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GlobexCo

Unlocker mod for CXL

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Hello everyone, I'm back!

And I'm back with some good news...

request n1:

At the moment, with one of my new mods (and I want to really thank Moaku for this), it's possible to unlock all the unlocked features of CXL, such as:

medieval pack

blueprints

gems (unfortunately not finished)

Then, before releasing such a mod, I want to know if you think that this is a legal thing...

I mean: MC wanted to sell us all those things, and now there's a way to get them free. Do you think I can release this mod? (try not to think in a "I want, I want" way...)

Please, can some moderators answer?

request n2:

Some repackers have been released... Now everyone can make his own mods

So this is my idea:

I want to create a new modding community here, at Simtropolis. A community open to everyone, where everyone can find a way to customize CXL...

I'm not asking if there's someone who can help, I'm just checking if there's someone interested in tutorials, tools and help about modding CXL.

MC is dead... we don't know if someone will develop again CXL... but I want to play CXL in the same way as I played SC4 when I discovered the possibility of adding my own things...

Thank you all.

GlobexCo

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my website:

www.victorfleur.com

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I'm not sure what the legal stance is at this point. Someone will no doubt say you can't/shouldn't, but honestly I can't see no more legal action than a "please stop" which you just obey if it comes to that.

It's a shame to see this game as far as it is, just needing to be opened up like Sim City 4 was for custom content and development, but no one's making a move on it....it's sad really, because knowing this community we very well could make this our new city builder with our talent here.

I look forward to any news because it'd be nice to actually fire up my game again...

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GlobexCo, if releasing this mod is legal, it will be great. But how can we know this?

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I don't think this is legal, because other developers who had the change to release the Hong-Kong map didn't release it. That was because it was simply not allowed.

Cities XL has been sold to a different company, which now hold the copy-right. Giving that GEM's, and parts like the medieval pack, were only for the PO, on which you had to pay for, making this available now would be illegal. MC, and I probably think the new company too, want(ed) to make money on these parts.

I suggest not to create the mod from you're first request, although I would certainly love it. (while I'm no moderator)

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On the other hand monte cristo does not exist any longer..... when they decided to not release the HK map mc existed.


I love Dragons!

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A community open to everyone, where everyone can find a way to customize CXL...

quote>

Does the way to go,  It would be nice to see more people that think the some way.

Thanks

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I feel that you should release this mod, I'm not trying to condole illegal activity3.gif, but MC does not exist anymore, this was made official to this community, and we haven't heard anything of the new developer at this point, globex, I think it's a great idea, and? if it is illegal, like the aforementioned post, you will 99% chance, get told to stop, and if you do, all is well, I say release it, that would be wonderful, but, the decision is yours, thanks for at least making modding a reality4.gif

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Also, I have a question, if they (the new company), are planning on releasing at some point CXL 2011, then in essence, we would be modding an old game? unless CXL 2011 (if it's ever released) will just be a patch of the original, we shall see, just a thought.

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    So:

    Originally posted by: Stewy13

    I'm not sure what the legal stance is at this point. Someone will no doubt say you can't/shouldn't, but honestly I can't see no more legal action than a "please stop" which you just obey if it comes to that.

    It's a shame to see this game as far as it is, just needing to be opened up like Sim City 4 was for custom content and development, but no one's making a move on it....it's sad really, because knowing this community we very well could make this our new city builder with our talent here.

    I look forward to any news because it'd be nice to actually fire up my game again...quote>

    Once released, the mod can't be stopped... That's why I want to ask if the community agrees.

    Me too, I believe in custom content, since it's the only way to really play not with the game, but with the good graphic engine (I think 3d is better than the 2d of SC4)

    Originally posted by: ACEH

    GlobexCo, if releasing this mod is legal, it will be great. But how can we know this?quote>

    Asking MC is the best thing to do (but contacting a dead company isn't very easy...)

    Originally posted by: Stef42

    I don't think this is legal, because other developers who had the change to release the Hong-Kong map didn't release it. That was because it was simply not allowed.

    Cities XL has been sold to a different company, which now hold the copy-right. Giving that GEM's, and parts like the medieval pack, were only for the PO, on which you had to pay for, making this available now would be illegal. MC, and I probably think the new company too, want(ed) to make money on these parts.

    I suggest not to create the mod from you're first request, although I would certainly love it. (while I'm no moderator)

    quote>

    Maybe releasing only a little part of it can be a great idea. For example blueprints: if the future developer want to add all those models to the solo game, they'll develop a new blueprint structure (since at the moment all the construction phases are wasted). This one will be better than my blueprint-to-landmark, and they won't lose quite anything.

    Gems aren't finished, so you really can't use them (they're only eyecandy and full of bugs)... Future company (ok, I'll use "FC") won't loose too much, since they can sell a complete and functional gem.

    Medieval pack can be really useful, but since it's fully working in solo mode (with its own menu), it can be really against FC...

    A mod from CXS unlocked roundabouts... maybe we can also unlock the train station (since it isn't functional - I don't want to unlock also the railways only because it's a network full of bugs, with missing pieces and sometimes it crashes the game).

    A list of what can be unlocked would be cool...

    Originally posted by: Skimbo

    On the other hand monte cristo does not exist any longer..... when they decided to not release the HK map mc existed.

    quote>

    Yeah. A friend of mine, povis123, is preparing a mod for this... ATM we're trying to add the PO maps menu slot in-game.

    He'll help us in the modding community.

    --

    And thanks to Roger51 and roberto_valverde.


     

    my website:

    www.victorfleur.com

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    About the rail station: You will not have a lot of fun with it. Especially because you have to give a special care to the tracks......


    I love Dragons!

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    Originally posted by: Skimbo

    About the rail station: You will not have a lot of fun with it. Especially because you have to give a special care to the tracks......quote>

    Of course... but maybe you can do some good screenshots, and add it in your urban planning...

    Ah, I forgot to add that unlocked railway tracks aren't compatible with tram mod, they share the same textures...

    Originally posted by: Hail91

    I feel that you should release this mod, I'm not trying to condole illegal activity, but MC does not exist anymore, this was made official to this community, and we haven't heard anything of the new developer at this point, globex, I think it's a great idea, and? if it is illegal, like the aforementioned post, you will 99% chance, get told to stop, and if you do, all is well, I say release it, that would be wonderful, but, the decision is yours, thanks for at least making modding a reality

    Also, I have a question, if they (the new company), are planning on releasing at some point CXL 2011, then in essence, we would be modding an old game? unless CXL 2011 (if it's ever released) will just be a patch of the original, we shall see, just a thought.

    quote>

    I can stop the download of the mod, but as I said before, I can't stop the mod... Someone else who downloaded it can release it again... and everyone who downloaded it can still use it (and this is not fair for those who won't be able to download it anymore).

    CXL2011 should be a whole new programs, but probably it will use the same models, simulation structure and graphic engine of CXL.


     

    my website:

    www.victorfleur.com

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    The rail-station + tracks. Uhm. ya got a sreenshot of that?

    4.gif

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    Originally posted by: Stef42

    The rail-station + tracks. Uhm. ya got a sreenshot of that?

    quote>

    Of course:

    4666341245_ba6d72c412_b.jpg

    4666964472_28f76ece74_b.jpg

    4666341657_7529f4f327_b.jpg

    Tracks are bugged:

    - lots of missing pieces

    - game crashes if you try to drag tracks to the edge of the map

    - you can't build a track next to another one (in fact I can't connect all the three tracks of the station)


     

    my website:

    www.victorfleur.com

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    The problem with the crash at the edge of the map can be solved. But the problem with the missing parts (not just intersections between the tracks, every intersection is missing.) cannot be solved. (at least at the moment)

    Here is a( a bit strange) pic where you can see some more of the track vehicles:

    cxlscreenshotdoragonshi.jpg


    I love Dragons!

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    I personally would really like to comply with request n1. But on the other hand it is a bit immoral and unethical (couldn't find any better words to describe it 3.gif). But then again, MC stopped with CitiesXL and all the things you can unlock are not finished, meaning that if it comes out with a prize people will buy those (at least I would). 

    I recently started to try to unlock the BP's, and I think if you don't release it, other people will. And SC4 is also being modded , with extremely good results, so why not? So I say, release it.

    On request n2, I couldn't agree more 

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    Originally posted by: wyllman

    About the modifications, I was able to unlock some blueprints ( f. e. "paristriumpharch") but the modifications of the file "b_ldm_paristriumpharch_t3.class look as if they don´t work (*_c1_t3.class ; *_c2_t3.class ; _c3_t3.class do work) Any suggestion?

    quote>

    Mmm... it depends, what did you change in class files?

    My mod uses another command to unlock them...

    Originally posted by: Skimbo

    Here is a( a bit strange) pic where you can see some more of the track vehicles:

    quote>

    So they planned also an underground network...

    --------------------------------------------------

    Ok...

    so the only point to discuss now is the medieval pack... (since we find a solution for the other things)


     

    my website:

    www.victorfleur.com

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    Originally posted by: Skimbo

    The problem with the crash at the edge of the map can be solved. But the problem with the missing parts (not just intersections between the tracks, every intersection is missing.) cannot be solved. (at least at the moment)

    quote>

    If we can solve problem with the crash at the edge of the map maybe we can do railroad without intersections and use it like harbor for passengers and freight?

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    @Povis: It's a very difficult process to make thoose rails work.

    As you might know every traffic network uses .lua for the optics. The rail network is a street with another look. Haltendehand used this for his trammod, Oliver for a try to make a rail mod. If you are good at LUA yu can try to lay the rail network over one of the not used streets of the game. The only way it can be used is as a bus-route (passangers) or as a road that's only open for freight trucks.

    But first I've got to say you something: that's an extreme ammount of work.


    I love Dragons!

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    Originally posted by: GlobexCo

    Originally posted by: wyllman

    About the modifications, I was able to unlock some blueprints ( f. e. "paristriumpharch") but the modifications of the file "b_ldm_paristriumpharch_t3.class look as if they don´t work (*_c1_t3.class ; *_c2_t3.class ; _c3_t3.class do work) Any suggestion?

    quote>

    Mmm... it depends, what did you change in class files?

    My mod uses another command to unlock them...

    quote>

    to unlock the buldings i use some mod files(trade.lua ; trade.master ...) The building is constructed on no problem(apparently).

    I change " maxmonthlycost : x " in (*_c1_t3.class ; *_c2_t3.class ; _c3_t3.class, it work!) but it doesn´t work in "b_ldm_paristriumpharch_t3.class"

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    Originally posted by: Skimbo

    @Povis: It's a very difficult process to make thoose rails work.

    As you might know every traffic network uses .lua for the optics. The rail network is a street with another look. Haltendehand used this for his trammod, Oliver for a try to make a rail mod. If you are good at LUA yu can try to lay the rail network over one of the not used streets of the game. The only way it can be used is as a bus-route (passangers) or as a road that's only open for freight trucks.

    But first I've got to say you something: that's an extreme ammount of work.quote>

    Not I was thinking about more simple things, there don't need that trains go, only we build a station lay the track to the edge of the map and thats all. We get some passengers and freight like from harbor or airport. All we need to do thats is repair track lines that don't crash the game in the edge of the map and rewrite station *.class file that he give pass/freight and maybe we can add noise pollution, what train station without noise 1.gif . Maybe its not so easy like I write but I think its possible, I can start this project but I need to know how solve crash at the edge of the map.

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    Originally posted by: wyllman

    Originally posted by: GlobexCo

    Originally posted by: wyllman

    About the modifications, I was able to unlock some blueprints ( f. e. "paristriumpharch") but the modifications of the file "b_ldm_paristriumpharch_t3.class look as if they don´t work (*_c1_t3.class ; *_c2_t3.class ; _c3_t3.class do work) Any suggestion?

    quote>

    Mmm... it depends, what did you change in class files?

    My mod uses another command to unlock them...

    quote>

    to unlock the buldings i use some mod files(trade.lua ; trade.master ...) The building is constructed on no problem(apparently).

    I change " x " in (*_c1_t3.class ; *_c2_t3.class ; _c3_t3.class, it work!) but it doesn´t work in "b_ldm_paristriumpharch_t3.class"

    quote>

    difficult to explain and difficult to understand. Can you send me files you modded? Just curious... 48.gif


     

    my website:

    www.victorfleur.com

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    Originally posted by: povis123

    Originally posted by: Skimbo

    @Povis: It's a very difficult process to make thoose rails work.

    As you might know every traffic network uses .lua for the optics. The rail network is a street with another look. Haltendehand used this for his trammod, Oliver for a try to make a rail mod. If you are good at LUA yu can try to lay the rail network over one of the not used streets of the game. The only way it can be used is as a bus-route (passangers) or as a road that's only open for freight trucks.

    But first I've got to say you something: that's an extreme ammount of work.quote>

    Not I was thinking about more simple things, there don't need that trains go, only we build a station lay the track to the edge of the map and thats all. We get some passengers and freight like from harbor or airport. All we need to do thats is repair track lines that don't crash the game in the edge of the map and rewrite station *.class file that he give pass/freight and maybe we can add noise pollution, what train station without noise 1.gif . Maybe its not so easy like I write but I think its possible, I can start this project but I need to know how solve crash at the edge of the map.quote>

    the crash on the map proble is "not very difficult" to solve. I think I've got  a working track somewhere on my computer..... but I don't know where.....


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    Long ago... i dowloaded "root.patch". This mod file unlock some blueprints and medieval pack and more.

    I change "trade.master" (it is inside root.patch => data\desingn\script\network\) and those change

    unlock some more blueprint. "Rijksmuseum", "30 St Mary Axe" is constructed on no problem now(tested) and some

    more (no tested yet).

    "ParisTriumpharch" is construted on no problem but the maxmonthly cost was 0 in all phases.

    I change all *.class files and it work only in construction phases not in final build.

    I send you files if you want to email (tell me by MP)

    Thanks for your time

    Edited: link to crack.

    -- GlobexCo

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    I thiks it shoul be the functions that create "prototypesdb.bin" in save folder ignore modded *_t3.class files.

    But it is only a theory

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    Mod is ready...

    I tested quite everything... (gems are full of bugs, they don't work in-game - but you can do some of the gemski tutorials, there you can build something, but be careful since often it crashes)

    Waiting for a mod/admin opinion...

    (at any moment I can lock/unlock features - this mod will certainly be updated in the future, it's the only way to control a little bit the situation)


     

    my website:

    www.victorfleur.com

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    Some blueprint construction test pics:

    Tokyo Tower (tested constructions and functions, works fine;-)Rijksmuseum (Tested construction and functions, work fine)Chi Chen Itza (Tested construction and functions, work fine)405 Lexinton Avenue (Tested construction and functions, work fine)30 St Mary Axe (Tested construction and functions, work fine)Neuschwanstein Castle (tested constructon. some functions bug)Hagia Sophia (tested constructon. some functions bug)Easter Island Statues (tested constructon. some functions bug)Buddha Statue (tested constructon. some functions bug)Arc de Triomphe (tested constructon. some functions bug)

    The last 5 blueprints need class modifications

    I think the other blueprints i tested work fine.

    I´m focus on blueprints bugs and unlocks

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    on the other hand, the game create a file "prototypesdb.bin" in C\:users\"localuser"\local configuration\monte cristo\cities xl\live\data\config\ when it start.

    It seem to be a list of .class files used for game and his fuctions(my theory)

    Does anybody know who is this file?

    Does anyone know in which file are the functions that create this file?

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