• Moose

Tarkus

Member
  • Content Count

    3,021
  • Joined

  • Last Visited

  • Most Liked  

    10

About Tarkus

  • Rank
    Corporate Climber
  • Birthday 10/15/1985

Contact Methods

Profile Information

  • Gender
    Male
  • Location
    Oregon

Recent Profile Visitors

197,071 profile views
  1. Regarding FA-RHW development, it's on hold until we have the time to fully commit to a FLEX and/or draggable implementation. I am considering dusting it off down the line, in order to produce a more geometrically-realistic diamond interchange for the RHW QuickChange Xpress system, but that will likely require some modeling work, which is always a choke point in the pipeline. As far as the F1 dual setup, that's something I've had planned for quite awhile, though I still haven't gotten to it. Elevated Ped Walkways are going to need to be draggable once we get around to expansion. -Tarkus
  2. SC4D Admin here. I have manually activated the account on the LEX, so you should be able to log in now. Apologies for it taking a couple days, but I've been working overtime at two jobs this week, which means I've barely been home (aside from sleeping), while also preparing for an out-of-state trip, and have only just now seen this thread. Manual account activation requires Admin privileges, and the rest of the Admin team has been spread a bit thin with real life as well. Of the other three besides myself, one is building up a law practice, one is finishing up his master's degree, and the other is in the process of starting grad school. The site owner is also quite busy in his life outside of the SC4 world, and except for emergency situations (i.e. database and server issues) and site finances, has largely left operations of the site to the four of us. It may, for the foreseeable future, take us a few days to handle manual activations for LEX and/or SC4D Forum accounts. We do apologize for any inconvenience this may cause, but thank those who are patient with us, as we try to balance our real world obligations with our continued, long-running passion for this community. -Tarkus
  3. If you're going to buy another copy of SC4, I'd recommend GOG.com (Good Old Games) instead of Steam. It's the same price as Steam's version, but there's no DRM associated with it. If you're willing to push Origin customer service enough, you can probably get a refund from them, as the user in the thread I linked did. -Tarkus
  4. If you're on 1.1.613, that's the European unpatched version. You'll want to install the SKU2 version of the update. If you bought the game from Origin, unfortunately, you're out of luck. Origin is selling an unpatched and unpatchable version, which is missing a number of stability fixes, and can't run the NAM. See this thread. There's several other threads around as well. Apparently, Origin even issued an "update" at one point, that actually downgraded people's copies to the nerfed 1.1.610. -Tarkus
  5. Regarding the seemingly "animated" commute query arrows, it doesn't actually look like there's anything wrong there. The NAM does add some additional pedestrian paths to the sides of the various car-based networks, in order to allow direct connection to the Pedestrian Mall (PedMall) pieces, and I suspect the simulator is simply "exploring" them (there's a pair on each side). The NAM simulator also gives the commute engine a much stronger drive to seek out less congested routes--actually a necessity for proper functionality with some of the wider override networks in the mod (i.e. in the Network Widening Mod and RealHighway plugins), and it's possible this might also be impacting that. I've noticed the pedestrians going to the neighbor connections as well, and that's likely because of the fact that the NAM simulator increases the speed for walking from the default 3.5 to 15 for most networks, in order to make pedestrian and transit-based commutes more viable. Provided there are jobs in the next city tile on the other side of the neighbor connection, the game sees the edge of the current tile as a "job" to which the sims can commute, and since the game can't run the simulation on the next city tile over, it has no way of knowing whether or not the pedestrian commute option continues to be viable on the other side. This is simply an effect of the game's neighbor connection functionality not being finished to the extent Maxis really wanted--the "Eternal Commute Loop" is another similar issue. Both issues exist in the base game without mods. -Tarkus
  6. The one issue there is just how symbiotically the Steam Workshop is tied into C:S. You can browse it and download and install the mods right in game, without having to worry about where to put them. They've also already covered curation, with the "collections" feature. Unless someone can trick C:S into looking to another location besides the Steam Workshop, and build an API that allows a similarly seamless browsing and installation process, you're going to be looking at the pains of getting the C:S community on board with an SC4-style distribution system, with manual installs. Given that SC4 players used to the system still complain regularly, and C:S players have been spoiled by comparison from the very beginning, I don't see more than a small niche of advanced players being on board with that. And there's one huge problem with creating an "Underground Workshop" in this plan. Community activity on the forums like ST and SC4D is, to a large degree, driven by proximity to the STEX and LEX. Many people come to the sites initially to check out the files, and then some of them begin to check out the forums. This was how I personally ended up on ST over 11 years ago, and I suspect many, many others have a similar story. Substituting in that "Underground Workshop" as described wouldn't give you that pass-through from the STEX to the forums, which was so vital for the development of the SC4 community here. You'd be simply looking at an in-game interface inside C:S. Even worse, the net result would be that the host of this workshop would be forking out for bandwidth that would otherwise be coming out of Gabe Newell's very deep pockets, without any real benefit. The best case scenario ST has as far as gaining activity from C:S users is the one @Hamish recently outlined, in which users become tired/frustrated with the sanctioned discussion forums for the game (Steam Community, Paradox Forums, and /r/citiesskylines), and seek out a new place to talk about the game. That's not going to have the usual firepower of a vital on-site exchange behind it, however, because of the monopoly Steam has on that side of things. The real best scenario for ST would be if someone decided to enter the market and compete with C:S, and not go all-in on Steam. Indeed, I think this is the biggest, long term set of issues we need to address if we want the SC4 community to survive in any way, shape, or form. My big proposal on the permissions red tape is this--if reasonable attempts at gaining permission are made, and there's no word from the original creator after 3 months, the files become "fair game". This is actually a rule we've been following somewhat informally over at SC4D for awhile now, but I'd like to ultimately have some sort of "roundtable" with the key stakeholders who are left, to hash out a more formal policy for the larger community. Repackaging is also going to be a necessity in the long run as well. "Binge downloading" tends to be the main way people assemble things now, and the current system isn't at all conducive to that. My efforts on these fronts have stalled a bit, due to my other SC4 projects and now fairly heavy RL (which looks as though it will get really heavy in a couple months, as I'll be moving, possibly a considerable distance), but I'm hoping to really get back to that in earnest once I've landed in my new spot. In retrospect, Pegasus' long-time policy of putting his files on multiple exchanges looks like a pretty smart move on this front. Had he only hosted things on SimPeg, the process of re-assembling his catalog on the STEX would have been a much more difficult affair than it was. I think cross-uploads and/or the creation of some sort of emergency "file vault" would be prudent steps to take, to ensure we don't lose all this stuff we've worked for almost a decade-and-a-half to build. The lower activity levels at SC4D have actually allowed us to reap some savings, which will allow us to keep the site up longer. -Tarkus
  7. The capacity for the FLUPs is going to be based on the network listed on the CheckTypes definition for the piece in RUL0. The actual portals themselves correspond to the network they appear to support, but that's not the case with the actual underground portions, which actually carry paths for just about every type of transit type. Looking over the RUL file, it would appear the underground portion is actually Light Rail-based--not surprising, considering they were Chrisim's baby, and the Tram-in/on Dual-Networking items were his other specialty. The blank tiles and FLUPs-under-Park tiles seem to have dual Light Rail/Road CheckTypes. This means that Light Rail paths will be at the catalog capacity for the Light Rail network, but as was discovered with the failed attempt to give the Double-Decker RHW (DDRHW) a big capacity boost (which occurred after the FLUPs pieces were made), putting car paths on networks that don't normally carry cars causes the car/bus/freight truck capacity to instead inherit the capacity of the Road network. There may be situations with FLUPs-under-network items where the catalog capacity of the other network may end up applying, but that depends on the network hierarchy, and is difficult to discern at a glance. I'm honestly not sure if the capacity situation was something that was given a ton of thought when FLUPs was initially developed. The long-rumored "alternate implementation" would, based on what I know, be saddled with a similar situation, but would be far simpler to use. -Tarkus
  8. The big problem with Cities: Skylines and its role in our community is that, despite ST's efforts to embrace it in the same way they did SC2013, Paradox and Colossal Order had other ideas. They're running everything through Steam, their own Paradox Forums, and Reddit. Because they've done Steam Workshop integration to handle mods/plugins for the game, it's largely cut independent exchanges like the STEX out of the loop. The C:S players who are around ST are mostly people who were already here for SC4, SC2013, and/or CXL, who have loyalties to this site. Unfortunately, the majority of the "new" C:S players out there don't know and don't care that ST exists, because they can get everything they need off Steam. -Tarkus
  9. Thanks for posting that screenshot (that's what the like is for--major unlike for being stuck with a bunk copy). It actually helps a lot with documenting everything--the date modified info matches up with the other recent Origin versions I've seen, and suggests that Origin reverted from the proper 1.1.641 digital copy to their special nerfed 1.1.610 edition in November 2015. Unfortunately, that does mean that there's probably a lot of unsuspecting people who got jobbed by Origin, as it took over a year for the first confirmed reports of this happening. I'm going to try fighting the system again, to see if I can force Origin to do the right thing. The one thing you might be able to do still to get a legitimate copy without having to shell out is to redeem your CD key with them--for some reason, they give the CD key folks the proper 1.1.641 version for free, but the people who pay $20 get screwed. -Tarkus
  10. Don't feel too bad--those of us left on the team feel disheartened about the scale of what would be necessary to sufficiently document what's presently in the NAM, too. Especially as we're probably going to have to rebuild much of it from scratch. The decision to move away from our more compact HTML-based documentation to the PDF-via-Google Docs/Word setup was, in retrospect, a mistake, because it left us with something very difficult to edit/update. The fact that we've also been undertaking a series of massive, wholesale implementation changes for some plugins also hasn't helped with documentation. The scale of those projects--some of which were started in 2011 and are still ongoing (see the RHW, in particular)--has also left some NAM plugins in a series of awkward transitional states during that time, as we've had to do things in phases, out of sheer necessity. -Tarkus
  11. Dang, that's a bummer. I'm guessing your NAM install must have come from an old plugins folder from when you were still using a disc copy? The NAM installer spits out an error message and stops installation if it encounters a 1.1.610 copy. SC4Fix won't fix the issues with 1.1.610--it's designed to solve a notorious crash-to-desktop that exists when NAM puzzle pieces are in close proximity to stations or other Transit-Enabled (TE) Lots. EA/Maxis released a patch to solve the 1.1.610 issues back in 2004, the EP1 Update 1 patch, which upgrades the game to Version 1.1.638. However, because Origin has altered the checksum of the executable, as a product of removing the original SafeDisc DRM for their own DRM, the official patch cannot be applied to Origin Version 1.1.610 copies. One Simtropolis user successfully got a refund from Origin over this (albeit after considerable wrangling with their customer service) back in February. If you can get a screenshot of your version number, that would greatly help my efforts in documenting Origin's continued failings with SimCity 4. I may make another push to get some more coverage on this, as it seems Origin reverts to screwing customers when no one is looking. -Tarkus
  12. The old TuLEPs plugin will still be around--we go to great lengths to avoid breaking existing cities--and it'll even be possible to install it still. It'll be officially deprecated as of NAM 36. There will be no more functionality added to the TuLEP system, and our advice to people having technical issues with TuLEPs will be to use the FTLs instead. Unless you wish to rebuild your old TuLEP setups with the new FTL system, then the advice that the others have given you would be the best way to accomplish this. @MissVanleider is correct that we generally don't give public indications of release dates/windows (we tried that once--it didn't go well, to put it mildly), but I can give you a little bit of an idea of where we are with development. We are in the latter stages of development on the new NAM 36 release, though not entirely to the point of finalizing the feature list. That said, as we're a particularly small team at the moment, so whenever one of us has a heavy case of RL (as has been the case on my end), it quickly puts the brakes on things. -Tarkus
  13. If it let you install the NAM, it sounds like Origin might have actually given you the good digital version. You'd need to look at the actual executable itself rather than the shortcut. For an Origin game, it should be in C:\Program Files (x86)\Origin Games\SimCity 4 Deluxe Edition\Apps--the file will be named SimCity 4.exe. If you click properties on that, you should be able to get the version number. If it's 1.1.641, you do indeed have a properly updated digital version. If it's 1.1.610, however, you got the infamous nerfed copy. -Tarkus
  14. Also, one related question--did you get your Origin copy by redeeming your CD key with them, or did you pay to buy it from them? If you've paid, you've probably gotten stuck with an unpatched and unpatchable copy of Version 1.1.610, which can't install the Network Addon Mod, have nightlighting on custom buildings, and is missing a number of stabilizing bugfixes. If you redeemed the key instead, however, you're okay.
  15. Helpful NAM improvements

    I'm very grateful of the improvements to the NAM over the years which makes this Simcity version better than any other, so thankyou.

    Just wondering the following:

    1. Can the NAM team please consider LHD a bit more as it doesn't seem to function anymore no matter which way i load it, and it really doesn't feel good as an Australian to have a city working in an opposite direction to normal. Please?

    2. Can we please have a larger freight/rail station as part of the NAM 36 download?

    3. Can we please also have a larger passenger/rail station too (one sunken, one ground level, regular NO SUBWAY)) for the main CBD stops? (higher capacity/8 lines?), based on the 'Modern arched rail station' already in the game? as i don't like the other varieties out there and there's too many dependencies.

    Kind regards

    Helpful

    1. Tarkus

      Tarkus

      Thanks for the kind words, Helpful!  To answer your questions:

      1) The NAM standard is to have LHD support in place for all items we create.  There had been a bit of a gap on this front for a time, as our dedicated LHD support person quit the team in 2010, during NAM 30 development, but to the best of our knowledge, we cleared out this backlog as of NAM 33.  If it doesn't appear to function at all, that would suggest there's something wrong with your installation of the mod and/or the game itself.  Stop by the NAM & Transit Networks board or the NAM General Support thread for further assistance.

      2 and 3) The NAM Team generally does not make new transit stations, so those are not requests that we would take on.  The stations that do exist in the NAM were originally created by other creators, and added by permission.  They are intended to be just a basic set, to provide at least some form of station functionality for NAM override networks.

      Hope that helps.

      -Tarkus

    2. Helpful

      Helpful

      Thankyou Tarkus