Jump to content

11241036

Member
  • Content Count

    250
  • Joined

  • Last Visited

Everything posted by 11241036

  1. Show Us What You're Working On

    This is surely the weirdest project I've ever been working on, and it took me weeks to complete it, and sharing it will be complicated due to tons of dependencies, as well as textures that I've copied from people that are no longer active on the STEX, and I'll probably only use it once in an entire region. However, this has been really funny to make, I simply had to do it. I hereby present to you: The legendary Temple of Seasons Inspired by its pendant in Oracle of Seasons, a game where there's a temple where you obtain the ability to alter the seasons of another country, I created a 13x13 complex, composed of 7 modular lots where I've duplicated a good amount of props and modified them to make them non-seasonal.
  2. Show Us Your Small Towns

    This is Karlsklause, a small city between the sea and the mountains where time has stood still over the last 100 years. I think I should add a few modern buildings every now and then, but other than that, I think it turned out OK. Hope you like it. Click to enlarge (1366x1400).
  3. I have discovered a strange issue in the game that I'd like to start a discussion about. However, I'm not really sure if this issue is unique to my copy of SimCity 4 Deluxe (I purchased a digital copy from Amazon since I switched to Windows 10 and the CD version doesn't work anymore), because I've already discovered another strange issue that I never had a year ago when I was playing on the CD version of SC4. In case you want to test it on your own, I've attached the relevant testing files to this post, but please read first. The issue: In the game menu's building style subsection, there is a command whhich would allow the player to let all building styles be grown at the same time (I'm playing SC4 in German, therefore, I don't know the proper English name). Please see the second screenshot below. My assumption is that in my game, this command does not work at all and the game still shifts to another building style in regular intervals which are defined by the command "Change building style every ... years". To get some evidence about this, I started a series of experiments like this: External preparations: I had not been entirely sure if this issue is being caused by a plugin or if it is an in-game bug, therefore, I've made two serieses of experiments, one on an already developed Plugins folder and one without any plugins (except a building blocker and the testlots). To make sure that 1. I can control which buildings will grow, 2. I will be able to recognize them according to their building style, and 3. all building styles have the same chance of being grown, I did the following: I downloaded and installed a building blocker plugin (this one, to be exact) and customized it in a way that it would prevent all default Maxis residentials from growing but would still allow all industrials and commercials to be grown. I removed all residentials from my Plugins folder. I developed 4 residential lots (R$, 1x2, Stage 1, low density) with identical stats and completely devoid of props that just had two differences: Each one onlw grows under one tileset, the tileset being different for each one; and they had different base textures so that I could easily recognize them. BTW, these testlots are attached to this post; you are free to download and use them, if you want. In-game preparations: I started a new region and created a scene with the following properties: Only 1x2 low-density residential zones have been laid out. They are supplied with power and water, and a few commercial and industrial zones, as well as agricultural zones, have been laid out as well. Only about 25% of the residential zones have road access. The reason: I want to be able to demonstrate the visual results if my assumption was correct. After 1 year has passed, I'll connect another 25% of the residential zones to a street. The settings in the building style menu: The results: After 1 year (at Dec 31st, 00): After 2 years: After 3 years: After 4 years: After this 4 years period, the game just starts again with the buildings shown in the year of 00. BTW, the order in which the building styles are growing is: Chicago, New York, Houston, Euro. I repeated this testing series with a completely empty Plugins folder (aside from the Maxis buildings blockers and the testing lots, of course). The results were the same. This could still be a coincidence, but imo this is really unlikely. I assume that in this case the command "Build all tilesets at the same time" doesn't work at all, for whatever reason. Questions: I've been playing Sim Sity 4: Deluxe for about 7 years now. I've frequently been wondering why sometimes certain buildings just don't want to grow, and sometimes the game just grows the same building all over my cities. But during years of roaming Simtropolis Exchange and sc4devotion, I've never stumbled about a thread or even one single post mentioning a bug like this. Am I the first one to discover a bug that has went undiscovered all the time? Or is it just me and there's something wrong with the digital copy I purchased? Or is there another in-game setting that I'm not aware of that could cause such a behavior of the game? Is this malfunction actually known, at all? Has it already been discovered and I just never heard about it? In case someone else has reason to assume that their copy of SC4 would suffer from the same malfunction: I'd highly appreciate if at least some people would download and install the testing lots attached to this post, make the same experiments (they don't require external dependencies), and report the results here. Testing Lots for Building Styles.zip
  4. Show Us What You're Working On

    A little something I'm working on: I'm trying to build a seaside village in a bay, complete with a harbor village on boardwalks. I don't know if this is good or not, I've barely ever been to the seaside.
  5. Show us your Landmarks

    I haven't seen a thread on this topic, so I thought I might start one. Let's show off all our landmarks. However, I think it's best to not only show a mere single plopped building (that's too easy), I think we should either spruce them up with a little eyecandy (park lots, plazas, MMP work, etc.), or make our own landmarks out of puzzle pieces. This time, contribution by me: Buchenstein Castle in one of my cities, located on a small hill in the center of the city. The timberframe houses are supposed to be living space for the most part (those two on the bottom are supposed to be a restaurant and a building that serves both as a bureau and a souvenir shop). With the 3x3 building on the right: I felt that the castle needed sort of a central building (unfortunately, I'm no expert with castles). The castle is even connected to the town's GLR system that runs uphill there through the older town districts. Hope you like it. And a view from a different angle. The central building looks much better now, but unfortunately one can clearly see that my placement of the castle wall towers isn't really great.
  6. Table of content 1 Introduction 2 Requirements 3 How to develop building blockers 1 Introduction It is widely known that, at least in-game, there is no way to control which buildings exactly will grow in your city. Sometimes, this can be a pain – for instance, there’s always the same building growing repetitively, or a complete chaos of buildings is growing in the center of a city. Restricting growth to certain building styles doesn’t help much, since there can be only 4 building styles. Furthermore, it has been found out recently that the command “Build all tilesets at once” doesn’t actually work (please read this topic for more information); therefore, randomizing the look of your city can become even more difficult. Fortunately, contrarily to popular belief, there really is a way to have some control about which buildings in particular will be growing – and I literally mean: You can make sure that at this damn corner a certain building and none else will show up, or a certain building that would look out of place will not grow at all. This is possible. Even without the Buildingplop cheat. Even without letting the game run for 3 hours until it gracefully decides to grow the building you want. How shall this be done? Just removing certain plugins from your Plugins folder won’t do the job, since there may be some buildings left in your region that won’t work properly anymore if you just remove their files. However: As some of you may know, there are some building blocker plugins out there on the STEX, like this one… … that will prevent vanilla Maxis buildings from growing. So, theoretically, you only need to develop building blockers for all residentials in your Plugins folder and actually keep them outside from your Plugins folder until you need them. (This will, by the way, just make sure there won’t be new buildings growing – the existing ones will still work normally, they will spawn traffic and pay taxes.) In other words or for instance: If you want a certain building to grow, just block all others. If you want a certain building not to grow, just put its respective building blocker into your Plugins folder. Advantages: You have a certain degree of control about what will grow in your city. Disadvantages: Every change in your growth preferences (unless you find a way to skillfully use the Tilesets feature along with the blockers, but that is not part of this tutorial) requires you to leave SimCity 4, move some files around in your Plugins folder, and get back to the game. 2 Requirements You need iLive’s Reader to develop the blockers. You need some advanced modding skills, although you do not need to be a real pro. Most important: You need to find out the Lot configuration exemplar files of all your growables. Most crucial: You need to know EXACTLY what is going on in your Plugins folder. I mean, you need to be perfectly organized. You may need to literally open every single file in your Plugins folder, check if it contains a Lot configuration exemplar file of a growable, extract and duplicate it, and modify it. Furthermore, you need order and structure in your Plugins folder to make sure your blockers will load last so they can work. And, also very important: This will take time. I mean it. Last year, I sorted out all of my plugins, putting all resource files into one folder and all lot files into another; I did this with both ploppables and growables. This took me three months. But it was worth it – it’s much easier to make improvements to your lots if you can find them faster. 3 How to develop building blockers Step 1: Recognizing and getting the growable files As already pointed at, first of all, you need the appropriate files. And that really means: Check every plugin in your Plugins folder if it contains growable buildings. This will, of course, be made easier by thinking about it (a hospital, for instance, will most likely be a ploppable), but there is a way to recognize growables via Reader if you are not sure: Check for exemplar files with the Group ID a8fbd372. These are always lot configuration files. You only need these files, by the way. These exemplar files will contain a property with the name LotConfigPropertyZoneTypes. This property will have up to three reps, expressed by a number ranging from 00 to 0F. If the reps have numbers ranging from 01 to 09, you are dealing with a growable. (Check the screenshot farther below.) Step 2: Creating a blocker After finding out a file that contains a lot configuration exemplar file, copy this file to a location outside of your Plugins folder so that it won't do anything until you need it. Give it a name that will help you recognizing it, for instance, the name of the plugin you are actually dealing with. Next, open this file with Reader again. Remove all entries that are not lot configuration exemplar files, and also remove all lot configuration exemplar files that are not growables. Next, look at the Growth Stage property, and just change the value from whatever number to 0xFF. This will change its growth stage to 255, which means that it cannot grow in-game because the highest possible growth stage in vanilla SimCity 4 is 8 (I don’t know it for CAM, but I’m pretty sure it’s not 255). Important: Do NOT modify any other setting, such as slope tolerance, let alone textures or props! If you already have some of these buildings in your cities, this may have unwanted side effects. That’s it. Step 3: Using blockers properly If you want to prevent a building from growing, just copy your blocker file into your Plugins folder. Here comes the point where you need a bit of structure in your Plugins folder: You need to make sure that the blocker loads AFTER the original growable file to override them (without actually completely disabling them, they will still work, spawn traffic and pay taxes, there just won’t be new buildings growing anymore). I have created a folder with the title zBuilding Blockers which is currently the last folder in the loading order, but of course, you can do it differently. Some side note: Keep in mind that residentials and commercials are sometimes restricted to less than 4 tilesets. This means that sometimes a building won’t grow although you have blocked all others – because you have enabled more than one tileset and the building is limited to only one. Furthermore, as already mentioned, the in-game command “Build all tilesets at once” does not work properly, which means that the game just rotates between tilesets as usual. For you, this means that you need to only enable one tileset if you want to grow a particular building that is limited to only this one tileset – or you need to modify the tileset settings of a growable building. Step 4 (optional): Modifying tilesets I’m surely not the first one to write a tutorial on this topic, but while I’m at it, I thought I might repeat this knowledge for your convenience. Open a file corresponding to a residential or commercial and check its exemplar files (it’s not with the lot configuration exemplar files). If there is an exemplar file with the property OccupantGroups, you are at the right place. Growable residentials and commercials need at least 1 tileset so they can grow. Add the following codes to the OccupantGroups, separated by a comma, to enable the tilesets (or remove these codes to disable them): 0x00002000: Chicago 0x00002001: New York 0x00002002: Houston 0x00002003: Euro By the way: Removing all tilesets from the OccupantGroups property is another way to prevent residentials from growing. Decide yourself which way you want to use.
  7. I'm suffering from a weird issue related to placing MMP's: Whenever I'm trying to place a flora item by clicking once, the game always skips one item in the MMP cycle. In other words: If there's a cycle of 6 MMP's, I can only place item 2, 4, and 6 on a city tile. This does only count when I'm clicking once, when dragging, the game only places the first item. I should note that I'm suffering from this issue since I've bought a new PC, along with an edition of Windows 10 and a digital copy of SimCity Deluxe from Amazon. I can't tell if this issue is related to my new machine, Windows 10, or the digital copy from Amazon.
  8. MMP Issue: Game skips one step

    @rsc204 Thank you for your advice. I've tried all or your suggestions, but none of them worked. My game is fully patched (1.1.641). The problem still persists on an empty Plugins folder. All device drivers are up to date. Switching to Software Rendering Mode didn't help, either, nor disabling antivirus tools, or disabling all background apps. Regarding my mouse: I'm using the same mouse that I've been using on my old machine. I have DirectX 12. I've also checked all mouse settings and couldn't find any setting treating a single click as double-click (besides, that would affect the function of my mouse just anywhere else, and anywhere else, my mouse works fine). Edit: Fortunately, there's a good temporary workaround: I'll just remove the Flora Clustering ability from selected MMP's, thereby making several single MMP items out of one MMP cycle, if I want more control about which MMP I'll get in particular.
  9. Show us your Bridges

    3 rivers. 10 bridges. 1 picture.
  10. MMP Issue: Game skips one step

    @SimCoug I've checked all settings related to my mouse and could not find any setting like this. Also, this issue only occurs while playing SC4 and furthermore, only and exclusively while placing MMP's.
  11. Show Us What You're Working On

    It's me again. Trying to resurrect the MTP by relotting Pegasus' content and trying to create sort of a historical mountain village, made up mostly of wooden buildings. Since the choice of wooden buildings is somewhat limited, I'd appreciate if you could help me find some rural buildings that would fit into this scenery; especially industrials are welcome.
  12. Show Us What You're Working On

    Yes, I downloaded it from here, but I can't find it anymore.
  13. Show Us What You're Working On

    Some years ago, I've been playing on a large version of Timbuktu, the game's default region (49 large city tiles). While terraforming, I coincidentally created a lake with a shape resembling a squirrel. I gave up the region, but 6 months ago, I decided to play on this map again by starting from scratch. I didn't want to forfeit on my squirrel-like lake, so I had to create it again. Took me 5 hours, but, oh well, it was worth it (at least I hope so...). Both pictures have been rescaled manually to keep filesize low. Old version of "Maxiland": New version of "Maxiland":
  14. Version 1

    172 Downloads

    Description: This simple avenue roundabout filler, a 2x2 lot that can be plopped into the center of an avenue roundabout like any other roundabout filler, is designed after the NAM Logo, and as such, it is a tribute to arguably one of the the greatest and most important SC4 mods of all time. It can be found in the park menu. Dependencies: BSC Mega Props - SG Vol01: Required for the bushes and rosebeds. http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=746 Note: You must be registered at sc4devotion.com to download the dependencies mentioned above. Installation: Move or copy the folder in this archive into the Plugins folder of your edition of SimCity 4. To uninstall, bulldoze all existing roundabout fillers from this plugin and remove all of its corresponding files from your Plugins folder. Compatibility: This plugin itself should be compatible with all versions of SimCity 4; if not, please report. However, it is thought to be used in conjunction with the Network Addon Mod, and the NAM is only compatible with Cim City 4 Rush Hour or SimCity Deluxe.
  15. Show Us What You're Working On

    Working on a new Avenue roundabout filler. Do you like it?
  16. Show us your Roundabouts & Intersections

    Time for a little bump! How to connect 4 important road arteriae (or at least they are supposed to be important) and one side road with each other, complete with GLR routes, and along a railway that doesn't like at-grade intersections: Build the weirdest intersection of all time. (A basic intersection would have probably done it, but, oh well, Mayor 11241036 has to do it the hard way.)
  17. Show us your Airport - Part 2

    I'm using a default Maxis Airport, but while I admit that its size isn't very realistic, I don't care very much. This is an artifical island with an airport on it, complete with some offices, a mall, a convention hall, a few restaurants, a police station, and a small park. Hope you like it.
  18. Show us your farm land!

    Really good pictures, @simmytu! May I ask you about the link to the chateau-like building in the upper picture?
  19. Show us your... r-r-r-r-r-repetition-n-n-n-n!

    Sometimes, a bit of repetition is awesome.
  20. @CorinaMarie Thank you very much for testing it as well. I guess resorting to your technique of adding all four styles to a growable's Occupant Groups would do the job if we want to completely randomize the building growth in a city, while restricting a building to one style, as mentioned by @SimCoug , would give us more control about what will grow. Useful techniques.
  21. Show us Your Oddities!

    The following picture isn't really an oddity, this is technically really possible. (Only some less obvious part really is somewhat odd - the fact that my Sims are leaving the highway just to get back on it.) But it's thiss hilarious that I had to share it somewhere. The situation as it is (it's the interchange that is the matter now): The underpass is actually a fake, since there are no FLUP beneath diagonal RHW-4 puzzle pieces - therefore, my Sims cannot get across the highway. The same can be said about the tunnel entrance: These are two transit-enabled lots just next to each other, which are supposed to fake a tunnel entrance (since the border of the entire region is right there, I don't really bother making it functional). There are two apartment complexes with residents that want to go to work somewhere. This is what I'm getting for doing all of this: The picture tells more than thousand words.
  22. Show Us Your Interchanges - The Sequel

    So many roads and streets... I'm pretty sure that this is the weirdest interchange I've ever built. Not so much because of the interchange itself, rather because of the high amount of intersections on this picture (especially with the roundabouts, they serve 6 and 7 routes, respectively). The underpass actually doesn't even work, it's just a fake because there are no FLUPs underneath diagonal RHW-4 (there's a subway tunnel allowing the Sims to get to the other side since there's no other way to get there). Hope you like this "unique" construction.
  23. Version 1

    598 Downloads

    Disclaimer: Please feel free to develop your own lots using these lot foundations/retaining walls, but if sharing them, please point to this files as a dependency. Short description: Some lots, when being placed on slopes, will either raise the floor beneath them, or cut into the hill. In the former case, a lot foundation is being created, in the latter, a retaining wall. Perhaps it's just me, but I’m quite surprised that I’ve only found very few plugins with custom foundations and none at all with retaining walls; therefore, I’ve turned some textures by Maxis or other authors (see below for credits) into lot foundations and retaining walls. This plugin therefore acts as a dependency for plugin developers, providing them with the necessary textures and exemplar files. Dependencies: As it is a dependency itself, this plugin has no external dependencies. Contained Files: LotFoundations.dat: Contains textures and exemplar files for lot foundations. Mandatory. RetainingWalls.dat: Contains textures and exemplar files for retaining walls. Mandatory. TestLots.dat: This file contains some testing lots that have one texture from both files applied to them, allowing you to test them in-game. These lots do not cost anything and do not have any special features. They are at the bottom of the park menu. If you do not want these lots, you can remove this file safely. Other than that, this download contains a Readme (unfortunately, due to its size, this time only in English) containing all necessary informations, as well as a tutorial on how to actually switch to another fondation/retaining wall and how to use lots if they are supposed to be placed on slopes. Installation: Move or copy all files in this archive into the Plugins folder of your copy of SimCity 4. To uninstall, just remove these files. Compatibility: This plugin should be compatible with all versions of SimCity 4. If you find out that this is not the case, please tell me. Credits: My special thanks go to all authors that kindly gave me permission to modify and share their work. At the moment, this ist just one person: Mas71: His set of Japanese hill retaining walls surely is part of the plugins that I’m using most frequently. Now, their functionability is even being expanded.
  24. Show Us What You're Working On

    @Dreadnought What about either forest or farms? Afaik, they are rather common in areas at the outskirts of a city. BTW, here's what I'm doing when planning across the city border: I'm dragging railway over the border at significant locations (for instance, at the limits of farms or in riverbeds), to let myself know in other cities that there's something special at this location in the adjacent city.
  25. Show Us What You're Working On

    I'm trying to create an MMP-based beach with a pine forest next to it. Comments are welcome.
×