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    • This art deco apartment building in NYC  (21 West St) has a lot of similarities with The Bradshaw from SimCity 4.
    • Exporting and working on several different versions!
    • Not all terrain mods are available on SC4pac, so they must be installed manually. For NAM, you need to install the NAM:network-addon-mod-lite package if you want NAM Lite, or the NAM:network-addon-mod package if you want the full NAM version.
    • Google Adds Android busted ! This week being treated with multiple google advert bars  down and up with various sizes I was fed up and itt was time to take action against these bars specially on Simtropolis ! Added Ghostery and Add lock Plus and finally released of these annoying occupation of my android tablet. Hope this will help with other sites too Sincerely yours, kschmidt!
    • First of all, I'm really happy you find my advice useful and I appreciate you report back! Believe it or not, but some players never bother to say a word of feedback after their questions are answered.  Welcome to our Town! Just to clarify, what do you mean when you say "EE looking green?". Well, my first idea would be to replace excessive zones with other zones or just dedicate them for landscaping. Maybe it's evil corner-cutting, but I have to admit that in such situations, I usually erase the jobless buildings first...  Both sides of equation need to be taken into account. You need more Sims in order to drive demand for CS, CO and Ind, especially if you wish to see futuristic glass and concrete downtown. However, you need appropriate jobs for Sims that are in your city right now. Otherwise you will see Sims becoming unemployed, not paying any taxes and eventually dropping down a social class, creating ugly, dirty, so-called "dilapidated" buildings. This is rarely good news. That's correct. Although native RCI graph turned out not to be 100% accurate... @CorinaMarie can show you an excellent piece of research she made, which can let you obtain more accurate information from RCI values. The zones will rebuild like mad but there is the most important catch... The game, sort of, simulates the developers' pathological eagerness to keep developing and upgrading neighborhoods in spite of local circumstances. In other words, buildings will grow because superficial conditions like demand, landscaping or desirability are good. However, developers do not care whether a Sim will actually be able to find a job... As long as apartment is sold, they no longer care. This system simply represents the trap of an unfounded enthusiasm in which the city grows too fast and then plunges into recession. This is why saving up some demand and then expending it where it counts is so important. Generally speaking, workplace and residential demands spin each other up. Whenever a commercial or industrial building is constructed, it calls for a specific number of Sims with particular qualifications and social level. For example, I-D factory will require uneducated R$ Sims to run. And the other way round - certain groups of your Sims will call for particular developer types that match their employment needs. Zoning itself, does not generate or quench demand - buildings do. Try starting with sparse zoning first - it won't eat too much of your demand but it will provide the jobs you need. Even small demand levels can lead to positive, accelerating demand loop described above. There is a whole science behind all what I'm saying, complete with charts and hard data but I don't put it here to avoid confusion in your first steps. You can find these in my thread when you feel like you're ready for it. I remember they were presented there.
    • The little mountain village of St. Anton in a white mountains valley. 
    • Hey there, CorinaMarie! Thanks for your response! How do I find and download NAM Lite? As for the other downloads you mentioned - Terrain, Rock, Beach, Water and Side Water - I am hoping I can find those on sc4pac. And I am supposing the Age Degradation mod would be nice. What did you mean by "managing cities and regional play"? I totally get running a city, and from what I gather, when you said "regional play", the player can link up multiple cities to interact. Am I correct on this? It's been a LONG time since I have played SimCity (the classic version, quite a while back), so I am pretty much starting out fresh, and am so excited to dive right into SimCity 4 Deluxe!! Oh, and what did you mean when you asked if I am game player or a city painter? I am not sure what you mean. Please explain!! Thanks so much for your help!! If there is anything else you can recommend for a newbie (me), please let me know!!
    •     Soon   I need to create  other building for X and W
    • Hiya! I've been relotting KS_JPN buildings and I've hit a small snag with Akasaka Prince Hotel. Since this is a transit enabled lot I copied all the values from the original landmark lot to my PIM-X generated new lot (I did the same with building descriptor values). The original lot's first transit switch is falsely oriented and the automata despawns when entering the lot. After I changed the direction in the lot editor it's fine (after in-game testing), the automata doesn't despawn. Since I want to make a landmark with jobs (like the original lot has) I am wondering about the best practices regarding these values and updating TE Lots. So, my questions for the more knowledgeable among you are: Should I keep this lot as a TE Lot since the direction of the network going through is South to East and not one of the cardinal directions (North-South or West-East) that the other topics on this theme mentioned? Are the values of 0 for Transit Switch Entry Cost and Transit Switch Entry Capacity correct for a lot that is transit enabled but only serves as a visually pleasing path for automata to go through and not a real transit switch for traffic to use? Are the "Ride Train" values in the building descriptor okay? Do they matter for "eye candy" TE Lots or should they be switched and if, to what? Original lot on the left,  relot on the right This is the original lot in the Lot editor with the wrong orientation Values copied from the Lot Values in the descriptor Properly oriented switches in the Lot Editor
    • Support for SC4pac will be added later. It doesn't exist yet, but it will be included later or will be included in the CAM Manual.
    • As someone who doesn't know how to do anything, is there a way to remove the jobs from this landmark ploppable?     https://community.simtropolis.com/files/file/29431-poznanskis-textile-factory/
    • More relots of KS_JPN buildings with different trees.
    • I see that this says the only supported installation procedure is SC4Pac, but it's not available on SC4Pac?
      Also I don't see this in the zip:  
    • Thank you for taking the time to go through my babbling and quote/answer so many questions. You've already helped me quite a lot with the responses.
        I promise to go through this in detail. I really must split my SimCity time into playing and reading to learn more. This thread will be a good source.   If you have any time to expand further on what you've said...as it has dezoned  some of my previous thinking, I'm very appreciative. Maybe the BEST thing I could ask you is...the city I described. No land. Lots of people without jobs. Low demand, but everything else looking green. What would you have done to fix it and why?    For some reason I was assuming it was the opposite but this excellent to know. I appreciate it, but no mods needed for me. I want to learn and adapt to how to play it and now I understand that commercial has a bigger role than I thought it did. This high density response right here...kind of blowing my mind in my understanding of the game. OK so I thought to create demand I must get more sims to move in with well upkept residential zones, but they need jobs to stick around so I indeed am quick to build commercial and industry to keep trudging forward on this zoning treadmill. Yet you stated that you can in fact pool demand and spend it when applicable! How can you create more demand (specifically commercial and industry), banking an excess without engaging in this zone building loop? I always thought if I were to build more of one zone it'll need more of the other to actually develop...but here I am without more land now. What is the way forward? Is there a way I may measure the demand I have pooled? I suppose that's just the RCI graph but I was hoping for numbers like you stated. Another thought: I thought medium and high density zones will rebuild themselves to taller and taller buildings over time anyways. In fact, that's what I expected to happen when I have so many sims that need jobs. But it seems need for jobs, is not the same as demand. For example, those 3000 soaring resident buildings I spoke of used to be tiny apartments. I thought they just suddenly sprouted up into these towering buildings one day. Maybe commercial and industry zones don't do that? Or maybe they do, if there is an excess of demand like you mention?

      EDIT
      Reading through that thread..I have a sinking feeling that the problem is wealth demographics which I haven't been paying attention to. IIRC 80% of my sims are $$.
    • Forming many lakes that creates Roman Eagle
    • Adrian Shephard lake and Jesus Christ statue, blessing him and the rest of the city.
    • Very nice! Would you like to share them? 
    • Gotcha! That's why I often got smaller buildings despite the demand is very strong. It turns out, the more you build at the same time, the less chance you get tall buildings.
    • First off, I would like to send you to this thread which I made when I was in the same spot that you are today. It revolves around numerous first-timer topics, which you might find useful. I hope you can find something for yourself! You are correct!  This message sometimes means that Sims simply cannot find suitable jobs. Generally, the golden rule is to avoid laying out new zones, just because the demand is there. Treat it more like a supply, rather than an order... This is especially true of R$$$ citizens, the numbers of which are always low (as in real life). This is unfortunately true and most of your population will work in the commercial sector. There are mods, however that double or quadruple the number of industrial workplaces. I don't have too much time now, but I can show you some, unless someone else chimes in earlier. SC4 strategy, indeed, involves visiting and revisiting various cities repeatedly. This way they exchange information, demand and workforce.  In a way? You were. Again, just because demand is there, does not mean you should use it right away. In fact, in order to see some of the most impressive buildings in the game, you will have to save up demand up to 7000 units or more!! If you keep zoning, you will never see them, because the demand will be diluted into countless smaller buildings. Plus, you risk abandonment from negative demand...
    • I don't know of any mods that do so, even DLLs that write their own save game data generally do so using a new records with a custom format instead of modifying a game object. SC4 itself stores all kinds of private data as properties that get added to the object's save data. Custom names attached to a lot's building are just one example of that.
    • Do you have kids in RL?! Sorry, but I'm not ready for the convo yet. I wish I can. Back to the topic, well yeah, the Repository UI is the best example of multiple text field, tho rest of them are completely non-functional (I mean, can't be renamed or anything). I haven't heard a mod that allows storing data on a custom database, especially in regards of lots.
    • Thank you Kergelen. No i didn't use water, you can build brigdes where there is a certain height between the two sides of the cliff.
    • I'm a new player. This game just feels like a black box to me most of the time. When I have a problem or am successful at something, I only have concepts of the what or the how instead of solid knowledge of what is happening. I appreciate anyone who can help me understand more about the game with my current problems. I have NAM installed as well as various fixes (including hi-tech fix, opera house fix). No CAM mod installed. I've started my first region. I built a city in one of the small squares. I completely covered it with a mix of residential, commercial, and industrial zones. It looks fairly successful at first glance since I have 120k sims, a large surplus of money, high education/healthcare/desirability, and traffic is under control by having bus stops and a subway along with the roads. The problem is I have massive swathes of high-wealth, high density residential areas without jobs. Interspersed in these areas were buildings abandoned "due to commute time", but I suspect what that really means is "abandoned due to infinite commute time" aka no jobs. (Can anyone confirm if that's a real thing?)  I wanted to say the issue was that I have high density residential stuff and low density industrial/commercial? I honestly don't know. What I mean is I mouse over a resident building and see spots for an insane 3000 people, where as I mouse over the biggest high-tech building I can find and it has like 100 jobs. Is it the case that way more of your land will be commercial and industry? I was kind of hoping I'd get very large workplaces too. I don't see how else I could raise the pop further otherwise. Since I was out of land to build more stuff...I knew one way to fix this was to go to a neighboring region and build commercial/industry there. So I did...and it sort of worked? Maybe? I could build a few sections of hi-tech and commercial before the demand zeroed out next door. Then I would reload the main city, quit, then reload the neighbor and low and behold a little more would magically build. I repeated this like 30 times and now 1/3 of the neighbor city is filled with hi-tech/high wealth commercial with 0 residents. I can't tell if I just exploiting a bug here on accident or if you're supposed to reload repeatedly like this. In main city, there are still a few places with no jobs, but I wanted to say that it worked and they are commuting.  However, then I noticed a NEW problem. Now, almost all of my existing hi-tech and commercial in the first city are abandoned due to low demand. These places were fine before. I'm assuming this is because of the neighboring region. I don't understand..I thought I was just filling in the jobs that were missing? Yet somehow I have supplanted jobs in the first city... Was I wrong in thinking that I was filling in the missing jobs by building in a neighboring region? Maybe jobs are like pollution...trapped in the same city square Maybe my issue is about this magical, nebulous growth stage I've heard about? Like if I go off and make 3 other 100k cities, and then reload my first one sky scrapers could pop up and solve these density problems? I feel I don't have great control over this stuff. I just kind of float on vibes.
      Thanks for any help. Like I've said I've watched tutorials but it really feels like there's a lot of black magic here.
    • Rural and urban showcases  
    • @Urban Vibravant, I'll try to help you.  Not only have I used that real subway station many times, I often went to Midtown Comics prior to COVID and have occasionally gone back with the kid in order to browse their extensive selection of toys on their second floor.  And your buildings are awesome so they deserve their own awesome query. I recall a thread where you were asking if a growable building could act as a subway.  Irrespective if that works or not (I'm not sure if it would), there's no reason why a query cannot display something that appears to be a secondary named item within.  I think the issue is that your secondary window for the subway station part of the query is using the "iid=IGZWinTextEdit id=0x00001000" property to display the name of the building twice, which because it's relying on a variable will always display what that variable is, no matter how many times.  The variable is 0x00001000, and that is the building name, and if you rename one it will revert back to the "correct" variable from the building exemplar. What might work is hard-coding that secondary name into your custom query so it displays what it's supposed to display.  It will be static, but it will appear as you want.  Similar coding was done in the secondary windows for the Census Repository, where the name of the building "Census Repository Vault" is shown, but then other elements below are hard-coded as LTEXT or plain text entries: "City Budget Overview", "Residential Capacity", "Commercial Job Supply", and "Industrial Job Supply."  Those cannot be edited, but they shouldn't be because the query should display things as they are. If you want the name to be editable, I'm not sure how to do that.  But certainly if you hard-code the secondary name into the query, it will display properly just as it does for the Census Repository.   Aside from that, your query is light-years ahead of anything I ever could've done.  It is a fantastic piece of art.  You are very, very skilled and frankly I am super impressed.  I'm also very glad to help you out because your buildings and your efforts are top-notch and above all, I love a good custom query (and hence, no need to split off this thread from the original but that's a minor matter).
    • The Lua extensions DLL wouldn't cover something like this. So basically a building that happens to have a built-in transit station? SC4 only supports one building per lot, so the WinTextEdit field is used for the main building. Internally the custom name property is stored as the item name. While my Query Tool UI Extensions DLL adds additional features to the query dialog, it is not set up for this kind of custom dialog editing.
    • Most of the latest dev work and showcases happen in the SC4E discord #programming channel.
    • Has this fully been abandoned? I'm really hopeful that they will one day be released onto the workshop or somewhere else! Even if they cause a water issue, I'm thinking that maybe using PO could resolve this in game and also allow for larger LOD distances so they stay persistent as their full models. 
    • I'm not sure how it's packaged now, but I'd suggest NAM Lite or whatever version adds in diagonal Streets and SAM textures. With the full offerings NAM has, it's very easy to get overwhelmed so I'd go with a limited amount while getting your feet wet. Then a Terrain, Rock, Beach, Water, and Side Water mods will do wonders visually. A slope mod is also great for realism (and I recommend one), but it can sometimes make it frustrating to build networks in crowded areas. Next, just start a region and play to get the hang of it. Once you're feeling comfy with managing cities and regional play, then you'll have a better idea for what else you want. In my case it quickly became apparent I wanted the Age Degradation mod so my power plants didn't need rebuilt every few days. So mostly it's play and find out what else would go well with your style. Are you a game player or a city painter? Both are perfectly fine ways to get into SC4, but each have a different approach.
    • I'll definitely look into it. I just wonder if there would be DLL dependencies or compatibility issues as are known with DLLs. Totally understand. For me, bills definitely steal my batting time. ..sigh.
    • Side note: For clarifications sake, with my last question, I was asking about what "optional" mods are recommended from the Guide and sc4pac.
    • I cannot absolutely say no because @Null 45 has created a DLL with a bunch of Lua extensions which I'm not able to test (and prolly can't for a year or so until RL things change).
    • Unfortunately, it wouldn't.. What I have noticed is you didn't say it wasn't possible with a LUA 
    • Sounds good! I just finished downloading the second section of the Ultimate Guide - Gameplay Enhancement List and Performance/Graphics List - and have been perusing the Network Addon Mod List. From what I am seeing, the remaining mod downloads, starting from Network Addons, seem to be optional, depending on the players opinion on how detailed they would want SimCity to be. Its quite a bit to swallow, I wanted to ask you guys if I am correct on this. Also, I went on sc4pac to see what I could find, and actually was not that surprised to find that there are a TON of downloads there. You guys kinda eased me into it, which I appreciate. Seeing as how I am a complete newbie to this game, I am not entirely sure what to think about the sea of mods to pick from.  What would you guys recommend "mod-wise" beyond the Gameplay Enhancement and Performance/Graphics List on the Ultimate Guide and the vast amount of mods found via sc4pac?
    • It's exactly the same, only completely different.   Basically what I mean is we can give them the appearance of being two separate query windows if that would be visually appealing to you. Imagine your first one on the left then open transparency about an inch wide to its right (where the city shows thru) and then your bottom query to the right of that. Ofc, it still wouldn't let you name each one separately. Only one name for the Lot and that can be changed in the game for each lot.
    • Here are the finished FTLs and their derivatives. I really enjoyed making them; I also had to fix quite a few bugs that were native to NAM. The TuLEPs are now fully compatible with the FLTs. Just the bridges left, and a few other little things, and then we should be all set! Phew... Here are a few photos showing the progress—it was a big job! Everything is available in RHD/LHD and White/Yellow, of course.  
    • @CorinaMarie I guess I don't understand how that's much different from what I've done in the gif above: One query window with "two locked" stat windows. As far as I understand, only one TextEdit per Query Window is allowed. I'm about to start looking in the direction of LUAs, but you're welcome to tell me I'd be wasting my time haha.
    • New idea!   What if we made it one Query for the whole building, but gave it the appearance of two separate floating queries side by side? Or even offset a wee bit one or both directions? Then all the commercial side would look commercial and the subway would have all the normal subway stuff. The close button for either would close both of them since that would just be a duplicated button and apply to the whole single popup panel. (It'd use transparency to make it look like two separate panels.)
    • Isn't it possible that you meant to use the Occupant Groups AND the building is W2W: True property together? We made the PIM-X W2W building exemplars that way by default. You have the OG plus the dedicated true W2W property.
    • No worries. That topic is a special project Kel's been working on for a long time. Since I've followed it from the start I knew that was his baby. And splitting out two posts to their own topic is three mouse clicks total (plus typing a topic title (which you can change to anything you like by editing the first post) so it's not much work for me).   No, I believe the most we can do is it could have its own separate hover over text. There's no way for two complete (and different) query windows for one lot.     I'm certain the query windows can't chat with each other in that way. However, info that can be stored in Lua variables could be made to display in one or the other query window, but I'm not sure that helps any. The only way for two full and separate query windows would be two separate lots which could be made to fit together so they look like one larger lot.
    • Yes, these work. I am having trouble with the new, dedicated "Building is W2W" property. But as long as the remaining ones work, it's good enough.
    • Have you tried to add the BTE - W2W occupant groups? BTE - W2W Residential or BTE - W2W general?
    • @CorinaMarie  I apologize, I assumed it was for all custom query inquiries so thank you  So if I understand you correctly, the subway prop would have a separate query window for if you click on the entrance, and it would show the subway stats, therefore it has a separate name. (Cool idea btw) But also it would only show the subway stats and same goes for the commercial side, only the building, not the subway. No intention of large demands or expectations from you lol, but I guess would you happen to remember from a past project if it's possible to direct one query's TextEdit to another query? I guess any way that two queries can talk to each other, I could probably figure it out from there.
    • I think you are referring to the property which is needed for industrial buildings in which this is indeed true. This is a residential with a 0x201D building style and it works as intended in the game. W2W property is what seems to be off in my case, but I'm not sure if xml or some other item is to blame.
    • Two things. The exemplar is non-compressed, the XML is compressed. The DIR file is only needed if you had at least 1 compressed exemplars/files in the list. If you removed the the XML you need to remove the DIR file too. In theory since there isn't any compressed file left in the list you don't need to reindex and rebuild the dir file, but you can do it. And just after this save the file.  Ok, I did not follow the building style development for a while and never that closely, but your residential does not have building style. I don't know what the 0x0000201d ID is for, but last time I heard about it for custom building styles you need the actual dedicated building style property in the exemplar (like the submenu property). Which you don't have. Does the dedicated building style property is still needed @Null 45? So I can imagine that could be a problem. Building and prop exemplar related XML files are useless  These days. The only XML which is useful is the model name XML. But that has a different Type ID.
    • @Urban Vibravant Btw, I decided to make this your own topic rather than taking over someone else's.  
    • So you need two different hover over Texts for the same lot? I believe the only way would be to set it so the props are not queried the same as the building and then name a large prop for the subway portion to have the 2nd name you want to see. It's been a hundred years since I last had my fingers under the hood for this sort of thing so take it as a possibility, but with a grain of salt.  
    • Raise Z coordinate to something like 0.01 for anything like a driveway or sidewalk that is a flat ground surface
    • you may help me ? i can send you all my gmax  
    • Hey guys. Does anyone know how to set up two different working WinTextEdits? This is as far as I've gotten. The only problem is, it won't save my edited text for the second one, and just uses the first in its place. Reason for this: Not all subways are subway stations, some are just the entrance to a station. If someone wanted the option to change both the building name and subway name, and in this example call the subway entrance of 200W40 "Bryant Park (Subway Station)" then they could. 200W40 actually has a subway entrance, and says "42 Street subway station" and not 40 Street This might be superfluous, but I think it would be an interesting feature.
    • Thanks Julian!!   Really nice and diferent picture! I've alwways loved your cities.   How did you mange to build the bridge? Did you put some water and then deleted it?
    • Deleting the XML file shouldn't affect the game at all. In the old days, Maxis used these to transfer properties from the original Maxis tools (BAT -> Plugin Manager -> Lot Editor), and to put this information into the original SC4 exchange database on the Maxis/EA website. A common suggestion in the custom content creation community back then was suggesting to remove the XML with the Reader, so people wouldn't "pirate" custom content and upload those to the official exchange. The game itself only reads the Exemplar files of the building and the lot and uses the properties that are defined there. If removing the XML renders the building in the game useless, there might be something wrong with the internal file structure, so the file breaks upon saving the changes in the Reader. I'd try to create an entirely new SC4Desc file with PIM-X and check if the problem persists.
    • Ok, I have to eat dirt on this one. What seems to have happened is that the growable .DESC files for the problem lots in question were causing me problems with the DatPacker. I moved them into a separate folder from the stuff getting DatPacked, and at some point in my Plugins reorganization the folder got moved into a backup. So the game wasn't actually reading those files. If it makes you feel better, someone did read your notes in red. The stupidity just came later in the process as it turns out.
    • Unfortunatelly, I am unable to achieve a W2W building using the "Building is W2W" property. The behavior is how I described it - the buildings start to grow only after "W2W + normal" are selected. Otherwise it just won't work. The building in question looks like this in iLives. I noticed that there is an xml file in it, which has some properties that are totally different from what can be found in the exemplar file... This led me to believe that the xml is probably to blame and causing some conflict, but deleting the file broke the BAT entirely...   Any ideas? Suggestions?
    • @rkabir Hiya! And welcome to active posting.  
    • The ban was imposed because the feature to delete posts is included. I've now lifted the ban. As for Reddit, unless you tell me your account, I can't verify if you're on the list, but you were most likely banned at the general level, so I can't resolve this issue.
    • Hi everyone! Was a lurker on these forums for many years, and apparently a mute member for many years since. Coming back because a childhood friend and I are inspired by Metropolis 1998 to try our hands at a hobby city builder hearkening back to SNES, 2000, 3000, and 4 that we played in our childhood.
    • Speaking of the DLL, may I ask about the state of DLL modding in general? Are there other mysteries that we haven't solved, like using power pole as a network (yes, that's stupid, but whatever). Someone asked about the mysterious nature of in-game bridges, that can't have any network below them and doesn't support side-by-side networking, afaik in the topic of savegame file by @smf_16.
    • KSCHMIDT, THANK YOU!!!        MUCH APPRECIATED!
    • I was working on an apocalyptic scene before the server debacle. I have since shifted to a scene where my city crumbled during the downed server time and its spread was secured by a wall. Still learning so at this point I am making a city block of about 7 lots with residential, commercial and park attributes. If I can work it out, I would like to just make 1 lot with all the effects combined. I have 90% finished 3 lots, this was my first test residential....of course, only zombies...I mean Simbies will live here.
      Not sure it will fit into many game scenarios, but I am thinking to incorporate graffiti on the walls and buildings with the names of those who gave up their time to get the STEX back up and running.        
    • I noticed with driveway & sidewalk props that if you raise the prop by 1 increment in the editor it solves most of that problem
    • Hiya, Tajmir. Let's beep @Tarkus since he owns SC4Evermore and is a Mod on Reddit too.
    • I see. I'll have another go in the afternoon and I'll let you know how it went. 
    • It is supposed to be a BOOL, with a rep count of 0 in the Reader. I have always used Reader v0.93 for editing exemplars, as the later versions are unstable. I am not familiar with PIM-X, but looking at New_Properties.xml, it looks like the templates should correctly set that property to a Boolean.
    • Yes this is an Intel i3, so don't worry about it unless it requires 0 effort lol. If I'm still too broke to afford a new computer by the end of the year I'll probably have to learn to code myself.
    • It was a BOOL which I think you intended. However, I added the property through PIM-X autocalculation option and this is why I wonder whether this is the case...
    • Ban appeal: Hacked discord account - Tajmir The Random Fan   My Discord account was hacked, which caused me to be banned from the SC4Evermore server. I have recovered the account and secured it. Reddit filters are blocking me from posting there, so I am appealing here. Please contact me or unban me on Discord. My username is: Tajmir the Random Fan
    • For my Set  anybody is welcome to re lot my set or change the driveway on the door gate of building. Sometime i've some diagonal line on my driveway i don't if is a little problem of my pc card ;(
    • Another reason is something that the late @Odainsaker had experienced during rendering a huge region. Apparently, his regions and mod collections were so huge that every time he enters a city, it simply crash. Anyone who found the thread can link here.
    • It's a good looking water tower, I appreciate how the cell tower is incorporated into it!
    • Oh, sure! That's fine too. That's why I gave both answers. Whichever way you are ready to do it is fine by me.  
    • I'm glad to hear it was worth the effort! I can't tell you how many times I wrote a draft only to delete it. That sounds like a great solution to me. Perhaps this thread could be used as a proof of concept of what I mean?... I really would like a showcase thread of my own, where I can talk about the changes I have made and as a result, hopefully generate a bit of a knowledge base for other users.
       
    • I think this was my question as well, but CasperVg said to just pan while holding shift, and now you can move the building into the empty green space or wherever else in the preview.  Takes a bit of trial and error to get it to move properly while panning, but it works.  Changing the zoom, however, doesn't keep the building in the same relative position probably because the background is just a fake image. This is a feature I've always wanted, so seeing this build preview is very encouraging.  Will it apply to lots, buildings, or both? (EDIT: Nevermind, I see it says "Convert Lot and Building...")
    • @Han Solo  Very well presented. I'm convinced that a case by case basis it prolly the best way as you've outlined to then upload the derived work under your own name (while providing a linky to the original).   For this: This, IMO, would be a clear case of adding it as a second option to their original work under their name (while adding credit to you for the minor work performed).     Posting in this topic will be sufficient since I'm following it and I get beeped that way. Ofc, if it's in a different thread then "@" beeping is fine.
    • I had the same problem with the preview layer as @Dead_End, so I ended up disabling it, getting the same look as in the Maxis LE. Speaking of the latter, somehow, I'm still confused with the yellow color of the props in the 2D editor, since they used to be blue in the Maxis LE.  The main reason why I mention this is because a lot of base and overlay textures have brown, grey or beige hues, on which the yellow isn't as contrasting as the original blue. I'm not sure if others ever thought about this, but maybe there could be an option to change the color? Another thing that I noticed is that some of the editor dialogs apparently don't have translations for all UI elements. For example, the "Demand Created" editor has button tool tips still in English, although they're the same buttons as in the Budget Item: Department editor. Also, the "OK" and "Cancel" buttons in all dialogues seem to be untranslated as well. "OK" is the same in German, but "Cancel" is "Abbrechen". The search field in the Lot Editor assets doesn't seem to have a translated label as well (like those in the main PIM-X window). There might be a few other occasions as well, but most UI elements show up in German for me now (I've seen you've added some lines that were already present in the old language file).
    • Sorry for it taking me a while to reply but between the British Grand Prix, the World Cup, and my sister visiting, I've barely been online long enough to write a well thought out post. I'm glad to hear that you and CB are in favour of it, assuming it is implemented correctly.  I asked myself the same question when I first started mulling over the idea of uploading modified maps. The conclusion I came to is that I don't think it's possible to come up with an all encompassing set of criteria that will solely include good faith efforts, whilst excluding the kind of low effort or abusive uploads that shouldn't be on the STEX. I think that moderation will be required. I also think that the amount of alteration isn't necessarily a fundamental criteria. There are alterations that take a minimal amount of effort, expertise, time, software tools, and perhaps most importantly, artistic creativity. For example, simply rotating a map by a multiple of 90° takes a bare minimum of effort, time, just two pieces of software, and zero creativity. So by that metric, I'd argue that such uploads probably shouldn't be allowed. If another user wants to rotate a region, it's a simple job that can easily be described in a tutorial. This might also be a pretty good yardstick by which to judge the justification for and value of an upload.If another user can create an exact replica of a modified work, simply by starting with the same original work then following a set of instructions, without needing to make artistic decisions or to use skill with a brush tool, then I think such works probably shouldn't be allowed. There is a counter argument to that though. There are instances were lower effort uploads perhaps should still be allowed. What if the simple alteration is widely desirable? For example, what if a map has been uploaded to the STEX years ago, the original creator is no longer active, and for what ever reason, it's upside down or mirrored when compared to the real world, or perhaps it has some other mistake that is easy to correct? If it means saving a large number of users the time to perform the same minor alterations, or if it means objectively fixing or improving the original mappers work, perhaps cases such as these should be the exception that proves the rule? It is somewhat of an edge case though. As to the question of more "significant alterations". In order to answer that question, I think the most simple solution would be to let the creator of the modified work argue their case. Then the decision of whether it should be uploaded would be at the moderator's discretion. I envision either a single thread for modified maps, where a user submits their work for approval along with a description of what changes they have made, or perhaps as user such as myself could create their own thread. I was thinking about creating a project thread to document my work. Then when I'm ready to upload a modified work, I could "@" you or CB? I think I could clearly demonstrate that if modified works were to be allowed, my efforts should fall into that category. The list of changes I have made to each map is extensive. They've required a lot of time, not least because of the repeated exporting and in-game testing and checking. But also because I exercised creativity. I've created new terrain in both GIMP and SC4Terraformer, as well as manually correcting and retouching various issues. A process that is all but impossible to replicate simply by following instructions. I think this is a fine line to walk... I don't want to gain unfair credit off another’s work, which is why I do wonder whether even having a link to my work placed in their upload page is the best solution... it all depends on how it's done I guess. There's also the fact that I can't deny that I do want some credit for my portion of the work. Perhaps such uploads should have their own upload page but there should be certain requirements such having their own "modified maps" category, the name making it clear that it's a modified map or at the very least, a disclaimer at the top of the description with the name of the original mapper and a link to the map in question. At the risk of this reply dragging on or me writing myself in circles, I'll leave it there for now.
    • Such nice work!  I love that high-tide shoreline with the water up into the bushes and trees
    • After plopping and growifying a few residentials, I ran the city until the commute query showed they had ALL found jobs. I attempted to save, but unfortunately my old ThinkPad CTD, probably due to overheating. So after a bit I restarted the game, reloaded the city and let it run for a while. One would expect the same residentials to find again the jobs, right? Nope, this time they ALL got abandoned. Now, how is it possible that the very same starting point led to opposite results? Is there a random element in the destination finder? Or can the failure to find jobs the second time be due to poor performance of my laptop? I'd genuinely love to know. 
    • The updated chart is included in the SIM That's SIM (formerly CAM Core)
    • I just checked, and the property was working for my test file. Could you post a screenshot of the building exemplar? While I think it is unlikely, I am wondering if the property has the wrong type. Currently the DLL would treat that as a silent failure, with the building being considered non-W2W.
    • You can think of them just like folders. There's a basic but fairly comprehensive set that comes with the DLL, but you can either add your items to these pre-defined subnemus, add items into your own submenu inside that you put inside a predefined submenu, put your items in a new top level submenu outside of any other, etc etc. Other than setting it up in reader, the SC4 CLI tool is the best thing I know for creating submenus:   
    • INI files define a configuration, or settings, for the DLL file. Want to customize any settings? Then change the values in the file. Otherwise leave it alone. The lines that start with a semicolon are comments that describe what the setting does.
    • Also, separately, this is a me thing. I set the Age Degradation to zero so the plant itself will never expire.  
    • In their SC3000 Style Incinerator file they include a modified version of the GraphMod V2.1. Here's the s/s they show for it:
    • I'm not using an updated power graph at the moment. I'm still learning how the power plant exemplars work, so I'm currently using existing plants as references. I did notice the "Age to output level response curve" property in Reader, though. Is that the graph you're referring to?
    • Hi @Null 45. I've been doing some testing recently and I believe something might be wrong with the "Building is W2W" property. It doesn't seem to work. When I applied this property through PIM-X and set it to "true" the tested buildings did not show up at all when the W2W box was checked. The instant I deselected it, they grew. These were the only buildings in my test plugin folder. I always want to be absolutely sure nothing gets in the way while I'm checking new BATs. Later, in iLives, I added one of the "old" W2W properties (0xB5C00DDE) for testing and the building grew correctly this time when the W2W was checked. Unless I'm doing something incorrectly, I think that something might be simply wrong with the new W2W property. I was wondering if it is the PIM-X problem, but I really doubt it. I mean, a property should work just the same, regardless of the program used to put it there, right? Do you think you could check it out and make ammendments if necessary?
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