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CycleDogg

CPT Terrain Mod - Trees

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Last Online: A long, long time ago... 
 

Something you may want to check out.

Earlier today, my McAfee antivirust software detected a trojan called Prockill-DF in the cycledogg columbus terrain mod.
 
Now, before anyone gets alarmed, I checked with McAfee (online) and this is what they have to say about this threat:
 

Virus Characteristics

There have been reports of an incorrect identification in the 4629 DAT files of certain installer packages.  This will be corrected in the 4630 DATs.
 
I'm wondering if anyone else has come across this. Also, do you think its an error on the part of McAfee, or is there really a trojan in the file?
 
I'm not trying to alarm anyone, but obviously this is something you may need to be aware of. I have PMed Cycledogg and site staff about the issue. I'll post here again when I receive more info.
 
EDIT: DON'T PANIC. SEE MY POST ON THE NEXT PAGE.

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Most probably, this is a false report. The DATs only contain textures, 3D models, icons, labels etc., and they are non-executable, so it's very unlikely that a trojan horse could hide there. Modern virus scanners use heuristic scans, that means they are looking for certain patterns in the files, and when they detect something that looks similar to the virus patterns, they will show you a warning.

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Date: 11/17/2005 12:01:08 AM Author: the_SIMtastik_One

Something you may want to check out.

Earlier today, my McAfee antivirust software detected a trojan called Prockill-DF in the cycledogg columbus terrain mod.
Now, before anyone gets alarmed, I checked with McAfee (online) and this is what they have to say about this threat:

Virus Characteristics

There have been reports of an incorrect identification in the 4629 DAT files of certain installer packages.  This will be corrected in the 4630 DATs.
I'm wondering if anyone else has come across this. Also, do you think its an error on the part of McAfee, or is there really a trojan in the file?
I'm not trying to alarm anyone, but obviously this is something you may need to be aware of. I have PMed Cycledogg and site staff about the issue. I'll post here again when I receive more info.

I have never got this and if you got a trojan which I really don't hope for you it isn't because of the Cycledogg files5.gif

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Posted:
Last Online: A long, long time ago... 
 

Just to update everyone...

It seems that my McAfee software was misidentifying a harmless file as a trojan.
 
My antivirus software is updated daily. After receiving today's update I removed all instances of Prockill-DF from the quarentine list. I then scanned my computer and there were zero harmful files detected.
 
As I said before, I don't want to alarm anyone. I just wanted to bring this to everyone's attention in case it turned out to be an actual problem. There has been no word from Cycledogg. Site staff said they are loking into this. I have PMed this new info to both Cycledogg and site staff.
 
Andreas Roth: It is true that the .dat files are not a likely place for a trojan to hide. However, the CPT Trees mod comes with an .exe installer program. As I understand it, this is how trojans get around.

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This tree mod is amazing. Some of the most realistic trees I ever seen for Sc4. Thank you so much. 44.gif Please continue making more variations.  

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Is there a zip available for mac users? I'm having trouble running the installer through cedega.

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You should find a zip pretty easy on Cd's site Here
and if you want to download the trees I believe they are on zip's on the stex, not sure though they could be replaced with an exe.

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Are these trees already available as props? I have been looking for them on the STEX, but can't really seem to find them.

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Date: 11/27/2005 3:12:00 PM Author: Kwakelaar Are these trees already available as props? I have been looking for them on the STEX, but can't really seem to find them.


I just found this question. Yes they are available as props. You can find the mod in the  Make your favourite tree a plopable thread. The file is attached to that post 2.gif. There are also some other plopable trees available along this thread. just check my posts there 9.gif

 
This goes for prince_of_sims too 2.gif

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  • Original Poster
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    Are mac users still having problems with the exe?  I found a couple PMs about that in my inbox today, but they were a couple months old.  (Haven't been here for a while.)
     
    Also, prop versions of most of the trees as well as some new shrubs are now available:
     
     
     
     
     Edit: another question I am getting is: why am I only getting one kind of tree in god mode
    If your land is flat, you will only get one type of tree in god mode.  If your land is hilly enough, you will get a bunch of different trees IF you installed the appropriate tree controller.
    To change tree controllers:
    If you have the installer (.exe) version of the tree mod (and still have the .exe file somewhere on your computer), go to your My Documents\SimCity 4\Plugins\Columbus Terrain Mod folder and delete any files that begin with CPT_No7_  Then run the installer again, and at the second screen, hit the + to the left of Tree Controller, then check either the Generic Mixture of all trees or selection of conifers if you want a mixture of trees.

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    Hi Cycledogg,

    first of all, I have to say I'm a BIG fan of your columbus terrain mod/tree mod. It gives the game a more realistic look, and for a second, you might think you ended up in some National Geographic nature documentary.

    I've got 2 questions. First, the recently released mayor mode trees look great. Any chance they are going to be part of a God mode tree controller pack?
    Second question, I've seen some screenshots of some beautiful new terrain textures you've been working on Z-urban (http://zurban-fl.com/). Are you going to release these on the STEX? Or are they available somewhere else?

    Just keep up the great work.

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    the recently released mayor mode trees look great. Any chance they are going to be part of a God mode tree controller pack?

    That was my original intention, but, my time is pretty limited these days, so I don't know if I'll get around to it or not.
     
     
     
    I've seen some screenshots of some beautiful new terrain textures you've been working on Z-urban (http://zurban-fl.com/). Are you going to release these on the STEX? Or are they available somewhere else?
    When they're done, they'll be put on the STEX.  I'm hoping to make a mod with them, but if I don't have time to do that before summer, I'll just upload the textures.
     
     
    Before I get to these things, I've got a big pack of lot textures and some BAT houses to finish and upload.1.gif

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    Posted:
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    I seem to be having some problems with running the exe using file juicer (mac user). I run the program and it can't detect any files at all, I'm kind of lost! Help would be great. 1.gif I would love to use these trees, they are simply amazing.

    Oh, and by the way, I was able to download and get: CPT_No9_TreeModelsPartTwo.dat and
    CPT_No8_TreeModelsPartOne.dat, but the download from the STEX archieve for (I think its number 7) is the one that isn't working.

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    OK the CPT_No7 Tree controllers are on the STEX in zip format for MAC users HERE

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    ok big question. there seems to be a lot of new great BATs and LOTs and mods on the STEX recently using your CPT_No# files but threre are so many dependancies I am getting confused.

    the recent R$$$ NDEX houses say they need CPT_No7TreeControllers which, when I follow the link says to delete all other CPT files including CPT_No8 and No9 but JeroniJs recent street mod says to use those files (8 and 9).

    if I get the CPT_No7 mentioned in the NDEX sets will the jeronij mod still work? all of these CPT files everywhere is very confusing and there seem to be so many subdependancies as well. can you please clarify what is needed for what?

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    The wording in the (nonexistant 2.gif ) readme for the NDEX houses is a bit misleading. You will need Cycledogg's tree props, these are contained in CPT_No8_TreeModelsPartOne.dat and CPT_No9_TreeModelsPartTwo.dat. In addition, you need the "Cycledogg's Trees as Props" download that jeronij has created. The tree controllers (CPT_No7_TreeController_*.dat) are mainly intended for controlling the God Mode and Mayor Mode trees, so if you don't use Cycledogg's Columbus Terrain Mod/Tree Mod, you don't need the tree controllers. BTW, there's a support thread for the NDEX homes in the NDEX forum, so you might have a look there as well.

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    Posted:
    Last Online: A long, long time ago... 
     

    wow, reviving the topic i guess! so, i have this your tree controllers, and i love them dearly! however, i got them when i was on rush hour and a mac, now i moved to a PC and deluxe, and they're only semi-working. you see, they're showing up as they should, and they get plopped down on the land when i'm within a city. however, i go out to the region shot, and you can't see them! 15.gif i can go back in, and there i see that the trees are still there, just only when i'm within the mayoral city mode.

    so, to sum it up, 1. are these mods geared only towards rush hour? 2. has anyone else had this problem?

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    Posted:
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    I'm using my awesome phenominal powers to resurrect this thread from the dead!

    Anyways,
    Cycledogg, I'm a long time user of your awesome columbus terrain mod and tree mod.
    I've run into a problem with my water that seems to be upset by the file
    CP_ColumbusPlayTerrainParametersForUseWithCPT_No7TreeController.dat

    It appears that this file messes with the transparency of water (see attached) 
    When removed, my regular water transparency comes back.
    Now, I've downloaded and played around with iLive's reader, but I don't have any clue where the alpha settings are for the water...

    I've found this code:


    ; Minimum amount water flow needed for a border vertex to be considered as lying
    ; in a river
    MinWaterFlowInVisibleRiver=30.0


    ;Maximum river depth at border vertices.
    RiverDepthAtBorder=60.0

    ;How muddy the water looks at a spot is determined by the alpha value assigned to
    ;the "mud color" at that spot. The alpha value is computed as
    ;  alpha for mud color = sediment per unit volume of water * SedimentInfluenceOnWaterColor
    ;
    ;However, the alpha value won't be allowed to become more than the value of
    ;"MaxSedimentAlpha" parameter below.
    SedimentInfluenceOnWaterColor=0.1


    ;Maximum alpha corresponding to sediment. Higher this number, more influence does
    ;sediment have in determining the color of water
    MaxSedimentAlpha=0.5

    ;red component of sediment color [0-255]
    SedimentColorRed=116

    ;green component of sediment color [0-255]
    SedimentColorGreen=108

    ;blue component of sediment color [0-255]
    SedimentColorBlue=85

     


    I've tried messing with some values - But... Now I'm stuck...
    I've also tried other water mods, and removing water mods alltogether - no effect.

    Anyone please assist.

    post-148888-12985083168567_thumb.jpg

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    It's been a while since I toyed with those properties, but you should open the terrain controller with the Reader and look for the "WaterDepthForMaxAlpha" and "WaterMinAlpha" properties in the Terrain Properties exemplar file. I don't know the default values at the moment, but try something around 20 or 30.

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    I remember the reason for the messed up shoreline being due to Cycledogg's accidental deletion of a few reps of a property. I really don't want to go hunting for it though...

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    Posted:
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    Andreas you're my hero!

    I located the values in the exemplar file and noticed the data tyep for the WaterMinAlpha was a Uint8. I switched it to a float32 and changed the value to 0 and voila!

    Thanks so much for everyones help!

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    Posted:
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    I love these trees and they would be perfect for one of my regions, but when I go to an already-incorporated city (covered with PEG pines), I get the regular oak-maple-whatever combination, even though I installed douglas fir. Can I change anything so that I get my existing trees changed to what I installed? Or is there a way to delete all the trees in my city so I can plant a bunch of new ones? Also, one more thing. If this can't happen, I'd like to be able to plant these in mayor mode but not god mode. Can I do that? Thanks in advance.

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    Posted:
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    It looks like you don't understand (no offense). I've only covered about half the cities in my region with trees so far, and when I go to a city that is already covered, I get the oak-maple kind since it makes it that automatically at lower, drier places. What I want is to be able to go to one of those cities that is already-covered and get the CPT#7 file that I installed, not the default. Ignore the 3rd question, I figured it out by reading.

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    The CPT#7 trees needs to be planted first, if you open a city with Maxis trees, they will stay until you replace them with CPT trees. What my mod is doing is replacing all in-game Maxis trees with Cycledogg's trees automatically, this means it saves you the hassles of removing them and plant Cycledogg trees instead.

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    The CPT Tree Mod is fabulous. I have it for some time now but too bad it doesn't work with my new region...

    I use Grand Teton National Park (https://www.simtropolis.com/stex/index.cfm?id=17392) and the height isn't adjusted to the mod.

    Andreas, would it be possible to adjust the height to have it work in that region too? (or other higher regions)... Thx!


    KINGDOM OF SAVOY

    COMING BACK, HOPEFULLY SOON?

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