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jeronij

Street Side MOD Support thread

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I think there is a lot of preparatory work (a lot of very boring code-copying, new trees, new props, etc) to be considered before next (possible) mod is out of the oven. Let us breathe a bit here in between, ok?

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Originally posted by: DJGspinNhitz Thanks for the quick response! For now thanks to the SUM I will pick which MOD I want when I load a city. Porkissimo's Seasonal Trees look really good in the Residential areas, remind me of home, so adding them to JRJ MOD would be totally awesome (IMO). Now we just need a MOD or manager to load individual sub-folders and put lots where we want them in our menu with just a click. (I am dreaming) Thank you both for all your work, wonderful job!!!!quote>
 

I'm not sure, just supposing, but usually when these new packs asks you to delete older ones is because they already have those included. Check the txt file in it for that info, it might say exactly that, but as I said, just supposing. 2.gif

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I said I would post at his hour, and I have arrived 4.gif

I am experiencing problems/ questions.

I have all of the Street Parking Bays in my city. Is this okay? Will this cause any conflict?

My next problem is directly this picture:

untitled1copy7ju.th.gif

What I did was I loaded a city that didn't have the mod applied to it.

As you can see, parts of the avenues have the mod on them, parts of the road have the mod on them, and parts of the streets have the mod on them. It is very odd because in every case the mod isn't on all parts  of the road, the street or the avenue. Can you help?

I am running other transportation mods so I will see if disabling them help, and I will try to narrow down the problem 4.gif

PS: I have a monstruous computer so it has nothing to do with it 3.gif

moz-screenshot.jpgmoz-screenshot-1.jpgmoz-screenshot-2.jpg

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@soldyne: Please read my comment in Cycledogg's Columbus Tree Mod thread. The description NDEX provided is somewhat confusing, unfortunately.

@newyorkrunaway1: Well, you can always wait for my street tree mod, which should be released next week or so. 2.gif

@Madness: I don't know exactly which textures jeronij changed, but it is normal that different wealth levels trigger different textures. That's why the bus station has a grey texture, rather than the red one. Maxis is using three only slightly different colored textures for the three wealth levels, but it becomes more obvious when you use a more radical color contrast. About the parking bays: You can use as many as you want, but since every set has the same IDs, only the set that is loaded last will show up in your city.

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Originally posted by: Andreas RothAbout the parking bays: You can use as many as you want, but since every set has the same IDs, only the set that is loaded last will show up in your city.quote>

This is exactly what I wanted to know. Thank You!

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    Hello to all

    toxicpiano,  the idea of let the player choose which sidewalks to use was already rounding my mind, so it was not difficult to make a small fix :

    JRJ Sidewalks_OPTIONAL_MODULAR  ( See atached file)

    You can delete the old Sidewalks folder and copy this one if you want to choose which sidewalks use. There is a dat file for each wealth level. So if you dont want to see the HighWealth pinly cobblestone sidewalks, simply remove the file called "*****HighWealth****.dat" and restart your game.

    The same goes for any other sidewald ( rural, low wealth and med wealth)

    soldyne, CPT_Nº7 available in the STEX is a replacement for CPT_nº8 and CPT_Nº9, and includes both of those files. You can use it without problems with this mod.

    newyorkrunaway1, those mods you mention are posible, but now, after three weeks of hard work for this one, I need some rest  2.gif . Give me some days to see if it is worth to make additional mods, and if so, which one is the first to come....

    Madness, the game is installed with all the four different parking bays by default, only one will show up though. The blue lined one. If you want another colour, simply remove or rename the files you wont use in the adequate folder, 

     

    About your second issue,  well, the sidewalks, which are an optional file btw, are applied to all the transit networks. It seems Maxis crew was lazy when designing this part of the game, and there are only four sidewalks types for ALL the transit networks.  As mentioned, you can delete  the sidewalks folder and the mod will still work.

    Ha ha ha ha 17.gif....while I was answering, there are three new post in the thread...well, some of my answers are duplicated, but I´ll post them anyway 2.gif

    JRJ Sidewalks_OPTIONAL_MODULAR.zip

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    For the streetlights, does it have to be wealthy development for them to appear or just any high wealth building? Because I can't see them.

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    Hey, first off,  this MOD is awesome even though I can't get it to work completely right. I am having problems getting the trees and parked cars etc. to show up and I have all the dependencies and did all the installation stuff.  Thanks in advance for the help.

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    hmm, what if I only want the medium wealth footpath, the high wealth one seems too out of place. Great mod though, couldnt have asked for more cept for ^^. 0 0

    \_/

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    well I got everything to work, except for the parking bays. the cars are all parking off the street which is cool, but there are no bays to speak of, they are just on sidewalk or the grass which is tolerable i guess as I see it done all the time where I live.

    unfortunately I have no use for the sidewalk texture mod as it applies everywhere, not just the streets. in the suburb areas it looks ok as I have learned how to manipulate wealth levels in suburbs. but in my medium and high density i have a patchwork of wealth types and the sidewalks look very checkerboard like. this is why I dont use trolcas street mod either, patchwork streets are just unpleasant. if there were a way to just lay down one texture for an area and keep it like that, then I would love the brick texture for my cities.

    also, I just recently released my diagonal park lots on the STEX and they are designed to blend in with the default maxis textures. the new sidewalk textures just sort of defeat the whole purpose of the lots I made, so again no go with the sidewalk. other wise it looks very nice and I would have used it.

    is there any special way to get the parking bays to appear? should I zone in a specific way, commercial only maybe?

    thanks in advance.

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    I'm having trouble with parking bays too (I took out the blue, white, and yellow parking bays). I'm using the GREY (NO MARKED) ones. I'm wondering what the no marked stands for?Does that mean no parking bays at all? Overral, the MOD IS AMAZING! Simtropolis is constantly expanding on the inferior Maxis game! *evil laughter* You guys at BSC are truly molding SimCity into an entirely new game. Jeronij, don't worry if people have technical problems with it. This Mod is an entirely new and revolutionary add-on to the game, and since it's new, it's bound to have some problems. However, it works perfectly fine for me (except for the parking bays). It may be a tad bit complex for some new users, but overral, congrats, man!!!!

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    To clear up some confusion about the parking bays: These are props and come in four different styles - without markings (only a grey steet texture), or with white, yellow or blue markings (dashed lines at one side). The parking bays are intended to show up on the sidewalk of medium and high density zones, so the cars do park in these bays rather than on the sidewalk. This is a common sight all over Europe. Here's a shot of my upcoming mod, which shows the grey parking bays in a medium density residential area:

    parkingbays4gy.jpg

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    Just a couple of things.

    I, too, am not seeing parking bays. My cars are parking on grass. There are no asphalt textures appearing beneath them. I could live with that, but it sort of defeats the purpose. Otherwise, it is a very exciting mod.

    I do have one criticism, however. There are way too many big trees generated. They tend to obscure my view of the buildings. I know there will be an upcoming modification that allows more tree choice, and I would ask that the number of trees generated be controllable, if possible. Don't get me wrong; I love the look of the trees, and the tree-lined avenues are spectacular, but not being able to see my buildings is bad.

    Overall, though, I love this mod and thank you for putting the effort into it.

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    Unfortunately, it's not really possible to control the number of trees; that would mean to create another set of exemplar files for each tree density (= lots of work 2.gif ). I agree that the number of trees might be too high for medium and dense development, but for low density, R-$$$ in particular, it looks great in my opinion. And please read my comment about the parking bays, they will only show up in medium and high density zones - this is quite realistic as well, since low density areas rarely have special parking bays. However, it might be better to cut down the number of cars, so it doesn't look that odd... *makes notes for his upcoming mod*

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    First off Andreas and Jeroni, this is a superb addition to the game, hats off to you for the incredible work and commitment.

    I'm actually using the mod in Anôrien, and I love it!

    I've encountered a curious problem though, don't know if someone else have mentioned it before, but here it is, since I've installed the mod, the number of toilet paper trees, (you know, when you see people throwing TP on a tree...) have increase dramatically, everytime I create a new stretch of street, one is bound to appear, as soon as I replop near the offending tree, it's replaced by a regular one, sometimes it may take 2 or 3 replop. Once I've waited a few years (game time of course 18.gif ) but it never changed.

    Just a minor glitch.

    Again great work, thanks a lot guys!  44.gif44.gif

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    Andreas: I haven't been able to understand from the discussion so far... Will your upcoming mod be compatible with Jeronij's?

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    ah ha, only medium and high density. IC now. unfortunately I never use streets for medium and high density, one high density building gives instant congestion on a street so I use roads or avenues. oh well, I guess I will never have parking bays in my cities...

    and I agree to a point that the trees do obscure the view a bit, but it is just a matter of looking for the right screen shot when making CJ updates, and I do that now anyway. thanks again and keep moding!

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    @Darmok: It might be possible that more TP trees are showing up now. In the original game files, there is only one exemplar file that randomly puts a TP tree on the streets in all residential zones. For this mod, jeronij created new exemplar files, so he could add different numbers of trees, cars etc. on the street tiles for the various wealth and zone types, and now there's one TP tree exemplar file in each DAT. Maybe jeronji can adjust his files a bit, so they only show up in certain areas, such as R-$ medium and high density.

    @pnorrell: My mod will use the same set of exemplar files that jeronij's version is using (a big thanks to him for creating these, it surely was a helluva lot of work to create about 150 new exemplar files), so you have to choose between his version and mine. It is the first time, that a street mod has been that "complete" (covering various wealth and zone types and such), so both jeronij and myself are pretty much breaking new ground. I'm monitoring this thread closely, so I'll try to avoid the problems that are showing up. Fortunately, you can install and uninstall these mods at any time, including updating them - you only have to click on your streets with the street tool a few times to apply the changes.

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    Hello, Firstly I would like to say congratualtions and thank you so much for this great mod, however, I do have a slight picky problem...

    smallproblem3wx.jpg

    Can anyone else see anything wrong with this...

    I am trying to make an industrial area, and I have got some blank concrete filler lots, however, when they are placed next to a road tile they have made the "sidewalk" bricked red. This doesn't look any good does it?

    Can anyone offer a solution to this problem...

    I also don't think the red brick would go well with high wealth commercial ares.

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  • Original Poster
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    Hello again, 

    Some quick feedback.

    Kippis05, there are new street lights for the $$ and $$$ MD and HD zones. For the $ (all densities) and $$ / $$$ low density you will only see Maxis lights.

    Swaj2191, cant you be a little more specific ?¿.  Does the mod work or not ?¿. As mentioned in this thread, the mod is not compatible with PEG´s MTP Road mod. And probably with any other street related mods ( like the seasonal trees ones )

     

    storms991, if you would have taken the time to read the thread, you would have seen there is a modification to solve this problem only three posts above yours 20.gif

    soldyne, the same as for storms991 2.gif. The sidewalks are optional. And with the mod I posted above, you can also decide to use which one to use if you want.

    unseelie, it is imposible to make a tree combination that satisifes everybody 2.gif. So I decided to recreate the most nearest thing to me, so I tried to recreate the streets in my city. Even so, I just placed half of the trees that we have here in the reality. In my street there is a planted tree every 8 meters. In the mod, there is one tree each 16 meters. You can imagine how would my street look like from a SC4 perspective !!!. Anyway, dont worry much about this, more versatile mods are to come....

    Darmok, Andreas is quite right. Just an apointment. The TP trees with the kids throwing toilette paper is a Maxis animation. I think it is a nice one, so I used for all the $ and $$ streets. You wont see them in the $$$ streets. As you mentioned, the solution is to click on the street ultil you get the desired effect. There are almost unlimited combinations 2.gif !!!

    aaronperry, I love this animation !!!

    andymcnab666, the same as for storms991 and soldyne, you can use the attached mod to decide which sidewalks you want to use, or simply remove the folder that contains the sidewalks to go back to Maxis ones. As already explained in this thread ( which you could have read before asking  20.gif&nbsp2.gif the sidewalks are common for all the network types and not specific to the streets. EDIT; Btw, it is not my fault if all those industrial lots you are using are high wealth lots 2.gif. This is mostly a bad lot declaration.

    FROM NOW ON !!!

    49.gif

    If you post a request in this thread, and it is not answered by AndreasRoth or by me in 24 hours, it wont be replied. Read carefully the complete thread and/or the mod´s readme file, and you will find the answer to your question.

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    awww.... fiddlesticks... I feel like a right prat now... I completely missed that post... I am sorry jeronij.

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    Thank you for your responses, guys. I had begun to suspect that density thing before I went to bed, since I was seeing random parking bays here and there by the end. My main testing had been in one of the Berlin cities, so it was pretty much all low density. The trees aren't a deal breaker for me, but I was disappointed that they ended up obscuring my view so much. They are beautiful trees, however, and I like them a lot. I will probably just choose a set of smaller trees when Andreas' version comes available. Of course, I might not end up using the mod at all since it seems to be bogging my game down tremendously. Maybe if I remove some of my forty million or so plugins, it might help.

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    Obviously, the more props SimCity 4 has to display, the lower the overall performance will get. Maxis is using a handful of trees for all streets and roads, and with this mod, you can literally install dozens. It might not be an issue with high end computers, but surely with those that are next to their limit anyway. Being more selective with any download is a good idea in every case - just compare the loading times of the game with an empty plugins folder and one that has 1 GB (mine has this size at the moment) or more! Most likely, my mod will have much less props than the one by jeronij, and with the ability to choose the style of the trees, I hope many people will find a combination that fits their needs.

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    Darn it....do I ever love this mod. Everything seems to work fine in my game, no problems I can find. In the beginning I was afraid that it might change the streets with the famrs, but it didn't.

    But, on the picture below are the trees that we should have gotten with this mod, not some australian trees that most of us do not have them growing in our country ( unless there are more Aussies than the rest.....lol)

    Love those trees, will we get them one day?

    1parkingbays4gy0dx.jpg

    Thanks to everyone for the effort that was implicated in creating this mod. I am impressed.

    mrbisonm


    "I love long walks, especially when they are taken by people who annoy me." I say what I think, and not what you want to hear most of the time!

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    Hello! Jeronij and Andreas!!18.gif

    Thank you for your wonderfull MOD and BAT every times very much!!

    The cause are your works that we are not got tired of SC429.gif

    Will you up-date(re-up) with "JRJ Sidewalks_OPTIONAL_MODULAR" on STEX??

    If you won't to do it, can I distribute this files at  my site with introduction article??

    I think that we don't read a threds only English well,so many Japs does not notice this file.8.gif

    Thank you Jeronij and Andreas.44.gif

     

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    Hi MrB, ha ha ha, I do not live in Australia, but I can asure you we have lots and lots of Eucalyptus here in Spain !!!. In fact, in the mod Eucalyptus are used mainly in $$$ areas. I used some Cycledogg´s trees also in the $ areas but mainly I used the trees that I usually see at home.

    As mentioned above, it is almost imposible to make a mod like this that satisfies everybody :-(. But Andreas is working in the one you are asking for ;-D

    Also, depending on how Andreas finally releases his mods, you could choose to have one mod or another one for each density/wealth level. Remember this mod has a folder for each density/wealth level so if Andreas´s mod comes the same way ( which I guess it will) you could mix the mods, always using only one for each density/wealth level.

    I hope it sounds not too confusing....

    andymcnab666, dont worry amigo, it is just that I had to answer the same question three times !!!

    Hello again Mas71, how is everything going in Japan 2.gif !!! I think it is a good idea to update the file in the STEX and add the modification.  I want to wait a little more to see if some more fixes are necessary before I update the file ( because it is not only to change the files, but also re-write te readme file and create the installer and everything else....21.gif

    If you want you can distribute the files with an introductory explanation in Japanese in your site. No problem at all 5.gif 

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    Thank you for your answer quickly !18.gif
    OK! I see!
    I'm very satisfactory with only person of this added file.
    but I will carefully see this thred and STEX every time.

    Thank you again for this good MOD!!44.gif44.gif44.gif
    and reading my message too.

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