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About brianc1327

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  1. Yes, I did, and since I built my computer, I know what hardware is on it, and nothing that was said really has anything to do with my hardware. Even if I had any of the hardware mentioned, I did not see any suggestions about what to do, except for perhaps upgrading WINE. Pentium 4, Celeron: I don't have either of those. Athlon: That is what I have, and I don't know what you consider to be "older," but mine isn't old when measured against SC4, at least, and the CPU/motherboard/graphics card is specifically built for windows XP/7/Vista and DX7 (http://www.asrock.com/mb/nvidia/n68c-s ucc/). It would probably run windows 8 and 10 as well, but I just don't have any intention of installing those anyway. Whether the "-CPUcount:1" switch helps or does not help I do not know since I just have not played enough since adding that switch to the program launcher icon to see if if makes any difference or not, since XP home does not recognize both processors anyway, I am pretty sure it won't have any effect there. I may look into making sure my installation of Wine is the latest stable release for Ubuntu (my version is 1.9.something, and the latest stable version is 2.0.something) if the -CPUcount switch does not help. I did read your post, I just did not see anything, except perhaps upating WINE, that applied to my system or situation. Brian Christiansen
  2. Oh, I don't know, perhaps partly from actually playing it when logged into XP home (not a virtual machine - but an actual XP installation). Brian Christiansen
  3. I have been playing SC4 on WINE/LINUX recently. I think all I did was DL the installer from Amazon (or used the installer that was already on my Windows partition, I don't remember), but I don't remember having any particular problem doing so or having to "prepare" the partition in any way. I had a bit of a problem with SC4 all of a sudden crashing to the desktop. I added the switch "-CPUcount:1" to the icon for starting the program. How much it helps remains to be seen, but the articles that gave this suggestion if you have SC4 on a dual-processor (or more) machine, SC4 is still a bit doofy even if you use that switch. They implied it is still a bit doofy if you have a single-processor machine, and XP, and the latest patches, which is what SC4 was designed for. I also had a problem with the water. I would see a building that has the drop on it that indicates it is not watered, but when I look at the pipes, a pipe is watered and goes right by the building (if I it actually goes under the building, everything is OK), and I look at the graph showing water use/water production and I although I cannot remember the exact amounts, the amount produced was probably at least twice as high as the amount used, but the building was still unwatered. This problem seemed to be fixed when I successfully got NAM installed on my linux partition. Unless this problem exists on a "regular" windows installation, I really don't see why it would exist on a WINE/Linux installation, or why installing NAM would solve it, but that is what was happening, but after getting NAM installed it was no longer happening, so it is at least correlated with that. I also have got other add-ons installed, such as the "infinite money park," the hyperspace garbage dump, and a pack that gives a bit more variety to the 1x1 commercial tiles than Depessies Diner. Pretty much to only other games I play that I have boot into XP for (or play at all) is "Farm Frenzy" and "Roller Coaster Tycoon 2," which I did not get installed to WINE/Linux successfully, but maybe I will find the motivation to do give it another try someday. Brian Christiansen.
  4. Recently I downloaded the "Super Cash Park" and am building up maxisland, sometimes using this park so as not to have to worry about money, and other times building a city without it (the key I have found is to not build the city "too fast." Anyway, in the future I might explain exactly what I am trying to do, but for now I will just ask this: is using something like this a "cheat" or just an allowable part of the game. One way of looking at it is that the game, without the mod, does not give you that much money, so efforts to get more money, such as this park, or the "weaknesspays" cheat, is a cheat to be used by those who need a cheat and cannot play the game "properly." Another way to look at it is that you are given the opportunity and means to make such a park (or DL and install one that someone else has made) or use the "weaknesspays" cheat, and are thus part of the "strategy" of the game.
  5. I would agree if my goal were to produce Simcity4 mods, such as a high-tech building pack so high-tech areas are not dominated by "Max's Microchips" and "Tsurnikov Electronics" or a "real business" pack so that the restaurants put down are stuff like Burger King or McDonald's instead of Depessie's Diner. That, however, is not my goal, my goal is to draw a simple building, or has been suggested, repurpose an already existing one (I think the church would be cool), and set its properties so it becomes "Brian's magical utilities building" that produces the power of a hydrogen power plant, produces the water of a large pump, handles as much trash as a hyperspace trash dump, costs nothing to run, produces no pollution, and is free, if that is even possible. For my purposes, I don't really care about getting good at whatever application I use to draw the building. Also, the reason that I originally asked about blender is that I use Linux and GMAX is windows-only (according to what I have found, running GMAX under wine or another emulator is iffy at best), and although I kinda have to boot into Windows to play SC4 (though the game, without add-ons seems to work pretty well with Wine, I might have to experiment with add-ons) , and would probably have to use Windows for the "finalization" of the buildings, I would prefer to use a Native Linux Application for as much else as possible, such as actually "drawing" the building, and for that I need a native Linux application such as Blender or Sketchup, which I think is a native Linux application. I also looked and although I know where to get and install a 3D drawing program such as Sketchup, Blender, or GMAX, I still have no idea where to get or install sc4.bat, the program to "finalize" the properties of a building and place it in the correct directory .
  6. Based on your 1, 2, 3 steps. Step 1 will take you 99% + of your time, making a model for the first time could be months of work. Step 2 will take minutes, Step 3 seconds. Looking at the tutorial, it looks like it might take several hours to draw the basic building, not several months, unless perhaps I only worked about 15 minutes a day every other week. Drawing a more complex building, such as the Sydney opera house, might take longer, and if I had to figure out from scratch (that is, there is not tutorial on how to draw a building that isn't a bunch of basic rectangles) might take several months, but I do not think the actual drawing would. Brian Christiansen Like this
  7. I think you are misunderstanding what I am saying is simple and what is not. I read the turorial you cited, and making custom buildings can be broken down into 3 basic steps: Actually draw the building. Actually using gmax (or blender or whatever you use, and I don't know if blender is a superior 3D drawing program or not, but I think that is what should be the determining factor) might be a complex process, but the first step is "draw the building." It is sort of like my going to New York City. At one level, all I do is "go to New York City", but since I cannot just walk out my door and just be there, I have to do several subtasks: booking the ticket, taking a cab to the airport, doing all the stuff TSA makes me do, actually flying to NYC, getting to my hotel, etc. Set the buildings parameters. Copy the files to the appropriate directories. I am not certain, the tutorial does not really say where to get gmax from, is this it: https://www.turbosquid.com/gmax? It also does not say exactly where to get SC4.bat.
  8. Right now I am building a region, and I thought I might comment on what I am doing: I am using a region that is randomly generated by the program, so it is not "flat," it has mountains and coastlines in some of the cities. I am using my new neighborhood design that I made a post about several months ago, but I have to modify it sometimes because of the mountains/coastlines. For the smaller cities, I built them up using clean power, the wind plants. When my city got big enough (enough $$$-residents, I have no idea how to enter a simoleon sign), I replaced my "wind farm" with a solar power plant, which is relatively expensive power as compared to perhaps a coal power plant, but is much cheaper power than the windmills. I built up one of the large cities, and put several hydrogen power plants, several large water pumps (which I think are part of the NAM expansion pack) and a hyperspace garbage disposal facility, and am building the smaller cities around it using the larger central city to supply all the smaller cities around the perimeter. Some of the cities in the randomly generated region are fairly small, so I zone them for just residential by raising the tax rate on all industrial and commercial to 20% so there is only demand for residential. I have fiddled with it so that these cities make money (for some I had to legalize gambling, is that a cheat?, to do so), but they don't make very much money, so when I get back to $5000,000, I move on to the next city. I also looked into making my own custom building that produces power, water, and gets rid of trash. I am not sure if that is even possible, but I think that a "utilities building" doing more than 1 thing is possible, as exemplified by the waste-to-power plan both getting rid of trash and producing power. Whether this can be extended to 3, I just don't know. To make a custom building looks fairly easy, at least in principle. I tried to do some reading up on it, and it appears that I need to draw a building in a 3D drawing program like blender, then set it parameters, such as building cost, maintenance cost, what it produces, etc. using a program called "SC4.bat." Brian Christiansen
  9. I am not certain if this is exactly the right forum for this question, but I am currently trying to build up the default area (maxisland or whatever it is called) with "cities of industry" that don't actually have any residential/commercial/industrial areas, but are just for supplying power, water, and trash (though for this I discovered you have to zone a small area as residential or whatever and let the city run for a very short time to to "register" the landfill zones in the "city of industry) services to the "real" city. This seems to work quite well for cities bordering right on the "cities of industry," but the further that I get away from the "cities of industry", keeping the reciprocal deals that you need to make get more and more confusing. What I am looking for is a mod that lets you buy the services directly from the "city of industry" that is actually supplying it rather than having to get it from reciprocal deals. For example, suppose you had a "city of industry" that produced electricity, then "cityA" immediately to the east of that, and "cityB" immediately to the east of that. "City of industry" would have to produce enough electricity for both cityA and cityB and sell it all to cityA, which in turn would have to sell its excess capacity to cityB. The deals get even messier as you go to cityC and cityD and even further east. They also get messier when you are managing deals for all 3 services, water, trash, and electricity rather than just electricity. Is there a mod that allows cityB to ignore cityA and deal directly with "city of industry." Is this even something that can be changed by mods. I looked through the mods available on this Simtropolis site, and found one that changes neighbor deals, but not in the way I am asking for. Also, I do not use cheats in my "real" cities, but have no problems using the "weekness pays" cheat to get more money or the "you don't deserve that" cheats to get the hydrogen power plant or the large water pump for my cities of industry. Is this "bad." Brian Christiansen
  10. I am not really sure. In the original game, very shortly after it came out, people started making what were called "trainers," which modified the game in various ways, the main ones being that you could just build coasters without having to worry about money or beating a scenario. RCT2 (and RCT3 and higher if there are any higher versions) includes a sandbox mode where that can be done, so I don't know if there are any trainers for those. To me, and probably to other the main appeal is in designing coasters, though I a not really very good at it, and there a lots and lots of downloadable track files out there that are much better than anything I could design. In fact, I think there are a lot of designs out there that reproduce, as closely as possible, real life coasters such as the Racer at King's Island in Cincinatti. Recently, I have gotten into making buildings using the various building elements like roofs and walls and signs and such to house various food stalls to make a "restaurant" rather than just a couple of isolated food stalls. I have also got interested in using those elements to sort of "fancify" the ride stations (entrance/exit/queue line) for the rides. The scenery that can be just plonked down can sort of be used to theme a ride, but I think that a lot of it looks like kid's toys strewn about the front yard, so I don't use that very much. Scenery/theming is fun to do (or at least parts of it are), but it does not really have that much impact on park rating, or at least I do not think it does. You can maintain a park rating of at least 950/1000 by just making sure your handymen are zoned to clean all of the pathways. Even if scenery/ theming could get you that last 50 points, that is only a 5% increase, and really is not worth the time/money when you are trying to beat a scenario. If you continue past the goal and "fine tune" your park, then it may very well be worth it. Brian Christiansen
  11. The only 2 games I really play are SC4 and Rollercaoster tycoon. Sometimes I faff about with online games, and solitaire, and at one point I tried the Tomb Raider games, but for those I had to print out the guides from Stella's site and save about every 3 steps to make it through those. Well, any way, RCT and SC4 are similar in may ways. In SC4, you have to build a sucessful city, with sucess being defined by the player of course. Perhaps success is making the most money, perhaps it is providing the most services, whatever. I sorta go for providing the most services. Generally, if I am making more than $1000 a month I look into what services I can increase. There are excetions to this of course, for example, if I have to build up the amount of money I have in a city, I do that even before I look into increasing services. In RCT, you have to build a sucessful park, and there are goals such as number of people in the park, etc. that have to be achieved in 2-3 game years. These can usually be achieved by plonking down or building rides, maintaining the park, and running advertising campaigns. After the goal is achieved, the player can go on to either the next scenario or spend time "fine tuning" the park by putting down landscaping, making the rides fancier by making stuff like stations for the entrance/exit, etc. For example in both games the trash/pollution has to be monitored/managed. In SC4, these are monitored by the graph and map that show how much trash is accumulating. In RCT, they are monitored by keeping and eye on the park rating, as generally a sudden drop in the park rating means that there is a place where a handyman is not zoned and thus is accumulating trash. In SC4, the trash is manged by making a neighbor deal if available, zoning landfill zones, building a recycling center, building a trash-to-power power plant(those are really effective for emptying out lanfill, usually almost emptying them in just a few game years), and I think some of the ordinances have an influence on the trash as well. In RCT, the trash is managed by hiring and giving handymen patrol areas, and by placing trash cans. I generally place trashcans on both sides of a "food center" and by the exit to a ride. Brian Christiansen
  12. Mr. Depessie has certainly cornered the market on diners in the town I building, North River. I think it put so many diners in that area is because the diner is the only (or a least one of the few) commercial buildings available that fits on a single tile. Since that time, I have bulldozed all the diners except the one by the tunnel entrance and made the rest of that strip into residential. And yes, I did notice the trash accumulating by the University and other places, so I have increased the trash deal and most of the accumulating trash is gone now. I have also put more industrial and commercial at this end of town to solve the problem of all the abandoned residential that is at the top of the picture. I am not using my "new neighborhood design" in this particular picture because it does not really work in hilly terrain like in this picture. I did use the new design I came up with in flatter areas of the city. Brian Christiansen
  13. That is what I am doing, or at least trying to do, and I have actually run my "City of Industry" very little, it is at most at year 3. How much memory SC4 itself uses is irrelevant, at least to the question at hand. How much memory space it has to run in is also irrelevant, at least to the question at hand. The relevant question is which is the better, faster, more efficient machine, the "real" one provided by a 14-year old operating system (XP) or the "virtual" one provided by WINE/Ubuntu 14.04, an operating system that is at most 2 or 3 years old. I think the "virtual" one is faster since it is running an OS that makes much more efficient use of the hardware available. Having more memory available makes the underlying linux system faster/more efficient, it does not make it provide more memory in the virtual machine, and I don't think I ever said that it did. Brian Christiansen
  14. That may be true, but in this specific instance, SC4 seems to run better under WINE/LINUX than it does under windows XP. I have not done any testing to verify this however. I did not say that SC4 is using all 4G of memory, just that since LINUX, and thus WINE is using 8G of memory and a both processors, it provides a faster virtual machine than the "real machine" XP provides, even though it is the same equipment. I am not a serious gamer, with SC4 being by far the most graphically demanding game I play. I do not know anything about making old games in general work on new equipment, but I do know what happened in this specific case. And in this specific instance I did not have to mess around with the LINUX command to start SC4, or anything else, I just installed it and click on the SC4 icon on the desktop to play it, and that (at least so far) runs as well or better on WINE/LINUX than directly on XP Neither SC4 or XP is using the dual-core processor, but WINE/LINUX is, and thus WINE/LINUX is more effectively using the available hardware which provides a faster virtual machine for the software to run on. Brian Christiansen
  15. That makes sense, but it does bring up an interesting conundrum. Suppose you have 2 grids and on the first one you open it up, name it "city A", and build a power plant and a power connection to the next grid, then save and exit to region. Then you open the the other grid, name it "city B", and initiate a power deal to buy 1000 mwh/month (the initial deal), I don't think you have to have a zone that needs power to be able to initiate a deal, but if you do, you would need to build a small neighborhood, and save and exit to region. Then you go back to city A and play it for say 100 game years, all the while selling 1000 mwh/month to city B. Then in year 100 you totally blow up city A and save to region. Then you open city B and play it. Does it still receive 1000 mwh/month for 100 game years from...somewhere?...even though the saved state of city A is that there is currently nothing there? If it is the case that city B receives power for 100 years, then the game had to "keep records" of what city A did (produce power and take money from city B and how much), at least in terms of the power deal so city B can receive the power it purchased in those 100 game years. If it is not the case that city B receives the power that it purchased, then where exactly did it go. Even if you don't have a convoluted situation like this, suppose you put a power plant in city A whose sole job is to supply power to city B, then you run city B for a while, where exactly is the power being produced if the simulation for city A is not running? Brian Christiansen