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GlobexCo

Unlocker mod for CXL

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I kind of suggested working together to the guys at CXS and let's just say the response was underwhelming.

They've been refusing to share for ages and then released their unlock very quickly once they found Globexco had released his. When I suggested working together to avoid duplicating effort, they wondered why they would as they'd done this ages ago (behind closed doors).

They just don't seem interested, which is a real shame.

Linking to various forum posts below - beware, the second is an automated German translation, so it may seem somewhat blunt.

http://www.citiesxs.net/forum/index.php/topic,1585.0.html

http://translate.google.com/translate?js=y&prev=_t&hl=en&ie=UTF-8&layout=1&eotf=1&u=http%3A%2F%2Fwww.citiesxs.net%2Fforum%2Findex.php%2Fboard%2C8.0.html&sl=de&tl=en

http://www.citiesxs.net/forum/index.php/topic,1604.0.html

(edit) @Ash - no offence intended.  That's just the way I read the responses.  If I somehow missed their enthusiasm to work together, then please do point it out.

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

I see what you mean... Well, I signed up not too long ago at CXS and don

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Originally posted by: KR153

I see what you mean... Well, I signed up not too long ago at CXS and don´t know any one of them personally. I too was quite..... unpleased let´s say finding out that some of my fellow germans did manage to get their hands on some new stuff but were not willing to share. The way I understood it was that they had some real trouble with one guy and after that they pulled back behind closed doors. This decision wasn´t carried by every member of that closed board like I heard. Why they finally decided to release the unlocks (mainly karel53) ...dunno! Again, I can only assume that they HAD good reasons not to publish it. I personnally want to believe that it wan´t "goog enough" to release.... You know how we germans are =)

Finally I don´t give up the hope that some of you team up and will try to push that forward.....quote>

Great to hear from you.

I must say that the CXS mods are excellent and I suspect they held back for the same reasons as ST - legalities!

I've been giving some thought to working together, and I can see language being an issue, but perhaps there's a work-around - whilst we may not collaborate on a project, we could maybe pursue different projects so that at the end of the day, the game is that much richer.

Just my idealistic side talking there...

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    slighty off-topic, but can be interesting...

    I've contacted Karel53, he doesn't have enough time to help us with modding.


     

    my website:

    www.victorfleur.com

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    Don't worry, I kind of would like to see some interaction between the modders at CXS and at Simtropolis. Over at CXS, we have a full internal modding team and forum which only qualified modders can get into. In there, mods are continuously being made. Though, we do prefer bringing more high quality, bug free mods than beta mods with bugs, alas the long time it takes for the mods to come out. Also, we were nowhere near "mean" in not releasing tools, because we were never sure if it would be legal or not, even if MC has closed down (but the tools have always been public in other places, but our tools are quite neater), and the last thing we wanted to do is have the law broken, not only by us but others who have obtained the tools and are unlocking hidden stuff (though it seems to be ok now). However, I have noticed quite some rivalry between ST and CXS, as we have been trying to make CXS a big CitiesXL fan based website with all the mods so there won't be so much SC stuff (after all, Simtropolis does really come from Sim City, or the Sim Maxis series). The problem though is that CXS is not completely English, despite a forum section all for it, so it's not as welcoming for English speaking people (still waiting for Mudder to give me the go to start working on it). Though, I think ST and CXS should be more sister sites.

    By the way GlobexCo, great to see my well thought out Modding Index at CXS has inspired you to make one here. 2.gif

    Back to topic: Today I might as well just mess around trying to find out how to open the models in 3ds max, or for starters, which file/s is/are they. I know, absolutely hopeless, but I haven't really got anything better to do.

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    Originally posted by: Asheroo

    Don't worry, I kind of would like to see some interaction between the modders at CXS and at Simtropolis. Over at CXS, we have a full internal modding team and forum which only qualified modders can get into. In there, mods are continuously being made. Though, we do prefer bringing more high quality, bug free mods than beta mods with bugs, alas the long time it takes for the mods to come out. Also, we were nowhere near "mean" in not releasing tools, because we were never sure if it would be legal or not, even if MC has closed down (but the tools have always been public in other places, but our tools are quite neater), and the last thing we wanted to do is have the law broken, not only by us but others who have obtained the tools and are unlocking hidden stuff (though it seems to be ok now). However, I have noticed quite some rivalry between ST and CXS, as we have been trying to make CXS a big CitiesXL fan based website with all the mods so there won't be so much SC stuff (after all, Simtropolis does really come from Sim City, or the Sim Maxis series). The problem though is that CXS is not completely English, despite a forum section all for it, so it's not as welcoming for English speaking people (still waiting for Mudder to give me the go to start working on it). Though, I think ST and CXS should be more sister sites.

    By the way GlobexCo, great to see my well thought out Modding Index at CXS has inspired you to make one here.

    Back to topic: Today I might as well just mess around trying to find out how to open the models in 3ds max, or for starters, which file/s is/are they. I know, absolutely hopeless, but I haven't really got anything better to do.quote>

    Hope to see something very good coming out that forums!

    Yes, I loved the idea... and saw that many mods aren't here at ST or aren't in the stex, so it was the easiest way to show all the mods to the public!

    I tried to open those models with 3dsMax using many plugins... but nothing.

    The only thing we can do is to find someone who can look how the model is made and create an exporter for 3ds...


     

    my website:

    www.victorfleur.com

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    1. There are some people in the SC4 forums who wrote some great scripts for 3ds max; I'm curious if they would be willing to help us out.

    2. I believe Globexco mentioned earlier in this thread about contacting some people (or a person) from MC to get some information (or tools) (or knowledge about who owns the game!) for us. I do know how awkward it would be to contact someone out of the blue to ask them such questions - especially after losing his/her job.

    Not that I think contacting MC's old employees would be a good idea, but if some people wanted to represent the community and do so, then I wouldn't mind either. Having information about the new owners; and more importantly, having more tools to work with!!

    If you guys think it would be a promising idea, then I guess I should throw it out there that I do have a lot of the former MC employees email addresses (and phone numbers). I should also note that I do not know any of them personally or professionally.

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    Can you put the link to your mod in the first post in this thread, and then update it when it is new? Otherwise it is hard to see when it is updated unless you follow this thread faithfully....

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    some chinatown button pics(it gave some problems, but basicaly it work)

    citiesxlgame20100621064.th.jpgcitiesxlgame20100621064l.th.jpgcitiesxlgame20100621064.th.jpgcitiesxlgame20100621071.th.jpg

    citiesxlgame20100621064w.th.jpgcitiesxlgame20100621064s.th.jpgcitiesxlgame20100621064z.th.jpg

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    Originally posted by: wyllman

    some chinatown button pics(it gave some problems, but basicaly it work)quote>

    great, great work wyllman!! what was the problem?!?!?

    we were thinking of using the chinatown button as an ingame (gemcity) gem button since there aren't any chinatown buildings in the paks.

    i can finish unlocking the working gemski buildings into the chinatown/ski button.

    our next task is to add new buttons! this can be done.

    awesome work wyllman.

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    Yes. Very nice indeed. Well done.

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    Originally posted by: KR153

    I´ll have another look...

    @ Globex Co: Have you visited Cities XS ( german fansite)? You should really have a look at the unlocks of kare 53! Having installed both of your unlocks I managed to get really quite everything there is I guess. Wouldn´t it make sense putting both together (combined forces)? Because with either one of them I can´t unlock really everything...

    Another idea I had would be a mod switcher. A little console that activates/ deactivates the installed patches inthe pak file folder ingame.

    BTW: You got some sugar for my coffee, Mr Scorpion?

    quote>

    1. i haven't used karel53's mod yet, so i'm not sure what's included. but if you guys want to add unlocked buildings into globexco's unlocker mod, and karel53 doesn't want to combine, then we could add my unlocked buildings mod to the unlocker. i made the patch when jeremy12 first gave us his great re-compiler tool. just an idea.

    2. i don't know if a "mod switcher" could work ingame; there would be way too many problems with that.

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    Originally posted by: mentarman

    Can you put the link to your mod in the first post in this thread, and then update it when it is new? Otherwise it is hard to see when it is updated unless you follow this thread faithfully....quote>

    You can take a look to the modding index... (click banner in my signature)

    I'll put version 2 link there!

    btw... prepare yourself for another test phase!

    Originally posted by: kiwispanker

    Originally posted by: wyllman

    some chinatown button pics(it gave some problems, but basicaly it work)quote>

    great, great work wyllman!! what was the problem?!?!?

    we were thinking of using the chinatown button as an ingame (gemcity) gem button since there aren't any chinatown buildings in the paks.

    i can finish unlocking the working gemski buildings into the chinatown/ski button.

    our next task is to add new buttons! this can be done.

    awesome work wyllman.

    quote>

    Well done!

    (waiting for the new buttons 2.gif )

    news:

    So, blueprints are solved...

    Expansion complete: (few thumbs/descriptions missing... and some buildings included in karel's mod I can't find in game files)

    Here we can see:

    * 2 new hospitals

    * new wind power plant (zoning is also possible)

    * new (old) water tower

    * new hotel

    * climbing wall

    * little stadium

    * more stadiums (too big for the picture)

    * new town halls

    * new theathre

    * Moulin Rouge

    * new museum

    and last but not least:

    * modular airport pieces (hangar, main building and tarmac  - with bugged textures!)

    cxlscreenshotfdfd0.jpg

    now about waterways: they're like roads but on sea.

    In facts you can create a sealink at the edge... (didn't try what happens if you link two edges)

    next step: fix ctd with railroads.


     

    my website:

    www.victorfleur.com

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    great job. i'll look into new buttons. maybe wyllman can share his chinatown fix.

    globexco, i believe i fixed the tarmac glitch a while ago when i was playing with gemairport (or whatever it's called). i'll try to dig it up. great job!

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    @GlobexCo, I've noticed you took the link for v1 offline, I shame for those who have a Limited Edition....

    Can you tell when v2 comes out?

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    Originally posted by: Stef42

    @GlobexCo, I've noticed you took the link for v1 offline, I shame for those who have a Limited Edition....

    Can you tell when v2 comes out?quote>

    I want to release v2 this week.

    Hope to finish today with icons and descriptions... blueprints are ok... expansion is finished (for this release... maybe more things in next one). 

    Tomorrow I'm going to fix compatibility issues. Then I'll try to solve the "avatar trap".

    While I'm here:

    * railroads will be released as a separate mod, and not included in next version of the unlocker.

    * will be released also a gem unlocker (kiwispanker is working on wyllman's chinatown button mod)



     

    my website:

    www.victorfleur.com

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    Some more info:

    files i change to unlock chinatown button

    - data/interface/cfg/constructionmenutags.xml

    - data/design/script/interface/tagmanager.lua

    function TagManager:FindButtonOnByTags()

    - data/interface/panels/constructionmenu2/constuctionmenu2.lua

    function CONSTRUCTIONMENU2:ForceCMUpdate()

    - data/design/script/rights/rightsmgr.lua

    RightsMgr.Features =   ------>>>> Chinatown = "ALL"

    - data/design/script/interface/modemanager.lua

    --SCALEFORMMGR: DoActionScript("CONSTRUCTIONMENU2","_level0.CM.PackagesPanel.Chinatown.SetAspectDisabled")

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    Originally posted by: GlobexCo

    Well done!

    (waiting for the new buttons )

    news:

    So, blueprints are solved...

    Expansion complete: (few thumbs/descriptions missing... and some buildings included in karel's mod I can't find in game files)

    Here we can see:

    * 2 new hospitals

    * new wind power plant (zoning is also possible)

    * new (old) water tower

    * new hotel

    * climbing wall

    * little stadium

    * more stadiums (too big for the picture)

    * new town halls

    * new theathre

    * Moulin Rouge

    * new museum

    and last but not least:

    * modular airport pieces (hangar, main building and tarmac  - with bugged textures!)

    now about waterways: they're like roads but on sea.

    In facts you can create a sealink at the edge... (didn't try what happens if you link two edges)

    next step: fix ctd with railroads.

    quote>

    Sarà rilasciato anche il Casinò?

    Google traslate

    the Casino will be released?

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    One week away. Excellent work chaps. I can put aside Saturday (UK time) for testing if you want.

    Tom.

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    Yessss!!!!

    I found that function that disabled cancel button in avatar...

    Since my button works, I tried to put a function that returns true there... and the cancel disappears!!

    Fixed that....


     

    my website:

    www.victorfleur.com

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    Originally posted by: Tanzy70s

    Hi to all, has gone on this link "https://www.simtropolis.com/stex/details.cfm?id=24112" but the file where he download? "This file has been locked!"!!!quote>

    I locked the version 1 because of bugs and files that could be used as crack.

    Soon will be released version 2, so just wait 2.gif

    Since railroads will be released as a separate pack, unlocker v2 is quite ready.

    I fixed the main things, then I'll probably upload also a little fix for descriptions and icons... since some aren't working.

    See you on the STEX 2.gif


     

    my website:

    www.victorfleur.com

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    Originally posted by: KR153

     I personnally want to believe that it wan´t "goog enough" to release.... You know how we germans are =)

    quote>

    That's definitely not true. The truth is that André and Moaku didn't want those mods published, but the mods theirselfs were finished long before GlobexCo's ones.

    But now back to topic

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    Originally posted by: haltendehand

    Originally posted by: KR153

     I personnally want to believe that it wan´t "goog enough" to release.... You know how we germans are =)

    quote>

    That's definitely not true. The truth is that André and Moaku didn't want those mods published, but the mods theirselfs were finished long before GlobexCo's ones.

    But now back to topic

    quote>

    Moaku did not want to publish main mods because MC could stop modding if they discovered essential functions used... they did the best thing to do!

    Anyway, railroad crash is solved.

    Added citylink, fixed collision box and the uncompatibility with tram mod should be fixed...

    I forgot to tag the new railroad, so the station doesn't want to snap my tracks, but everything work fine!

    cxlscreenshotspsp0.jpg

    Next release is really near!


     

    my website:

    www.victorfleur.com

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    great work Globex!

    But I've got a question.

    For what is the waterway useful?

    At the moment I use Karel's unlocker but I think he doesn't work anymore on the mod, so I will try to delete every unlocked building in my city and use your unlocker (v2) when it's released.

    So I could not try your mod to see for what the waterway is useful.

    Sorry for my english, Kraut 9.gif

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    Originally posted by: Aaron95

    great work Globex!

    But I've got a question.

    For what is the waterway useful?

    At the moment I use Karel's unlocker but I think he doesn't work anymore on the mod, so I will try to delete every unlocked building in my city and use your unlocker (v2) when it's released.

    So I could not try your mod to see for what the waterway is useful.

    Sorry for my english, Kraut quote>

    Karel53 has something more (old files I can't find anymore)...

    Waterways are quite eyecandy (at the moment).

    Thanks


     

    my website:

    www.victorfleur.com

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    @Globexco - wow. Didn't expect trains to be fixed.

    @Aaron - The waterways can be used for ferries and maybe other things.

    Does beg the question - if Globexco aided by a few others can do this in a few weeks (alongside a full time job), what took MC so long? I think the only answer is that they were waiting for the next major release. Which prompts my real question - is anybody going to want CXL2011, or will the unlocked original CXL do it all?

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