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AndisArt

simmars-forum-threads Beta 2 Bugs & Issues fixing

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The bugs & issues know when releasing Beta 2 were:

-some animal animations are still enabled such as the birds at the land fill

- the rewards do not create a pop up message when unlocked

- news messages for MAXIS rewards are still enabled, game crashes when you choose to build reward here

- the deluxe police station doesn't create deluxe vehicles yet

- Sometimes a tree pops up on the roads

- Several MAXIS lamps and stop lights on roads are still enabled

- not all interfaces and graphs display the new zone colors yet

Can someone go throught the Beta 2 thread and compile a list of reported bugs and issues?

Also anything you notice while playing the mod plese report here.

Then next step: Fixing the problems. Everyone´s who can help please do.


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Here's a bug - When fire breaks out in a city and the trucks are sent out using the emergency vehicle menu, trucks drive to the fire but do not put it out; game may hang in the red-border screen and fire burns indefinitely. Trucks may be sent out using the hot link in the pop-up and the fire will be quickly handled.

If a city has no fire station then trying to place one from the pop-up during an emergency will result in a standard maxis firestation being placed and the trucks will not fight fires.

Solution: let 'er burn! Or, quickly plop a firestation near the conflagration and open the emergency vehicle menu - the fire should go out without having to send any trucks which is good because trucks sent out from the menu command will not fight fires.

Any ideas how this bug works?

In other bug news - I worked on the rewards modding for a little while some time ago and had no problem getting the pop-ups to pop-up when their requirements were met but they never seemed to find the contents of their LTEXT files.  Otherwise, I always get the pop-ups on the existing beta rewards that you modded and the reward works fine.  Is it an issue with your OS?

I think the birds at the landfill are just an effect on the lot and should be easily removed but maybe Swat will mod us a whole new martian landfill.  I also see a few random animals out in the country (buzzards) - I can't imagine how they get in the game.  The random trees and streetlights are probably a prop family associated with an individual road piece and just needs to be tracked down and the property deleted. Destroying the tile and replacing it usually fixes this visually, although trees will regrow eventually if the little planter ring is still present on the tile.


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    Tim, thanks for getting started. I will have a look on what you said.

    Our modders out there, SWAT, warrior, un1, can you help with any of the above listed issues?


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    I can fix the reward pop ups. They will be blank, but I can add something Mars like to them if you don't want blank pop ups.. 2.gif

    -un1


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    Couldn't we just set their requirements to something that can never be met so they are never activated? Blank pop-ups will make folks think there's a problem, and as long as the 'accept' button is still there the possibility of a crash exists.

    Can the pop-up contain JPEG plus text? So far there's no way to replace the advisors but we could make those pop-ups into little news blurbs or science factoids. That would be slick.

    un1 - Did you look at the little airport terminal I posted? If Andi makes me put the mod back together in my plugins my CJ region will crash like a big dog without airports.


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    Here's a bug - the prison at zoom 4 or 5 turns into a twisted mess.

    bug1.jpg

    And apparently rural vigilantes have chopped trees down from the parks and built fences across the road.

    bug2.jpg

    This may be a conflict with the contents of the NAM.


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    That never happened to me for the prisoin. Aswell for the fences, lol! That's funny and why try using NAM on SM? Seems a bit outdated if we put it to the future.

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    When i place the Marsian Colony Museum, The textures in the ground desapear

    (sorry for the spelling)

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    Lot that musmem or download BSC mega textures 1,2,3 to reslove this problem.

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    Pressing "Accept" in the dialog box saying you have unlocked the Prepo Inn will close the box and do nothing. If you try to go to the rewards panel to place the inn, the icon description says that you have placed the building already. Not sure with the other one(s).

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    Here are some bugs I found

    Somehow my water stations only produce water covering their radius and not supplying water for the rest of the city even when the pipes are connected. This bug started when I built more than one (or two) water sources.

    When highlighting and clicking a solar power plant, the info turns out to be a building next door (or close to it).

    The ice surrounding the bridge piers are still blue (in case it hasn't been noticed yet) 3.gif

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    Yes I've been knowing this for a long time. All of this is yet to be fixed in the next release. I've been experimenting with SM's water / ice much or if not longer than you have. I have been using SimMars since beta 2 and I did post some of my experiments in my Martian CJs.

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    Here's a extremely annoying bug: Whenever you get enough sims to build the Prepo Inn you can't because it says that the building is already built in the city,but it wasn't built because you just got enough sims to build it!

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    Has any sim mars features been tested on a mac yet? Just curious as some bugs that occur on mac windows users never see, and vice versa.

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    I was experience this bug in SimCity 4 (Without SimMars)

    -Twisted mesh-

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    Originally posted by: fatcharizard

    Here's a extremely annoying bug: Whenever you get enough sims to build the Prepo Inn you can't because it says that the building is already built in the city,but it wasn't built because you just got enough sims to build it!quote>

    thank you, this bug has been fixed for the next release

    As for custom rewards, at the moment none of them generate to built when hitting "Accept" in the pop-up window. Not sure why this is.

    Originally posted by: redrummage

    Has any sim mars features been tested on a mac yet? Just curious as some bugs that occur on mac windows users never see, and vice versa.quote>

    not that I know of. wanna volunteer? 9.gif


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    Relief...... 48.gif

    Hamish has gone quite a while ago, so you would probably be the only SimMars team member with a Mac SC version.

    It'll be even better if you could mod...but it's fine right now 9.gif

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    I have some suggestion

    Should be change the animals animations into hi-tech robotic animals

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    I posted this on the other bug reporting forum page but there are more recent posts here so I'll repeat it here. And note I'm running this on a mac, the larger water pump doesn't seem to connect to water pipes on a slope. Visually it appears to, but water doesn't run through the pipes.  Also the road and street directly under the elevated highway is original maxis road.

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    That happens with the Windows too. Like mine.

    Apperantly the only way to get around the water supply bug is by placing a second station beside the first, and you can demolish the first one without any fuss.

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    remove trees from the game (from the roads, from mayor mode planting, or from god mode terraforming). possibly for laughs, replace it with Tiberium

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    I've noticed the bug in the water supply too -- here's what I do. I run a pipe out in all four directions from the center then connect these sideways to form a box around the pump; it may take a minute but the water will flow. Can't imagine what causes the problem or why my fix works.


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     -some animal animations are still enabled such as the birds at the land fill

    RippleJet made a mod that can remove all pigeons and seagulls from the game, called the Bird Pesticide. It is available here. Maybe that could help?

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    I've tried the Bird Pesticide (they can be annoying!) and it did not work for me. Perhaps it is being blocked by one of the other mods. A closer look at how it works might give us some clues.


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    how do you fix the water issue? (i.e pipes not bieng filled.)


    My Current (Albeit Delayed) Work in progress? A falloutSC4 mod.

    http://www.simtropolis.com/forum/topic/35769-timmystwins-bat-thread/

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    Warning: This person may use sacasm, do not feed, touch, or provide fodder for his twisted sense of humour, doing so will result in sudden, disasterous outbreaks of sarcasm

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