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GlobexCo

Unlocker mod for CXL

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    Originally posted by: MMorelli

    a proposito quando sarà disponibile l'unlocked mod?

    when it is available unlocked mod?quote>

    Stiamo aspettando l'ok dell'amministratore (Dirk)...

    We're waiting for Dirk's ok...


     

    my website:

    www.victorfleur.com

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    A Dirk, a Dirk, my kingdom for a Dirk!!!!

    XDDD

    Wow GlobexCo, did you finishd the mod and test?

    Congratulations

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    Originally posted by: wyllman

    A Dirk, a Dirk, my kingdom for a Dirk!!!!

    XDDD

    Wow GlobexCo, did you finishd the mod and test?

    Congratulationsquote>

    No, at the moment there are lots of bugs...

    And the version is not very stable!


     

    my website:

    www.victorfleur.com

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    Originally posted by: GlobexCo

    Originally posted by: wyllman

    A Dirk, a Dirk, my kingdom for a Dirk!!!!

    XDDD

    Wow GlobexCo, did you finishd the mod and test?

    Congratulationsquote>

    No, at the moment there are lots of bugs...

    And the version is not very stable!

    quote>

    My cities XL is not very stable now  :-D

    Go on and do the best!! We will appreciate it

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    secondo me il mods va diviso in settori. un mods per ciascun effetto , ad esempio:

    1 mods per sbloccare i blueprints

    1 mods per i gem ecc. ecc.

    (sorry for my english)

    I think the mods should be divided into sectors. a mods for each effect, for example:

    1 mods to unlock the blueprints

    Mods for a gem and so on. etc..

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    Originally posted by: MMorelli

    I think the mods should be divided into sectors. a mods for each effect, for example:

    1 mods to unlock the blueprints

    Mods for a gem and so on. etc..quote>

    that's exactly how my own mods are divided up...for a couple of reasons:

    a. when testing mods, it's easier and quicker to deal with bits at a time;

    b. for some reason, jeremy12's compiler doesn't pack more than 500kb~1mb for me...so i'm forced to break it up.

    this is of course no knock on jeremy12's program, for he and the great fellows at xentax have revitalized these forums with their ispirational tools 19.gif

    just so i'm keeping everyone up to date with what i'm doing when i find time at home:

    - i've been working with all of the individual buildings under data/design/bldg and changing their attributes to fit a more realistic world.

    - since for some reason or another some of the blueprints never complete stage 3 (and some don't even allow token assignment), i thought maybe i'd just put the blueprints as landmarks; of course then you'd lose the cool 3 stage developements, whereas it would be more of an instant build. i remember globexco saying their was a panel limit, like 50 buildings or something...maybe that'll be a problem.

    **and even though this is slightly off topic...though relating to the comments about CXL's new owner found on this same page...what financial incentives does the new company have to do anything with this game? it's already a failure so i doubt they'd complete it; but, on the flip-side, why would they want to give us any tools/support? i think a lot of us would love to see some BAT-like tools, or any way to manipulate the "lots" without crunching numbers in the layout files. if the new company would realize this and release some of the tools MC used, then perhaps the game would pick back up in popularity and make some additional sales...not to mention a legacy, dare i say, like SC4.

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    Originally posted by: mr-tom

    Yes - that's a fair point - apologies. Simply mentioned it as the ongoing situation is pretty pertinent to whether we're allowed to make mods, release mods and (especially) to host them on Simtropolis...quote>

    I'm going to allow this and I will take responsibility for any issues that may arise. 

    Let's see what you got.  44.gif


    I made this!bzt.gif

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    OeeeOeoeoe oooeee oooeee!!!

    Yeeeeha!!!(In english XDD)

    Thanks dirk!! We all expected your response, and the mod ofcourse ;-)

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    Originally posted by: dirk

    Originally posted by: mr-tom

    Yes - that's a fair point - apologies. Simply mentioned it as the ongoing situation is pretty pertinent to whether we're allowed to make mods, release mods and (especially) to host them on Simtropolis...quote>

    I'm going to allow this and I will take responsibility for any issues that may arise. 

    Let's see what you got.  

    quote>

    well....


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    9.gifDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD

    YAAAAAYYYYY!!!!!!!

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    Cheers Dirk!!

    This will help the game progress even further, and possibly resurrectt the current (small, but possible larger than I think!!) community for CXL.

    @GlobexCo: Great work you are putting into the game!! Just wish I could be a test person as I have the normal CXL, however due to exams, I am currently very busy, but alas this time next week I will be on Holiday 9.gif

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    Lock'n Load! We're in business 10.gif

    Besides the work done by these fellow community members, we've hit yet another landmark. This is where the floodgates open and we the players fix and finish this game. 4.gif

    Thank you Dirk for giving your thumbs up to this 48.gif

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    Originally posted by: dirk

    Originally posted by: mr-tom

    Yes - that's a fair point - apologies. Simply mentioned it as the ongoing situation is pretty pertinent to whether we're allowed to make mods, release mods and (especially) to host them on Simtropolis...quote>

    I'm going to allow this and I will take responsibility for any issues that may arise. 

    Let's see what you got.  

    quote>

    Wow.  Thanks!

    (edit)

    Guys,  I'm not much for modding, but happy to test for people.

    Also a thought, is it worth sharing the load with the guys at CitiesXS?  Seems to me that there's little point duplicating effort, when other things may remain undone.

    (end edit)

    (second edit)

    Link to same sort of message on CitiesXS: http://www.citiesxs.net/forum/index.php/topic,1585.0.html

    (end second edit)

    Tom.

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    Hi Guys,

    I've got a question. Is it possible to unlock the Beta-Streets too? I've heard that you can't place a Bus Stop on them and the crossroads would look strange.

    Here are some Beta Streets but not all-

    cxl_screenshot_round_720zo.jpg

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    Outstanding! Wonderful! Now I really can't wait for the release 21.gif 

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    Eagerly awaiting the arrival of this ! Thanks to all that were/are involved !

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    @Mr. Tom:

    Personally I do not see any problems concerning the release of some mods and tutorials since the game's death is a settled matter...

    Nevertheless I´ll talk to mudder as he is the webmaster of CitiesXS.

    Expect a definite answer tomorrow. 4.gif

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    Originally posted by: Andre090904

    @Mr. Tom:

    Personally I do not see any problems concerning the release of some mods and tutorials since the game's death is a settled matter...

    Nevertheless I´ll talk to mudder as he is the webmaster of CitiesXS.

    Expect a definite answer tomorrow.

    quote>

    Really?? And yours(citesxs.net) final version of "pack explore", where can i download it??

    ummm... and the topics deleted with mods information?

    If you don´t see any problems can you send, (by mp) all the tools you have????

    Andre090904 is a pleasure to meet you, and good luck with your talk to mudder XDD

    Here I would like to hear Okeanos.

    Bye and be happy.

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    I hope CXS will collaborate with simtropolis. Eitherway, the French team at Generation City is about to release a nice tool - you can see my comments ealier in this same thread.

    Originally posted by: Aaron95

    Hi Guys,

    I've got a question. Is it possible to unlock the Beta-Streets too? I've heard that you can't place a Bus Stop on them and the crossroads would look strange.

    Here are some Beta Streets but not all-

    quote>

    Well Aaron95, i haven't messed with the roads in a while but i went ahead and patched up all of the roads that i believe are currently unlocked.

    I wasn't able to play the beta cause apparently my computer wasn't up to par, but I do know which roads you're talking about. MC used their names a lot, like doubleroad...even the avenues have this name--strange.

    Since the news of Dirk allowing us to release patches, I went ahead and included the rail station and the railroad tracks for those of you wanting to test them out. I warn you though that, although the game most likely won't crash, the tracks aren't functional.

    Hopefully anyone that would like to update the class and layout files to improve these underdeveloped roads, please, please do so. If you need help understanding the process, then any one here can help you.

    Download road_addons_beta_v0_1.rar  at www.mediafire.com/

    Included you will find the data folder and subfolders, the patch, and a readme file with brief descriptions about the roads.

    cxlscreenshotteste0.th.jpg  cxlscreenshotteste1.th.jpg  cxlscreenshotteste2.th.jpg  cxlscreenshotteste3.th.jpg

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    Thanks for the link kiwispanker, However how do I change the textures of the roads?

    many thanks,

    Josh

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    Originally posted by: wyllman

     Really?? And yours(citesxs.net) final version of "pack explore", where can i download it??

    quote>

    1.There are different programs that can unpack and repack files in the .pak, .patch and .sgbin format:

    1)Okeanos' Unpacker and Packer.

    2)Moaku's Pakies XL

    3)Neidhard's CXL-Pak-Explorer(killed by Andrè and Moaku)

    If it wasn't for Andrè, Moaku and Asheroo, the tools and the tutorials would have been made public after the 8th March-unfortunately, they're still not available.

    2.CitiesXS.net is NOT only Andrè.

    @kiwispanker: I've already used the rail tracks in my tram mod, but unfortunately I haven't got any more motivation to continue developing mods for CitiesXL. But if someone wants some information about .class, .layout or .actor files, he can contact me and I will provide him some information about the different attributes.

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    wow, Thanks kiwispanker, I tried them. No Problem. Only when i built a railway the game crashes

    Many Thanks too,

    Aaron

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    Originally posted by: haltendehand

    Originally posted by: wyllman

     Really?? And yours(citesxs.net) final version of "pack explore", where can i download it??

    quote>

    1.There are different programs that can unpack and repack files in the .pak, .patch and .sgbin format:

    1)Okeanos' Unpacker and Packer.

    2)Moaku's Pakies XL

    3)Neidhard's CXL-Pak-Explorer(killed by Andrè and Moaku)

    If it wasn't for Andrè, Moaku and Asheroo, the tools and the tutorials would have been made public after the 8th March-unfortunately, they're still not available.

    2.CitiesXS.net is NOT only Andrè.

    @kiwispanker: I've already used the rail tracks in my tram mod, but unfortunately I haven't got any more motivation to continue developing mods for CitiesXL. But if someone wants some information about .class, .layout or .actor files, he can contact me and I will provide him some information about the different attributes.quote>

    Thanks for info.

    1.Umm. I only read about one but 3 are better than one :-)

    Can you send me the tools, please?(i don´t publish it, only for my internal works)

    2. Of course. I did not think otherwise, my English is not very good. Do not take my comments too literally. I always commented with a smile on my face, do the same ;-)

    Bye

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    @Wyllman:

    All modding-related threads are still in an internal forum. Nothing has been deleted (death downloadlinks may exist nevertheless but that should not be a problem). I asked mudder to transfer the internal forum to the English modding forum so that it would coexist there as a subforum.

    I doubt that Okeanos is going to participate either in the forums or in the modding-scene in general...he has been inactive for several months.

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