we will like it. The logo must use flat-design (to ensure the legibility) and have 3 versions, full color, single color, and mono-chrome. The logo must reflect our values. The logo must legible in mobile devices.
If you have question/suggestion, reply this. And, thank you.
The project is failed due to incorrect time & condition. I forget that modding activity is slowing down. Sorry for inconvenient.
By Cyclone Boom
General Feedback Thread -
To help pass the time until the Awards Ceremony, here's a place to share your experiences of the new Trixies format.
What went well, and how can they be improved for next year?
As you're likely aware, this Trixies introduced various changes. Not only being the first time multiple years (2015 & 2016) were combined, but notably nominations were accepted in a special forum, allowing you to post and edit them in private. Based on your ideas, the Default Awards List was also created, and intended to provide a suitable baseline to cover the wide range of site contributions.
In summary, here's a few possible possible topics of discussion:
Total available default awards: 101 Custom Content: 34 City Journals: 40 Community: 27
Too little? Just right? Too many? Spread between categories. Coverage of types/themes? Any confusion or conflicting awards? Did the descriptions help or hinder?
How did you find it compared to years gone by? Were the instructions clear and easy to follow? Was it helpful to edit and view your nominations? Any issues along the way?
Duration of nomination period: 23 days (including the 2 day extension). Too short? Just right? Too long?
Interviews To what extent were they helpful / enlightening? Types of questions asked? Format / presentation. More for next year?
Content lists (2015 / 2016) Did they help with your decision making? Were they a useful reference? Should all content have been included in the lists? Grouping per author or per category?
Community discussion How could this work better in future?
Anything else which could be done in build-up?
Too sparse? Just right? Too excessive? When did you first become aware of the Trixies this time? How useful was the info banner at the top? Should anything else have been included? Were the countdown timers helpful? Visibility of the Trixies forum. Should any other banners have been added? Homepage features -- were they useful or too repetitive?
We're always looking to improve the Trixies, and this was really a learning experience for everyone. Hopefully it worked well as a comeback after being absent for such a long time. But like anything, there's always room for improvement going forward.
So if you've any comments or suggestions (even not on the above list), big or small, please post below and we'll take them into consideration. Feel free to post multiple times in this thread to your heart's content.
And of course, you don't have to answer all the above questions -- they're just pointers.
As part of the upcoming Trixie Season, the Staff team have been interviewing various prominent members of the community and asking them about their favourite STEX files and City Journals over the past two years, inspiration and creative workflow, along with life outside of Simtropolis. So without further adieu, please welcome our next guest @simmaster07, which many of you will seen around the forums, or you may have downloaded one of his many mods.
An Interview with Simmaster07
Hi Simmaster07, how are you?
Fairly busy but otherwise pretty well, thanks for asking!
What is your earliest memory of the SimCity?
Oh jeez, I was tiny back then, maybe six years old. I think I was walking through Target or some sort of department store and I was bored, so I dragged my dad to the video games section while my mom did some shopping. For some reason SimCity 3000 was the game that caught my attention, and I guess my parents had no issue with it since it was pretty innocuous.
Of course as soon as I found the disaster menu I spent a good amount of time spawning locusts and toxic clouds. So much for learning about city planning — though I did manage to get SimCity 4 not long afterward, and that was a pretty good long-term investment.
Has this game helped inspire you at all in real life endeavours?
Not directly, but I did learn a lot from Simtropolis after finding it through the SimCity BBS. A lot of aspects of modding tied into my interest in programming in some way, and some of my early content was making tools for things like creating NAM packages for Mac installations or automating city backups. In retrospect a lot of the code was absolutely awful, and that content is deleted now since I didn't feel confident that it would function properly now. Still, that was a big part of the process in allowing me to learn more about programming and create the more advanced mods I've made recently.
Recently you've been pushing the boundaries of what mods can bring to the game, specifically around features which were left out of the game. What inspires you to create these mods? How much time and effort goes into researching and developing these files?
The effort to get DLLs capable of modding the game to work has been an effort that dates back to over six years ago. I was in way over my head but heard that Paul Pedriana was the one of the development leads for SimCity and figured I'd email him about how to implement DLLs like the extra cheats mod.
To my complete and utter surprise, after a bit of back and forth, he did respond with some source code. It was incomplete, but Paul said that it should've been enough to pull it off. My main motivation, up until I got something working, was trying to decipher how to take this code and and get a working program. It took years upon years of accumulating knowledge about programming and debugging to figure it out, and it definitely seems to have been worth it.
Perhaps most helpful was the community's prior efforts to learn about the game's internals, and I stumbled upon a post from GoaSkinmentioning how the PowerPC Mac port of the game had a lot of debugging information left in the final version. Because of how the game's architecture was modeled, this was actually incredibly helpful in learning about the Windows version and the generic APIs, so I'm extremely grateful that the community documented their findings as well.
You also created a patch for SimCity, a game more than ten years old, which fixes a substantial issue that was only found after significant modding. What amount of work goes into finding a fix for such a frustrating crash which so many of us experience?
Again, it takes a lot of cumulative knowledge from both personal experience and the community. SC4Fix requires some understanding of how assembly language works and how to debug a program without any reference code before you can start to build it. Once you have that, it's not a terrible amount of work to build that patch — especially since the TE lot crash is pretty isolated from the rest of the program — but it's still a good amount of work to get to that point.
How rewarding is it when you have this idea and toil away until you eventually get the patch working?
The very first thing I did when I got SC4Fix working, even in a primitive and virtually unreleasable form, was post on the forum, because I was incredibly excited about the prospect of fixing one of the biggest remaining issues with the game and sharing that with as many people as I could, so it was very rewarding to say the least. Even now, over a year after having released it, it still comes up in other threads with people hailing it as a must-have mod now, which is pretty heartwarming.
Your work is a source of inspiration for many. Who's work inspires you?
Insofar as SC4 modding goes, I've always been inspired by the work of some of my friends and fellow modders here — @Wahrheit, @meister1235, @z1 are a few that come to mind, as well as and especially the NAM Team, which has been here iterating on their work for as long as I've been here, if not longer. They and many other people here piqued my interest in modding the game, and even though I haven't been able to get into BATing or network modding I am glad I've been able to carve out my own niche and contribute that way.
More broadly, I've been inspired by entrepreneurs like Bill Gates who managed to lead revolutions in how we live and have given back to the global community after achieving that kind of success, as well as programmers like Dennis Ritchie and Linus Torvalds who haven't made billions of dollars but have still contributed with their code and their openness to and advocacy for sharing information.
(I couldn’t find a way to @ mention bill gates )
A lot of the work on mods happens behind the scenes, who has been someone that's helped you the most during development in the past two years?
I only know of one other person who's tried to pull off DLL modding, and they acted independently for the most part, so I can't say there's anyone or anything in the past two years specifically that has helped me. Unfortunately most resources I used go even further back, especially the forum threads that I used for reference.
Do you get to sit down and actually play the game very much anymore?
Sometimes on really long plane rides, but I find myself more fascinated by the game's internals than by the game itself now and so I don't ever really play the game so much as I have it running in the background while I use a debugger and a code editor to dig deeper.
I used to have a huge Plugins folder with over ten gigabytes of content, but looking at it now it seems I just have the NAM, a few lots, and the extra cheats DLL, which is probably a good analogy for how much I play the game properly now.
What's a quality piece of work from the last two years which you think has been overlooked?
I wish I could answer this but I haven't been watching the forums or the STEX closely at all. Generally speaking I notice @CorinaMarie and @rsc204 contributing regularly and probably deserve some recognition, but I might also be just a tad biased since they've tagged me at least a couple of times and their posts usually give me an excuse to investigate some part of the game internals I hadn't considered looking at before.
Has here been a STEX file review/comment from the past two years which you absolutely love, or find incredibly funny?
Not particularly, but it is also generally nice to see people like @T Wrecks consistently offering positive and constructive comments.
Lastly, what would be your perfect Sunday?
A good Sunday would probably just be doing something new with my friends.
Thank you for joining us! We can’t wait for the opening of the nominations which is now just a couple of days away
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