Jump to content

Search the Community

Showing results for tags 'release'.



More search options

  • Search By Tags

    Type tags separated by commas. These are keywords which should describe the item of content.
  • Search By Author

Content Type


Forums

  • Cities: Skylines
    • Cities: Skylines General Discussion
    • Cities: Skylines Modding - Open Discussion
    • Cities: Skylines Showcase
    • Cities: Skylines City Journals
    • Cities: Skylines Technical Help Q&A
  • SimCity (2013)
    • SimCity (2013) General Discussion
    • SimCity (2013) Modding - Open Discussion
    • SimCity (2013) Region Games
    • SimCity (2013) Showcase
    • SimCity (2013) Technical Help Q&A
  • SimCity 4 Players Forum
    • SimCity 4 General Discussion
    • SC4 Showcase
    • SC4 City Journals
    • SC4 Mac Users
    • SC4 Bugs & Technical Issues
  • SimCity 4 Builders Forum
    • SC4 - Custom Content
    • SC4 BAT - Open Discussion
    • SC4 Modding - Open Discussion
  • Simtropolis Social Forum
    • New Members Information
    • Simtropolis Related
    • General Off-Topic
    • Current Events
    • Architecture & Urban Planning
  • Gamer Topics
    • SimCity 3000
    • City-Building Games
    • Gaming Talk
    • Indie Projects
  • Trixies Forum
    • Trixie Awards - Community Discussion
  • Simtropolis Challenges
    • ST Challenges - Info and Discussion
  • Friends of Dirktator's Club Discussion
  • Simtropolis en Español's Plaza Mayor
  • Simtropolis en Español's Soporte Técnico
  • Simtropolis en Español's Parque Industrial
  • Infrastructure Club's Topics
  • SimCampus Students's Topics
  • The Transit and Aviation Geeks Club's Topics
  • Arden County City Council's Topics
  • Alliance of Independent Nations on Simtropolis's Discussion
  • The Major Club's Topics
  • Project Rich Water's Topics
  • Guardians of the Galaxy's Topics

Categories

  • SimCity 4
    • SC4 Reference
    • SC4 Tutorials
    • BAT/Lot Editor Tutorials
    • BAT/Lot Editor Reference
    • Modding Information
    • Mapping and Terraforming
  • Other Games
    • SimCity (2013)
    • Cities XL
    • Simcity Societies
  • Simtropolis Articles
    • Interviews
    • City Journals Hall of Fame

Categories

  • News
  • News
  • News

Categories

  • Challenge Uploads
  • SimCity 4 Buildings
    • Lots
    • Mods & Tools
    • Maps
    • Props
    • Textures
    • 3ds Models
  • PLEX (Main Files)
    • Custom Lots & Mods
    • CDK - Coastal Development Kit
    • MTP - Mountain Theme Pack
    • SPAM - SimPeg Agricultural Mods
    • PEG Utopian Series
  • Cities: Skylines Buildings
    • Maps
    • Roads & Traffic
    • Vehicle Assets
    • Game Mods
    • Props
    • Programs & Tools
  • SimCity (2013) Buildings
    • Game Mods
    • Roads & Traffic
    • Vehicles
    • Programs & Tools
    • User Interface
  • SimCity 3000 Files
    • SC3K Maxis Files
    • Cities & Maps
  • CitiesXL Buildings
    • Mods & Tools
    • Maps
    • Textures & Props
    • Lots
    • 3d Models
  • Simtropolis en Español's Descargas
  • Friends of Dirktator's Dirk's Files
  • Infrastructure Club's Files
  • The Major Club's Files
  • Project Rich Water's Files
  • Guardians of the Galaxy's Files

City Journals

There are no results to display.

There are no results to display.

Calendars

  • Weekly Challenge
  • Extended Challenge
  • Monthly Challenge
  • Content Challenge
  • Voting Period
  • Alliance of Independent Nations on Simtropolis's Alliance Calendar
  • Friends of Dirktator's Events
  • Infrastructure Club's Events
  • SimCampus Students's Events
  • SimCampus Students's Noggin Thinkers Dates
  • Arden County City Council's Events
  • The Major Club's Events
  • Project Rich Water's Events
  • Guardians of the Galaxy's Events

Skype


Location


Interests


City-building game(s)

Found 14 results

  1. so I've been waiting for sub buildings to become native so I could finally finish off Flinders Street Station (from Melbourne) here's a quick WIP look - probably will release sometime soonish - maybe next week. Let me know what you guys think!
  2. Hey All, I'm pretty new here, but here it goes anyway. So I recently got back into playing Simcity 4, but had been experiencing some technical difficulties due to the age of the game, I did a little research and found out that it was not my hardware at fault (which I knew as I had only just upgraded it) but was in fact the settings within the game. One of the big issues I was having was Trees & Scenery disappearing when scrolling in game - this was due to the fact that I was using an AMD card (HD 7870 OC) and for some reason this registered with Simcity as a low-end ATI card (which it is most certainly not). I did a little tinkering and found that EA/Maxis actually enabled an additional option within the 'Graphic Rules' file for ATI Cards, I changed the options around and voila! solved. But this left me wandering just how many people have had this problem and just lived with it because they didn't want to go messing with the over-complicated Simcity files, and this then spurred me on to create something I called 'SC4Launcher'. SC4Launcher allows certain settings and stability issues to be set/solved before the game is launched. I decided to register and release it here as this seems like a place in which a large amount of people may benefit from it. The features are as follows: - Fullscreen Borderless/Seamless 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. - A simple mod-manager to allow you to quickly enable & disable mods. I am aware that many of the tech savvy among you will have no use for this, as many of the features are easily enabled through command line switches, but, some of the community might benefit from this, at-least, I hope they will. Screen-Shots: I have packaged the software into an installer that should automatically detect your Simcity Installation folder, but if it doesn't, please give it a nudge in the right direction. A virus scan is also attached below, for those of you who wish to have peace of mind. Change Log: Hope you enjoy the software! And I hope this is in the correct section! Regards, Logic_
  3. Mod is available in Steam workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=820157360
  4. Mod is available here: http://steamcommunity.com/sharedfiles/filedetails/?id=818641631
  5. Workshop Link This mod makes possible to apply building themes to a district or the whole city. Only buildings which are contained in one of the selected themes will grow in a district. What this mod does: Adds 'Themes' tab to districts policies panel Filters buildings in districts by districts' active themes. Provides two built-in themes, 'European' and 'International' Stores building themes in an XML file ({Steam folder}\steamapps\common\Cities_Skylines\BuildingThemes.xml) Allows adding custom themes and extending built-in themes via the XML configuration file (Later this will be possible with UI - see 'Upcoming features' section) Saves district data in XML files for each saved game (buildingThemesSave_{ID}.xml). They can be found in {Steam folder}\steamapps\common\Cities_Skylines\Cities_Data. Cloud saves supported too. To clear themes assignment just delete those files. Use 'Themes' tab to enable or disable district's themes. You can specify any number of active themes. If no theme is active for district it will mean that any growable is allowed. Biome's native theme will be active by default ('European' theme for 'European' biome, 'International' theme for 'Boreal', 'Temperate' or 'Tropical' biome). Themes specified city-wide will be applied to each new district you add automatically. If you redraw district's borders the buildings not belonging to district's theme won't disappear. When it's time for them to upgrade they will level up to a building that is allowed in the district. What this mod doesn't do: It won't corrupt your save games if you disable it It doesn't unlock European growables for non-European biomes or vice versa. Use European Buildings Unlocker for that. Upcoming features: Building Themes Manager UI: Allows you to create your own themes (supporting vanilla and custom assets) This mod should be 100% compatible with all other mods. If it's not just tell us. Recommended mods to use together with this one: European Buildings Unlocker (+vice versa) Control Building Level Up Feel free to comment. If you have any errors/exceptions please don't paste them or output_log to comments. Use dropbox, pastebin or similar tool. Old WIP post:
  6. Workshop Link I finally made thing long awaited mod, and it only has 180 lines of code! This would have solved so many problems in my cities, where outside trains jammed my whole train network. Press ALT while placing or relocating a passenger train station to make it only accept local traffic (no trains from other cities). Note that you have to re-place a station to switch between "local" and "local & outside".
  7. I took a short break from learning and work and made this park. I noticed that there is a lack of "neutral" park assets, so I made a modular one that fits into every city. I learned how to use the Skin Modifier and the Texture Paint mode in Blender. The Skin modifier is the perfect tool for pathways, trees and other things made of "bones". The texture painting mode rapidly speeds up and improves the creation of seamless textures and helped me to save a lot of space on the UV Map. My initial plan was the addition of a small pond, that why there is still some grass and water on the texture: The extra faces in the middle if the pathways are used to create a small "ruined" area to remove the grass under the pathway (it would be bigger if the pathway mesh touched the ground). Here are a few pictures:
  8. The NAM Team is pleased to announce the official release of the 33rd edition of the Network Addon Mod, NAM 33, for EA Maxis' 2003 title SimCity 4. NAM 33 is the result of nearly two years of development, further refining a project that has been continuously going for over 11 years, and adds a considerable number of new features, including the long-awaited revamp of the FLEXFly flyover ramp system. Brief Overview of New Features Changes in the NAM 33 Pre-Release: Massive update to the Draggable Ramp Interface (DRI) and FLEXRamp systems in the RealHighway (RHW) Mod. 90% of all previous static puzzle piece ramps have been given easier-to-use FLEX and/or draggable counterparts, and a plethora of new ramp interfaces for elevated RHW networks are now available, Wealth textures are included for ground level versions. The RHW FLEXFly system has been completely overhauled, and now includes 90-degree and 45-degree versions, in single and dual-lane configurations, at Ground Level (L0), 7.5m (L1), and 15m (L2) heights. The double-decker RHW-4 (DDRHW-4) has been lowered one level (from L2/L3 to L1/L2), increasing ease of use. Disconnector added, to simplify demolition of FLEX-based RHW pieces. Multi-Radius Curves (MRCs), in both draggable and FLEX form, have been added to the RealHighway Mod, in three different radii, for the RHW-2, MIS, RHW-4, and RHW-6S. Stability improvements to the FLEX Height Transitions. Major improvements to the RealRailway (RRW) plugin, which now supports most crossings. Transit station functionality and compatibility has been further improved. Minor fixes to other NAM components. Further changes in the NAM 33 official release: The RealRailway (RRW) FlexTrack system makes an earlier-than-expected debut. See the FlexTrack User's Guide in the Documentation folder for more details. PedMall functionality greatly enhanced with the addition of access paths to most non-Highway-type road networks, including NWM networks and Tram/El-Rail Dual-Networking items. Pedestrians may now directly access the PedMalls from these other networks without the need of a station or other transit-enabled lot/switch. Many custom bridges that previously blocked all ferry traffic have now been corrected. MandelSoft's previous RHW texture sets, including Euro, Ontario, and Irish/South African textures, have been discontinued. A new standard Euro RHW set, based on the default US set, has been added as a replacement, and adds compatibility for all current RHW features. An issue with the NAM 33 Pre-Release in which the Controller Compiler would fail due to an XML read error has been fixed. Several overhanging texture issues with the new RHW ramp interfaces have been corrected. The R3 FLEX-Multi Radius Curve now rotates fully as intended. A number of Left-Hand Drive transit path file issues across the entire mod have been added or corrected for proper functionality. For more information on the NAM 33 release, see the official announcement thread, or the STEX download page. NAM 33 is also available to download from: ModDB LEX
  9. Another simple mod: Useful for asset creators (switch to low-poly model at any distance) and screenshot-takers (increase LOD render distance of all object). Shortcuts: Toggle low-poly model: CTRL + ALT + '.' Toggle "almost infinite" LOD render distance: CTRL + '.' http://steamcommunity.com/sharedfiles/filedetails/?id=561888259 Screenshot taken by zdza (view in full resolution): In the asset editor:
  10. After Dark Expansion released for Cities: Skylines!

    Paradox have released After Dark, the first expansion for Cities: Skylines. Building on the features from the base game, a range of new gameplay and simulation options are introduced, giving greater control of how your city interacts and functions. It includes ways to specialise district areas (e.g. leisure & tourism), and changes in activity based on the new day/night cycle. There's also expanded city services and additional transportation options, including bike & bus lanes! The expansion requires the base game installed, and is a separate purchase (currently $14.99 / £10.99 / €14.99). Launch FAQ Patch Release Notes (includes the differences between the free update) Mod Compatibility Guide (community created)
  11. Workshop Link This mod helps you to change the probability that a certain prop appears when a building instance is created. It is a nice way to increase the variety of the asset, especially when you create row houses: Every garden will look differently. The probability can be set with Mod Tools in the asset editor. This mod just ensures that the values you set are saved when you save your asset (by default, the values are reset to 100). The tutorial how to change the probability can be found in the mod description. Tell me what you think!
  12. Ok i'm doing a new building, will be released coming soon, but i need put it textures, i will put a green plaster texture in a all house, to the roof, i think to increase the size and put a ceramic roof, but i do not know who put texture to the roof. I need to help to make transparent the olive boxes, they'll be the windows to the building, and to make light it. So goes the building at the moment. (Click it to see in full size) Soon i release it.
  13. Hey guys, I just upgraded to Update 7. I haven't played too much yet, but go ahead and discuss your opinion.
  14. Anyone care to share any humor they have created or picked up during this launch and as the game grows? I made this today, figured we could use a forum for this humor, too. (Yes, I do love the game despite its issues - but I was wondering what was generating all that trash...)
×