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SC4DataNode - A SimCity 4 Exemplary

- is intended as a Gold Standard SC4 Audit Tool

- is NOT an Editing Tool - for this there are Reader, SC4Tool, Lot Editor and a number of others.

 

The program supports four main Tasks

1. Audit/Review of Loading Sequence, file redundancies and Overrides

2. Dependency verification (as many as possible)

3. Audit/Review of

a. SC4 file integrity (.dat etc) and

b. TGI file content integrity (Exemplars etc) to the Property Level

4. Exploration - a really good informative display of Exemplar Property Values and file contents so that one can learn something of how SC4 works.

 

Tasks 1 and 3a focus on the physical SC4File View

Tasks 2,3b and 4 mostly on the TGIFile view (SC4 Content)

These tasks can focus on the whole SC4 Environment or incidentally scanned files/folders (or both)

 

Potential Audiences are:

- The User who wants to make sure that some new plugins aren't broken

- The User who wants to make sure the game loads plugins in the right order

- The Modder who wants to learn what/how things work

- The Modder who publishes work and wants to make sure its correct, and will work correctly with a given environment

- The SysAdmin who wants to make sure their site is only hosting quality products

- Potentially programmers to make use of the functionality (of the SC4DataNode.dll)

 

How it works:

SC4DataNode loads all of the files that SimCity would load, in the order it would load them when starting a game. It then marks all files that are redundant, checks the contents for accuracy, finds the interdependencies and marks them as found or not and offers a number of views of the resultant data. This can also be carried out for any given set of files.

 

Use the included installer (program can be installed anywhere) and you're on your way

 

The program is written in VB.NET v2.0 and should run on any machine that can run the .NET 2.0 Framework or an equivalent.

It also installs one very clear to read Font. Full Documentation is accessible from within the program. (Docs Button)

 

cheers Ron

May/Jun 2012


What's New 1.33   View Changelog


Released

A lot of things have changed since the last updated version in 2020.  

Please make sure you read Manual pp. 39-40 for changes and new functionality.

  • The growing list of agreed SubMenu IDs that have been developed over the last several months are identified. In the building Report the Menu and Submenu (if it is applied) are identified. This report can be used for source data to quickly make submenu cohorts.
  • The program applies the Submenu cohorts in the same manner as memo's submenu dll. It does not replicate the auto assignments as that is not directly TGI data driven but applied though the dll code.  The cohorts themselves will display under Unknown as they have no Exemplar Type property.
  • A correction has been made to the display of lot configuration lines to account for multiple Prop or Flora entries, one of which will be chosen at random. This display has apparently been incorrect for several years, although the dependencies these choices create were properly accounted for.
  • Internal Bookmarks have been added per view so that when skipping between views the last reviewed item will be bottom of the page when returning to that view. This helps when tracking things down.
  • Improvements have been made to restrict memory usage to a minimum - this will help with large plugin collections. 
  • 3D Model files are parsed for the first time, this enables finding the Texture and Effects dependencies they use, and some characteristics like Number of Frames, Frame Rate, Number of Triangles and Vertices. These also show in a report. Scanning time and memory usage increase slightly.
  • Throughout the data, downward references are counted. Thus, from the Menu down through Lot, Building, Prop, and then Model and Texture it is now possible to see how many times something is referenced. This data is now included in the reports. The long goal here is to be able to identify superfluous unreferenced content in a plugin collection – the complement of redundant though override - and enable packing only that which is referenced.
  • The reference tables have been updated with more info – in particular, the Family Property Descriptors have been further expanded. Also decriptions for all of the agreed submenus.
  • Further dependencies have been traced – notably Terrain Textures, S3D Models Textures – this can change the number of Faulty and Missing Deps.
  • Row limits have been made selectable for the Reports. (Preferences)
  • Better TGI sifting has led to the thinning out of the Unknown view. Incorrect TGI Types are flagged as faulty TGIFiles.
  • A NAM Edition featuring the NAM analysis and Reporting has been added to the set. (Preferences, Reports). In this edition some reports are available in formatted .xlsx and .csv format. You do not need Excel to produce these reports, but you need a modern spreadsheet to read the .xlsx files. (e.g., LibreOffice is freeware). Please write to me if you would like a copy of this debug version. You need a high level of knowledge of SC4 structures to make use of this reporting.

The Manual has been updated to reflect these changes (please read it).

Many thanks for community feedback

6 June 2024

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Just wondering, has this been updated for sc4pac support? By default, sc4pac installs plugins that may include lengthy path names, and this is causing a problem with scans: plugin prop packs are stopping the scan because some paths are too long.

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1 hour ago, thedab101 said:

By default, sc4pac installs plugins that may include lengthy path names,

Yikes!

Are the paths too long for Windoze and the props don't show in the game or only too long for DataNode?

I'm wondering if we should beep @memo or not.

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On 22/08/2025 at 4:48 AM, CorinaMarie said:

Yikes!

Are the paths too long for Windoze and the props don't show in the game or only too long for DataNode?

I'm wondering if we should beep @memo or not.

I think it's could be causing problems in game: indeed, some bats are showing the Boxing Day Box and probably because the paths are too long now that I rely entirely on sc4pac to manage my Plugins folder. In a bid to see if there was an issue with DataNode (can't imagine there is an issue), I tried scanning the 075-my-plugins folder alone (because I wasn't willing to start temporarily moving problem path folders out of Plugins and then wind up accidentally screwing up the folder). 

I've noticed that after plopping a building (I'm not sure which one I'm plopping that's causing this error), when I go back to the city, I get the Missing Plugin Required dialog. So, this must be because of the folder path lengths. 

That said, the reports of some missing dependencies in DataNode after scanning the my-plugins folder might've been because I wasn't able to scan the entirety of the Plugins folder: DataNode presents a (funny-haha) error, that the paths are too long scanning the root Plugins folder.

For example: the Windows long filename path for a prop from the rretail props pack (a path which also produced an error), installed by sc4pac, looks like this:

C:\Users\<redacted 6-character username>\Documents\SimCity 4\Plugins\100-props-textures\rretail.mega-prop-pack-vol1.1.6.sc4pac\Road Signs\Traffic Signs\One Way Signs\One Side One Way Left\Left Arrow Vertical\RR Sign_OneWay Left Arrow Vertical 22.5 Left-0x6534284a-0x27d79b48-0x4947a722.SC4Desc

Windows does truncate it to the 8.3 format, which makes the path look like this: 

C:\Users\<redacted 6-character username>\Documents\SIMCIT~1\Plugins\100-PR~1\RRETAI~2.SC4\ROADSI~1\TRAFFI~1\ONEWAY~1\ONESID~1\LEFTAR~2

I don't know if sc4pac has an issue with converting that long path to an 8.3 format, and it doesn't look like DataNode supports that. The long path above exceeds the Windows 260 limit in Windows 10, and in order to allow longer paths, I need to make a registry change... but the apps (both SimCity and SC4 DataNode) must have the element "longpathaware" set to true within the manifest file. 

Let me know if I can provide any more information.

 

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3 hours ago, thedab101 said:

I think it's could be causing problems in game: indeed, some bats are showing the Boxing Day Box and probably because the paths are too long now that I rely entirely on sc4pac to manage my Plugins folder. In a bid to see if there was an issue with DataNode (can't imagine there is an issue), I tried scanning the 075-my-plugins folder alone (because I wasn't willing to start temporarily moving problem path folders out of Plugins and then wind up accidentally screwing up the folder). 

I've noticed that after plopping a building (I'm not sure which one I'm plopping that's causing this error), when I go back to the city, I get the Missing Plugin Required dialog. So, this must be because of the folder path lengths. 

That said, the reports of some missing dependencies in DataNode after scanning the my-plugins folder might've been because I wasn't able to scan the entirety of the Plugins folder: DataNode presents a (funny-haha) error, that the paths are too long scanning the root Plugins folder.

For example: the Windows long filename path for a prop from the rretail props pack (a path which also produced an error), installed by sc4pac, looks like this:


C:\Users\<redacted 6-character username>\Documents\SimCity 4\Plugins\100-props-textures\rretail.mega-prop-pack-vol1.1.6.sc4pac\Road Signs\Traffic Signs\One Way Signs\One Side One Way Left\Left Arrow Vertical\RR Sign_OneWay Left Arrow Vertical 22.5 Left-0x6534284a-0x27d79b48-0x4947a722.SC4Desc

Windows does truncate it to the 8.3 format, which makes the path look like this: 


C:\Users\<redacted 6-character username>\Documents\SIMCIT~1\Plugins\100-PR~1\RRETAI~2.SC4\ROADSI~1\TRAFFI~1\ONEWAY~1\ONESID~1\LEFTAR~2

I don't know if sc4pac has an issue with converting that long path to an 8.3 format, and it doesn't look like DataNode supports that. The long path above exceeds the Windows 260 limit in Windows 10, and in order to allow longer paths, I need to make a registry change... but the apps (both SimCity and SC4 DataNode) must have the element "longpathaware" set to true within the manifest file. 

Let me know if I can provide any more information.

 

I don't think it's a manifest issue. The long path error seems like a custom one:

68aad894b36a7_Screenshot2025-08-24103331.png.d5eb5b1690a2811c80f0303607d57f3a.png

Just to be sure I've created a manifest "patch"...

<assembly xmlns="urn:schemas-microsoft-com:asm.v1" manifestVersion="1.0">
    <application xmlns="urn:schemas-microsoft-com:asm.v3">
        <windowsSettings xmlns:ws2="http://schemas.microsoft.com/SMI/2016/WindowsSettings">
            <ws2:longPathAware>true</ws2:longPathAware>
        </windowsSettings>
    </application>
</assembly>

...and applied it to the exe with mt.exe (from the Windows SDK):

.\mt.exe -nologo -manifest "C:\temp\SC4DataNode.exe.manifest" -updateresource:"C:\temp\SC4DataNode.exe;#1"

The "patched" version has the same long path error. So I believe that compatibility does require a change in the SC4DataNode code itself. And that only makes sense if SC4 itself is capable of handling it.

And that seems fine. As a test, I've moved SM2's Mobile Power Generator to the by SC4DataNode reported path (and created an additional subfolder there to make sure it's lengthy enough). Here's the copy-as-path of that file:

"C:\Users\[redacted]\Documents\SimCity 4\Plugins\100-props-textures\rretail.mega-prop-pack-vol1.1.6.sc4pac\Road Signs\Traffic Signs\One Way Signs\One Side One Way Left\Left Arrow Hornizontal\RRSIGN~1\PLOP_1~1.SC4"

I still can plop it without any issues in the game.

68aada3c3c464_Screenshot2025-08-24111414.png.a31116ad6c14ad6bdc455680e9cef6fb.png

So I'm not sure your brown box issue is related to path length.

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7 hours ago, thedab101 said:

Let me know if I can provide any more information.

That looks like a thorough investigation and it does seem like the Windoze limit is being exceeded. As such, I'll guess there's nothing wrong (nor any changes needed) within DataNode itself.

I believe posting your findings in the SC4Pac thread might be a good next step.

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19 minutes ago, CorinaMarie said:

That looks like a thorough investigation and it does seem like the Windoze limit is being exceeded. As such, I'll guess there's nothing wrong (nor any changes needed) within DataNode itself.

In fact, it's only a DataNode issue. Both the game and sc4pac can handle those long paths. The game requires the Startup Performance Optimization DLL to handle those paths, though, as explained in the sc4pac installation instructions on the STEX page.

Edit: Regarding the "Missing Plugin Required" dialog, this is usually the result of removing something from your Plugins that was previously there and has been used in the city before.

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11 hours ago, memo said:

In fact, it's only a DataNode issue. Both the game and sc4pac can handle those long paths. The game requires the Startup Performance Optimization DLL to handle those paths, though, as explained in the sc4pac installation instructions on the STEX page.

Edit: Regarding the "Missing Plugin Required" dialog, this is usually the result of removing something from your Plugins that was previously there and has been used in the city before.

I have this DLL installed already (and I had manually installed this before I started using sc4pac), and no plugins were removed prior to or after this issue, from that folder, either manually or by sc4pac. As I mentioned earlier, I'm able to successfully plop a building into my city, but when I reopen the city, I get that Missing Plugin error. I think I know which building is causing the problem, and on opening the city, there are no brown boxes by default - I only see brown boxes with some random buildings I try to plop. And to be clear, to @TiepiNL's example, the brown boxes I see are not specifically from the "SM Power Generator", it was another building installed from sc4pac: I can't remember what it was, and I only brought it up because I thought it might be relevant.

Because I have the DLL installed, it resolves my concern Windows, the game and sc4pac having issues with handling the file name length. At home, my AD Group Policy already enables support for paths longer than the 260 limit, something I set a long time ago and forgot about it, so all my Windows machines support the max length: I don't need to make registry changes. 

As to the manifest: not knowing how the app was constructed, I don't know if @TiepiNL's workaround would have worked for me either, and it's not my app to play around with: my first instinct was whether the manifest or whatever was compiled, enabled support for long paths.

I only wanted to report the problem I had in Windows, and find out if it's common knowledge. 

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